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DarthTimmah

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  1. I certainly agree that both MM and Lethality are perfectly viable. I played MM through 2.0 and was quite happy with the damage I did. The only thing I didn't really like was the lack of mobility. Since 2.0 I've been mainly Lethality for that same reason. The biggest drawbacks I have with Lethality is the splash damage on Corrosive grenade (can wake up adds) and the slightly longer ttk on target switches. Trash still goes down fast though, and it's rarely an issue that I worry about. I've found that a lot of fights now with multiple target switches / adds / etc. having those dots that keep ticking on the bosses even though I'm engaging another target do certainly help. Also the 4 piece set bonus is an absolute requirement IMO for lethality (lowers the cost of takedown that is procced from cull). It all comes down to the comfort level you have with either spec. If you can run with both for some FPs or SM Ops and see what you like the best.
  2. As mentioned above Commando would be one option, the Gunnery tree would be a good option. Simple rotation nice utility. If you don't think she'll like the trooper story, another option would be a dirty fighting gunslinger. Pretty easy rotation, 1 proc (resets execute talent can't remember the name), but easily managed as well. Might want to load up some videos of gameplay showing the rotations and see what she likes. Just a thought, best of luck.
  3. As having an assassin tank @ 55, the above are correct in that you do not want to stack endurance, unless you do not have an alternative. You mentioned you are leveling, so yeah it can be a bit tough to get decent tanking gear (with mitigation stats) until you start getting higher up in level. Prioritize your gear / mods / enhancements to provide defensive mitigation stats over raw endurance. If you cannot do that yet, then go for endurance heavy stuff until you can. You didn't mention your level, or what your defensive stats are, so I can't make any specific recommendations. Once you get into operations, those mitigation stats are massive, as mentioned above you are actually easier to heal than a tank with more HP and less mitigation. There are a few threads with a ton of math behind the new stat budgets and end game goals for tank gearing and defensive stats. Here is one of the more popular ones http://www.swtor.com/community/showthread.php?t=616779. Good luck.
  4. I'm taking the + 9% to Aim skill most definitely. I was running full pyro pre 2.0 with full power augments. Since then I've switched to AP for much better heat management. With the changes to TD and CGC in most operational situations I can't tell a loss of DPS. Will definitely move to Aim augments as I upgrade my gear. Thanks
  5. The differentiation is not based upon "special" attacks, it's based upon the attack type, therefore as mentioned above things like DOTs (annihilation / rupture, etc.), Smash, Scream, etc. are all considered "Force" attacks. There may be others just remembering this off the top of my head. For a carnage marauder, the only Force attack we use consistently is scream. This being the case you want to make absolutely sure that your melee attacks all land cause they make up for a large portion of your DPS. Nothing like seeing the last strike from your ravage being resisted or a miss.
  6. I'm using 8/36/2 for PVE. Still pulling off my tanks if they aren't guarding me, so the DPS seems to be ok. Used to be full pyro, but switched for better heat management and so far am really liking it. Currently sitting in Campaign / DG with a couple pieces of Black Market / Arkanian so we shall see how it all turns out once I get fully geared up. It does seem like the stat distribution is a bit different between the 2 specs so that is going to further complicate things I think (auto-crit RS for example).
  7. Both AP and Pyro are about the same for PVE DPS. The major complaints are centered around the burst that was hit through the changes to TD and CGC. For PVE this doesn't matter quite as much as it does in PVP. It really all depends on player preference IMO. My parses on an OPS dummy yielded no real appreciable difference. So many things will depend on how well one does compared to the other in a raid / group type setting. That being said, AP does have better heat management IMO and certainly seems to have better AOE damage. Pyro is better single target but you have to keep up with 3 dots (CHC, IM and TD). My suggestion is to try and play both for a bit and see which one feels better and use it.
  8. Having levelled a DPS powertech up to 55 (almost exclusively using pyro), heat is the only real problem with the pyro skill tree (that we can deal with). Until you get the proc reset for railshot and buff up your dots, it isn't the fastest killing spec. Best thing I can tell you is to weave in rapid shots after every couple of heat generating attacks. Do your best to stay under 40 heat (explosive dart works well for this as it's a 30 meter range and costs 16 heat iirc). Also, for weak mobs, I wouldn't use Incendiary missile (takes too long for the heat generated). I agree with the above that the Advanced Prototype tree is quite nice (and has next to no heat issues) but again to fully realize this potential you need to be upper levels. My advice, stick all your points into whichever tree and start to level. Once you get higher up, play around with the specs to see which you like the most. That is my 2 cents...best of luck.
  9. I've been wondering the same things since I am starting the gear grind and fine tuning of rotation / spec. I think I'll start by getting my crit and surge to acceptable levels (30 / 70 unbuffed) but for augments I'm not sure. Have heard that main stat is best if you take the 9% boost in the tank tree. But some say just go straight power. Jury seems to be out on that at the moment.
  10. As mentioned above, get up to 55 (thought you said you were at 50) and start getting your gear in order. With the changes in stats / stat budget no one is in a really good position as of yet regarding upper end raiding gear and fully min/maxed stats. All classes have had changes (for good or bad) and the PT Pyro burst was hit. However we are still completely functional in a raid setting if properly played and have utilities that marauders don't. If your guild still won't let you raid once that happens...find another.
  11. I am also starting a Vanguard trooper as I just can't seem to get into my commando. I have a 50 Powertech Pyro and don't want to the exact same class. From what I can see the Tactics tree has some good utility in it especially in a pvp environment (passive speed boost and activated speed boost / snare removal). This spec seems to be all about getting in really close, compared to trying to kite melee in the dead zone with assault / pyro. With the possibility of the AoE damage reduction how does this work in reality? Thoughts?
  12. Any update on the spec? Is it feeling any better or what? I have a Pyro Powertech and am starting a Vanguard for the story and was really thinking of trying the Tactics tree for a different play style.
  13. At level 18 you don't have all the nice skills yet, but here is what I'd do if I were in your place (soon will be on a gunslinger). First since you are a bit scattered on your skills, and leaning toward marksman, put all your points into it for now. Specifically I would get Marksmanship, Steady Shots, Ballistic Dampers and Precision. You could of course move some points from Precision and Ballistic Dampers to Gearhead or possibly Energy Tanks if you have an energy regen issue. The main reason behind this is that you won't benefit at this point from the crit chance in Lethality. This is of course my opinion, YMMV. As for your rotation: explosive probe, snipe, (ambush if proc'd), snipe, (takedown), snipe....etc. Throw in frag grenade and debilitate / shiv as needed when they close in. I have found that I never really used corrosive dart except on elites (long dot and not worth the energy IMO unless you are specced to Lethality). As long as your gear and Kaliyo's is up to par, you should be ok. The trick I found at those levels was to enter cover...line up all your channeled skills where you can hit quick and hard, not giving any mobs a real chance to respond. Best of luck to you.
  14. I have a 50 sniper and never really noticed the issues you are mentioning (couple of rare cases aside). Help us understand the situation, what spec are you (Marksman, Engineering, Lethality), link to your build preferably? What kind of gear do you have? Also are there specific types of mobs that are giving you trouble? Finally what is your rotation / priority?
  15. There is certainly some good information here, including the links. As a fairly new tank who switched at 50 to tank spec (guild needed a backup / off tank), there is a bit of getting used to. The fact that as jugg we don't have as good of AoE threat as shadows/assassins is correct, but it can be handled. What I've found is that plenty of smashes and your normal threat builders and judicious use of your AoE taunt tends to keep things running smoothly. As mentioned above once you start moving though and completing flashpoints and heroic 4s, you will get a pretty good hang of it. Best of luck.
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