TheJollyRogers Posted March 5, 2015 Share Posted March 5, 2015 (edited) Jedi Knight Guardian Focused Defense now grants 12 charges (up from 10) and lasts for 15 seconds (up from 10). Sith Warrior Juggernaut Enraged Defense now grants 12 charges (up from 10) and lasts for 15 seconds (up from 10). Jedi Consular Sage Redesigned the Upheaval utility: Project gains a 25% chance to produce a second Project that deals 25% damage. Telekinetics Fixed an issue that caused Tremors to apply Unshakable early, negating interrupts. Shadow Infiltration Kinetic Field now increases damage reduction by 3% for 15 seconds (up from 2%) when dealing critical damage. This effect stacks up to 3 times. Sith Inquisitor Sorcerer Redesigned the Chain Shock utility: Shock gains a 25% chance to produce a second Shock that deals 25% damage. Lightning Fixed an issue that caused Conduction to apply Unshakable early, negating interrupts. Assassin Deception Entropic Field now increases damage reduction by 3% for 15 seconds (up from 2%) when dealing critical damage. This effect stacks up to 3 times. Trooper Commando Assault Specialist Degauss now increases defense chance by 35% (up from 25%) when activating Diversion. This effect lasts for 6 seconds. Rapid Recharge no longer benefits from a 2% alacrity increase. Gunnery Redesigned Decoy: Diversion grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to 10 seconds. Curtain of Fire may now be triggered by activating Hail of Bolts, in addition to Grav Round. Bounty Hunter Mercenary Innovative Ordnance Degauss now increases defense chance by 35% (up from 25%) when activating Chaff Flare. This effect lasts for 6 seconds. Rapid Venting no longer benefits from a 2% alacrity increase. Arsenal Redesigned Decoy: Chaff Flare grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to 10 seconds. Barrage may now be triggered by activating Sweeping Blasters, in addition to Tracer Missile. So there it is - Mercenary PvP buff. Pretty nice one at that. Also, I think that's a... Juggernaut PvP defense buff? Edited March 5, 2015 by TheJollyRogers Link to comment Share on other sites More sharing options...
DerSchneider Posted March 5, 2015 Share Posted March 5, 2015 Yes they buffed heal2full... Unneeded buff imo, I'd rather like 5 seconds reflect (and +2 as utility). Link to comment Share on other sites More sharing options...
Lundorff Posted March 5, 2015 Share Posted March 5, 2015 Relevant: Attack Types, Damage Types, Avoidance and Mitigation in SWTOR (not sure if that is updated) Great with a buff, but this won't take focus away from the Trooper / Mercenary will it? Only prolong the agony. Link to comment Share on other sites More sharing options...
ForceWelder Posted March 5, 2015 Share Posted March 5, 2015 A Redesigned decoy .... So in other words their solution to PVP issues with the class is to give us a skill the obsorbs 5 attacks. This is far from an "oh %$#"" button. Instead they give us a skill the leaves up completely dependent on resolve working as intended. This still requires us to pop our CC break, pop a decoy, pop a shield, pop a heal, and pop our knockback just to give us some breathing room. The only difference is that now we might actually have a second or two to pop every utility we have and may be fight back instead or being dead and not fighting back at all. Link to comment Share on other sites More sharing options...
PBoba Posted March 5, 2015 Share Posted March 5, 2015 Not a merc buff. A Gunnery/Arsenal buff. The IO one is crap in comparison, so stingy. And not the main thing needed. And the fotms are so OP Enraged defense is buffed? In the arms race mercs are being left way way behind. Link to comment Share on other sites More sharing options...
ForceWelder Posted March 5, 2015 Share Posted March 5, 2015 "Curtain of Fire may now be triggered by activating Hail of Bolts, in addition to Grav Round." Thanks BW for giving us somehting we don't even need. Whether I'm in PVE or PVP I use AOEs like Hail of Bolts only in certain circumstances. As a Gunnery Commando, my job is to kill $#$%. Not sit there and cast Hail of Bolts and %$#@ a group of targets off. And for a "mobile" class it does seem odd that I have to cast two skills that both require me to be standing still in order to proc Curtain of Fire. Link to comment Share on other sites More sharing options...
Owynyo Posted March 5, 2015 Share Posted March 5, 2015 "Curtain of Fire may now be triggered by activating Hail of Bolts, in addition to Grav Round." Thanks BW for giving us somehting we don't even need. Whether I'm in PVE or PVP I use AOEs like Hail of Bolts only in certain circumstances. As a Gunnery Commando, my job is to kill $#$%. Not sit there and cast Hail of Bolts and %$#@ a group of targets off. And for a "mobile" class it does seem odd that I have to cast two skills that both require me to be standing still in order to proc Curtain of Fire. Sigh... you only need to cast 0.1s of Hail of Bolts for it to proc. It's a great change. Link to comment Share on other sites More sharing options...
Floplag Posted March 5, 2015 Share Posted March 5, 2015 lets be clear though.. this isnt a "Buff" per se, its just a survivability helper.. wont do any more damage, just might live longer then 5 seconds Link to comment Share on other sites More sharing options...
Adovir Posted March 5, 2015 Share Posted March 5, 2015 A Redesigned decoy .... So in other words their solution to PVP issues with the class is to give us a skill the obsorbs 5 attacks. This is far from an "oh %$#"" button. Instead they give us a skill the leaves up completely dependent on resolve working as intended. This still requires us to pop our CC break, pop a decoy, pop a shield, pop a heal, and pop our knockback just to give us some breathing room. The only difference is that now we might actually have a second or two to pop every utility we have and may be fight back instead or being dead and not fighting back at all. Some people can never be happy can they? You cry and cry about having no defense so they buff it to have 5 free hits for gunnery(up from 1) and it's not greeted with a thank you. Pop that during a burst situation and it's going to nueter the damage while having 0 penalties. Way to be ungrateful Link to comment Share on other sites More sharing options...
Jake_Chambers Posted March 5, 2015 Share Posted March 5, 2015 Nerf Mercs Link to comment Share on other sites More sharing options...
Loxei Posted March 5, 2015 Share Posted March 5, 2015 Oh well, I ain't gonna use the chain chock utility then. Link to comment Share on other sites More sharing options...
DarthOvertone Posted March 5, 2015 Share Posted March 5, 2015 (edited) Focused Defense now grants 12 charges (up from 10) and lasts for 15 seconds (up from 10). Is this for real? lol If so, my Guardian will take that one to the bank. Edited March 5, 2015 by DarthOvertone Link to comment Share on other sites More sharing options...
SlightlySychotic Posted March 5, 2015 Share Posted March 5, 2015 Some people can never be happy can they? You cry and cry about having no defense so they buff it to have 5 free hits for gunnery(up from 1) and it's not greeted with a thank you. Pop that during a burst situation and it's going to nueter the damage while having 0 penalties. Way to be ungrateful People never admit when they get a good thing. Hell, even I'm looking at those notes and thinking, "Two additional stacks of enraged defense. Great; now I'll go from usually the last to die to always the last to die.":( Link to comment Share on other sites More sharing options...
Thaladan Posted March 5, 2015 Share Posted March 5, 2015 (edited) re-up enraged defense, what a joke srly. and snipers?? we stink?? oh wait yes we do.... Edited March 5, 2015 by Thaladan Link to comment Share on other sites More sharing options...
TheJollyRogers Posted March 6, 2015 Author Share Posted March 6, 2015 I like how many people got ticked off at me titling this as a "buff." My definition of buff is just "making something more effective." They increased Decoy from 1 to 5. That's a buff to me. Whether it's a sufficient buff is an entirely different matter. Don't shoot the messenger Link to comment Share on other sites More sharing options...
Chimerako Posted March 6, 2015 Share Posted March 6, 2015 (edited) It's a decent buff especially considering sins soon can't dot you from 30m anymore. I think it adds a fair amount of viability. Obviously we still have to wait and see. The jugg buff from a 4 v 4 point of view was needed. After all said and done with the nerfs to pts and sins coming up the only class really trailing behind would be sents/maras. It's too easy to stun them during the 4 second defensive buff and the carnage burst window. Edited March 6, 2015 by Chimerako Link to comment Share on other sites More sharing options...
Hei_Atzfel Posted March 6, 2015 Share Posted March 6, 2015 The jugg buff from a 4 v 4 point of view was needed. Congratulations; you just killed any shred of credibility you had. Link to comment Share on other sites More sharing options...
Master-Nala Posted March 6, 2015 Share Posted March 6, 2015 (edited) Congratulations; you just killed any shred of credibility you had. Please stop being ridiculous, of course Juggernauts needed this buff. I mean just 3 weeks ago I saw a level 40 Juggernaut actually die in regs after getting focused by a group of 59 Hatred Sins. Are you saying that's acceptable? Edited March 6, 2015 by Master-Nala Link to comment Share on other sites More sharing options...
Hei_Atzfel Posted March 6, 2015 Share Posted March 6, 2015 Please stop being ridiculous, of course Juggernauts needed this buff. I mean just 3 weeks ago I saw a level 40 Juggernaut actually die in regs after getting focused by a group of 59 Hatred Sins. Are you saying that's acceptable? Oh how crude of me. I forgot that Jugg's aren't allowed to have a single death at any time they decide to engage in PvP. Link to comment Share on other sites More sharing options...
midianlord Posted March 6, 2015 Share Posted March 6, 2015 (edited) We. Need. A ***********. Escape. What the Hell is with this incompetent, clueless, comically arrogant dev-team that they can't --or simply won't?-- get this through their frigging heads after three bloody years? I'll say it again, slowly: We. Need. A ***********. Escape! This isn't hard, it really isn't. Edited March 6, 2015 by midianlord Link to comment Share on other sites More sharing options...
-Bob- Posted March 6, 2015 Share Posted March 6, 2015 Merc needs heat seekers to fire like shoulder cannon w/ godmode barrier Link to comment Share on other sites More sharing options...
midianlord Posted March 6, 2015 Share Posted March 6, 2015 (edited) Merc needs heat seekers to fire like shoulder cannon w/ godmode barrier HO to give same speed boost and duration as Force Speed. Make Rocket Punch a hardstun for Merc only with a longer cooldown. The talented knockback class native. Change ElectroDart to a full range, quick cooldown root. Kolto Overload to be the same as the PTech's version now, at the minimum, engages at 35% health, but heals to at least 45%. (Boost the PTech version to allow for them being melée/brawl-range if you must.) Shield to be something, anything that isn't a *********** complete joke with week-long cooldown. That's all we need. We don't need damage buffs, we have never needed damage buffs, we bring either the Alpha-strike of the Gods, or some nasty --if long to set-up-- DoTting, for ****'s sakes, these people.... Can we at least get our once (arguably) game-leading off-heals un-****ed? They might as well not be there at the moment. Edited March 6, 2015 by midianlord Link to comment Share on other sites More sharing options...
foxmob Posted March 6, 2015 Share Posted March 6, 2015 Not a merc buff. A Gunnery/Arsenal buff. The IO one is crap in comparison, so stingy. And not the main thing needed. And the fotms are so OP Enraged defense is buffed? In the arms race mercs are being left way way behind. yeah. 35% isn't going to feel any different. meanwhile, arsenel gets 5 guaranteed absorbs, and they're the class that makes better use of concussion charge (no dots to break it). heh. think IO is more mobile though. anyway...it's better than nothing. but crap for IO. Link to comment Share on other sites More sharing options...
Ursus-SUON Posted March 6, 2015 Share Posted March 6, 2015 /laugh at people saying this is purely a gunnery buff and not an assault buff either. 35% defense chance for force and tech dmg and 40% for ranged and melee dmg. gunnery is still going to get eaten by melee and ranged in this regard. a good buff overall, a bandaid, but not a solution. Link to comment Share on other sites More sharing options...
MiaowZedong Posted March 6, 2015 Share Posted March 6, 2015 (edited) Sigh... you only need to cast 0.1s of Hail of Bolts for it to proc. It's a great change. Yeah, but I'm betting "cast channel, break as soon as you get proc" isn't what they had in mind. Still, this makes Arsenal more mobile. Edited March 6, 2015 by MiaowZedong Link to comment Share on other sites More sharing options...
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