Jump to content

Arehonn

Members
  • Posts

    318
  • Joined

Reputation

10 Good
  1. I've used it before in Huttball to save the ball carrier from a fire/acid pull where the vents haven't erupted yet, or to help push the ball carrier ahead safely and CC the crowd that was around him. Sometimes I use it when I've gotten away from my guarded friendly and he gets opened up on by 1 or 2 stealthers. I'll take another extra couple of seconds to find a quiet corner and swap places. Still, the ability needs to be reworked; instant cast and giving the vanguard and translocated target a 10 percent heal would make the ability much more desirable.
  2. The damage is fine, but there's two glaring weaknesses I see from playing this spec again after a long layoff ( it was my first and only character for over a year starting from early access ). 1. Dirty Fighting and Saboteur have a way to slow down their enemies without having to spend utility points. Sharpshooters depend more on direct LOS then then the other two specs to keep up their damage, however lack a way in their skill tree to slow down their target. SUGGESTION: Remove Penetrating Rounds from the Heroic Skill box Compounding Impact and make the slow part of the innate passives for the skill. 2. Diversion's passive that knocks enemy snipers out of cover use to be a key cornerstone ability for Sharpshooter. Now that all specs have it and have an easier ease of playing style then Sharpshooter ( in regards to doing damage and LOS ) it doesn't give users an incentive to choose Sharpshooter over the other specs. SUGGESTION: Sharpshooter has a passive ability in their skill tree to make them immune to Diversion.
  3. What's wrong with having a crowd control spec in the game?
  4. Scoundrel is a lot of fun. I liked Scrapper a lot more when Shoot First was a knockdown, but Ruffian is where it's at now for my Smuggler toon.
  5. The changes are for just the discipline. Trauma Regs is a utility skill that you can pick up for any of the three Commando/Merc specs. I'm assuming that this is just phase 1 and that they'll look into adjusting utilities after fiddling with the specs themselves.
  6. IMO, I enjoyed the pre-5.0 channel of Pulse Cannon. I do wish they made it into a movable ability ( kind of like what Artillery Blitz is now ).
  7. It's situational, but I've found a lot of uses for it where it saves my healer or person that I'm guarding from a bad situation. It shouldn't have to be casted to activate though. Peronsally, I've also suggested that the spec should have a friendly Harpoon to get allies out of trouble. Translocate isn't quite it, but it still gets the job done.
  8. Plasmatech A couple of issues here: 1. Survivability is very weak. While we have a strong DCD in Adrenaline Rush, we are much squishier than a front line, heavy armor user should be. 2. The feel of the class changed once the Pulse Cannon channel was eliminated. I understand the thought here was to give it a move mobile feel to match the other specs that had their channeling abilities eliminated, but I think this could have been solved by not forcing the Pulse Cannon user to stay still in order to channel it. These are my suggestions to update Plasmatech and reworking current boxes. Changes are in the bold. Assault Frame - Increases damage taken by periodic damage by 30 percent ( up from 15 ) Insulated Augs - Increases elemental and internal damage reduction by 15 percent ( up from 5 ) and reduces Sonic Round cooldown by 10 seconds. Sonic Round increases the damage reduction granted by Insulated Augs by another 15 percent for 10 seconds. Pulse Generator - Now also affects both Ion Wave and Artillery Blitz, granting both 30 percent ( up from 20 ) damage increase and 45 percent slow per stack. Can be stacked twice. Plasmatic Assualt - increases the critical bonus damage Ion Wave, Plasma Flare, Plasmatize, and Shockstrike by 10 percent. Artillery Blitz now spreads Plasmatize to enemies caught in the area of damage, as long as one currently has been afflicted with the Plasmatize Burn Adrenaline Fueled - While Adrenaline Rush is active, your damage reduction is increased by 30 percent and Adrenaline Rush heals you up to 50 percent total health. Being attacked reduces the cooldown of Adrenaline Rush by 6 seconds and cannot occur more than once per second. This covers increasing our survivability and regaining some of the old feel and DPS of Plasmatech by giving Artillery Blitz the same Pulse Generator updates as Ion Wave does without changing the increased mobility design of Ion Wave.
  9. On a personal note: Thank you. After reading this thread and seeing your communication to the community, I resubbed to the game again and I have hope for the future. I still have my beautiful collector's edition box I picked up at GameStop at 12:02 AM December 13th, 2011 and the Darth Malgus statue next to it and they've never moved from their perch. I've taken some time off from the game here and there over the years, but I really thought this last time was it for me, but you've brought me back to try the game again. /salute
  10. Thank you for the candor. Well, coming from a guy who's had multiple commandos ( and vanguards ) on different servers for years just so I can have one per spec, it was nice to live in the spotlight for a little while.
  11. Please tell these guys that copy and pasting ( with a couple of edits mixed in to make it class specific ) the opening outline makes it look like you guys don't really care or are invested in said class. Scripted-sounding communication just rubs people the wrong way IMO.
  12. I've seen more snipers and gunslingers of late than I have Mercs and Mandos.
  13. If they're just staying in lowbies and not advancing to mid-tier, then yes, they are compensating for something. Small lightsabers perhaps. Or maybe even non functioning ones.
×
×
  • Create New...