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Goddeamus

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  1. I posted a thread before noticing this one, so I'll just copy paste what I said in my thread in here in case this thread continues for a long time. Also sorry about not checking before making a post. Is it just me, or does it seem that the Mercenary class gets seriously shafted in this game, especially in PvP? I've been comparing the skills with other classes and even to those of the Powertech, and it just seems everyone else gets the better deal. To begin with, our party skill feels like the most useless of all four. A boost of 5% in endurance is hardly noticeable in your HP, while other people get that 5% in something you'd want like total damage, main stat, or crit. Then there's some major additions to similar skills Sorcerers have. For example their channel skill Force Lightning adds 50% speed reduction without the requirement of a talent. Their 4 second stun Electrocute also has some added damage to it that Electrodart doesn't. Then there's Force Storm which adds a slow affect over the usual Death from Above trait. All this and we don't even get an interrupt either which is not only important for PvP, but also Heroic Modes. As it stands, the only worthwhile tree for Merc seems to be Healing, and even then, one of the talents Cure Mind, which pretty much does the same thing as a Sorcerer's Sith Purity, loses out again in the Sith bonus of also healing your target at the same time. A lot of these would not bother me if I had chosen Powertech over the Merc, who seem to receive a lot more useful skills and talents. A short CD interrupt, 15% passive movement bonus, 15 seconds of 25% additional crit (Explosive Fuel), and over-powered talents such as a guaranteed 8 heat vented (Prototype Cylinder Ventilation), 8 second immunity to roots and stuns plus 30% more movement speed (Hydraulic Overrides), 3 second Grapple snare (No Escape), 30m charge/interrupt/root (Jet Charge) and added speed afterward (Jet Speed), along with the lower heat cost on the majority of their moves basically makes them dominate in everything they do. And seeing as how you can't really kite in this game, range is not even an issue, since it's easy to get to the 4-10m range with all your added speed plus the fact that caster's best skills require you to stand still. The only suggestions I can think of to fix the skill problem with Mercenaries is to make their class focus more on kiting by allowing them to cast and channel while moving. This way you can make some room after an ambush from a stealth unit that knocks you down and run away firing Unload, making the added 2 second slow from the talent worthwhile. It would also lessen the mass interrupting on your cast shots. All the other classes have their gimmick, such as Warrior types jumping at you, and Agents taking cover or stealthing, so this would seem fair as a Mercenary boon. Another good idea would be if the talent Afterburners instead made one of your missiles knock the enemy back instead of relying on a close range Rocket Punch. Slows should also last longer, considering that other classes can apply them for up to 8 seconds or more. The Hunter class in World of Warcraft was done pretty well in the kiting department in this respect, and for a game that seems like a near replica of WoW, you might as well follow in those footsteps on this matter as well. I'm sure I'm leaving other things that seem unfair out, so feel free to add anything I overlooked. If nothing is changed, I fear I'm going to end up forever quitting on my Mercenary and focusing on alternate characters instead. I chose the class simply because I love dual-wielding in everything, and it would be a shame to shun such a cool looking class that could've had a lot more potential, fun factor and usefulness. If you agree with me, then please keep bumping this up, so hopefully Bioware will notice our pleas and do something about it.
  2. Is it just me, or does it seem that the Mercenary class gets seriously shafted in this game, especially in PvP? I've been comparing the skills with other classes and even to those of the Powertech, and it just seems everyone else gets the better deal. To begin with, our party skill feels like the most useless of all four. A boost of 5% in endurance is hardly noticeable in your HP, while other people get that 5% in something you'd want like total damage, main stat, or crit. Then there's some major additions to similar skills Sorcerers have. For example their channel skill Force Lightning adds 50% speed reduction without the requirement of a talent. Their 4 second stun Electrocute also has some added damage to it that Electrodart doesn't. Then there's Force Storm which adds a slow affect over the usual Death from Above trait. All this and we don't even get an interrupt either which is not only important for PvP, but also Heroic Modes. As it stands, the only worthwhile tree for Merc seems to be Healing, and even then, one of the talents Cure Mind, which pretty much does the same thing as a Sorcerer's Sith Purity, loses out again in the Sith bonus of also healing your target at the same time. A lot of these would not bother me if I had chosen Powertech over the Merc, who seem to receive a lot more useful skills and talents. A short CD interrupt, 15% passive movement bonus, 15 seconds of 25% additional crit (Explosive Fuel), and over-powered talents such as a guaranteed 8 heat vented (Prototype Cylinder Ventilation), 8 second immunity to roots and stuns plus 30% more movement speed (Hydraulic Overrides), 3 second Grapple snare (No Escape), 30m charge/interrupt/root (Jet Charge) and added speed afterward (Jet Speed), along with the lower heat cost on the majority of their moves basically makes them dominate in everything they do. And seeing as how you can't really kite in this game, range is not even an issue, since it's easy to get to the 4-10m range with all your added speed plus the fact that caster's best skills require you to stand still. The only suggestions I can think of to fix the skill problem with Mercenaries is to make their class focus more on kiting by allowing them to cast and channel while moving. This way you can make some room after an ambush from a stealth unit that knocks you down and run away firing Unload, making the added 2 second slow from the talent worthwhile. It would also lessen the mass interrupting on your cast shots. All the other classes have their gimmick, such as Warrior types jumping at you, and Agents taking cover or stealthing, so this would seem fair as a Mercenary boon. Another good idea would be if the talent Afterburners instead made one of your missiles knock the enemy back instead of relying on a close range Rocket Punch. Slows should also last longer, considering that other classes can apply them for up to 8 seconds or more. The Hunter class in World of Warcraft was done pretty well in the kiting department in this respect, and for a game that seems like a near replica of WoW, you might as well follow in those footsteps on this matter as well. I'm sure I'm leaving other things that seem unfair out, so feel free to add anything I overlooked. If nothing is changed, I fear I'm going to end up forever quitting on my Mercenary and focusing on alternate characters instead. I chose the class simply because I love dual-wielding in everything, and it would be a shame to shun such a cool looking class that could've had a lot more potential, fun factor and usefulness. If you agree with me, then please keep bumping this up, so hopefully Bioware will notice our pleas and do something about it.
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