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Pulse Generator


StrykeHard

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looking for thoughts on the "Pulse Generator" skill up on the Tactics tree.

 

with 2 points in this skill, every Ion Pulse shot will deal increasingly more damage up to a maximum of 50% more damage (with 5 shots) ?

 

thoughts or comments?

 

The damage bonus is to Pulse CANNON, not Ion Pulse. So you build up a 5-stack, then blast out a cone of elemental damage with Pulse Cannon to take advantage of it.

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Its 5 stacks for the frontal cone AE, but its almost never up. Since you need some time to build up 5 stacks in which the encounter is mostly dead already AND the stacks have a short decay timer, wich wont last to the next encounter, so you have to start over from the beginning.

Therefore you have rarely 5 stacks up for the cannon and never have the incoming adds-burst dps needed to handle sudden encounters.

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The Pulse Generator talent pretty much exemplifies the issues of the Tactic tree. Looks great on paper but making it work in practice is a major challenge. While HtL certainly makes things easier, Pulse Cannon still needs some careful positioning and ideally some sort of area CC to keep the victims in place for at least two ticks.

 

That's quite difficult to set up in the very short time frame you get. Ion/Fire Pulses adding a stack will reset the timer but after you have your 5 stacks it's 6 seconds to use Pulse Cannon or you gotta start over from scratch.

 

As a result this already very situational ability gets even harder to use to full effect and while firing a fully charged Pulse Cannon into the cluster**** in front of a door in Voidstar is great for the lulz, the impact of Pulse Generator on overall performance is quite disappointing.

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Its 5 stacks for the frontal cone AE, but its almost never up. Since you need some time to build up 5 stacks in which the encounter is mostly dead already AND the stacks have a short decay timer, wich wont last to the next encounter, so you have to start over from the beginning.

Therefore you have rarely 5 stacks up for the cannon and never have the incoming adds-burst dps needed to handle sudden encounters.

 

It's one of those examples where the Commando equivalent works a LOT better than the Vanguard ones (and Assault for Vanguard is much the same way- awkward for Commando, great for Vanguard). Grav Round spam fuels the entire Gunnery system and Demo Round, but you just don't get the same gracefulness out of Pulse Generator.

 

Maybe if there was a talent that let you get two tics on the stack rather than one, like Gunnery has for their vortexes...

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It's one of those examples where the Commando equivalent works a LOT better than the Vanguard ones (and Assault for Vanguard is much the same way- awkward for Commando, great for Vanguard). Grav Round spam fuels the entire Gunnery system and Demo Round, but you just don't get the same gracefulness out of Pulse Generator.

 

Maybe if there was a talent that let you get two tics on the stack rather than one, like Gunnery has for their vortexes...

 

They could tie the double stack to gut.

 

Ive always thought the autocrit HiB talent should just be a bunch of stuff relating to gut.

 

IE "Combat Tactics- HiB has a 25% increased chance to crit, ion pulse will generate 2 stacks of pulse generator, and explosive round will refund 1 ammo if used on a target afflicted with gut"

 

Also they should change explisive surge to explosive round as able to stack pulse generator.

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allow triggers from something other than surge... Who uses surge as tactics...

 

Ion Pulse proccing it works fine imo, in a proper Tactics build that's pretty much your spammable attack and 5 stacks are easy enough to come by.

 

Sounds like they just need to buff the uptime.

 

That would certainly go a long way towards making the talent useful. Add setback immunity to Hold the Line and we're talking.

Edited by Blurps
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