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DPS Merc Suggestions

STAR WARS: The Old Republic > English > PvP
DPS Merc Suggestions

DarthBloodloss's Avatar


DarthBloodloss
10.03.2012 , 01:51 PM | #1
DPS Mercs need to be fixed. If you play multiple classes in end game PvP, this is even more obvious. It needs something that makes it more effective without ruining the damage output balance in PvE.

Mercs have no attacks that scare anyone. They also lack defensive cooldowns that makes an opponent have to work harder for the kill. I try to keep my suggestions simple because I feel the changes should be gradual and we need to get started. I will also add suggestions from other people as I see them.

---Power Shot > change to Instant Cast
This would up our DPS in PvP but not in PvE. This would also up our survivability by allowing us to deal more constant damage on the move

---Cylinder Changing > change to Instant Cast
This would allow Mercs to bring more to the table by healing allies while on the move

---Kolto Overload / Energy Shield needs a buff
---Any 1 or more of the following would be a welcome change:
---Reduced cooldown
---Increased effectiveness (HoT for more, or Shield for 25%-33%)
---Added effect to the Shield such as being Un-interruptable and/or Un-Stunnable and/or KB/Pull Immune
---Move the Shield skill box to a lower tier in the skill trees so DPS can use it

---Power Barrier > Increase to 2 stacks per Tracer instead of 1
No one ever complains an Arsenal Merc is hard to kill. So why was this lowered in the first place?

---Rocket Punch (with skill box) > change back to KB with Snare, or KB with Root
One of the very few defensive moves an Arsenal Merc had was made even weaker with the latest nerf

---Barrage Unload > change Unload to not be interruptable when using it with a Barrage proc
This will help Arsenal especially, who are always in danger of being interrupted

---Abilities that proc should show the proc sooner so the player can easily use it as the next attack
Sometimes players miss using a proc right away because of how late it informs them

Bugs
--Sweeping Blaster Animation
--Dark Side chapter 3 loading screen
Bloodloss Mercenary
DESTROYER OF WORLDS || KEEPER OF SOULS

yoomazir's Avatar


yoomazir
10.03.2012 , 02:16 PM | #2
Reroll into a PT ( I should do that but I'm too tired for it).

Technohic's Avatar


Technohic
10.03.2012 , 02:19 PM | #3
You know what I thought would be neat?

For merc side; you know how snipers cover, particularly entrench is usefull; right? What if, while shield is up, you could not be leaped at, pulled or stunned and get snare/root immunity including allowing you to move while channeling? Then when shield goes down; back to normal?

Might have to tweak cooldown time for balance after doing that, but just a though. I just look at merc dps, and my issue is not the damage output, but rather the lack of utility along with so many things that stick you in place.

Mancer's Avatar


Mancer
10.03.2012 , 02:21 PM | #4
Quote: Originally Posted by yoomazir View Post
Reroll into a PT ( I should do that but I'm too tired for it).
that is what I did also, but tired out at lvl 29, then rolled a sniper.
I achieved the ultimate level of SWTOR endgame: Forum ranting & trolling!

Soljin's Avatar


Soljin
10.03.2012 , 02:48 PM | #5
/signed But have no input...Been fighting with people including other Mercs about this AC needing utility/Survival increases forever and am now tired of trying to help...But Ill support your thread
Born on Bria.
Clone Zerging Since 2003!

DarthBloodloss's Avatar


DarthBloodloss
10.03.2012 , 03:01 PM | #6
Quote: Originally Posted by Technohic View Post
You know what I thought would be neat?

For merc side; you know how snipers cover, particularly entrench is usefull; right? What if, while shield is up, you could not be leaped at, pulled or stunned and get snare/root immunity including allowing you to move while channeling? Then when shield goes down; back to normal?

Might have to tweak cooldown time for balance after doing that, but just a though. I just look at merc dps, and my issue is not the damage output, but rather the lack of utility along with so many things that stick you in place.
Yes good idea, similar to the Shield when a Merc Healer uses it. I'm going to add this to the list.

Quote: Originally Posted by Soljin View Post
/signed But have no input...Been fighting with people including other Mercs about this AC needing utility/Survival increases forever and am now tired of trying to help...But Ill support your thread
Thanks! It was finally the last straw for me when I was leveling another alt (for the class buff). I have a 22 assassin and the number of cool/fun/useful abilities is ridiculous. Its puzzling how one class can have so many fun toys, it makes the Merc feel like I have almost nothing at all. I don't want any other class nerfed, I just want Mercs to have fun toys too.
Bloodloss Mercenary
DESTROYER OF WORLDS || KEEPER OF SOULS

Kalifus's Avatar


Kalifus
10.03.2012 , 03:10 PM | #7
This is a real easy fix. Return to pre 1.2 and Mercs will be back to viable. The only reason they were OP then was because no one knew the meaning of interrupt. Mercs have no real utility so they need to blast down a target quick before that target gets to you. Once that target is on you you pretty much have no chance. So pre 1.2 is the answer.

heechJunzi's Avatar


heechJunzi
10.03.2012 , 04:44 PM | #8
I play multiple classes and I think commando is fine.
Junzi - EWH Sentinel Buxi - EWH Commando Jünzi - EWH Operative
----------- The Harbinger -----------

GeckoOBac's Avatar


GeckoOBac
10.03.2012 , 04:52 PM | #9
Channel on the move. 'nuff said. Make it for assault only, so it's not overpowered, but that single fix is going to make us MUCH better in pvp.

Jherad's Avatar


Jherad
10.03.2012 , 06:15 PM | #10
Yeah, we certainly don't need more DPS. We just need to be able to apply that DPS more effectively ie. more survivability and/or defense against interrupts, particularly for gunnery/arsenal.

When left alone vs an inexperienced team/pug I can do good amounts of damage - perhaps not to the crazy 1 million+ heights of the AOE sorcs/sages, marauders and PTs at their best, but high enough. Playing against a team that knows what they're doing though (ie. high end RWZs)? Utter dead weight - and if they're melee heavy, any other class would be better.

Quoting an old post of mine:

Quote: Originally Posted by Jherad View Post
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.
So yeah, we got the interrupt, which for PVP was the least of my worries, and stockstrike got the root but lost the knockback (/facepalm), My main concerns still apply.
Zacharïah - Commando / Chasso - Merc
Youtube / Twitch
2.4 is the PvP Patch! ... J/K, Removing RWZs trolololol