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Please help mercs


Kaos_KidSWTOR's Avatar


Kaos_KidSWTOR
09.01.2015 , 09:12 AM | #61
Quote: Originally Posted by Vember View Post
Personally, as someone who plays both Merc and Marauder regularly, i find Marauders are in worse shape than Mercs, because, melee. That being said, they both need help. Mara's need some CC immunity and Mercs need a disengage or some way to remove focus. But at least Mercs have the luxury of range.
I find it easier to play my Marauder than my Merc in PvP, though my merc isn't 50% Dark Reaver gear either. Maybe I should try to get my Merc geared for PvP again...

Quote: Originally Posted by mmmbuddah View Post
The datamined stuff isnt 100 percent for certain, so the utilities could be a little different / moved around. We can only hope.
Since when has Bioware changed anything with Utilities inside of a major patch PTS that didn't already change Utilities? Never. When has Bioware made major changes to an ability that got newly added in that PTS? Never. Force Rend got changed AFTER it launched, same for Operative Roll, and God Bubble (remember, it didn't used to have Enduring Bastion) So, I'm pretty sure the Datamined stuff is 100% certain to happen for at minimum the launch of 4.0, til 4.1 or 4.0.1

-Healius-'s Avatar


-Healius-
09.01.2015 , 09:12 AM | #62
Group up with 3 mercs/mandos and let the fun begin :-) total destruction if you all go for the same target, but yes avoid arenas, you might aswell just type /sit.

ForceWelder's Avatar


ForceWelder
09.01.2015 , 09:18 AM | #63
Quote: Originally Posted by -Healius- View Post
Group up with 3 mercs/mandos and let the fun begin :-) total destruction if you all go for the same target, but yes avoid arenas, you might aswell just type /sit.
I've yet to try this, but that was my take on it as well. Four commandos / mercs should be able to clean house. Between 4 mezzs, 4 enets, 4 knockbacks, 4 offheals, plus 4 stuns, and better than average DPS it should be game over as long as they stick to each other like glue.

The problem is finding 3 other well geared commandos / mercs on your server willing to attempt this too.
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Transcendent's Avatar


Transcendent
09.01.2015 , 10:35 AM | #64
Quote: Originally Posted by Icykill_ View Post
I'm certainly not advocating self heals as strong as Sorcs because they put out much less dps
See, I just don't see this. I can 1v1 a good sorc on my merc and while they can merrily spam self heals to negate my damage while still dotting me to high heaven, I can't self heal enough or put out enough damage to take them down.

Placing self heals / dps out of the way for a second (you'll do more damage if you can stay alive, which is something sorc excel at, while mercs take a dirt nap), with the plethora of stuns available in the game now, it's long overdue a rework or simple rethink on how resolve works would level the playing field a touch.

That's where I think some focus should be, reworking how resolve works. Simply give a short immunity to hard stuns / mezzes after the first stun to allow more fluid play to come into the game, this is something PvP in SWTOR is seriously lacking. You either spend seconds waiting out the first stun, so you can use the cc break on the second (in mercs case this can mean a majority of your HP gone) or you use your break... and get stunned.

It's not really conducive to fun and fluid gameplay as it currently stands. I really wish the devs would get the "stunwars" mindset out of their heads and go in a better more fluid gameplay direction. I'd rather take a dirt nap from being outplayed, than from being out-stunned and not being able to do anything about it or even level the playing field due to the amount of immunity certain classes have now. If ALL classes had the same immunities, it still isn't a fun way to play the game, and is far from fluid.

That's my primary criticism of PvP in SWTOR, not balance, not OP FotM, not lack of maps or lack of different game types - but the serious lack of fluid gameplay due to "Stun Wars - The Old Republic".
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power-alex's Avatar


power-alex
09.01.2015 , 10:37 AM | #65
Quote: Originally Posted by ForceWelder View Post
I've yet to try this, but that was my take on it as well. Four commandos / mercs should be able to clean house. Between 4 mezzs, 4 enets, 4 knockbacks, 4 offheals, plus 4 stuns, and better than average DPS it should be game over as long as they stick to each other like glue.

The problem is finding 3 other well geared commandos / mercs on your server willing to attempt this too.
4 of any class is hard to impossible to deal with.
What would you prediction be 4 mercs vs 4 sins? Or 4 mercs vs 4 pts?

foxmob's Avatar


foxmob
09.01.2015 , 11:17 AM | #66
Quote: Originally Posted by Qudoba View Post
winning those 1v1 match ups against classes that should defeat you is pretty satisfying.
indeed. unfortunately, it's also the class that drops fastest in 1v2.

Quote: Originally Posted by Vember View Post
Mara's need some CC immunity .
no. no they don't. that's one of the main problems with balance is all these immunities and mobility enhancements to fundamental things. fewer immunities, not more. otherwise you're just asking for an increased arms race. that's why we have lolroll and lolslash and lolHO and 12s stun immunities (before shroud!) with no handicaps (at least entrench forces you to sit in place).

here's an idea. instead of breaking the game with stupid immunity tack-ons, why don't we put a longer CD on roots. hmm. wait. who is doing all that rooting? is it mercs? hell no. is it snipers? eh. a little. how about sorcs? oh. yeah. they practically spam it. mayhap we address their root CDs? but no. instead, lolslash, loldeflect, lolHO, and now what? lol-leap? no. just no. your heart's in the right place, but you're going at it backwards.

Quote: Originally Posted by power-alex View Post
4 of any class is hard to impossible to deal with.
What would you prediction be 4 mercs vs 4 sins? Or 4 mercs vs 4 pts?
4 mercs vs. 4 ops has popped a few times and the ops were eaten up. their opener doesn't prevent mercs from popping DCDs, and 3-4 mercs are more than enough to burst down/control ops 1-2-3-4.

4 sins I've seen a few times, but I wasn't in an all merc grp. it was an all ranged grp though. 1 sniper 1 merc 2 sorcs. or something like that. I'm not sure what there was 2x of. but the sins got murdered just like the ops.

I recognized some of the ops and some of the sins as being good or at least decent. but I can't sit here and say all of the stealthies knew what they were doing b/c the sins should have lived longer with their better escapes.

most of the sins that I 1v1 don't know when to pull out (heh). they just keep coming through net and 70% snare and by the time their white dmg susceptability ends, my specials are off cd and don't require cast times.

ALL of the ops that I 1v1 don't know when to stop coming.

if they'd just hold back a few secs to let my dcds or net drop, I'd be DCD-less. and no DCDs in this game leads to situations in my sig.
Krack

Technohic's Avatar


Technohic
09.01.2015 , 11:37 AM | #67
Quote: Originally Posted by foxmob View Post
indeed. unfortunately, it's also the class that drops fastest in 1v2.



no. no they don't. that's one of the main problems with balance is all these immunities and mobility enhancements to fundamental things. fewer immunities, not more. otherwise you're just asking for an increased arms race. that's why we have lolroll and lolslash and lolHO and 12s stun immunities (before shroud!) with no handicaps (at least entrench forces you to sit in place).

here's an idea. instead of breaking the game with stupid immunity tack-ons, why don't we put a longer CD on roots. hmm. wait. who is doing all that rooting? is it mercs? hell no. is it snipers? eh. a little. how about sorcs? oh. yeah. they practically spam it. mayhap we address their root CDs? but no. instead, lolslash, loldeflect, lolHO, and now what? lol-leap? no. just no. your heart's in the right place, but you're going at it backwards.
.
LOL It's sad. Sniper/slingers best defenses were knocking back and rooting enemies at range. Guess it is pay back for being the only CC immune class for a long time.

Vember's Avatar


Vember
09.01.2015 , 12:12 PM | #68
Quote: Originally Posted by foxmob View Post
indeed. unfortunately, it's also the class that drops fastest in 1v2.



no. no they don't.
Yes, yes they do. I spend 99% of my time in combat under some form of CC until I'm dead, as a marauder. It is seriously getting old, dude.

Longer cooldowns? How about less CC, period? CC should be something you use strategically because its limited, not something you spam willy nilly because you have so much of it. There's so much CC and AOE flying around in this game it has gone beyond the point of being ludicrous.

ForceWelder's Avatar


ForceWelder
09.01.2015 , 12:43 PM | #69
Quote: Originally Posted by power-alex View Post
4 of any class is hard to impossible to deal with.
What would you prediction be 4 mercs vs 4 sins? Or 4 mercs vs 4 pts?
My prediction?

The mercs / mandos will mop the floor with them. Mercs / mandos don't rely on stuns to get the job done. They rely on range instead. But in this case, regardless of who is focused on the other three merc / mandos have multiple knockbacks at their disposal to keep melee out of range.

And three merc / mandos on the team are then free to free cast and slaughter a member before their own team mate is likely to be taking a dirt nap.

The only class that had a chance is the sage / sorc with their earthquake / lightening aoe. Four of those combined would have been brutally effective ... before they were nerfed. Now they are too weak to do much of anything other than throw some damage out at range.
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ForceWelder's Avatar


ForceWelder
09.01.2015 , 12:51 PM | #70
Quote: Originally Posted by Vember View Post
Yes, yes they do. I spend 99% of my time in combat under some form of CC until I'm dead, as a marauder. It is seriously getting old, dude.

Longer cooldowns? How about less CC, period? CC should be something you use strategically because its limited, not something you spam willy nilly because you have so much of it. There's so much CC and AOE flying around in this game it has gone beyond the point of being ludicrous.
This is a very common belief with others as well. Far too much CC.

AOE doesn't bother me. Simply because in order to do it, a player sacrifices mobility to set it off. This can leave them vulnerable especially in death matches.

But stuns ... yeah. I have had enough of them for a life time. To me, if a class can't take a punch, stuns aren't the answer. Stuns are for single target only and don't help you in most PVE situations. If you can't take a punch, you should be given better tools to escape with, not stun a target just so you get a few extra hits in for free.
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