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Mercury_Down

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Everything posted by Mercury_Down

  1. Yeah I don't know what world is coming to. You can't even make outrageous claims anymore without people proving you wrong. Sad state of affairs.
  2. My bad! I stand corrected. I'll go sulk in the corner now.
  3. Don't go getting your panties in a bunch guys. I apologize if you took my blanket statement as an insult to yours or any other person's skill level. But... You take players who do nothing but PVP all the time in a population which PVP's all the time and you put them up against a PVP team that PVP's in a smaller PVP population at a less frequent rate. I know who I'd put my money on.
  4. The PVPers on a PVE server are not going to have the same level of PVP experience as the players on a PVP server. If you take the best from a PVE server and put them up against the best from a PVP server the winner is a forgone conclusion every time. That being said, the best from a PVE server would do fine in a regular match against regular PVP server players. The OP fits into none of the "best" categories with this build.
  5. Dear Sir and/or Madam, Best damage and healing output? I don't even know where to begin with this statement. You are NEVER going to get best damage or healing with a build like this when compared to a full DPS or healing spec. I wish you luck playing your merc because you are going to need about three-times the amount as any regular full BG, Arsenal, or Pyro spec Merc with your build.
  6. While the "buff" to gunnery is certainly very welcome, it only marginally addresses the problem with only one of the three trees, and that is all the cast/channel abilties which can still be interrupted. Thanks for the buff, but you nerfed the hell out of assault, and combat medic is still far behind the other healers. I am glad to see this change at least appears to be based off suggestions in one of the many many many merc/mando threads, but let's actually address the class-wide issue: casting. How about implementing Cash's proposed changes and lower the cooldown to tech override and reserve powercell and have two base charges to TO? How about lowering the cooldown on electro-net? How about allowing charged bolts to be cast on the move? I still don't understand why you would nerf the sh*t out of assault and only slightly buff gunnery. The previously better PVP tree (and arguably better PVE DPS tree in 2.0) of assault is worse off than it was. GG, but more needs to be done to address the issues of mercs and mandos. Thanks!
  7. You guys have it all backwards. I know who this is.... This is UniqueDragon. The day of his resurrection was foretold. He is from the past but knows the future. The prophet has returned! Heed his words, for they are doom.
  8. RayGon when you say the class is fine, post your video and then type stuff like this.... ...you are going to get flamed. If you have spent any time on the forums reading any of the commando/merc threads you would realize the VAST majority of commando/merc players are saying they need plenty of dev-work to be competitive at higher-end PVP. Are you a unique butterfly who has discovered a playstyle the rest of us have not discovered? It's possible, but your your video evidence points to the contrary. I don't mean to belittle you but do you really believe you are right and just about everyone else is wrong? Delusion can be fun but should only be taken in small doses. Good day to you sir or madam.
  9. You go east when your team has two nodes, they have three defenders at east, you die. You respawn, go back east when you still have two nodes, they still have three defenders east, you die again. You go south when south finally has more than three-four attackers, but instead of staying and helping out you go back west which is not under attack and on the way west there is a call to help south. When south is about halfway capped you decide to go back south. When you get there, you start plunking a healer, which is not normally a bad thing, exceeeept when his teammates are capping south and you do nothing about it resulting in the node getting capped... Not objective based, not situationally aware... If half the regular posters in the commando/merc threads were in your shoes they could have won that match solo. I don't need to see another vid from you for at least another year.
  10. I am all for lowering both to 60s, would be a big help for gunnery.
  11. 2.0 is going to be much sooner than 3-4 months...
  12. Just an FYI, hold the line does NOT prevent stuns. It prevents movement impairing effects such as slows as you pointed out, immoblizations and knockbacks. Stuns, interrupts and mezzes still apply.
  13. I've been unable to character transfer my commando over to PTS and haven't felt like giving BW another hour or two of my time due to another busted service to level a toon on test to find out the answer to my question. That being said, for those of you on test maybe you can answer my question... I was browsing the new skill trees (found here) for commandos/mercenaries and can't find the cast time reduction talent (-0.5 sec) for GR/TM and CB/PS anywhere. Have the cast times for those abilities been restored to 1.5 sec or are they still 2.0 sec?
  14. I agree. I wonder, if we'll see another thread like this from the OP if/when BW delivers on dual specs. It's not like recruit gear is expensive. The OP has the option to purchase as many sets of recruit as he/she wants to suit as many builds as he/she desires. Not to mention WH is stupidly easy to get now and EWH is barely a step above in stats. If the OP (and anyone else who complains about the now very small gear gap) can't play 1-2 weeks to get a full set WH then I don't have 1-2 weeks of patience to waste on reading another thread like this.
  15. You are thinking PTs/VGs not Merc/Mando. The only Merc/Mando ranged ability that got nerfed was the 30m stun, everything else that was 30m is still 30m.
  16. I agree with most of your proposed changes but I disagree with lowering the damage on TM/GR and PS/CB. Any additional damage gained from making these instant is not going to make Mercs/Commandos OP. Keeping the damage the same along with the other proposed changes would make them something they have not been in a long time...competitive.
  17. Don't get me wrong, I'd like to see instant cast as well, but I doubt that will happen. The damage of the class would go up considerably if they made GR/TM and/or Charged bolts instant. It wouldn't be through the roof but given the nerfs to Merc/Mando damage I can't see them going back. It would be like admiting they were wrong. That's why I think we'd have a better chance of getting casting while moving. I wouldn't say no to any kind of interrupt protection either way. Not to mention, make the heavy armor actually count for something.
  18. I agree, we've already got fully functioning turrets. When I think of a commando/merc I think of an M1A1 tank. Realtively slow moving but able to deal some serious punishment. I'd argue they don't need to be uninterruptable but need to be able to cast while moving and make their armor (same goes for VGs/PTs) apply to all damage. Leave their damage as it is, make them be able to cast while moving, don't give them any movement powers, and make their armor apply to all damage.
  19. How much of a difference do you think it would make if they made First Reponder (2 pts 100% chance 5% alacrity for 6 seconds) stack instead of refresh? As it is now you can have pretty much perma 5% alacrity boost, but having semi-perma 25% to 30% alacrity would be nice for all the casting abilities...
  20. I know this has been suggested before .... Allowing Mercs/Commandos to cast certain abilities on the move (like grav round/charged bolts) would have next to no impact on PVE, but would it make them overpowered in PVP? I'd find that hard to be believe. Or maybe making charged bolts an instant and lowering the damage but having it apply plasma cell 100% of the time would work out well...
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