Jump to content

Noollig

Members
  • Posts

    256
  • Joined

Reputation

10 Good

Personal Information

  • Location
    USA
  • Interests
    Gaming
  • Occupation
    Instructor
  1. If there is a healer, you focus the healer, so they have to heal, and won't be doing damage. Not the case with a tank/dps duo. If it's a PT tank / other dps combo you just focus fire on the tank to negate his taunts and make guard useless. PT tanks primarily get all their defense from IGC, not defensive cooldowns exclusive to shield techs. The tank tree boosts shield and absorb, but that can be bypassed with attacks that can't be shielded. PT tanks get the same defensive CDs as PT dps. All PT specs can taunt. What are you gaining as a ST now? A little higher shield/absorb and a charge. Really, a 31 AP can use IGC and have nearly the same defenses but have more offensive capability and the option to switch to DPS if the team he ends up on has plenty of tanks.
  2. Full AP, especially with the new changes coming in 1.3. Better to get used to AP than to try any form of ST, since the big hitter in the spec is getting nerfed pretty badly. Without a hard hitting rocket punch, it's just going to be called the "fist" build.
  3. Since the changes in 1.2 took heat blast off the global cooldown, Your burst is higher in 31 ST (if you are wearing DPS gear mostly), plus it adds a little better heat management and increased defensive stats without need for gear. You also end up better off for tanking in PvE if you want to hit some hardmodes between warzones. Ironfist still gives you the shorter cooldown on interrupts, but with fewer abilities being interruptable, it's less useful. Retractable blade isn't as helpful now that dots don't prevent people from capping, and even though the overall damage is better than heat blast, it's not off-GCD and it doesn't vent heat. The shorter CD on grapple is nice in huttball, but having the 30% bonus on your runspeed after charging can help you get to the ball/carrier/goal faster and is a good exchange in my opinion, and it helps more in other maps where you can't grapple into traps.
  4. Healers can stack power too. Even with the changes, 226 power is not the same as 405 power and 220+ crit/surge being popped at the same time as a 15% expertise boost adrenal. The 20 seconds of incredible damage every few minutes is simply being replaced with higher, but overall consistent damage. This helps people who do not use, or rarely use their relics and adrenals in PvP, lowering the skill cap. It is a huge nerf to burst simply because the adrenals no longer give any damage boost, only damage reduction. That alone will reduce the burst potential significantly. Many people agree, in PvP burst damage kills people, while consistent but lower damage gets healed through.
  5. So you are saying the nerf to the damage and crit chance of Rocket Punch is OK, because I should start spamming AoE "pressure" attacks and simply stop worrying about ever trying to put out some decent single target burst? Flame Sweep damage was nerfed too, btw. Can you honestly say that you think a shield specced vanguard or powertech would be overpowered if they made all the changes they propose EXCEPT they left rocket punch / stock strike completely untouched?
  6. I run 31pt ST some weeks when I'm also PvE tanking hardmodes in between warzones. I don't know why there is the idea that ST in PvP is worthless. I wear DPS gear mostly, with a couple pieces of tank gear. I can still put decent burst with a Rocket Punch> Heat Blast> Rail Shot combo, and get the rocket punch resets more often that I would have expected. Survivability is increased a good bit with just a couple tank pieces, especially against the fotm mara/sent crowd. Rocket punch really is the key to putting out any kind of damage though, and with the nerf that is planned... I won't be playing ST at all, and the tank gear is getting shelved.
  7. Forget the turds who just want to put you down Metalmac, you're still one of the better pubs I've seen on the server. -Savo
  8. This is true enough. The idea that tanks should do next to no damage still exacerbates the problem of tanks being worthless outside of group play. Underpopulated servers mean fewer groups, which reduces the need for tanks.
  9. Whoops, sorry, yeah I was thinking of the damage bonus of Flame Surge, not Flame Shield.
  10. If they did replace the lost damage with some utility, then I don't think people would be pissed. People are more pissed that the nerf is just a nerf. People aren't running around crying because their OP damage was taken away, they are upset because their subpar damage was reduced even further, without any compensation. PvE threat generation is easy mode now, no thought to it. What do we have to show for it? Nothing. All this is going to do is encourage me to tank flashpoints in tank gear and DPS spec with IGC. The ST tree hardly adds any real defensive abilities, anyway. I'll just leave the ops tanking to the Juggs and 'Sins. Once again, it's the reduction of damage with no compensation that people are pissed about. Damage was not OP and didn't need a nerf, so why did they nerf it? When people say, "I don't care if they nerf damage, I'm not supposed to do damage anyhow" it just makes things worse. That's like saying, "it's ok to cap the top speed of my car at 65mph because it's not a race car anyway!" Why would anyone be ok with getting kicked in the berries for no reason?
  11. It doesn't take me long to kill stuff. I don't run around in flashpoints soloing bosses, but the normal stuff in Black Hole is still easy enough to kill. If it took me twice as long to kill crap, then I'd just give up tanking and only DPS. I don't want to have to pay to respec every time I need to tank something. If they make it so a tank in DPS gear does next to no damage, then I'd stop playing a tank, because I like to finish my dailies quickly.
  12. You just need the mods from BM armor, or WH armor, then you don't lose all your expertise. Then just drop the mods into the other armor for the set bonus.
  13. IMHO, if you run pyro and don't run the "super shield" gear setup Agooz outlined, you are missing out. (after you've gotten your BM set already for the expertise that is) 15% crit change to railshot is a loss, but not a big one when your shield can refresh every 40 seconds. The extra 6 seconds of shield effectively reduces your time unshielded by 21.4%. Plus, just like he said, when people pop their CDs your shield won't drop while they still have their buffs. In the words of DJ Lance, "Try it, you'll like it!"
  14. Unless something has changed, flame shield drops the bonus to rocket punch entirely in 1.3. So -30% for RP and -14% for FS.
  15. I'll get votes when there's a mix of people, but when there's a group of guildies, they all usually vote for the people in their guild.
×
×
  • Create New...