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Ineedavacation

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Everything posted by Ineedavacation

  1. Apologist morons. Sorry trooper was screwed from the beginning, but stealth scan was the only decent thing about BH left. Our ability to pick off stealth around corners was something that has value that no other class has. We are non-factors in every possible way, this is coming from a full conqueror geared player who does rateds. Don't listen to these PVE or occasional PVPer's nonsensical "everything is ok" tripe. Wake up.
  2. As usual this silly forum seems to have no clue whats happening to this class, so I will enlighten. Our one redeeming move that was allowing PT's to hang by a thread in WZ's in the sense of a "unique" and useful ability in our class has been totally nerfed. Stealth scan is now LINE OF SIGHT ONLY/ Thanks alot Bioware, you continue to screw us harder each patch. This talent was so cool for node defense and popping annoying stealth behind pillars and such, and now its line of sight like any crappy aoe. What diseased nerd programmer nerfed this? WHO THE HELL WAS COMPLAINING (other then some really weak stealth), that this was a problem? Suggestion to Mr. Peckinpaugh: Next major patch make railshot cost half your heat and give it a range of 4m. I know you laugh now, but what if I said stealth scan was about to be nerfed two weeks ago? These guys continue to take a big fat turd on us and we do nothing about it.
  3. Who cares about stupid dummy parses and PVE content, it means nothing in PVP. Here is my "observational parse" as the current state of warzones on average for top conqueror geared players: Healer OP = 1400-1700 HPS Healer Sorc = 1300-1600 HPS Sniper (various configs) = 1200-1500 DPS Marauder = 1100-1400 DPS Lethality Operative = 1000-1300 Damage Sorc = 1000-1300 Jugg / Merc / Assassin / PT = 700-1100 DPS Thats how it breaks down in reality nerds, except for one painful point. Jugg and Assassin can still play a role a s a tank and stealth (deception) killer, what in the hell does a bounty hunter do? At least a merc can off hand heal , but that's a pretty weak. A PT can.....................................? Run the ball in huttball with full tank gear? Great. Do yourself a favor and role one of the new top classes. I have a healer Op at 51 right now, and in greens fully bolstered to 1900 I can do 1200 HPS and it's brain dead easy to play and invincible.
  4. Could not have said it better myself. we find ourselves in the same boat as merc 1.2-2.0, why be this class if there is a better AC for every style of play (tank/DPS/hybird)? Look at another way- Powertech Pyrotechs are the most honest PVP class in the game. We are out there fighting and have no real defense mechanism We can't disappear, we can't fly away, and we can't self heal. We have to stand and fight like a boss, and we needed burst to counter the effects of sissy lightsabers disappearing in our faces or running away. Yet another solution would be to make hydraulic overrides more viable, which would mean a higher run speed, higher duration, or some kind of stun immunity. Right now we are sitting ducks and can't do a damn thing to defend ourselves. If you can't defend you need more offense...............
  5. I love these AP guys saying there is more than one tree for PT, WE KNOW. They are all either mediocre or unviable compared to other classes right now. Like I said in the original post, we need one of three nerfs back to make us viable again. I feel the AP pain, they should get all kinds of buffs and shieldtech as well to put them on par, but this thread is about pyrotech.
  6. YES. Glad to see ppl and the original poster putting 2+2 together and realizing the implications of PT being nerfed and BH in general turning into a joke class. Healing is so OP right now I leave all WZ's that do not have two healers, period. As a PT pyrotech we have nothing to contribute but medium damage with no burst.
  7. What are you talking about? The mere possibility of open world PVP was waylay-ed by Mr. Pekinpaugh when he decided to use the bolster system at 55. Now you have two TOTALLY different stats for WZ's and open world. What do you think will happen when people realize the implications of this?
  8. YOU HAVE GOT TO BE KIDDING. You think 2.0 works ? You think PVP is better? Your smoking the extremely good stuff. I can't even imagine something more screwed up. It's fools like you that get fed total crap and then applaud.
  9. I know this has been discussed previously but I wanted to put the info in one short post. They nerfed PT in general but the most viable PVP template was always pyro, and I wanted to just address this. I have run a 7/3/31 pre 2.0 and a 7/3/38 post 2.0, always have run TD. NERF : Thermal Detonator : no longer the big burst damage (5k+) and is now a 3.5k crit and a weak dot that takes way too long. NERF : Railshot : No longer can be talented to gain 60%+30% = 90% armor penetration. Now it's can only do 75% when stacking with superheated rail. NERF : Combustible Gas Cylinder : Burning effect dmg killed by 50% BUFF : Hydraulic Overrides : great root breaker and out of combat run speed BUFF : Chaff flare : If you take degauss it removes all roots and movement impairing effects BUFF : CGC on flame sweep : when talented has a 100% chance to trigger CGC and it also is an area slow (when combined with sweltering heat) That's basically it. The end result with all the new mechanics is a 10-20% overall damage decrease. The buffs and special moves giving to other classes means we can only do mid-lvl damage and are no longer elite. Bounty Hunter is now a forlorn class and has really no place in PVP when you compare it to other more buffed classes in 2.0. My recommendation is to play it if you still have fun, but if you want to be a factor move on into a sniper, mara, healer operative, or damage sorc to be a real factor. FYI bioware, you could fix PT and make it viable again by doing ONE of these: 1) Restoring CGC to it's former lvl 2) Restoring +15% armor piercing to rail shot 3) Restoring full burst dmg capability to thermal detonator Why do I think I hear Mr. Peckinpaugh laughing already?
  10. Word is not in yet on alacrity. I would still bet that a safe strategy is to avoid crit (it requires too much to get to 30%) and live with around 24% weapon and 28% tech and just stack main stat and power. Surge and power for the specific gear (remember the power surge on the small pieces is found on combat medic now). Pretty much no PT I know who is serious and runs good rotations suffers from heat problems so I am going to predict alacrity is not great for PT.
  11. Its completely broken and makes no sense. I love these idiots defending Bioware and Mr. Peckenpaugh when the just S--T THE BED.
  12. I take your meaning and applaud the objectivity. My 50 healer op in 2.0 does close to 1000 hps naked, and yes, its invincible. Healing is officially broken, as well as many other things.
  13. I went with eliminator for the set bonus but looked closely at some of the other gear for supplementary pieces. The word is still not in on alacrity so I would wait a bit and bank coms. I decided to roll with some combat medic pieces because they have the traditional power/surge combo which was the most effective in the past. Since critical is nerfed and it's very costly to get it back I would focus on power/surge and wait and see if alacrity pans out. FYI look at the final Conqueror gear you want, not the partisan stats. For instance, a partisan piece might have the power/surge you want but it's conqueror piece has other stats. I still feel like you can't go wrong with power/surge as a rule of thumb.
  14. Think some more, your talking about balance problems pre 2.0? Your not thinking about the future implications of the healing overpowering, it's been a few weeks. Think about all augmented conq and what that will mean when someone can drop 1.5 million in heals, has stealth, and can roll spam defend nodes and doors forever. Haven't you noticed most matches can't get beyond the first door? Haven't you noticed most nodes that are taken stay taken 90% of the time? Haven't you noticed a jugg ball carrier and a healer combo beats you 6-0 every time? You play and POT5 in pvp and I recognize none of your chars, which means you are not serious PVP. That's why you like 2.0 and defend pure garbage.
  15. /signed Could we do the same thing for the 2.0 class balance as well and just roll back to 1.7 or something?
  16. Original poster: Welcome to 2.0. IT MAKES NO SENSE. It's a jumble of poorly designed and poorly developed pvp philosophy that only three kinds of ppl are defending: 1) Classes that benefited from the imbalancing 2) Plain idiots that do not seriously PVP 3) PPL who bought the game 2 months ago How can we be more clear than this: It was broke in 1.0 and now it's twice as bad in 2.0. They do not care about PVP which has become PAINFULLY PAINFULLY clear. Or maybe it was painfully clear last year and I am just crazy.
  17. Healing right now is ABSURDLY over powered. I have seen two or three examples in the hundreds of wz's I have done in the last two weeks where some elite ppl (probably exploiting the augment bug) did a little over 1 million dmg. I see a healer OP to 1 million heals 10 times a day. It's nothing, going naked on my 50 healer op she can do 500k and is basically invincible. Same with my 50 healer sorc, but not quite as bad. It's completely unbalanced and approaching the level of RIDICULOUS. The ppl who defend the Devs in 2.0 are not real PVP or have benefited from the new unbalanced changes., period.
  18. All I hear is "I'm new and it's great to be me right now". Think about the type of time it takes to invest in good gear. The same ppl here who love the idea of being completely competitive with seasoned players post 2.0 will be the crybabies in 3.0 after they put their sweat equity into the gear grind. It would have been nice for the devs to toss ppl who worked hard for gear a bone. No one was asking for automatic upgrades, just a little leg up. Reading the forums on the subject it has been explained the EWH will be upped in stats to Dread Guard level, and bolster will take care of the expertise. If that's true (and we will see tomorrow) then it might be a small bone. Right now the bolster to 1900 expertise makes PVE gear the ultimate thing to wear in PVP, which is a crying shame that it ever went out of the test center with such silly mechanics in place. FYI to the ppl talking IQ: it makes you sound stupid when you talk about IQ.
  19. So the patch on the 16th is supposed to fix naked PVPing. Fine, good. Probably should have figured that out before it was played, just saying. Read the patch notes further and "due to itemization" changes all EXPERTISE is going to be removed from war hero and elite war hero gear. That is a direct, unforgivable, slap in the face to people that have worked hard to get gear. Why in the hell would you want to alienate a die-hard group of PVPer's? I was looking forward to at least using the EWH gear I spent months acquiring as a simple fill in to avoid greens in those slots. How much more can PVPer's take? So far 2.0 has been a dismal failure to address any real issues and just provides us with more problems and an endless gear grind. Before you retort with "this is now skill based" look at the difference in stats between the new gear. With all new augments, your looking at spending MILLIONS to get +440 to your main stat. How is this making the game skill based? Its always been gear and will always be gear.
  20. /signed There are so many problems with PVP 2.0 I am sure this will be lost among the many gripes that are ahead of it.
  21. Focusing on the changes and comparing to current is good, but it all depends on how it balances with other classes. What are ppl experiencing on the PTS when it comes to how the Powertech handles? Is it as uber as the old one compared to other classes or have you guys noticed the edge is gone?
  22. As my Powertech inches closely to being completely maxed out (full WH and elite weapons) I find myself endlessly tweaking to try and get the optimum numbers. Yesterday I bought two level 27 Reflex armoring pieces (player made) that have a whopping +72 aim and +52 endurance. My plan was to swap them into the custom belt and bracers I was running. For a few months now I have gone off the general consensus that 1200 expertise was optimal but I was running the max expertise of 1370 on my char. For fun, I decided to swap the two armoring pieces in my head and chest piece with the two extra level 26 reflex player made armoring pieces I had left over. Went down to 1100 expertise. Here are the numeric differences: 1370 Expertise vs. 1100 Expertise (4x substitution for level 27 and 26 Reflex player made): (1370) PVP damage bonus = 24.93% (1100 +4x L27's) damage bonus= 21.36% % change = 3.57% (1370) PVP damage reduce = 19.96% (1100 +4x L27's) damage reduce = 17.6% % change = 2.33% (1370) Main ranged damage = 1106 (1100 +4x L27's) Main ranged damage = 1177 % change = 3.6%+ (1370) Bonus damage = 559 (1100 +4x L27's) Bonus damage = 629.6 % change = 11.2%+ (1370) Tech bonus damage = 908 (1100 +4x L27's) Tech bonus damage = 979.1 % change = 7.26%+ (1370) Health = 19626 (1100 +4x L27's) Health = 20602 % change = 4.7%+ (((Just some quick details: running a full Pyrotech build with 3/3 steely resolve for the 9%+ to Aim. Running nearly 2100 Aim. All numbers above shown with exotech reflex stim +128 aim ON))) Based on these numbers it looks to me like a net gain for running the lower expertise. It's a push on the main damage stat but on the secondary damage there is a sizable increase of nearly 5-8% damage increase. On defense it's a flat 2.33% damage reducer traded for a 4.7% increase in health. Any thoughts? Seems like a good trade at this point.
  23. PT range nerf is designed to change the easy rotation of a pyro. Before 1.4 we had a simple way of doing things: 1) Run at the target 2) Incendiary missle to get the target burning (30m range) 3) Thermal detonator 4) Rail shot 5) Rocket punch 6) Flame burst (should be inside of 10m by now) 7) Wait for a railshot or rocket punch proc and spam flame burst or rapid shots That was good for 500k damage in full WH. After 1.4 it's a considerable nerf, the new rotation will heavily rely on grapple. 1) Grapple target 2) Incendiary missle to get the target burning (30m range) 3) Thermal detonator 4) Rail shot 5) Rocket punch 6) Flame burst (should be inside of 10m by now) 7) Wait for a railshot or rocket punch proc and spam flame burst or rapid shots Not so bad really, just need to spend those extra 2 points to get a 30 second grapple. IMO it will hurt our ability to attack targets but won't do much when we are defending a position. It's a nerf that will effect us but considering the nerfs to knockbacks it might actually be balanced.
  24. I don't think it's a question of "understanding" the resolve system or that it is "broken". The problem is it's so hard to understand and counter-intuitive sometimes it really gets annoying. Nerdy computer geek type players (please smell your seat) like most Pubs seem to understand it way more than the imperials do. Why not just simplify it so that we don't need a damn guide to figure out how it works?
  25. I've found bubbles to be more important in PVP than healing most of the time. A Sorc healers primary role (with the bubble talented up to 1.5 second cooldown and 20%+ damage reduction and speed buffs) is to apply the bubbles before healing. Outside the bubble we are one shots but inside we are decent tanks for a few seconds. Learn to "live in the bubble" and keep it applied to your teammates. Sorc healing is really all about timing in general. Another skill I have learned slowly (lvl 48 now) is to anticipate healing. Too often at lower levels I would just look at the "negative" in the ham bar and not anticipate damage. Resurg and Reviv are amazing when you time the heal to hit before damage. Creating space is more accurate than "kiting" when it comes to a Sorc healer. Learn to use your stuns in combo with force speed to get out when the bubble wears off and your being focused. LOS is your next best friend. The most annoying class to deal with are the Jedi melee, using their charges to stick to you like glue. Only thing I can say to this problem is to knock-back in combo with force speed, stunning first if available. It is ridiculously bad when two melees are on you, we need some more CC capability with a better root to have more balance. Either that or lower the bubble from 20 seconds between benefit (or at least give us some way to talent it down a bit).
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