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Powertechs aren't OP


Saerith

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Why is everyone so focused on the armor a PT gets. In this game armor doesn't do anything against 90% of the attacks.

 

So you're saying that 90% of the damage in this game is internal/elemental? I don't think so...

 

You probably meant to write "armor doesn't do anything against 10% of the attacks" :rolleyes:

Edited by Ich_Bin
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Why is everyone so focused on the armor a PT gets. In this game armor doesn't do anything against 90% of the attacks.

You are the one, who think spells like Force Lightning and Smash bypass armor mitigation, right?

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Im a PT Pyro 15 lvl, i have even few slots without armor, and ofc DPS cell, not tank, maybe it's just Bolster do the good job for me, as i mentioned before - i don't know how much armor WH geared PTs have.

 

I think it is because you are playing in the 10-49 bracket. with the WH gear your dmg mitigation is 30% if you are using the dps cell !

 

for marau it is around 25%.

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I don't have a problem with Powertechs 90% of the time, other than HUTTBALL. Level 50 Huttball seems to just be dominated by Powertechs Tank Spec. The worst thing is they have Heavy Armor, a Shield and the Resolve Bar only takes 2 real stuns to fill up. The Tank Tree gets the Jump which has an absolutely ludicrous cooldwon of only 15 SECONDS. This makes it so Powertechs can basically camp out in the pit near the other team's goalline. They jump up somebody, I pull them back down to the pit, they stand there for 15 seconds while I'm slowly working away at their HP then just Jump to another person that spawns from our Goalline. This time my Force Pull is still 30 seconds from being able to use. Couple this with Resolve...... basically the only way to stop a halfway decent team that lets their Powertech hold the ball is to just Root/Immobilize the crap out of him, which only a handful of Class Trees can do.

 

Other Warzones, I'm fine with them the way they are. Sure they are pretty beastly, and downright nigh impossible to kill when you're outgeared, but there are a lot of classes and gear grinders that can claim that. It's just that damn Jump on a 15 sec cooldown that really makes Powertech just unfair in Huttball.

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I like how people posting Voidstar numbers with multiple healers somehow merits part of an argument? (Not you, but just saying)

 

So true, yet it makes as much sense using it as a valid argument as bw uses their metric data for balance purpose.

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I replied to a post that pyro has no defensive abilities, did not theory craft or speak to how effective those abilities are.

 

Sry if it came out agressive- its just that the argument with defenses has been listed so often, combined with "But you have heavy armor", that its a bit annoying sometimes :)

And the theorycraft was meant for listing to high tier Pyro talents which can't be taken both without reducing the efficiency of the pyro.

Edited by Twor
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So you're saying that 90% of the damage in this game is internal/elemental? I don't think so...

 

You probably meant to write "armor doesn't do anything against 10% of the attacks" :rolleyes:

 

armor type isn't that meaningful, there's a reason that tank stances give heavy armor uses +60%

 

sorcs ~19%

Dps assassins/Marauders/Ops/Snipers ~26%

Healing ops ~30%

Dps pts/juggs ~33%

The 3 Tanks 45-52%

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armor type isn't that meaningful, there's a reason that tank stances give heavy armor uses +60%

 

sorcs ~19%

Dps assassins/Marauders/Ops/Snipers ~26%

Healing ops ~30%

Dps pts/juggs ~33%

The 3 Tanks 45-52%

 

You are wrong about PT. I have 5 WH items and my reduction is 30.7%.... I dunno about juggs though.

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So you're saying that 90% of the damage in this game is internal/elemental? I don't think so...

 

You probably meant to write "armor doesn't do anything against 10% of the attacks" :rolleyes:

 

You forgot to mention the great way balance also works in the game,

internal dmg = bypass more = low value

kinetic = bypass block parry evade = medium value

white = high value

 

And remember how experise works? its % based so higher value skills benefit more

 

So yeah armor matters and the stuff that bypass are the weakest hitting abilities in the game

 

Like the dot from Combustible Gas Cylinder(elemental) hits harder than the 31 point dot(internal) from operatives and its on all the time.

Edited by wiazabi
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I don't have a problem with Powertechs 90% of the time, other than HUTTBALL. Level 50 Huttball seems to just be dominated by Powertechs Tank Spec. The worst thing is they have Heavy Armor, a Shield and the Resolve Bar only takes 2 real stuns to fill up. The Tank Tree gets the Jump which has an absolutely ludicrous cooldwon of only 15 SECONDS. This makes it so Powertechs can basically camp out in the pit near the other team's goalline. They jump up somebody, I pull them back down to the pit, they stand there for 15 seconds while I'm slowly working away at their HP then just Jump to another person that spawns from our Goalline. This time my Force Pull is still 30 seconds from being able to use. Couple this with Resolve...... basically the only way to stop a halfway decent team that lets their Powertech hold the ball is to just Root/Immobilize the crap out of him, which only a handful of Class Trees can do.

 

Other Warzones, I'm fine with them the way they are. Sure they are pretty beastly, and downright nigh impossible to kill when you're outgeared, but there are a lot of classes and gear grinders that can claim that. It's just that damn Jump on a 15 sec cooldown that really makes Powertech just unfair in Huttball.

 

I'm a 50 shield tech PT. My jump is only 13.5 seconds with set bonuses. :) Sorry, but its worse than you think.

 

Really though, quit crying about PT's. Sure, we have high survivability and decent damage. But the armor/shield is only good against energy/kinetic damage. Use force and tech attacks against a shield tech. Or in other words, L2P.

 

I carry the ball often for my team. We rotate me and a tankasin. The only times we are stopped is when people root/snare us after 2 stuns and burn us down, or pull me into the fire.

 

But, lets not forget what we don't have = sprint, undying rage (5s god-mode), assasin/shadow immunity, vanish, stealth, healing (one weak HOT).

 

Complaining that shield tech's have the ability to leap is effing weak. Utility is what makes the class usefull since our shield/armor is only useful against 50% of attacks AT BEST.

 

Again. This is a L2P issue.

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Here he is against a solid team.

 

Oh yeah, more burst damage than any other class AND far more overall damage than other classes like 95% of the time in warzones. In fact, I've only ever seen one other player out DPS him (a sage).

 

Anyone who claims that powertechs aren't OP is completely delusional.

 

And y main is a Powertech i gues. Becuase of numbers Bioware fail in balancing classes. But reality is diferent not only numbers. They kill u fast because they have huge mobility, they can CC u prety good, they use protective shield, they slow u so easy and they place dots on u very fast wich also crit very HI. If dmg from dots is cuted to half they wont be OP at all. But taking 5k+ crits from 2 dots in 1 sec meaning 10k dmg in 1-2 sec max is way OP.

So leave y sage and the duel u did to show us that and go play y powertech till Bioware will nerf it, if they truly want to balance the game. WZ are full with sent/maras and powertechs.

Have u seen many infiltration shadows (not the tanks) lately in WZ, cause on my realm im the only one left , all the others are tanks. Why? Because they put beter dps and have beter survivability. We have Hi open burst but after that we go lol mode and we lose in longer fights wich involves healers like it will be in rated WZ. So infiltration/deception need HUGE fixes, specilay on resilience duration/project delay/survivability.

 

Thanks Bioware for making me a posible unsubscriber very soon. U cant force me to love u anymore.

Edited by Marisblood
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I don't have a problem with Powertechs 90% of the time, other than HUTTBALL. Level 50 Huttball seems to just be dominated by Powertechs Tank Spec. The worst thing is they have Heavy Armor, a Shield and the Resolve Bar only takes 2 real stuns to fill up. The Tank Tree gets the Jump which has an absolutely ludicrous cooldwon of only 15 SECONDS. This makes it so Powertechs can basically camp out in the pit near the other team's goalline. They jump up somebody, I pull them back down to the pit, they stand there for 15 seconds while I'm slowly working away at their HP then just Jump to another person that spawns from our Goalline. This time my Force Pull is still 30 seconds from being able to use. Couple this with Resolve...... basically the only way to stop a halfway decent team that lets their Powertech hold the ball is to just Root/Immobilize the crap out of him, which only a handful of Class Trees can do.

 

Other Warzones, I'm fine with them the way they are. Sure they are pretty beastly, and downright nigh impossible to kill when you're outgeared, but there are a lot of classes and gear grinders that can claim that. It's just that damn Jump on a 15 sec cooldown that really makes Powertech just unfair in Huttball.

 

You know that sentinels/guardians get the 15 sec charge without wasting 20+ talent points. That they can get a seccong leap (10m) for a few talent points and that BOTH are on a seperate 15sec CD?

Complaining about Storm is a new one, really :D

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You are wrong about PT. I have 5 WH items and my reduction is 30.7%.... I dunno about juggs though.

 

Wha are you doing wrong? I'm a shield tech with 7 WH pieces. However, 1/2 of my pieces are dps pieces to make me more useful. Even using the dps pieces, my armor still gives me 52% damage reduction (against energy/kinetic at least).

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Wha are you doing wrong? I'm a shield tech with 7 WH pieces. However, 1/2 of my pieces are dps pieces to make me more useful. Even using the dps pieces, my armor still gives me 52% damage reduction (against energy/kinetic at least).

 

You are running ion cell :) Disable it and see how much your reduction is afterwards.

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Wha are you doing wrong? I'm a shield tech with 7 WH pieces. However, 1/2 of my pieces are dps pieces to make me more useful. Even using the dps pieces, my armor still gives me 52% damage reduction (against energy/kinetic at least).

 

For the assault tree, i need to use the plasma cell, but for tactic i can still use ion cell without losing a ton of dmg.

 

Before 1.2, it was possible to load the ion cells and deal great dmg with HIB.

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I hope all of you people who are discrediting others' input purely because they're on a PvE server realize how retarded you sound. You're declaring it literally impossible for anyone who plays on a PvE server to know anything about PvP? I play pure PvP on a PvE server, and I'd bet all of my real life assets that I could absolutely roll you guys in any aspect of PvP with any class. The server doesn't decide the skill or competency levels, folks.

 

And I'll add this simple inquiry in support of this thread - If 60% armor pen was too much for scrapper/concealment operatives (Which I, as a scrapper scoundrel, agree was too much), why is 90% not too much for pyrotech/assault specialist powertechs? Before you naysayers try to shoot down this post by telling me only Rail Shot gets 90%, let's pay the slightest bit of attention and realize that every other attack they do is elemental damage, which everyone only has 10% reduction against WITH the consular/inquisitor buff.

 

Thermal Detonator

Instant

Heat: 16

Cooldown: 15s

Range: 30 m

Hurls a thermal detonator that adheres to the target and detonates after several seconds. Standard and weak enemies enter a state of panic while the explosive is active. The explosion deals 949 kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. Shares a 15-second cooldown with Explosive Dart.

 

Flame Burst

Instant

Heat: 16

Range: 10 m

Fires a burst of flame at the target that deals 558 - 622 elemental damage.

 

Incendiary Missile

Instant

Heat: 25

Range: 30 m

Fires a missile that explodes on contact, igniting the target for 216 elemental damage and an additional 689 elemental damage over 18 seconds.

 

Rail Shot

Instant

Heat: 16

Cooldown: 15s

Range: 30 m

Fires a very powerful shot at the target that deals 1404 - 1591 weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.

 

Rocket Punch

Instant

Heat: 16

Cooldown: 9s

Range: 4 m

Engages the jetpack, allowing you to strike the target with a heavy punch that deals 2205 - 2415 kinetic damage.

 

Actually only 2 out 5 abilities in the pyro burst rotation are elemental. They are also the weakest hitting abilities, but don't let facts get in the way of your PvEr awesomeness.

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I'm a sage healer with full BM and a few pieces of war hero gear. Here's what Jager, a powertech, does to me on my server:

 

[17:03:47.182] [@Jager] [@Jaime] [incendiary Missile {2027022700249088}] [ApplyEffect {836045448945477}: Burning (Tech) {2027022700249344}] ()
[17:03:47.841] [@Jager] [@Jaime] [incendiary Missile {2027022700249088}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (907* elemental {836045448940875} (907 absorbed {836045448945511})) <907>
[17:03:49.585] [@Jager] [@Jaime] [Thermal Detonator {2027100009660416}] [ApplyEffect {836045448945477}: Thermal Detonator {2027100009660416}] ()
[17:03:49.586] [@Jager] [@Jaime] [Thermal Detonator {2027100009660416}] [Event {836045448945472}: ModifyThreat {836045448945483}] () <1>
[17:03:50.319] [@Jager] [@Jaime] [burning (Tech) {2027022700249344}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (604* elemental {836045448940875} (604 absorbed {836045448945511})) <604>
[17:03:50.933] [@Jager] [@Jaime] [sweltering Heat {2268958208032768}] [ApplyEffect {836045448945477}: Slowed (Tech) {2268958208033027}] ()
[17:03:50.934] [@Jager] [@Jaime] [Combustible Gas Cylinder {2020687623487488}] [ApplyEffect {836045448945477}: Burning (Tech) {2020687623487746}] ()
[17:03:50.934] [@Jager] [@Jaime] [burning (Tech) {2020687623487746}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (903* elemental {836045448940875}) <903>
[17:03:50.935] [@Jager] [@Jaime] [Rail Shot {814278554681344}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (4768* energy {836045448940874} (1276 absorbed {836045448945511})) <4768>
[17:03:51.918] [@Jager] [@Jaime] [Plasma Burst {2785458090147840}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (165 elemental {836045448940875}) <165>
[17:03:51.918] [@Jager] [@Jaime] [burning (Tech) {2020687623487746}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (903* elemental {836045448940875}) <903>
[17:03:52.256] [@Jager] [@Jaime] [Flame Burst {814222720106496}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1835* elemental {836045448940875}) <1835>
[17:03:52.927] [@Jager] [@Jaime] [Thermal Detonator {2027100009660416}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (4253* kinetic {836045448940873}) <4253>
[17:03:52.927] [@Jager] [@Jaime] [Thermal Detonator {2027100009660416}] [RemoveEffect {836045448945478}: Thermal Detonator {2027100009660416}] ()
[17:03:53.313] [@Jager] [@Jaime] [burning (Tech) {2027022700249344}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (604* elemental {836045448940875}) <604>
[17:03:53.608] [@Jager] [@Jaime] [Rocket Punch {814300029517824}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (3211* kinetic {836045448940873}) <3211>
[17:03:54.015] [@Jager] [@Jaime] [sweltering Heat {2268958208032768}] [RemoveEffect {836045448945478}: Slowed (Tech) {2268958208033027}] ()
[17:03:55.014] [@Jager] [@Jaime] [burning (Tech) {2020687623487746}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1175* elemental {836045448940875}) <1175>
[17:03:55.145] [@Jager] [@Jaime] [incendiary Missile {2027022700249088}] [RemoveEffect {836045448945478}: Burning (Tech) {2027022700249344}] ()
[17:03:55.145] [@Jager] [@Jaime] [Combustible Gas Cylinder {2020687623487488}] [RemoveEffect {836045448945478}: Burning (Tech) {2020687623487746}] ()
[17:03:55.148] [@Jager] [@Jaime] [burning (Tech) {2020687623487746}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1175* elemental {836045448940875}) <1175>
[17:03:55.149] [@Jager] [@Jaime] [] [Event {836045448945472}: Death {836045448945493}] ()
[17:03:55.160] [@Jager] [@Jaime] [Flame Burst {814222720106496}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1913* elemental {836045448940875}) <1913>
[17:03:56.804] [@Jager] [@Jaime] [Flame Burst {814222720106496}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (2062* elemental {836045448940875}) <2062>
[17:03:56.804] [@Jager] [@Jaime] [] [Event {836045448945472}: Death {836045448945493}] ()
[17:03:56.806] [@Jager] [@Jaime] [Quell {2204499338854400}] [Event {836045448945472}: ModifyThreat {836045448945483}] () <1>

 

Here are the numbers: 24,478 damage in 9.624 seconds. If you don't count the dots that tick after I die "the first time" (I dunno, how can I die twice in a row?), he actually kills me in 7.308 seconds. But no, his class isn't OP at all. :rolleyes:

 

No other class even comes close to those kinds of numbers for burst damage, and the only reason sages can "out DPS" him at all is because of their AoE spam. Seriously, Bioware. What the heck?

 

Sage has 30 meters range while powertech only 10. So it is fair PT has bigged damage.

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for the people who dont understand this is all with Power adrenal/relix mixed with a Crit cooldown-

 

Lose the OP power Relic/adrenal multiplier- BIO op not the PT

 

 

post his dps when hes not BUFFED TO ***** with cooldowns- see how abysmal it is and shup

 

This ^ It's the same thing they should have done to ops and scoundrels, maybe a few tweaks to them but gutting classes isnt the answer. Biochem is the problem, its always been the problem. It makes burst crazy on burst classes. Fix it so biochem isnt as bad, and while your at it just make it so everyone is biochem.

 

That would help the economy immensely. Everyone could get other crafting proffessions, while still being able to be 400/400/400 in biochem bioanalysis and diplomacy.

This way nobody is gimped in pvp, yet everyone can craft and now the auction house is worth something.

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This ^ It's the same thing they should have done to ops and scoundrels, maybe a few tweaks to them but gutting classes isnt the answer. Biochem is the problem, its always been the problem. It makes burst crazy on burst classes. Fix it so biochem isnt as bad, and while your at it just make it so everyone is biochem.

 

That would help the economy immensely. Everyone could get other crafting proffessions, while still being able to be 400/400/400 in biochem bioanalysis and diplomacy.

This way nobody is gimped in pvp, yet everyone can craft and now the auction house is worth something.

 

I gotta agree with this. I have never understood why they allowed Biochem usage in PvP anyways.

 

Once people utilize on using cybertech grenades in PvP this is gonna cause similar problems.

Edited by Ich_Bin
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