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Happy-Killer

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  1. AS spec is better for pvp and endgame sustained dps Gunnery is better for leveling and burst dps Both specs are viable in all scenarios, but also have their certain weaknesses
  2. Guys relax, in 1.3 you'll be able to buy BM gear for dirt cheap and War Hero gear will only take you 2 days to grind out. This is BW's plan for a sustainable MMO. LOL
  3. Another healer still crying for pre 1.2 invincibility, nothing new here
  4. Ha I wish they were, they just now (after MONTHS!!!) fixed plasma cell, way to go BW!
  5. Maybe you guys need to L2P. You can't just sit there and laugh at DPSers anymore while you heal yourself up to 100%. You might actually need to stick with your group and play defensively. You guys assume that because you don't, single-handedly, change the outcome of the match it means you are useless. No, healers are crucial to winning, but now they are not invincible. I mean honestly guys, how many times in pre 1.2 did you sit there and count how many healers you had on your team. You knew if you had more healers than the other team, it was an easy win.
  6. You sound like a 14 year old boy who just had his first week of highschool, and realize you're not top dog anymore. Healers aren't supposed to dominate the game, they are a support class.
  7. Transcendence + rocket boost could easily keep up with force sprint
  8. I agree with everything you said here. Just like you, I almost exclusively pvp as a Commando Trooper, and the game has become flat out, unenjoyable. This game is such a let down, and the worst part is, they make it WORSE with every update!!!
  9. I've seen on multiple threads that combat spec is "squishy-er" than the other 2 trees. i was wondering why this is? I feel like the self healing from watchman helps, but isn't enough to make a huge difference.
  10. To me, this just sums up how counter-productive this BW team is. Im sure they spent, oh say, 2 days developing this "legacy inheritance" system. It seems to be completely pointless and I'm not even going to waste my time traveling to coruscant to redeem them. This wasted time could have been better spent fixing the ranked warzones they promised us in 1.2...
  11. First off, I play a 72 commando and have a lot experience with all three skill trees. In 1.2 they nerfed grav round and charged bolts the same. In this post I am going to try to show why charged bolts shouldn't have been nerfed, and compare it to grav round. I want this to be a constructive discussion. Trolls and nerd rage are not welcome. Please comment, leave opinions, or point out things I may have over looked. Grav Round. The 1.2 nerf to grav round was completely justified for several reasons. 1. Grav round deals tech damage and isn't as susceptible to damage mitigation i.e. (dodge, deflect, etc) 2. Grav round apples up to 20% reduction to the targets armor. 3. Grav Round, in the gunnery spec, granted increased damage to Demo Round and High-Impact Bolt. 4. Grav round applies 5% damage reduction Charged Bolts 1. Charged bolts deals ranged damage and therefore can be deflected by using buffs, whereas grav round cannot 2. In the gunnery tree, Charged bolts does apply Charged Barrier but gunnery spec commandos only use grav round to stack with demo round. The only time they would use charged bolts is if grav round gets interrupted. Charged bolts would only be used once or twice a fight. 3. The devs bundled grav round and charged bolts together in the nerf, but charged bolts was not the "sit,spam, and faceroll" skill like grav round was. To say nerfing charged bolts "encourages a more active rotation" is simply not true. 4. Finally, the other two skill trees that rely on charged bolts have taken a bit hit. CM and AS trees are not nearly as energy conserving as gunnery. Spamming charged bolts as a CM or AS simply does not work because those trees are very energy consuming. It is clear the 1.2 nerfs were aimed at gunnery spec commandos, and rightfully so. But by implementing these changes, it negatively affected the other two skill trees. It seems to me that CM and AS took a hit because of certain gunnery spec'd commandos abusing grav round. Its this kind of "across the board" nerf-mentality that creates class imbalance, not fix it. Along with the major nerf to their healing, CM commandos also took a bit hit in their dps by nerfing charged bolts. Combat medics, or any hybrid spec, rely on charged bolts to do a couple seconds of burst dps via Supercharged Cells. The bottom line is, grav round and charged bolts received the same nerf, even though grav round deals significantly more damage overall, than charged bolts. Also, take into account the buffs grav round provides compared to charged bolts. I'm not saying Commandos need more DPS. The current dps/heals and exptertise bonuses are very unbalanced right now. I am just saying charged bolts, compared to other skills, has been over-nerfed and provides a disadvantage to certain specs. This is not a rage thread or anything like that. I am just wondering if there was a legitimate reason to nerf Charged bolts, or maybe see if others feel the same way.
  12. First off, I play a 72 commando and have a lot experience with all three skill trees. In 1.2 they nerfed grav round and charged bolts the same. In this post I am going to try to show why charged bolts shouldn't have been nerfed, and compare it to grav round. I want this to be a constructive discussion. Trolls and nerd rage are not welcome. Please comment, leave opinions, or point out things I may have over looked. Grav Round. The 1.2 nerf to grav round was completely justified for several reasons. 1. Grav round deals tech damage and isn't as susceptible to damage mitigation i.e. (dodge, deflect, etc) 2. Grav round apples up to 20% reduction to the targets armor. 3. Grav Round, in the gunnery spec, granted increased damage to Demo Round and High-Impact Bolt. 4. Grav round applies 5% damage reduction Charged Bolts 1. Charged bolts deals ranged damage and therefore can be deflected by using buffs, whereas grav round cannot 2. In the gunnery tree, Charged bolts does apply Charged Barrier but gunnery spec commandos only use grav round to stack with demo round. The only time they would use charged bolts is if grav round gets interrupted. Charged bolts would only be used once or twice a fight. 3. The devs bundled grav round and charged bolts together in the nerf, but charged bolts was not the "sit,spam, and faceroll" skill like grav round was. To say nerfing charged bolts "encourages a more active rotation" is simply not true. 4. Finally, the other two skill trees that rely on charged bolts have taken a bit hit. CM and AS trees are not nearly as energy conserving as gunnery. Spamming charged bolts as a CM or AS simply does not work because those trees are very energy consuming. It is clear the 1.2 nerfs were aimed at gunnery spec commandos, and rightfully so. But by implementing these changes, it negatively affected the other two skill trees. It seems to me that CM and AS took a hit because of certain gunnery spec'd commandos abusing grav round. Its this kind of "across the board" nerf-mentality that creates class imbalance, not fix it. Along with the major nerf to their healing, CM commandos also took a bit hit in their dps by nerfing charged bolts. Combat medics, or any hybrid spec, rely on charged bolts to do a couple seconds of burst dps via Supercharged Cells. The bottom line is, grav round and charged bolts received the same nerf, even though grav round deals significantly more damage overall, than charged bolts. Also, take into account the buffs grav round provides compared to charged bolts. I'm not saying Commandos need more DPS. The current dps/heals and exptertise bonuses are very unbalanced right now. I am just saying charged bolts, compared to other skills, has been over-nerfed and provides a disadvantage to certain specs. This is not a rage thread or anything like that. I am just wondering if there was a legitimate reason to nerf Charged bolts, or maybe see if others feel the same way.
  13. 1. if a dps is doin 4x your heals then your just a bad healer... skill, spec, gear or otherwise. 2. your a healer!! not Rambo the one man army... you of all people should be around your team at all times. Any teamate with half a brain that sees their healer getting beat on will pop snares/stuns/knockbacks to protect them. 3. If you are really being targeted say by 3 or 4 people, and all you can do is heal your self. YOU ARE CONTRIBUTING TO THE TEAM. While every1 is attacking you, there are many players on your team that could ninja cap, focus fire some 1 else, etc. "Team based objective games". Healers are just used to being god, and being worshipped. They're all pissed off that they may not be the most important player on their team anymore. Hurt egos Seems like you have been spoiled and are upset now that you can have your way. Healing is going to require a lot more teamwork now, and you won't be able to go dominate by yourself. But thats how it should be, the healers should be the most dependent on their teamates than any other class.
  14. i cant even begin to explain... Flash grenade is not gonna do jack **** vs a tank/heal/heal triangle. Please elaborate for me
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