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Most Boring OP AC : Pyro PT

STAR WARS: The Old Republic > English > PvP
Most Boring OP AC : Pyro PT

gundamemo's Avatar


gundamemo
05.09.2012 , 11:24 AM | #71
Why do people conveniently keep forgetting that Pyro PT have GRAPPLE!!

They PULL you from 30 meter to them.

The whole they did less than optimal damage from 30 meter is invalid because they can PULL you to them, into their optimal range.

exphryl's Avatar


exphryl
05.09.2012 , 11:26 AM | #72
Quote: Originally Posted by gundamemo View Post
Why do people conveniently keep forgetting that Pyro PT have GRAPPLE!!

They PULL you from 30 meter to them.

The whole they did less than optimal damage from 30 meter is invalid because they can PULL you to them, into their optimal range.
Unless their resolve is full, and it's on a 45 sec cooldown. Which gives the other player, lets do some math, 45 seconds to build range up again.
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 |
|
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pwnshoppe's Avatar


pwnshoppe
05.09.2012 , 11:27 AM | #73
Quote: Originally Posted by gundamemo View Post
Why do people conveniently keep forgetting that Pyro PT have GRAPPLE!!

They PULL you from 30 meter to them.

The whole they did less than optimal damage from 30 meter is invalid because they can PULL you to them, into their optimal range.
A 45 second cooldown that is impacted by resolve is less effective than an 8 second cd leap that is not affected by resolve.

Scoloplastic's Avatar


Scoloplastic
05.09.2012 , 11:28 AM | #74
Quote: Originally Posted by gundamemo View Post
Why do people conveniently keep forgetting that Pyro PT have GRAPPLE!!

They PULL you from 30 meter to them.

The whole they did less than optimal damage from 30 meter is invalid because they can PULL you to them, into their optimal range.
Their pull is on a 45 sec cooldown and a good PT will use it strategically (like pulling a tank away from the healer or vice versa for example) and not as a gap closer. If he does use it as a gap closer, non melee classes all have knockbacks on much shorter CDs.

If you keep pyros outside 10m range you severely limit their DPS and they can't really close the gap on you...

Sowwy's Avatar


Sowwy
05.09.2012 , 11:31 AM | #75
I have a sent and guard, with plenty of experience in WZ. Level one yourself and you will find a whole new appreciation for the 30m ranged attacks PYROs receive, this I can guarantee .

They are an important part of your arsenal and if you're NOT using them (at 30m), then you have room to improve.

MinguesDew's Avatar


MinguesDew
05.09.2012 , 11:34 AM | #76
Quote: Originally Posted by pwnshoppe View Post
Goes with my other arguement:
4m = 100% dps
10m = 80% dps
30m = 20-30% dps
Goes with the classic argument dead DPS=no DPS.

This isn't PvE, maximizing damage is only important when going for a kill and WZs are actually won with objectives...

I can't count the number of times I've come to a badly zerged door in voidstar and hung back hitting people on the door while reinforcements spawn/arrive; had I rushed in to melee I would be waiting to rez with my teammates.

I also can't count how many times I've harassed/supported my team from above in huttball putting me in the right spot for a fastbreak or alley-oop score.

Can't count how many times in civil war I fought away from the turret we're trying to cap so I can grapple+stun+snare the last guy to die/first guy to fly back while a teammate caps. Same deal for NC.

If winning the WZ is wrong I don't want to be right.

Our ranged DPS does suck there is no doubt about that, but DPS isn't everything, we have relatively little utility, most of that utility is usable at range and being able to hit people from range (burst at that, we just have no sustain at range) is one of the better aspects of our utility.

It is very satisfying to harass a guarded healer so they can't heal while the tank they are healing gets low and then proc yourself another railshot, stun the healer, and turn to finish off the tank at range.

If you fail to take advantage of having a 30yard range on most of our abilities you're doing it wrong.

pwnshoppe's Avatar


pwnshoppe
05.09.2012 , 11:36 AM | #77
Here are ways to beat a PT:

1) Cleanse. Its on a 7 sec cooldown I know, but if you do this even once, it will screw up my ammo management and I wont be able to High Impact bolt until I reapply a dot.
2) Be a shadow and use your yellow damage immunity You should be able to kill me before it expires.
3) Be a stealth class. Any stealth class that gets the jump on my Vanguard will win if they don't screw up.
4) Use Damage reduction talents at the right time. Here is a hint, count to 2 after you have assault plastique (grenade) on you and then use your cooldowns. Every pro vanguard times their damage to hit at the moment the grenade blows up. Shadows/Scoundrels/Sages and Marauders all have the power to go immune for 2 seconds or more, if you do this at the right moment, its a guaranteed win.
5) Stay at > 10 m range. As previously stated vanguards do really really bad damage at range. This is a useful strat if I catch you off-guard or with your stuff on cooldown.

DweezillKagemand's Avatar


DweezillKagemand
05.09.2012 , 11:37 AM | #78
Quote: Originally Posted by Twor View Post
Please look about how the Pyro spec works. A Pyro is required to close the range, otherwise he will a.) heatstarve b.) do not anything in significant damage ways.
A Pyro can OPEN on 30m, after that he must close the range or he stands no chance to win.

Like pwnshope said we need to be at 10m and sometimes switch to 4. You call his arguments invalid? You don't even have any arguments...
Firstly, I fail to see how hitting auto attack to proc a dot so you can use Railshot is going to starve you of heat.

Secondly this dot snares, so if you're getting kited around by someone on Pyrotech, you are pretty bad.

So complaining about not having a gap closer is balls.
Dweezill
Top Hatin' Player

pwnshoppe's Avatar


pwnshoppe
05.09.2012 , 11:40 AM | #79
Quote: Originally Posted by MinguesDew View Post
Goes with the classic argument dead DPS=no DPS.

This isn't PvE, maximizing damage is only important when going for a kill and WZs are actually won with objectives...

I can't count the number of times I've come to a badly zerged door in voidstar and hung back hitting people on the door while reinforcements spawn/arrive; had I rushed in to melee I would be waiting to rez with my teammates.

I also can't count how many times I've harassed/supported my team from above in huttball putting me in the right spot for a fastbreak or alley-oop score.

Can't count how many times in civil war I fought away from the turret we're trying to cap so I can grapple+stun+snare the last guy to die/first guy to fly back while a teammate caps. Same deal for NC.

If winning the WZ is wrong I don't want to be right.

Our ranged DPS does suck there is no doubt about that, but DPS isn't everything, we have relatively little utility, most of that utility is usable at range and being able to hit people from range (burst at that, we just have no sustain at range) is one of the better aspects of our utility.

It is very satisfying to harass a guarded healer so they can't heal while the tank they are healing gets low and then proc yourself another railshot, stun the healer, and turn to finish off the tank at range.

If you fail to take advantage of having a 30yard range on most of our abilities you're doing it wrong.
I actually don't play an Assault vanguard any more. It's fun to play against pugs or noobs, but it is utterly useless against competitive organized team. It takes about 1 match for a premade to learn you are rocking them, and after that, the combos of cleansing and focus marginalize the spec. If you get focused as a pyro/vanguard by an organized team you are dead before you can push your reactive shield expires lol.

DweezillKagemand's Avatar


DweezillKagemand
05.09.2012 , 11:41 AM | #80
Quote: Originally Posted by pwnshoppe View Post
Here are ways to beat a PT:

1) Cleanse. Its on a 7 sec cooldown I know, but if you do this even once, it will screw up my ammo management and I wont be able to High Impact bolt until I reapply a dot.
2) Be a shadow and use your yellow damage immunity You should be able to kill me before it expires.
3) Be a stealth class. Any stealth class that gets the jump on my Vanguard will win if they don't screw up.
4) Use Damage reduction talents at the right time. Here is a hint, count to 2 after you have assault plastique (grenade) on you and then use your cooldowns. Every pro vanguard times their damage to hit at the moment the grenade blows up. Shadows/Scoundrels/Sages and Marauders all have the power to go immune for 2 seconds or more, if you do this at the right moment, its a guaranteed win.
5) Stay at > 10 m range. As previously stated vanguards do really really bad damage at range. This is a useful strat if I catch you off-guard or with your stuff on cooldown.
1) Flame Burst doesn't even have a cooldown and costs like 2 Ammo, thats hardly going to screw you over. You'll have plenty on time in that 7 seconds to get that and Railshot off.
3) Except for stealth scan and the ability to pretty much see any stealthers being all sneaky, if you have the detection talent it makes stealth even more of a joke. Also, there is no way an operative will beat a good pyrotech. It isn't happening.
5) GL with that, considering firstly they can grapple you. Secondly, if they are any good at Pyro, you'll be perma snared - so trying to run out of the 10m range is a pain.
Dweezill
Top Hatin' Player