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EbrisDhifi

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Everything posted by EbrisDhifi

  1. So do you just use the 204 barrel/hilt/armoring for MH/OH, or do you use enhancements and mods too?
  2. It's already happened in the beta with Powertechs. Originally, Oil Slick was higher up in the ST line, with Jet Charge being a Tier 3 (only 11 points to get) talent. This allowed players to get Hydraulic Overrides as well, which made for a ridiculous super mobile combo. It was especially crazy in Huttball, since there was essentially no way to stop the PT from scoring.
  3. Hey Dekai, I really am intrigued by your build. I was wondering, though - for leveling (and low level pvp), which tree should you focus on first? I'm building up Pyrotech so far, to the point where I'm getting some combustible cell talents in order to get some early-level pvp viability (for more practice and early on grinding); would leveling Shieldtech be a better idea first?
  4. Hey, I love your last build, the ST/Pyro hybrid. It keeps all the main damage sources from Pyro while getting a good bit of tankiness and mobility from the ST tree. However, I think you should change one thing in it: http://www.torhead.com/skill-calc#301GMhrbMboZ0MZfhMrzh.1 I removed the points from Flame Surge and 1 point from Puncture to allow the build to accommodate Prototype Particle Accelerator 3/3. This is one of the best feats for Pyro, since it increases both damage and heat management a LOT (the latter because the target's gonna be on fire 24/7). It'll make up for the damage loss in flame burst/RP crits and the 20% less pen on rail shots (you'll be doing stupid damage enough with them, and they'll be used a lot more). My only decision is whether to spend 2 points in Pyro in Degauss (for anti-CC) or Gryoscoptic Jet Alignment for more heat control. Thoughts? Edit: Also, I take it from the two feats you have in the ST tree that you'll be using shield generators over power generators? How does that work out? I know shields have a base 5% to block now, and shield vents bumps that up to 7%, but is there any way to increase the chance without using Ion Cylinder (which is worthless for this build, really, given all the Pyro damage requirements) and the other shield chance feats in the ST tree?
  5. Yeah, like I said, I found this in a guide that was posted sometime during the headstart. I think he was trying to just increase flame damage but it could be spent elsewhere. @ Anubis: I'm glad someone has been using it! Do you know how well it stacks up to the more common pyro-heavy and ST/AP PvP builds?
  6. Hey, This isn't my build, but one I found on an older BH/PT guide: http://www.torhead.com/skill-calc#301oZMsrrobckZfhrbzh.1 I'm liking the way it looks. Like Pyro, it revolves heavily around RS, but it has the added benefit of the AP feats that add 60% more penetration (for 90% in total) and the 25% percent crit chance after RP and RB. It is still extremely mobile, and I think heat can be mitigated by the two 8% vent feats in the Pyro line and proper attack management. What do you guys think? Would this be a good spec for PvP? Also, I have another question in regards to cylinders - this spec obviously focuses on the combustible cell, so would I switch out my shield for a straight-up generator in PvP?
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