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2.6 PTS Commando changes


venomlash's Avatar


venomlash
01.10.2014 , 10:53 AM | #1
Quote: Originally Posted by TaitWatson View Post
Commando
General
Commandos with Combat Support Cell loaded will now be able to use Hammer Shot to heal themselves.

Gunnery
Steadied Aim now reduces the pushback suffered while activating Grav Round and Charged Bolts by 50/100% (up from 35/70%). The rest of the benefits provided by Steadied Aim remain unchanged.

Combat Medic
Trauma Probe may now be deployed on more than one target at a time, but a target still may not have more than one active Trauma Probe. Additionally, Trauma Probe now costs 10 energy cells (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
The tooltip for Probe Medic has been updated to indicate that it also reduces the rate limit of Frontline Medic, and Probe Medic now requires Trauma Probe instead of Frontline Medic.
Frontline Medic has been moved from tier 6 down to tier 5 in the Combat Medic skill tree.
Psych Aid has been moved from tier 5 down to tier 4 in the Combat Medic skill tree.
Med Zone has been moved from tier 4 up to tier 6 in the Combat Medic skill tree.
My impressions?

Gunnery and Assault no longer have to worry about Grav Round and Charged Bolts getting pushback. Big whoop, the larger issue of Full Auto losing its last tick to pushback remains. This change is like being given a Band-Aid when you've got a headache; sure, they're TRYING to help, but they're solving the wrong problem. Speaking of medicine...

Combat Medic FINALLY got some useful changes. It'll be nice to have Trauma Probe up on more than one ally, and since it's been made a bit cheaper, we can use it to anticipate raidwide damage similarly to Sage healers bubbling everyone up. That's right, we just got even more Ops utility.
Not to mention, we no longer have to take Frontline Medic to get Probe Medic! Rejoice! I shall go right ahead and put those points into Kolto Wave; if you already have Kolto Wave, you just freed up some points for Treated Wound Dressings. The decreased duration and number of charges will make the spec require a little more micromanaging, but hey, it's a substantial buff overall in my opinion.
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LtBombshell's Avatar


LtBombshell
01.10.2014 , 11:33 AM | #2
I couldn't agree more. The extra 30% pushback protection is somewhat useful for grav round, but it can still be interrupted. Same goes for full auto- still can be interupted and 70% pushback protection is alright, but we still lose our last FA tick.

LordKantner's Avatar


LordKantner
01.10.2014 , 12:19 PM | #3
Steadied Aim includes Full Auto........
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cs_zoltan's Avatar


cs_zoltan
01.10.2014 , 12:34 PM | #4
Quote: Originally Posted by LordKantner View Post
Steadied Aim includes Full Auto........
Full auto is still 70%

As for Commando healer the TP changes were unnecessary, it made our tankhealing sightly worse for better raid healing. But our main issue didn't get fixed and that is heat management. If you were a good Mando healer before this "buff" changes nothing

DarthSpekulatius's Avatar


DarthSpekulatius
01.10.2014 , 12:44 PM | #5
Quote: Originally Posted by cs_zoltan View Post
Full auto is still 70%

As for Commando healer the TP changes were unnecessary, it made our tankhealing sightly worse for better raid healing. But our main issue didn't get fixed and that is heat management. If you were a good Mando healer before this "buff" changes nothing
how did it make tank healing worse when trauma probe ticks for more and costs less energy to apply?

cs_zoltan's Avatar


cs_zoltan
01.10.2014 , 12:55 PM | #6
Quote: Originally Posted by DarthSpekulatius View Post
how did it make tank healing worse when trauma probe ticks for more and costs less energy to apply?
TP ticks for 1,5% more but lost 4 charges, that STRICTLY from tankhealing pov is worse

WooduckAUS's Avatar


WooduckAUS
01.10.2014 , 01:05 PM | #7
Quote: Originally Posted by cs_zoltan View Post
Full auto is still 70%

As for Commando healer the TP changes were unnecessary, it made our tankhealing sightly worse for better raid healing. But our main issue didn't get fixed and that is heat management. If you were a good Mando healer before this "buff" changes nothing
I have to disagree. TP changes will be HUGE. Hammer shot to your own FACE will be good as well.

These aren't game changing but it has essentially made TP a useful part of your rotation. Up until now, TP was useful at the start but after that you would only reapply when everyone was full and you had some downtime on boss damage. Otherwise is was just to expensive to throw into the middle of heavy healing phases. Sounds like now, you will be able to monitor and reapply when necessary. Now during the down times, you can apply it to other raid members as well. This will now be our answer to all the hots that scoundrels put out. This is assuming it has no limit on the amount of people you can apply it too, i haven't seen anything saying if its unlimited or not.

The HS will be nice, was always annoying not being able to target yourself. PVE and PVP. Not a game changer there but will make healing a little smoother and something that should have been able from the start.....

PhatMcMuffins's Avatar


PhatMcMuffins
01.10.2014 , 01:13 PM | #8
Bodyguard will still suffer from interrupt lock in PvP. I like the changes but it didn't address the two major problems with mando/merc in general: interrupts and heat.
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Essence_of_Light's Avatar


Essence_of_Light
01.10.2014 , 01:15 PM | #9
Ahh, Gunnery and Assualt still left in the dust I see.... Did the Devs even READ all the suggestions that were made in the Brainstorming and other various threads? Or did they just make them so it LOOKS like they're looking/caring, while they actually aren't.
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Lalainnia's Avatar


Lalainnia
01.10.2014 , 01:22 PM | #10
Quote: Originally Posted by cs_zoltan View Post
Full auto is still 70%

As for Commando healer the TP changes were unnecessary, it made our tankhealing sightly worse for better raid healing. But our main issue didn't get fixed and that is heat management. If you were a good Mando healer before this "buff" changes nothing
Pretty much this, the TP change gave us more options but even tighter ammo/heat mangament, and now that we can Hammershot our self the frontline medic talent is even 100% useless and should just be removed and replaced with something that interacts with bacta infusion, like anytime bacta infsuion is used your next 2 casts are uninterruptable or something like that, would also reduce the cd of bacta infusion by 6 seconds which would make it a 12sec cd with set bonus that would help ammo/heat a little bit and give us a quicker means of healing never understood why it was on 21 sec cd base 18 secs with set bonus sure its free but its lacking for our top tier talent, and if people didn't want the talent to be mid way in the tree could just switch it with kolto wave
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