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Fixing Commando for PvP...your thoughts?

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Fixing Commando for PvP...your thoughts?

klham's Avatar


klham
08.21.2012 , 09:34 AM | #21
As an afterthought, another option to look at is boosting the utility of reactive shield in PvP. It's underwhelming atm, is very short-lived, and has a long cool-down. Could make it a mobile version of Hunker Down (it's halfway there if talented, except for the much longer cooldown) OR give it an AoE damage reduction effect like Scambling Field. Teammates always seem to get some use out of both of those Gunslinger abilities, even the Hunker Down (low-health melee friendlies will always duck behind me and get chased in circles while I wear down their pursuer - it's hilarious!)

Gyronamics's Avatar


Gyronamics
08.21.2012 , 09:38 AM | #22
Quote: Originally Posted by TheMB View Post
lol GW2 post.
You'll have to explain yourself.

I don't have anything to do with GW2 and have never played it. My suggestion is based on this thing called logic where if a melee is a 4m class, the best defence is to keep them outside 4m.

FalcoLombardi's Avatar


FalcoLombardi
08.21.2012 , 09:43 AM | #23
Quote: Originally Posted by TheMB View Post
lol GW2 post.
I guess actually wanting some interesting abilities makes it a lol GW2 post?
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ArchangelLBC's Avatar


ArchangelLBC
08.21.2012 , 02:23 PM | #24
Quote:
Increasing cast speed does absolutely no good in PvE and only minimal good in PvP if facing pushback.
While I agree you shouldn't stack alacrity in gear, taking one or a combination of the alacrity talents is highly recommended in both PVE AND PVP for maximizing DPS output.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Trollolololo's Avatar


Trollolololo
08.22.2012 , 12:59 AM | #25
Quote: Originally Posted by ArchangelLBC View Post
While I agree you shouldn't stack alacrity in gear, taking one or a combination of the alacrity talents is highly recommended in both PVE AND PVP for maximizing DPS output.
GCD=1.5s
Grav Round=1.5s

With the option to queue abilities before GCD, I never even waste a fraction of a second casting grav round.

My only conceivable uses for the extra alacrity would be for a faster channel in Full Auto, Mortar Barrage, or Pulse Cannon, but only Full Auto makes its way into my PvE rotation. My opinion is that Heavy Trooper is a better talent, especially when PvPing or clearing PvE content where you take a lot of damage.

ArchangelLBC's Avatar


ArchangelLBC
08.22.2012 , 02:49 AM | #26
Quote: Originally Posted by Trollolololo View Post
GCD=1.5s
Grav Round=1.5s

With the option to queue abilities before GCD, I never even waste a fraction of a second casting grav round.

My only conceivable uses for the extra alacrity would be for a faster channel in Full Auto, Mortar Barrage, or Pulse Cannon, but only Full Auto makes its way into my PvE rotation. My opinion is that Heavy Trooper is a better talent, especially when PvPing or clearing PvE content where you take a lot of damage.
And what about the alacrity talents are mutually exclusive with Heavy Trooper? And actually with casted abilities the GCD is whatever the cast time is (or 1.5s whatever is shorter). So yes, the quicker channels on Full Auto and the marginally quicker cast times on Grav Round will be worth it if you're looking to eek out every point of DPS possible.


Here is the build I use
. Though some have started about taking one in Weapon Calibrations and one in First Responder. A tad too RNG dependent for my tastes though. Also note that from a pure PVE perspective the Advanced Tech is probably better than Concussive Force.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Naariss's Avatar


Naariss
08.22.2012 , 03:13 AM | #27
I need only one thing How to make commando real Range DpS?
Today Comando is call a range DpS but we have no range to play, I mean other class can close to us easily some class can fire far than us (35 metes) I dont understand Why sage can throw stone or pistal in gunslinger hand can fire far oue Heavy Cannon

Some class can charge (force leap) to us at 30 metes some class can pull us to him at 30 metes. Oh.... Do you ever see any guy who can jump equal to maximum firing range of HMG? Ok you can tall me Jedi in this game can do that. It mean HMG is usedless in this game.

Other class has some skill to take a gap between him and his target. Gunslinger has their Screen that pervent him from leap or pull. What dose it mean GS can stay at range and fire anyone want to melee with him must move closer to him cant leap cant pull. Sage has force speed if someone try to move close to him, He can sprint out and maintain a range between him and his target then firing.

What skill we have to do like that when target try to move closer to us? Knockback 4 metes .... Ar Thank you That help a lot nearly to nothing!!

I need BW give some skill to keep commando can stay at range more deficult to close up I no need interupt or more power up skill I need only this one.

** Plz try to understand my very bad English **

Lastot's Avatar


Lastot
08.22.2012 , 03:19 AM | #28
Commando's need three things and it should not even be a question, they SHOULD just give them to us.

1 an interupt

2 a snare needs to be added to our knock backs

3 we should be given flash grenade's like the gunslingger class has

That is it, those three things would ballance the commando class and make me a very happy trooper.

EDIT.....I have been a 50 Gunslinger for a LONG time, I just rerolled another class and it was Commando. I am 36 now and starting to wonder why in the hell did I pick commando. gunslinger is 80% better than what this class is at this time.
No one will ever hit you harder than life. It doesn't matter how you hit back but how much you move forward, while you suffer through.

ArchangelLBC's Avatar


ArchangelLBC
08.22.2012 , 03:27 AM | #29
Quote: Originally Posted by Lastot View Post
Commando's need three things and it should not even be a question, they SHOULD just give them to us.

1 an interupt

2 a snare needs to be added to our knock backs

3 we should be given flash grenade's like the gunslingger class has

That is it, those three things would ballance the commando class and make me a very happy trooper.

EDIT.....I have been a 50 Gunslinger for a LONG time, I just rerolled another class and it was Commando. I am 36 now and starting to wonder why in the hell did I pick commando. gunslinger is 80% better than what this class is at this time.
Actually Concussion Charge does have a 50% snare attached to it. It should really be a root in my opinion. And I don't need Flash Grenade, I need an ability that makes me unable to be leapt to or rooted. In my opinion we should get a variation of Hold the Line which basically gives us Cover conditions (unable to be leapt to or interrupted) for 8 seconds with a 30 second cooldown.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Jherad's Avatar


Jherad
08.22.2012 , 05:33 AM | #30
Hmm, from a gunnery perspective:

1) No interrupt on Full auto
2) No resisting concussion charge (not talking about resolve here)
3) root or snare on stockstrike KB
4) Long dot on sticky grenade and/or turning explosive round into something useful
5) Add minor damage zone effect to stealth scan (ie. giving us defensive anticapping utility)
6) Unnerf charged barrier back to 2% per stack.

Essentially give us better CC, better instants, better surivability, better utility - without increasing our damage output when left alone. An interrupt would be nice, but I'd be happy without it if I got all of the above.
Zachar´ah - Commando / Chasso, Aargh - Merc
The Twinkletoes Legacy
Zachariah's Merc/Mando PvP Guides
2.4 is the PvP Patch! ... J/K, Removing RWZs trolololol