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DPS Mercs, lets talk utilities


Floplag

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So, as there is an absence of any real theory crafting that i can find id like to hear what you guys are taking in 3.x and why you made those choices?

 

Most are situational, I'm changing around utilities for a lot of Ops fights, depending on mechanics. However, the one utility I ALWAYS spec into is "Improved vents." You just can't beat the double effect of increased DPS via alacrity as well as the increased heat management.

 

Just be care when you pop it if you roll IO/Assault--make sure it's right before you proc Mag.

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Tier 1:

 

Parallactic Combat Stims: for bosses with lots of stuns and stuff, even more useful than Cell Capacitors

Cell Capacitor: your Recharge Cells sucks without it

Charged Barrier: we dont have many actual def cds

Chain Gunnery: a must for AoE heavy fights

Heavy Trooper: you need to put the 3 points somwhere

 

Tier 2:

Advance the Line: more mobility and the point has to go somewhere

Suit FoE: Bosses with lots of periodic damage, endboss Ravagers for example

 

Tier 3:

Shock Absorbers: you want it for the 3rd Boss in Temple

Reflexive Shield: buffs your def cd, take it when there is much group damage

Overclock: take it if you need to be super mobile for a fight

Supercharged Cells: use for maximum burst

Forched March: You cant live without it. Take it no matter what.

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Tier 1:

 

Parallactic Combat Stims: for bosses with lots of stuns and stuff, even more useful than Cell Capacitors

Cell Capacitor: your Recharge Cells sucks without it

Charged Barrier: we dont have many actual def cds

Chain Gunnery: a must for AoE heavy fights

Heavy Trooper: you need to put the 3 points somwhere

 

Tier 2:

Advance the Line: more mobility and the point has to go somewhere

Suit FoE: Bosses with lots of periodic damage, endboss Ravagers for example

 

Tier 3:

Shock Absorbers: you want it for the 3rd Boss in Temple

Reflexive Shield: buffs your def cd, take it when there is much group damage

Overclock: take it if you need to be super mobile for a fight

Supercharged Cells: use for maximum burst

Forched March: You cant live without it. Take it no matter what.

 

Mostly agree with this, switch PCS, Chain Gunnery and Heavy Trooper depending on fight in Skillful. Masterful is way more fight dependable. But I usualy end up with Electro Shield and the buff for healing under shield. Hold the Line buff for certain Bosses 2,4 in Ravagers 2,3 in Temple and Suit FOE really shines at final boss in Ravagers.

 

In Hero I use Forced March and Reflexive Shield. And swap Forced March for Shock absorbers like Mightx said on the 3rd boss in temple.

 

Supercharged Cells is imo wasted utility. Because there isnt a fight where u need those reduced CDs and you can pre-stack Cells by using Med Shot anytime out of combat. Just pay attention to relic procs and wait few more secs as necesary, so u can proc them in the opener.

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i guess i should probably break it down to PvE versus PvP as well...

ive been experimenting with a few myself, wonder what others have settled on.

 

my latest tests in PvP I have been using the following:

Skillful

Improved Vents

Power Barrier

Afterburners

...with a nod to Gyro Jets

 

Masterful

Suit FOE

Infrared Sensors

I find HO so inconsistent in its application that i didnt keep Torque Boosters

 

Heroic

Thrill of the Hunt

Power Overrides

i gave up rebounders for the on the move as it seems rebounders didn't absorb enough to matter that much. Also been experimenting with Stabilized Armor due to all the FOTM DoT specs. I love PO for the added burst.

 

Some of them would be far nicer with more detailed data but for the most part seem to either return or shield so little as to not be worth it.

Edited by Floplag
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