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Suggested Mercenary/Commando Changes for 1.6

STAR WARS: The Old Republic > English > Classes > Bounty Hunter > Mercenary
Suggested Mercenary/Commando Changes for 1.6

cashogy's Avatar


cashogy
11.25.2012 , 08:49 PM | #1
Dear BiowarEA: These changes (or changes like them) need to be made the the Mercenary/Commando advanced class in 1.6. Im going to use Merc terminology throughout this, but obviously Commando equivalents apply. The previous thread was moved, however this issue is directly related to patch 1.6 currently on PTS. These changes *need* to be made in this current development cycle. Perhaps not sent to live, but they *need* to go on PTS as a sign of good faith. Here is the original thread, with 5,000 views and 18 pages of discussion.

Lets get started.....

General Mercenary:
- Missile Blast now slows the enemy by 30% for 6s (Mercenary only change, will not affect Powertech's Missile Blast)


Arsenal Tree:
- change Muzzle Fluting, a tier 2 box, to the following: Muzzle Fluting: Reduces the activation time of Power Shot and Tracer Missile by 0.5 seconds. In addition, Rocket Punch has a 100% chance to proc 3 charges of "Run and Gun". Abilities with cast times will activate instantly, and consume 1 charge of "Run and Gun". "Run and Gun" lasts for 15s, or until all charges are consumed. This effect cannot occur more than once every 20s
- power barrier -> change this back to 2% damage reduction per stack
- change Afterbuners, a tier 3 box, to the following: Rocket Punch has a [50 / 100]% chance to KNOCKBACK the target. In addition, Jet Boost's knockback effect is stronger and pushes enemies [2 / 4] meters further away.
- change Jet Escape, a tier 4 box, to the following: Reduces the cooldown of Jet Boost by [2.5 seconds / 5 seconds] and Determination by [15 seconds / 30 seconds] AND you have a [50 / 100]% chance to increase your movement speed by 30% for 4s after using Jet Boost


Pyrotech Tree:
- switch System Calibrations (tier 1 Pyrotech) with Hired Muscle (tier 1 Combat Medic).
- change Hired Muscle to [2 / 4]% tech and ranged critical chance increase

- change Deguass, a tier 3 box, to the following: Energy Shield has a [50 / 100]% chance to remove all movement-impairing effects when activated and a [50 / 100]% chance to be immune to all movement-impairing effects for the duration of Energy Shield


Combat Medic Tree:
- switch System Calibrations (tier 1 Pyrotech) with Hired Muscle (tier 1 Combat Medic).
- change System Calibrations to increase alacrity by [1 / 3 / 5]%

- change Superheated Gas, a tier 2 box, to vent 16 heat (up from 8)
- allow Kolto Shell to be applied to an unlimited number of allies, and reduce its heat cost to 8
- change Cure Mind, a tier 5 box to the following: Cure now removes negative mental AND FORCE effects and heals the target for X
- reduce cooldown of Emergency Scan to 18s



These are all relatively simple changes to make. Now, before I get a ton of people telling me these changes would imbalance PvE or make Merc OP in PvP, realize that none of these changes will significantly affect damage output or healing output. They are, for the most part, all changes to increase mobility and utiltiy of the Merc class.

I encourage players to show their support for Mercs, who have become the joke of PvP over the last 6 months. Im more than willing to discuss why i think these mechanics are necessary, as I do think all of these changes *need* to be made.

With a new warzone in 1.6, there will be more focus on PvP. Overall class balance needs to be addressed, and these changes will bring Merc up to a level where they can effectively compete.

Jherad's Avatar


Jherad
11.25.2012 , 09:05 PM | #2
I was incredibly skeptical about making Tracers/Gravs instant, but I *love* the run and gun proc idea. Wonderful compromise which gives us extra oomph when we most need it (engaged in melee) without overpowering us when we don't (chasing down targets etc).

Altogether, I wholeheartedly support these ideas - they would seriously help a class that need a lot of help right now in PvP. I'd also like more complex changes (rocket packs as proposed before) for the future, but understand we need something NOW.
WFW - Waiting For Wildstar
Zachar´ah - Commando / Chasso - Merc
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2.4 is the PvP Patch! ... J/K, Removing RWZs trolololol

mandoforlife's Avatar


mandoforlife
11.25.2012 , 09:55 PM | #3
I think that "Run and Gun" idea might just work. It's perfect that it would proc off rocket punch, because currently we just rocket punch and run away doing virtually no damage (just to be leapt back to). I also agree with the switching of the bottom tier talent from pyro to combat medic, because pyros have to waste points to get to the next tier (plus I always spec into hired muscle anyways).

Anyways, the slow attached to missile blast solves our absence of slows, or the random unreliable slow from cgc in the pyro tree. The only thing I can see is that we'd run into heat problems, but I guess that would prevent us from keeping our target perma-slowed.

I support these changes, at least some of them. The jetpack escape ability that has gained popularity would be great for those new abilities they said classes would be getting.
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Sith_Creed's Avatar


Sith_Creed
11.25.2012 , 10:47 PM | #4
I do like the Run and Gun idea and everything below it, but i don't know about that missle blast 6s slow, because
A.) We can spam it; it would kill our heat and not be a very practical source of dps, but just because we CAN will make other classes cry nerf, because they won't see our side of it--all they'll see is "INSTANT CAST SLOW *** OP NERF MERCS AND OPS"
B.) Powertechs would get PO'd because they wouldn't get it and they'd claim to be jipped.
I think its fine as is, but others wouldn't, so i'd propose putting a shorter slow or maybe even a short CD on it.
"I win because I cheat, kitten. I thought that was obvious."

Jherad's Avatar


Jherad
11.25.2012 , 10:56 PM | #5
Quote: Originally Posted by Sith_Creed View Post
I do like the Run and Gun idea and everything below it, but i don't know about that missle blast 6s slow, because
A.) We can spam it; it would kill our heat and not be a very practical source of dps, but just because we CAN will make other classes cry nerf, because they won't see our side of it--all they'll see is "INSTANT CAST SLOW *** OP NERF MERCS AND OPS"
B.) Powertechs would get PO'd because they wouldn't get it and they'd claim to be jipped.
I think its fine as is, but others wouldn't, so i'd propose putting a shorter slow or maybe even a short CD on it.
a) Meh, I think the heat cost is so extreme as to make it only 'spammable' for a very short time. That short time would give us some much needed utility however, as well as providing extra defense before a cast chain.

b) PTs can already spec into permanent ranged snare (which is what prompted many mercs/mandos to ask for an 'equalizer' in the first place)
WFW - Waiting For Wildstar
Zachar´ah - Commando / Chasso - Merc
Youtube / Twitch
2.4 is the PvP Patch! ... J/K, Removing RWZs trolololol

Evuo's Avatar


Evuo
11.25.2012 , 11:47 PM | #6
Quote: Originally Posted by Jherad View Post
b) PTs can already spec into permanent ranged snare (which is what prompted many mercs/mandos to ask for an 'equalizer' in the first place)
My apologies for slightly taking this off topic.

No they cannot, the only slow that they can apply over and over without fail is Hamstring off Retractable Blade, a 4m ability.

Sith_Creed's Avatar


Sith_Creed
11.26.2012 , 12:00 AM | #7
Quote: Originally Posted by Jherad View Post
a) Meh, I think the heat cost is so extreme as to make it only 'spammable' for a very short time. That short time would give us some much needed utility however, as well as providing extra defense before a cast chain.

b) PTs can already spec into permanent ranged snare (which is what prompted many mercs/mandos to ask for an 'equalizer' in the first place)
Good points, and I agree with both. I just don't know if the general populus of maras/sentinels will. :P
"I win because I cheat, kitten. I thought that was obvious."

Rassuro's Avatar


Rassuro
11.26.2012 , 12:37 AM | #8
The reason why your last thread got so long was because a lot of what you are proposing makes no sense.

As long as players keep asking for completely ridiculous changes like these, it's no wonder that BW has no idea what has to be done.

At least you removed the DPS nerf to TM and buff to HSM which you used to have in your proposed changes to the Arsenal tree, good that you finally managed to understand why that was such a bad idea.
Toor, 50 Operative healer | Odaen, 50 Assassin tank | Tiyr, 50 Vanguard tank | Zerofour, 50 Mercenary DPS | The Red Eclipse

cashogy's Avatar


cashogy
11.26.2012 , 12:40 AM | #9
Quote: Originally Posted by Rassuro View Post
The reason why your last thread got so long was because a lot of what you are proposing makes no sense.

As long as players keep asking for completely ridiculous changes like these, it's no wonder that BW has no idea what has to be done.

At least you removed the DPS nerf to TM and buff to HSM which you used to have in your proposed changes to the Arsenal tree, good that you finally managed to understand why that was such a bad idea.
point out specifically which of the changes on this current list make no sense.

i have removed/modified suggestions based on community feedback several times.

Lexlo's Avatar


Lexlo
11.26.2012 , 01:03 AM | #10
Quote: Originally Posted by Evuo View Post
My apologies for slightly taking this off topic.

No they cannot, the only slow that they can apply over and over without fail is Hamstring off Retractable Blade, a 4m ability.
You're forgetting the right tree: Spammable Flame DoT slow.
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