Jump to content

Bonanzas

Members
  • Posts

    26
  • Joined

Everything posted by Bonanzas

  1. Iron fists was lame anyhow IMO. The PT pyro is so insane. 3-4 shotting people vs a half assed melee spec that takes 3 times as long to kill things. Yeah u could take more hits, but who needs to worry about that when all your foes die before they become a threat anyhow??? Haha
  2. Be sure to check out the smuggler gunslinger threads too. Same thread I opened up there. Bounce more ideas back and forth.
  3. I like that idea. But at the same time IP has a nice DoT that this sniper uses all the time in raids and I dot wanna see that dmg from the DoT being lost. I would like the probes both EP and PP to give us a boost in dmg while active let's say 5% that you spec into higher up in the engineering tree. Catch is, EP would increase ST dmg only and PP AoE dmg only. If they are both used, the most recent one will overwrite the other's ST/AoE dmg buff. I.e. I could throw down a PP first on a raid boss then follow that up with an EP to ensure that I get the ST 5% dmg buff since EP was the most recent of the two thus overwriting the AoE buff that PP had provided.
  4. Well for the teleport is isnt so much magic as it would be tech. And yes people will find ways to get to a spot that is a pain to get u down from but keep in mind, that other classes will be getting new abilities as well and I see no issue with someone being able to trump this to balance things out. Of course all we need is a diversion to take us outta cover or get stunned and lept to or pulled down. So it's truly not that difficult to over come if ur the opposer. Just more fun to use the terrain in an interesting style. The teleport is just what it is, technology that shoots you (blinks you ) into a different location to maintain distance from foes. A 1 min cd or 2 min is plenty long for such ability. The more complex it is the longer the cd. U cannot use it while ball carrying or while in entrench or ballistic shield is up. Still wanna note that on the sniper forum someone came up with a deploy cover mechanic. Check out those threads too.
  5. Loving the ideas guys keep em coming! And I especially like the "deploy cover" and buff to dmg, vital regulators for the engineering abilities. Very cool. I'm still not right there with some of ya on the camouflage or stealth even though I know i'd enjoy it, I just feel its too close to knocking on the operative/scoundrels area of expertise. But the freedom roll sounds very enticing.
  6. correct i see ur point but i still like the idea of using the terrain in a different manner than most classes and by having the ability to get to higher ground or any other advantageous point would be awesome. and its only like force leap if u chose to use it in that sense. which btw it does nothing dmg wise, does not generate a class resource pool nor does it even target a player since you would be targeting the terrain to do so. also not many snipers are going to be using this ability to JUMP to people since we want to be at a distance, this would be a rare chance that i just thought of. i mean i would prefer an ability that has may open ended possibilities in which it can be utilized. i just want one bad *** move to use like this and im as happy as can be. as for civil war it would be awesome to jump on the turret in mid field and snipe down below having the whole map available for target practice. and of course this can be a bad thing too cuz you present yourself to many other players that can shoot and or stun>jump to you.
  7. yes i like your additions with the 10-30m range I also like the idea of a rolling mechanic or a launching into the air and into into cover mechanic. However, i'd much rather see this ability to be able to jump gaps and other things. otherwise we really cannot climb up into spots and snipe like i would prefer. if we had the ability to jump gaps then i'd reckon we'ed have this on a 1 min CD. Just imagine how neat it would be in a VOidstar to jump onto the bridge and cover pulse (Agent AoE 360* knockback) people off rather than running up all slow like to do it. I mean assasins can speed boost in stealth and do the same thing.
  8. i can agree with that to a certain extent. that would be a great addition for our skill tree but it cannot be too OP being an aoe with higher accuracy debuff. plus it knocks snipers outta cover too. lets turn that up a notch, if it's in an aoe form lets make it stationary where all enemies within that cloud of smoke are unable to target or heal anyone as long as they are in that cloud. this way they can still run out of it. at the same time the other team cannot heal friendlies or hurt enemies in that cloud. this way people dont get CCed in it and aoed to death. that'st too OP. this would be more for an inconvenience or life saver more than an upper-hand, unfair advantage.
  9. Ok folks i wanted to start a thread with ideas for sniper/gunslinger new high level abilites for 51-55. Please get creative and let's see if BW here's what we want! I'll start off: Sniper: Lightspeed Jettison / Gunslinger: Catch me if you Can Instant cast 35m range 2 min CD Instantly transports the Sniper/Gunslinger to the targeted destination. Breaks movement inabilities, snare and root effects. Cannot be used while Entrench and Ballistic Shield are up. let's turn it UP A NOTCH! I'm not trying to get another force cloak that crap is old news i want snipers/gunslingers and ONLY snipers/gunslingers to have a 35 m teleport that you can target your destination to that has a 2 or 3 min cd. this would be great to get away with and maintain our distance from our foes since we are ranged dps. Also, this is NOT op since other classes have means of jumping or speed boosting to us. I want it to have a 35 m range since snipers/gunslingers have the most range dps in game so lets meet that standard. I want it to be able to be targeted onto a ledge that i can port myself up to if i so choose. Whether it's to strategically position myself to get in the passing lane for a huttball, perch myself on top of a ledge so i can feel like a REAL sniper and shoot peeps down below or to get away from a horde of enemies, this would be FANTASTIC in all aspects of the Sniper/Gunslinger arsenal
  10. Ok folks i wanted to start a thread with ideas for sniper/gunslinger new high level abilites for 51-55. Please get creative and let's see if BW here's what we want! I'll start off: Sniper: Lightspeed Jettison / Gunslinger: Catch me if you Can Instant cast 35m range 2 min CD Instantly transports the Sniper/Gunslinger to the targeted destination. Breaks movement inabilities, snare and root effects. Cannot be used while Entrench and Ballistic Shield are up. let's turn it UP A NOTCH! I'm not trying to get another force cloak that crap is old news i want snipers/gunslingers and ONLY snipers/gunslingers to have a 35 m teleport that you can target your destination to that has a 2 or 3 min cd. this would be great to get away with and maintain our distance from our foes since we are ranged dps. Also, this is NOT op since other classes have means of jumping or speed boosting to us. I want it to have a 35 m range since snipers/gunslingers have the most range dps in game so lets meet that standard. I want it to be able to be targeted onto a ledge that i can port myself up to if i so choose. Whether it's to strategically position myself to get in the passing lane for a huttball, perch myself on top of a ledge so i can feel like a REAL sniper and shoot peeps down below or to get away from a horde of enemies, this would be FANTASTIC in all aspects of the Sniper/Gunslinger arsenal
  11. Bonanzas

    Stealth

    You guys really have to think MORE outside the box. We don't need a stealth or a invis-speed boost... when lvl cap 55 comes out let's turn it UP A NOTCH! I'm not trying to get another force cloak that crap is old news i want snipers/gunslingers and ONLY snipers/gunslingers to have a 35 m teleport that you can target your destination to that has a 2 or 3 min cd. this would be great to get away with and maintain our distance from our foes since we are ranged dps. Also, this is NOT op since other classes have means of jumping or speed boosting to us. I want it to have a 35 m range since snipers/gunslingers have the most range dps in game so lets meet that standard. I want it to be able to be targeted onto a ledge that i can port myself up to if i so choose. Whether it's to strategically position myself to get in the passing lane for a huttball, perch myself on top of a ledge so i can feel like a REAL sniper and shoot peeps down below or to get away from a horde of enemies, this would be FANTASTIC in all aspects of the Sniper/Gunslinger arsenal. C'mon people LET'S TELL BIOWARE WHAT WE WANT! And i know this sounds bad a** hahaha!
  12. I'll be honest with ya. yes leth does pull more dps in raids BUT engineering is not as far behind as you may think. I use 2/31/8 in pve and love it! I have more raid utility and survivabilty nice beefy Orbital strikes even on ST fights Four DoTs - 1.) corrosive dart(specced into corrosive dart -corrosive microbes/lethal injectors) 2.) Interrogation probe 3.) Plasma Probe - can be looked at as a DoT on a stationary target as well as AoE and 4.) SoS's Electrified railgun (not so much a DoT to keep up rather than it being more of a boost to SoS). Never the less it is technically a DoT so I mentioned it. Main thing to keep in mind is to keep those 3 DoTs up as well as Shatter Shot's debuff. I only use explosive probe (EP) when i cannot use Plasma Probe (PP). I.E. situations that involve not breaking CCs I'd use EP. Situations where I need 20 more energy i'll use EP normally in conjunction with rifle shots as rifle shots is free and grants me more energy for the buck. For HIGH burst output I'll use EP then shattershot to ready the 4 cluster bombs then SoS through 3 or 4 of those clusters. My my alacrity makes my SoS a 2.71 channel so i can get through 3 clusters and squeeze in an Overload shot at the end. In this spec you actually have more hands on control with your energy regen. As forementioned your EP will drop 4 cluster bombs if you are specced into it that will grant 5 energy per cluster detonated by your blaster fire. In saying this, EP with its 30 second CD you can manually grab a potential 20 energy every 30 seconds. Remember to use EMP Discharge to reset the CD on adrenaline probe as well as reduce the cost of your NEXT EP or PP by 100%! More importantly DON"T be afraid of your energy consumption. You will have adrenaline probe ready every 1 minute thanks to EMP Discharge. Now as for my rotation this is what i normally do. ST Interrogation Probe> Corrosive Dart> Shattershot>PP (if target is stationary)>EP>Ambush> SoS >snipe and rifel shot til your next ability is off CD preferably one of your DoTs. after this its pretty much a mess. Just gotta practice til you know it like the back of your hand. AoE Orbital Strike>PP>Frag grenade(3sec CD)>suppressive fire between frag grenade cds (4 sec cast) This does use a great deal of energy. No problem energy is plentiful in this spec. ALso i like the idea of an invis or other emrgency GET AWAY option. Perhaps a teleport that we can target our destination!
  13. yeah im using my own 2/31/8 Engineering spec in HM Denova. One reason i chose this spec was for the aoe on the shield guys on Kephess. But most of all i enjoy it a lot. I'm able to place the PP on the bomb guys no problem. I do agree the lack of a pure rotation can get a bit hairy, i also find it exciting. Someone posted in one of the other threads that a Full rakata Lethality sniper with no augs should pull 1600 dps on a dummy... i call bs. Maybe on a strong dummy, which if that's the case then you're doing it wrong. Has to be a champion dummy. I pulled 1430 dps on the champ on my ship (legacy bought dummy) in lethality no stim only 4 class buffs and no cds popped. I also pulled with same stats/buffs 1380 ST in my engineering spec with no cds. these were both done over the course of 2 min both timed with a stop watch. so i lost 50 dps BUT i gain a lot more raid utility, a lot more survivablity, much better energy regeneration and more aoe which as anyone in HM Denova knows there are aoe parts that require attention and i'm loving being able to supply that
  14. yeah plasma probe is great... i dont see what the issue is. idc if they dont stand in it i care that they cannot cap nodes because of it.
  15. um all bounty hunters get a "shield"... so that's irrelevant when comparing the 2. PTs have interrupt and grapple as previously stated and ALSO AoE stun (Carbonize) and ST/AoE taunts. Those taunts are fantastic to throw on a mob of guys to reduce all the damage they do by 30% for 6 sec unless the attack you during that 6 seconds. Also nice to ST taunt a guy whacking on your healer. Still glad to see arsenal getting its buff. Many happy mercs will be coming outta the woodwork and dusty themselves off
  16. so what does this mean in lamens terms??? see my BH is at 41% shield rating and 43% absorb soon to be 47% with augmented crit crafted gear. with my 405 absorb relic that passivle procs it will net me approx 19%ish absorb plus the 14% from 4 stacks of heat screen. so about 80% absorb when its all said and done with the relic poppin while having 41% rating. is this bad? i find it to work MARVELOUSLY myself.
  17. tbh idk about the other tanks having more cds to thier disposal. I remember juggs and sins QQing over how PTs have better cds on the forums. But hey the grass is always greener on the other side is it not?
  18. I have 6 CDs i use. the one on-use relic, energy shield, oil spill, my Rakata Absorb Adrenal, Rakata Med pac, and kolto overload. Now i was for a good while using the columi on-use and the tionese on-use relics to pop when needed. with 7 of those cds i could keep cds up nearly a whole min give or take 7-15 sec due to bad user timing. that was really cool but impractical considering RNG and the fact that it's too much micro-managing when you have a ton of other things to be worried about. It's too bad they nerfed med pacs to only allow them to be used once per fight. I used to start off a fight poppin the rakata pac for 15% hp increase and popped it every now and again during a fight hand-in-hand with kolto overload to give kolto overload a bit more healing potential.
  19. ah yes my math was way off haha. my apologies it's late and im not thinking correctly. I was figuring 20 sec outta 100 sec for some reason when it shoulda been 60 sec per minute. anyhow i really wish you didnt say the rest of what you said cuz you are absolutely correct. and now i'm kinda sour about this whole thing. also very good point on the RNG scenario. it is nice to have and extra relic to pop as OH ***** buttons. I'll see how it all pans out later i suppose. As for the randomness of when it does proc, i gotta tell ya i have not actually timed it but it procs a lot more than i thought it would even on little trash mobs in black hole. as soon as the servers are up im hopping on , pullin up the stop watch app on my phone and running multiple trials to see what can be deduced. It is rather hard to tell what the internal CD is on it whether the countdown begins as soon as it procs or after the 6 sec activation dismisses. Plan B if this doesn't work out like i want I'll snatch up the on use absorb relic from the vendors and wear it and the columi one to pop when needed. I don't see a hole lot of use for the defense CD for PT just cause we have so little defense to begin with and the most shielding out the other 2 tank archetypes. Keep in mind when you avoid and attack you are not going to vent heat as often seeings how in order to vent heat normally you have a 50% chance to vent 8 heat when you shield an attack. That's a situational downside to the defense CD yet the upside being you avoid the dmg all together rather just negating it. Let us know how that plays out for ya.
  20. wanted to note that yes the effect only lasts for 6 seconds with a 20 sec cd. Keep in mind in a fight that might last up to 10 min (10 min for simple reference), if you are constantly tanking the boss with no downtime, you should be able to proc this effect at most 5 time a minute. that is to say in a 10 min fight while constantly getting hit with energy/kinetic dmg u are able to proc this 50 times. You can even think of it like having a relic that lasted for 300 seconds or 5 min. therefore you have just done half of a fight with 19% extra absorption. what a great relic.
  21. :wea_02:yeah i had just bought this 3 days ago and lemme say it is amazing! hands down BiS relic for shield heavy tanks (Power techs/Vanguards). It procs for 405 absorption every time you shield an attack with a 20 sec cd and the effect lasts for 6 sec. My PT has 41% shield rating and 43% absorb. when his 4 stacks of heat screen are up he has 51% absorb... when that bad boy fires off i get a whopping 19% absorption! so thats 69.85 almsot 70 % absoprtion. with the columi shield pop relic on top off all that i have 74% absorb. pretty insane stuff. I was a nearly unstoppable force in PvP with PvE gear and in my PvE spec (tanks are sweet like that ;-) ) but now with this little slice of ToR heaven i am THE UNSTOPPABLE BH tank! Cant wait to test it out in Explosive Conflict tonight! Took me nearly a week of doing Black Hole, Belsavis, and Ilum to get this puppy but it is worth it. And it is an upgrade to the dropped one in KP HM/NM which offers 380 absorb
  22. http://db.darthhater.com/skill_calc/bounty_hunter/powertech/#::fe8f3e3fe3f2e3f6efefe2f5ef16: 26/13/2 This is my favorite PVP spec. It is a melle dps spec that can take a beating while being able to dish some out. You have the ability to use guard . You'll want to use the Combat Tech PvP set for the 4 set bonus to take advantage of the specs rocket punches/stock strike +15%crit chance and +30% rocket punch/stock strike crit dmg. You use a shield generator to absorb a moderate amount of energy/kinetic dmg. Make sure NOT to put anything into absorb or armor or any other dmg mitigation talents (except combust) for your best dps pvp spec players will be using specs revolving around yellow dmg suchs as force/tech dmg that bypasses all armor and absorb effects anyhow. In other words, putting points in these dmg mitigating talents will make you more tanky than dps and defeating the core purpose of this spec. This is supposed to be a hybrid spec that gives you survivablity yet does not take away too much from dps; allows you to guard a friend; allows you to interrupt every 6 sec on those slow casts rather than every 8 sec thanks to the talent "Quell" and has AWESOME maneuverability. ***Note: It is more important to interrupt a huge dmg/heal cast and force the enemy to wait the 3 sec before they can re-cast it than it is to have extra armor or absorbs. Don't believe me? Feel free to try it out for yourself and see how you like it. Personally i find it fantastic to interrupt a huge heal/dmg ability and demolish the opponents hopes while giving my team the advantage and only having the CD on a 6 sec timer vs 8 sec. Those 2 sec differences are very crucial.
  23. If you are crying over how you cannot R/E mods, barrels, weapons, armor etc from Ops with hopes to learn the schematics then you are an idiot. Why am I calling you an idiot you ask? I'll tell you why. Because by being able to learn the schematics to craft raid gear or other high end game content this would totally and inevitably defeat the purpose of raiding all together. DUH I can not believe people would even say such an asinine thing like that.
×
×
  • Create New...