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Delmyr

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  1. Exactly what he said. Pure light side is literally lawful good to the extreme and pure dark side is the exact extreme opposite, chaotic evil. Play what you think your character would do and the experience will be much more enjoyable. I just wish some of the options weren't copy and pasted, because they just don't make sense or that the character was off in hippie land instead of listening when the help text implied you were
  2. As resource management seems to be the most talked about in this thread, I will start with that. The costs for abilities, the regen tiers, and the rate at which you regen just don't line up. The system as is is highly difficult to keep track all the time of where you are at in relation to how close to the lower tier you are. There are few abilities which are easy to keep track of such as rapid scan and missile blast with a 25 heat cost. 5 seconds to regen and two back to back from 0 heat = 40 with med tech and 35 without, simple right? Then we get our cheaper abilities which are not so simple with costs of 8 and 16 or depending with 17, 19, and 21. 8 heat is slightly more than heat neutral as our casting system is completely tied to 1.5 second intervals with 7.5 theoretical heat regen. It takes 2 seconds to regen what was spent in 1.5 plus 2. 16 heat abilities: 1.5 sec cast and 3 sec channel. Unload is exactly the same as our 8 heat cost abilities as being slightly above neutral cost. for comparisons sake: 4 seconds to regen an instant cast cost spent in 3 seconds plus 4. Now the bread and butter 1.5 sec, 16 heat cost abilities. 4 sec to regen what was lost in 1.5 sec plus 4. From a person looking at it, the system appears to be just conflicting with itself, even numbers versus odd numbers and multiples of and not's; or just use everything 5 times to get everything on track. On top of that terminal velocity is highly unpredictable until it ticks the first time as it appears to keep a constant timer unrelated to when you first used your heat and even then it is very hard to keep track of. Solution to a jumbled mess? 16 heat cost reduced to 15, fusion missile reduced to 25 or 30 heat, sweeping blasters reduced to 30, supercharged gas regens 10 heat, volatile warheads reduces cost by 2/5, and rapid shots dissipates 1 heat. 8 heat abilities, returns, and reductions seem right and provide some variety with 40 heat in the first tier. Ops and scoundrels I believe have everything cost in multiples of 5's and they regen 1 more per sec than BH/Tr. My second topic is simple, why does kolto shell even have a cost other than to make it really painful to move and sometimes even refresh? Also there is nothing tactical about it. PvP: use on yourself or reduce your effectiveness a lot of the time. PvE: yourself on trash and on the tank for boss fights. Finally, why doesn't unload proc prototype particle accelerater 100% when it is hard enough getting it to line up right and it being extremely disheartening to have a power shot fail and then your unload do the same all the while having to regen more heat, further delaying getting another proc.
  3. It can be if you are just so unlucky that railshot doesn't proc the first or second time. It especially hurts if you have to sacrifice going for a railshot proc because your Dots are expiring after failed procs. You can't expect cgc to proc 100%, which it should by the way because it can't be reapplied if it's already there except for the one thing that requires it. Oh and if you have to move can negate your efforts too. Arsenal has a guaranteed 8 heat dissipation every 6 sec. But must be paid attention to to make the most out of it. Pyro maybe 6-9 sec. possibly even longer if **** hits the fan but leave heat management otherwise more user controlled. But I love the spec so I'm not complaining just explaining what can happen and has happened.
  4. It has an internal cooldown? I've switched targets and had it proc 3 times in a row using rapid shots and was able to light a four npc group with sweeping Blasters. I haven't noticed the not proccing on ticks with sweeping Blasters, but I know for a fact it does on unload.
  5. I'm sorry but I must. Knights of the Old Republic took place 10,000 years before Luke defeated his empire and The Old Republic takes place approximately 400 years after the events of KotoR.
  6. I just completed it and if you don't kill the house I believe it gave me the title "the honorable"
  7. Power Shot is 1.5 sec. base same as tracer missile and is only behind Tracer Missile by about 5% damage minus any reductions. The Volatile Warhead skill you were referring too with Missile Blast does indeed work but the application of cgc is once every 6 sec. I find the energy reduction very useful in a "mobile" situation and the on demand "slow" can be very powerful.
  8. 1) Supercharge gives splash healing on rapid healing scan or a chain heal reduced by 50% per jump for up to two times never hitting the same target twice. 2) Reduce Kolto shell charges to 6-7 and Kolto shell can be used on unlimited targets -Bodyguard no longer just adds charges. A target with your Kolto Shell when healed by your healing or rapid healing scan will gain 1 charge to a maximum of 2/3/4 or 2/4/6. 3) peacekeeper no longer consumes charges of Kolto Shell. 4)Emergency scan provides interrupt and push back immunity to your next healing or rapid healing scan 5) Emergency scan's cooldown is reduce by 1 sec every time you rapid shot
  9. Level 34 pyro and having a blast. Bodyguard can be difficult until you get heat reduction talent to rapid scan. Over all it is a lot more interactive and fun compared to my sage and scoundrel. Overall if you stop having fun then it might not be for you.
  10. On the other side of that, I have much more mobility, a snare that can be on the target for 2 sec every 6, a damage shield that can do a lot of damage, have DoTs that can ruin a stealth class's day, and a much more powerful missile blast. With my extra mobility if I need a healing scan I am probably in need of an actual healer. Just a list of pros doesn't give me any sense of what makes them better. I was kind of hoping for an analysis.
  11. Why is that? ATM comparisons only show pyro down in dps by only 200 dps. What happens to make them "suck" at higher level?
  12. Pyro doesn't suck, well at least not at 33 as I can on average get top 2 damage and kills. And I can take about 1/3 - 1/2 of a players health in an instant and my sustained damage completly shuts down healers.
  13. It really just appears to be just balance issues more than a " hybrid tax."
  14. Should I quote it again? Bioware has not posted anything with the 3 answers that even hints at heals affecting dps other than stopping dps to heal. They were comparing survivability and the tools there of. To be frank the problem lies in that healing has too much cost (cast time, resource cost, or not strong enough) for the small benefit you may or may not see from healing.
  15. If dps were a constant(it's not, balance issues) then all that would be needed to change and balance would be support and defensive abilities which can't be because dps can't be constant so it is always going to be a tug of war
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