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My thoughts on the upcoming Trooper DPS changes

STAR WARS: The Old Republic > English > Classes > Trooper > Commando
My thoughts on the upcoming Trooper DPS changes

CommanderKeeva's Avatar


CommanderKeeva
02.08.2013 , 06:41 PM | #1
Hello everybody, please allow me to share my view on the upcoming changes to Trooper DPS specs. Feel free to pitch in with your opinions or offer advice if I misintrepeted something from the datamined notes.

The way I see the changes:

General:

Electro Net: Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<x>> energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 sec.

Big survivability buff, good utility buff, minor damage buff: This is obviously a PvP ability but a badly needed one at that. Finally some protection against lolsmashers. Since PvE bosses don't always move, it's a minor dot that I might use depending on the ammo cost.

Into the Fray: Increases the duration of Reactive Shield by <<x>> seconds. In addition, suffering direct damage from area attacks generates <<y>> energy cells and heals you for <<z>>% of your total health. This effect cannot occur more than once every 3 seconds.

Survivability buff. Comes in handy in PvP but next to useless in PvE. "Suffering direct damage from area attacks" in Operations is a death sentence. I guess the extra time on reactive shield helps in PvE somewhat but there I have dedicated healers watching over my hp.

Mortar Salvo: Explosive Round can now be fired as a salvo, rapidly shooting up to 3 weaker rounds before depleting energy cells and going on cooldown for 6 seconds.

I don't even know what to say about this. Depleting energy cells? Are you kidding or trolling me? Wasting my entire ammo reservoir on 3 Explosive Rounds? Seriously, what are you smoking over there?

Shoulder Cannon: Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<x>> kinetic damage. A missile can be launched up to once per second. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled.

Wow, this sounds awesome! Free, off the GCD missile launcher! Epic, now I can shoot poeple with anti-vehicle weapons? But wait a sec....what was it.....10m range only? Aha...okay.....huge damage buff for Vanguards. Got it. Nice skill, too bad I can't use it.

Conclusion: Overall buffs to Commando DPS? 9 second dot from Electro Net! But hey, it's a buff.

Assault Specialist:

Assault Frame: Reduces the damage taken by all periodic effects by <<x>>%.

Nice survivability buff.

Hyper Assault Cell: Reduces the cost of Explosive Surge by <<x>> and gives Explosive Surge a <<y>>% chance to trigger your Plasma Cell on all affected targets.

Resource/Damage buff. This affects Pryro/Assault Powertechs and Vanguards as well. They are already one of the hardest hitting AC in the game along with Maras/Sents. But hey, lets give them more damage.

Hyper Barrels: Reduces the cost of Charged Bolts by <<x>> and the cooldown of Full Auto by <<y>> seconds. Additionally increases the damage dealt by High Impact Bolt, Charged Bolts and Full Auto by <<z>>%.

Resource/Damage buff. Because PT Railshots don't hit hard enough already.

Riot Augs: Increases the damage dealt by Stockstrike, Incendiary Round, and Assault Plastique by <<x>>%.

Damage buff. This tree was clearly lacking damage before.

Conclusion: 3 outright damage buffs to Pyro/Assault. Perhaps now Assault Commandos will be slightly more competitive in PvP. I'd like that. But at the same time, these changes apply to Vanguards and Powertechs as well and they are already one of the hardest hitting AC in the game. Rail shots hitting you for 6k every 6 seconds? Let's buff it some more. I'm concerned that these changes (along with the fact that only Vanguards can use shoulder cannon because of the 10m range) will make them insanely overpowered compared to Commandos.

Commando - Gunnery:

Decoy: Diversion has a <<x>>% chance to intercept and absorb the next incoming direct Force or tech attack. Lasts <<y>> seconds.

Survivability buff. If my memory serves correctly the cooldown on Diversion is 45 seconds. Can come in handy in PvP but I wouldn't dare to use this in PvE. Diversion needs to be used when you're about to rip aggro off the tank.

Overclock: Reduces the cooldown of Concussive Round by <<x>> seconds and Tech Override by <<y>> seconds. In addition, Tech Override has a <<z>>% chance to yield a second charge, making your next two abilities with an activation time activate instantly.

This is probably the best change to Gunnery Commandos. Lower cooldown on the CC helps in PvP. 2 Tech Overrides helps in PvE. It's a utility buff and an indirect damage buff.

Reflexive Shield: When you take damage, you have <<x>>% chance to reduce the active cooldown of Reactive Shield by <<y>> seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a <<y>>% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<a>> seconds. This effect cannot occur more than once every 10 seconds.

You're going overboard with survivability buffs now. It helps in PvP, I know, addresses the concerns with low Commando survivability. But in PvE survivability is the concern of the healers mostly.

Conclusion: 2 survivability buffs and one indirect damage buff. What can I say? Extremely lackluster compared to the buffs Assault spec is getting.

Vanguard - Tactics:

Advance the Line: Increases the duration of Hold the Line by <<x>> seconds.

Nice utility/survivablity buff.

Charged Loaders: Increases ranged critical chance by <<x>>%. Additionally increases the damage dealt by Shoulder Cannon by <<y>>%, and immediately loads <<z>> additional missiles.

Big, big damage buff. More off the GCD missiles.

Triumph: Increases the damage you deal to bleeding targets by <<x>>%.

Another damage buff.

Conclusion: Some good damage buffs. While arbitrarily I would say that buffs Assault is getting is bigger, nevertheless Tactics is getting much bigger damage buffs than Gunnery.

Overall conclusion:

- If you're a PvE Commando (Gunnery): You can expect minimal damage increase (9 second dot from electro net, which doesn't even stack since most bosses are stationary; another instant skill when you use Tech Override.) At the same time, your Demolition Round is getting a 5% nerf, your Grav Rounds are getting a slight nerf (wider min/max damage range and your Reserve Powercell is getting nerfed. Lots of survivability buffs. Verdict: nerf or no difference at best

- If you're a PvE Vanguard (Tactics): You can expect some pretty serious buffs. Shoulder cannon gives you off-GCD missiles which you can spec into for more damage. Electro Net dot buff and more damage overall to bleeding targets. Survivablity buffs. Verdict: buff.

-If you're a PvP Commando (Assault): You can expect some pretty nice damage and survivability buffs. This coupled with the Electro Net can actually make you a successful contender on the battlefield. Verdict: buff.

-If you're a PvP Vanguard (or using Assault in PvE): You're getting an incredible amount of buffs in terms of damage, utlity and survivability. Electro Net to your already formidable array of utlity tools. Shoulder Cannon and various Assault buffs to bolster your already insane damage output. You are the king of the Trooper class. Verdict: buff.

So...can anyone answer why Bioware hates Commandos and Gunnery Commandos in particular so much?
BEING A GOOD SOLDIER COMES DOWN TO ONE THING, ONE SINGLE QUESTION:
WHAT ARE YOU PREPARED TO SACRIFICE?

jesseleeca's Avatar


jesseleeca
02.08.2013 , 06:54 PM | #2
Quote: Originally Posted by CommanderKeeva View Post
So...can anyone answer why Bioware hates Commandos and Gunnery Commandos in particular so much?
Good assessment. As for why BW hates gunnery commandos so much, it's because we're super overpowered dps gods, and .... oh wait, we're not.... I seriously have no idea then. But given what has happened in past patches, I'm not at all surprised that they decided to buff every other class but commandos (i.e. a relative nerf). The survivability increases are nice in PvP, but as the OP said, we have heals for that in PvE and if you're getting hit by the boss, it's likely that something has gone wrong and your minimally increased survivability won't save you.
[Prophecy of the Five] Pub: <Rude Dudes> Imp: <Rude Boys>
Havok-leader Lvl 55 Commando DPS /Combat Medic Gunnery PvE Guide
Transference Lvl 55 Guardian Tank
Imperial-havok Lvl 55 Operative Healer

Flying-Brian's Avatar


Flying-Brian
02.08.2013 , 07:14 PM | #3
Quote: Originally Posted by CommanderKeeva View Post
So...can anyone answer why Bioware hates Commandos and Gunnery Commandos in particular so much?
I think the answer to that is Austin Peckenpaugh. He just hates us.

From the looks of it, an overall nerf to PVE gunnery DPS, with none of the new skills adding anything there.

While every other AC gets a change that helps out their PVE dps in someway (as well as PVP boosts).

Thanks Austin!!!!

Bleeters's Avatar


Bleeters
02.08.2013 , 07:36 PM | #4
I had assumed the mortar salvor thing meant that it didn't cost ammo until it had completed (as opposed to costing it up front), not that it used up every cell. The other way around would be so horrendous it'd be funny.

That said - and yes, this is just data mined information and as such not especially reliable - but as it stands? My vanguard is looking more tempting by the minute.

jesseleeca's Avatar


jesseleeca
02.08.2013 , 07:38 PM | #5
Quote: Originally Posted by Bleeters View Post
I had assumed the mortar salvor thing meant that it didn't cost ammo until it had completed (as opposed to costing it up front), not that it used up every cell. The other way around would be so horrendous it'd be funny.
Knowing BW, I wouldn't be surprised...
[Prophecy of the Five] Pub: <Rude Dudes> Imp: <Rude Boys>
Havok-leader Lvl 55 Commando DPS /Combat Medic Gunnery PvE Guide
Transference Lvl 55 Guardian Tank
Imperial-havok Lvl 55 Operative Healer

DariusCalera's Avatar


DariusCalera
02.08.2013 , 07:40 PM | #6
For the Tech Override, I have to question how that is going to effect our ammo regeneration. Two instant abilities is great, unless it causes you to dip down deeply into sub-optimal regeneration rates.

This is especially worrisome with the Reserve Powercell nerf.

Bleeters's Avatar


Bleeters
02.08.2013 , 07:45 PM | #7
Quote: Originally Posted by DariusCalera View Post
For the Tech Override, I have to question how that is going to effect our ammo regeneration. Two instant abilities is great, unless it causes you to dip down deeply into sub-optimal regeneration rates.

This is especially worrisome with the Reserve Powercell nerf.
Eh, there aren't that many abilities you can really combine with tech override as gunnery anyway. Full auto doesn't work, demolition round and high impact bolt are instant, which just leaves grav round, a medical probe and possibly this mortar salvo thing, depending on how it works.

If you use it for grav round at least, you won't be using up any more ammo than just casting them normally. Global cooldown, and all.

Flying-Brian's Avatar


Flying-Brian
02.08.2013 , 08:30 PM | #8
Quote: Originally Posted by Bleeters View Post
Eh, there aren't that many abilities you can really combine with tech override as gunnery anyway.
Plasma Grenade. But I only use that with reserve powercell.

Oh the irony.

DariusCalera's Avatar


DariusCalera
02.08.2013 , 08:31 PM | #9
Quote: Originally Posted by Bleeters View Post
Eh, there aren't that many abilities you can really combine with tech override as gunnery anyway. Full auto doesn't work, demolition round and high impact bolt are instant, which just leaves grav round, a medical probe and possibly this mortar salvo thing, depending on how it works.

If you use it for grav round at least, you won't be using up any more ammo than just casting them normally. Global cooldown, and all.
In PvP I can see how it would be helpful, but PvE? Not so much. Maybe a couple healing probes, if you're really in a tight spot, or a Plasma Grenade and something else to kick off your DPS, but all in all, I'd have to say that it isn't much of a buff for PvE and sorta a "meh" for PvP.

Bleeters's Avatar


Bleeters
02.08.2013 , 10:08 PM | #10
Quote: Originally Posted by Flying-Brian View Post
Plasma Grenade. But I only use that with reserve powercell.
Oh yeah, that. Still, the same applies: you're not losing any more ammo combining that with tech override than if you just cast it normally.

The PvE application is fairly simply, it lets you cast two grav-rounds-of-whatever whilst moving rather than one. Which is alright, given how often we have to move around for ops bosses. It's a buff, even if it's not exactly making my nether regions tingle with excitment.