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Why are Mercs/Commandos considered under powered?

STAR WARS: The Old Republic > English > Classes
Why are Mercs/Commandos considered under powered?

Aaoogaa's Avatar

01.06.2013 , 12:39 AM | #11
Quote: Originally Posted by Asavrede View Post
Underpowered? Mercs are some of the best DPSers, after marauders probably.
-I would rather pay for a great game than play a poor game for free.
-Viable and worthwhile are not the same when it comes to class design.
55 Commando - 50 Gunslinger - 50 Guardian
Beta tester...loved the game, hate what it has become.

Macroeconomics's Avatar

01.07.2013 , 03:35 AM | #12
Quote: Originally Posted by ChaseEnglish View Post
Exactly, the forums are fillled with people complaining about how under powered these classes [Merc/Commando] are, and I seem to be doing pretty well for the under powere (sic) class.
Merc dps is in fact one of the most powerful PvP classes in the game when in a match filled with low skill players. The main issue for low skill players is target acquisition. A low skill melee player will frequently lose 50% of more of his GCDs simply to being unable to acquire a target, get within range of a target and keep frontal facing to a target. Target acquisition on a Merc is significantly easier. This alone accounts for most of the success of the Merc dps subclass in sub-50 PvP. Now add in that low skill players tend to have difficulty using interrupts, defensive abilities and stuns - if those are even available to them in sub-50 PvP.

But this all changes in lev 50 PvP. Experienced melee players lose far fewer GCDs to target acquisition. They interrupt more frequently, and Mercs are the dps subclass most vulnerable to interrupts. Skilled players use the defensive abilities more effectively, and Merc have the fewest defensive abilities of any subclass. And skilled players use their stuns more effectively - and you guessed it - Mercs have the fewest stuns of and subclass.

All in all, the Merc dps subclass has all the trademarks of bad class design. It is overpowered in combats involving low skill players and underpowered in combats involving high skill players. As such, it is OBSOLETE once your skill develops.

PhantomMalice's Avatar

01.11.2013 , 08:45 PM | #13
Not to mention in sub-50, how many players will you face with Expertise gear? At those levels, all your attacks are basically equivalent to hitting PVE mobs. Come to lvl 50 where everyone is decked out with Expertise gear, augmented for best optimization, entering combat with Stim, Adrenals and Relics popped.

Yep, in a few weeks you will be coming back here about how your Grav Round is only doing triple digit damage while others are 3-shotting you solo.

mufgufkin's Avatar

01.12.2013 , 01:50 PM | #14
Well speaking from a merc perspective we do good dps but in pvp we are getting constantly shut down/ interrupted and since all our damage is tied to TM...... Also we dont have abilities to stay at range. You get the idea. Dumb players dont know to shut us down early, that changes at 50. Speaking from an arsenal spec btw. Firebug is better but has similar problems same with bodyguard.

Ryat's Avatar

01.12.2013 , 01:57 PM | #15
Post 50 is different then Pre 50. In case you haven't heard that over and over again. Pre 50 my Gunnery Commando was superior to my pre 50 Watchman Sentinel. Post 50 was completely opposite. And very ugly.

gomezd's Avatar

01.13.2013 , 08:01 AM | #16
I play my commando as gunnery at 50 pvp and kick ***. Its about knowing your classes abilities and conditions to which you can counter many classes and get great dps numbers. I hit 500k every match in damage. Never mind that that is PUG groups at that. If your a commando running in to the center of battle u deserve death! No sympathy for you because that just means you havent a concept of the commando class. There distance fighters such as slingers and snipers but have more usefull protection skills to keep distance when approached.