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AdmiralPeach

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Posts posted by AdmiralPeach

  1. What side is more active? It's hard to tell as the few times I check in to see the fleet sizes they are very meager. Either way, I'm thinking of bringing mah tank on over, a small community sounds pleasant.
  2. I'm in the midst of re-gearing my PT after coming back to the game, and I was wondering what augments everyone preferred to run with. This is for DPS, and what I assume would be for the AP / tactics spec. I've tried digging up as much discussion as possible, but from what I can tell it seems fairly split on what actually gives a better output.

     

    If it matters at all, I'm planning on running a heavy power / surge build while possibly testing out a few pieces of alacrity. I'm mostly not sure if this makes the Aim augments slightly more attractive because of the slight crit bonus that I would otherwise not be getting from my gear (aside form the native Aim found).

     

    Any useful information would be much appreciated!

     

    Also, if anyone has experience with pyrotech, and whether the stat distribution should stay the same or change would also be welcome information as I've had fun toying around with the spec.

     

    Thanks guys!

  3. Hey there, I'm thinking of transferring over to this server as I've heard the que pops are quite decent here. I was thinking about bringing my tank, but I'm curious if yolos pop for tanks at all or if I shouldn't bother. Thanks for any info fellow tanks!
  4. I guess the server is less active than it used to be, but that is stating the obvious for the game in general. I've been able to que for ranked consistently during the afternoons and evenings during the weekdays, so I can't complain about server activity. I also see groups coordinating for 4's quite often, so there's that as well.
  5. Sorry, I meant take prototype burn enhancers for 6% to all fire effects. Leave hot iron.

     

    Here's a standard setup.

    http://www.noxxic.com/swtor/pvp/bounty-hunter/powertech/pyrotech/talent-build

     

    Some people take pyro shield over volatile igniter, but both have their uses. Pyro shield helps win 1v1 fights because it damages your attacker, while volatile igniter helps finish off a crowd with low health faster (sweep slows six people, applies CGC to them, then rain of fire and burnout apply together. Some say it's fluff, but it has a lot of tactical use. I would argue that pyro shiel

    d is mostly fluff too. The more CGC you apply the better, because you do 9% more damage to all those targets))

     

    Volatile Igniter is just fluff damage. It's never going to do enough damage alone to kill anyone, and it will just eat up all of your heat. Pyro is so focused on single target damage, that even though CGC is on multiple people, you won't be able to take advantage of it. I'd much rather be able to stay alive longer / surprise an opponent with pyro shield.

  6. This seems like a fairly fun spec in normal Warzones. I tried it out for a while with a healer friend, and it was hard to tell if it made a huge difference or not, but it was definitely a nice change of pace if anything. The healer didn't notice anything too different with my TTK so I guess that's good, but we weren't playing enough games to really be able to tell one way or another.

     

    I feel that this spec would not perform so well in arenas, where you need all of the defensive tools that Immortal gives you in order to survive a lot of the raw damage coming at you. I'm not sure Sonic Barrier quite cuts it when you're eating guard and heavy AoE damage (just an example of something popular). That, and I would rather have either mitigation or endurance augments on my gear to help out, rather than strength to improve Sonic Barrier slightly (does anyone have the math on how Sonic Barrier calculates?).

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