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cashogy
11.21.2012 , 12:11 AM | #1
NB: The majority of this thread has been a discussion of how to address the interrupt vulnerability of Tracer Missile and Power Shot. As of 11/24, this is the most up-to-date list of class changes based on the discussion in this thread.

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. 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
- 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 AND IMMOBILIZE the target for 4 seconds. Damage caused after 2 seconds ends the effect. 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 affect damage output or heal 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.
Da'ny - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
The King of Bads