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dijskykiller

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Everything posted by dijskykiller

  1. I would not deny, i do better with the other two dps specs. And I only run full ST on PvE. You are right, it is a personal preference. I have always loved to run a tanky dps in PvP with the ability to protect allies and do damage, as long as it works. I agree that most hybrids are inferior to full specs, but sometimes playing a hybrid spec is better because it provides more versatility to the team.
  2. Yah, there was 3 healers on each team on that game. I was guarding the south node and we were winning at the last minutes, before somebody on our team got disconnected. That explains the 4% to 0 score. We were on a disadvantage on that match because we faced an experienced pre-made. Though if you will check, I still got the highest kill number on my team. Also, some of my teammates could have done a better job with their dps. I prefer to make it more applicable to all warzones, and not just focus on huttball. I actually tried a mobility spec before just like what you're saying. It is really effective in that wz, however i don't find the benefit of it in other maps. In terms of survivability, yes, full tank will always be superior. What this build brings is better damage in a tanking stance and getting all talents that beefs-up mitigation. I think i would stick with PFT as it delivers good AoE damage and snare too as compared to Flame Sweep's slow and low damage. The only reason I picked-up flame surge is to help build up PFT and manage heat.
  3. I actually consider picking up the 2 free stacks of FS. Picking up the FS slow would be detrimental for the build as i will skip better talents for it. As for stun CD, it is a situational talent that is not supposed to be abused whenever it's up. The shortened quell is more favorable because it's a more on demand ability. Jet charge and HO already provides us with good mobility, so those points are better invested somewhere else.
  4. I understand where you're coming from. This spec has no burst and not designed for 1v1 combat, i give you that. Its survivability is actually good for a hybrid. It also has better damage than full ST because of PFT, though ST has better heat management. I would suggest you give it a try for a couple of games because it is working for me. I was also thinking if dropping 2 points off PFT would be a good idea to maximize resource.
  5. Like I've said, this spec is not a full tank nor full dps. Gearing for this spec is dps, so we don't need the talents beyond jet charge. We're only after the mitigation talents on the shield tree. Again, this is not a full dps spec. It is designed to control, pressure, shutdown casters with its mobility, CC-capability, and survivability. IGC is a tanking tree, but this spec still brings good numbers, even at top of dps on most regular warzones with good protection. I will try to post some videos if time permits it. I did not say anything about burst. Our class has so much to give, not just burst. Like I said, not a full tanking spec. We only focused on mitigation (damage reduction) talents, but still using a tanking offhand to leverage the 15% shield buff from IGC. It's definitely worth getting now than before with "Iron Fist" due to the buff with shield stat. Going pyro means taking CGC, which is not the goal of this spec. You must have not heard of "Iron Fist" at the earlier stages of this game. It's completely viable and It works. You can google it for more information. A lot of PT players only focus on damage numbers, which is very superficial. This spec does not follow that path, it plays more like an immortal tank with dps gear and tank offhand. It's built for objective gameplay, which is important for winning pvp matches.
  6. I created this spec based on the old tank/dps hybrid of Taugrim, “Iron Fist” (25/14/2), which is focused entirely on pvp. What makes this spec different is it spends more points in AP tree to gain more dps power from PFT with good AoE capability from Oil Slick and free Flame Sweeps. *Updated the spec by taking 1 point from iron fist and 1 point from hamstring to flame surge. This solves the heat problem of the spec now. 23/22/1 Mandalorian Fist Basic single target rotation: JC>RB>RS>FB>FSx2>PFT>RP(if flame barrage procs) Basic AoE rotation: (with Oil Slick) JC>FB>FSx2>PFT>DFA *Always use guard on a focused teammate after Jet Charge before going to the rotation. This spec’s strength is mitigation and AoE. It focuses on two 2% mitigation talents, 3% mitigation from rebraced armor, and 5% mitigation from IGC in a total of 12% damage reduction against all damage types, plus the 5% damage debuff from combust with PFT and free FS to spread the pressure among multiple targets. This spec is designed for close-quarters combat gameplay and excells in the thick of things. You can dps, tank, shutdown casters and healers, while retaining guard, charge, and debuff capability. It is really effective for me in pvp. The new oil slick brings huge team utility. In Voidstar offense, you can use it to slow the other team while rushing to the end point. In huttball, you can place it easily near pits to slow the ball carrier and buy more time for your team. In Ancient Hypergates, you can easily place it on the other team’s door and slow them while your team gather all nodes and gain advantage. Its ability to slow and get people stuck in its big radius makes it a good addition for PTs, with the bonus of accuracy debuff. Furthermore, it also synergizes beautifully with Prototype Flame Thrower and Death From Above making AoEs easy to plant. It is much effective now to play a PT objectively with the availability of CC’s, mobility, and durability while maintaining good dps. Heat management is no longer a problem now with the addition of flame surge. Using free RP and FS wisely, planning heat build-up right while setting up PFT, and maximizing Thermal Sensor Overrides are all important to avoid overheating. At lv55 dps pvp gear, I was currently running at 26.57 – 28.57% damage reduction depending if it’s pyro or AP. With this spec I’m sitting at 48.11% and will be bolstered up to 50% inside a warzone. 50% mitigation in dps gear is a big thing and is the main reason this spec works. The increased survivability contributes with sustained damage and pressure. Gearing requires a 4pc Combat Tech or 4 pc Supercommando set with dps mods, enh, and augments. The 15% shield chance buff from IGC is so much worth taking advantage of by using a Supercommando shield offhand secondary to the improvement with shielding mechanic and to benefit from shield vents. Due to lack of time, I have not tried this spec yet for rateds. Will update soon. Screenshots: Novare Coast 900k dam + 200k prot Voidstar 600k dam + 300k prot Voidstar 600k dam + 500k prot
  7. Well, i still get invites and do rateds at 55. Just not as regular as before. Moving back, i would agree if they give a dot on SC for pyro tree. More than that would be too much. CGC use to be the most OP cylinder/stance in the game you can just spam rapid shots on different targets and get good damage with a regular attack.
  8. Yep. Was in a top rated guild on the imp side of pot5, Casual. But i left to rejoin my rp guild mando coz i got really burned out with too much pvp.
  9. RWZ wins are obtained by team effort. Does not prove a thing. And i'm pertaining to your ability to only play pyro coz it's baby-mode.
  10. Sorry, but i played in the top rated guild on the imperial side on pot5 before i rejoined my rp guild. As a matter of fact i am a pyro. If you did not notice how OP the spec was, then you are doin something wrong. I've been here since launch and ive seen how unbalanced the skill to viability ratio of playing pyro was.
  11. I have to disagree again. If we are talking about just 1 target pyro might have a chance. But that's not always the case. You will have more than 1 target most of the time that increases APs potential based on how you setup your PFT. PT is my main, played pyro with best rated teams on my pvp server. I've also played AP and Ap/pyro hybrid in rateds pre and post 2.0. I am not an advocate of AP, im just saying that instead of complaining, try to adapt with the changes first. If others can do good with a certain spec and you can't, there is still a room for improvement. I for myself love pyro but i don't think its rightfully balanced for other classes. Its skill to viability ratio is not proportional, good players with pocket heals will outdps combined dps of other players (juggs excluded). Now tell me if that's just fine.
  12. I know how important burst is in pvp. But a damage is still a damage. Will you deny that high overall damage won't help you win? Even if it's in the form of aoe, healers will still have a hard time keeping multiple targets up if they are all closing to 0 hp. Pyro still has its burst, just downgraded. And AP has SC now for burst, although in 1.5 sec CD. Burst just makes killing a target easy. However, it does not indicate that non-burst cannot.
  13. Then, you are not playing the class right. I still see good pyro players do good damage. Not as sick as before, but still acceptable.
  14. I would have to disagree, AP's damage output is more than viable. Only reason you see it like that is coz you are always thinking of 1 target, which is unlikely in rateds and ops except from boss fights without adds. I've ran rated games with my AP post-2.0, and was able to top damage at 900k with sniper and smash jugg in my team. Heck, I even reach 1m damage in regular warzones with AP and that's not viable? I know PFT is hard to set-up, but that's how smash works too. Ours are just a little harder due to the channel but we have a snare for team-play.
  15. Powertech is viable. Pyros got nerfed because CGC is too OP. The cylinder is contributing too much damage making pyros pre-2.0 reach high damage as a single-target spec with low skill cap. Devs made it clear now that pyro is more of a dot spec than burst. AP is a better choice if you like instant damage that does not rely on dots. About time for pyro players to get out of the box and use more keyboard keys.
  16. Please, stop saying Powertech is unviable. Pyro will never reach the same overall dps because it's focused on single-target. The only reason it was reaching high numbers pre-2.0 is because of OP CGC. We have 3 trees, not just pyrotech.
  17. Pyro would always benefit more from 4pc elim since RS is your main hitter. Mods and enhancements are easy to mix now since they're already available in the pvp vendors.
  18. Indeed, this is the best talent to spend your skill point on. The designer should've taken a little more time and come up with a better idea. I would prefer an increase in walking speed than this 1% buff.
  19. Only good burst we got is SC, which only happens every 1.5 min. EF + PFT is good burst too if it goes off for the whole 3secs and crit on most tics. AP was never really meant to be a 1v1 dps spec. We are all about elemental-based, aoe damage, and utility. Completely viable in regular wzs. As for rateds, damage-wise, we provide good sustained dps for long fights with HEGC, but lacks finishing power like pyro. Utility-wise, pull makes peeling, and focusing easy. We got a snare from PFT, which can blend well with other classes' aoes, but is hard to coordinate. That's pretty much it. Overrides is a base skill now. They shouldve buffed its speed for APs like a sprint and keep the 6s duration. We need more utility in the tree imo or maybe slightjy increase single target damage. I would also agree with a minimal decrease on immolate's or SC's CD time.
  20. This is the chest ive been running with for pvp. For sometime ive been trying to farm boarding party for additional copies of this. However, it has not been dropping anymore. I've also noticed that mine's unwavering vanguard not powertech. The headpiece seems to drop easily unlike the chest, which i believe was removed.
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