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BorrowedTune

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  1. It took me a whopping 4 days to be full BM on my new, post 1.2 toon.
  2. Well, I just got 250k damage in a match so that makes me good like you, right? Whatever.... some of you aren't ready to admit it, yet. I understand. You're still in the first stage of grief, shock and denial. I've moved on to the third, anger and bargaining.
  3. I feel your pain, operatives. Perhaps we should have a contest to settle once and for all who exactly has the proper claim of the worst class.
  4. I am not making anything up. Ask anyone who PvPs on Saber of Exar Kun. I am not going to mention any individual names or guilds. The fact that you are not aware of the insane damage powertechs are capable of speaks volumes... and makes your "l2p" trolling laughable. And, son, I've been PvPing in MMOs since you were still a box on the shelf of Best Buy so lose the attitude.
  5. It's rather telling that you proclaim your mad skills and denounce the "clueless" while bragging about 250k damage in a wz. I don't know what server you play on but on mine BH fire spammers rule the game... tanks that easily and consistently achieve ~500k per match. And lets not even talk about 9k sweeps. The whole gunnery tree is geared towards grav round. We invest a ton of points, almost the entire tree, just to make grav round work. None of this changed in 1.2. BW didn't even feel the need for a respec for our class. However, BW then says they don't want us relying on grav round so much and should use other abilities.... but yet there are no changes to our tree to boost any of these other abilities (as far as I can tell, full auto and mortar volley are not better... just different animations plus an actual nerf on mortar's aoe). Yes, demo round is buffed... a skill with a 15 sec cd that, if used properly, requires... wait for it... 5 stacks of grav round. And by that, I mean 1.2 baby shot grav rounds that can barely take down force armor. And you won't be firing off demo round every 15 seconds, no matter what, because of ammo considerations (all those grav rounds and now all those other awesome abilities you wax poetic about that you need to throw into the rotation). Also, don't project your own "one button" assumptions on me. It makes you look like a jerk. For your information, I still haven't switched specs and I do, at times, achieve ~350k damage, 12+ medals and 50+ kills. Yet during that same match I'll be embarrassed by a squishy sorcerer at half health. Before 1.2 you needed every cd up to be competitive versus a sith warrior. Now, you need every cd to have a chance against just about any class (except snipers... we still own them... provided you get the initiatve). Here is the simple fact: as commandos, we lack utility, escape and survivability. And now our damage output is worse than tanks. Hence my original point... why role dps when it is clear that tank classes can out perform us in every aspect of the game?
  6. So, seriously, what class is worse than commando? If you want to dps, AS is the only way to go (since it is completely OP) and you would be a fool to choose the commando route since vanguard offers so much more utility. If you want to heal... umm... lol?
  7. Thank you, google. Glad to hear it's being fixed in 1.2. On a side note, when taking the shuttle to the mission and departing, poor Andronikos let out a gurgle and a yelp as I boarded the ship and it took off. RIP brave Andronikos.
  8. I haven't had any problems doing HMs in my standard champion gear. A PvP set with Rakata mods would be very nice for just about any activity with an edge, obviously, towards PvP. Only the snobbiest of the PvE snobs would give you a hard time about showing up in your BM/Rakata mod set. But yes, there are some dedicated min/max PvP'ers who use builds that benefit from maybe 1 or 2 pieces of PvE gear for the added stats. A couple PvE pieces in the mix aren't going to affect your Expertise too much. Or... if you are a Jedi Sentinel and don't want to wear that lolhat.
  9. No, thanks. I like the fact that grav round's animation is more subtle in PvP. BHs, on the other hand, draw alot of attention to themselves spamming their tracers in the customary hunched over position.
  10. So, what do you guys think? Crit or Power? What builds would benefit the most from more Crit or Power? Or do you think it would be better to split the two more evenly? My initial thought is that Medics and AS would benefit the most from added Crit and Gunnery from Power. I also wonder how a DPS Gunnery build would do with the Combat Medic set (with all that Alacrity). I imagine you could dish out some pretty serious damage spamming super fast Grav Rounds but, on the downside, you'd probably run out of ammo way too fast and be constantly at the lowest regen rate.
  11. Well, I finally hit valor 60 a few days ago and it's time to get serious about my gear. Hopefully this thread will be a guide of sorts for some and open a discussion on a few key issues as well. We have 4 sets available: Combat Medic, Eliminator, Combat Tech and Supercommando. The one set we don't need to discuss any further here is the Supercommando set as it is clearly for Vanguard tanks. The first consideration regarding picking up gear sets is the set bonus: Combat Medic: (2) Reduces cooldown of Reactive Shield by 3 sec. (4) Reduces cooldown of Advanced Medical Probe by 1.5 sec and Bacta Infusion by 3 sec. Combat Tech: (2) Increases duration of Neural Surge by 0.5 sec and reduces cooldown of Tenacity by 15 sec. (4) Increases crit chance of Stockstrike by 15%. Eliminator: (2) Reduces cooldown of Concussion Charge by 5 sec. (4) Increases crit chance of High Impact Bolt by 15%. Combat Tech's set bonus is pretty much for Vanguards since Commandos do not have Neural Surge and tend not to use melee attacks very often. So, if you decide to pick up Combat Tech gear for your commando, the set bonus will not be the reason. Clearly, the 4 piece bonus on the Eliminator set is quite nice for DPS Commandos and both bonuses on the Medic set are useful for healers. As far as mixing sets to get two different 2-piece set bonuses (and forgoing the 4-piece bonus), I don't see much viability here for Commandos. Even in some hybrid build that mixes healing and DPS, the alternate 2-piece bonuses are either useless (Tech) or not so great (Eliminator). Now for stats. I'm not going to crunch alot of numbers here... you can whip out the calculator and do that yourself. What I will do is give you the bottom line observations on the different sets because it becomes quite clear what the main differences are once you compare. All 3 sets give you the same amount of Aim (our primary stat) and Expertise. Eliminator and Medic sets give you the same amount of Endurance. Tech sacrifices some endurance (-32) for some added Power (+34). Combat Medic gives you Alacrity over Accuracy. All sets give the same amount of Surge (this comes from off-hand and implants). Now, here is where things get interesting and you have to make a choice. That choice is whether you want to stack Crit or Power. The items in question are the Main Hand Weapon, the Off-hand Weapon and the 2 Implants. Choosing the Combat Medic gear will give you +247 Crit. Eliminator items will give you the same bonus but in Power. The nice thing about these items is that they do not affect your set bonus. Also, remember that you can add +34 Power from the Combat Tech gloves/helm if you don't care about the 4-piece set bonus. Of course, what you decide to do here, Crit vs. Power, will affect other choices, like what adrenal or relic(s) you use. Lastly, let me make note of one more point. You've PvP'ed like a madman and assembled your full Battlemaster set... but guess what? You still don't have the best PvP set in the game. Not even close. The best possible PvP set is made from swapping item mods stripped off of PvE Rakata gear and replacing those sub-par PvP mods for better stats. You have access to 2 item mods per piece that can be switched (the 3rd, which has the Expertise, is not available to be customized). So, get cracking on those Hard Mode Operations.
  12. BorrowedTune

    Ilum Lag

    One possible culprit of the lag on Ilum seems to be the system notifications (and the sound effect that goes with it) that constantly pops up... "so and so is near the southern base," etc. Might be something to look into.
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