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Jabbb

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  1. I was thinking something like this, this is basically ironfist, I don't know why you'd take flame barrage though, 15% chance for saving 16 heat on FB is nooooooot great, and heat was never a problem in Ironfist style builds
  2. I'm wondering if this spec: http://www.torhead.com/skill-calc#30...roMZMcrMRMZb.1 Running high energy gas cylinder would be viable, you get jet charge and grapple and a root on grapple, but no snare and its tied to RP dmg making me wonder if it's iffy, you get 15% run speed boost and basically no heat problems, and high survivability. My question is whether you think it would be too hard to stick to a person with just jet charge and no snare. Thoughts?
  3. Lol wrong forum, ignore
  4. I'm wondering if this spec: http://www.torhead.com/skill-calc#301GMhrk0roMZMcrMRMZb.1 Running high energy gas cylinder would be viable, you get jet charge and grapple and a root on grapple, but no snare and its tied to RP dmg making me wonder if it's iffy, you get 15% run speed boost and basically no heat problems, and high survivability. My question is whether you think it would be too hard to stick to a person with just jet charge and no snare. Thoughts?
  5. Jabbb

    Guard needs a counter

    Give IA a poison that makes dmg done to a person with guard/taunt on do full dmg to the guarding tank. So a PT is guarding a sorc. Apply the poison to the sorc, now all dmg to the sorc still does half dmg, but full dmg to the tank. Give it a cooldown so you can't keep it up nonstop, and you've given IA (a class that doesnt have much going for it in team situations) a vital move and made them desirable in Rankeds
  6. I want to make it clear, as a PT: PTs ARE OP However, this 'fix' is terribly thought out and designed, instead of maybe toning down railshot dmg, or maybe making railshot proc from a stacking buff from FB/RP (6 points gets a railshot, 2 per FB 3 per RP) to take out the RNG, they just slap a cd on it and require combustible. The problem is heat management, or the lack there of, that results from this. Because the probability of proc was not substantially increased, the time between railshots is going to be larger by about 4 seconds between each RS, with a minimum of 6 seconds (+ applying combustible) between railshots. The result is that you will be getting sbout 60% of the heat reduction that you were from railshot procs, if heat mangament stayed the same this nerf would be pretty spot on, less railshot procs, less insane RNG burst, perfect. But with 40% less heat reduction from railshot which constituted about 2.5 heat reduction a second on average the rate of overheating will become completely ridiculous, the number of rapid shots that need to be peppered in to stay under 40 heat is too high. I've only gone into the math a little bit here but suffice to say, PT is going to be UNPLAYABLE in 1.2 due to heat, within about 45 seconds of entering a combat situation heat will not be maintainable and the PT will have to do as many as 4 rapid shots in a row to push heat down to the point where they can safely RP/FB into a RS proc. Basically 30 seconds after vent heat goes off there will be a minute period of ridiculously low dmg from crippling heat issues that will completely neuter the PT. Nerf PT, don't ruin them.
  7. Jabbb

    Marauders nerf

    I play a PT and a marauder. In full BM/rakatta. They are both broken OP, PT does tooo much dmg, Marauder does almost as much dmg and has tooo much survivability. PT is super easy to play, mara is super hard. They're completely breaking PT (nerfing them in such a way that they won't be able to manage heat) and buffing marauders. Okay I guess? Both needed a well designed nerf, instead one got a heavy handed farce (PTs) one got a mild buff (mara). I've grown bored of the game due to lack of content and I've decided to leave for greener pastures. The classes were well designed and fun but a bit imbalanced and there was no endgame content. Seeing the changes in 1.2 in balance I have very little confidence in BW balancing classes, they seem to be making things worse. So off I go. What was I talking about? Oh yeah, mara (and PT but not for long) are OP.
  8. The true problem with this nerf isn't that it's too much dmg reduction. It isn't that they nerfed the good luck and kept the bad It's heat. I've done the math, you are going to have to throw in SUBSTANTIAL autoattacks to keep heat down to the point where it's nearly half of your abilities. This will cause a huge loss in dmg, heat just won't stay down anymore. Right now the burstiness is a problem as well as the high dmg output, but the heat BARELY stays okay, you still have to pepper in some autoattacks. After this happens the number of railshot procs is gonna be drastically reduced, and heat is gonna be out of control, I'm calling it right now, pyro will be unplayable in 1.2 do to heat management. The correct thing to do was either make the proc chance 100% or make procing railshot vent more heat than it currently does, because presently, overheating is gonna be a serious issue.
  9. Ironfist is getting a bit of a buff in the patch, the 5 points for shield becomes 3 points so you can spend those points elsewhere, and I prefer to take the shield bonus for rocket punch procs.
  10. Whaaaat. I play PT and mara. Mara I'm happy with but PT is fine. every 6 seconds is good because it greatly increases the proc chance so you'll get more guaranteed procs just no all in a row. All in a row railshots were overkill for keeping heat down anyway.
  11. Mara buffs? Like, okay I guess, but really??? Well I'm not gonna say no. Thanks to all the bad marauders who somehow got them a buff in 1.2. PS. Love the PT change.
  12. 8 8 25, much better than TD in my opinion, and I prefer the FB damage to dmg on periodics below 30%
  13. I have everything keybound on my assassin, it's a lot It's too much, it's just like how everyone complained about the foodcap in warcraft 3, it was so low, which meant it came down to micromanaging single units to the point where that was the only thing deciding matches and it wasn't fun. Same thing so maaaaaaaany keybinds. A good comparison for me is PT vs assassin, PTs snare is attached to flame burst their main ability, this is good, snare is automatically done when you would be in range to do it. However assassin has a seperate snare you need to use, instead of tying it to shock. More PT design less assassin/mara design
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