Jump to content

The Best View in SWTOR contest has returned! ×

Thoughts on 21/6/14-build for PVP


Recommended Posts

Hi fellow PT's, at the moment I am leveling my PT (22 so far) and use the pyrotech-tree. I've been doing a lot of PVP, since it's enormous fun with the Powertech. While looking through the different skill-trees, I thought of making a hybrid build with following goal:

1. Getting Jet Charge, since it seems to be great for PVP.

2. Not losing too much dps, since it simply is real fun to do such a burst damage in PVP. ;-)

 

I thought of following 21/6/14-build: http://www.torhead.com/skill-calc#301GMhrkMboZMsZfhdbz.1

 

What do you think of it? Would this make sense and would I still be able to do much dps? Anyone, who perhaps even uses this build?

 

Thanks in advance for any help!

 

PS: Please excuse my bad English!

Link to comment
Share on other sites

You're close to the old Parakeet build, unfortunately with change to PPA kinda not viable. You're going to have heat issues in this build with trying to IM/RS every 15 seconds. SO that's 16/25 heat for a refund of 8. The only way it used to work was because of free RS's, but that can't happen in IGC anymore, and if you're going to go CGC might as well go full Pyro.

 

If you're going IGC, no point in getting Prototype Cyl since I believe IGC's damage is still broken (unless I missed something). Also, since shielding doesn't work on a ton of attacks (only white) you might want to take that point out of absorbtion and put it in the IGC slow.

 

Also Oil Slick kinda sux in pvp since it's an area around you and only affects melee. I wish they would change it to put a debuff on you so wherever you went it worked.

 

Also it's been proven full ST tree does more damage then this type of Hybrid now (AFAIremember).

Link to comment
Share on other sites

Parakeet is no longer viable in it's older, more popular, iteration of running ION Cannister.

 

It is, very much so, viable running in combustable. Parakeet (in combustable) in my opinion is hands down the best spec for a pyro in Huttball, and the mobility and utility you're provided compensates for the damage you lose by not going all the way up pyro.

 

There are two major downsides to this build. The first downside, obviously, is that you don't have guard. This is, in my opinion, is a non factor if you're going as a DPS and not a tank. There are no heavy damaging tank specs for Powertech, however there are very heavy damaging specs for Juggernauts and Assassins. The only reason to bring a powertech tank right now is to get it's utility and you get that utility in this build.

 

The big downside of this build is obvious: less burst. Instead of 5k railshots you will be letting out 3.7k railshots. 1.3k on rails can be kind of a big deal in crunch times, and you're losing thermal detonator (replacing it with sticky dart which doesn't do as high single target burst, even if it is AOE). The situations where this build becomes lackluster is usually in situations where you are defending a point for a long time, and not mobile (like in voidstar, and Civil war).

 

This build makes a very poor solo defender and has a large disadvantage against many classes who will try to ninja (operatives, Mauraders, and Tanksins).

 

This build does make an excellent roamer, however, because of it's high damage and great mobility and utility. And, as I said, I strongly believe this build is easily the best huttball defender in the game. Pulls to force ball carrier into hazards, and then a charge to intercept the ball when they try to pass it out.

 

This build is extremely viable, but very unconventional, so you're going to get a lot of people telling you it doesn't work. I recommend you try it out when you hit 50 and see if it fits your play style, because this build does a lot better in group fights than regular pyro powertechs (imo).

 

*edit*

Oh yeah, almost forgot. In this build you are literally unkitable, which is huge. Pull/charge/constantly applying snare is ridiculous. Just remember, you can't go toe to toe with melee classes because you don't have the damage of full pyro, so you MUST kite any melee class. Also, remember you can use charge as an escape mechanism (use charge on out of position enemies to get back into friendlies, or just put distance between you and a melee.

 

Possibly the strongest advantage of this build, also, is that people never see the jet charge coming when you're using combustable and fighting like a pyro.

 

Here's my build:

http://www.torhead.com/skill-calc#301GMhrkMboZ0MZfhMrzh.1

Edited by Scoobings
Link to comment
Share on other sites

Parakeet is no longer viable in it's older, more popular, iteration of running ION Cannister.

 

It is, very much so, viable running in combustable. Parakeet (in combustable) in my opinion is hands down the best spec for a pyro in Huttball, and the mobility and utility you're provided compensates for the damage you lose by not going all the way up pyro.

 

 

I am sure that is just your opinion. Because a Parakeet in CGC, to me, is probably the biggest waste of points invested. 21 points wasted just to get Jet Charge?! Also in no way is it the "Hands down" best spec for a pyro in Huttball. First of all, why do you say that? Is it just so you can attempt at scoring? If that is the case, you fall way behind a full ST, way behind a full AP when it comes to running the ball. For any other purpose, a full Pyro is alot more affective that a "parakeet" in cgc, even in Huttball.

The role of a Pyro in Huttball is to control the center, and peel off foes from ball carriers and healers, also running on the sides to pull down any ball carriers. And we do this extremely well.

 

The Maverick hybrid or a variant of it, is far more superior than a Parakeet in CGC, and I would consider it a "Pyro" spec because if its mechanics. Not only does is do very respectable dps in comparison to a full dps spec, but also allow you to easily score in Huttball with HO.

Link to comment
Share on other sites

 

To me, this looks like a Pyro build that spent 11 points on charge, root on harpoon/scan, and some mitigation, while giving up TD, 30% more crit damage, and a total of about 20% more damage on tech/fire abilities. To be honest Shield seems to have much better synergy with AP. This with a shield seems much more potent than pyro with a charge.

 

Why do you feel that you should be the one running the ball? Can't you give it to the tanksin or any-spec-jug or marauder? You have to remember that the amount of huttball you are going to be seeing is not the amount of huttball you used to see. So specing strictly for huttball and building groups for huttball is no longer an entirely viable strategy.

 

I plan on running the above spec along side 4/6/31 pyro when dual specs are in. I only plan on using it when the healer needs guard, or when there is literally no other viable carrier available in huttball. The split will probably be something like 10/90 in favor of pyro.

Link to comment
Share on other sites

This is my opinion, but no one that I know of who argues against me ever actually tried this build. So outside of theorycrafting, which I pretty feel like I was pretty even handed on the build with criticism, no one has experience with it.

 

You guys are misunderstanding me. This build would be OK at running the ball at best. It's still pretty squishy and only functions sort of like a Tight end in football. Short passes for a little bit of burst in yardage (with charge) but nothing more. When I said it's best, I meant on defense.

 

Pyrotech functions well at controling mid, which is great but that's all it brings to the table. This build still brings out heavy damage (but still less than pyro), so he can move to mid if he needs to, but functions better at stopping break throughs that the other team gets because of it's high mobility and pulls.

 

Maverick would be good at running the ball, but you're sacraficing a a lot of damage, and that just doesn't seem worth it. There are PTs I've run into on my server with your maverick hybrid build and it just seems inferior. Especially in a toe to toe fight, talk about lacking damage. PTs aren't good ball runners, that's all there is to it. Even if you're maverick. Juggernauts hands down better, and then it's assassins after that. No one would take a PT into a huttball game with the intent of them carrying the ball for more than a 10-15 seconds at a time.

 

The problem about ST with AP is just that you're giving up too much damage. At that point, you stop functioning as a DPSer and have transferred completely into utility. I feel that would be a mistake, but I've never tried it so who knows. It could be that would be a boss ball carrier with predation, but honestly I don't ever see it beating out the double leap of Jugg. Especially in terms of survivability.

 

Full pyro is great when it comes down to holding down a location (like center, or a hard-core defense of a point like mid at Civil war). Parakeet is lacking compared to pyro in it's toe to toe long term damage. That said, It still pulls very respectable damage and gives yourself extra survivability and utility for the team. I pull around 400-500k damage in games where we're stuck at a choke point. Not exactly something to write home about, but certainly respectable.

 

Jet charge is an extremely under-rated ability, especially when combined with the ability to pull. It's a dynamic build that I recommend people at least try before writing it off without giving it a try.

 

*edit*

Also, I run this with a shield gen over just the standard offhand. Because rocket punch hits slightly harder with this build, the extra procs you occasionally get (albiet not often) offsets the tech power loss (since railshot is not tech) and the little bit of extra survivability seems valuable. You could run this without a generator though, I've done it before but ended up switching back.

Edited by Scoobings
Link to comment
Share on other sites

This is my opinion, but no one that I know of who argues against me ever actually tried this build. So outside of theorycrafting, which I pretty feel like I was pretty even handed on the build with criticism, no one has experience with it.

 

You guys are misunderstanding me. This build would be OK at running the ball at best. It's still pretty squishy and only functions sort of like a Tight end in football. Short passes for a little bit of burst in yardage (with charge) but nothing more. When I said it's best, I meant on defense.

 

Pyrotech functions well at controling mid, which is great but that's all it brings to the table. This build still brings out heavy damage (but still less than pyro), so he can move to mid if he needs to, but functions better at stopping break throughs that the other team gets because of it's high mobility and pulls.

 

Maverick would be good at running the ball, but you're sacraficing a a lot of damage, and that just doesn't seem worth it. There are PTs I've run into on my server with your maverick hybrid build and it just seems inferior. Especially in a toe to toe fight, talk about lacking damage. PTs aren't good ball runners, that's all there is to it. Even if you're maverick. Juggernauts hands down better, and then it's assassins after that. No one would take a PT into a huttball game with the intent of them carrying the ball for more than a 10-15 seconds at a time.

 

The problem about ST with AP is just that you're giving up too much damage. At that point, you stop functioning as a DPSer and have transferred completely into utility. I feel that would be a mistake, but I've never tried it so who knows. It could be that would be a boss ball carrier with predation, but honestly I don't ever see it beating out the double leap of Jugg. Especially in terms of survivability.

 

Full pyro is great when it comes down to holding down a location (like center, or a hard-core defense of a point like mid at Civil war). Parakeet is lacking compared to pyro in it's toe to toe long term damage. That said, It still pulls very respectable damage and gives yourself extra survivability and utility for the team. I pull around 400-500k damage in games where we're stuck at a choke point. Not exactly something to write home about, but certainly respectable.

 

Jet charge is an extremely under-rated ability, especially when combined with the ability to pull. It's a dynamic build that I recommend people at least try before writing it off without giving it a try.

 

*edit*

Also, I run this with a shield gen over just the standard offhand. Because rocket punch hits slightly harder with this build, the extra procs you occasionally get (albiet not often) offsets the tech power loss (since railshot is not tech) and the little bit of extra survivability seems valuable. You could run this without a generator though, I've done it before but ended up switching back.

 

Ok I have no idea where do you get The Maverick build lacks so much damage over pyro. Did you even look at the build or read the thread? I parse with my Pyro in the 1400s, when I first started the thread on the Maverick I was able to get it to 1304dps. Your build, while yes I admit have not tried (not that I need to for confirmation), is nowhere near these numbers. In fact, I would be extremely surprised if that build breaks 1000dps.

 

I actually see no advantage whatsoever to this spec besides having Jet Charge. Your dps, is prob as good as a Full ST, at BEST, but without the defenses or mitigation. I dont even know why you would consider it a "Pyro" spec. If you dont have PPA, you're not a Pyro, period.

 

The Maverick sacrifices some dps of full Pyro, for pretty much guaranteed crit RSs, better heat management, and utility/mobility of an AP. I am not saying that because it was my thread, in fact there are people who have been running something similar pre 1.2. I am just giving you my total and honest opinion about your spec. It is really completely lacking in every way.

 

Running a tank spec, in CGC, wearing a shield, and actually believing you are proccing Flame Shield, and saying this is a Pyro spec?? Well I definitely give you points for imagination. :)

Link to comment
Share on other sites

Ok I have no idea where do you get The Maverick build lacks so much damage over pyro. Did you even look at the build or read the thread? I parse with my Pyro in the 1400s, when I first started the thread on the Maverick I was able to get it to 1304dps. Your build, while yes I admit have not tried (not that I need to for confirmation), is nowhere near these numbers. In fact, I would be extremely surprised if that build breaks 1000dps.

 

I actually see no advantage whatsoever to this spec besides having Jet Charge. Your dps, is prob as good as a Full ST, at BEST, but without the defenses or mitigation. I dont even know why you would consider it a "Pyro" spec. If you dont have PPA, you're not a Pyro, period.

The Maverick sacrifices some dps of full Pyro, for pretty much guaranteed crit RSs, better heat management, and utility/mobility of an AP. I am not saying that because it was my thread, in fact there are people who have been running something similar pre 1.2. I am just giving you my total and honest opinion about your spec. It is really completely lacking in every way.

 

Running a tank spec, in CGC, wearing a shield, and actually believing you are proccing Flame Shield, and saying this is a Pyro spec?? Well I definitely give you points for imagination. :)

 

Are you sure you're looking at the right spec? I just checked my link to make sure. I have PPA.

 

Let me say first of all: I've never tried maverick. I've only fought a few powertechs that were maverick and maybe they were bad. But the damage from maverick seems steady, and not bursty and I find gets out performed in pvp by Pyro, and Combustable Parakeet. I've read the parses and it peaked my interest in maverick,though. It actually made me want to respec to try it, I'm not going to lie, so maybe your thread will convert me when I give it a try but largely I've been unimpressed by any I've come across.

 

The damage of the spec is not low by anymeans, and it's certainly more than going ST (by a significant amount). PPA alone would push it over ST. The point is to try to give pyro some much needed mobility and survivability, which jet charge does both. Plus, it gives you some nice utility. You can't "test" that on a test dummy, but what I do know is that powertechs are always complaining about their lack of utility in huttball (and Warzones in general) and complaining that they're inferior to force uses in Huttball. This spec changes all that, at the expensive of some damage off of TD (3.5-4k crits, instead of the 2-2.5k crits) and shaving some damage off railshot (3.7k instead of ~5k).

 

The utility provides it's pros and cons. I can't tell you the number of times Jet charge has saved my life / gotten me an interception / prevented a score / gotten me a kill on a runner. The flip side of that coin is in stand up fights you're not performing at the peak damage capacity of pyro for a solid chunk of the fight (it's variable, because you can kite pyros but you can't kite this build, so I couldn't begin to guess how far behind it falls, I just know it does). As I say, the numbers that I get are respectable and I think it's worth examining the trade-off depending on your role in your group. You don't have to, that's fine, but there's more to PVP than test dummies.

 

If all you're interested in is maximum damage output then obviously Pyrotech is the build for you and I heavily recommend you don't try this spec. If you like pyro, and PPA, but wish you had more mobility you should take a look at this spec (Given that jetcharge provides more mobility than HO which I strongly believe, especially in terrain heavy maps like Huttball).

 

*edit*

Also, the procs do happen. I know that the game says you can't proc shields without ION being active. That's why I switched out the generator for as long as I did. You still get the procs though, even if you're not in Ion. I know the game says you don't, but you do. I tested it quite a bit and you just don't get as many. Lets face it, it wouldn't be the first time a tooltip was wrong in thsi game.

Edited by Scoobings
Link to comment
Share on other sites

Are you sure you're looking at the right spec?

 

Well are you referring to some other spec besides the one you linked in the OP? The one you posted has 14 points into Pyro. Where is PPA in that spec? On what basis are you calling this a "Pyro" spec?

Link to comment
Share on other sites

Well are you referring to some other spec besides the one you linked in the OP? The one you posted has 14 points into Pyro. Where is PPA in that spec? On what basis are you calling this a "Pyro" spec?

 

I'm not the OP :p I was simply suggesting he try my build over his, because his build lacks for all the reasons you mentioned. Namely, it doesn't have PPA.

 

Here:

http://www.torhead.com/skill-calc#301GMhrkMboZ0MZfhMrzh.1

 

Slight changes, the most important one is dropping talents in AP, to pick up PPA which I agree with: extremely, extremely important. The build wouldn't be functionable without it.

Edited by Scoobings
Link to comment
Share on other sites

I'm not the OP :p

 

Here:

http://www.torhead.com/skill-calc#301GMhrkMboZ0MZfhMrzh.1

 

Slight changes, the most important one is dropping talents in AP, to pick up PPA which I agree with: extremely, extremely important. The build wouldn't be functionable without it.

 

My bad, I thought I was conversing with the OP. That said, that spec will do more damage than a full ST yes, but still below Maverick by a very good margin. Feel free to try it on a dummy, just for comparison's sake. Retractable Blade alone amounted to 12% damage. It is not easy to maximize the damage of the Maverick. The trick is making use of Charged Gauntlets all the time, which in a perfect work, should have the majority of your RS crit.

 

Again, I apologize for confusing you with the OP.

Link to comment
Share on other sites

My bad, I thought I was conversing with the OP. That said, that spec will do more damage than a full ST yes, but still below Maverick by a very good margin. Feel free to try it on a dummy, just for comparison's sake. Retractable Blade alone amounted to 12% damage. It is not easy to maximize the damage of the Maverick. The trick is making use of Charged Gauntlets all the time, which in a perfect work, should have the majority of your RS crit.

 

Again, I apologize for confusing you with the OP.

 

No Worries ;) I'm going to try maverick out just to shake thigns up, but I have a feeling I'm going to miss jetcharge too much. You're right, I was misunderstanding your position and I have no doubt that spec will out damage Combustable Parakeet by a good 100-200 DPS, but as I say I believe the utility you give up for it (while, better utility than pyro) is still quite a bit. I feel like you're massively underestimating the usefulness of charge and pull on a DPS class :). Grip is really an important move for team play, and I hate having to use it as a gap closer. I think the mobility is more than worth the DPS decrease since the meta game revolves so much around fast responses and huttball.

 

I am looking forward to Maverick though. I've literally been running this spec since day one (I really didn't like pyro the brief time I switched to it to try it out) and I'm looking forward to giving Maverick a try. I've been meaning to for a while but I've been too busy lately.

 

I just really think it's important to remember the extremely important factor that positioning and mobility plays in PVP victory :D

 

My original point, to the OP, is that if you are interested in a DPS spec that has jet charge, going for PPA is what I'd recommend. If you play to it's strengths it can be an extremely nimble, and strong spec on the battlefield.

Edited by Scoobings
Link to comment
Share on other sites

Wow this thread sure got confusing! I had to scroll back thru like 3 times to figure out *** was going on.

 

I would like to comment on the jet charge / HO controversy. I say all of this as someone who played only ST/IF builds pre-1.2, leveled as ST, and never thought I could live without Jet charge.

 

Since 1.2, after trying the new ST, I discovered the Maverick (you betcha /wink). While HO appealed to me on paper, I didn't think I would like playing without JC, for many of the reasons mentioned in this thread.

 

What I have discovered is that I have learned to play without it, and I don't miss it at all anymore. I challenge anyone to play with HO for a week or two and then still claim that Jet Charge provides better utility. While I do occasionally miss charging a guy on a fire vent for the kill, that's all I'm missing. That is negated by the times HO has kept me from getting knocked back. And jet charge doesn't allow you to get Charged Gauntlets and Flame Barrage

Link to comment
Share on other sites

Wow this thread sure got confusing! I had to scroll back thru like 3 times to figure out *** was going on.

 

I would like to comment on the jet charge / HO controversy. I say all of this as someone who played only ST/IF builds pre-1.2, leveled as ST, and never thought I could live without Jet charge.

 

Since 1.2, after trying the new ST, I discovered the Maverick (you betcha /wink). While HO appealed to me on paper, I didn't think I would like playing without JC, for many of the reasons mentioned in this thread.

 

What I have discovered is that I have learned to play without it, and I don't miss it at all anymore. I challenge anyone to play with HO for a week or two and then still claim that Jet Charge provides better utility. While I do occasionally miss charging a guy on a fire vent for the kill, that's all I'm missing. That is negated by the times HO has kept me from getting knocked back. And jet charge doesn't allow you to get Charged Gauntlets and Flame Barrage

 

I switched to maverick to give it a try last night. I'm going to give myself a full valor rank before I switch out to a new build so I make sure to fairly test it (Valor rank 68-69 should be enough testing imo).

 

So far I'm having massive heat problems, but that might just because I'm adjusting to a new build. Opening with IM and blades though is really, really heat intensive.

 

There are definitely perks to having HO, over jet charge. For instance, in voidstar when they are planting the bomb and the barages of knockbacks come out it's difficult to get over that with jet charge. You can, but there's a lot more thought involved (you have to charge someone standing in the back, that's over the knockbacks). Meanwhile, with HO, you just pop it and run. It's nice, in that regard.

 

I still find it crippling on Huttball. There's no denying that charge is way more useful in huttball than HO. With charge you get easy interceptions, the hazard kills (as you mentioned earlier) , and you can't leap with the ball. Granted HO with the ball is nice, but at the end of the day it isn't leaping and it strips you of a lot of mobility. I'd still rather be maverick in huttball, though, than pyro.

 

Damage wise... Maybe it's because I'm adjusting to the new build. I'm doing roughly equal damage to Parakeet. I have no doubt that against a test dummy this build would do more damage, but that dummy isn't a reality in pvp. There's a lot more going on, and I find myself not in ideal position frequently because of the lack of jet-charge. The rail crits are nice, but they don't hit any harder than Parakeet. I have to stress again though I'm still new to the build and that's probably a large contributing factor. Once I get more used to it and figure out new ways of optomizing my heat, I could definitely see this build being stronger.

 

In a toe to toe fight, Maverick is good, and it's way easier to kite (because of ho) which is nice. I'd definitely rather have a maverick defending a node than parakeet. Then again, I'd rather have pyro defending a node than either of those 2.

 

Anyway, first impressions are there are pros and cons to both builds (obviously). I miss the utility and mobility, but that's just the trade-off I think. As I get better with maverick hopefully I'll see a DPS increase and my heat won't be such a throttle. Those are my thoughts so far.

Link to comment
Share on other sites

I switched to maverick to give it a try last night. I'm going to give myself a full valor rank before I switch out to a new build so I make sure to fairly test it (Valor rank 68-69 should be enough testing imo).

 

So far I'm having massive heat problems, but that might just because I'm adjusting to a new build. Opening with IM and blades though is really, really heat intensive.

 

There are definitely perks to having HO, over jet charge. For instance, in voidstar when they are planting the bomb and the barages of knockbacks come out it's difficult to get over that with jet charge. You can, but there's a lot more thought involved (you have to charge someone standing in the back, that's over the knockbacks). Meanwhile, with HO, you just pop it and run. It's nice, in that regard.

 

I still find it crippling on Huttball. There's no denying that charge is way more useful in huttball than HO. With charge you get easy interceptions, the hazard kills (as you mentioned earlier) , and you can't leap with the ball. Granted HO with the ball is nice, but at the end of the day it isn't leaping and it strips you of a lot of mobility. I'd still rather be maverick in huttball, though, than pyro.

 

Damage wise... Maybe it's because I'm adjusting to the new build. I'm doing roughly equal damage to Parakeet. I have no doubt that against a test dummy this build would do more damage, but that dummy isn't a reality in pvp. There's a lot more going on, and I find myself not in ideal position frequently because of the lack of jet-charge. The rail crits are nice, but they don't hit any harder than Parakeet. I have to stress again though I'm still new to the build and that's probably a large contributing factor. Once I get more used to it and figure out new ways of optomizing my heat, I could definitely see this build being stronger.

 

In a toe to toe fight, Maverick is good, and it's way easier to kite (because of ho) which is nice. I'd definitely rather have a maverick defending a node than parakeet. Then again, I'd rather have pyro defending a node than either of those 2.

 

Anyway, first impressions are there are pros and cons to both builds (obviously). I miss the utility and mobility, but that's just the trade-off I think. As I get better with maverick hopefully I'll see a DPS increase and my heat won't be such a throttle. Those are my thoughts so far.

 

You should try the Norse Build :p. It's like playing with candy, it's really sweet to never have heat issues. It does take some getting used to, and Rail Shot hit's like a truck, but Immolate - FP - PFT with RB rolling is really nice.

Link to comment
Share on other sites

You should try the Norse Build :p. It's like playing with candy, it's really sweet to never have heat issues. It does take some getting used to, and Rail Shot hit's like a truck, but Immolate - FP - PFT with RB rolling is really nice.

 

You know, I've read a bit about NORSE but I have one question: does anyone actually stand in your flamethrower?

I just seems like the kind of thing that isn't nearly as awesome as it seems. I'm not knocking you or the spec, ive never tried, but I just don't see how you ever catch anybody with it.

 

As to Scoobings, first I will tell you that IM should rarely ever be used, and certainly not as the usual opener. That right there should solve some of your heat issues. The only time I overheat is when I use IM or spam FB during a PPA drought.

 

Second, the spec took me probably 10 hours of playtime to really get comfortable with it. YMMV of course.

Link to comment
Share on other sites

You know, I've read a bit about NORSE but I have one question: does anyone actually stand in your flamethrower?

I just seems like the kind of thing that isn't nearly as awesome as it seems. I'm not knocking you or the spec, ive never tried, but I just don't see how you ever catch anybody with it.

 

As to Scoobings, first I will tell you that IM should rarely ever be used, and certainly not as the usual opener. That right there should solve some of your heat issues. The only time I overheat is when I use IM or spam FB during a PPA drought.

 

Second, the spec took me probably 10 hours of playtime to really get comfortable with it. YMMV of course.

 

it's a 70 percent slow attached, you can't run out of it. So yes, people eat it all the time ;p. Really good teams will CC me at that point, but a CC on me is better than a CC on my healer. So popping HTL, and unleashing a 70 percent slow and a burn is beautiful especially if you get a few people stacked.

Link to comment
Share on other sites

it's a 70 percent slow attached, you can't run out of it. So yes, people eat it all the time ;p. Really good teams will CC me at that point, but a CC on me is better than a CC on my healer. So popping HTL, and unleashing a 70 percent slow and a burn is beautiful especially if you get a few people stacked.

 

Would you mind linking norse? I've been kind of interested in messing with prototype flamethrower too. What do you run with?

 

I suppose that would help with heat management, dropping IM, but then it seems like the spec wouldn't actually do much more damage than combustable parakeet (that's the unofficial name I'm giving that build because I love the idea of exploding parakeets). I'll give your advice a whirl and check it out. So far, I'm not having as much fun with maverick as I thought I might, but maybe if I get better heat management that'll change!

 

*edit*

Just noticed your sig, roffleskates, never mind!

Edited by Scoobings
Link to comment
Share on other sites

I switched to maverick to give it a try last night. I'm going to give myself a full valor rank before I switch out to a new build so I make sure to fairly test it (Valor rank 68-69 should be enough testing imo).

 

So far I'm having massive heat problems, but that might just because I'm adjusting to a new build. Opening with IM and blades though is really, really heat intensive.

 

There are definitely perks to having HO, over jet charge. For instance, in voidstar when they are planting the bomb and the barages of knockbacks come out it's difficult to get over that with jet charge. You can, but there's a lot more thought involved (you have to charge someone standing in the back, that's over the knockbacks). Meanwhile, with HO, you just pop it and run. It's nice, in that regard.

 

I still find it crippling on Huttball. There's no denying that charge is way more useful in huttball than HO. With charge you get easy interceptions, the hazard kills (as you mentioned earlier) , and you can't leap with the ball. Granted HO with the ball is nice, but at the end of the day it isn't leaping and it strips you of a lot of mobility. I'd still rather be maverick in huttball, though, than pyro.

 

Damage wise... Maybe it's because I'm adjusting to the new build. I'm doing roughly equal damage to Parakeet. I have no doubt that against a test dummy this build would do more damage, but that dummy isn't a reality in pvp. There's a lot more going on, and I find myself not in ideal position frequently because of the lack of jet-charge. The rail crits are nice, but they don't hit any harder than Parakeet. I have to stress again though I'm still new to the build and that's probably a large contributing factor. Once I get more used to it and figure out new ways of optomizing my heat, I could definitely see this build being stronger.

 

In a toe to toe fight, Maverick is good, and it's way easier to kite (because of ho) which is nice. I'd definitely rather have a maverick defending a node than parakeet. Then again, I'd rather have pyro defending a node than either of those 2.

 

Anyway, first impressions are there are pros and cons to both builds (obviously). I miss the utility and mobility, but that's just the trade-off I think. As I get better with maverick hopefully I'll see a DPS increase and my heat won't be such a throttle. Those are my thoughts so far.

 

Yes you definitely need to give it a chance. When I played it, I was at 100k respec, so I had to stick with it for a week. After the 2nd day, I started seeing the difference, as my playstyle adapted. You definitely need to make use of RB and free (or nonFree) RPs to maximize Charged Gauntlets.

 

You shouldnt have anymore heat issue than a deep Pyro, in fact, this has better heat management than a pyro because of the free RPs. By the third day I saw myself doing way less Rapid Shots than I do playing a deep Pyro. Also make use of grapple that is on a reduced cooldown. Instead of trying to run to your target and saving your grapple out of habit, just pull away all the time. Also dont save your quell, just quell at anything it doesnt matter, you still have carbon and stun for additional interrupts, and quell will be off cd by then.

 

So it is more of a melee Pyro because of the RB, but still quite devastating if you want to kite. Practicing on a dummy really helped me notice the new procs, or Charged Gauntlets and Flame Barrage.

Link to comment
Share on other sites

Well, unfortunately, most of the people on my server this weekend rerolled for greener pastures. I only got 2 games to pop all weekend, and they weren't full, so it's not very easy to test this build in a real game. Oh well.
Link to comment
Share on other sites

Well, unfortunately, most of the people on my server this weekend rerolled for greener pastures. I only got 2 games to pop all weekend, and they weren't full, so it's not very easy to test this build in a real game. Oh well.

 

Time to request a transfer. Ajunta Pall is a great always rolling server with some awful Imperial Pugs. I think if your server is dying you can open a ticket for a transfer.

 

On a side note, the Norse build is an AP build, and is perhaps the most basic and easiest rotation that can pump out competitive dps. Max AP and Pyro will do more, but nothing for me compares with the beauty of the Norse in pvp.

Edited by TheOpf
Link to comment
Share on other sites

×
×
  • Create New...