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Merc's/Commando's are lacking IMO for PvP.

STAR WARS: The Old Republic > English > PvP
Merc's/Commando's are lacking IMO for PvP.

cashogy's Avatar


cashogy
07.18.2012 , 12:02 AM | #121
Quote: Originally Posted by DarthRaika View Post
Fix : Players can't leap to us if they are over 20m away and we get a 15-30m jetpack style blink.

great fixes without boosting dmg or giving interrupt which for some reason bw thought we shouldn't have. Also we should have a jetpack blink just for cool factor. I mean *** is it there for lol.
30m jetpack boost on a 60s cooldown would be lovely. but its significantly less nice than getting an interrupt or a dependable slow
Da'ny - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
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Henu's Avatar


Henu
07.18.2012 , 12:08 AM | #122
Quote: Originally Posted by cashogy View Post
30m jetpack boost on a 60s cooldown would be lovely. but its significantly less nice than getting an interrupt or a dependable slow
i agree, Interrupt or slowdown would be better for a merc.
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Afraid's Avatar


Afraid
07.18.2012 , 12:09 AM | #123
Here is a list of fixes that i do believe will improve merc dps.

1)Degauss:When activated you are immune to all movement impairing effects

Dont you all agree that this partcular talent is the most underused talent for the energy sheld from the 3 trees?Hell it might be the most underused talent in swtor generally.Why?Why the hell will you give up one of your SO VERY FEW defensive cooldowns to remove a petty slow or a root?

2)Power Shot has been removed.Mandalorian Iron warheads now increases all damage dealth by missiles by 10%(or keep it the same doesnt matter) and the healng dealt by Kolto missile by 20% and now additionally reduces the cost of missile blast by 4/8.

2)PPA:Unload procs free railshot 75% and MISSLE BLAST(see what i did there?) 45%
(mobility issue fixed partly?with degauss and ths change yes,now lets move to the slow part)

3)Powertechs imo should and must have the 100% and we shouldnt.Why?Because if we can apply a slowing dot 100% of the time like them plus instant procs on PPA like them plus degauss plus cleanse plus knockback(dont underestmate this,valuable like the grapple)why on earth anyone would make a PT?Bare with me cos i havent finished yet.Although we cant proc sweltering heat 100% like PTs,we should get the following change.System caliberations has been reworked.It now doesnt give alacrity but instead it boosts the damage of our offhand by X amount.(6%?12%?5%? anything is MUCH more useful from the alacrity atm,at least from my dps perspective)Note:you can experiment not only with dmg but with other things like,when dual wielding you get x amount of accuracy or crit or w/e.Just give us a talent to reward our dual wielding,like Dual Wield Mastery talent from the carnage tree of marauders.

4)Rework fusion missile.Either up the dmg or lower the cost or lower the cd or just make it instant.


5)Power Surge.My,my,my.So our brothers powertechs get to have a 25% crit chance buff and we get what?1 instant cast skill?For real?Ask yourselves,whch of those 2 talents has the biggest magnitude in pvp?1 instant skill or 25% crit chance on a dmg machine like a pt?I dont rly think there will be someone who will disagree on that...Now the problem is what to do with this skill,since if u make for example the skill to give u 3 instant casts for its duration it would be a bit useless for pyro tree and a bit op for the other 2.So id like people to suggest something here for this particular skill.

6) Give.us.an.interrupt.seriously.


7)Rework concussion missile.Either make it mez an area or
Power Overrides:Reduces the casting time of concussion missile by 1/2 sec and reduces the cd of tso by 15/30.

These are the things i wanted to suggest from my personal experience with the 2 dps trees for mercenary(i hate being a healer sorry)

DarthRaika's Avatar


DarthRaika
07.18.2012 , 12:15 AM | #124
the leap range goes with it. Don't underestimate the leap range passive. That is where our positioning and awareness would come into play. I mean ya i think we should have a slow but a blink to where they can't leap to us and then unload on them (and they can't leap so they are slowed that whole time) would be great.

Also if talking arsenal the interrupt would be great and a slow would be great but at the same time we are more of a turret class. I'd rather blink for range and then keep turreting. I mean most marauders would just ignore you if you blinked and they couldn't leap to you and you could go right back to bursting down their team. Especially if you did a knockback before your blink.

I mean if you have a healer or a guard then maybe you are biased but otherwise this would be a great addition and would make positioning matter. Really now all that matters is trying to make sure marauders leap to someone else first, however with this addition your awareness would make you stand out.

Xerain's Avatar


Xerain
07.18.2012 , 12:34 AM | #125
Quote: Originally Posted by DarthRaika View Post
the leap range goes with it. Don't underestimate the leap range passive. That is where our positioning and awareness would come into play. I mean ya i think we should have a slow but a blink to where they can't leap to us and then unload on them (and they can't leap so they are slowed that whole time) would be great.

Also if talking arsenal the interrupt would be great and a slow would be great but at the same time we are more of a turret class. I'd rather blink for range and then keep turreting. I mean most marauders would just ignore you if you blinked and they couldn't leap to you and you could go right back to bursting down their team. Especially if you did a knockback before your blink.

I mean if you have a healer or a guard then maybe you are biased but otherwise this would be a great addition and would make positioning matter. Really now all that matters is trying to make sure marauders leap to someone else first, however with this addition your awareness would make you stand out.
all i read was herp derp i want to be able to stand still and be able to kill melee... L2P and kite ffs.

Asturias's Avatar


Asturias
07.18.2012 , 01:24 AM | #126
[QUOTE=blue_talon;4871083]

My complaint has never been about DPS. I have stated in the begaining of this thread, that Merc DPS is fine but my complaint comes from Mobility and Survivability issues. I feel the class is lacking for competitive PvP.
Quote: Originally Posted by Asturias View Post
Questions answered in RED and Yellow


Mate - the guys telling you he can get good numbers in most warzones through his playstyle. I can vouch for consistency, I group with the guy most nights. You guys would be better off asking how he did it rather than trying to pick it apart for flaws and faults that you think are there to support your arguement.

A post earlier said something along the lines the a player on a merc did well in VS, NC against a mix of ranged and healer teams and got melted in a HB match against 4 maras and 2 juggs. Any class would have that problem, not just merc or a ranged. 4 maras and 2 juggs will own HB. Its their jungle.

In short - listen and learn folks. A merc or two is a valuable member of a WZ team - if played correctly.
Hey mate, all he proved was that by having a pocket healer and being avoided in a all healing match will produce great numbers. This discussion was never about Merc DPS!

People can play "The class is fine card/L2P" all day long but reality is reality and most Merc players that PvP joined the FOTM band wagon for a reason. As I have stated on this thread, I am to attached to my character and I do love the mechanics of the class but they lack a "Oh **** something".

Your guy is a big boy and I am pretty sure he can defend himself without the help of his guildmate and I am sure you didn't read the entire thread so if you don't play the class and have no clue on the abilitites it lacks. Than I gave you guys to much credit.

By the way Arsenal is a joke for PvP and anyone who plays the Merc class for PvP would know this. All the pictures I have produced is from soloing in pug groups. I can reach close to 400K DPS by myself without a pocket healer because I have learned to play the cards I was dealt. One of my guild mates played against me in a match and was blown away by the amount of medals I got. The mechanics of PvP is simple once you learn the in's and outs and I am not even in full Warhero gear yet. I just got my 5th peace today.

Cheers
The greatest Star Wars story, that was ever told.
A hunter, a seeker, and a killer for hire
Asturias (Lonestar Legacy)
Jung Ma RP PvP

skotish's Avatar


skotish
07.18.2012 , 01:35 AM | #127
Quote: Originally Posted by Xerain View Post
all i read was herp derp i want to be able to stand still and be able to kill melee... L2P and kite ffs.
Xerain where is your merc playing ?
Quote: Originally Posted by Frankenseuss View Post
Palpetine: "... Not from a TOR dev."
TOFN Farquar'hoffe/Val'korsin

Gromk's Avatar


Gromk
07.18.2012 , 06:40 AM | #128
The reason I used to think gunnery commandos were fine pre 1.2, they did great damage and did it well. Who cares how much utility or survivability you've got when you blow the sh*t out of someone extremely fast. Then they decided to nerf their dps and now everyone wants their utility increased. Bioware should have half a brain and realize that damage was their utility. This is one thing that bioware seems to fail to realize. Shrug or they can just make all dps do exactly the same damage on a dummy and say ok classes are balanced.

Combat medics were great pre 1.2 also. But that's another subject because healing in general got the shaft.

Khoraji's Avatar


Khoraji
07.18.2012 , 06:48 AM | #129
Quote: Originally Posted by Gromk View Post

Combat medics were great pre 1.2 also. But that's another subject because healing in general got the shaft.
kinda off topic but... Combat Medics/Bodyguards are perfectly fine after 1.2 as well. Same with OPS. Sorcs could use a little love but they are viable as well.

I agree with your DPS statement. We were never utility players, but without the DPS, we are just a wasted slot.
Khoraji - Jung Ma - <Dread>
Ven Zallow refugee

JohnElias's Avatar


JohnElias
07.18.2012 , 06:50 AM | #130
Quote: Originally Posted by ArchangelLBC View Post
1

Our DPS is fine when we're left alone to do that damage but the second we get someone on us with an interrupt it's shutdown time. Gunnery needs some sort of entrench ability that grants us an immunity to leaps/interrupts/controlling effects same as Tactics Vanguards gets. Until we do we're absolutely useless at playing the turret whenever someone is actually aware we're there (For commando, the big gun is a pretty big clue we're there). Assault depends too much on channeled/cast time abilities after the initial burst. Charged Bolts should be instant casted with a 2s cooldown and proc plasma cell 100% of the time to bring it in line with flame burst.

Commandos also have no way to effectively disengage but that's really a problem that all troopers suffer from. You either kill everything or you die. It would be nice to disengage but I'll take Hold the Line and some good roots/snares any day of the week.
I have an idea. What if like the Mercenary/Commando healers, you get a bubble that lets you freecast Tracer Missile/Grav Round? It would of course be a reasonable time, maybe enough for you to get out 2-3 Tracer Missiles/Grav Rounds, as well, you can spec into the skill to allow 15%-30% chance of ending the CD on your KB? I don't know if that would be OP. As well like I mentioned, we should give you guys a 30m root and a root on your KB that lasts 3s.

EDIT: Also, another Defensive CD should be given to you guys. Something along the lines of 50% damage reduction for 10s, or 3s resistance to Force/Tech attacks.
<Immortal> Xæhanort - da tank who tanks da healers in da poosy