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Methane

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Posts posted by Methane

  1. Stuff is pretty bad itemized in this game, so you aren't just unlucky.

     

    If you can't stack Absorb without losing too much stuff, you need to make the decision if you need more dps or more mitigation. As I do only hard modes, I think that I don't need more mitigation, if I lose a chunk of dps with it.

     

    Also so much Accuracy makes me a sad Powertech :(

     

    yeah, it's really hard to shrug off all the accuracy they've placed on gear in favor of more important stats.

  2. lol neither of those posts have to do with shield tech. I think the best ST/AP hybrid looks like this:

     

    http://www.torhead.com/skill-calc#301GkGbdRbogZMsMMo.1

     

    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.

  3. I agree that it either needs more damage or a high threat component added.

     

    However, my biggest beef with Heat Blast is simply the animation. It looks wimpy. It's hardly distinguishable form a normal blaster attack.

     

    Why not have it open some vents in our armor and blast the enemy with heat? Why not use a flame-based attack? Right now it doesnt look like a 'heat blast' at all, it's a blaster shot. Very uninspired.

     

    Agreed with all of this. Animation sucks and even if they don't up the damage, more threat would be nice.

  4. Edit:

    Made a comment but it was mad logic..

     

    What i will ask though is, do you think for some more mitigation you could take the point out of Oil Slick and pop it in to Power Armour like this. Or does the 20% debuff on a 60 second cooldown mean more to you?

     

    yup, oil slick is just another tanking cooldown for when things get rough.

  5. You also left out the cooldown reset on rocket punch

    Flame Shield - Increases the critical chance of Rocket Punch and Flame Sweep by [15 / 30]%. In addition, shielding an attack has a [25 / 50]% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 4.5 seconds.

     

    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.

  6. I'm trying to build a spec for a pure tank build. My goal is not to do massive damage, but to maintain aggro and survivability in pve while DPS does its thing, and allow our healer to focus on me as much as possible.

     

    I want to maintain mobility while cutting the enemies, and having as much shielding and damage reduction as possible.

     

    This is what I came up with:

     

    http://www.torhead.com/skill-calc#301GoMrdRrRxzZbcbZ0c.1

     

    I plan on keeping my focus on the shieldtech tree for a while, then grabbing the others as i can.

     

    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.

  7. I think its 24 or 25. If you go to your trainer you can change one of the dropdown menus to show all of your abilities so you know when you will learn everything.

     

    lvl 24 is when you get it... and about damn time. Sucks not having much in the way of AoE threat.

  8. Great build, one I plan on using if I plan on tanking. I'm still debating whether Cardio Package might be worth points....I'm not sure how much health you gain with that much of an endurance boost.

     

    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.

  9. Echo everyone else pointing out that not having much to do at endgame before actual launch is kinda sad. Yes there are people who have way more time to spend on this game then others. Those people are going to suffer a tad for not being able to fully do all the things that require a thriving lvl 50 community untill some portion of the player base catches up.

     

    Also wanted to comment on a few points

     

    The best gear MUST come from Flashpoints. Period. Chest, Legs, Feet, Head, Gloves, Arms, Weapons...every piece. This of course means Nightmare level being the top.

     

    Dropped Purple Epic gear should be second as they should be Very Rare World drops.

    Then World Boss level drops. ie if the World Boss is level 32 then that gear is tagged level 32

    Then PvP, player level gear

    Then Crafted Gear falls here. I say that because crafted gear , though it should be good, This includes the Orange moddable gear we are all getting at our levels. You have these at the right level. The crafted gear should never be higher then the others listed for their equal level.

    Then of course comes the basic Blues and greens.

     

    I would feel totally crappy if All of my crafting ability was only disposable mods and stims at endgame. I much prefer if each crafting skill has a few items that are very hard to make, yet top of the line gear. Otherwise crafting becomes a minor stepping stone and not very worth it in the long run.

     

    PS. Where are all these people I see not able to play?

    I see a max of 150, per Phase I assume, in a zone at a time. In Alderaan I saw a max of 28 people on the planet. That is a level 27-33 planet then higher later. This would mean there was maybe 50 players through out the day on the planet?

     

    I see 150 on DK constantly, meaning a constant flow of players. yet I see no one.

    The game feels empty of players and I worry this Phasing is going to be an issue with the MMO feel of the game when they get to level 40-50.

    150 a Phase does not feel MMO nor Heroic for a MMO game.

    Please keep an eye on Phasing for the games MMO feel later on.

     

    Phasing is there to prevent the need for massive re-spawn rate and fighting over kills and gathering nodes. Bioware has said that phasing is needed in early zones to help with these issues and as competition for content goes down the player cap per phase will climb. Also another indication that you are leveling faster than everyone.

     

    The EXP to level multiplier needs to be increased by 5.0x. It needs to take at least five times longer than it currently does to make next level. As-is, I'm halfway there and I'm not really happy about it. I'm enjoying the game immensely, but it's also "half-over" if we're going by level. I'm going to miss that level-up graphic at 50. Hopefully they planned ahead and the game will max at level 300 after several expansion packs and such.

     

    Personally my plan is to experience the story for all 8 classes. I fell the pace of leveling is well suited for this type of player who wants to "finish" their class story and then experience the world from the point of view of another class.

  10. you start to miss the defensive talents when doing flashpoints that are at your level or above once you get into the mid 20's and up content. Rebraced armor in the second tier, and shield vents/ablative upgrades in the 3rd may not look like much but help when your healer isn't totally on the ball and spec'd well for healing. Oil slick is also a really nice defensive cooldown for big pulls.

     

    I would say at least toss points into Intimidation/cumbust/Ion Overload.

  11. Lol because dps=threat

     

    Yup, all the Shieldtech talents that boost damage are keyed towards improved adaptability and a balance between burst initial treat gain and steady threat generation through flat % bonuses. Most of your mitigation will be coming from proper gear choices where threat will fall down the priority list. If there weren't percentage bonuses applied to threat in talents than a tanks aggro generation would not scale properly with gear levels. Makes it so that Bioware can distinguish 2 classes of gear, for instance one with high aim/endurance ratio for DPS, and one with low aim/endurance ratio for tanks.

  12. from what I've seen, her output is about 1/2 what can be put out by a healing capable advanced class that hasn't spec'd into heailng. She can fill out a party for Heroic 4's if you have people who know what they're doing, but don't expect to use her in Hammer station or beyond as the dedicated healer.
  13. Also a powertech tank yet I have had no issues finding people to do heroic quests with unless i tried asking in the wee hours.

     

    I agree with many others in saying that they are optional, if I can find the time and the people required to do them, it's very enjoyable, otherwise my class quests are enjoyable too. On top of that, from what I've seen the heroic quests are all at the end of chains or stand alone quests and none of them require completion in order to move on to other things. I could understand the frustration if Bioware hid a bunch of other content behind the wall of an [Heroic 4] quest, but they don't. If you want the story element and can't find a group, come back when you outclass it.

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