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Any balancing in the works for healing commandos?

STAR WARS: The Old Republic > English > PvP
Any balancing in the works for healing commandos?

Angel_of_Cain's Avatar


Angel_of_Cain
11.18.2012 , 08:58 PM | #11
SWTOR? BW? PvP Balance of any kind?? HAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!


This will only happen if the entire PvP Dev team is fired and replaced.
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The community itself ended any chance at open world pvp by rolling imperial in mass.

johnyangelo's Avatar


johnyangelo
11.19.2012 , 01:54 AM | #12
Did 850k healing lately in BM gear in 1.4.

I think commandos healers are quite fine. They got best burst heal out of all healers hands down on the other hand power managment is very hard if you are healing more than 3 ppl.

The biggest problem I've experienced is actually healing with hammershot. Animation is so wrong and so crippling to commando even over to mercenary healer.

gofortheko's Avatar


gofortheko
11.19.2012 , 03:00 AM | #13
Quote: Originally Posted by johnyangelo View Post
Did 850k healing lately in BM gear in 1.4.

I think commandos healers are quite fine. They got best burst heal out of all healers hands down on the other hand power managment is very hard if you are healing more than 3 ppl.

The biggest problem I've experienced is actually healing with hammershot. Animation is so wrong and so crippling to commando even over to mercenary healer.

commandos are not fine, congrates on having a match where no one targets you. commandos have virtually no escape tactics, nothing like a sorc or op healer, not even close. They get interrupt immunity for 12 seconds, on a 2 minute cooldown. The knockback will just allow leapers to leap to you again. I play both a commando and op healer and I can run keep myself up against 2 good players, and sometimes 3 bads, and if everything goes south ill just stealth. Sorc/sage cc is incredible and just ridiculous. So one match you got 850k (dont think you did, since commandos dont have good aoe healing like ops and sorcs) of which it was either from a full length voidstar or a full battle over mid for alderaan. 1 WZ doesnt mean the class is fine.
Weapon-of War
Juggernaut:Sentinel:Operative:Sage:Commando:Shadow :Guardian
Guild: Ghost Infantry Server: The Harbinger

AMKSED's Avatar


AMKSED
11.19.2012 , 08:04 AM | #14
Quote: Originally Posted by gofortheko View Post
commandos are not fine, congrates on having a match where no one targets you. commandos have virtually no escape tactics, nothing like a sorc or op healer, not even close. They get interrupt immunity for 12 seconds, on a 2 minute cooldown. The knockback will just allow leapers to leap to you again. I play both a commando and op healer and I can run keep myself up against 2 good players, and sometimes 3 bads, and if everything goes south ill just stealth. Sorc/sage cc is incredible and just ridiculous. So one match you got 850k (dont think you did, since commandos dont have good aoe healing like ops and sorcs) of which it was either from a full length voidstar or a full battle over mid for alderaan. 1 WZ doesnt mean the class is fine.
This.

I highly doubt he got close to 850K.

foxmob's Avatar


foxmob
11.19.2012 , 08:31 AM | #15
Quote: Originally Posted by AMKSED View Post
This.

I highly doubt he got close to 850K.
I did 750k in a rated vstar. it's possible. but my sage teammate did over 1m.

commandos actually have great survivability. there aren't many ppl who can solo me. however, I can't handle two maras. that's waaay too many ints. and honestly, even though one person can't solo me, if I have to kite/kill him, he's done his job cuz i'm not healing anyone but myself.
meh
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johnyangelo's Avatar


johnyangelo
11.19.2012 , 09:27 AM | #16
Frak you all who thinks class is so broken and unplayable. Why bother to argue here about it and proove myself to anyone?! Like anyone would give a damn about who wrote what on forums -.-

PS: take a note I had 2 WH items, 1180 expertise.

http://img32.imageshack.us/img32/274...2701542794.jpg

http://img837.imageshack.us/img837/2...1017262795.jpg

SpaniardInfinity's Avatar


SpaniardInfinity
11.19.2012 , 10:59 AM | #17
Quote: Originally Posted by Jenzali View Post
Agreed. I think they have scaling issue, as in with lesser gear they are incredibly weak, but at the top end of gear their single target heals are the quickest and most powerful by far of the 3 healers - it's not uncommon to score 5k Rapid Scans with only 1.7 cast time - with the shield up my record is 7k. They are also the most difficult healer to kill when min/maxed for power as the Trauma Probe/Kolto Shell will be healing for massive amounts (I'm not entirely min-maxed yet but it can crit for 1k+ and be double-procced with Rapid shots).

In rated WZs, it's usually acknowledged that focus firing a Merc/commando healer is a waste of time and resources in many situations because of their incredible survivability - it's better to simply CC them and burst down their squishier teammates.
Yeah, I can confirm that the class has a high gear curve. Most people don't realize that Bacta Infusion actually becomes almost as potent as Medic Probe late on the curve -- so most people don't bother taking it at all. And Kolto Bomb can hit upwards of 3k when fully geared on a crit, and Trauma Probe should be critting damn near 1k. But that's all late on a curve that I think is probably the steepest learning curve for any of the healers.

Quote:
If I had one thing to change about Merc healing it wouldn't actually be utility or escape tools, though a Jet Disengage would be really handy. While our DPS counterparts definitely need both of those, Merc healers seem to be balanced around their sheer healing output and sturdy defense, so I would give us a 3rd "redundant" cast-time heal that we can use in case Healing Scan and Rapid Scan are both interupted. Sort of like how Ops can use Kolto Infusion to bait an interrupt, or perhaps some other improvement to our heat management.
I agree alot with this. I've always understood Combat Medic's "escape mechanic" to be their durability. If you aren't going to be able to escape you better be able to soldier through it and survive. I see balance there.

A third-casted heal, even if it were weaker than Advanced Medical Probe, would be nice just because against any competent team, your two main heals (Medical Probe/Advanced Medical Probe or Rapid Scan/Healing Scan) will be on lockout forcing you to rely on a 6-second cooldown and an 18-second cooldown. What would be better is if it also made a stack of Field Triage and you allow two stacks of it to be active at a time. That way you can reduce the cost of Medical Probe by 2 if you are willing to spend the additional time setting up. Other than that, I'd love to see the global cooldown of Bacta Infusion lowered to 18s (the 4-set bonus remains the same bringing the CD down to 15s) and allow Bacta Infusion to refund 1 ammo on use.
Aux "Spaniard" Wargarde (Rank 2400+ Combat Medic) | Reighner the Relentless (Conqueror Bodyguard)
The Generalissimo Legacy
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