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Vanash

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Everything posted by Vanash

  1. It still doesn't cut it if you want to play defensive. Fine if all you want to do is farm medals but a waste of time if you want to contribute. If you guard someone you'll drop like a sack of spuds in most cases. Without CGC you'll not get PPA procs (patch notes say CGC is needed for PPA) So your heat management and dps will be terrible with Ion. As mentioned by myself and the guy after you, the difference is down to how you join matches, and how you play. Comparing Pyro and IF is ridiculous as they are completely different styles of play with completely different objectives. IF = defend, Pyro = kill. This thread would benefit more from discussion potential gear combinations post 1.2 rather than this silly pyro =/= IF debate. Speaking of which, I'm considering mixing up supercommando and combat tech for my IF. 2 piece Supercommando seems too good to miss out on, although when CP specced I can't remember too many times when charge wasn't up when needed. Also the 4 piece CT will be beneficial, but will it be as much use bearing in mind the 4.5sec cd on RP? Full supercommando = less dmg output (not sure 5% when gurading will make up for loss of dmg stats on CT) + some portion of wasted stats on defense/ absorb as not all attacks mitigated. Benefits are JC reduced CD which makes being melee less of an issue and even being less effective in pvp the def stats will still mean surviveability will be higher (and marauders/snipers will hurt less) Full Combat Tech = Less surviveability (defensive stats). Benefits are imp carbonize which is useful, and 15% to crit for RP speaks for itself. 2+2 = Mobility and improved CD's at the cost of increased dmg. I still can't decide which would benefit overall as a defensive spec. If protecting a healer you still need to be able to put pressure on the person attacking the healer, and not hit like a wet noodle, but on the flip side every second you stop someone hitting the healer means they can do their job better...
  2. Post 1.2 I think the choice will be more down to whether you'll pvp as a guild/ premade group in rated WZ's or just join solo. I think IF will be an awesome healer babysitter spec for team rated WZ's as you'll have much more emphasis on taking out healers so protection will be needed. Still undecided between the combat tech and supercommando gear. 2x 2 piece bonus may be useful and the defensive stats will be more use bearing in mind the switch to weapon damage for marauders. Pyro won't cut this role as we just tend to be waiting for defensive cd's to reset and when focused drop pretty quick. Pyro would be a more solo rated WZ spec imo.
  3. only done a few HM as offtank, but have managed to pick up a mix of supercommando gear (tionese to rekatta and a couple of pvp supercommando bits - earpiece and wep iirc. I basically just switch to ion cell and a shield and go for it. I have a couple of absorb increase implants I use as o/s buttons as well as shield and carbonize (trash). I'm full pyrotech dps specced and by just switching out gear have no probs in HM's. Nightmare would be different story i'd assume. So I wouldn't worry too much about spec as an OT, just make sure the guild knows a reasonable tank set will allow you to OT better. Just switch gear when you have to OT. There is no real one set for all situations sadly.
  4. On a side note to this, is it now better to switch to combat tech gear? The crit on RS set bonus will obviously diminish in value due to the lower amount of procs so a bit of extra duration on carbonize might be worth the sacrifice? Or with the change for marauders/sents to be more weapon dmg based does the supercommando gear become a bit more viable for an Iron fist/ healer babysitter type build?
  5. Rated WZ's will really expose PT Pyro imo. Am considering switching to iron fist type build and babysitting the healer(s) as it'll be more of a contribution that ressing every 2 mins after receiving a dual lightsaber enema
  6. This thread is probably the biggest reason a combat log is needed in the game. Maybe then all these over inflated PT numbers might be pulled back down to reality. I heard that one guy somewhere possibly had a RS crit of 10k and a TD crit of 8k and 2 shot France.
  7. I also realised this, but then champ bags give 7 tokens. Armour are 67 tokens to buy, 9 bags are 63 tokens, which leaves a shortfall of 4 tokens. 4 tokens would cost 480 comm's and allow you to get a piece of armour around 1 hr earlier than grinding a bag Yes it is still pointless in my eyes, but at least logical!
  8. Recently switched to pyro. In terms of WZ's there's no huge loss in having IGC active. Lose a root but gain alot of surviveability, and can still guard a healer (and dps down/taunt their attacker) Only trouble is you end up being more reliant on IM to be the dot to proc RS and the 8 heat return, which can lead to heat issues. If a bit more cautious than the usual guns blazing 21/2/18 you can still be pretty versatile.
  9. Awesome post, explained the tanking mechanics perfectly. Cheers.
  10. Well i thought it was amusing. Nice attempt at dragging a bit of humour into the forums
  11. Tbh I think it's the points AFTER incend. missile that are more important, not the builders. You have to view the choice in the context of the heat returned from the RS procs when the IM dot is active(as well as the free RS's themselves), ie the whole 18 point spend in pyro. Comparing the two abilities like for like is almost impossible as the total spend in pyro HAS to be seen as the comparative factor, not the one DoT ability each tree provides.
  12. As people have said stick with it till lv 30. As soon as you get Jet charge Things just seem to pull together. I use a version of the 21/2/18, very slightly different spend but more attune to my playstyle. A fantastic support/dps class in WZ's, and almost unkillable in PvE when using Mako. The playstyle really does transform depending on spec. Deep into the 21/2/18 build it's rare you'll use anything outside of incend, flame burst and rocket punch as you'll be pushing for rail shot procs.(which cost no heat and return 8 heat on hit due to spec) Heat dissipation also sorts itself out with this spec. Nothing quite beats Death from above'ing a pack of mobs, jet charging in to finish one off, grappling another to you and smacking it with a rocket punch. You just feel permenantly awesome
  13. just to add to your tips. Switch your guard frequently. In the example you mentioned with the guy not passing, stuns are great, but guard the guy also. Taunt. Using your example aoe taunt the attackers once stuns have worn off. Reduces dmg to the carrier as well as the dmg you receive via guard. Make yourself seen! One of the best roles a PT can perform is a distraction. Grapple people into acid/fires so they chase you around the map and not the carriers. Get 2/3/4 people involved in fights in the pit for the same reason. Sorcs/Snipers Pull them down off ledges so they lose their advantage (elec dart snipers in cover to bring them out so you can grapple them down. JC to them is an option but expect to get knocked back) These are mainly Huttball specific. but can be applied to other games, mainly the 'Make yourself seen' tip to draw defenders away from the door in voidstar and the turrets in Civil War.
  14. Kind of depends HOW you are levelling. Personally 21 into ST/ rest into pyro is how I did it, sticking with Mako all the way so as not to have any downtime, and be able to take a good beating. This should be ok for doing FP's and PvP too (have done alot of pvp instead of the zone quests) I really don't think spec affects levelling speed in this game, the only thing that affects levelling speed is how fast you hit spacebar and how fast you can run
  15. Electro dart then JC or grapple them. Dart brings them out of cover.
  16. Recently re-rolled Powertech, and am currently 35. The class is a grower (as they should be!) and you need to hit 30 for Jet charge. I was having good WZ's getting 6-8 medals @ lv 18 (a few mvp's too!) the key is to guard and taunt then dps. Admittedly with no CC early on it is tough, but as a 'tank' dying is what we do so others can complete objectives (encourage people to attack you instead of others etc.) Once you get your head around the playstyle (support + dps) you can rack up medals while still eating alot of dirt As a class though it does just keep getting better
  17. It means you get an extra tick, as well as 3 secs longer to use rail shot. I have this in my build (still levelling). Comtemplating visiting a trainer to remove it as 10 extra dmg to IGC dmg + 1 tick could be put to better use.
  18. great fun, guarding people and using taunts every cd feels like you are contributing nearly as much as a healer at times. Also relatively decent dmg and good survivablity. Can run the ball in huttball well, and get jet charge and grapple for shenanigans. Absolutely love the class.
  19. I would say powertech if you want to guard healers specifically. Our abilities are ranged so sitting near a healer means you can still taunt/stun/ dps others that aren't attacking 'your' healer. Am guessing most Jugg/sin abilities are melee biased.
  20. Well it's certainly interesting what you say. As I said in my post, I usually get hammered by lightsaber classes, and have noticed shield procs appearing to help in these situations..BUT it's very possible i've missed a heal land on me or something. Without combat logs it's damn near impossible to find out unless someone + a friend goes to the Den records the fight paying attention to combat text. Very interested to see how this pans out, esp due to the amount of absorption on certain pvp gear.
  21. The same could be said for Armour rating. This is where theorycrafting tends to undo itself. Think back to every WZ you've been in. Think how many times the lightsabers started beating on you. There are plenty of options depending on playstyle, which is the key factor here. I personally will be planning something akin to 26/0/15. bit of extra dmg in incendiary missile/rail shot armour pen, some heat venting abilities and increased def/shields. seems as though it will work for MY playstyle.
  22. it's a team game. It's not a 1v1 game. If you are getting killed by concealment/ scoundrels your team is not helping you and they deserve the chance to open you up. Take away the operative up front dmg and you basically kill the class. You need to think of Ilum and how an operative will contribute in mass pvp, without decent dmg they will just be cannon fodder. So stop crying about 1v1, and start thinking about the big picture. I'd much rather get owned by an operative occasionaly than not have them be useful as team member in open pvp.
  23. Better get the old asbestos suit on kid
  24. A thread with 580 responses was closed and I was directed here. Bizarre.
  25. at 4pm over a million people will be trying to get on the servers at once. If you think you'll be gaming at 4:01 then you will be disapointed. Plus they did say a MINIMUM of 6 hrs, the servers could be down all day.
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