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Taugrim's Guide to Bounty Hunter Powertech Mechanics and PVP


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Single-Target Rotation for Shield Tech (Shield Specialist) with < 18 points in Pyrotech (Assault Specialist)

 

You want to use Rail Shot (High Impact Bolt) and Heat Blast (Energy Blast) whenever possible, as these are two of your hardest-hitting single-target abilities and they have 15-sec cooldowns.

 

I dont agree with that. As a shield tech, your highest damaging ability is Rocket Punch, followed by Rail Shot. Anyone who actually plays a Shield Tech BH knows that. You get talents that increases your crit chance and crit damage of RP and its easy to take talents from the other 2 trees to further increase the damage of RP.

You definitely wanna use HB everytime its off cd, but its not the damage dealer in this tree. Its a vent heat ability that hit for a bit more than FB. The only reason it's worth having it is that it costs no heat and vents 8.

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It's also worth watching Taugrim's stream (or replay in my case) if you have the time and aren't actually playing, he's fairly vocal about what he's doing and you can catch some nice little tips here and there.

 

The guide itself is great as well and nicely summarizes a lot of the discussion that's been going on.

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I dont agree with that. As a shield tech, your highest damaging ability is Rocket Punch, followed by Rail Shot. Anyone who actually plays a Shield Tech BH knows that. You get talents that increases your crit chance and crit damage of RP and its easy to take talents from the other 2 trees to further increase the damage of RP.

You definitely wanna use HB everytime its off cd, but its not the damage dealer in this tree. Its a vent heat ability that hit for a bit more than FB. The only reason it's worth having it is that it costs no heat and vents 8.

 

I agree with you, what I wrote doesn't make sense. especially as the only Crit and "Surge" bonus we get is for RP and our PBAoE and the cooldown resetter.

 

I'll fix that, and thanks for the feedback!

Edited by taugrimtaugrim
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Tanking/defensive mechanics much like most other MMOs, i.e in WOW terms; that only "melee" attacks(ranged or melee) not "spell" attacks(Force/Tech) are affected by our shielding, armor mitigation and avoidance.

 

Exactly.

 

So doesn't this still not synergize well with our pvp tank gear?

 

Whyfore stack defense if avoidance only works against a limited number of weapon damage attacks when all classes have "spell" attacks that bypass?

 

Would you not agree that due to this design, does it not simply make better sense to play offensive tanking?

 

Yes, based on the mechanics, I personally would play an "offensive" tank:

1. I would skip most of the Shield Chance / Shield Absorption talents, with the exception of Shield Cycler because of the heat venting effect

2. I would likely go with a DPS gear set. Which gear set depends on whether the build that synergizes around Rocket Punch or around Rail Shot via Prototype Particle Accelerator

 

There is still a place for pure "meatshield" tanks, which IMO are the best at solo-defending a node against multiples due to their durability.

 

Also, based on the mechanics, for survivability, it's worth considering taking:

1. the 4% damage debuff from FB / FS

2. the 2% flat damage mitigation from Ion Screen

3. the 2% flat damage mitigation from Power Armor

 

Those talents give a broader range of damage mitigation than the more narrow one afforded by Shield Chance based on the mechanics.

 

As I wrote in the Guide re: Shield, keep in mind that:

1. Shield Chance is calculated after Melee Defense and Ranged Defense, so if you defend (avoid) an attack, Shield doesn't come into play

2. Shield Chance can be pushed off the table by an attack with sufficiently high Crit Chance - and this is key as there are talents / relics / etc that can force-proc Crit or raise Crit Chance significantly

 

Shield Chance is highly relevant in PVE tanking but is very meh for PVP. Not worthless mind you, but not a strong mechanic.

Edited by taugrimtaugrim
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Taugrim like always great guide. Thru and thru you always do a great job. Somtimes too good cause i got quite a few kille using ur mash guide on dayblind against you (scarybadlady if that rings any bells). Thanks for the guide and great work on gamebreaker tv as well. Bravo and thanks again!!! Edited by Masturomenos
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FT is under-rated by a lot of players. It deals very good damage, you can redirect the cone as needed.

 

At first I believed it was underwhelming until I realized its utility and effect.

 

This is very true, I don't know how many times I've been able to drop death from above > Explosive dart > fly in and FT a group of players for massive amounts of damage. Though it sometimes backfires and I end up becoming the target of every enemy's CC.

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Hey Taugrim,

 

Thanks for the great guide! I have been following your streams, blogs, etc since early November.

 

I must say that it must suck giving the swtor website more traffic versus getting more hits on your website. Either way keep up the good work. cant wait for the next article you post on Taugrim.com

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Most lovely guide, kudos my friend! Will definitely save and come back to see updates.

 

I have a question though - which champion set would you recommend for the Carolina Parakeet build? Field Tech?

 

As for the Shutdown Tank spec (my personal choice btw) I presume we're still talking about the Supercommando set, am I right? At least I grabbed it because of the def bonus (want to tank in PvP)

 

And what about sticking to the shield generator, when shields are obviously underpowered? Maybe power generator is a better choice? Of crouse then I won't be able to guard friendlies.

Edited by Shivrick
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I have a question though - which champion set would you recommend for the Carolina Parakeet build? Field Tech?

 

As for the Shutdown Tank spec (my personal choice btw) I presume we're still talking about the Supercommando set, am I right? At least I grabbed it because of the def bonus (want to tank in PvP)

 

Here are the bonuses by set (alphabetical order).

 

Eliminator

2-pc: not applicable for Powertech

4-pc: +15% Crit Chance for Rail Shot

 

Supercommando

2-pc: -1.5 sec to cooldowns for Heat Blast and Jet Charge

4-pc: +5% damage while Guard is up

 

Tech

2-pc: Carbonize duration +0.5 sec, -15 sec to cooldown for Determination

4-pc: +15% Crit Chance for Rocket Punch

 

For Carolina Parakeet, you can make a reasonable argument for why any of the above sets will work, given the synergies for the spec around Rocket Punch, Rail Shot, Jet Charge, Guard. To help make your decision, you need to figure out whether you value durability/HP or offensive stats. For the former, Supercommando is the way to go.

 

For Shutdown Tank (26/13/2), Supercommando or Tech depending on whether you want durability/HP or offensive stats.

 

And what about sticking to the shield generator, when shields are obviously underpowered? Maybe power generator is a better choice? Of crouse then I won't be able to guard friendlies.

 

You can Guard regardless what you use for offhand.

Edited by taugrimtaugrim
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Agreed.

 

I'm currently running a spec that maximizes flat DR talents and armor talents, avoiding shielding/absorption talents.

 

So here comes the tough part; what should we be lobbying for?

 

Here's a couple of points I was knocking on;

 

1. Re-itemization of our PVP tank gear. or;

2. Re-working of our talents to allow deep STs to change shielding effects, i.e either allowing better shielding, or allowing shielding more often, or changing the shield-procc'd free RP.

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Here are the bonuses by set (alphabetical order).

 

Eliminator

2-pc: not applicable for Powertech

4-pc: +15% Crit Chance for Rail Shot

 

Supercommando

2-pc: -1.5 sec to cooldowns for Heat Blast and Jet Charge

4-pc: +5% damage while Guard is up

 

Tech

2-pc: Carbonize duration +0.5 sec, -15 sec to cooldown for Determination

4-pc: +15% Crit Chance for Rocket Punch

 

For Carolina Parakeet, you can make a reasonable argument for why any of the above sets will work, given the synergies for the spec around Rocket Punch, Rail Shot, Jet Charge, Guard. To help make your decision, you need to figure out whether you value durability/HP or offensive stats. For the former, Supercommando is the way to go.

 

For Shutdown Tank (26/13/2), Supercommando or Tech depending on whether you want durability/HP or offensive stats.

 

 

 

You can Guard regardless what you use for offhand.

 

 

Just an fyi 2 piece tech set as of now breaks carbonize and doesnt function properly.

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Agreed.

 

I'm currently running a spec that maximizes flat DR talents and armor talents, avoiding shielding/absorption talents.

 

So here comes the tough part; what should we be lobbying for?

 

Here's a couple of points I was knocking on;

 

1. Re-itemization of our PVP tank gear. or;

2. Re-working of our talents to allow deep STs to change shielding effects, i.e either allowing better shielding, or allowing shielding more often, or changing the shield-procc'd free RP.

 

Well, here's the thing.

 

If you want to be a meatshield, you'll still get a significant increase in survivability and time-to-live by going with a tank spec and the tank gear. The 19-20k HP tanks in warzones are a PITA to kill and are very effective in node and door defenses.

 

If #2 above is done, it may increase survivability too much.

 

You can pick up whichever set pieces you want, and mix-and-match to the desired bonuses and stat mix.

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Thank you for the work you put into that guide.

 

I have a question, though, regarding PvP. Repeatedly you say not to bother with shield talents (due to the reduced value of shield in PvP) but then list Shield Rating over Crit in what stats to focus on. Why is this?

 

Sorry if it has already been asked, the thread's nine pages long :(

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Added a level 50 PVP Spec Guide video.

 

http://taugrim.com/2012/01/04/guide-to-bounty-hunter-powertech-trooper-vanguard-mechanics-and-pvp/

 

I have a question, though, regarding PvP. Repeatedly you say not to bother with shield talents (due to the reduced value of shield in PvP) but then list Shield Rating over Crit in what stats to focus on. Why is this?

 

Sorry if it has already been asked, the thread's nine pages long :(

 

Please keep in mind the context for what I wrote.

 

The stats line you are referring to was prefixed with the following words:

"Max durability builds:"

Edited by taugrimtaugrim
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Hey T, all.

 

Taugrim, nice site. Been a long time since DWV and the moors if you remember =P.

 

I was poking around today, mostly frustrated with with the shield + absorb on the supercommando set and wishing desperately for more defense. Then I came across your parakeet build and decided I may just try it, given the state of 1.1 and my need to be both a pain in the arse WZ tank and a solo-patroller in Ilum. (btw not having gut in voidstar will make me QQ)

 

I love the utility gained in this build of switching cells based on the need or lack-thereof to guard someone, however.

 

My question is, as I grind my way to VR 60, what sort of gearing would best benefit this spec? (since I am pulling multiples from champ bags).

 

Has anyone tried keeping the 4 piece supercommando bonus, but swapping out DPS spec accessories? My particular needs are to keep as much survivability as I can, but add in a bit more burst to drop healers.

 

The way I see it, the 21/2/18 would benefit from more crit and power/tech power.

I would love to know what others are doing gear-wise while we struggle with this fail mitigation mechanic we call shield.

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Taugrim, nice site. Been a long time since DWV and the moors if you remember =P.

 

Wow Zarch, of course I remember you. You were a Guardian and skilled melee back in LOTRO.

 

Been a long time, almost 4 years since I've heard your name :)

 

Then I came across your parakeet build and decided I may just try it, given the state of 1.1 and my need to be both a pain in the arse WZ tank and a solo-patroller in Ilum. (btw not having gut in voidstar will make me QQ)

 

I didn't create Carolina Parakeet. That build has been talked about on this forum for weeks, maybe longer.

 

My question is, as I grind my way to VR 60, what sort of gearing would best benefit this spec? (since I am pulling multiples from champ bags).

 

Has anyone tried keeping the 4 piece supercommando bonus, but swapping out DPS spec accessories? My particular needs are to keep as much survivability as I can, but add in a bit more burst to drop healers.

 

For any spec with 18 points in Pyrotech, Eliminator is a valid choice. For anyone with 21+ in the tanking tree, Supercommando is also valid.

 

And there are people doing what you suggest, taking the 4-pc from SC set and then using DPS pieces for more offense.

Edited by taugrimtaugrim
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Added the PVP gear sets to the Guide:

taugrim.com/2012/01/04/guide-to-bounty-hunter-powertech-trooper-vanguard-mechanics-and-pvp#pvp-gear

PVP Gear Sets

 

There are 3 “tiers” of PVP gear

  • Centurion: purchasable via Centurion commendations, which are what you get when you open Champion bags
  • Champion: purchasable via Champion commendations. Champion bags cost 200 Warzone Commendations + 200 Mercenary Commendations. Champion bags have a chance to drop a random Champion piece and provide Centurion commendations
  • Battlemaster: purchaseable via Battlemaster commendations. Requires Valor Rank 60+. Battlemaster bags as of Patch 1.1 give Battlemaster or Champion commendations. The Earpiece and Implant pieces are purchaseable for the same price as Champion bags

There are 3 sets to consider for this AC (in alphabetical order) and their set bonuses:

  • Combat Tech: this is a good choice for offensively-oriented tank and hybrid builds
    • 2-pc: +0.5 seconds to duration of PBAoE stun, reduces CC breaker cooldown by 15 sec
    • 4-pc: +15% Crit Chance to Rocket Punch (Stockstrike)

    [*]Eliminator: this is a good choice for specs with 18+ points in Pyrotech (Assault Specialist)

    • 2-pc: N/A
    • 4-pc: +15% Crit Chance to Rail Shot (Eliminator)

    [*]Supercommando: this is a good choice for specs with 21+ points in the tanking tree

    • 2-pc: -1.5 second to cooldown for Heat Blast (Energy Blast) and Jet Charge (Storm)
    • 4-pc: +5% damage while Guarding

Edited by taugrimtaugrim
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Hey Taugrim, I'm about to replace my main hand and wondered if I could get your perspective on which to Champ main hand to get, the one with 77 crit, or the one with 77 power.

 

I currently have 332 Crit rating, 142 Power. Would I see better gains from the power weapon or am I still not at the soft cap for crit?

Edited by tommythecat
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Hey Taugrim, I'm about to replace my main hand and wondered if I could get your perspective on which to Champ main hand to get, the one with 77 crit, or the one with 77 power.

 

I currently have 332 Crit rating, 142 Power. Would I see better gains from the power weapon or am I still not at the soft cap for crit?

 

Check out the graphs here, they'll help you understand where you are relative to capping / scaling:

http://www.cs.uta.fi/~tp79800/kuvat/tor/torcraft.PNG

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