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JimmyTheCannon

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  1. Well, at your level there's not a lot in the way of rotations. You have Charged Bolts and Full Auto, and not a whole lot else that's Commando-specific versus Trooper in general. That said, I'd start off by replacing Explosive Round with Charged Bolts as your basic filler attack when everything else is on cooldown; you're going to have to get used to using that, and it's less ammo-intensive than ER. That said, ER's knockdown will still come in handy on some normal mobs, so don't take it off your toolbar just yet. If you haven't noticed yet, Full Auto's stun will often (if you're quick) let you follow it up with a High Impact Bolt on the same mob if you hit it immediately at the end of the channel, and that's handy. Personally I would recommend Gunnery. I love that tree. Even with that said, I would stay in Plasma Cell until you have Grav Round. Plasma Cell's dot is, aside from knockdowns and stuns, what lets you use High Impact Bolt; when you have Grav Round, though, you can use HIB on any target that you've hit with a GR. As far as a leveling *build*, surprisingly the endgame Gunnery build doesn't skip many useful leveling talents. I'd go with that, getting Steadied Aim and Havoc Rounds first. Reducing the pushbacks on your casts is essential in a caster class.
  2. I suppose saying I've done it on SM isn't very helpful, is it?
  3. To answer the rest of this question, as the DPS difference has been noted, you'd want a CN relic for Tech damage. As a Merc who's geared properly you'll have a much higher Tech crit than a Force crit, so a CN relic would crit more for you than a KT relic (at least, at Arkanian+ level where CN is Tech and KT is Force).
  4. You have some valid points, but this one there's a reason for. It helps tremendously for people *leveling* in the healing tree, or healers soloing dailies. Free DPS is free DPS.
  5. What about an SA and one of the new Mainstat or Crit proc relics?
  6. I'm so happy to finally see Mercenary heat issues being at least looked at by you guys. It really is a constant battle with our resource bar to just stay in the fight, let alone to excel in it. It needs a change - how drastic of one, I really couldn't say, but something does need to be done. As far as the Pushback/Interrupt system - it does heavily favor melee, particularly with all hard stuns also reduced to 10 m. Take a class like a Rage Marauder and throw him at a Merc and he's got three ways to interrupt you, as soon as you're in range to start casting. Now, whether there's supposed to be that rock/paper/scissors aspect to PVP, with certain classes being hard counters to others and thus intended to be unbeatable by them (not saying they are), I don't know. But if it's *not* meant to be that way - if a competent player of any class should be able to beat a player of any other class one on one - then yes, the system needs to be looked at.
  7. Uh... let's see here. We're talking groups of adds like the spawned larva on Writhing Horror and, as I mentioned previously, Trenchgutters on EC Kephess. They generally don't die within 3-4 seconds, and again - this is DPS that you can get in *while the adds are moving into position for your stationary AOEs*. There's no way it won't help you kill them faster. As far as it not being more efficient, I'm going to make up some numbers here as a real simple way of getting this across. It hits up to 3 targets, including the primary target. Say it does 10 damage on initial hit and 5 damage over time. On one target that's 15 damage for your investment. On a group of 3 that's 45 for the same heat cost (whether free with TSO or not) and cast time. How is that not more efficient? Regarding it being "wasted DPS" - if it saves you having to throw down just one more Sweeping Blasters than it's already saved you time even though it didn't save you heat. That means you can get back to the boss sooner, which is always a plus.
  8. I've never, ever understood this concept. If Fusion Missile is efficient enough DPS-wise to use on a single target, it's MORE than efficient enough to use on multiple targets. Sure, if you need to use TSO to keep your heat low with it, then do so - but it's fantastic AOE. If the thought is "it does better damage so it should be used on the boss", the faster you kill the adds the faster you're back on the boss, so what's the difference? If you're only using it on cooldown with TSO it's not adding a whole ton to the fight anyways, and you might as well utilize its AOE. Personally, I'll use Fusion Missile while the adds are moving. It's a good AOE that doesn't require the enemy to be stationary - hence, while the enemies are running to the pool in a group, or on EC Kephess if your group pulls the Trenchgutters out of the shield to a specific spot. It gets some good damage on them without you having to worry about them running out of the AOE and it being wasted. Explosive Dart is good for that also, yes, and has the added benefit of being usable while you're moving if you want to position for Flamethrower, but I believe it does less damage. If the movement is a concern, though, you can always save Power Surge for that and use FM.
  9. I'll clarify, then. Tracer Lock has NO effect on the damage of Heat Seeker Missiles.
  10. Tracer Lock increases the damage of Rail Shot, not HSM.
  11. For the record, Imperial Agents have the same tier-based regen system as Bounty Hunters. With that said, they have built-in means in their rotation or otherwise to reduce their resource expenditure or increase their regen, better than Bounty Hunters do.
  12. You're right, I got confused on the name of the ability. My apologies. That said, Operatives/Scoundrels have a similar passive that increases their energy regen over that of snipers. It used to be Stim Boost but now it's continuous.
  13. Every class, save Inquisitors (to my knowledge) have an ability like that. Bounty Hunters/Troopers have Vent Heat/Cell Charger, Warriors have Enrage (I forget the Knight version), Imperial Agents have Adrenaline Probe. That's still balanced and doesn't necessarily need to be affected by alacrity.
  14. There is shape-shifting in Star Wars; however, IIRC it's all just surface and doesn't grant one the abilities of the creature being changed into.
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