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ScytheEleven

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Everything posted by ScytheEleven

  1. Dude, I only PVE. Every now and then if I'm bored, I'll que up for PVP (used to PVP a lot so I at least have a full Battlemaster set). People who shred PT's a new one: 1) Snipers 2) Operatives coming out of stealth (the worst. by far) 3) Sins coming out of stealth (not as bad as Op's, but if the players good...well uh-oh) 4) Smashers
  2. lolol PT Pyro still needs to be nerfed? I just parsed on my PT, using a no-TD build and one with TD. Non-TD was higher by a mere 30 DPS...you know what the damage total was over 6 min? 2350. No adrenals used, and lvl. 49 augments from live. The only class that parsed below that with the same restrictions was a Sin DPS, and as I've said before, they're getting screwed right now too. The next class was using those restrictions (no adrenals and no new lvl 55 augments) was 100 DPS higher. For the record, I deleted my logs out of disgust. I'm very frustrated right now. Yeah. Pyro really needs to be nerfed more. NOT EVERYTHING IS PVP BASED
  3. Again, doesn't sound like you're reading the patch notes because the nerf to Plasma Cell/CGC is game-changing for PVE Assault/Pyro. Plasma Cell/CGC damage makes up about 1/3 of all damage in a 6 min OPs boss fight for a VG/PT player. Now imagine that cut in half. The boost to FB/Ion Pulse does not make up for that loss...not even close. Big ole nerf stick that beat Assault/Pyro into the ground. Only class we are ahead of right now are Sins/Shadows...and they need love too.
  4. See, this is where I get frustrated... the nerf affected Pyro PVE'ers the hardest! Not everything is based on PVP
  5. I am shamelessly promoting my own thread, but I think I made some good points on what changes need to be made to AP/Tactics. Please check it out http://www.swtor.com/community/showthread.php?t=612588
  6. I am shamelessly promoting my own thread, but I think I made some good points on what changes need to be made to AP/Tactics. Please check it out http://www.swtor.com/community/showthread.php?t=612588
  7. So you un-subbed because you got double XP on the weekends? k, bye
  8. Is the Combat Training MK-5 Dummy a WZ Dummy? I know it's not the Operations boss equivalent one...
  9. CGC makes up about 1/3 of my damage. I don't PVP, I PVE. The 50% damage nerf to CGC is really big/unneeded for PVE Pyros like myself. It's also a nerf to Pyro Mercs.
  10. Seriously? You honestly feel like cutting CGC by 50% is warranted? You do know that Pyro/Assault was parsing in line with other classes, right? EDIT: Came off as a bit rude...but yeah, I disagree strongly.
  11. I can't login to the PTS to test out today's patch changes, but from early parses it looks like both the AP and Pyro spec's get hit with a considerable nerf. - CGC damage has roughly been cut in half ...that's really all you need to know. They tried to re-work Thermal Detonator, but apparently, the highest DPS still turns down taking it. DPS loss from this patch is looking to be around 100-150.
  12. Interesting concepts in regards to TSO. However, I still maintain that using TSO w/ IM as an opener is the best way to go. Under what I consider "normal" rail shot procs, when I get to around 55 heat my first IM is about to wear off, and that's when I pop another one and blow Vent Heat. In regards to using TSO w/ DFA or FT...I use neither one of those unless there are additional enemies (i.e. the spawns during the Writhering Horror). And about blowing Explosive Fuel and DG Power relic in the beginning...I use those right at the start to front load my damage simply because I want to keep them both on cool down as much as possible. If I wait a bit, then I might not have them up for later. For specific fights though, I'll still use them at the very start, but will save them when they come off CD for burn phases (i.e. again, using the Writhering Horror as in example. In HM, you gotta burn that last 10% so the adds don't wipe everyone). My top parse on a dummy (2121 over 7 minutes, no adrenals) was probably the luckiest parse I've ever gotten, but I typically hit around 2050 for 7 min (though lately I've been getting TERRIBLE rail shot procs and just barely hit 2k...in one dummy parse I had 3 rail shots come off cool down on their own, if that tells you anything ). Anytime I've tried to use FT or DFA, it results in a lower parse. Agree to disagree on TSO + IM as a 10m opener, it's just what I've found works best for me
  13. Nope. You want to get the most out of your Explosive Fuel and DG relic, and you do that by reducing the time before you have to hit Vent Heat. If you don't use TSO at the beginning, you run the risk of going over 75 heat faster. Yes, I said 75 heat. During my first rotation, I go way past the 40 heat rule so I can maximize my Explosive Fuel and DG power relic. I pop Vent Heat when I get to 75-80 heat, so I drop down to 25-30. If you don't use TSO as an opener with IM, you run the risk of getting to 75-80 heat much faster if you don't get your proc's, thus, you waste time of Explosive Fuel and DG power relic. So yeah, DPS loss there On a dummy, I'll go with Flame Burst before RP to get my first Rail Shot proc (and to get CGC) up. Against OPs bosses, the majority of the time my CGC goes up from my Rapid Shots as I close the distance. If I don't get CGC up, then Flame Burst is first rather than RP. I probably typed that wrong earlier.
  14. My biggest parses come from never using Flamethrower or Death from Above, unless there adds. Typically I run in spamming rapid shots with the hope that my CGC will proc, but if I get within 10m and I have not proc'd my CGC yet, I stop with rapid shots...then its: Thermal Sensor Overrides > DG Power Relic > Explosive Fuel > Incendiary Missile > Rail Shot > Rocket Punch > and hope that procs another free rail shot...if not, flame burst till it does. The rotation that I've found to be most useful is to use Rocket Punch at the end of the 6 second rail shot proc cool down, and then one round of rapid shots post free rail shot to get my heat to around 10. So it would look something like this: Flame Burst > Flame Burst > Rocket Punch > PROC Rail Shot > Rapid Shots > Flame Burst > Flame Burst > Flame Burst On that last Flame Burst, if no proc, use rapid shots, then follow up with Flame Burst again to try to proc. No proc, rapid shots, then Rocket Punch will be open. After your proc'd rail shot, rapid shots again to get heat close to 10, and start all over again. Pop Incendiary Missile when yours is about to wear off, and when your heat is at 10. So using the rotation above, lets say your IM is about to wear off: Flame Burst > Flame Burst > Rocket Punch > PROC rail shot > rapid shots > Incendiary Missile > rapid shots > Flame Burst (follow same formula as above with rapid shots till you get a proc rail shot).
  15. I agree with you, the Terminal Velocity build does more DPS than a Pyro PVE tree. I'm not too sure how much the Parakeet build would work in PVE though...I feel like that's more of PVP type deal. Only reason I'm staying Pyro-spec'd on the PTS is because I know a nerf is coming for the hybrid/Terminal Velocity build.
  16. Like the other poster said, have the Pyro wait a second before DPS'ing. What I would suggest doing is having your tank do is the following opening rotation: Jet Charge > Flame Burst x 2 > Rocket Punch > Rail Shot > TAUNT The taunt works as a multiplier of your current threat level (this is what another geared 63 tank told me, I really have no data to back it up), so you want to taunt after using high threat movies. Since I've followed this idea, I've had no problems holding threat with my Juggernaut.
  17. *I do not PVP, let's just get that out of the way* First off, on the PTS right now, this is the build I run with: http://pts.swtor-spy.com/skill-tree-calculator/powertech/231/?build=003200300000000000000000000000000203110000000000000000000000000003200322221002120230003000100000&ver=20 This build seems to yield, at least for me, the highest possible DPS. That being said, here are what I think about some of the changes: - The addition of the CGC to Flame Sweep is pretty sweet, it's a really powerful AoE now and the reduced heat cost (was 25, now 21) makes it even more enticing. - Pyro Shield is worthless really for PVE, but at least it looks cool - Reduction of damage from periodic effects is a nice little boost, but if you're taking DoT's in PVE that usually means you're derping around and standing in the bad areas. - Probably the best thing that was done to the Pyro tree was reduce the heat cost of IM by 3. I know 3 doesn't seem like a lot, but having IM cost 22 heat instead of 25 can really help out...I've noticed it while parsing/doing my rotations. They also buffed the damage of Rocket Punch and IM with a talent in the top tree by 6%. - The only gripe I have is they removed 15% of the armor penetration from rail shot. Honestly, I'd rather keep the extra 15% armor pen and give up the 6% damage buff to Rocket Punch and IM. Having rail shot ignore 90% of armor was just...lovely, especially in raids. - Chaff Flare is now trainable to all Bounty Hunters, so get used to using it! Your tank will thank you! The fact that it is not on the global cool down gives you no reason not to pop it when you need to (i.e. before you pull, not after you pull from the tank!) - Hydraulic Overrides is pretty solid for PVE. In the Mando Raiders flashpoint, if someone doesn't interrupt concussion round from one of the elite trash droids and it knocks you back, it will root you. Hit Hydraulic Overrides and you're back in business. - The new passive ability "Close and Personal" is kind of a "meh" thing for DPS PT's in general. I won't really complain since we get 3 extra seconds added to our energy shield at the cost of no other abilities, and the 2% healing for taking area damage just means that you're standing in the bad...so stop standing in the bad! - It's been mentioned on here, but dropping all crit (zero crit rating), stacking accuracy up to 99.97% and 109.97% special/tech, and dumping the rest into power and surge is yielding the highest DPS right now. I hope they fix the DR on crit so it becomes useful again. But even as it stands, with an exo-tech stim on, my toon has 18% ranged crit chance and 24% tech crit chance. Add in the extra 6% crit chance to our fire abilities, and Flame Burst, CGC, and IM still have a 30% crit chance...not bad at all. So, those are my thoughts. Enjoy.
  18. PT/AP build over on 2.0 is pushing close to 3k DPS, some have parsed over 3k with the new stims. Go look through the "Good DPS" thread in the PTS forums for people posting their parses over 5-7 min on a lvl 55 dummy. It's insane, highest melee DPS by far currently over there. Only thing coming close to that amount of damage on 2.0 is the Eng/Lethality hybrid.
  19. Go look over on the PTS forums. Sin DPS is lowest of the low right now. Best melee in 2.0 is still between PT and Mara. If the hybrid AP/Pyro spec is allowed onto live (which I doubt it will be), then it will be by far the strongest DPS. No question.
  20. 3/21/22 gave me about 40 more DPS, but I had all aim augments so yeah. I'd also suggest we delete this thread or bury it somehow. This spec is too much awesome to have nerfed before 2.0 hits live!
  21. The Superheated Rail talent in the tree gives 30% armor penetration in 2.0, not 100%. The 100% you are seeing in the new talent tree builder is supposed to be for the chance that railshot vents 8 heat when it hits a burning target.
  22. In conclusion: build would be outclassed by a full Pyro spec in PVP, but for PVE...it remains to be tested.
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