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Pyrotech / Plasmatech Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Pyrotech / Plasmatech Set Bonuses and Tactical Items
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HKtheindomitable's Avatar

04.23.2019 , 12:31 PM | #11
Tactical item that enables Plasmatize, Incendiary Round, to be AoE and Flak Shell, Explosive Surge, and Artillery Blitz to deal more AoE damage. This will help with large groups of adds (like the Revanite Commanders encounter).
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lord-angelus's Avatar

04.24.2019 , 06:14 AM | #12
Instead of an auto attack, we can do something else for the rotation, that's the only boring part of this spec if you ask me. Other than that I wouldn't touch it so much, it's a great spec.

Bonzenaattori's Avatar

04.24.2019 , 03:25 PM | #13
Note: These ideas are based on three things:
1) That tactical items is a new specific item slot whose primary function is to change the way a skill functions or adds an addtional function to an ALREADY existing discipline specific skill. For plasmatech these are as follows: Plasmatize, Incendiary Round, Plasma Flare, Shockstrike
2) That the changes listed as potential ideas consider the fact that set bonuses are a seperate design, however can coexist together without necessarily clashing in functionality
3) The ideas proposed are not/do not consider the possibility of new changes expected for future class balancing, and are therefore likely to change to correspond to the updates
That said, each ability is to be considered a separate idea, for the sake of creativity

Tactical Items: "These should modify one of your Advanced Class/Discipline abilities to work differently. The goal is for you to use the ability in situations you previously wouldn’t (more often, against specific targets, etc)"

Plasmatize now automatically spreads to another target when the duration of the effect expires or is prematurely replaced with another Plasmatize, regardless of if the target dies or not

Plasmatize now automatically applies Incendiary round, effect occurs once every 30 seconds

Plasmatize tick rate is increased by 100% and it's duration is reduced by 50%

Plasma Flare now leaves a burn mark on the target's armor, allowing you to cast Shockstrike from further way

Plasma Flare causes Incendiary flare, causing Incendiary Round and Plasmatize's burn effects to end prematurely, dealing the unique damage if they are currently on the target

Plasma Flare is now affected by Burnout (10% damage increase on targets lower than 30% health)

Shockstrike now disarms the target for 4 seconds, preventing them from using aggressive abilities for the duration

Shockstrike causes an electrical discharge, damaging one additional target for the elemental damage portion only

Shockstrike now immediately grants one missle charge of Shoulder Cannon

Incendiary Round
Whenever Incendiary round is spread due to Rain of Fire's Ion wave effect, the damage over time ticks faster

Incendiary Round now has splash damage on targets within 5 metres of the initial target

Incendiary Round marks the target allowing High Impact bolt to be used at any range. The mark has a low duration of 5 seconds however.

Set Bonuses: These should be focused on the broader “kind of tools” your class uses, but not specific abilities. Some examples are sets that center around bleeds, force damage, lightning, shields, cover, and so on.

2 Set - Damage over time effects increase damage by 1% for every unique burn (max of 3%)
4 Set - Shockstrike and Plasma Flares cooldown is reduced by 3 seconds and cost reduced by 2 heat
6 Set - High Impact Bolt now triggers Critical Burns, for 15 seconds on activation, all burns caused by Plasmatize, Incendiary Round and Plasma Cell have a 100% chance to critically hit
Full Set - Increases Mastery by 3% and damage on burning targets by 3%

Darthanimus's Avatar

04.30.2019 , 04:51 PM | #14
DoT classes need to get an overhaul to the way DoTs behave, a sane person does not go pyrotech/plasmatech and queue ranked, why, cause of the inherent slow to ramp up DoTs and the lack of defensives. This DoT spec, as do some others need defensives to allow them to survive long enough to inflict damage. My suggestions are as follows;

DoTs should do a lot more damage to single targets and less when the DoTs are spead to multiple players.
Dots do more damage at the start, to mitigate the slow to ramp up, then less damage once we get into the main rotation. This option fixes FOTM classes. A tactical Item that changes the behaviour of DoTs would see a lot more viability with classes that currently do not participate in ranked. Lets be honest, there are only a few specs that dominate the ranked leader boards. I am going to main a plasmatech/pyrotech and win ranked, said no one ever!
Energy, slow DoT startup and energy conservation kill their viability. There are exceptions to this, balance and madness and highly viable, because of the superior DoT spread, their abundant energy pool, and good defensives such as phase walk and force barrier. Pyrotechs/plasmatechs have no decent Dcds to speak of.

I really like this class and would love to see some meaningful improvements.
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HKtheindomitable's Avatar

05.01.2019 , 10:31 AM | #15
I'd like to be able to have the option to either focus more on DoT or burst if I don't want to do both. With the amount of abilities increasing, it's going to get more difficult with hitting buttons.

To make the DoT better, I think it'd be useful for Plasmatize and IR to either do more damage, and/or affect more targets. Plasmatize can go out as three plasma flame drones, and IR could be an AoE (like it used to be) and then "chain out" to a few beyond that that are close by. Add to that that Flak Shell causes a bleed effect. Burning and bleeding should increase the damage of each other (though not by much), and burning targets take more damage.

Burst would focus more on SS, HIB, PB, IP. HIB has no restrictions, SS still procs HIB crit, HIB should proc PB. It would be cool if PB could do a small AoE (really small). Maybe IP does a chain of up to 2 other close targets. Both of those having a distance of no more than 2m max. Much more single target with small AoE.

Now, I've been giving thought to how to make it so that this AC could be more useful with these options in boss fights that are more ranged friendly. Have those be set bonuses, and a tactical item that increases range to 30m. Of course, all of this can be mixed together too.
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TheSpiceIsRIght's Avatar

05.02.2019 , 02:08 AM | #16
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions


Tactical Suggestions:
  • Railshot → free flame burst in Flame Barrage passive.

Set Bonus:
  • Explosive fuel increases alacrity by (2-10%??)
  • Explosive Fuel vents 3 heat per second over the duration
  • Rail shot makes your next flame burst or flame sweep generate no heat.1
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Delani's Avatar

06.01.2019 , 12:55 PM | #17
Flaming fist knocks the enemy down for 2 seconds
Searing wave roots the enemy for 2 seconds
sweeping blast dmg increased by 75% and slows the enemies by 50%
Incendary missle reverses the enemies controls for 3 seconds
when stunned, you heal instead of take dmg
Kotlo now activates at 70% and last twice as long
Sonic Missle forces the enemy to target someone else (PVP)
Deadly Onslaught roots the enemy during the duration

Zunayson's Avatar

07.21.2019 , 11:35 AM | #18
Another poster in AP/Tactics thread mentioned bringing back Death from above/mortar volley channeled.

I still have my love for my channeled flame thrower. A tactical to make it once again channeled, and also deal twice as much damage than it does currently (but over 3 seconds).

If it could be used while moving, that would be something, but if not - I guess that's okay.
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BFBHitmarkers's Avatar

10.30.2019 , 04:44 AM | #19
I will echo the 'Shatter Slug spreads incendiary missile' . Being the only class that has to position themselves in the direction you want to spread dots is annoying and relentless. Shatter slug is a 360 degree attack, please please please make this spread the DOT rather than a directional cone attack.

KWONRYU's Avatar

11.28.2019 , 01:00 PM | #20
Pyrotech Tacticals

Power Punch: A Power Yield is activated whenever you do a critical hit with Flaming Fist.

Lifesaver: You gain a Heal-over-Time (low health per tick for 10 ticks) whenever you activate Energy Shield.

Predator: Critical hits with Incendiary Missile refreshes Cooldown on your Shoulder Cannon.

Pyromaniac: Immolate now does AoE-damage, hitting everyone (up to 10 targets) around the primary target within x meters. A critical hit with immolate will also put a DoT on the primary target and minions/non-elites around the target hit will run around screaming with fear.

Flamebringer: Doubles the duration and halves the cooldown on Explosive Fuel.

Powertech tacticals:

Emergency Stations: Energy Shield is activated automatically whenever you take 10 % of your health in one hit.

Bastion: Power Yields duration is doubled and increases your Armor by 70 % instead of 40.