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  1. Thanks for the tips, hopefully it will get fixed eventually, but atleast now I know where it's coming from and how to work around it.
  2. Every now and then I get damaged gear from just running GSF, it doesn't seem related to wins or losses and doesn't occure after every match. For me it's in the range of 88 credits after every other match. Any one else having this issue?
  3. @OP: Good suggestion, I'm fully supporting the idea of trying to bridge the GS with ground game in a senseful way. It might be a bit too much to ask for, but as you can bring your companions into GS it would be great to have some on ship dialog with your companions to tie into GS.
  4. Thanks, that was it Guess I was confused with the "error" message.
  5. Am I the only one having this issue? Due to the error message "You already know this schematic" I persume it's broke for everyone. If it works for someone else I can go into specifics like class and how the mission discovery was aquired.
  6. After the last patch I'm no longer able to use mission discovery: "Scavanging" - 450. When clicking the item I get a red message stating:"You already know that schematic". (Also submitted an in-game bug report).
  7. It would be very nice and worthy of my cartel coins to be able to customize part of your armour. It could start small by letting you attach or switch for example shoulder pads and back back. As an example: I'm finding the RD-12A Assault very nice in model and texure (btw, can we please have some more armour with light emmitters like that) but it has no jetpack to really get that awesome Bounty hunter look. If the back of the armour was moddable I could spend cartel coins to select and buy from various different jetpacks to create a cool and unique look. If successful it could be expanded to add a new layer of cosmetic customisation to other type gear.
  8. Ouch, please atleast read the theory crafted posts based on stated effect of burn out and PTS changes before writing answers like this, or at least tell us where our math is off? You do know the community puts a lot of effort into these questions and answers like "look, we fixed it all in PTS" is really dissapointing. At least back up your statements with facts and math that show your perceived balance between classes when a flaw is pointed out by the community.
  9. With a damage shift the Burn out skill is less effective, hence in a 1:1 ratio of damage shifting it's a loss, but the increase on TD will probably compensate. The DEVs do seem to think that burn out accounts for huge amount of DPS when commenting on posted dummy prases, as such it would not really make sence to nerf DoTs if they're aiming to up Pyro DPS. Movement is much better for Pyro than for AP yes, but there are still several bosses where we're forced to play catch with bosses (Dread council, and Kephess) DoT is always there (as long as you can refresh it) and we must rely on them for steady DPS as we lack gap closer. There are several encountes where adds needs to be focused down quickly and without a 100% proc chance of CGC its going to hurt DPS as IM will be less effective in short fights compared to FB. Not really sure what we actually are trying to tell each other Guess I'm a bit frustrated by the changes made to Pyro when there is so much more to be done and they fiddle with procc changes to CGC and DoT damage reductions. Are these changes a nerf or buff to Pyro? Don't know, but in any case, its not enough.
  10. In theory, and using math, yes the reduced heat costs vs reduced damage may in the end be a DPS increase. The point I was trying to make with my last post analysing a real parse was that the most damage comes from our DoTs. In a fight we'll not be able to use all abilties on cool down due to movement and other mechanics. Seeing a nerf to our best DPS source (DoTs) when we're parsing 300 DPS lower then other classes on a fight that suits our spec is not a good sign. I wouldn't say uptime has been increased overall, Rocket Punch has a cool down which FB doesn't. If RP is on cool down, we'll be forced to use IM to reliably fire RS on the next GCD. On top of that RP should be saved to procc RS. If this becomes an issue in a real fight remains to be seen, but it's definetly not a DPS increase.
  11. While I agree with your summary one must take real boss fights into account. Doing so I belive the changes are not as good as they sound (coming from a PVE perspective). Lets do some analysis: Full pyro parse from HM S&V Dread Master Styrak - total 2592DPS, (mine actually): http://www.torparse.com/a/380215/50/0/Damage+Dealt The fight itself is fairly decent for Pyro as it includes lots of burn phases where you actually get to utelize Burn out, it also includes a significant amount of target switching, suiting Pyro spec due to it's short set up time (FP + rail shot). Now looking at the changes and comparing those to the parse: Heat is not generally an issue, I'm constantly able to to keep IM up. While 4.57% damage comes from Rapid shots that could potentially be replaced with other attacks if heat management is easier, still alot of those shots are there simply because you're out of range for your standard attacks. Dots make up for a total of 24.43% of the total damage, that is our main damage source (followed by Rail shot at 24.05%). Reducing them by nerfing thier damage on IM and TD is a significant dps loss. As our class don't have the mobility or burst of other melee classes with gap closer our strength is high uptime through dots. For Pyro spec, this is a nerf, the base damage was reduced. In live FT has a better DPS vs Heat ratio than Flame burst x 2 (in the parse FT accounted for 2.49% total damage) Not really commenting on the slow but from a PVE perspective, any chance at reducing the uptime (which changing the proc down to 60% from 100% potentially is) of CGC is a nerf.
  12. The PVE and PVP questions are good, could propably be narrowed down but they deal with our main issues. As for the third question I would be interested in hearing the dev's thought on our role as a dps and are we performing according to thier visions? - We're partly to full melee with no gap closer, why? - We don't bring any raid utility (like bloodlust and CC) and still are below more useful classes in dps output, why? - What are the intended dps niches for the trees? Tactics rely on pulse cannon that suggest aoe but its channel is cumbersome, Assult is dot class with medium burst while mobile?
  13. My three suggestions to the questions (stripped from earlier thread), 1) Philosophy : Ok, what are the power tech, are we a melee? are we ranged? are we medium ranged dps? Our abilities gives a mixed impression, some are 30m, some are 10m some are 4m. Prior to 2.0 I'd put us in the melee to medium ranged dps, now I don't know. What pulled me to the class originally was to be able to dish out damage from both melee and ranged. If we're supposed to stay in range to deal good damage, give us a gap closer (no, hydraulic override or grapple don't cut it). Either give us the capability to close the gap or give us the damage potential from range, having to navigate running through the red circles in phase three of dread guards nightmare mode really states that we don't know what we are. 2) Damage strategy: The damage strategy of the two core specs isn't really clear nor effective (I won't touch hybrids as those are clearly meant as a flavor or personal preference, and not a design goal of the class). The DPS output of any spec in comparison to other classes in PVE and PVP environments has been mentioned numerous times so that wont be mentioned further in this post. The AP is highly depending on close range and a static channel of the FT, sure, you can pull good numbers if the encounter has adds or on an unexperienced PVP crowed but where the damage counts it's not really ideal. Bosses move, people move. Not to mention the fact where AOE damage is not always working (Operator on cores) or is counter productive (Dread Guards). It's nothing wrong with a spec based around the flame thrower ability, it's an awesome looking ability and really bounty hunter stylish, but make it useful on single targets. A move while casting has been suggested and is a good one. Pyro has been transformed into a semi dot spec without any punch. The problem with dot specs is that you can't make the dots powerful enough without any added complexity, then it becomes a face roll spec. This is what happened to the pyro. Prior to 2.0 overheating was the only real challenge of the spec, put up two dots and rail shot. Post 2.0 the main damage comes from dots and the difficulty has some what been increased as it moved from two to three dots to keep up, but the damage potential was lost in the process. So, what is the damage strategy for the power tech and it's specs, as of now, neither are very effective in a competitive PVE or PVP environment. 3) Role: The role of the class in any given spec is defined by it's abilities (again coming from a DPS perspective), is it: - Glass cannon (high burst damage / low survivability)? - Sustained damage (high damage up time (usually dots) / medium survivability? - Survivor (medium damage through any means / high survivability)? Ideally all of the three above should be possible by picking different skills or trees, but neither are as of today. The burst (glass cannon) was lost with the rail shot nerf. The sustained damage of pyro dps is not compensated with enough survivability and we have not the possibility to dps spec into a survivor mode (effective cool downs comes to mind).
  14. My three suggestions to the questions, I'm coming from a DPS PVE and PVP perspective, although I've tanked the odd FP and OPS I don't consider my self well aquatinted enough with the spec to suggest valid questions. In PVE I've attempted all OPS modes of difficulty giving every valid spec a try, at the time of this post I'm ranked (on torparse) an averaged of top 6.4 of all power tech dps counting all TFB and S&V HM-8man bosses (ranking ranging between 1 to 14). PVP wise I run regular none ranked solo matches and have fairly good gear to give a valid point of view from a PVP perspective. Now to the questions: 1) Philosophy : Ok, what are the power tech, are we a melee? are we ranged? are we medium ranged dps? Our abilities gives a mixed impression, some are 30m, some are 10m some are 4m. Prior to 2.0 I'd put us in the melee to medium ranged dps, now I don't know. What pulled me to the class originally was to be able to dish out damage from both melee and ranged. If we're supposed to stay in range to deal good damage, give us a gap closer (no, hydraulic override or grapple don't cut it). Either give us the capability to close the gap or give us the damage potential from range, having to navigate running through the red circles in phase three of dread guards nightmare mode really states that we don't know what we are. 2) Damage strategy: The damage strategy of the two core specs isn't really clear nor effective (I won't touch hybrids as those are clearly meant as a flavor or personal preference, and not a design goal of the class). The DPS output of any spec in comparison to other classes in PVE and PVP environments has been mentioned numerous times so that wont be mentioned further in this post. The AP is highly depending on close range and a static channel of the FT, sure, you can pull good numbers if the encounter has adds or on an unexperienced PVP crowed but where the damage counts it's not really ideal. Bosses move, people move. Not to mention the fact where AOE damage is not always working (Operator on cores) or is counter productive (Dread Guards). It's nothing wrong with a spec based around the flame thrower ability, it's an awesome looking ability and really bounty hunter stylish, but make it useful on single targets. A move while casting has been suggested and is a good one. Pyro has been transformed into a semi dot spec without any punch. The problem with dot specs is that you can't make the dots powerful enough without any added complexity, then it becomes a face roll spec. This is what happened to the pyro. Prior to 2.0 overheating was the only real challenge of the spec, put up two dots and rail shot. Post 2.0 the main damage comes from dots and the difficulty has some what been increased as it moved from two to three dots to keep up, but the damage potential was lost in the process. So, what is the damage strategy for the power tech and it's specs, as of now, neither are very effective in a competitive PVE or PVP environment. 3) Role: The role of the class in any given spec is defined by it's abilities (again coming from a DPS perspective), is it: - Glass cannon (high burst damage / low survivability)? - Sustained damage (high damage up time (usually dots) / medium survivability? - Survivor (medium damage through any means / high survivability)? Ideally all of the three above should be possible by picking different skills or trees, but neither are as of today. The burst (glass cannon) was lost with the rail shot nerf. The sustained damage of pyro dps is not compensated with enough survivability and we have not the possibility to dps spec into a survivor mode (effective cool downs comes to mind).
  15. Constructive feedback from a PT PVE perspective: Background: Pre 2.0 I run Pyro spec (without TD) in a progression focused PVE guild, DPS wise I was on par or above compared to skilled maras (didn't have any snipers in our ops group). Problem pre 2.0: Pyro: Boring rotation, too ease to put out good DPS numbers, the only thing you had to take care of was not to overheat. AP: Not competitive dps, and too reliant on the 3s channeled FT cast + a very static rotation Hybrid: heat issues and still not competitive dps compared to Pyro Post 2.0: Pyro: Not really viable in terms of DPS, mostly due to dot nerf (as this was one of the reasons for high and easy dps) . TD still not valid to increase the complexity or fun factor of the rotation. AP: Same as pre 2.0 Hybrid: Some what DPS viable and a lot of fun, but very hard to get good DPS. In terms of rotation it's pretty close to perfect. You have three dots to keep up, heat management and use of FT while still having alot of rotational freedom. 2.0 Background: Having done several ops in both HM and SM it's very hard to stay competitive, at best I'm close (within 5%) of a slacking mara when working hard, nailing rotation, using stim and adrenal. On movement related bosses (where FT can't be used effectively) the gap is larger. Improvement suggestions: Right now from a PVE DPS perspective there is really only one viable (read best) spec, although there is nothing wrong with the fun factor it could use some love: - Increase damage from dot bleed and burn damage slightly (this would compensate on movement heavy fights) - Make FT tick faster or be able to move while channeling at 3 stacks - Increase damage from shoulder cannon or reduce its CD, this very awesome new ability does very little damage over the cause of the fight. I really like the animation and mechanic of this ability but it doesn't hit hard enough. - Making Jet charge a base line ability would also be very nice, TBH I don't think it would increase DPS that much as you tend to utelize movement to vent heat. Still it would vastly improve the fun factor of the class.
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