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Arsenal/Gunnery Tweaks to Improve DPS

STAR WARS: The Old Republic > English > PvP
Arsenal/Gunnery Tweaks to Improve DPS

Capt_Beers's Avatar


Capt_Beers
09.19.2013 , 07:46 PM | #1
I have been thinking about a couple of ideas I had the other day for Arsenal/Gunnery specs that I think would help the class out a bit without making it over powered:

Torque Boosters/Advance the Line - Increases duration of Hydraulic Overrides/Hold the Line by 4 seconds. Additionally Missile Blast/Explosive Round's heat/ammo cost is reduced by 50% while HO/HTL is active.

Barrage/Curtain of Fire - Power Shot/Charged Bolts and Tracer Missile/Grav Round have a [15 / 30 / 45]% chance to finish the cooldown on Unload/Full Auto and increase the damage dealt by the next Unload/Full Auto by 25%. This effect cannot occur more than once every 6 seconds.EDITED:Additionally critical hits with Unload/Full Auto reduce the active cool down of Power Surge/Tech Override by (.5, 1, 1.5) seconds

I'm not sure if these would bring Merc/Mando DPS up to where Snipers are but I think it would certainly help. I also don't believe that these would be overly strong but a good adjustment.

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I have only done a back of a napkin calculation but I think if the stars align, starting with the full 15 second CD on HSM/DR, if you haven't procced an Unload/Full Auto in the last 6 seconds and all three ticks crit and then you fire one TM/GR to proc another Unload/FA and at least one of those crits you should be able to get around a 9 sec CD. I didn't account for alacrity, I used Unload/FA as a 3 second channel and TM/DR as a 1.5 second cast. The actual time is reduced could be adjusted obviously but that's BW's job. I suggested one second because because it was just a number that sounded reasonable. I know the situation I gave with all those crits and an immediate proc is unlikely but that is what it should be balanced for because the QQ would be legendary if that happened and you could get the CD reduced by half while keeping the same damage.

Reducing the cost for Missile Blast/Explosive Round while HO/HTL is active just makes sense to me. It's a low damage spammable ability but it's heat cost is too high to use in a normal priority list. However if you reduce it's cost while HO/HTL is active it can be used to try and do some damage while escaping which has been a huge problem for Mercs/Mandos. It's not much but it would certainly be nice to have. A small damage increase could considered as well since I don't think anyone would blow thier HO/HTL just so they could spam MB/ER.

I edited the OP to better reflect the sentiment of the thread.
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madtycoon's Avatar


madtycoon
09.20.2013 , 07:05 AM | #2
Okay I don't play the class at max level, so this opinion might not count, but really? I mean I don't really think this class is lacking in the dps department, because it doesn't do any fluff damage. Lowering the cooldown on heatseeker off of unload crits, I mean the damage potential of tracer, heatseek, unload procced and 5 stack rail shot is insane burst and if the stars align it can like destroy someone instantly which is stupid.

I know you didn't mention it, but just because abilities like smash have lowered cooldowns, doesn't mean heatseeker missle should. 15 seconds isn't that long considering its an instant cast, ranged and does lots of damage and your unload and tracer still do really good damage.

If you're comparing this class to sniper? marks has the more damage potential, but most of its damage is white damage. If you're comparing lethality, its more fluff damage and merc has better burst opportunities, because lethality's real burst comes from saving takedown procs in between culls and takedown, cull, takedown... you can only do that every other cull. I would rather have the merc's heatseeker burst combo with 5 stack rail shot, because it does more and is a shorter cooldown.

The missle blast change would be good. I mean at max level its barely a dps increase right now that you use when you're fine on heat when something like saber ward is up or you're pacified and you're moving/can't cast? because its not white damage (also good for stopping caps, because of aoe?). I like that change, because you would use that ability more, but lowering the cooldown on heatseeker off of unload crits, I don't know. Don't think its needed at all. Mercs seem to be in a good spot for 4v4s, warzones won't matter as much after the patch.

ErikGW's Avatar


ErikGW
09.20.2013 , 07:31 AM | #3
I say cut missile blast cost and leave everything else alone.

As it is right now, missile blast is mostly useful for
- interrupting group caps.
- finishing off a fleeing enemy that is trying to los you.

Outside of those 2 instances, missile blast costs too much to use.

And keep in mind that merc/comm dps is based on wearing them down by spamming tracer missile + unload then finishing with the awesome spikeness of explosive dart timed with rail shot + heatseeker.

A merc/comm should not be a mirror of a sniper. If you want sniper, play sniper.

Being a guy that plays every class, i'm just gonna throw it out there that the kolto missile is one of the top 3 awesome abilities in the game. Another is the overload root lightning sorcs get.

Remember, mercs heal to full too, and can do it while running with hydraulic overrides on!
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kaimelion's Avatar


kaimelion
09.20.2013 , 09:41 AM | #4
Gunnery Commandos are doing very great right now in PvP. There dps might not be as high as dot dps and smash dps, but the way you can support your team and the burst potential makes up for it. The only thing i am missing is a root/slow ability to make kiting a little easier.
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Luckeyduckey's Avatar


Luckeyduckey
09.20.2013 , 09:51 AM | #5
It has stupid high DPS, and it's easy. Please go complain elsewhere, because this class is closer to the bottom of needed buffs than 75% of classes.

ErikGW's Avatar


ErikGW
09.20.2013 , 11:48 AM | #6
Just remove the cooldown from unload/full auto and make it derp spammable like madness force lightning.

Then you have a bunch of derpy mercs running around pewpewpewing all over the map thinking they are good.
Jung ma: Nyshka, Nyshkal, Nyshkai, Nyshkar, Nyskali, Nyshkan, Nyshkae of Gold Nugget Gang
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Capt_Beers's Avatar


Capt_Beers
09.20.2013 , 02:41 PM | #7
Who's complaining?

It's no secret that Merc DPS is behind Snipers, I'm not saying they should be equal but when given the choice a sniper is a better option due to higher more consistent burst and better group utility.
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cashogy_reborn's Avatar


cashogy_reborn
09.20.2013 , 03:06 PM | #8
Missile Blast/Explosive Round needs to have its heat/ammo reduced to 16. I have no idea why its 25 heat/ammo.

The only thing I want to see change for the DPS side of the AC is some better interrupt resistance. Lowering the cooldown of Power Surge/Tech Override would be huge (as its the only ability that provides a way to avoid being interrupted for the DPS specs).

Our damage output is fine and needs to changing whatsoever. Its just actually being able to maintain that damage output (or even a semblance of it) when pressured that is the problem.
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Capt_Beers's Avatar


Capt_Beers
09.20.2013 , 03:59 PM | #9
Quote: Originally Posted by cashogy_reborn View Post
Missile Blast/Explosive Round needs to have its heat/ammo reduced to 16. I have no idea why its 25 heat/ammo.

The only thing I want to see change for the DPS side of the AC is some better interrupt resistance. Lowering the cooldown of Power Surge/Tech Override would be huge (as its the only ability that provides a way to avoid being interrupted for the DPS specs).

Our damage output is fine and needs to changing whatsoever. Its just actually being able to maintain that damage output (or even a semblance of it) when pressured that is the problem.
Maybe have crits on Unload/FA lower the active CD on Power Surge/Tech Override by (.5, 1, 1.5 seconds)?
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szczypaczek's Avatar


szczypaczek
09.20.2013 , 05:05 PM | #10
or maybe give our shield unshakable buff for all speces, not just combat medic
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