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INIne_IBreaker

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  1. Those are exactly the numbers I am parsing on the Operations dummy. Makes me wonder if we are missing something with our rotations.
  2. The only problem you'll come across is uptime DPS in some cases for ops but that is it. Pyro and AP have always been viable for PvE and they will continue to be after 1.4 hits. With the lower stack x3 PFT at 60% vs x5 PFT at 50%, it will be substantially easier to maximize damage with less work more often. With that said, TheOpf's AP guide has a solid rotation I think will be the standard anyway because of the 15 seconds we have to wait for flamethrower to get off cooldown. For PvE specs, you don't have to take Stabilized Armor or any damage debuff. I find it much more useful having 2 points in Hitman but what you posted certainly is the blueprint for maximizing PvE DPS. Gear wise I'm too lazy to change over mods to the BM Combat Tech set and I do not think it will improve potential DPS by much at all. It looks like you have your stats on target but a little more crit and surge can be helpful if you can manage it.
  3. This is from the perspective of an Advanced Protoype 8/33/0 Spec. In PvE enviroments, I know I match or exceed my groups DPS through shared parsers. Currently I am geared with rated 140-146 equipment and am currently in the process of completing HM EC with my current group. As a DPS for PvE, AP is perfectly suitable for all content available just as well as the next DPS class is. In PvP enviroments, I know many opponents view a powertech coming at them full charge as either a shield tech or a pyrotech, but most don't know what AP is or what it does. What they don't know is that I can stay in their face and keep them practically locked down if they are a healer or if they are any other class that has to cast in order to do anything. Going up against another melee oriented class, AP's mobility is absolutely key as our Hydraulic Overrides/Hamstring/Pneumatic Boots allows for kiting while using Flame Burst/Immolate/Railshot (if available). I have played this game since launch, played through powertech once on an empty server, re-rolled, and have specced into all the available trees to powertechs. When 1.2 released with several changes to AP, I immediately respecced and have had it as my main spec ever since (excluding instances of pyro envy ). There are enough responses about shield tech and pyrotech from other posters here that have already set the theme for the other trees, but AP I believe is not well represented. PvE wise, my only main complaint is that Hydraulic Overrides does not guarantee physics immunity from all opponents. I can understand knockbacks from Ops bosses and such, but some elites can completely interrupt a 5 stack flamethrower while HO is on. If anything this may have been an oversight and is not gamebreaking of course but it is annoying when you expect not to be interrupted. In PvP, I feel like our potential burst is too easily interruptible. Pyrotech's "Thermal Detonator" is AP's Prototype Flamethrower, but unlike TD, PF can easily be countered by a stun or avoided due to server lag or such. I think the reason so many people think pyrotechs are superior to AP is that with pyrotech, you can have 100% uptime on DPS from almost any range vs. AP which requires a much closer proximity in order to maintain DPS which leads to much higher aggro and an easy interrupt which ruins our rotations. In order to maintain that rotation and DPS, our flamethrower must hit otherwise it will be like doing nothing for several global cooldowns and a waste to build five stacks to. Suggestions 1. The only changes I can think of to benefit AP in PvP without affecting PvE may have been something that was already in place from beta. I remember seeing a page a while back that had an AP ability that cut the time of casting Prototype Flamethrower. I don't remember the specifics but that would seem like a HUGE benefit in maintaining DPS in PvP as it would lessen the chance of PF being interrupted and help us maintain DPS pressure. 2. I see AP builds that completely ignore Railshot and Hamstring because it only works when Retractable Blade is used which all seems like a waste of heat. I suggest speccing into Hamstring gives Railshot the ability to apply the slow effect from Hamstring while Retractable Blade's bleed effect is active. This would give a much better incentive to use both abilities and could help in staying within your targets vicinity if they attempt to kite or run away. 3. The AP tree doesn't have much in terms of survivability and mobility can only go so far. We have Energy Shield and Kolto Overload which are available 2-3 minutes apart from each other and doesn't help much in terms of AP when we take constant AOE damage. I suggest having Hydraulic Overrides provide some sort of chance to evade damage by 25% or so or even provide a small buff to defense. Being available every 30 secs, it seems like the ability to add something to in order to help with survivability while in the thick of things. Also, thanks for allowing us this window of perspective to help improve our classes and specs!
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