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Pacifie

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  1. On a dummy. How many Ops bosses require you to just stand there and cycle through your rotatation without doing anything else? Even with equal buffs the range capabilities of a pyro might give it the advantage in an actual raid setting. We´ll have to see. Regardless, it is my opinion that every DPS class is capable of pulling it´s weight if played properly. I´m all for using dummies to measure base dps but they are cannot be substituted for real encounters which measure effective dps. And even these numbers will fluctuate based on the strat the Op group uses for the encounter. I predict Pyro PvE dps has nothing to worry about in 1.2. Min/maxing is kind of silly in this game. It all comes down to player deaths. In NiM operations, no amount of min/maxing will make up for a DPS who is dead (and stays dead assuming the rez has been used). You will hit the enrage timer. Some encounters you can still win by healing through the enrage timer for a short while but some you just cant. The moral of the story: stay alive and your dps will be just fine.
  2. There´s this exploit you can use to stop DFA and mortar volley from interrupting you while you try and cap. Both troopers and BHs have this thin red bar appear when you click on them. If you attack them until it disappears they cannot use DFA or mortar volley.
  3. Disagree. 1v1 merc vs pt: quell wins. dispell (cure?) all you want, another instant FB and the dot is reapplied. cure has a 4sec CD and costs the same heat as FB (no CD), but doesnt do any damage. Regardless, if you are out deathmatching alone both the PT and merc are being played wrong! I will say that PT is screwed if the merc positions himself better to keep range. Great vid though - keep em coming.
  4. bump, and let´s add BM comms to the mix
  5. I´ve played AP and Pyro and while I love AP it simply couldnt compete with the multi-PPA procs of Pyro in terms of pvp burst pre 1.2. Now I fully expect the dps to remain lower than pyro post 1.2 - but there is so much more to the class/role. I would like to start by explaining that this role may not shine in PUGs, where it is more difficult to coordinate help and support. However, the changes to AP combined with 8 man premades for ranked WZs is awesome in my opinion. AP will have a role. And that role is to absolutely ruin the day of anyone with cast bar. There are 4 changes i want to highlight that I am excited about. 1. Quell costs ZERO heat now. This is a massive buff. Combined with the Hitman for -2 secs on the CD and I cannot wait to respec back into this. This was already one of the most OP BH abilities pre 1.2. 2. Hamstring. A snare for RB - a makes chasing or getting away a little easier. 6 seconds is a long time and this with the +15% HEGC or HO is a great addition. I am curious to see if it stacks with the next ability. 3. Flamethrower - stacks of Proto Flamethrower make it uninterruptable AND adds a 70% snare? This makes it viable in pvp (although we still cant run with it which I think would be the next step). It also got buffed in that the dmg ticks start earlier. What I would like confirmed are the mechanics. i.e. immune only to interrupts or immune to stuns as well? Does the snare persist for any time after the 3 second channel time? Bueller? 4. Immolate adds stacks to Proto Flamethrower. Great addition and does add to our dps. Can anyone confirm if the immolate mechanic has been ninja buffed so that the damage is posted at the beginning of the animation / earlier similar to flamethrower/DFA? Combine all of these changes and you have two stuns, an interrupt on a ridiculous CD, and a secondary interrupt/day ruiner (grapple) and you have a pretty well rounded class for crowd control /survivability. With the right team mates it is going to be a blast to play. Anyone else want to /sign this happy post?
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