SWTOR 6.0 Pyrotech Powertech PvE Guide by Prasah-VULKK.com

2021-11-25 03:58:08 By : Mr. Owen Lee

An in-depth SWTOR 6.0 Onslaught Pyrotech Powertech guide for PvE, suitable for beginners and more experienced veterans looking to learn how to improve performance! Including course introductions, gears and statistics, descriptions of abilities and how to best use them, rotations and priorities, descriptions of utilities and best builds and professional tips!

This guide was written by Prasah for VULKK.com

Welcome to read the guide about PowerTech (PT) in Pyrotech Professional!

Pyrotech is a continuous damage melee DPS class with heavy armor. Due to their high damage output and amazing raid utility Pyrotech Powertechs are very popular in SWTOR's various PvE content.

Here are some abbreviations I will use in this guide:

First, let's see what makes Pyrotech as powerful as it is now. Pyrotech is currently one of the highest resolution specifications, which can provide a large amount of sustained damage, high burst of DoT specifications and good AoE damage. Pyrotech is comparable to the highest resolution specifications in the game (at least in Boss battles, when our passive damage starts) and absolutely shines when there are mobs, because we don’t have to leave our single target rotation to cause large-scale AoE harm.

In addition, PT can bring one of the most useful tools in the game for each raid, namely Sonic Rebounder (more in 4.4). Another advantage comes from the gear: the two PT DPS specifications use the exact same set of bonuses, statistics and amplifiers.

Pyrotech has a big weakness, that is its survivability. Although this problem is common in PTs, Advanced Prototype PTs have suffered much less damage than Pyrotechs because they have some tools that Pyrotech lacks, such as Sonic Defense and Energy Rebounders.

Although Pyrotech has some useful passive damage reduction buffs, it lacks a defensive cooldown as large as the Assassin's Shroud of Force or Jugg's Saber Reflect.

In addition, PT is one of the two professions that cannot clear its own debuffs.

I will take a page from Endonae's Lightning Sorc guide because I like the way the guide handles gearing.

The boss in SWTOR has a natural chance to resist/dodge any 10% attack. Every accuracy higher than 100% reduces their chance of resistance/dodgement, so your accuracy should be higher than 110% but still as close to this value as possible. Fortunately, the onslaught expansion brings so many possibilities for SWTOR, you can almost reach 110%. Using the 1591 accuracy level, you will get an accuracy of 110.004%, which guarantees that you will always hit but will not waste any attribute points.

There are many ways to reach the accuracy level of 1591. I use stim 1 286 Augment 3 Initiative Enhancements.

The standard GCD in SWTOR is 1.5 seconds, which means you can only attack one enemy every 1.5 seconds. If Aacrity reaches certain breakpoints, it can lower GCD. In SWTOR, you can only reach two breakpoints mathematically: 1.4 GCD (1213 activity level = 7.143% activity) and 1.3 GCD (3208 activity level = 15.38% activity). Any amount of pleasure spent between these values ​​will be wasted. I use 1.4 GCD because choosing 1.3 will lose too many critical strikes. I reached 1213 by using 3 Nimble enhancements.

I recommend using 13 critical strike enhancements, 1 non-letter Adept enhancement, 2 Sha'tek Adept packs, 1 Sha'tek Adept equipment, and 2 crit crystals. Add excitement and this will give you a key rating of 3319. The basic rule here is that after reaching the threshold of accuracy and agility, you should maximize your critical strike rate. I use Sha'tek Device/Packages and Adept Enhancement because they have the best ratio between critical strike, mastery, strength and low endurance.

I recommend the Meteor Brawler set bonus, because not only can it give you a DPS gain after 15 seconds of using Flaming Fist, it can also turn one of your best offensive CDs into your most powerful damage ability. Using the 6-piece bonus, activating Flame Blast, Flame Fist, Orbital Shot, Searing Wave, Flame Sweep, Deadly Blast, or Shattered Warhead when the explosive fuel is activated will make you stack up to 7 layers of Fire Fall. When the explosive fuel is exhausted, you can cause damage to up to 8 enemies. The damage is proportional to the number of Firefall stacks you build. A full stack and adrenaline will crit and cause a lot of damage to each enemy, which makes Firefall the highest hit ability to date. This alone can make this set crazy, but there is more: After your explosive fuel is over, the heat generated by your skills in 20 seconds is reduced by 75%. How can I emphasize the incredible improvement this hurt you. The main difficulty here is to time Explosive Fuel correctly, because the damage is delayed by 15 seconds from activation, and you can’t really pre-cast it because you don’t want to waste the 25% critical strike buff from Explosive Fuel.

I used 6 Meteor Brawler Sets and 1 Amplified Champion Set to get an extra amplifier slot.

This is the tactic I use the most in Pyrotech, because it enhances all the spin abilities except Railshot and Rapid Shots during the fuel explosion. This provides the greatest boost to your overall DPS and combustion phase.

Explosive weapons cause Flame Fist, Flame Burst, and Sacrifice to cause huge AoE damage, and the searing wave will hit twice when the explosive fuel is activated. This is very amazing in the battle with many mobs in good health (such as Geonosis Queen HM or Dxun's Security Center). Ideally, the mobs should last until your explosive fuel is over, because this tactic will become weaker when the mobs die quickly.

Both PT DPS specifications benefit the most from the Tech Wizardry 1% amplifier, as most PT skills cause technical damage. This booster can only be used on armor and barrels as well as the outer shell of booster champion parts, so you can achieve up to 9.4% of technological witchcraft.

You can apply a small DoT to your target.

Make your energy shield last longer. In addition, if you are injured by AoE, it will give off heat and treat you for a period of time.

Make Railshot ignore 60% of the target's armor and increase the damage of the Fist of Flame.

Allows you to use flame burst, flame fist, and flame sweep to apply DoT from a combustible gas cylinder.

Reduce the damage you receive from periodic effects. Survivability has been greatly improved.

There is a little benefit to your heat dissipation. Without this, you will overheat often. If you use 1.4 GCD, each GCD will emit about 10 heat.

The CD of the sonic missile is lowered. Allows you to use Sonic Rebounder more frequently, and makes you basically generate fewer threats.

Railshot's automatic crit. Without this buff, you should never use Railshot. One of the reasons why Flame Fist must be used on CD.

Mad damage buff to the Searing Wave. Be sure to accumulate 2 layers before using Searing Wave.

Make the searing waves propagate your burning missiles.

Increase the damage reduction of Kolto Overload and reduce its CD when you take damage. Caution: Damage reduction will be triggered on Kolto Overload, not on the Health Monitor that was applied first. Therefore, when your health is below 35%, the damage reduction will take effect.

Whenever you use Sacrifice, you can get Fire Burst or Fire Sweep for free. In addition, the Searing Wave will apply a debuff effect, causing the target to take more damage in its area.

Inflict more DoT damage on targets with 30% or lower health. The lower thermal cost on Scorch is a good plug-in.

Good damage, low calorie consumption, let your next Railshot automatically crit. Must be used on CD. Apply DoT from flammable gas cylinders.

Your main filling ability. Apply DoT from flammable gas cylinders.

DoT lasting 30 seconds. Apply a debuff to its target, causing it to suffer more technological damage. Must always be on your main goal. If the target dies, jump to the nearest enemy within 10 meters.

DoT lasting 15 seconds. Must always be on your main goal. Can be propagated by searing waves.

Cause huge damage. Must be used on a CD with the automatic critical strike buff of the Fist of Fire.

Your highest hitting ability when receiving the buff from consuming flames. Give you a free flame burst or flame scan. Must be used on CD.

Up to 8 targets in front of you can be hit. 2 sets of overheated flamethrowers must be used on the CD. Spread incendiary bombs.

Filling capacity. Weak injury, no CD, no calorie consumption. When using Flame Burst will make you more than 40 calories, it can be used as a filler.

Considerable AoE damage. Can be used as a filler in AoE situations, especially when you only hit mobs that are not worth switching targets.

The best AoE from a damage point of view, but the channel requires 2 GCDs. Can be cast while moving.

Flame Sweep If you can hit more than 2 targets, you can replace Flame Burst. If you use the Engulfing Flames utility, then your best AoE spell. Apply DoT from flammable gas cylinders. It is useful to stack overheated flamethrowers during a damaged shutdown.

Provides you with an additional 25% critical strike chance for 15 seconds, and causes a large amount of AoE damage at the end (only for 6 Meteor Hegemony set bonuses). In addition, it will enhance some of your abilities based on the tactics you use. If it is not needed for a specific burning stage, it should be used on CD. Ideally, you use it immediately after applying DoT.

Load 1 missile immediately and 3 more over time. You can fire at the enemy every 1.5 seconds. The rocket broke away from the GCD and caused considerable damage. After the last rocket is launched, this skill lasts for 90 seconds. Try to always use it in combination with explosive fuels, as they also benefit from critical strike gains.

Reduce the heat by 50 in 3 seconds. When I see Vent Heat disappear from the CD in the next 10 seconds, I usually give up any heat management rules altogether. It activates immediately after reaching 60-70 degrees and resumes normal rotation.

Make your next skill not generate heat. Always use it in combination with Searing Wave to avoid the cost of 20 calories.

This is the new PT capability of 6.0. Every time you take damage after activation, you will gain a layer of energy output. Each layer will give you 2% extra damage and 40% extra armor. It can stack up to 5 times, and the utility can be used for 30 seconds. The damage gains in this area are very good, you can use quite a few mechanisms to create the maximum uptime for Power Yield, the method is to use it when the boss imposes DoT on you or any form of periodic damage disappears. Extra survivability is a good plug-in, but this is mainly an offensive cooldown and should be used this way.

Provide you with 2314 thrills for 30 seconds. This will also give you 1.3 GCD for its duration, which can sometimes cause problems with your rotation, as the DoT duration in SWTOR will also change as the speed increases. Be careful not to lose uptime.

Give you 25% damage reduction. Although I listed it as a defensive CD, I first used the energy shield as an offensive CD because of the Pyroshield utility.

Apply a buff to restore 35% of your health within 8 seconds after you fall below this range. Defensive CD is not that good, but it is very good against DoT when you are in a low position. It usually heals you too slowly, and its health is too low to fight a big blow. In addition, it will provide you with 30% damage reduction after the healing effect is triggered.

I usually use it as a last resort because it can provide you with up to 30% damage reduction. Use it only when you are going to die. This means that you will not be able to explode the aggressive adrenal glands for the next 3 minutes, but you will still cause more damage while you are alive.

Your CC rests. Rarely needed in PvE, but can come in handy to avoid some slowing/holding/stuns (such as the Brontes NiM tentacle phase).

AoE stuns up to 8 enemies for 2.5 seconds. Very suitable for adding groups.

Makes you immune to movement restriction, knockdown, and knockback for 6 seconds. It is invaluable for battles like Brontes NiM or Revan HM. It is also very suitable for increasing speed on demand.

Your single goal taunts. Increase your threat and force the enemy to attack you for 6 seconds.

Source of Aggro Reduction and Sonic Rebounder.

Reduces the damage taken by friendly targets by 5% and reduces the threat value it generates. In most cases, you will not be able to deploy Guard because you will be a protected person (:P).

Pull a target for you. Can be used between 10-30m. Used to pull mobs into AoE or simply into your range.

Below I will list the utilities I usually use and explain what they do and when I use them.

As I said in 4.2, the Sonic Rebounder utility is a way for PowerTech to deceive the Boss mechanism. Although it is not as powerful as the Assassin's Shroud of Force in most cases, it will still make life easier for your team members in certain boss battles. Unfortunately, Sonic Rebounder is a very selfless tool. The shield can only act on allies within 8 meters of the sonic missile target, not on yourself. Fans from Sonic Rebounder

This is a list of some mechanisms you can avoid by using Sonic Rebounder (I'm pretty sure there are more mechanisms):

Lord Coors is invalid. Let everyone pile up near Coors, and then throw the Sonic Rebounder from the outside.

For example; I recommend using StarParse and its timer to predict Heave. If you can give Sonic Rebounder to everyone, Raven will lose 2-3% of his health.

Doom; make sure to time the Sonic Rebounder correctly, because you need to get the buff at the end of the Doom duration (30 seconds).

The first stage of the tentacles slammed into the portal.

The power lightning channel will impose a debuff and will explode at the end. The explosion can be reflected by the Sonic Rebounder.

When Brontes have 4-5 stacks, throw Sonic Rebounder during the burning phase to avoid supreme damage.

Enforcement (only beam, no void)

Burning phase; when all 4 fear masters are still alive, use it at the beginning.

Regarding how to play Pyrotech, I will provide 2 different methods: static rotation and priority list. Decide for yourself which one you like best.

Before entering the Boss battle, you should always fill the shoulder cannon missiles and get the flame consumption buff from the searing waves. Pay attention to the correct timing to consume the flame. The CD of Searing Wave is 14 seconds, but you want to use it on the 7th GCD, so about 8 seconds later. Therefore, you must make this setting in advance a few seconds before the start of the battle.

You will see that this opening remark covers the entire duration of Scorch and uses all skills under their respective buffs.

I find that this opening remark is the most suitable for bursts, and it can make things go smoothly in the long run.

Please note that I placed a GCD between Scorch and Incendiary Missile, so every 6 GCDs can use Fire Fist on the CD. Whether to use flame burst or rapid fire depends on your heat level. You always have to think about a few GCDs in advance so that you don't exceed 40 heat unless you have a thermal sensor covered or release heat from the CD.

Depending on the heat level, flame burst and rapid fire are used as filling capacity.

Please note that you must pay close attention to heat management. You always need to plan how to use the next filler without exceeding 40 degrees to decide whether you should use Rapid Shots or Flame Burst.

For weaker mobs like Brontes' robot, you can skip applying DoT, because if the target will die soon, they will waste GCD.

The advantage of rotation is that it can perfectly use all the content on the CD without wasting buff or GCD, which makes it cause more damage. The disadvantage is that it takes a lot of practice and game time to learn how to leave the rotation to target switching and continue it without losing DPS. This is the highlight of the priority list. It may sometimes delay GCD's Flaming Fist, but it makes target switching very easy.

Both methods have their advantages and disadvantages. You should give it a try and decide which one is more suitable for you. Ideally, you can learn the two and switch between them based on the battle you are about to enter.

Playing PowerTech is different from all other DPS professions in this game, because your DPS will make a lot of profit from playing some boss mechanics on the edge. I mean, as a PT, you sometimes have to take more damage than others to cause more damage.

Let's take Nafra in the Fear Fortress as an example: Nafra will apply a DoT every 30 seconds. This DoT is not very hard, but as a PT, you never want to be purified by the healer in this battle, because DoT allows you to make full use of your flame shield, reflective armor (it counts as AoE in some way), and energy output . On Nefra, no career can surpass a good PT, because the passive DPS you can get is huge. To master PT is to find these sweet spots and use them. You should learn to assess whether the situation allows you to play more recklessly.

You should keep the following factors in mind:

Finally, some suggestions for playing DPS in general: Never waste GCD! You should never stop using every GCD to kill something unless the boss mechanism or the phone call of the team leader prohibits you from causing harm. If you must keep a certain distance from the boss, use a quick shot. Low damage is better than no damage. All of these will increase your operations per minute (APM), thereby increasing your DPS.

I would like to thank Ghez Hokan and Pullwerk, who provided valuable feedback on this guide and taught me about the PowerTech course and the importance of transferring knowledge. In addition, I would like to thank Magi'tek for the interesting discussion on the difference between rotation and priority lists; and Zaki for proofreading this guide. Tribute to all the great players who were or were part of <Koosai>. I had a great time with all of you, and I look forward to the next adventure. Finally, I want to thank my two raid teams. You are always great teammates, even better games, and push me to improve my skills.

I am a nightmare attacker from the German server Tulak Hord. I started playing games when SWTOR was released, and played PowerTech the entire time I was in SWTOR. When 50 was still the highest level, I was a major therapist and switched to major DPS in 5.0. I am currently the guild official and raid leader of <Koosai>, and I play for their nightmare team and <Raidbull>'s nightmare team.

If anyone reading this article has other suggestions/strategies who would like to share or find a mistake I made, please feel free to contact me or post in the comment section below. After all, no one is perfect.

I would like to thank Prasah for providing this Pyrotech Powertech guide and several other Powertech/Vanguard 6.0 course guide ideas to the community through VULKK.com.

I hope you have found useful information in this article and will make the most of it in your next raid or any team or even single-player operation.

I have used Jedipedia's database and TorCommunity's database to obtain some of the abilities and tactics icons included in this article.

If you are proficient in courses and subjects that do not yet include a VULKK guide (check the list here) and you want to provide one for the SWTOR community, please contact me via email or wherever you see VULKK appearing.

In Update 7.0, BioWare introduced a new term "combat style", which will replace the traditional profession-specific discipline. If you are curious and want to be one step ahead, check out the SWTOR 7.0 class change preview available on the public test server.

If you are aware of the news, please understand what the SWTOR Legacy of the Sith expansion pack will provide.

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