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what are the 3 changes you need to see in the Merc class?

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
what are the 3 changes you need to see in the Merc class?

cashogy_reborn's Avatar

09.23.2013 , 09:59 PM | #221
Quote: Originally Posted by TyrellJonez View Post
Missle blast heat cost reduced to 16.

Railshot refeshing ALL perioidic elemental damage on a target.

Kolto Overload triggering at 35% and lasting 10 seconds once it triggers.

Possible: Increasing Gyroscopic alignment jets to 12 heat vented instead of 8 and swapping its place in the tree with infrared sensors.

Boom, Pyro tree is fixed.

Note: Pyro is a DOT class. since we have like 5 of em. if u stack em right, the damage is there. If you don't, then thats a player issue, not a class issue.
Really tired of going round and round with this.... It is not a DoT spec. It is a single target burst spec. A lot of baddies cried about it, and Bioware nerfed it. The fact that we have multiple DoTs does not change the way the class tree functions or the way our abilities work with each other.

In PvP, a simple cleanse wipes out your damage. And given the huge amount of Scoundrel/Operative healers (who can cleanse Tech debuffs, which is what all of ours are), against any player with even a bit of competency you are going to lose.

Not to mention Pyro just flat out lacks the kind of utility that Arsenal brings to the table.
Dany - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
The King of Bads

odawgg's Avatar

09.23.2013 , 10:43 PM | #222
Quote: Originally Posted by windogie View Post
Odawgg the thread murderer. He kills one and makes a new one in its place, he is somewhat like a mob boss.
Needed to be retitled plus I just like creating threads it's fun

Mob bosses get paid so pay up or you're next!