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BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?


Dovahbrah

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If you played PVP at all you would know that this is not realistic. And disabling shot wont stop Ravage not to mention its on a 12s cooldown. A marauder can jump into a pack of 4 guys and kill them all if he is skilled. It is impossible to survive if two mele are attacking a merc...even if they are noobs in recruit gear,

 

3 out of the 4 abilities I listed can stop a ravage, yes, obviously disabling shot can't stop a ravage...don't use disabling shot, use one of the other abilities.

 

I don't think a maurauder can win in a 4v1, that goes against all of the 'Stun Wars' threads on this board, that Maurauder can get 1 'smash' off before he is stunned to death, he can vanish and try again, but then it's pretty much over.

 

If a merc can survive and beat a 1v2 then I would think that the Merc is OP.

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If a merc can survive and beat a 1v2 then I would think that the Merc is OP.

 

Not me!!!

 

If I could beat 2 v1, I'd totally think it was my superior skillz and I'd tell everyone complaining what "bads" they were and that they were just "QQ"ing and they need to L2P...then I'd start a thread on how any 2 people could easily kill me, when they complained that it took 2+, I'd point out that this is a group game and they need to be better team players...however, when I can't, it's because my class is gimped and others are way OP. ;)

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I have 1 of each...I wouldn't say "lower", but it's certainly no better.

 

I have both also. But for some reason, I feel that my VG can stay up longer than my Commando. I know the abilities are exactly the same, I even have better gear and more HP on my Commando, but it just feels like the VG stays up longer. It could just be my imagination, since the VG's dps has more burst I can kill people faster and it just feels like I stayed alive longer since I killed the other person in a shorter amount of time. =)

 

Also, did they ninja nerf merc/commando dmg? I used to be able to pull 600-700k dmg done in wz's without issue, but now it's a struggle to get past 400k.

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3 out of the 4 abilities I listed can stop a ravage, yes, obviously disabling shot can't stop a ravage...don't use disabling shot, use one of the other abilities.

 

I don't think a maurauder can win in a 4v1, that goes against all of the 'Stun Wars' threads on this board, that Maurauder can get 1 'smash' off before he is stunned to death, he can vanish and try again, but then it's pretty much over.

 

If a merc can survive and beat a 1v2 then I would think that the Merc is OP.

 

Newsflash for ya guy. Rocket Punch doesnt stop ravage anymore. That leaves 2 abilities on long cooldowns. Plz stop posting.

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Newsflash for ya guy. Rocket Punch doesnt stop ravage anymore. That leaves 2 abilities on long cooldowns. Plz stop posting.

 

3 abilities, Concussion Missle, Electro Dart and Jet Boost will stop a ravage.

 

I think this is a L2R(ead) issue.

 

I guess the difference between my Merc and yours is that you flip your keyboard and give up when things get rough. Meanwhile I've learned to adapt.

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3 abilities, Concussion Missle, Electro Dart and Jet Boost will stop a ravage.

 

I think this is a L2R(ead) issue.

 

I guess the difference between my Merc and yours is that you flip your keyboard and give up when things get rough. Meanwhile I've learned to adapt.

 

Concussion Missile?

 

BAHAHAHAHAHAH...

 

 

 

 

 

 

 

 

 

 

...BAHAHAHAHA

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Use Power Surge with it.

 

The only thing I can use this for is ninja capping as assault. They are constantly dotted so it's hard to land this in the middle of a fight. They need to let it persist thru our dots and any outside dmg should break it, or just have it remove all dots on the target, that would be awesome and make it worth casting.

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Power Surge is married to Fusion Missile and Thermal Override in my book. Sure if you get caught at low health and have 0% chance of winning, Power Surge + Concussion can let you get off a few big heals.

 

But I pretty much save it for Fusion Missile in 1v1 or 2v2. If a melee gets on you and you are forced to kite, having the Fusion DoT is huge when it comes to you killing them before they kill you.

Edited by DarthBloodloss
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I know what he is implying. I'm just laughing at how ridiculous and stupid his suggestion is. The only use for those two abilities together is in 1v1 fights. In WZs its a waste of what could have been an instant heal or an instant fusion missile.

 

He's right and he's one of the best Merc healers on the server.

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In warfare, there are no set "rules" you use whatever you can to win the fight. If you used electro dart and they popped their CC breaker, a concussion missle will put them down for 9 seconds. However:

 

If your pyro this doesn't help at all since they are dotted and will break free in 1-2 seconds. What about a talent in the pyro tree Similar to the Inquisitors talent "Haunted Dreams" where upon damage, the taget is still stunned for 1-2 seconds. Buys us aleast 1 heal or time to get distance on our pursuers or that extra bit of damage to even out the fight.

 

Currently Infared Scanners in the pyro tree has little use. Seems like a good change.

 

All that aside, Fusion Missle+Power Surge is typically the way to go for Pyro. Arsenal can make use of Concussion Missle....right before they die anyway.

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No not you, Dashto aka Jenzali, you fool! lol

 

I'm sure you're good too.

 

Probably a lot more useful for a merc healer than a DPS spec (I'll not claim to be an authority on that - I don't play CM and probably never will). As a DPS commando/merc, you are MUCH better off saving the instant for a plasma grenade or heal against a meleer in a group setting (unless you're trying to cap or something).

 

And yeah, Phaser is definitely one of the best DPS Mercs on our server. He's an obvious choice to mark if I see him in a standard WZ pug.

 

In warfare, there are no set "rules" you use whatever you can to win the fight.

 

Yes, absolutely this. Obviously if you're solo and you want to make space, conc round may be an option - you're ever mindful of the cooldown on leap for glowstickers though.

Edited by Jherad
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No not you, Dashto aka Jenzali, you fool! lol

 

I'm sure you're good too.

 

I was trolling you for using a vague pronoun :p

 

I just don't understand what these people are trying to prove. 20 sec Jet boost 45 second Electro dart, and 2 min Powersurge->concussion missile is just not enough tools to deal with mele IMO. Especially considering that some can spec into CC immunity and KB immunity after a leap.

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No, it's on hte GCD. FOLLOWTHROUGH is off the GCD, but that doesn't make snapshot better than a very meh skill.

 

wut

 

I mean COVER is off the global cooldown; both Snipe and Followthrough eat up 1.5 seconds. Also, sure Snap Shot is mostly pointless in a PvE setting, but it provides amazing mobility in PvP.

 

 

As for all the people saying to use Tech Override/Power Surge with Concussive Round/Concussion Missile, mezzes are pretty much entirely useless for assault specialists/pyrotechs, and unless you're in a 1v1 setting and you know that your enemy has already used their CC breaker, it's almost always better to go for an instant heal or an instant Plasma Grenade/Fusion Missile.

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That is what knockback is for... BOTH OF THEM. Not to mention that is what peels are for as well as guard. OMG tactics are hard!

 

Why do you keep posting in this thread, when you obviously don't PvP that much?

 

Lol@2 knockbacks.

You realize that every other class can get guarded too, right? And be more productive?

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I was trolling you for using a vague pronoun :p

 

I just don't understand what these people are trying to prove. 20 sec Jet boost 45 second Electro dart, and 2 min Powersurge->concussion missile is just not enough tools to deal with mele IMO. Especially considering that some can spec into CC immunity and KB immunity after a leap.

 

You mean 1 spec that is rarely used in WZs. I'm sure you'd rather see more Focus/Rage spec players than Veng/Vig... :rolleyes:

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Why do you keep posting in this thread, when you obviously don't PvP that much?

 

Lol@2 knockbacks.

You realize that every other class can get guarded too, right? And be more productive?

 

Why are you posting in this thread if you haven't touched your Commando since January as you claim?

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It's good to hear that they're at least making an effort to improve DPS Commando. You sort of have to be blinded to think otherwise. It'll be interesting to see what kind of escape mechanic they have in mind, mainly because I'm a Combat Medic/Bodyguard, but also because I'd love to pick up and play Gunnery/Arsenal again. The spec has no problem dealing damage (PvE shows that), it is totally lacking in team utility and personal utility though. Can't wait to see what they have in store.
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It's good to hear that they're at least making an effort to improve DPS Commando. You sort of have to be blinded to think otherwise. It'll be interesting to see what kind of escape mechanic they have in mind, mainly because I'm a Combat Medic/Bodyguard, but also because I'd love to pick up and play Gunnery/Arsenal again. The spec has no problem dealing damage (PvE shows that), it is totally lacking in team utility and personal utility though. Can't wait to see what they have in store.

 

Meh...they've claimed the same crap before. For our big 'update', we got an interrupt and the ability to insta cast a heal in lieu of dealing damage. I have zero faith in them every fixing Commando.

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Why do you keep posting in this thread, when you obviously don't PvP that much?

 

Lol@2 knockbacks.

You realize that every other class can get guarded too, right? And be more productive?

 

LOL even @1 knockback. When I face a class with one I usually wait for my fellow knight to leap towards the target he punches knockback and I leap immediately after that and my fellow knight has time to reach the target and get few shots too. I bet a merc/commando comes right after that on forums to say a few words about warriors/knights :D

 

EDIT: I have no idea how to improve the AC without redesigning their dps trees, but escape ability like jetpack for mercenary and... rocket jump(ha! quake) for commando would sure make pyro/assault and heal spec a lot better, mobile and cooler. Arsenal/Gunnery would need a complete redesign or making tracer/grav instant.

Edited by MelodicSixNine
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