The Blacklist is the most notorious Bounty Board in the galaxy. Only the most elite Bounty Hunters ever get to hunt those who earn a death mark on the Blacklist.

This is a Blog for Bounty Hunters that have chosen to become Mercenaries for the Sith Empire in Star Wars: The Old Republic.
Showing posts with label Talent Trees. Show all posts
Showing posts with label Talent Trees. Show all posts

Tuesday, March 20, 2012

Prototype Particle Accelerator

According to the latest patch notes the staple talent of the Pyrotech tree Prototype Particle Accelerator (PPA) has been heavily reduced. However the chance to proc has been increased by 15% for all abilities that could previously proc it.
* (Powertech abilities of the same talent placed in the list for comparison)

The big change is that now you can only Proc PPA once every 6 Seconds. Obviously this is a change to the burst nature of the talent where you could get several Rail Shots off in a row by getting lucky with Power Shot and Unload. The Powertech version was quite a bit stronger with all their proc abilities being instant.

Now we should get more consistent procs but less Procs overall. The problem with the change is it does lower the burst damage but it hurts the heat regulation system of Pyrotech with Superheated Rail venting heat on each Rail Shot fired from the proc of PPA while also lowering the overall damage of Pyrotech for both specs by a considerable amount.

Now I can't really say that our damage is in line with other classes as my only way to measure it is via Warzone Scoreboards. Based on that it shows that I am usually on top or near the top of the damage meter. So if the goal of the change here is to reduce the damage that Pyrotechs are capable of, it has succeeded.

I propose something else should be done with the talent than just reducing the proc rate and increasing the proc chance.

Instead of just making PPA proc far less than what it is now I propose a new system be put into place. Simply change the nature of PPA.

The new talent would read something like.


So basically instead of relying on some gimmicky proc that may or may not happen 6 seconds after the last time it happened we switch to a system that reliably lets you reduce the heat cost of Rail Shot and its cooldown in a manner that reduces the burst of the talent and maintains steady heat management.

I think this is a superior system and I would prefer it over what we are currently going to get in 1.2.

Friday, January 20, 2012

So how about those Talent Trees


Being a Bounty Hunter isn't easy, I mean we have to hunt down and find everyone dumb enough to earn a death mark. Sometimes these targets turn out to be well armed and a pain to deal with. It always helps to specialize.

Today we are going over the two Bounty Hunter Mercenary damage talent layouts.


ARSENAL

Arsenal is all about sending a lot of ordinance into the direction of whoever was unlucky enough to piss you off. With the signature spell being Tracer Missile, Arsenal focuses on high sustained burst with short intervals of high damage instant attacks.

The base Arsenal Build looks something like: 0/31/0

With the 10 points you have left over you'll probably want to grab Hired Muscle and Med Tech from the body guard tree. Something to note you want to avoid any talents that boost Alacrity. The reason for this stems from Terminal Velocity.
Basically a critical hit with your Tracer Missile will vent heat every 3 seconds. With Tracer Missile having a 1.5 second cooldown you can effectively vent 8 heat every other Tracer Missile cast. If you have any Alacrity then that will push it to every third Tracer Missile cast.


PYROTECH

Pyrotech's focus on setting the target ablaze with Incendiary Missile and letting them burn. Combined with heavy blaster fire, a Pyrotech can fry someone in no time flat. Pyrotech is all about bursting someone down while correctly managing heat.

The base Pyrotech Build looks something like: 0/0/31

With 10 extra points to spread around its worth going deep into Arsenal to pick up Muzzle Fluting to reduce your overall heat from Power Shot. Unlike Arsenal, Pyrotechs have much stricter heat management. Incendiary Missile costs a staggering 25 heat so its not advised to spam this or you'll find yourself overheating in no time. 
It's interesting to note that unlike Arsenal Alacrity isn't avoided at all cost, however it isn't more desired than critical and surge rating.


OVERVIEW

A quick chart for comparison of the two talent trees.
















Good Hunting