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Arsenal and Innovative Ordnance Mercenary/Gunnery and Assault Specialist Set Bonus Discussion

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Arsenal and Innovative Ordnance Mercenary/Gunnery and Assault Specialist Set Bonus Discussion
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DariusCalera's Avatar


DariusCalera
07.13.2015 , 04:26 PM | #11
Quote: Originally Posted by TyrannisWP View Post
QFT. On a more related note is the merc auto crit still broken and giving them infinite auto crit heat seekers while the buff is active? I don't follow the merc threads enough to know if that had been fixed or not.

Again though can we not have the "2% more damage" and "auto crit this or that" with every class. It's not something you even pay attention to in pvp. I've never been mezzed or something and been like "aww man now im not going to get to use my 2% damage boost" IMO its a waste of a set bonus and just lazy in general.
It never gave them infinite autocrits. The 2% damage buff icon looks exactly the same as the autocrit icon. People just thought that the autocrit buff was broken because the other one remained up there longer.

Forren-Midosea's Avatar


Forren-Midosea
07.13.2015 , 05:44 PM | #12
As dps commando PVE player i think that 4pc bonus is pretty useless tbh. What would i like to see is the 15s lower cd on recharge cells. Assault drains energy like mad and this would help more then 5s lower cd on tech override. 6pc bonus is also quite abusrd, in fight that last for 5 minutes it proc only 4 - 5 times.. How this should increase my dps in visible way? Why not change that to something realy usefull like increased damage from Heatseeker Missile and Mag Shot or Demolition Round and Mag Bolt to do 5 to 8% more damage. (depending on the test and math job). This would be something great that i belive all commando players would make happy

Oh and forgot, also i would love to see dot spread on assault plastique instead of 2 skills that sinks your energy.

diadox's Avatar


diadox
07.13.2015 , 05:50 PM | #13
If nothing else I'd like to see the 4 piece also reduce the cooldown of Concussion Missile. Power Surge is often used for instant CC, and it's inconvenient to have the cooldowns of the two abilities desynched by the set bonus. And to be honest the cooldown reduction could be increased further without breaking anything.
Rhuarc -- Rhu
The Red Eclipse

AndrejVyboch's Avatar


AndrejVyboch
07.13.2015 , 06:02 PM | #14
I m personally happy with 2 and 4 set bonus piece but 6 is a bit useless that is why i use old 2 set bonus( increase crit chance on grav round and charged bolts by 15%) , from this both specs profit , that is why i d recomend 2 and 4 set bonus to stay same and 6th set bonus auto crit be replaced by old 2 set bonus.

JacenKalo's Avatar


JacenKalo
07.13.2015 , 06:13 PM | #15
It may sound selfish, but can we get a skill that has some heat reduction utility? I know in Arsenal it's not that bad, but in IO you have to be very smart with your heat management.

Maybe make it to where every full channel of Blazing Bolts/Unload makes your next Power Shot cost 1 heat. This effect can occur no more than once every 45 seconds.

Also, the 2% damage bonus does feel a bit lazy. If you're going to do cookie-cutter set-bonuses, at least make them slightly unique based on the class. Like make them increase a class-specific cooldown or something.

Keep PvE and PvP seperate please

RagnarokViking's Avatar


RagnarokViking
07.13.2015 , 06:19 PM | #16
I think these would be nice changes for both DPS specs. These are PVE only, I don't think PVP and PVE Set Bonuses should be the same, heck give PVP players better DCDs with their set bonus at the cost of some damage

2 piece: Supercharged Gas increases all damage dealt by 3% for 20 seconds.
4 piece: Reduces the heat cost of Thermal Detonator or Heatseeker Missile by 3.
6 piece: Autocrit every 60 seconds on HSM or MS is fine. I don't know what else to put here, unless perhaps a straight 15% increased crit chance on unload/blazingbolts.

Any thoughts?

Zoom_VI's Avatar


Zoom_VI
07.13.2015 , 07:09 PM | #17
If the autocrit 6pc bonus is kept, I think it would be nice to change how the proc works so that the player can see how much time is left before they can proc the 6pc setbonus again.
This isn't huge for straight dummy parsing or tank 'n spank bosses since in those situations demo round won't be delayed, but in PvP and bosses with significant amounts of forced downtime it becomes very important to not waste valuable 6pc autocrit procs.

My idea would be to change the 6pc so that when the 6pc autocrit proc is consumed it places a 1 minute debuff that functions as a lockout. That way we can see how much time is left until we can proc the 6pc setbonus again.
Crinn

Sanity is for the weak minded.

CopperLord's Avatar


CopperLord
07.13.2015 , 07:39 PM | #18
I think you should make a set bonus that is simple. 2 set = +2% damage/healing/defense, 4 set = +4%damage/healing/defense, 6 Set = +6% damage/healing/defense. How awesome would that be to have a simple armor set like that?!?!? Then you wouldn't have to worry about who likes what skills, and bla bla bla. Well, that's my suggestion for the set bonuses. You are welcome.

Gyronamics's Avatar


Gyronamics
07.13.2015 , 09:19 PM | #19
IIRC the set bonuses are identical to prevent cheesing of content either way with PVP and PVE set bonuses.

Current 3.0 set bonuses for Merc DPS allow you to get a large damage boost when opening up on a boss.

At any point after that in the fight or in PVP in general the long cooldown of the procs are nothing to rely on because they are not on demand. They are nailed to things which are core to doing damage.

Oh look it's procced, quick, I must find someone to use this autocrit on....

Oh look, I gained 2% damage for the next 30s... yet this is so trivial it's not going to influence my combat decisions.

As for the -5s on Power Surge... Irrelevant in PVE and no big deal in PVP either. 5 seconds off 60 seconds is nothing.

Unless you're planning on doing something meaningful with Merc survivability in PVP then I'd like to take the opportunity to wedge in some survivability into the set bonus and bring back the lowered cooldowns you dropped from Merc PVP sets when you made the 3.0 ones.

-5s on Hydraulic Overrides cooldown specific to Merc to prevent cross dressing by Powertechs.
-5s on Jet Boost

And then with the 6PC you can put whatever overcomplicated DPS boost you want but frankly a flat boost to Blazing Bolts or Mag Shot would be much more attractive than juggling or ignoring more procs popping on the buff bar.


Actually scratch the cooldowns, how about fixing something using the set bonus which has annoyed me for a longass time.

You cloned Hydraulic Overrides from the Powertech and glued them onto the Merc.

Except Powertech is a melee class festooned with instant attacks. Merc has to sit still to cast or it does nothing but eat damage, do very little damage and even less healing.

As a result when someone decides this is a good day to put some grief on the Merc causing them to want to get away it's a self-shutdown for the Merc for as long as they try to use the duration of Hydraulic Overrides to make distance.

How did that ever make sense to anyone. Snipers have a 18m teleport plus immunities, Sorcs have a high speed dash which takes about 2s. Both of which allow distance making without shutting down the player using them.

Mercs have a moderate jog for 6-10s which stops them casting... despite them being a caster?

This is what it should have been all along:

Hydraulic Overrides allows casts and channels on the move for its duration.

Then DPS Merc doesn't have to be totally useless when breaking away from a fight as they can keep dealing damage or healing as they move.

Burn a set bonus on that. It should be baseline or at the very least a mid level utility but when all you're asked for is opinions on set bonuses...
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Lalainnia's Avatar


Lalainnia
07.13.2015 , 11:46 PM | #20
Quote: Originally Posted by Gyronamics View Post
IIRC the set bonuses are identical to prevent cheesing of content either way with PVP and PVE set bonuses.

Current 3.0 set bonuses for Merc DPS allow you to get a large damage boost when opening up on a boss.

At any point after that in the fight or in PVP in general the long cooldown of the procs are nothing to rely on because they are not on demand. They are nailed to things which are core to doing damage.

Oh look it's procced, quick, I must find someone to use this autocrit on....

Oh look, I gained 2% damage for the next 30s... yet this is so trivial it's not going to influence my combat decisions.

As for the -5s on Power Surge... Irrelevant in PVE and no big deal in PVP either. 5 seconds off 60 seconds is nothing.

Unless you're planning on doing something meaningful with Merc survivability in PVP then I'd like to take the opportunity to wedge in some survivability into the set bonus and bring back the lowered cooldowns you dropped from Merc PVP sets when you made the 3.0 ones.

-5s on Hydraulic Overrides cooldown specific to Merc to prevent cross dressing by Powertechs.
-5s on Jet Boost

And then with the 6PC you can put whatever overcomplicated DPS boost you want but frankly a flat boost to Blazing Bolts or Mag Shot would be much more attractive than juggling or ignoring more procs popping on the buff bar.


Actually scratch the cooldowns, how about fixing something using the set bonus which has annoyed me for a longass time.

You cloned Hydraulic Overrides from the Powertech and glued them onto the Merc.

Except Powertech is a melee class festooned with instant attacks. Merc has to sit still to cast or it does nothing but eat damage, do very little damage and even less healing.

As a result when someone decides this is a good day to put some grief on the Merc causing them to want to get away it's a self-shutdown for the Merc for as long as they try to use the duration of Hydraulic Overrides to make distance.

How did that ever make sense to anyone. Snipers have a 18m teleport plus immunities, Sorcs have a high speed dash which takes about 2s. Both of which allow distance making without shutting down the player using them.

Mercs have a moderate jog for 6-10s which stops them casting... despite them being a caster?

This is what it should have been all along:

Hydraulic Overrides allows casts and channels on the move for its duration.

Then DPS Merc doesn't have to be totally useless when breaking away from a fight as they can keep dealing damage or healing as they move.

Burn a set bonus on that. It should be baseline or at the very least a mid level utility but when all you're asked for is opinions on set bonuses...
yes please fun and not boring 2% and auto crit nonsense
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