MVaglin Posted November 20, 2013 Share Posted November 20, 2013 (edited) This write up was originally made for my guild, but since there isn't a real pyrotech guide on these forums, I thought I might as well share it here as well. I am assuming some experience with the mercenary class here, so won't go over every single ability, just the ones that are important to the Pyrotech rotation. For gearing and general advice, I recommend the stickied Arsenal guide from Odawgg here. The Spec For actual fights I recommend this: http://swtor.askmrrobot.com/skills/Mercenary#0-30322-121232322101122203303 A lot of abilities don't have anything to do with your dps output and can be moved around freely. It should be fairly easy to identify which. For dummy parsing (and boss figts with low to none raid damage) you can move the points from ”Stabilizers” to ”Hired Muscle”. Notably missing are points in ”System Calibrations”. The alacrity it gives actually messes with the proc system Pyrotechs use, and will lower your dps output. Some alacrity is nice though to combat lag and pushback, but what you get from ”Rapid Venting is enough for that”. The Abilities Thermal Detonator The heaviest hitting attack in the Pyrotech Tree. It's about as important to a Pyrotech as Heatseeker Missile is to Arsenal. It doesn't deal damage until a few seconds after it's cast, and part of it's damage cmes from a DoT it applies, so it's not always the best burst move, but on tougher targets it's your highest priority. Incendiary Missile A DoT that runs over 18 seconds and also does a low amount of damage up front. As with all DoT:s you want to have this running at all times, but never refresh it until it's actually run out. The good news is that Pyrotechs are only dependant on their target burning and they have multiple ways to achieve this effect, so if the target goes without IM for a GCD or two it's not a disaster. Combustible Gas Cylinder Nothing to say about this really, except as a Pyrotech that's the cylinder you want to use. It's one of the ways you set your target on fire and a whole slew of your abilites are dependant on it. Rail Shot Rail Shot is the core of the Pyrotech rotation. It deals good damage, vents heat and refreshes one of your dots on the target. Power Shot Your bread and butter ability. It's a blaster attack for Combustible Gas Cylinder, it is your major way to refresh Rail Shot and it deals decent damage itself. Unload I use Unload every time I would have to go Power Shot x 3 where it replaces the first two Power Shots. According to the tooltip it deals slightly less damage at half the heat cost. But I've found that with the armor penetration it gets from ”Advanced Trgeting” it actually pulls ahead ever so slightly in damage as well. Rapid Shots Unfortunately, there is no way to get a heat neutral rotation, at least not one that puts out top dps. So you're going to have to mix in Rapid Shots every now and then. Most of the time Rapid Shots will mean you're delaying your rotation by one GCD, since they are hard to weave in without interferring with the tow Power Shots you want to make each cycle. But that's a price we'll have to pay. On the plus side you do get a lowered cooldown on Vent Heat, so can stop thinking about Rail Shot when you have Vent Heat available (or coming off cooldown in the next 10 seconds or so). Prototype Particle Accelerator At it's core Pyrotech Mercenariesrevolve around keeping as many dots as possible on the target while proccing Prototype Particle Accelerator every 6 seconds. PPA claims that UnLoad has a 70% chance and Power Shot has a 45% chance to proc it. Thisis, however, not exactly true. Or rather, it is true for the first UL or PS after a proc, but the second one will proc it much more reliably. So much more reliably that we can build our entire rotation around it in fact. In an ideal world, our rotation would look something like this 8after the initial opener to set things up): Special Attack* → Power Shot → Power Shot → Rail Shot -> repeat occasionally mixed in with UnLoad → Power Shot → Rail Shot * = one of Thermal Detonator, Incendiary Missile, Electro Net or Fusion Missile, alternatively Rapid Shots if you're low on heat. A vast majority of the time, the Power Shot in the above will proc PPA and make Rail Shot available. Now it's important to understand one thing about PPA. What matters for it's internal cooldown is when it procs, not when you actually use the railshot. As long as you use your second Power Shot (or the first Power Shot following an Unload) on the fourth GCD after PPA procs, it will proc again a vast majority of the time. This means you have a little bit of leeway as to when you use Rail Shot. The Opener This is the opener I use: Thermal Detonator → Electro Net → (Relic + Adrenal) → Rail Shot → Power Shot → Power Shot → Rail Shot → Fusion Missile + Thermal Sensors Override → Power Shot → Power Shot → Rail Shot → Thermal Detonator → I know it's a bit long for an opener, but it help serve a couple of points. First it illustrates how the Rail Shot rotation works, second it shows that it's ok to skip refreshing IM for a GCD as long as their is another burning effect on the target, third it lines up perfectly with Thermal Detonator's cooldown. And these attacks are always static, as in as long as there is a boss to shoot at, I won't deviate from this pattern. In fact, the static pattern is even longer (continuing from where we left off): PS → PS → RS → IM → PS → PS → RS → PS → PS → PS → Vent Heat → TD → RS → PS → PS → RS After this point you need to pay attention to your heat and weave in Rapid Shots as required. The Priorities Now, since the cooldowns don't line up properly, and heat will haunt you, you won't be able to stick to a set rotation. Or it's possible you could, but it'll mean a lowered damage output. So here's my priority, in order: Power Shot (if it's the 4th GCD since PPA proc:ed and if Rail Shot is on cooldown) Rapid Shot (when heat requires it*) Thermal Detonator (if it doesn't bring you above 40 heat, otherwise below Rail Shot) Rail Shot (if you've got the PPA buff and the target is burning) Incedinary Missile (if the target doesn't have the IM DoT on it) Electro Net Fusion Missile with Thermal Sensor Override Unload Power Shot *= basically if your next ability will push you over 40 heat and Vent Heat isn't available or coming off cooldown soon. The only thing this priority doesn't really cover is that you need to fit in two Power Shot or Unload in each PPA cycle. Another possibility is that a proc:ed Rail Shot should have priority over Thermal detonator, since it refreshes the dot from Combustible Gas Cylinder. In theory this should work out perfectly. The DoT runs for 6 seconds and you can fire a Rail Shot every 6th second as well. So you should be able to have the DoT at almost 100% uptime if you always fire rail shot whenever it procs. I've found two problems with this: 1. If there is any lag or pushback added to your rotation this can cause your Rail Shot to be delayed by enough that the DoT will fall off anyway. 2. When you add in Rapid Shots into your rotation most of the time that will cause a delay by one GCD before your next Rail Shot procs, which can also cause the DoT to fall off. When I've experimented with this, I found that trying to keep the DoT at 100% uptime at the expense of TD lowered my DPS output, but with more practice it could be worthwile. Note that in this rotation there's no room for Death From Above. It simply doesn't synergize well with the rest of the Pyrotech abilities, and is a tad to expensive. But it's still excellent in fights where you need the AoE. The Alternative Kinslayer posted this in the comment which is a good alternative (she's got the current highest parse, so she knows what she's talking about). I end up doing something similar but push TD harder when possible (which is rare I admit), and my opener is slightly different. Opener TD, EN, Relic + Adrenal, IM, RS, PS, PS (even if proc), RS Spam TSO + FM, PS, PS, RS, TD, PS, PS, RS, IM, PS, PS, RS, PS, PS, PS, RS, TD + VH, PS, PS, RS General Rotation IM, PS, PS, RS, UL, PS, RS, TD, PS, PS, RS, (if heat > 19 Rapid), IM, PS (x2 if necessary), RS, UL, PS, RS, TD, PS, PS, RS, (if heat > 19 Rapid), IM, PS (x2 if necessary), RS, UL, PS, RS, TD, EN, Relic / Adrenal, PS (x2 if necessary), RS, IM, PS, PS, RS It's basically the opener and then just cycling between spam and general rotation but there's a couple of things I think are worth mentioning. Firstly, the primary focus here is on proccing PPA as often as possible and with the possible exception of the very first proc I use RS as soon as possible every single time and prioritize it over every other ability. Secondly, this rotation is incredibly light on rapid shots - you should only have to use it once out of the possible 2 places, which is only 3 times in total from a 5 minute parse. And finally, I delay the 2nd adrenal and 3rd relic use slightly to maximize their benefit as I feel they are more useful being used when there's no need to manage heat through UL and rapid shots. The Parse Here is my current dummy best parse using this, with the new armor debuff and health modifier: TTK: 4m 29.966s My previous best before that came into effect: 3326,84 dps The Credits Most of my understanding of Pyrotech comes from analyzing Odawgg's parses and his comments in various threads. Also, LordKantner's hybrid guide has been a lot of help. And he's been telling us Pyrotech (or assault specialist) is good for longer than anyone else. Thanks to Kinslayer for the alternative rotation and for doing extremely well with the class. Also thanks Bioware for breaking Rail Shot, not sure I'd ever have tried Pyro otherwise The Updates Changed the priorites slightly on Odawgg's suggestion. 2013-12-20: Added alternative rotation and priority from Kinslayer, updated my own opening rotation and priorities slightly. 2014-01-04: New top parse Edited January 4, 2014 by MVaglin Link to comment Share on other sites More sharing options...
MVaglin Posted November 20, 2013 Author Share Posted November 20, 2013 reserved Link to comment Share on other sites More sharing options...
Never_Hesitate Posted November 20, 2013 Share Posted November 20, 2013 Am I seeing this correctly the td and im are at a 10m range even for the merc? Link to comment Share on other sites More sharing options...
MVaglin Posted November 20, 2013 Author Share Posted November 20, 2013 That's a bad tooltip on AMR, they're 30 meters. Link to comment Share on other sites More sharing options...
Never_Hesitate Posted November 20, 2013 Share Posted November 20, 2013 That's a bad tooltip on AMR, they're 30 meters. Ok, thanks. Link to comment Share on other sites More sharing options...
odawgg Posted November 21, 2013 Share Posted November 21, 2013 (edited) Nice Guide Only thing I might add (if you want to keep this guide relatively OCD free) is that I personally prioritize TD>IM>EN>TSO+FM all above rail shot but below proc'ing PPA. Edited November 21, 2013 by odawgg Link to comment Share on other sites More sharing options...
The_Duck Posted November 21, 2013 Share Posted November 21, 2013 This is great. Thank you. I just switched to Pyro and like it. However, I basically have the same gear as you currently and my numbers are drastically lower than yours (by about 600 dps ) I have a bit more crit currently but I can't imagine that would account for 600 dps. So, where am I going wrong if I am leveling out at 2500-2600 dps? My APM is about 8 less than your parse but not sure where the additionals could come from. Any advice is appreciated. http://www.torparse.com/a/500371 Link to comment Share on other sites More sharing options...
MVaglin Posted November 21, 2013 Author Share Posted November 21, 2013 Welll, getting your APM up is the best way to start. I strongly suggest you look at Odawgg's arsenal guide and especially read the part about Always Be casting. In short, make use of the action queue so that before you're done with your current attack, the next one is already lined up. I did a cropepd sample of both our parses at 250 seconds to get a more accurate comparison. Yours: http://www.torparse.com/a/500371/time/1385054268/1385054518/0/Damage+Dealt Mine: http://www.torparse.com/a/498894/time/1384940059/1384940309/0/Damage+Dealt We're the same on the number of Thermal Detonators, so you're using those on cooldown. You have more incendiary missiles than me, which unfortunately isn't necessarilly a good thing. I am a little lax with them at times, but I don't think I miss them that frequently, which means you're sometimes refreshing IM when the dot on it is still running. Now for the big thing, I have almost twice as many power shots as you do, and 25% more rail shots, while you have more unloads than me. Here of course one follows another, more power shots means more rail shot procs, which in turn means more heat dissipated. But the main thing to improve upon is to get APMs up and being comfortable with the tighter heat management that entails. Link to comment Share on other sites More sharing options...
Kinslayer Posted November 21, 2013 Share Posted November 21, 2013 Now, since the cooldowns don't line up properly, and heat will haunt you, you won't be able to stick to a set rotation. Or it's possible you could, but it'll mean a lowered damage output. So here's my priority, in order: I'm going to have to disagree with you here. True, the 15s CD on Thermal Detonator means it doesn't really fit perfectly into a rotation given the 6s CD on PPA but even after a lengthy discussion with Odawgg yesterday about this and other pyro related topics, I still think delaying it slightly is not a terrible thing. Comparing my best parse with yours at the 250s mark shows you used 1 more TD, 4 more UL and 8 more Rapid Shots, but I used 2 more IM, 3 more RS and 12 more PS and I more or less adhere to a fairly strict rotation. Link to comment Share on other sites More sharing options...
MVaglin Posted November 22, 2013 Author Share Posted November 22, 2013 Mind sharing that rotation? I know I looked at your earlier parses when you were doing something along the lines of TD -> PSx2 ->Rail Shot -> IM -> PSx2 -> Rail Shot -> En/FM -> PSx2 -> Rail Shot OR Unload -> PS -> Rail Shot repeat I used that rotation when rail shot was bugged, due to how easy it is to use. IM lines up perfectly and gets refreshed the second it falls off, and you get to have an almost 100% uptime on the CCG proc. However, when trying to do that after they fixed rail shot, I'm just overheating like crazy. Regardless, I clearly have some work to do, over 5 minutes I'm missing out on 3 rail shots compared to you and 2 rail shots compared to Odawgg. And my APMS are lower than both (though that is slightly explained by using Unload more frequently) Link to comment Share on other sites More sharing options...
Kinslayer Posted November 22, 2013 Share Posted November 22, 2013 (edited) Mind sharing that rotation? I know I looked at your earlier parses when you were doing something along the lines of TD -> PSx2 ->Rail Shot -> IM -> PSx2 -> Rail Shot -> En/FM -> PSx2 -> Rail Shot OR Unload -> PS -> Rail Shot repeat I used that rotation when rail shot was bugged, due to how easy it is to use. IM lines up perfectly and gets refreshed the second it falls off, and you get to have an almost 100% uptime on the CCG proc. However, when trying to do that after they fixed rail shot, I'm just overheating like crazy. Regardless, I clearly have some work to do, over 5 minutes I'm missing out on 3 rail shots compared to you and 2 rail shots compared to Odawgg. And my APMS are lower than both (though that is slightly explained by using Unload more frequently) Sure - what I've been doing lately is: Opener TD, EN, Relic + Adrenal, IM, RS, PS, PS (even if proc), RS Spam TSO + FM, PS, PS, RS, TD, PS, PS, RS, IM, PS, PS, RS, PS, PS, PS, RS, TD + VH, PS, PS, RS General Rotation IM, PS, PS, RS, UL, PS, RS, TD, PS, PS, RS, (if heat > 19 Rapid), IM, PS (x2 if necessary), RS, UL, PS, RS, TD, PS, PS, RS, (if heat > 19 Rapid), IM, PS (x2 if necessary), RS, UL, PS, RS, TD, EN, Relic / Adrenal, PS (x2 if necessary), RS, IM, PS, PS, RS It's basically the opener and then just cycling between spam and general rotation but there's a couple of things I think are worth mentioning. Firstly, the primary focus here is on proccing PPA as often as possible and with the possible exception of the very first proc I use RS as soon as possible every single time and prioritize it over every other ability. Secondly, this rotation is incredibly light on rapid shots - you should only have to use it once out of the possible 2 places, which is only 3 times in total from a 5 minute parse. And finally, I delay the 2nd adrenal and 3rd relic use slightly to maximize their benefit as I feel they are more useful being used when there's no need to manage heat through UL and rapid shots. I've had a few things suggested to me which I'm yet to try out but for now this is what I've been using. Edited November 22, 2013 by Kinslayer Link to comment Share on other sites More sharing options...
MVaglin Posted November 22, 2013 Author Share Posted November 22, 2013 Thanks. Going to try it out more in depth tonight or tomorrow. Like I said when I tied something similar before I had major heat issues and can't for the life of me seeing how that only requires 3 rapid shots over 5 minutes. Still I've seen your parse, so I can't deny you might be on to something. Regardless, once I've played around with it I'll add it in to the guide as an alternate priority, or switch it with the one I have in case I find this to work better for me. I do like the ease-of-use nature of what you're doing at least. Link to comment Share on other sites More sharing options...
The_Duck Posted November 22, 2013 Share Posted November 22, 2013 Welll, getting your APM up is the best way to start. I strongly suggest you look at Odawgg's arsenal guide and especially read the part about Always Be casting. In short, make use of the action queue so that before you're done with your current attack, the next one is already lined up. I did a cropepd sample of both our parses at 250 seconds to get a more accurate comparison. Yours: http://www.torparse.com/a/500371/time/1385054268/1385054518/0/Damage+Dealt Mine: http://www.torparse.com/a/498894/time/1384940059/1384940309/0/Damage+Dealt We're the same on the number of Thermal Detonators, so you're using those on cooldown. You have more incendiary missiles than me, which unfortunately isn't necessarilly a good thing. I am a little lax with them at times, but I don't think I miss them that frequently, which means you're sometimes refreshing IM when the dot on it is still running. Now for the big thing, I have almost twice as many power shots as you do, and 25% more rail shots, while you have more unloads than me. Here of course one follows another, more power shots means more rail shot procs, which in turn means more heat dissipated. But the main thing to improve upon is to get APMs up and being comfortable with the tighter heat management that entails. thanks for taking the time to offer some analysis. If I follow your logic I should have a railshot firing every 6-7 seconds correct? so 250 / 7 = ~35 rail shots ? another question: If Unload procs railshot should I immediately interrupt the Unload cast and fire the rail-shot or wait until Unload finishes? I definitely am refreshing IM before it finishes (by a sec or 2). I need to work on my timing for that. I guess I am losing out on firing a Powershot by doing that correct? Link to comment Share on other sites More sharing options...
MVaglin Posted November 22, 2013 Author Share Posted November 22, 2013 (edited) I would wait until the unload finishes, then go rail shot, power shot x2 and then you should proc rail shot again. As far as IM, you shouldn't have to lose out on a power shot. Possibly delaying it for a GCD but as long as you get one PS in within the next 3 GCD after proc:ing PPA, and the second on the 4th GCD it should be fine. And yes, rail shot should proc every 6 seconds, with a possible delay if you need to fit in rapid shots. So you should land somewhere between 35-40 over 250 seconds, or between 45-50 if you do the five minutes that's sort of the standard for parse comparison. Edited November 22, 2013 by MVaglin Link to comment Share on other sites More sharing options...
The_Duck Posted November 22, 2013 Share Posted November 22, 2013 I would wait until the unload finishes, then go rail shot, power shot x2 and then you should proc rail shot again. As far as IM, you shouldn't have to lose out on a power shot. Possibly delaying it for a GCD but as long as you get one PS in within the next 3 GCD after proc:ing PPA, and the second on the 4th GCD it should be fine. And yes, rail shot should proc every 6 seconds, with a possible delay if you need to fit in rapid shots. So you should land somewhere between 35-40 over 250 seconds, or between 45-50 if you do the five minutes that's sort of the standard for parse comparison. I analyzed your 250 second parse against mine (thanks BTW). What I found interesting is that you REALLY hit that RS every 6 seconds. Almost to the T! While I am all over the place (even going 10-12 seconds sometimes). Regarding this I am wondering if you do anything special to be grabbing RS right off proc or is it just you prioritize RS and keep that as your main priority to fire it off ASAP. Definitely I am not doing a good job of that so I will pay better attention to firing RS as close to every 6 sec as possible. THANKS AGAIN! Link to comment Share on other sites More sharing options...
MVaglin Posted November 22, 2013 Author Share Posted November 22, 2013 Well, I click on the railshot button 1 second before the second power shot finishes casting every time, since I know that 90% of the time (or so) it'll proc PPA. So I assume it always does. Link to comment Share on other sites More sharing options...
LordKantner Posted November 22, 2013 Share Posted November 22, 2013 Everything seems fine here. In full Pyro I usually save Unload for failed procs, and keep to this filler a majority of the time: RS>PS>[PS]>Insert DoT> RS Bracketed Power shot being the one procing PPA. Only thing different here is I will prioritize CGC>TD>FM>IR. Even thought Rail Shot has a nice delay on it, I can do a missile blast after a rail shot to sync up CGC nicely for a while. Link to comment Share on other sites More sharing options...
The_Duck Posted November 22, 2013 Share Posted November 22, 2013 thanks all. I'll work on my rotation and priorities/queuing Link to comment Share on other sites More sharing options...
odawgg Posted November 24, 2013 Share Posted November 24, 2013 (edited) Here's my latest best parse "rotation", I know you were trying to analyze it MVaglin, maybe this will help: 13:13:08.584 Activates Thermal Detonator 13:13:10.207 Activates Electro Net 13:13:11.401 Activates Power Boost 13:13:11.507 Activates Nano-Infused Attack Adrenal 13:13:11.692 Activates Rail Shot 13:13:13.287 Activates Power Shot 13:13:14.985 Activates Power Shot 13:13:16.499 Activates Rail Shot 13:13:17.693 Activates Thermal Sensor Override 13:13:17.993 Activates Fusion Missile 13:13:19.505 Activates Power Shot 13:13:21.002 Activates Power Shot 13:13:22.503 Activates Rail Shot 13:13:24.002 Activates Thermal Detonator 13:13:25.497 Activates Power Shot 13:13:27.001 Activates Power Shot 13:13:28.505 Activates Rail Shot 13:13:30.033 Activates Incendiary Missile 13:13:31.636 Activates Power Shot 13:13:33.148 Activates Power Shot 13:13:34.649 Activates Rail Shot 13:13:36.135 Activates Power Shot 13:13:37.641 Activates Power Shot 13:13:39.149 Activates Power Shot 13:13:40.665 Activates Thermal Detonator 13:13:40.848 Activates Vent Heat 13:13:42.154 Activates Rail Shot 13:13:43.051 Activates Power Surge 13:13:43.645 Activates Power Shot 13:13:45.152 Activates Power Shot 13:13:46.658 Activates Rail Shot 13:13:48.248 Activates Incendiary Missile 13:13:49.741 Activates Power Shot 13:13:51.273 Activates Power Shot 13:13:52.763 Activates Rail Shot 13:13:54.258 Activates Unload 13:13:57.299 Activates Power Shot 13:13:58.878 Activates Rail Shot 13:14:00.371 Activates Thermal Detonator 13:14:01.900 Activates Power Shot 13:14:03.416 Activates Power Shot 13:14:04.907 Activates Rail Shot 13:14:06.389 Activates Incendiary Missile 13:14:07.891 Activates Power Shot 13:14:09.398 Activates Power Shot 13:14:10.897 Activates Rail Shot 13:14:12.606 Activates Unload 13:14:15.512 Activates Power Shot 13:14:17.014 Activates Rail Shot 13:14:18.510 Activates Thermal Detonator 13:14:20.015 Activates Power Shot 13:14:21.525 Activates Power Shot 13:14:23.022 Activates Rail Shot 13:14:24.511 Activates Rapid shots 13:14:26.017 Activates Incendiary Missile 13:14:27.510 Activates Power Shot 13:14:29.021 Activates Rail Shot 13:14:30.520 Activates Unload 13:14:33.425 Activates Power Shot 13:14:35.031 Activates Rail Shot 13:14:37.004 Activates Thermal Detonator 13:14:38.432 Activates Power Shot 13:14:40.348 Activates Power Shot 13:14:41.722 Activates Rail Shot 13:14:43.206 Activates Electro Net 13:14:44.707 Activates Power Shot 13:14:46.214 Activates Power Shot 13:14:47.741 Activates Rail Shot 13:14:49.216 Activates Incendiary Missile 13:14:50.716 Activates Thermal Sensor Override 13:14:50.813 Activates Fusion Missile 13:14:52.425 Activates Thermal Detonator 13:14:53.936 Activates Unload 13:14:56.835 Activates Rail Shot 13:14:58.422 Activates Power Shot 13:15:00.021 Activates Power Shot 13:15:01.629 Activates Rail Shot 13:15:03.121 Activates Power Shot 13:15:04.605 Activates Power Shot 13:15:06.094 Activates Power Shot 13:15:07.698 Activates Thermal Detonator 13:15:09.384 Activates Incendiary Missile 13:15:10.878 Activates Rail Shot 13:15:11.186 Activates Vent Heat 13:15:12.409 Activates Power Boost 13:15:12.583 Activates Power Shot 13:15:14.194 Activates Power Shot 13:15:15.692 Activates Rail Shot 13:15:17.217 Activates Unload 13:15:20.114 Activates Power Shot 13:15:21.615 Activates Rail Shot 13:15:23.103 Activates Thermal Detonator 13:15:24.595 Activates Power Shot 13:15:26.141 Activates Power Shot 13:15:27.645 Activates Rail Shot 13:15:29.141 Activates Incendiary Missile 13:15:30.645 Activates Power Shot 13:15:32.146 Activates Power Shot 13:15:33.646 Activates Rail Shot 13:15:35.155 Activates Unload 13:15:38.079 Activates Power Shot 13:15:39.666 Activates Rail Shot 13:15:41.709 Activates Thermal Detonator 13:15:43.031 Activates Power Shot 13:15:44.538 Activates Power Shot 13:15:46.048 Activates Rail Shot 13:15:47.647 Activates Incendiary Missile 13:15:49.252 Activates Rapid shots 13:15:50.604 Activates Power Shot 13:15:52.116 Activates Rail Shot 13:15:53.610 Activates Unload 13:15:56.606 Activates Power Shot 13:15:58.211 Activates Thermal Detonator 13:15:59.718 Activates Rail Shot 13:16:01.310 Activates Power Shot 13:16:02.835 Activates Power Shot 13:16:04.319 Activates Rail Shot 13:16:05.815 Activates Incendiary Missile 13:16:07.310 Activates Power Shot 13:16:08.811 Activates Power Shot 13:16:10.321 Activates Rail Shot 13:16:11.825 Activates Unload 13:16:15.265 Activates Nano-Infused Attack Adrenal 13:16:15.267 Activates Power Shot 13:16:16.812 Activates Rail Shot 13:16:18.312 Activates Thermal Detonator 13:16:19.822 Activates Electro Net 13:16:21.318 Activates Power Shot 13:16:23.011 Activates Power Shot 13:16:24.626 Activates Rail Shot 13:16:26.222 Activates Thermal Sensor Override 13:16:26.322 Activates Fusion Missile 13:16:27.877 Activates Power Shot 13:16:29.385 Activates Power Shot 13:16:30.895 Activates Rail Shot 13:16:32.348 Activates Incendiary Missile 13:16:33.976 Activates Thermal Detonator 13:16:35.462 Activates Power Shot 13:16:37.111 Activates Rail Shot 13:16:37.201 Activates Power Surge 13:16:38.609 Activates Power Shot 13:16:40.103 Activates Power Shot 13:16:41.614 Activates Power Shot 13:16:43.239 Activates Vent Heat 13:16:43.324 Activates Power Shot 13:16:44.833 Activates Rail Shot 13:16:46.328 Activates Power Shot 13:16:47.865 Activates Power Shot 13:16:49.336 Activates Thermal Detonator 13:16:50.831 Activates Rail Shot 13:16:52.330 Activates Incendiary Missile 13:16:53.830 Activates Power Shot 13:16:55.529 Activates Unload 13:16:58.532 Activates Rail Shot 13:17:00.126 Activates Power Shot 13:17:01.633 Activates Rail Shot 13:17:03.126 Activates Rapid shots 13:17:04.631 Activates Thermal Detonator 13:17:06.133 Activates Power Shot 13:17:07.653 Activates Rail Shot 13:17:09.131 Activates Incendiary Missile 13:17:10.629 Activates Power Shot 13:17:12.140 Activates Power Shot 13:17:13.660 Activates Rail Shot 13:17:13.968 Activates Power Boost 13:17:15.395 Activates Unload 13:17:18.337 Activates Power Shot 13:17:19.926 Activates Rail Shot 13:17:21.615 Activates Thermal Detonator 13:17:23.041 Activates Power Shot 13:17:24.546 Activates Power Shot 13:17:26.046 Activates Rail Shot 13:17:27.548 Activates Incendiary Missile 13:17:29.041 Activates Rapid shots 13:17:30.540 Activates Power Shot 13:17:32.245 Activates Unload 13:17:35.233 Activates Rail Shot 13:17:36.834 Activates Power Shot 13:17:38.369 Activates Rail Shot 13:17:39.966 Activates Thermal Detonator 13:17:41.467 Activates Power Shot 13:17:42.982 Activates Power Shot 13:17:44.474 Activates Rail Shot 13:17:45.968 Activates Incendiary Missile 13:17:47.467 Activates Power Shot 13:17:49.208 Activates Power Shot 13:17:50.817 Activates Rail Shot 13:17:52.324 Activates Electro Net 13:17:54.059 Activates Power Shot 13:17:55.480 Activates Power Shot 13:17:56.983 Activates Rail Shot 13:17:58.581 Activates Thermal Detonator 13:17:59.794 Activates Thermal Sensor Override 13:18:00.088 Activates Fusion Missile 13:18:01.647 Activates Power Shot 13:18:03.144 Activates Rail Shot 13:18:04.650 Activates Power Shot 13:18:06.151 Activates Power Shot 13:18:07.648 Activates Power Shot 13:18:09.159 Activates Rail Shot You'll notice I proc'd PPA 3 times with UL, the first one I really rolled the dice on since I hadn't even fired a power shot yet, the other 2 I felt my heat was low enough to justify it and I got lucky on 2 of them since my next power shot following the Rail Shot still proc'd a PPA... Edited November 24, 2013 by odawgg Link to comment Share on other sites More sharing options...
DieGhostDie Posted November 26, 2013 Share Posted November 26, 2013 (edited) I haven't been playing my Merc for a while but I did test out Vaglin's and Pizza's rotations... Dear god, I was shown the light. http://www.torparse.com/a/505249 2908 DPS My Mercenary was mostly in 72 gear (No Crit Mods, 1 Microfilament Implant, 1 75 Armoring on Belt, UW SA and BA Relics) Well, time to roll Pyrotech in raids! Edited November 26, 2013 by DieGhostDie Link to comment Share on other sites More sharing options...
MVaglin Posted December 20, 2013 Author Share Posted December 20, 2013 Updated opener and priorities, added in Kinslayers rotation as an alternative. Link to comment Share on other sites More sharing options...
Eilykarol Posted December 22, 2013 Share Posted December 22, 2013 Dumb question, but this seems like the place to ask: what are the stat/gear priorities? It seems like with talents like Firebug, crit and surge should be the best stats after Aim, but I've never been a huge number cruncher Seems like crit > surge > power for me (52 with some decent gear). Link to comment Share on other sites More sharing options...
MVaglin Posted December 22, 2013 Author Share Posted December 22, 2013 to be honest I don't pay much attention to gearing myself when leveling. You're not wearing the gear long enough to want to spend time min/maxing it. Basically I go with whatever piece has more stats on it. But yes, crit (and by relation Surge) seems to have the edge over power, at least until the DR changes start kicking in, which happens roughly at the level you're at now. Then power gets better and better until level 55. Firebug does boost a lot of abilities though, so crit may be better at 55 for pyro than many other specs, I haven't ran the numbers though. Also, accuracy is still important. unless you have 100% ranged accuracy, it takes priority over Surge imo. Link to comment Share on other sites More sharing options...
Eilykarol Posted December 23, 2013 Share Posted December 23, 2013 to be honest I don't pay much attention to gearing myself when leveling. You're not wearing the gear long enough to want to spend time min/maxing it. Basically I go with whatever piece has more stats on it. But yes, crit (and by relation Surge) seems to have the edge over power, at least until the DR changes start kicking in, which happens roughly at the level you're at now. Then power gets better and better until level 55. Firebug does boost a lot of abilities though, so crit may be better at 55 for pyro than many other specs, I haven't ran the numbers though. Also, accuracy is still important. unless you have 100% ranged accuracy, it takes priority over Surge imo. Yeah, I just hit 55, so I'm going for accuracy to 100%, then crit and surge. Rotation seems to be flawless here and very smooth...Pyrotech is a blast to play Link to comment Share on other sites More sharing options...
MVaglin Posted December 24, 2013 Author Share Posted December 24, 2013 Yeah, the predictability of the rotation (compared to Arsenal) is what makes me like Pyrotech more and more. Link to comment Share on other sites More sharing options...
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