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Thermal Detonater... why?? Seriusly, why?


Vaxael

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Why was the ability "Thermal Detonator" included for AP powertechs? It doesn't fit in the rotation in any way, shape, or form (as far as I know). It honestly feels like the ability was thrown in there out of laziness or desparatin for anything else to use, as AP isn't even the "cross-class" discipline (Pyrotech is).

 

Any insights on this?

Edited by Vaxael
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Why was the ability "Thermal Detonator" included for AP powertechs? It doesn't fit in the rotation in any way, shape, or form (as far as I know). It honestly feels like the ability was thrown in there out of laziness or desparatin for anything else to use, as AP isn't even the "cross-class" discipline (Pyrotech is).

 

Any insights on this?

 

It's a very bounty hunter-esque ability that is available as a ranged attack, helping secure the PT as a melee ranged hybrid class. It does fit in the rotation, and is the top priority filler. Check out Kwerty's guide @ http://dulfy.net/2015/11/22/swtor-4-0-advanced-prototype-powertech-pve-guide-by-kwerty/#Rotational_Abilities , it should help you in finding where to use it.

Edited by AndoEyrune
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I do get its purpose as a filler, but why THAT ability in particular? It is also used in Innovative Ordinance, but its cross-class discipline is Pyrotech (which doesn't have Thermal Detonator for obvious reasons). Advanced Prototype isn't a cross-class discipline, as each class only has one of those (Madness/Hatred, Rage/Fury, Virulence/Lethality). It seems like it is just thrown in there fr no particular reasons.

 

And as for the rotation thing, I meant that it doesn't have any proc buffs or passives that chain it to other skills. The ability kind of just sticks out like a sore thumb...

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I do get its purpose as a filler, but why THAT ability in particular? It is also used in Innovative Ordinance, but its cross-class discipline is Pyrotech (which doesn't have Thermal Detonator for obvious reasons). Advanced Prototype isn't a cross-class discipline, as each class only has one of those (Madness/Hatred, Rage/Fury, Virulence/Lethality). It seems like it is just thrown in there fr no particular reasons.

 

And as for the rotation thing, I meant that it doesn't have any proc buffs or passives that chain it to other skills. The ability kind of just sticks out like a sore thumb...

 

Thermal Detonator grants the Tech Damage Debuff and hits like a truck. Immolate hits lower and is Elemental Damage, Thermal Detonator is Kinetic damage.

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Thermal Detonator grants the Tech Damage Debuff and hits like a truck. Immolate hits lower and is Elemental Damage, Thermal Detonator is Kinetic damage.

 

Again. Not what I am getting at.

 

What I am getting at is that it just seems to be thrown in there, considering that it is an ability that IO Merc has, and its crossover is Pyrotech. It just seems really... lazy

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Again. Not what I am getting at.

 

What I am getting at is that it just seems to be thrown in there, considering that it is an ability that IO Merc has, and its crossover is Pyrotech. It just seems really... lazy

 

Honestly, it seems like it's just your opinion. I find it fits quite well in the class, even if IO has it as well.

Edited by AndoEyrune
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Again. Not what I am getting at.

 

What I am getting at is that it just seems to be thrown in there, considering that it is an ability that IO Merc has, and its crossover is Pyrotech. It just seems really... lazy

 

I'd argue that AP/Tactics is more of the cross class discipline with IO/Assault. Why?

 

Well, prior to 3.0 launching, AP/Tactics was called Pyrotech/Assault Specialist. It did use the other stance and had a lot more burns in it, but the playstyle was exactly the same.

 

Plus, both specs are centred around having that Rail Shot/High Impact Bolt reset (yes I know it gets replaced for Mercs/Mandos @ 58, but its still centred around the reset).

 

Sure, Pyro/Plasma has the 10-GCD cycles and the burns, and the same stance, but resource management in Pyro/Plasmatech is completely different - relying on the passive energy regen supplied by the discipline tree, as opposed to the resource generation from hitting a burning/bleeding target.

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