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Bodyguard Mercenary/Combat Medic Commando Set Bonus Discussion

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Bodyguard Mercenary/Combat Medic Commando Set Bonus Discussion
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EricMusco's Avatar


EricMusco
07.13.2015 , 12:51 PM | #1 This is the last staff post in this thread.  
Hey everyone,

We wanted to take a moment to reach out to the community to collect ideas on set bonuses. We are looking for opinions on current and previous set bonuses as well as concepts for future. This thread will cover Bodyguard Mercenaries/Medic Commandos.

Note: Our intent is to have set bonuses not increase HPS by more than 5%. Please keep this in mind when posting your suggestions.

Current Level 60 Set Bonuses (for reference)
  • 2-Piece: Activating a healing ability has a 15% chance to grant Combat Medic's Critical Bonus which causes your next Rapid Scan or Medical Probe to be a critical. This effect can only occur once every 30 seconds.
  • 4-Piece: While in Combat Support Cylinder or Combat Support Cell the duration of Supercharged Gas and Supercharge Cells is increased by 5 seconds.
  • 6-Piece: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.
Cheers, all!
The SWTOR Combat Team
Eric Musco | Community Manager
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stuarthillier's Avatar


stuarthillier
07.13.2015 , 02:01 PM | #2
I think the 2 set and 4 set are fine. I think it would be nice to see

6 set- Each tick of med shot applys 1 stack of trauma probe on the target

TyrannisWP's Avatar


TyrannisWP
07.13.2015 , 02:40 PM | #3
I'm just excited to have a 4 piece set bonus after 7-8 (?) months of not having one. Honestly overall I think the set bonus is fine just the utilities and discipline tree itself need reworking or tweaking. At most I would see maybe changing the 6 piece to 1 or 1.5 seconds off progressive scan/successive treatment as its a much more important ability (like the 6 piece for sorcs and ops)
Entity

ArcherOrant's Avatar


ArcherOrant
07.13.2015 , 03:23 PM | #4
Honestly I feel our set bonuses are pretty dang good right now.

That being out of the way now I shall go to my dream 6-piece set bonus!

6-Piece: Kolto bomb refreshes the charges of Trauma probe on all effected targets to full. This effect may only occur once every 30-seconds.

I am betting that this would push HPS beyond the 5% desired though :/

I am just a simple healer though with a dream ^_^
Healers be like, "Why did you stand in the fire?"

JonahSnake's Avatar


JonahSnake
07.13.2015 , 04:58 PM | #5
I think 2 and 4 bonuses good.
For 6 I wish:
Reduces cool down of successive treatment by 2 sec. In addition activating successive treatment will grant charge of (don't know, something) which make one of the non critical hit of successive treatment critical.

thereter's Avatar


thereter
07.13.2015 , 06:08 PM | #6
Is it possible to have different set bonuses for pvp and pve?

Clogski's Avatar


Clogski
07.13.2015 , 10:53 PM | #7
I still love the auto-crit on Rapid Scan and it should carry onto a new set.

With the current set the only bonus I am still iffy about is the Supercharge Gas Cell duration by 5 seconds. Since it was bugged for the better half of the xpac I wont really miss the set bonus.

Ideas:
- Critical hits from Kolto Bomb residue have a 50% chance to refresh one stack of Kolto Shell on a target it heals. This effect cannot occur on the same target for more then 6 seconds. The stacks of Kolto Shell cannot exceed the current 7 stack limit.
- Critical hits from Kolto Shell have a chance to vent 2 heat. In addition the cooldown of Emergency Scan is reduced by 2 seconds.
- After using Thermal Sensor Override, the cost of your abilities are reduced by 25% for 8 sec.
- Your Emergency Scan also heals an injured target within 15 meters for 15% of the amount healed.


And quick question: Will we see threads like this for utility changes as well? I have many ideas for changes to merc utilities but I don't want to take this off-topic from set bonuses.
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hazkep's Avatar


hazkep
07.14.2015 , 04:28 PM | #8
2 and 4-pieces set bonus is fine (btw, for previous comment, 4-piece was never fully bugged, just take off and put on all gear after changing instance, worked since the very start Upd sorry, work only for Mercenaries). Here are some ideas for 6-pieces:
1) While Supercharged Gas is active, each critical hit of Progressive Scan reduces the active cooldown of Emergence Scan by 0.4 seconds (up to 4 total seconds if all hits on all targets are critical).
2) Emergency scan has as 15% chance to grant 2% alacrity buff for 8 seconds.
3) Emergency scan has a 30% chance to immediately vent 5 heat.
4) Kolto missile has a 20% chance to grant or refresh Invigorated buff for all targets affected by Kolto shell (inside AOE).
5) Increases the amount and duration of HoT by Kolto Missile (and provide some notification of this HoT).

GopherLuV's Avatar


GopherLuV
07.14.2015 , 04:47 PM | #9
Quote: Originally Posted by hazkep View Post
2 and 4-pieces set bonus is fine (btw, for previous comment, 4-piece was never fully bugged, just take off and put on all gear after changing instance, worked since the very start). [/I].
The commandos was bugged out completely and never worked. I tried, many, many, many times.. All sorts of different ways (even pulled armorings and and put them back in a few times). The Mercenaries always worked like they work now.. you just had to remove and replace whenever you came through an instance.
Quote: Originally Posted by Clogski View Post
I still love the auto-crit on Rapid Scan and it should carry onto a new set.

With the current set the only bonus I am still iffy about is the Supercharge Gas Cell duration by 5 seconds. Since it was bugged for the better half of the xpac I wont really miss the set bonus.

Ideas:
- Critical hits from Kolto Bomb residue have a 50% chance to refresh one stack of Kolto Shell on a target it heals. This effect cannot occur on the same target for more then 6 seconds. The stacks of Kolto Shell cannot exceed the current 7 stack limit.
- Critical hits from Kolto Shell have a chance to vent 2 heat. In addition the cooldown of Emergency Scan is reduced by 2 seconds.
- After using Thermal Sensor Override, the cost of your abilities are reduced by 25% for 6 sec.
- Your Emergency Scan also heals an injured target within 15 meters for 15% of the amount healed.


And quick question: Will we see threads like this for utility changes as well? I have many ideas for changes to merc utilities but I don't want to take this off-topic from set bonuses.
While I really do enjoy having that extra 5s on supercharge, some of these sound pretty nice.. Some of them could push up our AoE/raidwide healing quite a bit though.

I don't really think any changes are "Necessary" in any way, i'de much rather just see the current set bonus but in FULL working order (especially at the next gear level.. if I grind out a 6 piece to find it not work again, i'm gonna break something..)

If we are to get a new ability with the new level cap it could change everything and it might be better to change the bonuses but, as it is I think they are good for the type of healing commandos do. I would much rather have my 6 set bonus reduce Advanced Med Probe/Healing Scan CD than progressive scan.. In easy fights I probably get more healing from progressive but in a hard healing fight I use AMP/HS more since i can hit 10k-20k heals every 1.5s for 15s.. regen some energy and do it again. While I get a higher per activation healing from progressive scan, in heavy fights AMP will hit close to the same but I can hit it much more often and direct the heals more effectively.

omeru's Avatar


omeru
07.14.2015 , 08:20 PM | #10
Quote: Originally Posted by EricMusco View Post
Hey everyone,

We wanted to take a moment to reach out to the community to collect ideas on set bonuses. We are looking for opinions on current and previous set bonuses as well as concepts for future. This thread will cover Bodyguard Mercenaries/Medic Commandos.

Note: Our intent is to have set bonuses not increase HPS by more than 5%. Please keep this in mind when posting your suggestions.

Current Level 60 Set Bonuses (for reference)
  • 2-Piece: Activating a healing ability has a 15% chance to grant Combat Medic's Critical Bonus which causes your next Rapid Scan or Medical Probe to be a critical. This effect can only occur once every 30 seconds.
  • 4-Piece: While in Combat Support Cylinder or Combat Support Cell the duration of Supercharged Gas and Supercharge Cells is increased by 5 seconds.
  • 6-Piece: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.
Cheers, all!
The SWTOR Combat Team
Wow it is funny you put this on the list[*]4-Piece: While in Combat Support Cylinder or Combat Support Cell the duration of Supercharged Gas and Supercharge Cells is increased by 5 seconds. since your genious dev. team couldnt manage to fix it in 9 months 9 *********** months.
Yes we didnt like old set bonuses since it is not *********** working, it's been 9 months and your incompetent team couldnt make it work even a monkey could fix it but your team couldnt do it even thou you announced you are fixing it twice. So next time make your test and make working set bonuses. 9 *********** months and you are asking if we were satisfied with old bonuses? It could be good if it worked as intended. So what ever you put as set bonus just make sure it is working, but i am not sure your genious dev. team can manage it.