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ScytheEleven

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Posts posted by ScytheEleven

  1. Hi guys, maybe you could help me, cause I just noticed something:

    my lvl 55 powertech with Ion Gas Cylinder has lower damage reduction than my lvl 50 guardian. Powertech has higher armor rating, but lower dam reduction. Both have heavy armor.

    Why is that?

    The same goes for shield and absorption. Higher stats give much lower bonuses. Is this normal, I mean, maybe I'm not aware of something?

     

    If needed, I can post the exact numbers.

     

    thanks in advance

     

    The diminishing return curve really starts to kick in once you get past 50. It looks weird, but it's working as intended. When your Guardian gets to 55 and is in the same gear min-maxed, your PT w/ Ion will have a higher damage reduction.

  2. I can't convince myself that going the PVP-route opener (TD > IM > Rail) is the best for PVE, especially while parsing. Once your TD goes up, that's basically a dead GCD window of no damage that is being registered. I typically go IM > Rail > TD > Flame Burst (I really, really want to Rocket Punch here, but honest to God, every time I do, it NEVER procs!) > Rail > continue
  3. Just want to clear something out about Degsus. It does not improve defense chance by 25%. What it does is provide 25% to dodge melee and ranged atks (white damage) and 25% to resist internal, force and kinetic damage (yellow damage). Defense does not resist yellow damage, which Degsus does. I don't know if it stacks with the 5% passive defense against white damage or not.

     

    It does :p

     

    Also, defense chance DOES give you a chance to resist yellow damage. That was changed in 2.0, which is why many classes for PVE all of a sudden needed accuracy (re: Sorcs/Sages). OPs bosses originally had a 10% defense chance, and that defense chance only work against white damage (ranged/melee). Tech/force abilities couldn't be resisted via defense. They changed that. That's why when Degauss gives you that 25% defense chance, you can resist a Smash, a DoT, or anything yellow/white.

     

    :D

  4. I wasnt saying skip Degauss, i was thinking skip Pyro Shield. Or Rapid Venting, the way my "rotation" works is, i build up enough heat to get down to 3 bars of heat venting, then Rail Shot with PPA, then filler till my next PPA proc, it's not great, and im only level 29, but it works for me. Though when i hit 55, i may try to work on using Koozie's rotation. but it will be a little difficult. and CGC is far from fluff damage, it's the only DoT that makes Superheated Rail do it's job. Superheated rail which vents 8 heat per rail shot, only will activate from CGC's DoT. Sure the ~2100 damage over the 6 seconds may not kill anyone, but it sure helps, dealing 1 point of damage versus missing or getting absorbed is sure better, not much better, but you get my point. Pyro Shield isnt as good as say, Cloak of Pain, or any abilities like it.

     

    Pyro Shield is amazing. Over it's duration, it can dish out around 7k damage. And Superheated Rail is when Rail Shot hits a "burning target". Your Incendiary Missile and Thermal Detonator DoT are both burns. You will still vent 8 heat. CGC spreading is just fluff damage, seriously. If we had the same amount of damage from CGC as we did prior to 2.0 (scaled), then yes, Volatile Ignitor would be useful. But CGC is a weak DoT on it's own.

  5. For PvP, why dont you take Volatile Igniter? It's great to help stop capping with the reduced heat cost on Flame Sweep, and the garunteed CGC proc is nice for when bad RNG on Flame Burst happens or your RP is on CD, and as you were saying, CGC can deal 2100 over the 6 seconds, and deals 30% more damage on targets under 30% HP, So what you can do with that is, flame sweep a big group, then Flamethrower them and deal massive damage, coupled with any other incoming damage!

     

    I think that a buff to Pyro that would not be a Nerf is, making Explosive Dart grant 10 Stacks of Combustable Fuel, which makes your next 10 DoT ticks deal 10% more damage, ED is already part of your opener, so why not make it do something other than fluff damage.

     

    Because Flame Sweep + CGC is fluff damage. If you're stopping caps using Flame Sweep, that's fine, but it's a last ditch move that means that you're probably the last guy standing for your team. You're going to die anyway. I would not use Flame Sweep to proc CGC on a single target. What happens if your Operative flashbangs a group, and you want to use Flame Sweep to proc your CGC? You're screwing your team over by breaking the mezz.

     

    At the end of the day, it's fluff damage. that 2100 over 6 seconds is not going to kill anyone. The 6 seconds of 25% defense is more beneficial than most give it credit for.

  6. Koozie, you say you run with 210 crit...is that an exact number? Because w/ Obroan Mods, I get this math:

     

    Nimble 29: + 49 crit

    Nimble 29: + 49 Crit

    Battle 29: +44 Crit

    Battle 29: +44 Crit

     

    Two crit mods and two crit enhancements gives me 186 crit rating. Do you use a Nimble 29A (+27 crit) then (which gives you a total of 213 crit), or do you go with another Nimble 29 (+49 crit) and have 235 crit rating?

  7. Unfortunately on the BH forums you will not find as much information as you would on the Vanguard side for PVE. There is a wealth of information for Pyro/AP on their forums. AP is steady dps, gets very boring and I've noticed over time it is not very movement friendly that and RB looks like every other bleed effect. I am normally the token powertech DPS in our/any OPs group. Pyro is more movement based due to dots and can go on the move. Hybrid like AP is the same, I do not like Hybrid but there are a lot of Powertechs who will tell you different. Keep in mind, I do not like speccing back and forth so I will run one spec for everything dependent, I do not respec every fight I do.

     

    Definitions:

     

    RB: Retractable Blades

    EF: Explosive Fuel

    IM(AP): Immolate

    IM(Pyro): Incendiary Missiles

    RP: Rocket Punch

    FB: Flame Burst

    RS: Rapid Shots

    Rail: Rail Shot

    FT: Flame Thrower

    SC: Shoulder Cannon

    TD: Thermal Detonator

    CF: Chaff Flares

     

     

    When I go AP my spec is 8/36/2 (2 in rocket punch rest pretty self explanatory)

     

    My Rotation for AP is:

     

    RB>EF>IM>RP>FB>FB (If FB procs RP, and use all SC while using rotation) > FT

    RB>IM>RP>FB>FB>RS (Their will be about 1-3 seconds left on FT CD)>FT

     

    Rinse and repeat as EF/SC is up always use SC with EF. Always make sure RB is up. Always use your CF before FT. Save Vent Heat for when you mess up in your rotation or multiple enemies such as Counsel's etc.

     

     

     

    My Rotation for Pyro is proc dependent, you can read a lot but everyone's opinion is different. I use 4/6/36 for spec, some use 7/8/31, others use 8/8/30. I like having TD though.

     

    My beginning rotation is always the same:

     

    TD, IM, EF, (Unload SC during rotation), Rail, FB, RP, Rail, RS after this point it gets proc dependent.

     

    In-between every other rotation I will use FT combined with Vent Heat, some may argue this, I will also use Explosive Dart. Keep in mind 20-30% of your damage will come from your Rail, the rest ~30-40% will come from your dots. FT/Explosive Dart will only account for ~10-12% of your total damage so do not stress about using it when learning, rest will come from FB,RP, RS.

     

    It took me forever to find this, your stat priorities no matter what you decide should be Aim>Accuracy 110%> Crit 25%> Surge 70%> Power. Those should be your goals.

     

    Hope this helps a little.

     

    A few things I'm noticing that may just be typos, or might be incorrect:

     

    1) In your rotation for AP, you never listed a Rail Shot. And I assume the first rotation listed is your opener, in which case you should be using Flame Sweep before the start 3x to build up your PFT. So your rotation opener would be:

     

    RB > (EF in GCD window) > IM (start spamming SC as much as possible now) > RP > Rail > FT > FB (continue priority list).

     

    2) In the case of Pyro, you never use Flamethrower unless you are spec'd into the hybrid. Before 2.0, it could be argued that using Flamethrower/Death from Above inbetween PPA procs was a DPS boost. I never agreed, but ever since the change of giving Flame Burst the 30% surge bonus, it is more DPS efficient to spam Flame Burst (still use Rocket Punch when appropriate for a better shot at proc'ing a Rail). That aside, it was never recommended to ever use Explosive Dart in your rotation unless you were stuck at 30m away from the OPs boss. Explosive Dart in rotation is a waste of heat and does very minimal damage.

  8. When you say this:

     

    See my suggestion below to fix.

     

    Are you referring to this:

     

    Better yet lock it to either HEGC or CGC. That way you it does not affect the DPS hybrids that are doing well in PvE content right now, but it still makes the current IGC hybrids impossible.

     

    Locking PFT to HEGC does kill the PVE hybrid. The PVE hybrid runs Combustible Gas Cylinder and goes up to get PFT, then goes up in Pyro.

     

    Or where you referring to locking the AoE damage reduction/stun damage reduction to HEGC and leaving PFT as-is?

  9. Biggest problem I see is that the easiest solution for PVP (i.e. locking the flamethrower stacks to HEGC) kills the PT/VG hybrid spec for PVE, which is currently the highest DPS spec for the class. While Pyro and AP are still viable for PVE, the hybrid spec out-performs both and is a very welcome addition to any raid team. Both AP and Pyro are respectable, but don't reach the high numbers that Hybrid Gunslingers/Snipers or Pyro/Assault Mercs can right now, or even Mara/Sents.

     

    So if they lock PFT to HEGC (which I don't see why it shouldn't happen), they are going to have to compensate in the AP/Pyro trees in some way to increase their sustained DPS. Perhaps bringing back the damage they toned down from Retractable Blade/Gut and Incendiary Missile/Round when they changed PT/VG's in 2.4? It really wouldn't increase the burst damage of either spec in PVP, but would increase their sustained damage in PVE.

  10. No. Pyro does not need any more buffs.

     

    I play Pyro and AP for the new HM content. I run Pyro for single target boss fights and AP for boss fights with adds. I also PVP in both AP (full min-max'd Obroan) and Pyro (almost full min-max'd Obroan).

     

    Pyro Mercs do NOT need a DPS increase. They are one of the top DPS classes at the moments. Don't believe me? Go look at the World Leaderboards right now.

     

    Incendiary Missile has been fine-tuned to be great in PVP now. As KoozieJr said "PT Pyro is one small buff away from a giant nerf".

     

    As for killing healers, I have no trouble pressuring/killing ungaurded ones in AP or in Pyro...hell, Pyro is better at it. If you're struggling to kill a gaurded healer, join the rest of the club...that's kind of the point. Get coordinated, focus fire, and either burn down their DPS or burn through the healer's gaurd. One player should NOT be able to kill a gaurded healer solo.

  11. .............................*facepalm* Bravo. I commend you.

     

    high-five!

     

    In other news:

     

    Kendiaro - Pyro. 5/5/36

     

    3180 DPS

     

    Spec'd into the extra shoulder cannon missiles from the AP tree at the start, loaded them up, then spec'd pyro.

     

    http://www.torparse.com/a/536933

     

    Min/max'd 72's enhancements/armorings, 72 main, belt/bracers/offhand = 78 armorings, all 78 mods, w/ Obroan Relics and 1 DF Implant

  12. Das did you file an appeal? I had a similar issue last gree event and I filed an apeal and after reviewing the evidence they lifted the ban.

     

    lol I was being sarcastic Jabs. The guy did report me, but it shouldn't matter: he was flagged and in a PVP area :p

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