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Goshik

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Everything posted by Goshik

  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.
  16. If want to use a rifle than use it. You will not get approval from anyone else though except like-minded players like yourself. Like everyone has said: There is no way around it, cannons will put out more than rifles no matter what. You can't argue that you can do better with a rifle in any scenario on a Commando or else all Commandos would carry a rifle. What I'm saying is, just do what you want. You don't have to answer to us or justify yourself. The option is there, make a choice.
  17. I honestly think they haven't changed it back because they are too embarrassed that they made a mistake. To re-impliment a 30m Cryo Grenade/Electro Dart would be admitting to that they have no clue what class balance looks like.
  18. Look at my edit in red on pg.2.
  19. Yeah, I guess one shouldn't get too hung up on Treated Wound Dressing. I'm somewhat incline to agree with you about Bacta Residue. I too switch back and forth taking the two points off and putting them in First Responder and then back. What keeps me talenting it is that its versatile in the respect that it doubles as a slow also making it a great get away skill. Put the edge of the circle on you and you can effectively heal yourself on the run while slowing your enemy. Plus, the 3%, while like you said though it's not much of a difference it does last 15 seconds to the affected targets. Don't also forget that you throw a Kolto Bomb every 6-12 seconds, renewing it each time. What I'm getting at is that 3% healing increase over the course of an entire WZ can really bring up your numbers. I would actually do the same thing, I'd talent First Responder and Weapon Calibrations also; I just haven't stacked enough alacrity though to take full advantage of the talents, something I'm working on. I respect that, I saw your aim was a little low as well as your endurance but you don't care for that and it seems to benefit you much more than it hurts. I too think I might take the same route and play smarter so I can heal more. Very debatable, TP is...of questionable desire. I never put points in Frontline Medic as I usually get "tunnel visioned" in the form of healing so I rarely DPS unless I see an opportunity for Mortar Volly (like what you had shown) or if my team doesn't need healing and needs help finishing off a couple stragglers before switch objectives I'll throw a Plasma Grenade followed up by a High Impact Bolt (potentially our deadliest combo) and then HS them to charred little fragments. I like you're style. I'm going to adopt your lack of stacking main stats, I think that makes the overall build more exciting and dynamic.
  20. I anticipated as much. While picking apart your video I was trying to give you the benefit of the doubt on couple things since no battle is ever perfect; we can only be conscious of so much at a time after all. So I wasn't going to mention the early CC break or that you say you put Trama Probe on others besides yourself. I hope you wouldn't do since it would be a waste of the 2 points of your Front-Line Medic talent; which luckily you didn't do as you had TP on your 3/4 of the match. A question also: Why don't you have Treated Wound Dressing and Iron Sights fully talented? They seem to be a standard with any Commando build. Also, I would think you'd favor Bacta Residue since you are a promoter of the Kolto Bomb. There is nothing wrong with your build in the least bit but I was just wondering.
  21. Pretty good, my first character was a CM and since I've played him I've also made a scoundrel healer and sage healer. Commando is still my favorite though, the single target heals are just so powerful. As a CM we can bring players from the brink of death much quicker than any of the other healers (MP>BI>AMP>MP> = InstaFullHealth) that's my opinion though. The flexibility and cheap cost of ammo for Kolto Bomb is amazing as well. Your healing style is great, I think were about the same in terms of heal output. I never use adrenaline rush though so I feel inspired now and will start doing that. I also like how you strained on the importance of Kolto Bomb (so instrumental). Your positioning was also pretty much perfect, always in the fight but always in the back; which is ideal because then the enemy doesn't single you out as a healer (unlike sages/scoundrels which stay on the fringe because of their low armor ratings). One thing I would recommend: Keep your resource high. Don't use Super Charge Cells so sparingly; it's not an emergency ability, neither is Bacta Infusion. Use them when you have them; they will be vital in keeping your resource high considering SCC restores 1 ammo and also increases your healing making you use less ammo to keep team mates alive plus it gives the benefactors of Kolto Bomb a shield! That in itself will save you so much ammo. BI is a free AMP, basically, and on a 21 sec CD it will help more so than it will hurt to use it often. Other than that, personally my "emergency heal" is a combo of just Tech Overide+MP; BI just doesn't have as much kick to constitute as an emergency heal. That way I'm giving my skills more utility because I'm using them all over the entire course of the battle and not in little segments. This will give you more flexibility to work with. Granted my healing isn't as "bursty" as yours but as a result of my techniques my ammo reserve always stays a little half over keeping the resource rate high. This way my healing output is constant over the entire duration of the battle and when the pressure is on I'll use my Recharge Cells and steward my ammo even more so. My way is certainly not a better style of healing but it is more easy on the ammo. All a matter of preference though I suppose. Good vid, I think I might make one too! EDIT: Another note on SCC (10 Sec) SSC AMP 1.3*8 =10.4 Sec = 8 AMP Casts * (884~948 Healing Done) = 7072~7584 SSC AMP>MP (Repeat) 1.3+1.7+1.3+1.7+1.3+1.3 = 10.3 Sec = (4 AMP Casts*(884~948)) + (3 MP Casts (1253~1317)) = 7295~7743 The difference is somewhat minuscule which can be agreed on; BUT since I went back over your video and saw that you stack surge/power I think your healing output would benefit much greater if you use AMP>MP repeatedly. This is because when you critical on your MP your surge will widen the gap between the two combos to a higher degree than above. Not to mention that if you just spam AMP during an SSC and you were to be interrupted...well I'm sure you've been there. It's better to lose MP during SSC than lose AMP.
  22. You're basing your point on a variable that can't be controlled. What you said could just as easily be applied to SW:TOR which doesn't support your pro-gear disposition. To knock what CoD has done right because of latency issues doesn't suggest any advantage to SW since MMOs also experience lag. Besides, I only use CoD as an example because it is a game that everyone can relate to as most everyone in the gaming community has a good idea about the game's aspects.
  23. I think this post makes more sense than anything I've heard about PvP to date. Complete gold and no I'm not trying to be sarcastic or flatter here. To level the playing field by making everyone of the same capability would indeed just as you said really make skill matter. Skill is completely relative as a player of lesser gear will disregard defeat solely on the fact that the victor had higher quality gear; therefore both parties do not benefit. Gear-grinders, do you really want your level of skill to be evaluated by your gear or by your skill? I don't know about you but when I do play CoD (bear with me) anyone who kills me is lucky... until I find out what their K:D (Kill:Death Ratio). They are the ones that earn my respect. Now lets pretend for a second CoD had the same systems employed like SW:TOR, as in no leader boards for example; wouldn't you absolutely hate it if there were players with better guns than you. Wouldn't you have the tendency to say "his gear gave him an advantage" what merit is that gun to the player? Nothing. Gear can be a goal and I sympathize. We need something to strive for, but a player should never be evaluated for skill based on gear. Basically, everyone should have baseline gear for the sake of PvP balance and leader boards should be implemented so a player's skill can't be argued.
  24. I don't nearly get as mad at smashers as I do with the PT Pyro/Assualt VG. Their rotation like someone else said is just as easy as any other class'. The problem is that though they are a bursty class, their burst is sustained. They basically have what Sages and Sorc's have with moderate sustained damage except is sustained burst damage. I have no place to say that they are overpowered since I have not played the AC but they do stick out to me more than assassins and smashers. If you think about it why can an AC like the PT Pyro/Assualt VG do such high burst damage when Ops and Scoundrels struggle with weak burst damage and poor energy management? It will take an Op/Scoudrel will all of their CC and energy with a perfectly executed rotation in order to take down my CM Trooper. If I throw a Cryo Grenade (my 4 sec stun) they are done! I heal up and they don't have enough energy to finish me and by then my team is backing me up. However, when I face a PT Pyro I seldom come out alive. The Op's opener is all they have and if that's not enough they won't kill me. Now thats hardly fair when a PT Pyro can practically spam Rail Shot with low energy expenditure until I'm dirt food. Not saying that PT's are OP, they are easy to take down but if they are that bursty then maybe Operatives need a buff.
  25. I think selected queues is also the wrong way to approach it. Like a few mentioned earlier it would lead to longer queue times. I think a better solution would be to chose which map (and only one map) to NOT queue up for. This way the queues would stay relatively even and you wouldn't have to go to your most hated map. Also, for OP that is saying that he gets AH way too often, its most likely in your head. When we dislike something we tend to fixate on it more often and give us the impression that were on the bad end of the draw more often than not. It's kind of like when the wind is blowing in your face you always ask yourself "why is it always against me?". However, you seldom notice when its behind you.
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