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TUXs
02.11.2013 , 11:55 AM | #1175
Quote: Originally Posted by texoc View Post
Vanguard: Taunts, Grapple, Stealth scan, 10m Burst Dmg, aoe 3sec stun, 4m interrupt

Commando: 360 aoe Knockback + 5 sec slow, Stealth Scan, Cleanse, Off-Heals, 30m Burst Dmg, 30m interrupt, 8sec/30m mezz, rediculous amount of AOE,

and if specced gunnery: 4 sec Root and 70% slow on Full Auto (which helps your Team when focusing or peeling off)
Are you serious?!

AOE damage is completely overrated. AOE damage doesn't take down 2 healers. AOE damage on the scale of 2k per target, doesn't even compare to smash. A cast heal that consumes ammo, takes 2 seconds to cast, is interruptable and is almost entirely useless 95% of the time. The knockback seems great - until you realize you just knocked them all back to leap range as you're rooted/smashed to death.

Gunnery is a worthless spec in PvP. I know some guys can do well with it, but they are certainly not playing top tier players. Every time I see a Merc against me spamming tracer missile, it fills me with joy knowing just how much I'll shut him down the entire match. The only way they are successful, is against a team that anyone would have beaten. The dependence on cast times KILLS the class. The range of the attack means nothing when it takes longer to cast a single attack than it does to close the gap. Sadly, that's the biggest problem with this spec is just how flipping stationary it must be.

The ONLY thing a Commando has going for it over Vanguard, is the 30m interrupt. Otherwise, Vanguard is undeniably better and more team oriented.
All warfare is based on deception. Attack him where he is unprepared, appear where you are not expected. If his forces are united, separate them. If you are far from the enemy, make him believe you are near. A leader leads by example not by force.