toastmuffin
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Posts posted by toastmuffin
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don't need a CC, melee doesn't want to open a gap for ranged player, and there is 0 ramp up time if you have half a clue as to what you are doing.
to sum up the quote "I am bad and don't know what i am doing so i will blame the class"
the class should not be simple to play, if you want simple play a Merc, Marauders are for SKILLED players if they think they are broke then you are not a skilled player.
what a load bull*****! So you are a class designer for Bioware SWTOR? Never did Bioware say Marauders/Sentinel are made for skill players.
The only way Marauders can beat equal gear/skilled players of certain classes is to hope you can drop the enemy to 20% for vicious throw after activating undyrage.
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umm no. Energy Bounder is by far the best defensive cooldown for a pyrotech. You arent suppose to go blazing in unless you have a pocket healer. With EB proccing all the time, you will realise how fast energy shield is back on. Theres only 1 ability that you need to do to be effective at 4m and thats Rocket Punch for procs, therefore you why do you even need to go toe to toe with a specialized melee class? Powertech is a distinct ranged class where we operate from 4-10-30m. 10M is where we shine.
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Hi, what is your ideal way to optimize Pyro burst?
Assuming we have 30% crit/80% surge with access to both Power/Crit Adrenal and Crit+Surge/Power Relic.
With Explosive Fuel (25% increase in crit chance), should i be stacking power and using crit/surge relic or just pure Power(including relic) and use base crit+EF?
@10-15m (leaving out trinket/adrenals)
My Rotation is Incendiary Missile ->Thermal Detonator->Rail Shot->Flame Burst->Railshot if procced if not, Rocket Punch ->TD Explosion->Finish with RNG Railshot from Rocket punch.
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Up this thread. This is such a huge dilemma for me
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It seems he activated Jedi Knights' Saber Ward at the right time.
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Yeah they are called Troopers.
Trooper get to wear wizard robe? I like to RP "I put on my robe and wizard hat" sometimes.
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everyone is missing the point. All PvP tanking sets have shield rating/absorption rating in place of surge/critical. What the OP is saying, these stat allocation are worthless because of the way PvP mitigation is designed. If PvP tanks arent chargin frontline, what are they suppose to do? babysit healers until the wz is over?
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Below 2K rated need not reply.
Hi i am a WoW FotM Reroller and i am looking for some help to choose my first ever class in SWTOR! I intend to play a primarily ranged DPS class with a bag of tricks underneath a wizards robe.
Here are the VITAL abilities that i could not live without during my time rerolling various classes in WoW. Everything is simplified to reduce content overload.
First i want survivability and dps mechanics of a Shadow Priest.
Power Word: Shield
Draws on the soul of the friendly target to shield them, absorbing damage. Lasts 15 sec. Once shielded, the target cannot be shielded again for 15 sec.
Mind Flay
Assault the target's mind with Shadow energy, causing 561 Shadow damage over 3 sec and slowing their movement speed by 50%.
The knockback, range slows and range interrupts of of an elemental shaman.
Thunderstorm
You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 1529 to 1745 Nature damage to all nearby enemies, reducing their movement speed by 40% for 5 sec and knocking them back 20 yards.
Frost Shock
Instantly shocks the target with frost, dealing Frost damage and slowing movement speed.
Wind Shear
Disrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 2 sec. Also lowers your threat, making the enemy less likely to attack you.
These Mage and Warlock abilities.
Icy Veins
Hastens your spellcasting, increasing spell casting speed by 20%.
Life Tap
You Life Tap for 15% of your total health, converting 120% of that into mana.
The debuffing and on demand cc of a paladin.
Cleanse
Cleanses a friendly target, removing 1 Poison effect and 1 Disease effect.
Hammer of Justice
Stuns the target for 6 sec.
Repentance
Puts the enemy target in a state of meditation, incapacitating them for up to 1 min.
For good measure, i also want to have the on demand mobility of a Rogue.
Sprint
Increases your movement speed by 70% for 8 sec.
This list fulfills my basic requirement. So any class that is ideal for me?
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tell that to a merc healer with a full resolve using a talented energy shield that prevents interrupt. Free chain casting of heals to keep everyone up.
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I know the class that can solo any other class, at the moment. But we're flying under the communities raider. And its not the classes listed in this thread.
i bet this class only needs to use a single handed pea shooter to solo everyone.
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i sometimes do check the who on my social tab to check out how many powertechs they are on a planet. Less than the no of fingers on my hand and im Polydactyly.
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how much does your TD crit for?
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Lately there has been a plethora of calls to nerf operatives and sorcerers, but I don't see a single thread on one truly amazing class. I am talking about the pyrotech tree of the Bounty Hunter Power Techs. Let me outline what this class has going for it:
1. Survivability
Check, heavy armor
2. Mobility
Check, this class had most of its abilities insta-cast, and does not require standing in one place
3. Range.
This class has melee skills (rocket Punch), medium range skills (flame burst), and long range take-out shots (railshot), and an amazing "auto-attack" that engages at 30 meters.
4. Damage
At level 24, I nearly always pull 250k in warzones, and I am the zergy type who dies a lot. I'd imagine if I played less like rambo and spent less time in the penalty box, I can probably push 300k. If i had better gear and all of my abilities, that number can only go higher.
5. Burst
This class has burst that falls somewhere between superb and fantastic
Thermal detonator (right now I am using explosive dart, of course)
flame burst
rail shot
rocket punch (possible proc for another rail shot), you are looking at a very dead (insert non-tank class)
Talented, rail shot is basically free, since you dissipate about that much heat in the GCD. So you won't run into overheating issues using this combo, and it does upwards of 13~17k damage in 3 or 4 GCDs. Repeatable every 15 seconds or so. The best part? Rail shot ignores up to 90% armor and flame burst is elemental.
So what do I think? I think I am shelving my level 41 sorc and my level 27 op, and I am going to play my lvl 24 powertech now. Don't get me wrong, sorc is fun and all, but in terms of pew pew burst, the pyrotech burst is simply amazing. I don't know enough about operatives to make a comparison, but I'd definitely think pyrotech is superior to sorc in most aspects.
Compare this with Sorcs (I would include Ops, too, but I doubt you want my opinion based on only 27 levels of feeling like a one-trick pony)
Against Tanks:
Sorc: Ho-hum, let me find a lowbie or a different target... can't do that much against a tank
PT: Charge on, the bulk of my damage ignores, or nearly ignores all armor, tank or not, it burns!
Against melee:
Sorc: slow and kite, fine except the rage specced bastards who use obliterate to close again... very hard to shake.
PT: Come closer, I have got something for you... I learned this move from Street Fighter. What? You want to run away now? Eat some of my flame burst spam and run at 50% speed please.
Against ranged:
Sorc: an even fight most of the time, it's a dps race. Mercs hurt a lot, as do snipers.
PT: *Grapple* You are on my turf now!
Against Operatives:
Sorc: Bubble down? Time to get on the floor and face down.
PT: That tickles, let me activate my shield and have some BBQ.
Against each other:
Sorc: My best strategy is to run away and kill his non-pyrotech friends.
PT: Why is everyone complaining so much about sorcs? I don't have a problem.
A sorc complaining about the only class that it gives it trouble. Priceless.
CRY MOAR and L2P. Powertechs have to choose their targets in PvP, i suggest you dont choose us.
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Probably operative sniper.
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Why is the Powertech Jet Charge so much faster than the Vanguard's Storm? Storm has around a 1.5-2 second running animation leadup before it charges and interrupts, meanwhile Jet Charge has only a .5 second animation before it charges and interrupts.
Have the devs said they're going to get rid of the mirror animation imbalance with abilities like this? (because there are many)
Rocket Propulsion vs Running..
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PvP is a failure. Exploitation is rampant and the only game worse than this is Modern Warfare 2. At least the storyline is good imo.
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I'm doing the eliminator gear. I can't remember what it has on it(stat wise) due to being at work. But at 5 it increases crit chance by 15%. My RS is obviously my main weapon that is ripping through people.
using IGC or CGC? how do u survive well? energy rebounder must proc alot.
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yes but the title did say bursty melee class so technically my answer was correct. Do you disagree?
i agree on PT as a burst melee class provided RNG is in their favor. having Thermal Detonator go off after a barrage of rail shots,flame barrage and rocket punches can catch many players off guard.
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if both powertech and merc pyro were to go at it, a powertech will always come out ahead. PT Pyrotechs cant use a shield effectively(5% chance) so they pretty similar, survivability wise.
The reason why powertechs do higher single damage dps is due to our melee cooldown uptime, flame burst,rocket punch and railshot procs mechanics(different from mercs) seems to come up pretty often while mercs have to cast power shot,channel unload for procs and wait for fission missles cooldown. Mercs however do better controllable burst with instant cast power surge on power shot to a rail shot AFTER you do your basic TD->IM->Powershot etc rotation.
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Merc PvP is pretty straightforward since you are limited to tracer spam+unload proc +railshot to be effective, it is severely lacking a long range interrupt to counter casts and their escape tool is not effective against a melee even with a 15sec cd(pvpgear+talent). An arsenal merc will do very little damage if a competent melee(or a sorc that dots you and use Line of sight) is on it due to turret mechanics.
In short, arsenal mercs need to choose your fights and engaged targets already engaged in a fight.
Powertech PvP is more of a complete class, without heals. They have 3 interrupts if specced for it, survivability and DPS. The only problem is, you cant have both effectively to a good degree. ST/Pyro is a good tank/dps hybrid but dps is overly reliant on RNG procs. Pyrotech is your DPS tree, u can burst someone done pretty fast but still it dependent on RNG for rail procs. Your survivability takes a beating though, even with a shield generator, you shield chance is a measly 5% unless you use ion cell stance, which effectively means you lose dps via tech generator and your fire talent synergy.
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Because why woudl you ever kite melee? Go toe to toe and smoke him.
unfortunately, both AP and Pyro(RNG luck) cant stand toe to toe with an equally geared melee dps class. ST is a different story altogether.
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pyrotech powertech/merc. fast on the move gameplay.. like run n gun.
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Hi, i am curious about powertech's survivability for pyrotech/AP builds esp Pyro. I see that PTs get the best of out their sheild generator from deep Shield Tech and Pyro/APs dont have good toe to toe CD defensive cooldowns apart from Energy Shield.
Is the pyrotech a glass cannon melee combatant which is kinda bizarre since we our main damage dealing ability and proc RNG refresher is rocket punch/flameburst?
TLDR: what defensive options does a pyrotech PT have, apart from combustion kiting for melee?
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pyro powertech has no charge. Pyro powertech compared to PT spec also lack survivability since we really on a base 5% shield chance. Mobility is an issue too if your grapple is on CD and your no cooldown snare is based of 16% proc of blaster fire. Pyrotech PT needs to be in constant melee distance to use rocket punch so we can pray to our RNG god for a railshot.
powertech pyrotech. is that really intended?
in PvP
Posted
too bad it takes 3 attacks to hit 60/100 heat and now i cant do **** except blaster fire so i dont miss out on my interrupt or my next damagin attack which put me close to overheating or my durasteel will melt. God forbids if theres 2 people on me!