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gluefoot

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  1. Well Commando stealth is working as intended, it makes everyone invisible except for you. That being said I hope this is fixed soon, I'd hate to see something like this go about in the game, giving VG's such a disadvantage compared to other stealth burst classes.
  2. This. I like this. Or something remotely similar would also be awesome. Maybe have a caveat in it that it can only be targeted (as hostile) by enemy players? It's definitely a good way to keep damage up, but I think that each spec could have utility uses for it, not just damaging. Maybe CSC increases the target's healing received + a 4m radius around them? And for APC/HGC have something like increasing the party's/op's alacrity by 10-20%? (although this would be bad for assault VG's and other assault mando's) - perhaps Accuracy (10%) and AP (up to 50% max) For PC/CGC have it increase Crit and Surge chance (not rating) of entire party/op by 10-20% Or better another idea would be to have it just be universal, but while active it applies half effects of Reactive Shield, Adrenaline Rush, and Hold the Line to the whole party/op. Or something like that, of course on a 20s time limit, and likely with a 2m or higher cooldown, plus additional effects in each tree.
  3. I'm very interested. My main is gluefoot, and I will be there to protect! Looking forward to it!
  4. I would like to oppose this part, if you would allow me. I think that requiring having mostly 72's for HM (for the raids present at the current time, anyhow) is too much for a couple reasons. 1. It creates much more grinding outside of HM raiding, which should be the main event 2. People spend less time getting gear in HM. It essentially shortens the life of HM raids as they stand. If you're trying to get new gear (and in the process min-max, what comes in the sets is not exactly balanced stat wise), it takes several weeks to get even a couple of pieces of 72 gear, even with maximum playtime. The only way that's possible on a realistic level is to devote a ton of time to SWTOR. It would pretty much have to be the only other focus in your life besides what you do to live (work, eat, sleep, bio breaks). And 80% is a lot. You've got several pieces to mod out if you want to get to that goal. These include: -Head -Chestpiece -Gloves -Belt -Pants -Boots -Mainhand -Offhand -Bracers Now even if you got those all to 72's, you still wouldn't have a set bonus (which might be necessary for some, hint hint). Even with all of that that's still 9/14 pieces of Verpine gear. That's not even 65%. Still got 15% to go. Well if you want the rest of the pieces needed to break that magical 80% mark you'd need three more pieces still. So you'd need any combination of three of the remaining implants/earpiece/relics. Let's say you want the best stats on them, because anything short wouldn't cut it. I know that the Verpine implants/earpieces have no optimised stat combos for DPS troopers. Nto by a long shot. Well just get the optimized ones crafted right? Simple enough. Unless you're not Biochem, Cybertech, or Artifice, or someone in your guild doesn't have the schematics. In this case you've got high demand and only a handful of people who can make them. And then when new raids come out? No one is able to get in because they can't break that 80% mark without not being min-maxed. And min-maxing helps a lot, let me tell you from experience. Also it costs ~100 Ultimate comms per 3 72 mods. Can I make that estimate? I think it's fair. Well then that's ~33 ultimate comms per mod. Well, assuming you do everything you can to max out all of your ultimate comms in a week. 200. You can get 6 72 mods from that. That's two pieces. Great. Now next week you can grind two more, and go on with that for about a month. Again, this includes getting all SM raids cleared on 16 man (including TC) and all the joys that come with that, and completing every weekly. You've got to be very dedicated to do that. So, that grind lasts for five or so weeks and you sitll haven't gotten there yet. Well, now time to get stuff crafted. Under current market conditions implants and earpieces and relics go for about 1.2 mil, and that's being generous. Well, if you do every daily area every day, that'll yield about 600k and take about 2.5 hours per day. Okay, not a bad playtime/payout ratio. Well, do that for another ten days and you've got your 80%! That's assuming market prices don't change and the implants are available. So that's two months of prep per person and about 3 hours of playtime a day to get ready in about a month and a half. A month and a half for three hours of HM raid. And that's not even top tier. That's why I oppose this petition.
  5. Ok I'll just stop you right there. PvE'ers did not require the BiS relics pre-2.0 to get their credits. That is the key difference. They required it to actually clear top-tier content and get top-tier gear at the time. That is they key here. It's like saying the BiS gear piece for fully optimized whatever-you-have for Ranked PvP had to come from a Dread Guard set. It was a minor setback, but still a setback. For people who wanted to get top-tier stuff done, it was especially hard because of the lack of bolster and because of how far behind people were in the gearing race. Frankly I agree with the guy that said to up the net creds from Warzones. People would be focused on winning the warzone, not specific objectives. Also, dailies are not PvE, at least not on any significant scale. They are a mindless grind. Flashpoints and Operations are PvE. You can't be saying that you're FORCED to do PvE. You're forced into a perpetual, habit-forming system built around repetitiveness and credits.
  6. How about I share one of my experiences, hm? Keep in mind the bolster system as I tell my tale: I don't have the expansion so I'm stuck at 50 until sunday, remember that as well. Last night I thought I would do some PvP to see how commandos got buffed. I was in WH/campaign gear, had ~1300 expertise and just about 1900 aim sitting at 21k health. I was solo guarding a node in Hypergates when an assassin decides to mez me and start capping. I use my stun breaker and interrupt, he stealths and mezzes me again putting me at full resolve. He pops out again, I have no stun breaker and he caps just before I can shoot him. I pop 2x tech override and Hold the Line, 2 gravs in him and a demo as well as HIB. Now I pop my diversion on instinct w/ decoy right before his fully buffed Shock comes in (he's a deception spec). That blocked half of his burst. By now he'd caught up with me and was slashing my face off with his double-lightsaber. I cryo-grenade him and cast another grav to finish him off. I forgot to mention earlier that he was in full WH/EWH but I feel that's irrelevant due to bolster. I didn't have to and actually forgot all of my cooldowns except Diversion in panic mode. Here's the spec I was running: http://pts.swtor-spy.com/skill-tree-calculator/commando/223/?build=000000000000000000000000000000000223023202120012011103220230001003000000000000000000000000000000&ver=20
  7. When Kitru elaborates, he elaborates Also, adding on to what Kitru said: If the cleave does become a reality, give it that "doesn't hit sleeping/lifted targets" clause to make it easier on ops and (crossed fingers) RWZ if we're viable. I would like to see the CD reduction proc on DR more. It would provide for a higher DPS and more interesting rotation to be sure. Now the only key ability we have without CD reduction is HIB.
  8. I wouldn't think this would work. In theorycrafting I understand why this sounds great, but also it doesn't take advantage of what commandos are getting in 2.0 They key rotation for gunnery in PvP needs the "Overclock" talent. Here's why: Scenario 1: You get the drop on an enemy and you get 1 grav round off before he notices you. You can use Demo Round with full effectiveness now so you blow that. Then you use double Tech Override stacks to get 2 gravs on the go to get full HIB proc. Scenario 2: Escaping an enemy can be hard. You pop Tech Override and get off 2 gravs, then Demo then 4/5 stack HIB. While not the best, still pretty good imo. Also there are no ammo efficiency talents in this build sadly. You're going to be running out of cells a lot for what looks like sustained as opposed to burst. If this had more bursty abilities (which HIB is, but nothing to complement it) then it would be excellent. Problem is though that as of right now we got good procs, but we still only have backloaded burst and no survivability or utility tools. I will be interested to see how the spec plays to see if I can prove myself wrong. Thanks for the brain food.
  9. It goes against most every fiber in my being to post this, but casting while moving is a horrible suggestion. It really fixes absolutely nothing with gunney/arsenal and would be harder to program than you think, just because it would have to rework the whole mechanic of casting. There are other threads that have better suggestions than this. This is not a fix, this isn't even worthwhile.
  10. But it IS rocket science. because rocket punch? get it?
  11. Perhaps add the "Run and Gun" skill to Steadied Aim/Stabilizers? Personally I take that talent whenever I go Assault or Gunnery. I feel that it is a bit much for a one-point talent. Or perhaps move it to Ironsights. Then again, maybe not. EDIT: I think that Concussive Force/Afterburners should be moved. I think it would not be unbalanced to have it accessible to all specs, not just Gunnery. Perhaps do a 3-way switch between Havoc Rounds/Mandalorian Iron Warheads, Heavy Trooper/Custom Enviro Suit, and CF/AB. Move HT/CES to tier 3, move HR/MIW to take its place in tier 2, and move CF/AB to tier 1. This would most definitely add more utility across the board to Commandos. This of course would take cashology's changes into account as well. Also, tweak Afterburners/Concussive Force to make Concussion Charge/Jet Boost have a [50/100]% chance to root the target for 5 seconds. Breaks after two. If I can knock someone away by ~20 meters or so, I expect their shins to be broken or at least extremely bruised. If you don't like the root, then change the slow on Concussion Charge ability itself. Make the slow better (70%) and make it last longer (6 seconds at least). If have any suggestions, please say so.
  12. About the "air mez": I was posting form my phone and auto correct was being stubborn. I meant "AOE mez". I read your entire post, yes, and agree with the rest of your changes. All of them EXCEPT the changes to TM/GR. Sorcs are a semi-caster class. They have escape tools if at least not kiting abilities. And yes I am totally aware that we have a 30M mez called Concussive Round. I know my class in and out as I said. But that mez requires a two second cast. I'm saying I would settle for an additional 10M AOE mez as an escape tool, a la gunslinger. The 10M range would make it more balanced. And yes, what you are saying WILL CHANGE THE CLASS MECHANIC. We are a ranged caster class, not a mobile turret of death. That would be super ******, but would get shut down by the dev team. What we need is utility and maneuverability. Whether that is kiting through instant proc casts or mere escape tools, I have no preference. And yes, I agree with you that we are too easily locked down. Making Hold the Line a universal Trooper ability would be fabulous for PvP. It would provide us with escape and interrupt immunity. Or just making Tech Override do pretty much the same thing or give us 5 instant casts instead of one, that would be a cool change as well. Sages have bubble mez and knockback root. They also have speed getaway. Gunslingers have charge immunity, but are less mobile since they use cover. They have 20% reduction shield for team utility as well as CC immunity for holding nodes. They also have Dodge which is short but still helps. And when I say "Zero instants" I mean that we have none that are effective without setup. And I don't think "Irony" was the proper choice of words. inigomontoya.jpg Commandos need something comparable to this. Not instant casts. Not even a buff to HSM/DR would fix the 15% nerf to TM/GR. I like some but not all of your ideas. There is more than one road to Rome my friend.
  13. You sir are a bigot. Let me turn your words back on yourself and say that what you *think* is clearly not the reality of the situation. People on this thread have said that instant TM changes the class mechanic. Absolutely it does. We would no longer be a ranged class, but we would be like a melee class in the final phase of the final fight in TFB. No way should that happen. The reason we are not accepted in warzones is because we have no utility unless we are healers. We also have zero useful instant abilities, no kiting abilities, and no escape methods like instant air mez. We need these things to be viable. Getting an interrupt was a small step but one in the right direction. A decent change might be to adjust Tech Override to change its function based on cell type. A ranged root, a root on knockback, and a 10m mez would be faur, even if they had to be specced into. Tech override could be changed such that it gave interrupt immunity and given a shorter cooldown. I have played a Gunnery commando since early access. Do not call me inexperienced.
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