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Arius_Drax

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  1. These are the 3 main changes I think need to happen for the merc class. My perspective is strictly from a progression PVE standpoint. 1. Overall increase in damage. When compared to the other damage classes, the merc isn't quite where it needs to be. In a majority of progression groups dps are maras and snipers, with a couple of other exceptions such as ops. I would do one, or a combination of the changes listed below: a. Decrease the cooldown of electronet to 1 minute. b. Increase the proc rate of unload c. Increase the accuracy of the offhand to put mercs in line with commandos d. Increase the crit chance of unload (ability or tree spec) 2. The merc class is an overly RNG dependent class, making it a hesitant pick for raiding. I believe the second item that needs to be addressed is the RNG factor of the merc. The following is what IU would do to fix this: a. Alter the proc system for unload for the merc so that the overall damage isn't RNG dependent b. Make the crit system more viable for the merc 3. Fix pyro and bodyguard. These classes have far too much wrong with them for me to cover on a message board. The pyro tree isn't anywhere near being viable for ANYTHING. This spec needs an overhaul. I personally would love to play this spec in pve if possible. Put it in line with arsenal. Bodyguard needs a boost to put its healing powers in line with the other two classes. There are a multitude of ways to do this, it just needs to happen. I believe my third point is a NECESSITY for the progression of the game. I personally have been waiting patiently for the devs to put the merc class in line with the others, but am running out of patience. These are my thoughts, take them as that, not fact, only opinion.
  2. Make this blaster offhand compatible, it is only possible to be a mainhand right now. Re posting this because it was not corrected in the latest patch.
  3. Please make the new blasters both mainhand and offhand compatible. I would like to use them for both slots. Simple Request.
  4. One idea that I hope can be implemented in the near future is an expansion in the available weapons each class can use. I make this post from the perspective of a Bounty Hunter, but I foresee similar possibilities for all other classes. Non-Force Users: I would like these classes to have the possibility to switch between the multitude of pistols, blasters etc. available for each class. I understand that there should be some limitations such as sniper rifles and assault cannons, since they are specified for those specific classes. With that being said, I also believe that each class should not be forced to use these (i..e a sniper should be allowed to use pistols or a blaster rifle if they want). Also, I believe that Bounty Hunters should be able to use assault cannons (republic equivalent), the same being said for every other class equivalent. Force Users: I have no improvement on the force user side, since the system in place seems to be relatively correct. The expansion of the dual bladed light saber is the only possibility I would like to see.
  5. One idea that I hope can be implemented in the near future is an expansion in the available weapons each class can use. I make this post from the perspective of a Bounty Hunter, but I foresee similar possibilities for all other classes. Non-Force Users: I would like these classes to have the possibility to switch between the multitude of pistols, blasters etc. available for each class. I understand that there should be some limitations such as sniper rifles and assault cannons, since they are specified for those specific classes. With that being said, I also believe that each class should not be forced to use these (i..e a sniper should be allowed to use pistols or a blaster rifle if they want). Also, I believe that Bounty Hunters should be able to use assault cannons (republic equivalent), the same being said for every other class equivalent. Force Users: I have no improvement on the force user side, since the system in place seems to be relatively correct. The expansion of the dual bladed light saber is the only possibility I would like to see.
  6. 770 Alacrity and 599 crit. Can honestly say I've never heard that one before. You are missing out on MASSIVE returns from surge stats with a build so high in crit., and you are far past any point of diminishing returns. Power should be high on your priority list on any class, specifically healing classes. We obviously differ, a lot, on our builds, but as you stated, we agree that there should be a change to alacrity. I believe that it should have more profound effects for stat dedication.
  7. I would like to see the scoped D-200 Military Enforcer pistol put into the game. I know that it is already technically in-game because I saw it sitting on a table while questing on Makeb. I love the look and sound of this pistol, and would love to see the scoped version in game (Same look as concept art prior to game release). Small and simple request/suggestion.
  8. I heal on a sorc and have cleared TFB HM and SaV HM. I know what is required for healing. Also, you should be using instant cast revivifications, but you might not know about that since you don't have any crit. We probably have a difference in game play style, but I don't believe that negates the facts that alacrity is not what it should be. Instead of attacking me as a player, stay focused on the topic of alacrity and its usefulness when compared to surge/acc. .
  9. Alacrity is useless in pve, as stated above, so I'm not "crying" about it, I am suggesting ideas about how to make it viable in pve. No stat should have to be "stacked" in order to see benefits from it. If you are in the 400-500 range of any stat you should see glaring results from it. Lastly, I have yet to see any "huge" benefits from it on the pve perspective. Alacrity should have similar level benefits with surge and accuracy since they are all in the same tree of stats.
  10. One major suggestion that I have is to increase the viability of alacrity within the game. I know that developers had attempted this with 2.0 updates to alacrity, but in my opinion did the total opposite. The advantages of alacrity are far outweighed by its lackluster performance when compared to comparable stats such as surg, acc, etc. Below are some ideas that I believe would help to fix the alacrity problem. I do not necessarily want all of these changes implemented, they are just a conglomeration of ideas I had. 1. Make the effects that alacrity has on the global cool-down MUCH more noticeable than those of castable abilities. This would make alacrity a stat that every class could use, epically for classes that use a multitude of instant abilities. This would speed up combat for certain situations, and even make certain classes more viable. You could have a hard cap at, say, 0.5 seconds, or something along those lines. 2. Make alacrity have a ranging effect on longer cast times. Although a percentage effect DOES have a bigger effect on longer castable times, it is still not worth while. 6% off of a cast time of 2.5 seconds is much less effective than 4 or 6% crit multiplier. There should be a different scaling system that makes alacrity much more viable for castable abilities, longer ones more specifically. 3. Make the resource regeneration of alacrity actually viable. Stacking alacrity on my Sorcerer healer ended up giving me roughly 8.4 willpower regeneration, compared to the zero alacrity build of 8 willpower. Reallocating the points into surge and power yielded a far superior build. The stat lacks the results when compared to all others. Increasing the regeneration factor, (or degen for classes like mercs, etc.) would make it, again, a universally wanted stat. These were some of my ideas to improve the system. I believe if any or all of these were implemented, in a good fashion, that it would make gameplay and gear optimization much more interesting, fun, and varied.
  11. One major suggestion that I have is to increase the viability of alacrity within the game. I know that developers had attempted this with 2.0 updates to alacrity, but in my opinion did the total opposite. The advantages of alacrity are far outweighed by its lackluster performance when compared to comparable stats such as surg, acc, etc. Below are some ideas that I believe would help to fix the alacrity problem. I do not necessarily want all of these changes implemented, they are just a conglomeration of ideas I had. 1. Make the effects that alacrity has on the global cool-down MUCH more noticeable than those of castable abilities. This would make alacrity a stat that every class could use, epically for classes that use a multitude of instant abilities. This would speed up combat for certain situations, and even make certain classes more viable. You could have a hard cap at, say, 0.5 seconds, or something along those lines. 2. Make alacrity have a ranging effect on longer cast times. Although a percentage effect DOES have a bigger effect on longer castable times, it is still not worth while. 6% off of a cast time of 2.5 seconds is much less effective than 4 or 6% crit multiplier. There should be a different scaling system that makes alacrity much more viable for castable abilities, longer ones more specifically. 3. Make the resource regeneration of alacrity actually viable. Stacking alacrity on my Sorcerer healer ended up giving me roughly 8.4 willpower regeneration, compared to the zero alacrity build of 8 willpower. Reallocating the points into surge and power yielded a far superior build. The stat lacks the results when compared to all others. Increasing the regeneration factor, (or degen for classes like mercs, etc.) would make it, again, a universally wanted stat. These were some of my ideas to improve the system. I believe if any or all of these were implemented, in a good fashion, that it would make gameplay and gear optimization much more interesting, fun, and varied.
  12. I was hoping someone could provide me with information on how to get this to drop. I've been told many things on the drop location. Some say BP, others say Foundry. In BP, some say it is a random drop and you need to kill everyone, others say it is a mini-boss drop. Some say you need to be a powertech to have it drop, others say class doesn't even matter. Any info on the subject would be greatly appreciated. *I need this specific chestpiece, not the other easily bought close version, the color matching is totally different*
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