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McGarnagle

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  1. Of course you are doing well in the lowbie bracket. You are in the 40's. Any class will do well when you are in the 40's. Get back to us when you get in the 50's bracket. You cannot make any conclusions in lowbie pvp.
  2. Well, it is 16% per blaster bolt. So a thing like rapid shots will be around 64-96% (depending on misses and defenses). Certainly not 100%, but not as bad as 16%.
  3. Misses are just that, misses. Your offhand attack is below 100% and will miss even with 0 defensive capabilities. When an ability does not hit due to a player's defenses you will see deflect or dodge (there is also absorb, but that is due to shields), not miss.
  4. You can level anything, and pyro is effective. Where pyro falls short are drawn out boss battles in ops (which is really just end game stuff). In that situation arsenal is far superior (assuming they fix heatseekers). Yet for leveling, pyro is perfectly fine and a much better pvp spec.
  5. You will still want the set piece bonuses, so you will be stuck with getting them initially unless you are fine with the battlemaster armor mods. Then you need to work on getting pieces that fit what you want. For the most part eliminator gear is poorly developed. So you will have to grind even more gear to make it the way you want.
  6. Nope, both use incendiary missile. The only other dot a merc will use is fusion missle, and that is very rare since it's a really high heat ability.
  7. I know it builds resolve. I am guessing a full resolve bar would also ignore it.
  8. There is so much wrong there I don't even know where to start. railshot procs for pyro mercs. Pyro mercs don't put heat sigs on a target, arsenal does. Next, railshot does not ignore the GCD. On the other hand, retaliation does for marauders. Heatseekers and railshot cannot hit at the same time (unless it takes 1.5 seconds for heatseekers to reach the target). The only reason people talk about railshot as a burst ability is it is an instacast and hits right away. No waiting for a channel. Yet it does not ignore the GCD. Mercs still have to wait 1.5 seconds for the next ability. As for heatseekers, it gets a 5% buff per heat sig. The problem was Bioware had a bug where it took into account all heat signatures. So if a person was getting hit by two mercs using tracer, it would buff heatseekers more than the max 25%. Yet when they fixed it they removed the buff completely. So now heatseekers get zero buff, which is a huge nerf. As for the whole maraduer thing, you can't simply look at what was buffed. You have to realize multiple classes got hit with a nerf bat while marauder didn't change much. That in essence took a class that was already at or near the top in dps, along with a crazy amount of defensive cooldowns, and buffed them in comparison to most other classes. The classes that were left mostly untouched ended up getting a buff. Hence why everyone is pretty much rerolling marauder or assassin or powertech. Everyone knows they are the most effective dps classes now, and dps rules warzones post 1.2.
  9. I have stated this many times along with the fact systems calibrations and improved vents should be swapped. It makes too much sense I guess.
  10. Yep, sadly I did the same thing. It's really poor in a game like this where it takes forever to build up a character to BiS gear only to have it nerfed to the point of being a liability. BTW...my other character I had well geared was a sorc healer. Yeah, I got destroyed by the nerf bat (although sorc healer was op).
  11. It's not about mobility, it's the fact you put out more damage thanks to abilities in your trees. Doesn't really matter as any merc doing PVE should be running arsenal anyway.
  12. I see what you are doing. You are throwing in a worthless powershot. Railshot should be used right after incendiary. Then unload. Then railshot. I am sorry, but you are gimping yourself. Powershot is a horrible attack if you are not using it to get another possible railshot. BTW, you cannot go back to TD at that point. You are at 10.5 seconds. It's a 15 second cooldown. You have 3 more attacks to fill in. I understand what you are trying to say, but it does not work out well in theory. If you hit railshot first and then go unload you will hit for more damage in 3 seconds than powershot then railshot (the first 1 seconds of unload is as powerful as your powershot). You might hit for more for 1 second or so. Yet you have also pushed back your procs on railshot, which is hurting you in a fight that lasts longer. You are gimping your damage on a target in hopes for the rare time you might actually kill someone with that first railshot and that 1 second or so saves your life (it's not upping your damage since you still have to wait on the GCD from railshot). That is a very, very rare occurance for which you are gimping your rotation. On top of that, you may have just wasted a railshot proc. Powershot is not a priority attack and should not take precedence over unload and especially not over railshot. If you really need that burst to finish someone off at that exact point and it will save your life, simply cancel the unload channel and hit your railshot. As for not using AOE, um, why? You have some good AOE attacks. Use them. They are not simply "hey I want extra damage" abilities. Your DFA will hit harder on even a single target than most of your abilities. Fusion missile is one of the hardest hitting attacks you have (heat is the issue here, so thermal sensor override used with it is a plus). Not using AOE is not being a team player. Honestly, it's just plain lazy. AOE's have major roles to play and should never be ignored.
  13. First of all, PVE or PVP? It looks like PVP since you took pinning fire (pretty much useless in PVE). In that case, you want afterburners and finish out barrage in the next 3 levels. Get rid of med tech and put that one and next 2 in hired muscle. Then there is not much to choose from that is that great. Take advanced targeting and then endurance. I prefer all of that over med tech. Your ability to heal is minimal, and in battle you will probably only get off 1 heal with an instacast (anything else is a waste). The rare times you use it more than once where you are technically in battle but not fighting will be rare. If you are PVE you don't want pinning fire, jet escape, or afterburners. As for your rotation, it's pretty simple although pvp throws a wrench in the works due to interrupts. Anyway, the base rotation is... tracer, tracer, tracer, unload (even if barrage is not proc'd), heatseekers, tracer, tracer, railshot. After your first unload you will want to use unload any time it procs (ribbons around your body). It hits hard and keeps heat down due to being a 3 second channel. You can also use fusion missile combined with thermal sensor override when that is up (2 min cooldown). The rest of the time it's all tracer and then heatseekers or railshot when they come off cooldown. Now, pvp is the big problem due to interrupts. Let me know if you are PVP or PVE.
  14. One note on your rotation...you might want to save fusion missile for later in your rotation. Burnout allows elemental dots to hit harder (30% buff) when the target is below 30% health. Since fusion missile's dot only lasts 6 seconds you will want to use it later in your rotation for it to hit maximum damage. Of course you can use it early if the target is near others to get the benefit of the fusion missile aoe. Yet if you are only on a single target, it's best to save it for when the target is lower on health (around 40-50% since the initial hit will take them into or near the burnout range and then your dot hits harder while you finish them off).
  15. You cannot replace accuracy with power on the enhancements, so you cannot swap them. You can swap out accuracy with surge or alacrity. Healers already get alacrity instead of accuracy, and I am not a fan of alacrity (some arsenal mercs think it's good, but I don't). So you are left with surge. See above for that.
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