Jump to content

Goshik

Members
  • Posts

    33
  • Joined

Reputation

10 Good
  1. Still, even with 30 ammo gone you still have 70 left and as long as you have at least 60 ammo your regeneration will still be at its fastest (5 ammo/sec). Again, as I described, it only deducts ammo if you don't have stacks of SSC. So if you had 15 SCC charges you'd only lose 15 ammo. I imagined that this would be useful in situations where BI is on CD and MP has been interrupted making you are effectively locked down. So with my idea and hopefully some form of interrupt immunity plus HtL you'd be able to AMP probe yourself till your MP comes back and hopefully save yourself from a sticky situation. Basically I wanted to brainstorm for something that always gave the Combat Medic a fighting chance in their locked down moments.
  2. I also REALLY like this. I've always felt like Bacta Infusion should have had some special dynamic to it. Solely serving as a instant heal and not even a great one at that is hardly deserving as a top tier skill... EDIT: to go along with your idea of micromanaging SSC charges and using them to benefit the combat medic: what if we changed SSC all together and made it a skill that drained SSC charges to give perks to successive skills and make it a secondary resource in a sense? Like this: Using SSC (new version, same name) deducts 6 charges from the stack and makes the next... ...Medical Probe have 30% less ammo. ...Advanced Medical Probe 50% less cast time. ...Bacta Infusion can be used even if on CD Additionally you can deduct a further 6 charges to enhance the perks above. So 12 charges... ...Medical Probe have 60% less ammo. ...Advanced Medical Probe 100% less cast time. ...Bacta Infusion can be used even if on CD and with 30% healing bonus These charges would be no longer built by MP but by Hammer Shot and whenever Trauma Probe procs. This isn't the exact formula I would use but something along these lines would be an interesting dynamic. I just really like the idea of SSC charges being used as an additional resource.
  3. Here's a cool idea, how about Supercharged Cells (SCC) can be used anytime with the following consequences: for every charge missing to a stack of thirty, one ammo is spent. So if you don't have ANY charges, you'll lose 30 ammo going in to SSC, a big sacrifice but one any combat medic is ready to make when he/she is being focused and has their medical probe interrupted. Needless to say there is no ammo return when it's activated. Attaching a couple more buffs to it would be nice also; a couple people mentioned alacrity; maybe make the user free to interrupts during the duration; maybe even grant Reactive Shield the first 3 seconds or so. A couple other little quality of life things as others have mentioned would be... -Revamping the Combat Medic tree (almost completely) there are a couple useless talents as well as couple talents that are hardly useful (frontline medic). -Making Adrenaline Rush not go on CD when it doesn't proc. -Something that lowered Reactive Shield's CD as the combat medic used certain skills. -Lower Concussive Round's cast time or even eliminate it. -Root on Concussive Charge or knockback on Stockstrike? Solves a couple problems, at least for the combat medic. I don't know anything about gunnery so I won't even touch that.
  4. It isn't much of a rewarding experience at first but once you start getting some core tanking skills and a couple cool saber throws then you're in business. Some good advice for Guardian/Juggernaut tanks early on is to talent Single Saber Mastery and Swelling Winds/Decimate. It will make holding threat much much easier at the lower levels and once you get Cyclone Slash tanking is a cinch. My favorite skill by far (probably in the entire game) is saber reflect. I use it when fighting turrets and ranged mobs and feel invincible.
  5. Fix: Shorter cap times. There, all your capping problems are solved.
  6. Thank you so much for the input. I'll stay clear of endgame PvE content with this build or hybrid builds because like Mattmonkey said, I would be selfish to run a build that wasn't optimal at the role I queue'd with. I will however experiment in PvP with this build as well as others. If you don't mind, what builds do you use/are your favorite (hybrids included)? I love the whole concept and you seem to know a lot so I'd like to get some ideas. Thank in advance. Also, @ Mattmonkey @ Elyxin thank you for your input as well!
  7. I wasn't aware of that. That seems a like an unnecessary measure to the class. I do like what you said about about hybrids trading utility rather than DPS. Talents increase utility and so do talented skills, not necessary DPS. It makes me more hopeful. I am concerned though about what the person above me said though about not being able to acquire some notably stronger talents. What are your thoughts on that? The idea of hybrids seem very appealing but are they mean't to exist? Are hybrids just for the bored or adventurous? Or are they really not worth it and the system is against the making of hybrids?
  8. I guessed as much, good thing I like to kill players more so than I like to kill mobs. =p You said this build was viable. What kind of gear stats do you suggest? Also, do you mind sharing some of your builds with me? In you're signature I see you've raised more than a couple Knights haha. =)
  9. First, I've been playing as a Guardian, spec'ed Defense up to level 36 so far and have thoroughly enjoyed it. Recently though I've had this vision in mind of creating a Guardian that has is not amazing but proficient in two or even three trees. This Guardian goes through warzones and flashpoints leaping and slashing while transitioning gracefully between forms. For instance this build: This is what I'd like to call the "Blade Storm" build; by which (bear with me) one would enter in to the fray in the Shii-Cho Form through a Force/Zealous Leap granting a free Blade Storm (momentum), before transitioning to Shien Form and assuming a normal rotation. The Guardian can Force/Zealous Leap from target to target in either form to take advantage of the unremitting talent or the momentum talent when need be while Blade Storming whenever available. This inflicts burning damage (burning blade) and provides damage absorption (blade barrier). Obviously this build does not utilize the Soresu Form at all and so this spec would require a Focus as an offhand. Some obvious limitations: The inability to fully take advantage of unremitting and momentum at the same time; lack of more powerful talents found in the higher tiers of each respective tree; and full utilization of each Saber Form. Basically I'm just a dreamer thus far into thinking about this. I want to hear from the more experienced Guardians who have played each tree to a great extent and know the strengths/weaknesses of each one and how or if they can complement each other. Is this build possible? If not, any viable hybrids? Specifically those that can take advantage of the Shien/Soresu Forms or Shien/Shii-Cho Forms? Is there such thing as a build that can be viable in all three forms? Thank you all in advance for any responses.
  10. Fully agree, some might call me a bit biased because if you look at my signature I am indeed a Commando. However, I've played 3 other ACs extensively (Scoundrel, Guardian, and Sage), not as much as most people I admit but should clear me of any predisposed judgments. BW wanted to keep Commandos immobile to offset their heavy damage output and tenancy to be more 'tanky' and take more punishment than other DPS classes. So, to improve their survival without offsetting that balance BW gave us the Electronet, the ability to mess up other class's mobility. Electronet coupled with Hold the Line (HtL) makes for a devastating defeat for any melee DPS that would hope for an easy target by traditional means of interrupts and CC to effectively make the Commando/Merc a "free kill". So I do agree to a point it needs a lower cooldown. However, a skill like Electronet, as explained above is pretty much a guaranteed kill for any DPS Commando/Merc as it is more or less the bane of a Marauder/Sentinels existence. If the cool down were to be anything less than 45 seconds I would consider it overpowered. Overall the CD needs to be brought down as the typical battle between a DPS and a Commando/Merc is around 30 seconds. With that said I think it unfair that a Commando/Merc is out of its greatest tool of survival every 2/3 battles and although the Commando/Merc has other tools at their disposal so do the other classes and unfortunately the Commando's tools count for nothing in a battle with a melee. Maras/Sents and spec'ed Jugs/Guardians need to stay as the Commando/Merc's hard counter but at the same time just as with Sniper vs. Mara a Commando/Merc should have a fighting change.
  11. You aren't even making a case for yourself. You're just dismissing everything everyone else says that doesn't validate your opinion. How about you say something "constructive" or "of value"? So far you haven't offered anything but a poor assertion of your frustration. Rare circumstances, don't make me laugh. Juggernauts and Guardians have it easy, they can get to the endzone with the press of 3 buttons (Guardian Leap>Force Leap>Force Push>Force Leap). I'm not even going to mention the unremitting talent that Vigilance can spec; which allows them to be just as immune as Troopers after a jump. So this is actually not uncommon in the least bit. Meanwhile, Troopers only have 6 seconds of immunity. That gives you ample time from mid to the catwalks to kill or knock them off any trooper/mercenary. So, Its very unlikely they will get as far as the catwalks on their own and if you fail to stop them before then, then they deserve to score. They may become immune to physics, but at least they don't defy them like the other 3 classes. The odds are against the Troopers.
  12. Seriously, nothing is more OP than Jedi Knights Force Leaping to and fro from friendly to enemy to the goal line, expending no energy and having heavy armor. You're really going to question the ability of an ability used by a medium armor smuggler?
  13. Love how Gunnery is viable again. I normally don't spec gunnery since it was total crap before 2.0 but even I got on it to give it a whirl and found it very fun to DPS with (I don't normally DPS either ). As fun as that was though I love support classes, specifically healing. So I was drawn to the heavy armored healing meatbag, the Combat Medic. I love the CM, I feel as though it has the highest single target HPS (Healing/Second) than the other two healers. I also love how the talent Kolto Pods, bigger heals and I put up higher numbers on the WZ boards. Hold the Line has also allowed me to get out of sticky situations where I'm contiuously rooted and ganged on WHICH IS AWESOME. Survivability is way up. It is also not a bad way to transverse the battlefield thanks to the low CD. All this is good. I feel as though a team should be recognized when they do something good. However, I feel a little bitter too at the same time in a couple of areas. You gave Kolto Bomb to all the specs, kind of questionable as to why. It takes away from my thunder a bit but I can't really complain. I just wish that CMs were compensated a little more. The trooper class itself has been revamped as a whole but the CM is still lacking compared to other healers simply in terms of healing output and survival (you didn't do us any favors with the new Adrenaline Rush). Healing Output: Not sure what it is but maybe we just aren't meant to make it to the top of the WZ boards. We do our job just fine, our healing seems more single target oriented so obviously to compensate our AoE healing isn't the greatest; which I would suspect would result in lower numbers overall. Maybe this is intentional? Not sure, still at no point will a Combat Medic every be preferred over another healer in a RWZ. (EDIT): Survival: Thanks to Hold the Line (HTL) we now can disengage from fights we can't win and retreat behind friendlies, great. However, that was always needed before and if it had been implemented earlier we would have been on par with the other healers in terms of survival. Now though were in 2.0 and everyone has gotten a buff in survival utility; especially Sages with their invincibility skill, periodic heals while shielding, ect. So, I think it would be just if we got a couple talents also that increased our survival rate just as you've buffed the other healers. Talents: Kolto Pods = awesome. Love it. Not so awesome = Probe Medic (PM) /Frontline Medic (FM). Why the hell did you guys make FM the precursor talent to PM?! It makes no sense! Finally, when a talent comes into play that makes Trama Probe (TP) desirable, even with its high cost, low healing power, you guys shaft us by making us talent FM; a worthless skill. Give me one scenario where FM is useful. I can't think of one. My advice? Just switch FM and PM PLEASE. (EDIT): Let the Combat Medics be COMBAT Medics and the Medics just be MEDICS. I don't want to DPS EVER in a match unless my team is finishing stragglers and by then I don't need to heal myself with FM Adrenaline Rush: HAHAHAHAHAHAHA... This skill, reworked is supposed to do something now? It's worse than before! The Commando is not a duelist class by any means, we are too vulnerable to interrupts to be effective 1v1. That being said in a group setting, where usually DPS focus a single target at a time, my CM is going to be targeted first and foremost (green beam! KILL HIM). Won't be long till they get me down to 30%, and when Adrenaline Rush finally procs, its not enough. I'll be bombarded by finisher skills, dead. At least I can use this useless skill every 3 minutes though. That's useful, /sarcasm. Make this something to be desired. It sucks, so badly. I'm trying desperately to have hope in this game. Throw me a bone. Show me your competence.
  14. A real PvPer; it's about the competition and the integrity of the battles.
  15. Best PvP I've experienced so far on this game, and yes, I am being serious.
×
×
  • Create New...