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jfoobar

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  1. The problem with a rotation that is so heavy on TM, for me, is that there is a cast time on the ability. Casting what is otherwise a ranged attack when someone is in your face is just a silly dynamic. Yes, we have a couple of knockbacks, but a strong or especially a elite melee mob is still going to spend a lot of the fight within melee range of you (assuming you don't use a tank comp). The whole thing is awkward and, ultimately, boring. I think merc would be more fun if TM was changed to an instant cast, on a short cooldown, forcing us to splice in rapid shots, allowing us to be more mobile, and perhaps giving us one additional kiting skill (a non-damage dealing slow on a CD) to encourage us to keep stronger melee mobs from hitting us to begin with. Nerf TM damage as appropriate.
  2. Agreed. I might actually take mine off the shelf if the rotation wasn't so boring to play, especially in PVE.
  3. Yes, Mako's preferences certainly steered my decision to play both of my BHs light. However, I also find that it just makes more sense in general to play non-force using Sith toons light side, while it makes equally as much sense to play force-users dark side. Both choices pretty much just go with the story lines that I have seen so far.
  4. The rumor mill to date has said that synthweaving is definitely one of the crew skills that will be getting some nice love in 1.2. I would also suggest that you stick with that.
  5. Anybody else care to comment on the viability of this build? I am a new merc looking for a good mixed PVE/PVP leveling spec. Also, can anyone recommend ordering on allocation of the talent points, specifically when it would be best to pick up the BG and Pyro talents. Am I racing to get TM as soon as possible?
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