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DarkenDragon

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Everything posted by DarkenDragon

  1. this is a horrible test being that your forcing the players to not play the way they would in real battle. thus the test is pointless. a true test would always utilize every tool that class has to do it's job
  2. you do realize you could take those enhancements and mods out and put it into the non medics gear so you can get the crit AND the set bonuses, just saying
  3. the reason for this is because the mercenary is a ranged character while the powertech is a melee oriented player. I can understand your fustration about the name pyrotech may sound like flamethrower would be part of your major attack, but sadly its not. so you'll just have to reroll powertech or change your expectations
  4. one thing everyone seems to forget and is oblivious to ARMOR DOES NOT REDUCE ELEMENTAL DAMAGE
  5. if you wanted an interrupt as a pyro spec you should have rolled a powertech pyrotech instead. if you add an interrupt at the end of the tree, this would end up meaning that powertechs would have 3 interrupts. kinda OP if you ask me and yes its 3, they have quell for short ranged interrupting, and jet charge for long range interrupting, and now you want to give them a 3rd one? please know your mechanics before you post
  6. -_- does everyone ignore the fact that elemental damage by passes armor? thus making armor pen a stupid argument against tanks? your dots are gonna burn that tank just as fast as your normal attacks with HVC plus your tree improves elemental damage and CGC making it more worth using and HVC does not do more damage, CGC when talented does more over time. theres just no reason at all using HVC as a pyrospec
  7. yea..... I realized that after I wrote it, if a moderator sees this, plz move it to the class section instead, i think this information works for any class really
  8. running in champ gear is fine, though I find getting champ gear is pretty much all about luck, I've been doing both HM and pvp, and I can get a full columni set before I even get half of my champion set. so yea, if you can get it, then kudos to you
  9. im finding that a lot of people dont quite know how to gear up once at lvl 50 to prepare for hard modes, and some believe they can just walk right in and be fine with whatever they had with them while leveling. most of the time these are level 30 -50 greens or blues, this is not hard mode lvl 50 gear. but people are gonna say well I did it, no you were carried, and majority of the time most people are not capable or has to do heavy lifting to get this done with very under geared people. theres a reason why these flash points are called hard modes, they're not meant to be a walk in the park, and they should be properly geared for. otherwise your just walking up an uphill battle now for those who are interested in how to get geared up quickly. your first step should be obtaining customizable gear of any level. the easiest way to obtain this is by keeping any that you get while leveling, now it might be too late for that so the other way to obtain this gear is by getting commendations and spending them on the various commendation vendors of different planets. you should be able to obtain helmet, chest, pants, gloves, boots, main hand and off hands this way. belts and bracers are tougher to obtain since they are random mob drops in lower level planets but its not advised to spend the time to farm them. the reason for this is because doing ilum and belsavis dailies will award you Q50 quality armoring, mods and enhancements from the heroic quests and you can buy Q51 quality barrels, hilts and armoring with the daily commendations. if you do these quests each day for 1 week, you'll have a full set of Q50 artifact quality gear ready for hardmodes. you'll also be able to purchase Rakata level ears and implants as well, they cost 120 daily commendations. if you do each and every daily possible each day, you'll be able to obtain enough daily commendations to purchase an ear or implant each 5th day. these are the best ears/implants you can obtain easily and I would advise to get these. once you've obtained all this gear your ready for hard modes and start collecting toniese/columni gear. all the hard mode instances are fairly the same difficulty so there is no real order so your free to go to any of them you wish. at this point your also geared for any normal operations as well. the way gear drops works in this game is every boss will drop a toniese crystal and you'll earn 1 toniese commendation at the end of the run. 2 of the major bosses will have a piece of toniese gear, and 1 bonus boss that must be unlocked with the bonuses quests that have multiple stages, this boss will drop either an ear/implant/relic of toniese level, with the exception of Kaon under seige which will award a toniese belt. since rakata level implants and ears are much better and easier to obtain, majority of the people will tend to skip these bonus bosses to make the run go faster. and the final boss will always drop a columni token that you can take to the vendors to trade in for your choice of gear, but there is only 1 token for each class. also remember to pick up your daily and weekly quests from the daily terminal in the supplies quarter of the fleet since completing these will award additional columni and toniese commendations. if you find yourself unlucky with the rolls and drops in the hard modes, your able to trade in your commendations and crystals to obtain these items, though they are fairly expensive and will require multiple runs in order to get enough for 1 item. after a good amount of runs, you'll start to notice your starting to be filled out in toniese gear and a few columni gear. thus making toniese commendation and crystals become obsolete. but you'll also notice the lack of defense/crit chance on most of the toniese and columni gear but you are able to exchange the mod and enhancements in these gears to fix this problem. for the toniese level, you can find that the leggings in any of the gear will have an accuracy/crit enhancements or accuracy/defense enhancement Q51 that you can take and put onto your other pieces of your gear to get you the desired crit/defense ratings. you can also farm HM Kaon to obtain the xenotech gloves which will have either crit/surge, power/surge, defense/accuracy, or defense/shield that you can also use to replace the power/accuracy enhancements/mods. also normal Kaon will also provide 2 other xenotech leggings you can farm since normal mode doesnt lock up to also fill out your gear as well. if your able to get a group of at least 8 people, running normal KP will also provide xenotech gear as well as columni gear that will help you gear up for the HM versions. now once your finally fitted with all your toniese gear to the desired stats, its time to work on converting your columni gear. for this you can obtain the head piece or gloves to obtain a crit/surge enhancement or mods to get your desired stats. these are found in HM Kaon under siege and Boarding Party respectively also you'll notice that the weapons you obtain are different in each area. for main hands you'll find the toniese quality either at false emperor or Kaon under siege, but the one found in FE will have majority of the mods to be Q52 while the crystal will be Q48, but in Kaon under siege will have majority of the mods to be Q51 but have a Q56 crystal. what you would want to do is to get both weapons and rip out the Q56 crystal and place it with the Q52 weapon. this way you'll get the most stats possible. also the columni weapons which are Q56 will also have Q48 crystals which you'll want to also replace with that Q56 crystal obtained from Kaon. and the same will be the same with off hands. now at this point your fully decked out in columni gear with the desired stats and you have your weapons with Q56 crystals in them, now your at the point where you are either done or you must farm rakata gear in Hard mode Operations. and its just straight forward kill the boss and pray you win the roll . and unless your in a guild that is fully decked out in rakata gear, chance of obtaining multiple pieces will very slim to get desired stats. so this is pretty much the end gear you'll have until the next tier of gear will be introduced this will show you what each boss in HMs will drop http://dulfyforce.files.wordpress.com/2012/01/hmdropsempire3.jpg this will show you what each boss in Operations will drop http://i1252.photobucket.com/albums/hh561/dulfycleric/t1opslootdraft.jpg hope this helps people give guidance as to what to do once you've reached the level cap
  10. you have some flaws in your argument, your trying to say that arsenal mercs in pvp are over powered in pvp? yet spamming tracer missiles requires you to stand still, in any pvp game we all know that standing still is easily counter-able by out manuvering, if you stand there and let them hit you over and over again when you know you cant handle it, your doing it wrong. get out of their range and/or out of their sight, all the WZs dont even require you to kill to win, just play the objective I'll agree that the heat component of the ability is fairly efficent, but it isnt gonna kill. the 1.5 cast time really does hurt since a person can out heal the damage that you do. you MUST use the other abilities to insure that kill fast. plus its not like spamming the ability wouldnt over heat you, it will eventually. you need to use unload in order to keep the damage up and to reduce your heat. plus our role is to be a slayer. thats just how it is, we dont have speed manipulations, we dont have the ability to aid another player, all we can do is kill our targets as fast as we can, except we gotta do it while standing still 50% of the time. if the enemy chooses to stand there and take it, well then its their fault.
  11. I stopped reading anything you said after I saw your talent spec, its terrible. your only doing half the potential damage at any given point in time. your not using your abilities to it's full potential. the biggest problem I have with any tracer missile/pyrotech build is the fact that tracer missile must be spammed to get those debuffs/buffs up in order for it to be a worth wild ability. and the use of combustion gas cylinder with tracer missiles is just stupid since missiles dont proc it, only blaster fire. thus your just wasting your combustion potential.
  12. the thing you guys are not noticing is how will you choose the color of the flames, like the post above has mentioned, flame throwers come from your armor, not your gun, thus you dont have any way to choose the color of your flames, and programmers are lazy, they arent gonna create a function just to add this in for just this class, if its not functional for all classes its not worth doing then
  13. heres the answer, lazy programming. the republic will have a vendor of the same place selling the same items instead of making 2 unique vendors to sell their faction's specific weapons, they will have 1 vendor copied with the name and look changed. all programmers are lazy and wish to do the least as possible while giving the most. this is how we were taught in school and this is how us programmers will work
  14. in the situation where 3v1, you shouldnt be able to defend it, the attackers SHOULD have the advantage to cap. they shouldnt be at a disadvantage. 1. the attackers must run a further distance for reinforcements 2. the defenders have a speeders to get straight to the turret or they spawn near the doors 3. it takes an attacker 1 hit of ANYTHING to interrupt the capping process. so yes, dots shouldnt stop the attacker from capping. the defenders already have too much advantage already this isnt a learn to play situation, its an understanding of balance
  15. wow really? in WZ defending is always been the easiest thing to do, this just makes it more balanced and gives a chance to the attackers to get at it. it only take 1 rapid shot to screw over a capper. if you cant do that then you need some work
  16. the only reason I can think of that you'd want to hybrid arsenal and pyro tech is just for the push effect from after burners and/or jet escape. I play arsenal and I know these 2 abilities really do make a huge difference in my game play, so if I were to go pyro and I wanted to hybrid into arsenal, thats the only reason why I'd do so. but then this is really only helpful in hutt ball, since the other 2 dont have many areas where being knocked off will effect much at all. http://www.torhead.com/skill-calc#300ZrckMMZcGMrzGG0c.1 that would be the only hybrid spec I would think its worth using or take out 4 points from the top pyro talents and get jet escape too if you want more frequent jet boosts to blast people off those bridges
  17. http://www.swtor.com/community/showthread.php?p=2497185#post2497185 plz help me improve on this little guide, and also shows exactly what this thread is asking for
  18. well I just layed out the math, so................ yea unless your lagging and it doesnt like to vent, theres no way that can be possible with that rotation even with ****** gear
  19. yea.... your doing something wrong and you didnt say anything that would have caused it. so its something your not saying your doing or something because with your rotation you shouldnt be over heating. lets break it down, TM costs 16 heat with 1.5 second cast time so lets see how much heat you should have after 3 casts. after 1 cast, you should be at 16 heat, while casting another you should be venting 5 heat to bring you up to 27 heat, then while casting another you should be venting 10 heat (half a second carry over from the second missile) giving you 33 heat. and within this time you can have upto 2 crits that will vent heat due to terminal velocity so you should be anywhere between 17-33 heat so you say you use unload afterwards which will bring you upto 33-49 heat. at this point it gets difficult to calculate because depending on if you got unlucky and didnt get a crit, your heat will be above 39 thus your venting only 3 heat a second instead of 5. but to prevent this, I always use thermo sensor override whenever my heat is 24 or more when using unload. thus you should still be at 33 heat regardless (if you were at 17 then you dont need thermo sensor override) now your venting 5 heat for 3 seconds so you should be at 18 heat, and this isnt even including crits or not. now if you use heat seeker missiles you should be at 26-34 depending on crits. and then you got 2 more Tracer missiles which will be the only time you should go over the 40 heat situation. but at this point we'll be lost due to the random barrage where you should be using unload no matter what since you'll vent either 7 heat or 1 heat depending on your heat level, either way your reducing your heat with unload. with all that said, theres no way you should be over heating after 1 rotation, so either your not doing what your saying or your game is bugged
  20. extra endurance doesnt improve your survivability by much at all, its defense and absorption and expertise that improve your survivability cuz it multiplies your health to increase your effective health. if your worried about defense, then what you should look towards is more damage since the faster you kill your opponent, the less you have to worry about defense. let your gear handle the defense
  21. your not a tank.... your not supposed to take damage consistantly, why would you want so much endurance? the only game play type you need endurance as a merc is in pvp, but having high health and low damage aint gonna do anything for you at all. if you want high health go play a tank, thats the only role that requires that much health in any situation.
  22. there is just so much fail when it comes to the idea of pyro using tracer missiles 1. pyro uses the combustion gas cylinders which do not proc on missiles, only blaster fire. 2. pyro revolves around the concept of doing damage with elemental damage, armor reduction from tracer missiles would do nothing for this since elemental damage is not mitigated by armor, it totally by pass it 3. tracer missiles are only powerful with conjunction with the talents that allow it to proc additional buffs. 4. tracer missiles support a whole different play style than pyro does. please read the abilities and talents, you would have known all this if you just read it all
  23. I dont even know where you guys are getting your numbers from. every warzone i've been in, the max i've ever seen is 300k and thats rare, really rare. so yea..... it could be because Im still under 60 valor but i've seen battle masters in my games so I doubt thats the case. but still if 300k is rare for me to see, then 400k easy is not something thats believable
  24. or reading the tip on heat that should have popped up during your first few fights, its in your codex too if you just "accidentally" closed it as well. lots of information if your willing to read
  25. you really shouldnt be going toe to toe with anyone really, you gotta suprise them and work with others. your key strength is applying the armor reduction to help everyone else focus fire on them to kill them. sorcs can be difficult cuz of their additional shield, but that runs out, so dont bother attacking them and chose a different target. if they have you in their sights, run away, get behind cover and while they try to keep attacking you when your out of sight, an ally can come and rip them apart. if your having troubles with heat issues then either you dont have enough crit or your rotation is all wrong. in pvp and pve theres no real difference in rotation for an arsenal merc. though I would suggest holding back the heat seeker or rail shot when the enemy gets low enough to 1 shot them with either ability. reason why is because the 1.5 second time to cast tracer missiles is enough time for them to heal up or have someone react to their ally's low health to support them. but if you hold that heat seeker or rail shot for when they get to low enough health, this shortens the reaction time for people to support them. so rules of thumb for heat management is always cast heat seeker last and unload whenever you can.
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