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PTS 3.1.2. Update: Mercenary PvP Buff!


TheJollyRogers

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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 by TheJollyRogers
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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.

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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.

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"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.

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"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.

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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

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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.":(

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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 :D

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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 by Chimerako
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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? :confused:

Edited by Master-Nala
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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? :confused:

 

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.

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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 by midianlord
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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 by midianlord
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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.

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/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.
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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 by MiaowZedong
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