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Suggested Mercenary/Commando Changes for 1.6

STAR WARS: The Old Republic > English > Classes > Bounty Hunter > Mercenary
Suggested Mercenary/Commando Changes for 1.6

Evuo's Avatar


Evuo
11.26.2012 , 01:17 AM | #11
Quote: Originally Posted by Lexlo View Post
You're forgetting the right tree: Spammable Flame DoT slow.
That is a common misconception, as just by reading the text it would appear to work that way. Flame Burst augmented with the Bursting Flame and Sweltering Heat skills will not apply the Sweltering Heat slow consecutively for more than two times in a row.

To enable Sweltering Heat the ability to be applied again, you must either:

Wait for the your target to not have the CGC dot
or
Have another railshot refresh the CGC dot on your target (Superheated Rail).

Chilling Scream and Hamstring are examples of spammable perma slows.

cashogy's Avatar


cashogy
11.26.2012 , 01:45 AM | #12
Quote: Originally Posted by Evuo View Post
That is a common misconception, as just by reading the text it would appear to work that way. Flame Burst augmented with the Bursting Flame and Sweltering Heat skills will not apply the Sweltering Heat slow consecutively for more than two times in a row.

To enable Sweltering Heat the ability to be applied again, you must either:

Wait for the your target to not have the CGC dot
or
Have another railshot refresh the CGC dot on your target (Superheated Rail).

Chilling Scream and Hamstring are examples of spammable perma slows.
i believe what was being referred to was that Powertech is able to keep their target perma-slowed through the use of Flame Burst, which also procs the CGC dot as well as procs Rail Shot resets.


either way, Missile Blast is a perfect candidate for a slow like this. it is very high heat cost, very low damage. meaning it cannot be spammed while maintaining effective dps, and that it cannot be spammed as a means to produce effective dps. spamming of Missile Blast would allow for a perma-slow effect, but would result in quickly overheating and significantly reduce damage output.

Evuo's Avatar


Evuo
11.26.2012 , 01:58 AM | #13
Quote: Originally Posted by cashogy View Post
i believe what was being referred to was that Powertech is able to keep their target perma-slowed through the use of Flame Burst, which also procs the CGC dot as well as procs Rail Shot resets.


either way, Missile Blast is a perfect candidate for a slow like this. it is very high heat cost, very low damage. meaning it cannot be spammed while maintaining effective dps, and that it cannot be spammed as a means to produce effective dps. spamming of Missile Blast would allow for a perma-slow effect, but would result in quickly overheating and significantly reduce damage output.
You quoted where I addressed that very thing.

Again.

Quote:
Flame Burst augmented with the Bursting Flame and Sweltering Heat skills will not apply the Sweltering Heat slow consecutively for more than two times in a row.
versus something like Hamstring which will apply its slow indefinately, assuming the target is not immune.

Spoletta's Avatar


Spoletta
11.26.2012 , 02:05 AM | #14
Rocket punch immobilizing, knocking back and making your 3 next casts instant is a tad too much.
Immobilize + knockback would already be too much on it's own.

The change to cure mind is the single most op thing i ever heard, no class should be able to cleanse all effects.

xxIncubixx's Avatar


xxIncubixx
11.26.2012 , 02:30 AM | #15
Quote: Originally Posted by Spoletta View Post
Rocket punch immobilizing, knocking back and making your 3 next casts instant is a tad too much.
Immobilize + knockback would already be too much on it's own.

The change to cure mind is the single most op thing i ever heard, no class should be able to cleanse all effects.
why? gunslinger can do it Oo

Lexlo's Avatar


Lexlo
11.26.2012 , 02:48 AM | #16
Quote: Originally Posted by Evuo View Post
You quoted where I addressed that very thing.

Again.



versus something like Hamstring which will apply its slow indefinately, assuming the target is not immune.
Hmm, odd. I never noticed this before. I'll admit I'm wrong.


I think this is a bug though, I don't see why some DoT refreshers allow the ability to re-apply slows when others do not. This may have something to do with the proc'ing system.
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Rassuro's Avatar


Rassuro
11.26.2012 , 04:18 AM | #17
Quote: Originally Posted by cashogy View Post
point out specifically which of the changes on this current list make no sense.

i have removed/modified suggestions based on community feedback several times.
I'll be honest, before I made my last post I just looked through your post really quickly and didn't notice that you had made a lot of changes, I just assumed that it was similar as to what your old post was. The suggestion you posted originally were so crazy that I didn't bother checking back.

I apologize to you for commenting and dismissing your post without reading it again. What you have now looks a lot better, great job.

I support making these changes to the Merc class (other than possibly the changes to Cure, Force and Tech dispelling is split up between the Tech and Force healers, but I'm not too bothered by it).
Toor, 50 Operative healer | Odaen, 50 Assassin tank | Tiyr, 50 Vanguard tank | Zerofour, 50 Mercenary DPS | The Red Eclipse

Anysao's Avatar


Anysao
11.26.2012 , 06:54 AM | #18
First of all, I think i support (new to mercenary)
Second, didnt you already make this thread?
Third, if you want them to even consider this, remove the "biowarEA" idea. It's kind of obnoxious.
Ooh! In WildStar, I get double jumps, path choices, and massive PvP!That sounds cool, but one question, where do I get a lightsaber?

I will never take someone who says "EAware" seriously.

Lalainnia's Avatar


Lalainnia
11.26.2012 , 07:25 AM | #19
Yes to Missle Blast slow.
No to unlimited tramua probes. just allow it to be on 2 extra people
Yes to Run and Gun. Minor change: can only be used on tracer/powershot and maybe fusion missle. I could see a really annoying hybird with this if it stayed the way your have it now.
No to Cure change cleansing force dots would be to much sadly

Everything else seems fine to me I really do love the run and gun thing tho. I would love for them to make our threat dump drop roots when used.
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Autorch's Avatar


Autorch
11.26.2012 , 07:32 AM | #20
A lot of these changes seem to be oriented toward damage, but IMO they also need to seriously look at healing. I'm currently leveling a Scoundrel (Operative), and am a few levels short of being able to evaluate the top tier heal (the AOE HOT), but it seems clear that on PVE/ops heals, Sage/Sorceror dominates, Scoundrel/Operative is next, and Commando/Mercenary is picking up the rear by a ways.

I don't know anyone who'd prefer to take a Commando/Mercenary when they could take a Sage/Sorceror for a healer instead.

I really think that Kolto Bomb (sorry, my 50 BH is a Powertech, don't know the Mercenary names off top of head) needs a buff to be competitive with Salvation/Revivification from the Sage/Sorceror. Like either what's been suggested, that its Residue hits a lot more people, has a bigger radius, OR it smart-targets the people with the most damage instead of just proximity, et cetera. SOMETHING.

Frankly I wish it was more like Salvation/Revivification, that there was some ability that was as useful as that one is. I sure wouldn't weep if that instant free heal every 20 seconds got removed for an AOE HOT like the other two have.

Also, the new self-heal is a joke. The Sage/Sorceror gets to self-heal at the tap of a button; the Mercenary/Commando has to put the reactive heal on himself (when it really works a lot better on the tank), then fire his weapon at an enemy. This is effectively taking two heals away from the group, because usually the reactive heal would be on the tank or on self, and the gunfire would be getting used on everyone else.

Frankly, I think it's stupid. Just give the Mercenary/Commando a self-heal like the Sage/Sorceror. For crying out loud, just allow self-targeting with the gunfire heal too. I truly don't understand why the Mercenary/Commando works the way it does, which may work out mathematically on some dev spreadsheet to be balanced, but it sure doesn't seem that way, and I think it's safe to say most PvE players don't perceive it that way.