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Methane

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  • Location
    Portland, OR
  • Interests
    Homebrewing
  • Occupation
    Chemical Engineer
  1. yeah, it's really hard to shrug off all the accuracy they've placed on gear in favor of more important stats.
  2. mostly I'm just sad that heat transfer seems to work wrong in the Star Wars universe. The hotter something is, the faster it dissipates heat donsarnit!
  3. http://www.torhead.com/skill-calc#301G0GrdorogZMsr0o.1 might be fun to pickup retractable blades
  4. I like that from a PvP standpoint. I Might try testing out this from a PvE tank standpoint http://www.torhead.com/skill-calc#301G0GrdorogZMsr0o.1 Loose the 8heat dump from Heat Blast and the 8% bonus on rocket punch, but pickup Retractable Blade and 6% to Flame burst and Blade. Though since this is adding 1 more 16 heat ability to my rotation and removing a -8 heat one, may end up overloaded on longer fights.
  5. Accuracy to 105% > DEF/Shield/Armour > Endurance/Absorbtion > Aim > Secondary Stats This tends to be the best way to go from what I've seen.
  6. as had been said. Dev's wanted all classes to have a neat, very high damage ability to use while soloing packs of normal mobs. It was never intended to be used anywhere else. That's not to say that I wouldn't like to use it other places though.
  7. Agreed with all of this. Animation sucks and even if they don't up the damage, more threat would be nice.
  8. for solo, yeah kinda nice to have Mako as a healer, specially as I'm a Shieldtech. I've found many times though when i'm grouping up for quests with friends capable of healing, that it's much easier to have them heal and have either Gualt or Torrian out for DPS.
  9. less heat then Flamethrower for single targets, and at lvl 39 still have down time where all the other usefull stuff is on cooldown.
  10. I would say go with the flat damage reduction for PvP purposes. Else some specs will kill you far faster. Better to have a good feel for your survive-ability in all situations.
  11. yup, oil slick is just another tanking cooldown for when things get rough.
  12. You also left out the cooldown reset on rocket punch with points in this, chances are you're cooldown on the punch goes down to ~4.5-5 seconds. So the DPS contribution from the ability nearly doubles depending on how you weave it into your priority rotation.
  13. Neural Overload - Ion Gas Cylinder damage now lowers the movement speed of the target by 50% for 2 seconds. -- PvP only, as of right now, there's not really anything you are tanking that will be trying to run away from you No Escape - Grapple has a [50 / 100]% chance to immobilize the target for 3 seconds. In addition, your Stealth Scan has a [50 / 100]% chance to immobilize the targets it reveals for 3 seconds. -- PvP only, Immobilize will only be worth while if they are trying to run away from you. Grapple already has high threat and doesn't work on bosses, only use for it right now is to save some aggro snagger on a bad pull of trash or boss with adds -- Stealth scan is worthless in PvE Jet Speed - Jet Charge has a [50 / 100]% chance to increase your movement speed by 30% for 4 seconds. -- PvP mostly, only reason i could possibly see to need this is if you need to pick up a tanking target that is in a spot that you really don't want to be in, or if you want to close a gap to a second distant target after charging a first on a pull. Very conditional use and not worth the 2 points which could go elsewhere. The bulk of the time you use jet charge it's going to be the opening of a pull and right after you use it, you're gona be busy standing still and gathering aggro on your target. [Prototype Burn Enhancers] Vs [Puncture] -- puncture has a boost to Rail shot damage, but you are only using rail shot once every 15 seconds, and probably less than that. on top of that, 60% sounds like a big #, but that's 60% off of mitigation, and mitigation on a boss is probably only gona be on the order of 30%. overall, this is a minor boost to burst dependent damage -- Burn enhancers on the other hand, improve the dps on all your flame effects, so Heat Blast, Flame Sweep, Flame Burst, and Flame Thrower. At the very least you should be casting both Flame (burst/sweep) and Heat blast every 15 seconds and sweep will probably be slightly more often in situations with more than 2 targets. So overall with this one you get both higher threat/second and at a smoother lest burst dependent pace. Flame Surge - Increases the critical strike bonus damage of Rocket Punch and Flame Sweep by [ 15 / 30]%. -- You've got a bunch of talents now where you've boosted the crit chance of punch and sweep, you might as well boost crit damage as well.
  14. lvl 24 is when you get it... and about damn time. Sucks not having much in the way of AoE threat.
  15. Kinda depends on the content and the group you end up with. If you find yourself dropping dead from damage yet you are holding aggro without any people pulling off ya, swap some points into Cardio. If you are having trouble holding aggro, and not due to rotation issues or overzealous dps, you should probably take a few more points in threat improvement talents. Mostly this will all depend on how your gear relates to the content and the other players.
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