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Overpowered - Powertech Stream - 72-5 in RWZ's


Megatfx

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I 100% disagree with the overpowered aspect of the pyro spec'ed powertech. Everyone agrees that the jugg is op, its easily countered but still let me dish it out for you what the definition of overpowered is(Frome a dps standpoint):

1. Has exceptional burst damage, most likely from one main ability that has cooldown reducers from procs. The jugg not only has this but its an AOE on five targets for around 6k(Yes I'm Heavy armor with 1300 expertise and it hits this hard lulz). The powertech is single target and averages about 4.5k (I'm half elite war hero.)

2. Most likely mobile has very little or no cast times. The jugg and powertech both fit this description even though the jugg has ravage it has to be stunned to be interupted....and even though the range says 4m its will actually hit someone at like 6-8 if your in cast.

3. Has utilities to add to the damage and mobility. The fact that the rage spec is the way it is on the jugg really irks me. It should be a marauder only spec then there would be no such thing as it being overpowered imo. The fact that its on the jugg which has an AOE stun that lasts 6sec, an AOE slow that is spamable, has buffs that esentially require you to kill them twice if used right, has an enemey and friendly player jump-to ability, has a casted damageing stun that can do about 10% of someones health based on gear. The powertech....has an AOE stun that last 2.5 sec. and stealth scan, a buff that avoids 25% of all damage(still get 4.5k smashes with it up) and something called kolto overload it its a buff, and then pull. You can throw in DFA if you want but its just to easy to avoid or interupt to be considered op.

4. And for the finally.....drumroll.....the jugg has an execute to add to it all. The powertech doesn't. For this reason mainly and alone I totally agrue the point and disagree that the powertech is op just because it's missing this ability. If it had it, yea...uhhh, op.

 

And on a side note. Who are you to even post a match like that and then say the powertech is overpowered...you did horrible. Not only did you almost never pull a target to you...you never utilized vent heat or thermal sensor override for extra dps...I average 550k in a voidstar. :cool:

 

I'm telling you that I'm playing a PT and it's Overpowered. I have 5 level 50's, an Operative, a PT, a Merc, a Sorc, and a Marauder.

 

Powertech is retarded. The ease at which I can drop people is just ridiculous.

 

Why the hell does a PT need an execute? How can you even compare that to a Juggernaut when we have multiple instant casts that crit for 5k. Why do we need an execute when it's like Flame Burst 2.5k crit, Railshot 5k crit, thermal detonator 5k crit, rocket punch 3.5k crit.

Edited by Megatfx
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I am so sick of everybody complaining about the "simplicity" of the PT rotation. Seriously. Name one rotation in this game that is actually difficult. Please. One rotation that utilizes 12 or so different abilities, and that does not include "reaction" abilities.

 

Is PT easy to play? yes. Is every other class in this game easy to play? (for the most part) yes. The only exceptions that come to mind are sniper and merc, merc being the hardest class to make effective dps-wise.

Hybrid jugger ->

1 Saber throw

2 Force leap

3 Smash

4 Force Choke

5 Impale

6 Ravage

7 Force push

8 Chilling scream

9 Threatening scream

10 Sundering assault

11 Intercede

12 Intimidating roar

Basic rotation for me, tell me which one i can stop use to be same effective ?

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I'm telling you that I'm playing a PT and it's Overpowered. I have 5 level 50's, an Operative, a PT, a Merc, a Sorc, and a Marauder.

 

Powertech is retarded. The ease at which I can drop people is just ridiculous.

 

Why the hell does a PT need an execute? How can you even compare that to a Juggernaut when we have multiple instant casts that crit for 5k. Why do we need an execute when it's like Flame Burst 2.5k crit, Railshot 5k crit, thermal detonator 5k crit, rocket punch 3.5k crit.

 

its nice when people can at least be honest

 

its easy, almost impossible to counter, and from short-long range

 

on that point i dont feel any of the current classes whom have an execute necessarily need them

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Hybrid jugger ->

1 Saber throw

2 Force leap

3 Smash

4 Force Choke

5 Impale

6 Ravage

7 Force push

8 Chilling scream

9 Threatening scream

10 Sundering assault

11 Intercede

12 Intimidating roar

Basic rotation for me, tell me which one i can stop use to be same effective ?

 

"Basic" rotation with some ability on a 1min CD??

 

That said, PT pyro hits hard at close range but for that they sacrifice survivability, heavy armor doesn't do much against elementary/force dmg and a shield on a 1 min CD specced (requires to be hit).

 

no reliable gap closer (grap is on a 45sec CD and does not work on target with resolution).

no leap to switch target and flee

no godmode

no invisibility

no sprint

 

as mentioned in another thread, they cannot evade a fight like most of the other classes (either via leap/invisibility/sprint/mez) and do not have the tools to sustain them.

Edited by ceelaniri
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Powertechs are simply the best single target burst in the game and I am not sure if any class comes close. I am not saying rail is the hardest hitting ability but the rate you can get this ability off makes it the best.Its the one class that you absolutely need for ranked and the teams with 2-3 of them just melt players with focus fire. I wish I could bring my assassin into a ranked to do dps but I can only patch the burst they put out with recklessness. This is why I am leveling a PT right now.

 

Also to the people saying smash is awesome in ranked, well its really not. Yes its great to OP in regs but in ranked where you have tanks guard swapping and coordinated focus fire they are easily taken out of a fight. One smash is fine and in general you want at least one jug on your team but stacking jugs in a ranked against a properly balanced team would not go so well.

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For people thinking that powers/vangs are not overpowered I suggest you roll a sage/sorc and duel with one of them. Either successfully kite them at 12-17m or agree into this that the sage does not stop moving and the vanguard even if he has the chance of coming closer to 10m he won't. Come back and post your results. The only reason they are overlooked is because smash and bubble stuns are much worse at the moment. When and if these are fixed, don't worry the attention will come back to powers/vangs.
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I have a half WH/half EWH augmented powertech, and while i agree that our single target burst is unmatched, there are a ton of things already mentioned here that make us vulnerable just like everyone else. our defensive cooldowns are a joke in comparison to some other classes, we have nowhere near as much mobility as a jugg, marauder, or assassin, and no real way to escape a fight. In games where i dont have a pocket healer i find myself an easy target for being focus fired. for all the complaining about imbalance on the forums, i think the classes are actually pretty balanced when played well. juggs have smash, which can be countered, PT's have railshot but can be killed pretty ddamn easliy, sorcs have bubble stun but are squishy etc etc. I find all the AC's pretty easy to put out good dps with except for maybe my mercenary. I see all these people complaining about how easy PT's rotation is, but they never keep in mind that a lot of a PT's rotation/time is spent keeping themselves alive and throwing off taunts to protect other players
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"Basic" rotation with some ability on a 1min CD??

 

That said, PT pyro hits hard at close range but for that they sacrifice survivability, heavy armor doesn't do much against elementary/force dmg and a shield on a 1 min CD specced (requires to be hit).

 

no reliable gap closer (grap is on a 45sec CD and does not work on target with resolution).

no leap to switch target and flee

no godmode

no invisibility

no sprint

 

as mentioned in another thread, they cannot evade a fight like most of the other classes (either via leap/invisibility/sprint/mez) and do not have the tools to sustain them.

 

I agree with most what you said, however the Pyrotech PT is indeed dishing too much damage. I personally have a 50 PT, but play as AP. I sacrifice damage for fun, sure, but I persevere. I suggest the damage from the pyro tree be limited some, but we do need another gap closer. Instead of keeping Jet Charge in the Shield Tech tree, it should be universal. It's ridiculous to keep it in ST, and I have made a post in the suggestion forums about this also.

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I have a half WH/half EWH augmented powertech, and while i agree that our single target burst is unmatched, there are a ton of things already mentioned here that make us vulnerable just like everyone else. our defensive cooldowns are a joke in comparison to some other classes, we have nowhere near as much mobility as a jugg, marauder, or assassin, and no real way to escape a fight. In games where i dont have a pocket healer i find myself an easy target for being focus fired. for all the complaining about imbalance on the forums, i think the classes are actually pretty balanced when played well. juggs have smash, which can be countered, PT's have railshot but can be killed pretty ddamn easliy, sorcs have bubble stun but are squishy etc etc. I find all the AC's pretty easy to put out good dps with except for maybe my mercenary. I see all these people complaining about how easy PT's rotation is, but they never keep in mind that a lot of a PT's rotation/time is spent keeping themselves alive and throwing off taunts to protect other players

 

Yes, so nerf the burst a tad (not exponentially, like programmers always seem to do when nerfs are in order in ANY MMO), and offer us more tools for survival. We do have a laughable deal of survival abilities. Juggs/Maras/Sins (and vice versa of other faction) have much more effective survival tools.

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Yes, so nerf the burst a tad (not exponentially, like programmers always seem to do when nerfs are in order in ANY MMO), and offer us more tools for survival. We do have a laughable deal of survival abilities. Juggs/Maras/Sins (and vice versa of other faction) have much more effective survival tools.

 

Yeah but juggs/mara/sins don't have the front load burst you guys have.

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You could argue carnage's is even better but it's counterable whereas a PT is not.

 

If a white barred PT and a white barred carnage mara are coming at you, I have to think carnage mara takes someone out faster.

 

unless you're a healing sorc that can sprint away.

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Yeah but juggs/mara/sins don't have the front load burst you guys have.

 

If you read what I said, I said the Pyrotech (because don't mistake PT's for being OP, it's just Pyrotech), should be nerfed a bit with its burst. In exchange, we should be given better CD's or something to match the survivability the other afore mentioned classes in fact shine with.

Edited by Pysces
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If you read what I said, I said the Pyrotech (because don't mistake PT's for being OP, it's just Pyrotech), should be nerfed a bit with its burst. In exchange, we should be given better CD's or something to match the survivability the other afore mentioned classes in fact shine with.

 

I never quite get these compromise arguments. If you're OP and get nerfed, then compensated for that nerf, you're OP again.

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If you read what I said, I said the Pyrotech (because don't mistake PT's for being OP, it's just Pyrotech), should be nerfed a bit with its burst. In exchange, we should be given better CD's or something to match the survivability the other afore mentioned classes in fact shine with.

 

The single target spike is what makes a Pyro PT so desirable. You nerf that and they're screwed. Giving them more defensive cool downs isn't going to help them any. They'll just be put into the same spot as deception sin. Sure deception sin can spike pretty hard and it's can drop some spike every 12 seconds but it's not the same as a pyro pt, deception does have the better defensive cd's too.

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The single target spike is what makes a Pyro PT so desirable. You nerf that and they're screwed. Giving them more defensive cool downs isn't going to help them any. They'll just be put into the same spot as deception sin. Sure deception sin can spike pretty hard and it's can drop some spike every 12 seconds but it's not the same as a pyro pt, deception does have the better defensive cd's too.

 

I misunderstood you and responded a moment ago, but need to now respond accordingly. Of course the Pyro PT is desirable due to their great deal of burst, but it's also the problem if you haven't gotten that yet. The burst does need to be changed, but not crippled. It's a fair request, and in substitution something needs to be added or changed for survivability, but not sure what. The AP tree is lacking burst, but has better tools for survival, so a minor increase in burst would help that tree out significantly and make it more viable.

Edited by Pysces
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Your logic is quite sound, and thanks for getting my point, but then what is it you propose then to even the odds? I mean, my AP BH has the defensive aspect seemingly covered, but I lack the damage output that the other classes deemed OP possess. So, a minor increase in AP damage output would be fantastic and really actually make them much more viable.

 

A damage increase isn't going to help AP any either. Like I said. Pyro PT is brought for the amount of single target spike it can drop in to a person.

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A damage increase isn't going to help AP any either. Like I said. Pyro PT is brought for the amount of single target spike it can drop in to a person.

 

No, it would help the AP tree, and for you to say it wouldn't requires an explanation. I play the AP tree, and am fully geared and augmented, but lack the extra oomph that Pyro has, but otherwise have pretty nice tools for survival, but not OP in that respect. Pryo as it stands, once again, has too much output, hence the complaints. Clearly, a minor tweak is needed, and once again, substituted for more survival tools (whatever that may be).

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No, it would help the AP tree, and for you to say it wouldn't requires an explanation. I play the AP tree, and am fully geared and augmented, but lack the extra oomph that Pyro has, but otherwise have pretty nice tools for survival, but not OP in that respect. Pryo as it stands, once again, has too much output, hence the complaints. Clearly, a minor tweak is needed, and once again, substituted for more survival tools (whatever that may be).

 

Because it's still not going to drop the spike into a person that Pyro does.

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Because it's still not going to drop the spike into a person that Pyro does.

 

So...by tweaking the AP tree to increase output would not help...with damage output? Are you trolling? Clearly, by increasing damage output in a tree that needs an increase for viability would help it, and a help that those interested in or play AP would be pleased with.

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So...by tweaking the AP tree to increase output would not help...with damage output? Are you trolling? Clearly, by increasing damage output in a tree that needs an increase for viability would help it, and a help that those interested in or play AP would be pleased with.

 

Will AP drop the front loaded burst into someone that Pyro does if it got buffed?

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