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Kokkos

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  • Location
    Norway
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    Action sports
  • Occupation
    Stuntman
  1. I am not sure why you guys are "perfectly happy" with this. We might keep aboutt he same dmg as we did, but we got a 5 sec longer cd on AOE knockback, 5% more dmg taken due to nerfed charged barrier, 3% less crit due to nerfed Field training and less radius on Mortar Volley. So beside the fact that you get to press FA more often and got better/faster animation on Mortar and FA, what are the positive things that makes you perfectly happy with this? We ARE getting nerfed, and we werent a strong class to begin with (when playing against opponents that actually know how to counter you).
  2. Kokkos

    Merc or PT?

    Haveing fun is really what its all about so just keep doing what you do I find Commando dps to be rather lacking even as gunnery (that i feel i do very well as) so i have rerolled myself. Loving the utility and group synergy of my Vanguard tank atm
  3. Kokkos

    Merc or PT?

    I agree that Pyro isnt working for Mercs/Commandos. Im rank 70 myself and have also tested the two different dps spec's a lot. You are not more mobile as Pyro, if you want to be mobile you really do very very low dmg. If you want to do proper dmg you need to stop and start channeling. But even if you are left alone to free cast its a lot more ammo intensive, worse dmg unless you are EXTREMLY lucky, and missing and missing really key talents (knockback talents, charged barrier ++), and is a lot harder to switch targets since you need to get the extremly expensive dot up on the new target to even start doing dmg. And if you are unlucky it will get cleansed and you are stuck at zero ammo very soon. Its not that hard to find time to do proper dps as gunnery/arsenal, even with a melee on you. Ofc you suffer if somebody is harrasing and interupting you, but so would a pyro.. Only positive thing about pyro is that you can to some degree kite if you are lucky enough to get the dot to proc.
  4. The one you pickup dont stack with power adrenal. Anyway, if you got good gear the 15% expertise is a helluva lot better. last 10 sec longer, gives slightly more dmg, dmg reduction and more healing. (Calculated on my full bm/rakata Commando). Only bonus of the power adrenal is that its reusable.
  5. I am playing a Gunnery commando, i am a War Hero (as if that means anything) and i do very well. The main thing to learn is how to position yourself. If you are the first guy running to a point, you are the first guy to get targeted. Let the melee charge in and then take a few sec extra to poition yourself close to a pillar, on top of a ramp or somewhere else where you are not going to be next guy targeted for the zerg. Most of the time they will prioritize other targets over you if you are not all the way up in their face. Our greatest defense is the 15 sec aoe knockback that applies a slow. If you position yourself somewhere that melee have to use their gap closer to get to, then you can just knock them right back down again and take minimal dmg as well as ensuring you have good uptime of dmg while they either try to run back to you, run away or whatever. The knockback is also the best defensive tool in huttball after offensive pulls. And we have the same ammount of CC that other classes with the same archtype have. And if you find commando weak then you are not playing it correctly. I can get locked down myself at times but it mostly only happens when i get into teams that steamroll us, and if you are on a side that is loosing badly then its very hard to make a impact on the game. We are also one of the absolut weakest 1v1 classes so try to avoid 1v1 We can provide great peel for a ally, and our greatest asset is our amazing sustained dmg with good burst, if they are going for yur healer you are most likely not getting interupted and can fully unload nonstop forever if you manage ammo properly. IMO we are the strongest overall ranged dps class maybe behind assult vanguard, but they have to be in melee to do proper dmg. The things we are really lacking is a escape skill and a interupt. Only ranged dps with a with a escape skill is Sorcerer tho, and we are a lot sturdier and have higher sustained dmg. Dmg at the end of a WZ means nothing. We are plain better at focusing down and killing targets as long as we are left alone. A sorcerer that is focused is not doing any dmg and also dies faster so that is the same for both of us.
  6. How is this related to the Commando forum?
  7. Yeah, you need to change the mods out if you want other stats then the ones you have. This is the case for very many classes. I am just happy the gear is moddable so we have a chance to change the mods we dont like.
  8. Indeed, the premade i am running with most of the time include 1 operative and two commandos. We never have a assasin but we sometimes include a sage. And we absolutly dominate most other premades on my server, most of them run much better setups then us. Key is teamwork and making sure you own middle for the respawn. Haveing 8 people defending when you see they most likely are going to score dont work very well
  9. IMO, the place setup is most important is in Huttball so making a good team for that is most important. Here is my suggestion: I am splitting the team into two parts, defensive team and offensive team. Defensive team's job is to make sure the area around ball spawn is clear, kill/knock down anyone running ahead for passes/pulls. Ideally you want two ranged dps with knockdowns that is on the ramp closest to mid, these are rarely moving over the mid of the map at all. A Commando and a sage dps or two commandos. Defensive team also have one melee dps (pref sentinel) in the mid togheter with a healer, just about any healer will do for this. But maybe a smuggler is best beacuse that is the only place you would get the smuggler buff unless you change out one commando for a sniper. Offensive team: 1 Guardian tank, this is the main ball carrier if that is needed over a pass chain. 2 healers where one have to be a sage. The other can be a commando or another sage, at least another person with aoe knockback. And 1 shadow dps (can be a tank for huttball without it making any difference, but then you have to many tanks for the other WZ's). His main job is to stay stealthed at their goal area. Be the target for passes, Guardian leaps and knocking people into the enemy pit or into fire if somebody tries to stop the offensive team. This is also a setup that works well for other wz's. Leave a dps and a healer defending one door/turret while 1 tank/2healers/3 dps attack or defend the other one. Or mix it up a bit as needed.
  10. Kokkos

    Possibly a record?

    Right.. Well looking at your dmg you did 3k to each of your kills. Might be a accomplishment for all i know. If you want to set a record like that its not that hard to run away every time you might get into trouble and only stand on ramps and shoot people other are fighting. Especially not in a game you were winning.
  11. Amazed at all the people not understanding what the Op is asking about.. Anyways, i just bought a bag with my alt that is not rank 50 yet, he is rank 48. The commandations got added to the ones i allready had. They were greyed out in the bag and in my inventory, but they got added. I can also buy gear for them but i guess you allready knew that. If it does not work for you then it is bugged.
  12. We use one hour max in the instance to do weekly. And we are quite ****, proper pve guilds probably do it in 30 min..
  13. It dont stop you from getting stunned or anything else that you wrote. It would massivly OP if it did for 15 whole sec.. If you are struggling with stuns while using it then you should let them use two stuns on you, use the "trinket" on the second and then pop shield. you now have 15 sec of spam healing, no interupt and they cant stun you since your resolve is full. If you are playing against people that actually know to not stun you before shield is up then tell your teammates that you are a healer and are getting harrased by whoever and ask them to help peel/kill them. They will do it if they like to get heals, and i assume they do.
  14. you actually think interupt is our must useless ability? Cause i kinda disagree with that. Bringing it down to 6 sec cd is the only reason i pick Tactic over Assult. Ironfist spec is really fun and very tanky!
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