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NessusFett

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  • Location
    Texas
  • Interests
    Computers. Games. Basketball. Guitar.
  • Occupation
    Smart4ss
  1. Mercenary was the first class I rolled when the game came out, I leveled in arsenal and attempted to go to pvp only to realize that the cast times killed any possibility of performing well. One interrupt on tracer missile and your damage is cut in half. I switched to healing, and have been healing through pve since. 1 Other classes either think mercenaries are tracer spam noobs or under powered healers even their DPS is not considered on part with other classes like marauder, sniper or sorc. 2 I perceive my own class very similarly. My HPS will never be close to a sorc because their aoe allows them to cast on the group and continue firing other heals. Everything has a cast time so I have to plan far ahead for tank spike damage. And kolto bomb is completely useless in almost all scenarios. The class is 3Rd in basically every category since the armor debuff adjustment. And still had useless moves on all specs. Though I do still love it for the look and challenge of the class, just wish it was more competitive.
  2. Yeah... as a DPS bounty hunter you always want reflex mods, so reflex augments are going to be your first choice too... If you have done anything crazy with your stats moving mods around you can make it up with augments (like if you took all the accuracy out for some reason), but aside from that. Power would be the only other thing you could use, and that's only when you are unable to find reflex mods and can't make them.
  3. The let to understanding these differences comes from understanding how the classes vary. jugs have heavy armor, which as you said reduces the spike damage. This is actually more helpful in a raid instance because you can keep people alive when they aren't dropping faster than you're cast The self heal on the assassin is meant to curb that drop slightly by giving a minor self heal. Also I believe you're big difference comes in your cool down department, where the assassin has 1 (not counting relic). This makes a huge difference when the healers don't have to glue to you and can take 5 second to both heal the raid. Personally, it seems the Assassin is slightly ahead overall, but every taking class is fully capable of clearing anything. All have bonuses and pitfalls.
  4. I would absolutely die if they had cosmetic clad specific mounts. Like bounty Hunters could just use their jets and sith could like ride a war beast our something like that
  5. While obviously a threat drop would be nice... Our guild has no problems with numerous power tech DPS. If the tank knows how to build a keep threat it shouldn't need throttling. This was all prior to the jug threat buff, so it should be a mute point more now. Hell our top power tech never even got guard. then again, our main tank is full campaign. But I would make sure the tanks are geared. Then have them look up high threat rotations. Then if even spreading your relics and adrenals doesn't help, try spec ing to AP because that's less busty
  6. Take it from a Merc, I wanted to go into pvp when I hit 50 but the mercenary is useless besides being a healer in pvp If you want to pvp but don't want to be stuck as a healer, go pt now. Level 15 is not much work to lose. I'm already working on a pt as well. And its my 4th alt. Its not with leveling a DPS MERC for pvp While the pyro has already been balanced with the biochem balance, the way the Merc does its damage is to easy to interior and ruin
  7. I actually got to Tatooine at the same time, and I had finished nar shadaa. Did some pvp and space, also can do bonus sites if you have any.
  8. I actually got to Tatooine at the same time, and I had finished nar shadaa. Did some pvp and space, also can do bonus sites if you have any.
  9. Most of the really geared people I play with, and myself, play with the matrix cube and the daily relic. Its debatable for pve which is really more effective, but usually much easier to have the passive that pop relics on cool down. For pvp though, it might not be better for this setup. I would personally think the daily would be the best
  10. It had been stated by the developers that they intend to increase the level cap to 55 for the next big addition of content. That will not arrive till 1.4 at the earliest. Next patch will be 1.3 and should only contain more legacy, possible rated sardines, and quality of life upgrades. This level extension is possible but had been meet with opposition, so its still being decided, they coups change their mind.
  11. Definitely need to do the "join legacy to guilds" even though I'm sure it would be difficult because of Cross faction complications. I hate having the guild not know who I am simply because I'm on an alt that I've had for some time, but was never associated with my main. Also would be nice to include legacy name on who list
  12. No joke there... It took a while even after I hit 50 to go back and buy levels 2 and 3
  13. There definitely needs to be something that a can spend these on, I have well over 100 on nearly every character I ruin flashpoints on and almost zero com's since I buy tionese for companions.
  14. The weapons you use are always based on your class... As you say you are a bounty hunter, that means that at lvl 10 you will be given the choice between 2 advanced classes. You will leave your starting planet and choose your class on the imperial fleet ship. It is part of the main quest. Link to the class detail page 1) Mercenary. 2 guns can be a healer, or dps 2) Powertech. 1 pistol (and an offhand generator/focus) can be tank or dps.
  15. right because there definitely aren't other players on the other team that could use the same class...
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