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Pyrotech fire damage OP!

STAR WARS: The Old Republic > English > PvP
Pyrotech fire damage OP!

exphryl's Avatar


exphryl
05.02.2012 , 02:17 PM | #141
Quote: Originally Posted by VoidJustice View Post
Well... once again, I won't call for a nerf but, getting killed in stunlock even once a match, isn't really a bunch of fun and if you get hit with that while stunned... you have no chance to survive that rotation. Does that spec get electo dart or whatever, cause that's what I get hit by before Im 16k to 0 before stun is over.

As a guardian I think they should get shields and heavy armor as compensation for losing that ridiculous dps.
/wink
Electro Dart: Fires an electro dart that stuns the target for 4 seconds.

0 Seconds: Fire Dart
1.5 Seconds: Ability 1
3 Seconds: Ability 2
4 Seconds: Stun Ends

You die in two hits? You even wearing gear?
E x p h r y l | <Exiled Disciples> Daragon Trail
| ---------- Want to see Pyro Burst Potential in 1.2? Watch This! -----------|
| Valor 90+ Powertech | |Thinking of Rolling a Pyro or Assault VG? Read this Guide |
|
|Guild Website | Youtube| Cassie - 50 Operative | Krelia - 50 Sorcerer|

Codename_Quincy's Avatar


Codename_Quincy
05.02.2012 , 02:19 PM | #142
no gear and debuffed prolly

VoidJustice's Avatar


VoidJustice
05.02.2012 , 02:19 PM | #143
Quote: Originally Posted by exphryl View Post
Electro Dart: Fires an electro dart that stuns the target for 4 seconds.

0 Seconds: Fire Dart
1.5 Seconds: Ability 1
3 Seconds: Ability 2
4 Seconds: Stun Ends

You die in two hits? You even wearing gear?
BM/WH full geared.
Not saying I died completely in the stun; sure did feel that way.
Also how sure are you that someone hasn't figured out a better rotation
than what you think is optimal.
Understanding is the true weapon of a Jedi and willpower is the iron clad arm that wields it.

exphryl's Avatar


exphryl
05.02.2012 , 02:20 PM | #144
Quote: Originally Posted by VoidJustice View Post
BM/WH full geared.
Not saying I died completely in the stun; sure did feel that way.
The most damage that would be conceivable, in the event you do NOT have TD on you to begin with is roughly 8K Damage in the course of that stun. Give or take depending on gear.

Quote:
seriously, why is this thread 15 pages long? are there that many bad and/or ignorant players in this game?
Yes
E x p h r y l | <Exiled Disciples> Daragon Trail
| ---------- Want to see Pyro Burst Potential in 1.2? Watch This! -----------|
| Valor 90+ Powertech | |Thinking of Rolling a Pyro or Assault VG? Read this Guide |
|
|Guild Website | Youtube| Cassie - 50 Operative | Krelia - 50 Sorcerer|

DimeStax's Avatar


DimeStax
05.02.2012 , 02:20 PM | #145
Quote: Originally Posted by Scoobings View Post
You can nerf PT's damage, I get it. It's bursty.

The thing is, that PTs give up a lot for that burst and it's not a similar trade off for other classes. PTs have next to no CC, mobility, or Survivability Cooldowns. Pretty much the only thing they have going for them if they are specced for this kind of damage, is damage.

If you nerf that tree much more than by like 5 ish percent, you'll need to start compensating PTs in that tree with some utility, or survivability, or mobility to make up for the fact that their tree is a one trick pony that doesn't even excel at it's only "trick" anymore.

The damage is high, for sure, so I think in the interest of having longer fights burst damage classes like this one should probably be toned down. You definitely need to throw them a bone though, because they have very little to contribute outside of that damage that can't be done better by other classes (if they're pure pyro specced).
I think you can reduce their damage a bit and not touch anything else on the class. I'd say their defensive abilities are on par with that of a Jugg and Marauder (the other melee classes), the OP has a little bit more but the PT Pyro still wears heavy armor and doesn't have to use his defensive cooldowns during his offensive rotation like the OP does, meaning he can save them for when he really needs them as opposed to having to use them as an opener.

Blloodbane's Avatar


Blloodbane
05.02.2012 , 02:22 PM | #146
Quote: Originally Posted by VoidJustice View Post
BM/WH full geared.
Not saying I died completely in the stun; sure did feel that way.
Also how sure are you that someone hasn't figured out a better rotation
than what you think is optimal.
sure you were 1v1 and no snipers around or AoE's?
*The Sith Code* Peace is a lie ~ There is only passion~ Through passion I gain strength ~ Through strength I gain power ~ Through power I gain victory ~ Through victory my chains are broken ~ The Force shall set me free

VoidJustice's Avatar


VoidJustice
05.02.2012 , 02:23 PM | #147
Quote: Originally Posted by exphryl View Post
The most damage that would be conceivable, in the event you do NOT have TD on you to begin with is roughly 8K Damage in the course of that stun. Give or take depending on gear.
Ok so 8k damage while stunned. I'll conceed the point.
Like that's balanced.

Of course I've seen BH's put out 8k in one shot also... so there ya go.
2 BH's 1 does that rotation
the other does the 1 8k shot thing... bamn 16k by 2 BH's in less than 5 seconds.

What other 2 AC's can do that?
Matter of fact Focus Guardians have taken a bunch of nerfs because 2 could do that pre surge nerf.

not saying it should be nerfed but... sure looks that way doesn't it.

btw this happens nightly on my server.
Understanding is the true weapon of a Jedi and willpower is the iron clad arm that wields it.

exphryl's Avatar


exphryl
05.02.2012 , 02:27 PM | #148
Quote: Originally Posted by VoidJustice View Post
Ok so 8k damage while stunned. I'll conceed the point.
Like that's balanced.
Of course I've seen BH's put out 8k in one shot also... so there ya go.
2 BH's 1 does that rotation
the other does the 1 8k shot thing... bamn 16k by 2 BH's in less than 5 seconds.
BH's (mercenaries) can not do 8K since the fix last week (or was it the week before?)

PS: Guild Mara had a lucky string of procs and crits /buffs and did 15K Damage over the course of a Ravage, with a 7.5k+ Last hit. That's 3 Seconds...
E x p h r y l | <Exiled Disciples> Daragon Trail
| ---------- Want to see Pyro Burst Potential in 1.2? Watch This! -----------|
| Valor 90+ Powertech | |Thinking of Rolling a Pyro or Assault VG? Read this Guide |
|
|Guild Website | Youtube| Cassie - 50 Operative | Krelia - 50 Sorcerer|

VoidJustice's Avatar


VoidJustice
05.02.2012 , 02:27 PM | #149
Quote: Originally Posted by Blloodbane View Post
sure you were 1v1 and no snipers around or AoE's?
no, I've stated several times I wasn't very sure of what happened, and then the BH's confirmed they can do 8k damage while your stunned for 4 seconds and I've seen BH's do that 8k damage 1 shot, so now Im almost 100% sure what's going on or what was... if something has truly been fixed.

still wouldn't call for nerfs but... man... whew...

meanwhile... the nerf guardian/sentinal train keeps on chugging.... lol
Understanding is the true weapon of a Jedi and willpower is the iron clad arm that wields it.

cashogy's Avatar


cashogy
05.02.2012 , 02:32 PM | #150
Quote: Originally Posted by DimeStax View Post
Just gonna ignore this dude. He obviously doesn't know his class.
I dont know my class? Youre kidding right? Lets break it down........

Thermal Detonator: 3.5-4k damage, if I use a WZ adrenal I can get up near 5k against low expertise and/or squishy targets.
Rail Shot: 2.5-3.5k, again close to 4k if I use a WZ adrenal. Rail Shot is weapon damage, so is incredibly finicky and barely breaks 1k on a non-crit
Incedniary Missile: a set-up dot, ticks for 18s and does minimal damage.
Combustible Gas Cylinder: 10% chance to proc on weapon damage, 6s duration, ~2k elemental damage. helpful for setting up the bigger combos to conserve heat.
Power Shot: 1.5-2.5k, again, white damage so not reliable, but can proc more Rail Shots
Unload: 2-4k, more white damage so need lots of crits to do anything worthwhile.

Defensive Cooldowns?
Energy Shield: 2min CD, 25% damage reduction. Pyrotech's can spec into having Energy Shield remove movement impairing effects (root and slow, not stun) but it provides no immunity to being re-slowed/rooted immediately after hitting it. This defensive cooldown is mediocre at best, and yet I see people comparing it to Marauders and Juggernauts defensive cooldowns? Come on now........
Kolto Overload: sort of a defensive cooldown, heals 15% health over 10s. Best used for healing up quickly when running into another fight, and not much of a defensive cooldown.

That's Merc. Powertech's do not have any other defensive cooldowns, their survive-ability comes from the Shield tree, which if theyre spec'd Pyrotech they probably dont have many points in.

Against a person not paying attention at all, I can do a maximum of 10-12k damage, but that takes 4 GCDs.

Stop crying overpowered because you got beat. Learn the weaknesses of the class you lost to, figure out how to exploit them, and then execute that plan. Its not rocket science.........

Oh and heavy armor does not increase your survive-ability. You get 4-5% extra damage mitigation from heavy armor over medium, thats it. So a 5,000 damage attack against someone wearing medium armor does ~4800 damage to someone wearing heavy armor. Not a big difference....
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