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Deeper look into core BH skills. - Printable Version +- SWTOR Mechanics Forums (http://mmo-mechanics.com/swtor/forums) +-- Forum: Class Discussion (/forum-7.html) +--- Forum: Bounty Hunter and Trooper (/forum-10.html) +--- Thread: Deeper look into core BH skills. (/thread-241.html) Pages: 1 2 |
Deeper look into core BH skills. - johnnypoopalot - 09-06-2011 10:46 AM Found this video today. It was posted just 2 hours ago. It shows us a little more into the Bounty Hunter core skills. I enjoy the cylinder system they seem to have (similar to that of the Sith Assassin's saber charges). I will create a list of the abilities shown in the video. Enjoy http://www.youtube.com/watch?v=q1a32YDD6W8 Edit* Here are the abilities that I haven't seen paraded around the internet just yet. Hope it's helpful. Rocket Punch: Close range rocket punch deals x damage. Unload: Unload your blaster into the target dealing x damage. Weak and standard enemies caught in the blaster will be stunned for the duration. Fires both blasters if dual weilding. Combustible Gas Cylinder: Load your blaster with plasma gas. All blaster attacks have a chance to cause x elemental damage ever 3 seconds for 6 seconds. Only one cylinder can be active at a time. Explosive Dart: Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic when the dart is active. The explosion deals x damage to up to 3 targets. Standard and weak enemies are knocked back. High Velocity Gas Cylinder: Load your blaster with high velocity gas. While active armore penetration is increased by 35% Electro Dart: Stuns the target for 4 seconds 1 minute cd. Energy Shield: Reduces all damage by 20% for 20 seconds 1.30 minute cooldown On the Trail: Finish the cooldown on electrodart, Retores 2% health every 3 seconds for 1 minute. Requires a companion. 20 minute cd. Thermal Sensor Override: Next ability generates no heat. Lasts 10 seconds. 20 minute cd. Stealth San. Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds. 30 second cd Oil Slick: Spray the immediate area with oil. Nearby enemies become unbalanced and have their accuracy with ranged and melee attacks reduced by 20% for 18 seconds. RE: Deeper look into core BH skills. - Frouzen - 09-06-2011 02:34 PM Bounty Hunter Unload Channeled: 3 secs Cooldown: 15 secs Range: 30m Unload your blaster into the target, dealing 70-89 weapon damage every second. Weak and Standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding. Combustion Gas Cylinder Activation: 1.5 secs Load your blaster with plasma gas, giving all your blaster attacks a chance to deal 22-23 additional elemental damage every 3 seconds for 6 seconds. Only one cylinder can be active at a time. Explosive Dart Instant Cooldown: 15 secs Range: 30 m Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic when the dart is active. the explosion deals 113-129 kinetic damage to up to 3 targets. Standard and weak targets are knocked back from the blast. Missile Blast Instant Deals 911-94 damage to the target and 12-14 additional damage to up to 3 nearby enemies in a 5m radius. If the first target is a weak or standard enemy they are knocked to the ground. Rail Shot Instant Cooldown: 15 secs Range: 30m Fires a very powerful shot at the target that deals 156-191 damage. Only useable against incapacitated targets and targets suffering from periodic damage. Rocket Punch Instant Cooldown: 9 secs Range: Close range gauntlet attack that does 139-151 damage. Flame Thrower Channeled: 3 secs Cooldown: 18 secs Range: 10m Torches everything in a 10 meter cone with a flamethrower, dealing 258 elemental damage over the duration. Determination Instant Cooldown: 2 mins Remove all incapacitating effects. Death From Above Channeled: 3 secs Cooldown: 1 min Range:5-30m The Bounty Hunter flies to a safe distance and sprays the area with blaster fire dealing 82-97 damage per second for 3 seconds, finishing with a missile blast which deals 130-135 damage. Electro Dart Instant Cooldown: 1 min Range: 30m Fire an electro dart that stuns the target for 4 seconds. High Velocity Gas Cylinder Activation: 1.5 secs Load you blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35%. Only on cylinder can be active at a time. Energy Shield Instant Cooldown: 1 min 30 secs Reduces all damage taken by 20% for 20 seconds. On the Trail Instant Cooldown: 20 mins Finishes the cooldown on Electro Dart and restores 2% maximum health every 3 seconds. Requires an active companion. Lasts 1 minute. Sprint Instant Increase your movement speed and that of your companion by 35%. Cannot be used in combat. Thermal Sensor Override Instant Cooldown: 2 mins Your next ability generates no heat. Stealth Scan Instant Cooldown: 30 secs Range: 30m Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds. Oil Slick Instant Cooldown: 1 min. Range: 10m Spray the immediate area with oil. Nearby enemies become unbalanced and have their accuracy with ranged and melee attacks lowered by 20% for 18 seconds. Powertech http://torguild.net/calculator/bounty-hunter/powertech/ Flame Burst Instant Heat: 2 Range: 10m Fire a burst of flame at the target that deals 134-161 elemental damage. Ion Gas Cylinder Activation: 1,5 secs Load a blaster with ion-charged gas, giving ranged attacks a chance to deal 34 additional energy damage. While this cylinder is active threat generated is increased by 50%. Increases armor by 60%, decreases all damage taken by 5%, and increases shield chance by 20%. Only one Cylinder can be active at a time. Ion Jolts can only occur once every 1.5 seconds. Guard Instant Range: 0-30 m Guards the target while ir remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. in addition, 50% of all incoming damage from enemy players is transfered back to you. Requires Ion Gas cylinder. Neural Dart Instant Cooldown: 15 secs Range: 30m Fire a neural dart that taunts the target to attack for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 0? seconds. Quell Instant Cooldown: 8 secs Range: 4m Interrupts the target's current action and prevents ability from being used for the next 4 seconds. Grapple Instant Cooldown: 45 secs Range: 10-30m Fire a grapple line that pulls the target to the Bounty Hunter. Cannot be used on targets in cover. Flame Sweep Instant A 360 degree spin that burns up to 3 nerby targets for 78 - 85 damage. Sonic Missile Instant Cooldown: 45 secs Range: 30m Fires a missile at an enemy taunting them and nearby enemies to attack for 6 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you. Abilities from Talent Trees: Advanced Prototype Retractable Blade Instant Cooldown: 6 secs Range: 4m Plunges a retractable blade into the target that deals 212-147 kinetic damage and causes the target to bleed for 162 damage over 15 seconds. Hydraulic Overrides Instant Cooldown: 30 secs Grants 8 seconds of immunity from movement slowing effects, knockdowns, knockbacks, or other ballistic events and increases movement speed by 30% Immolate Instant Cooldown: 15 secs Range: 4m Spray the target with fuel and ignite it into a fireball that does 350-376 damage. Firebug Incendiary Missiles Instant Range: 30m Fires a missile at an enemy applying a burn that deals 52-61 elemental damage every 3 seconds. Thermal Detonator Instant Cooldown: 15 secs Range: 30m Hurl an adhesive thermal detonator at the target that detonates after a few seconds. Standard and weak enemies enter a state of panic when the dart is active. The explosion deals 54-57 kinetic damage when it goes off. Standard and weak targets are knocked back from the blast. Shares a 15 seconds cooldown with Explosive Dart. Shield Tech Jet Charge Instant Cooldown: 15 secs Range: 10-30m Jumps to a distant target, doing 230-245 damage and immobilizing the target for 3 seconds. Cannot be used against targets in cover. Kolto Overload Instant Cooldown: 2 mins Increases maximum health by 30% for 20 seconds. The health is lost at the end of the effect. Carbonite Shield Instant Cooldown: 3 mins A shield surrounds the Bounty Hunter reducing all damage taken by 40$ for 10 seconds. RE: Deeper look into core BH skills. - johnnypoopalot - 09-07-2011 12:33 AM Here is a link to the mercenary talent trees. http://war-tools.com/t73183.html I am not sure if anyone has their heart set on playing a Bounty Hunter Shield Tech, but if there are; I would like you guys to take a look at this build/discuss some other builds. http://torguild.net/calculator/bounty-hunter/powertech/?p=02300030000000000020000000000000000230023321012301251 (edit, I used the torguild calculator which seems to be slightly more up to date.) I was trying to capitalize on most AoE threat with flame sweep over rail shot. (I think rail shot is going to be high single target threat regardless of all the talents that increase it's damage.) In the fire bug tree I took: Prototype Heat Bypass: great syndergy with Flame Shield for Flame Sweep criticals. Advanced Targeting: Increased accuracy, increased threat. Energy Surge: Increasing the duration and lowering the cd of Energy shield putting it on a < 1 minute cd seemed mighty fine as a defensive ability. In the Advanced prototype tree I took: Prototype Power Cycler: (2/3) Flame burst looks like our bread and butter move for Powertechs. I feel that stacking up 2-3 stacks of that and unleashing a flame sweep/flame thrower (perhaps coupled with a flame shield proc) would provide a very nice cushion for AoE Threat, Hell, even threat on a boss/single target. Lastly, in the Shield Tech tree I took: Combust: Lowering dmg done by enemy = more survival Intimidation: more threat on all flame moves Ion Overload: Proccing this = a rail shot. Great single target threat helper Resolve: Aim increases all our necessary stats as far as I know. So why not take a 9% increase to it all? Empowered Armor: -6% melee and ranged dmg, yes. Improved Shield Generator: More armor, survival. Jet Charge: Get into the thick of battle quicker. Who doesn't love charging in? Supercharged Ion Gas: Debating on this one now. Would it be a better spent point to finish off Prototype Power Cycler for an additional 25% proc chance? Ion Screen: a flat 2% dmg reduction across the board. Can't go wrong. Flame Shield: This is probably what drove me to the BH tank the most. This talent has so much synergy with the above mentioned talents. I like flame Sweep as our AoE Threat hog, and I like it to crit venting 8 heat (through fire bug tree) and a potential increase of (up to) 100% though prototype power cycler. That has a HUGE damage potential. Kolto Overload: a great Oh, Sh** Button Flame Surge: Increase the crit dmg on flame sweep and rail shot by an extra 50% dmg - more threat through flame shield flame sweep crits. Empowered Tech: 10% more chance to block (I love passive stat gains) Carbonite Shield: An Even better Oh Sh** Button. Things I have already questioned. Is flame sweep going to be worth as much as I hope for multi mob tanking? If it isn't would it be more worth it to take the points out of powercycler and maybe reallocate other points into puncture and rail loaders? At any rate, I have no beta experience and all this is at this point in theorycrafting. I would be much obliged if anyone had any insight/criticism. Thanks in advance. RE: Deeper look into core BH skills. - soalexx - 10-08-2011 12:27 AM based on trees as they are right now http://torguild.net/calculator/bounty-hunter/mercenary/?p=02332032122300220000000000000000000000202330201100000000 merc pvp build http://torguild.net/calculator/bounty-hunter/powertech/?p=02332032122300220030320222000000000000000000000000000 ptech pvp build all the other builds require melee range, healing, and or casting(activation). we'll see though, things are bound to change before ship. RE: Deeper look into core BH skills. - Sol - 10-08-2011 08:57 AM soalexx Wrote:RE: Deeper look into core BH skills. While I fully intend to play a BH/Trooper come release and want to get into the PvP discussion, I'm going to wait until the calcs have been updated as there have been several changes made in the new build that make the old trees completely redundant. Once the have updated them I'll jump back in and talk shop with you though mate, as I'm very interested due to never seriously playing a ranged in PvP before. RE: Deeper look into core BH skills. - Karmond - 10-12-2011 04:06 PM (10-08-2011 08:57 AM)Sol Wrote: Once the have updated them I'll jump back in and talk shop with you though mate, as I'm very interested due to never seriously playing a ranged in PvP before.BH calculators have been updated now. RE: Deeper look into core BH skills. - Poombibio - 10-13-2011 08:53 AM The update Powertech Shield Tech Tree seems to show a huge reliance on Rocket Punch instead of the Rail Shot. Ion Overload = Ion Cylinder now Procs on Rocket Punch Flame Shield = +crit% on Rocket Punch/Flame Sweep AND a successful shield = 25% chance resets the CD on Rocket Punch!(makes little sense to me as its already only 9sec CD, unless we are to spam it every 4.5 secs)(really, whats the chance that u'll Rocket Punch, then proc on shield within 9 seconds in order to Rocket Punch again) Flame Surge = +crit damage on Rocket Punch/Flame Sweep Add in Iron Fist in the Firebug tree = +4%dam/point. Makes it seem like we would need to be in the targets face all the time to really take advantage of this. ![]() Seems to me that if not the Rail Shot(30m range) this would make alot more sense on something with a 10m range, say Flame Burst/Flame Thrower or Heat Blast. RE: Deeper look into core BH skills. - GWARRR - 10-13-2011 09:15 AM For Merc-Firebug PvP this is what I'd roll at first glance. That being said, I still think Arsenal is still the best for Merc PvP, as in this build here. The Arsenal tree just looks much more well integrated with itself, plus the amount of damage you can put out through a Riddle >> Tracer Missile >> Rapid Shots >> Tracer Missile >> Rapid Shots >> Riddle >> Tracer Missile >> Rapid Shots >> Heatseeker Missile rotation can be repeated ad infinitum for massive damage output that would likely drop most characters very quickly in a 1v1 situation. There will be a definite "most efficient time" to use Heatseeker Missiles in your rotation, so the rotation is approximate but you should get the idea. Include the Riddle snare that's not on cooldown, and it's going to be extremely, extremely difficult for someone to take you out 1v1. I don't think channeling is enough of a problem because A. you usually won't be focused down, B. you have alacrity bonuses which help reduce them and C. and your effective range is 15m-30m, which means you have plenty of time to apply snares/knockbacks to make sure you remain in your effective range. That being said, all theorycrafting from a glance, and since there's very little Merc PvP videos floating around (at least that I've seen), it's all we've got to go on. ------- (10-13-2011 08:53 AM)Poombibio Wrote: The update Powertech Shield Tech Tree seems to show a huge reliance on Rocket Punch instead of the Rail Shot. Well, you're supposed to be tanking with the Shield Tech tree. The changes make sense since you're supposed to be, you know, up close absorbing some damage. Plus, I was never a fan of the sheer amount of skill-provided buffs on Rail Shot, a skill that requires stuns/debuffs to even be used, making it a lackluster candidate for being a spammable skill (hence, a skill worth receiving multiple buffs via skills) RE: Deeper look into core BH skills. - Poombibio - 10-13-2011 09:49 AM (10-13-2011 09:15 AM)Darth GWARRR Wrote:(10-13-2011 08:53 AM)Poombibio Wrote: The update Powertech Shield Tech Tree seems to show a huge reliance on Rocket Punch instead of the Rail Shot. Im with ya on Rail Shot not making sense, but I don't think Rocket Punch makes sense either. I certainly expect to be front and center in the fight as a tank, but the AC defining attacks(Heat Blast, Oil Slick) along with Flame Burst/Sweep are all out about 10m range. It certainly wastes the range of those abilities if the attack i'm to spam requires me to always be in their face. To me, the greatest thing about being a BH tank would be to be able to do the dance between 4-10m and thus vastly controlling the engagement running my enemies in circles. RE: Deeper look into core BH skills. - Sol - 10-13-2011 12:48 PM Rail shot can now be used on anyone on fire I believe and doesn't require stunned opponents anymore. I'm currently trying to source where I read that and will psot it up when I do. They way I see the design though, and the same with operatives/scoundrels, is that while you have access to ranged abilities (generally 10m) you are supposed to be in their face for your big hitters, and your ranged attacks give you a bit of leeway and versatility. I'm actuallly playing beta tomorrow and I'll be rolling an operative, which if you look at the skill sets, have a very similar close-mid range design. All the massive hitters are at 4m range, with the snares and mdeium hitters at about 10m range. Thing is that in order to get the tactical advantage buff FOR my big hitters I need to be at 4m so yes, it will be dancing in and out of that 4-10m zone, which I think is exactly what the devs WANT close-mid range dps to be doing. PT's have the advantage that most of your abilities look to hit pretty similar, and you don't ALWAYs have to be in that 4m range. I really like the shield tech tree for the rocket punch proc because it adds versatility to your attacks. yes 9 secs is a relatively short CD but you also get 30% crit increase which is almost a guaranteed crit at that level. This is going to make your rocket punch's really hurt and if you could spam them you'd find yourself pretty damn OP imo. That talent effectively lowers the CD of rocket pucnh by half and makes it an insta crit all for 2 points. Not to mention the increase in crit damage next tier up. Also, if you're MTing you are not going to be moving at all unless you have to for the encounter, as your dps are not going to be happy with you doing so. Therefore 4m or 10m doesn't make any difference. The range components of your other abilities allow you to be more flexible during transitions imo. If kiting adds I would simply leave out RP and use my other abilities if I couldn't effectively use it. no biggie there imo. I'm going to have a deeper look into the Shieldtech/Prototype trees tonight for a pvp build and will post somethine then. |