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Nannrz

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  1. Nannrz

    Commando PVP Help

    So Looking at the class more and reading a lot of this i realized that Full Auto, HIB, and Demo ALL require a buff from GR to do their max damage making EVERYTHING dependent on that one ability is really dumb. I think that if perhaps they lowered the CD from 15sec to say 6-8 sec Make Charged Barrel not get eaten by HIB have Curtain of fire proc off crits instead of GR Lastly give us a freekin dot have it be part of our sticky grenade or something i'm not looking for more damage just more buttons to press besides GR
  2. Nannrz

    Commando PVP Help

    Maybe the times i got pwned by snipers it was lucky crit streaks i'm in all centurion gear just hit 50 last wed i have 2 pieces of champion
  3. Nannrz

    Commando PVP Help

    So I'm having a real problem with commando pvp Snipers Out DPS me in a straight shooting match. I can be Interrupted LoSed and stunned to death. I have no utility. No movement ability. Other than a burst once every 15sec with a Sticky GR Demo combo i have no ability to boost my damage. these 3 i can be locked out of with ease 4 of my Abilities have 15 sec CDs on them HIB needs GR so if I'm interrupted i can't use that FA can be taken out with a knockback these are on a 15 sec CD Demo hits for crap w/o the boost from GR and Sticky takes 2 seconds to go off my options after that are Hammer shot and Explosive round Am I missing something are we better than i think and i'm just not seeing some insanely devastating combo If i pop my shield and Adrenalin Rush I might last long enough to get that Juggernaut down to 50% heath What am i not seeing that makes people QQ so much about mandos
  4. I'm not saying they are bad abilities I'm saying that comparatively they suck and vanguards get 2 nice abilities in the 40+ range 5 person stun and a 25% crit increase for 15 sec.
  5. So I have been looking at a bunch of the 40+ abilities that other classes have and I'm feeling a little disappointed in Tech Override & Reserve Power Cell Maybe if we had some insanely long cast ammo intensive super high damage spell that we only really used as an opener they would be great but other than an instant plasma grenade once in a while or an instant Grav Round in hopes that i kill someone before they kill me I'm not really seeing. Other Classes have abilities that Proc a free instant spell how is it that it takes the combination of 2 40+ abilities to make one of ours free and instant and it can only happen once every 2 min.
  6. I would say it's def a lucky crit streak GR has REALLY nice crit scaling. Pop that crit surge relic and watch peeps die.
  7. is it actually just grav round because i can spam that crap all day and no kill anything but if i mix in some sticky grenade and demo then BOOM
  8. Nannrz

    Idea for Resolve

    my apologies would it have been better if i called it my ganbang bar
  9. Nannrz

    Idea for Resolve

    Ok so for a while i have had this idea for resolve. ATM it seems like i see a full resolve bar mostly while I'm in respawn areas. I think that this might fix that. Have the resolve bar be 6 pips stuns and incapacitating effects will fill this at a rate of 1 pip a second Knockback will fill 1 pip Interrupts will fill 1 pip Slows will fill it based on the slow 50% will do .5 pips a sec 70% .7 pips a sec and so on. most importantly once the resolve bar fills all CC breaks and you become immune to all CC for 6 seconds thoughts?? Edit: fixed errors caused from playing too much of some other game
  10. REALLY?!?! "ok Mr. Whiskers time to take one for the team"
  11. I had to go with Jorgan as he's the most like me I would want command decisions to reflect mine whilst I'm "in chambers" with Dorne
  12. If your looking for a reactive ability how is it different from force strike
  13. My question was to people that are currently tanking end game content. These seem to be the 3 best specs saying that your not a tank cuz you don't have a 31pt talent is simply short sighted. Sometimes having a high damage out put is a good thing as a tank. If I can pull just as much threat but also do more damage and be able to hit things at a 30yd range when so very much of this game involves people with blasters thats a point for the FiB specs IMHO. I have yet to hear if the 9% health regen is worth it. As for the nuking capability of HS well the question is does bringing Mind Crush into play balance that by giving you more mobility. What it comes down to is making sure that mob stays looking at you and not your healer or DPS. Each of the various specs has a trade off. 31/0/10 basic tank good AOE threat generation and nice channeled nuke via HS as well as some healing and damage reduction from Slow Time 27/0/14 Keeps the Nuke and heal from HS but gives you a little more Ranged Threat generation at the cost of slightly reduced AOE threat gen as well 25/0/16 Loses the Nuke and heals from HS but brings Mind Crush into play as an instant cast giving you higher mobility. This however may all be moot with the changes going through on Slow TIme.
  14. I have heard a lot of people complaining about channeled spells and knockback. I guess my worry is that after stacking 3 charges I'll get to use my nuke just in time to have some douche boss screw it up. When it comes to PvP FiB has the range a lower cost and does more than 2x the damage while aslo bypassing armor and with the 25/0/16 spec I can bring mind crush into play, so in general the spec seems much more mobile.
  15. So i have a pretty good spec all set for shadow tanking but I can't decide where i should put the last 6 points. The obvious 31/0/10 http://www.torhead.com/skill-calc#601rcrkkrskbsZZf0cM.1 or the more Hybrid options 27/0/14 http://www.torhead.com/skill-calc#601rcrkkrskbZZf0cRR.1 25/0/16 http://www.torhead.com/skill-calc#601rcrkkrskZZf0cRr0z.1 any thoughts would be nice
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