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dijskykiller

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Everything posted by dijskykiller

  1. I have started one back in DWC and it was nice for pvp then joined an established mando guild that started since SWG in POT5 called the mandalorian brotherhood. We accept BHs and also IAs and it was really nice because most people are also from mandalorianmercs and they're really into the culture.
  2. I just want to clarify if this is a bug or they really implement this, because it is not included in the patch notes. The description on TD before also includes the "shares a 15s cooldown with ED" i believe, which is gone now. Enlighten me please. If this is not a bug then maybe they gave us our 3rd minor burst to compensate for the pyro's range nerf, but will be situational due to heat.
  3. I'd say nerf the damage of cgc and add some mobility on the pyro tree. If were supposed to stay melee range we need to have a semi-gap closer or instead put IM and TD in 15m range. Sweltering heat was also nerfed, which will further slow us down. I just don't think it is a balanced nerf.
  4. Based on the upcoming nerfs on pyro i do agree that we need a gap closer and this is one of the possible solutions with some minor twitches on AP tree's HO with JC. They can make HO and JC share the same CD so it won't be OP for APs. In addition, grapple makes more sense in ST tree as well as JC for the powertech class. Increasing the CD of JC on dps trees and decreasing it in ST will balance all specs without gimping the pyro tree, which will be a melee class without any gap closer.
  5. Pyro lacks mobility which makes the spec harder post 1.4 with the sweltering heat slow nerf and IM & TD range nerf. Players aware of this will keep pyro's rooted and snared while kiting 'em, and they are dang squishy. Also, pyro's will end up using rapid shots as a RS opener from a far. On the other hand, AP will get a nice damage buff on PFT and mitigation with SA, which helps the spec for more (small) bursts and staying power. I would really like to try AP in ranked post 1.2. Im coming from Pyro at 1.2 and AP to Pyro at 1.3.
  6. After testing both AP, Pyro and AP/Pyro Hybrid. I'm gonna say that I now agree that pyro is definitely the way to go in rated warzones. Burst is really a key to getting the upper hand in any warzone, even huttball, with a different role of course. Focusing is pyro's edge since it boast up with its single-target burst in the least amount of time and it can drop a ball-carrier real fast with proper teamwork. The "demoralizing effect" is the most important part of it where the target panics after seeing his/her health reduced to <50% in seconds. And since soloing is easier with that frontload damage it brings, it's easier to ambush a door/node with quick results. AP is also viable but it is not as important as a pyro because its DPS relies on the number of targets available. So for me pyro is more flexible since you can go in a large group and deliver single-burst while ap has to always be in a large group to deliver its AoEs and burn multiple targets. Though I love to see how high my overall dps on the board every match because my AP's is better than my Pyro's. Killing targets fast is always > dealing high damage to targets but slowly killing them. On the other hand, The AP/Pyro Hybrid (Extreme Prototype) is kind of enjoyable to use since you can apply both playstyles and on an appropriate situation. The burst is there, just downgraded and you got the 2 situational talents, PFT & HO.
  7. Different kinds of mount like animals or any living creatures. I also would like to see the jetpack/jet boost be used instead of a mount (permanent). Other ideas are welcome.
  8. Is it worth getting the additional 3% of aim rather than 20% ignore armor of RS? I haven't tried 8/2/31, but I think puncture is more important.
  9. "Mandalorian Brotherhood" in The Prophecy of the Five. visit us --> mandalorianbrotherhood.com
  10. I'm currently running this ap/pyro hybrid now for rated and I think it's decent because you have both the feel of pyro's burst and ap's burst and utility. If some of you guys can do some testing on this spec in rateds too, I would gladly appreciate. I want to know if this build benefits the team more since there are situations that AP>Pyro or vice versa. Let me know what you think. You have a downgraded single-target burst (but it's there) with the ability to use HO and PFT for crowd control. Extreme Prototype
  11. It's actually norse, the 12 sec rule is crucial in achieving overall dps. Of course, you also need to time PFT right and setting it up to hit the most number of targets without being stunned is key.
  12. I think It's 10m length and 5m width, not sure though. I've specced back to AP for 2 days. I'm really missing RS burst and I think the DPS of AP depends on the number of targets you encounter. The flexibility of Extreme Prototype made me spec back. The only downside in this spec is reaching high numbers with RS, but the heat management is better and conducive to maximize all skills.
  13. I'm actually thinking about that since I've started playing rated. Single-target burst vs AoE burst is a good topic of argument. Though I'm kinda leaning towards single burst a little bit, on long fights AP overcomes pyro thru heat management. It's a question between killing a single target fast vs killing multiple targets slower. I think AP is more of crowd control but also delivers good dps to all targets whereas pyro focuses more on damage with less usage of utility. Heating is a huge issue with pyro in long fights since your healers are gonna keep you alive while your'e over-heating and vent heat is on CD, while AP vents heat automatically every 6 secs and has a free RP proc. In short, as pyro, you may just want to die to reset heat, but as AP you continue to burn targets with pocket heals. Each has its pros and cons, you just have to pick which one is more effective for you and your team.
  14. I also want to post a screenshot of how AP's damage is in warzones. I got two screenies here, one rated and unrated. http://i1240.photobucket.com/albums/gg486/gokarol/691krated.png http://i1240.photobucket.com/albums/gg486/gokarol/696k.png As you can see here, I'm 4k away from breaking 700k with my AP. It is actually better than my pyro. I don't know if it's just because I'm using 4pc combat tech when I play pyro or the PFT x multiple enemies just overpass RS x 2 x single target for 12 secs.
  15. I would say make blaster pistols that looks more like a rifle with long barrels and keep the same pose. PTs offhand has a lot of tricks. We have FT, RB, Inc Miss and Fuel from Immolate.
  16. ST is the best leveling spec for me with dps gear.
  17. Basic DPS gearing for powertech DPS with Power>Aim augments since you didn't pick up steely resolve. Set bonus would be preferential for me but I think the eliminator set bonus is better though I use combat tech myself.
  18. I understand what you're trying to say Opf. I just can't consider those builds the same without PFT since FT is not worth using in those builds. Those builds focuses more on pyro's damage + ap's utility only, while extreme prototype focuses on pyro's damage + ap's damage + ap's utility. If I put those 2 points in minor talents I won't consider it different, but PFT is big for me. I know, it's just 2 points, that's why I named it based on those 2 prototype talents.
  19. That does not sound good to me. Bushwhacker, really?
  20. I don't know but in my experience playing ap spec I only use pft when multiple enemies are around which is actually a dps gain. My norse spec is better in overall dps than most pyros in my server because of the pft setup and timing. If we are talking about single target it will be pyro hands down. But in pvp aoe is useful everytime. The only time it's gonna be a dps loss is when u get stunned, you settle for it to just hit 1 enemy or its activation was too slow. So RS-PPA procs for single focus then you have PFT when you see a whole pack. 25% from CG is a waiting game and you can still crit often without it that makes the 1 point more useful elsewhere.
  21. I did notice that the other builds did not pick ppa, pft and ho which are the key talents of this build. They may have few differences in point allocation, but the availability of those 3 talents is what makes it different. On the other hand, I have been using this build in rated wzs and it's performing well objective-wise and dps-wise. Soloing is not a problem that makes ambushing node/door easy. I like it more than pyro because of the utility it has for the team. Pft's snare adds up to that utility with good aoe damage that helps cover up 31 point pyro's burst.
  22. Well i think the bonus sets will be based on preference. For me carbonite is useful as well as the stun breaker. It can make or break a cap and helps teammates kill fast by delaying healers. It's not damage oriented but it works for me more than added crit % to RS. Whether it's 45% or 33% crit for RS it may hit, crit or miss, which is purely based on chance. I prefer the flat bonus of combat tech and the addition of RP bonus adds up which is good. If only elim has a 2-set bonus beneficial for PTs, it will clearly be the better of the two for me. On the other hand, I'm gonna take your recommendation of buffing RB instead of the dart. I think it will be good to use right after a RS proc when the bleed is down.
  23. The 12% is talented right? RB is more situational for me and FB is always a better skill in close range to apply dot. I will give it a try putting RB and doing your suggestion of every 15 secs. Also, i'm using combat tech instead of elim since i felt that its set bonuses are better for teamplay. I have used this spec in RWZ and it's overall dps is the same with norse but with better potential in 1vs1 fights. It was also cool when people think im pyro because of IM and RS then suddenly unleashing PFT, they just let it go and get fried.
  24. My logic for not getting the auto-crit is the wasted points that would go to RB's increase damage. Actually, RB is a filler talent in my spec since i think it's a dps loss to include it in the rotation. In addition, i don't think downgrading the PPA proc is worth for the 25% chance of RS crit. I know it will be eventually triggered by RB, but as i say putting RB in the rotation is a dps loss. I prefer the ppa procs since the spec is using CGC. I am also sitting on 32% crit which i think is enough to make it crit most of the time.
  25. This morning, I got bored playing Norse and I specced to tibetan candle then pyro and played some pvp. I just hate the fact that I can't enjoy both trees at the same time so I messed around different combinations and came up to this hybrid. Don't get me wrong, Norse is really good and it was my preferred spec for pvp, I just like the 1vs1 feature of pyro for the huge burst of RS. I just want to know if giving up immolate and prototype weapon systems is worth it if I go up the pyro tree and get IM and PPA. I thought of changing the cylinders of trees and out of the three specs that I've theorycrafted, I think this one has potential for pvp. I gave it a try and it seems I can do better in 1v1 due to the availability of PPA procs and when people gathers in front of me, I unleash my PFT. I only use IM when I'm too far and open up my RS or when I'm in 0 heat and I saw someone who's not burning. In short, it's like having the utility and AoE of AP with a downgraded RS with PPA. The focus of this build is pvp especially 1vs1 fights secondary to the burst of pyro tree and mobility, utility and slight mitigation of AP tree. http://www.torhead.com/skill-calc/#301ZMsrrobfzZfhrbzh.2 *updated - 2 points were moved to serrated blades from prototype electro surge The build name was based on Prototype PA + Prototype FT which are the key skills of this spec. Pros: Re-usable RS every 6 secs from PPA procs Good utility from low CDs Good mobility with HO - ball carrying potential in huttball, prevents being rooted PFT - uninterruptable and 50% more damage with 70% slow on multiple targets IM - 30m skill that does decent DoT and opens up RS Cons: No talented 9% aim increase from ST tree No talented 6% increase in RS damage from ST tree No increase in critical strike damage of abilities via Prototype Weapon Systems & Firebug Heat management is hard in long fights Comments and suggestions are welcome.
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