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Ghrex

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  1. Already unsubscribed. I'll keep up with the updates and see if they ever fix the unsat issues, at least until GW2 comes out so I can see if it's any better.
  2. No. End game is terribly stale. PvE is beyond easy and PvP is probably the worst design I have ever played. Rank 61 BM.
  3. I would bet big that this guy has done one of the following and is true. 1. Abused the turret bug. 2. Spawn camped the starting area. 3. Kill traded. 4. Obviouly has no idea that his server has a majority of Republic players, since it usually takes hours on most servers to get a raid big enough to kill the randoms. 5. Abuses the door exploit in Voidstar or the leap/ball/multiple scoring bug in huttball or the 12 person WZ bug.
  4. I read the entire blog and I can't really agree with you. I am currently a rank 56 Commando and have played both specs extensively. I just want to say first, that both specs are viable and have strong points and different roles in a WZ. With that said, it seems to me that you are trying to play assault like gunnery. That just won't work. As Assault, the only move you actually have to stop for, is Full Auto and the very rare charged bolt. Also, Degauss is not nearly as good as night vision scope and let me tell you why. You are going to want to save your shield for heavy incoming damage, in order to give your healers the time to react and heal you. If you use the shield to break an EASILY REAPPLIED snare, then you just wasted a very valuable cool down. I consider Gunnery to be the healer/sniper slayer, as it either drops a healer before they react, or it puts enough pressure on one, that they have to completely ignore their team and only focus on themselves. Your Sticky grenade, Demo and HIB all hitting at the exact same time after your full auto with 4-5 stacks of vortex is too much for most people to handle. Assault has a huge problem with killing a healer with any kind of brain, as all they have to do is dispel your DoT's (can do this with just 1 cool down) and all's you're left with is your Plastique and Full Auto. Assault brings the pain to anyone who can't dispel though and with lucky enough RNG, can bring SERIOUS instant burst. They are also good at spreading damage around, making a healers job much harder. They are pretty good at not getting dumped on by melee, something gunnery has some major problems with atm. Assault also does not suffer nearly as bad from people who want to LoS and pillar hump. So like i said, both specs are amazing and fun for WZ's, it just depends on what role you want and your personal play style. Now PvE is an entirely different story, lol.
  5. Accuracy to 105% > Crit (It's needed for our talents to work) > Power > Surge
  6. I would also like to point out that while AS has by FAR the best mobility in PvP, their damage is not only dispellable, it's also easily healed through. So while it's an awesome spec for both escaping melee and 1v1's, I just found that I brought no pressure at all to a pre-made, organized WZ. Having your burning effects dispelled is so terribly annoying.... I do believe however, that both specs play a role in an organized WZ. If you have healing backup and are able to hang back a bit, then gunnery is great for bringing that really heavy burst damage to scare the **** out of healers and blowing up ball carriers. Make sure to stay up on platforms and high ground, so you can use your talented conc force to knock them back down in order to get distance. AS brings an obsurdly annoying snare by just using hammer shot constantly. AS also helps your healers because you can move around and take less damage, while peeling melee off the healers at the same time. AS is also great in Void Star and Alder because people can't cap when they are burning from your DoTs.
  7. Gunnery is the better PvE spec. Why? The grav round debuff is just not increasing your dps, it's increasing your entire raid/group dps. AS has nothing like that. Also, if you have multiple gunnery Commando's, you get multuple stacks of the grav round debuff. I am not sure if they stack or not, but if they do, then that's pretty much a game over for what spec is better. AS's only shining monent is during high mobility raid boss fights, where you don't have much time to sit and turret. AS also suffers from ammo problems if your procs are not cooperating. Gunnery doesn't really have a rotation, much like every other spec in the game, it has a priority list, like this for single targets. FA and (CoF Procs)> Grav round til x5 stacks > HIB at 5 barrel charges > Demo Round. You will always want to open with FA in fights where you have a tank, this is because if you start with grav round and get a CoF proc, it's just pretty much wasted. You need to put FA on cool down, then you start your grav rounds and if you get a CoF proc, it takes your FA off cool down and gives the bonus damage as well. More bang for your buck.
  8. Sorry you took such offense to my post, but when people who are new go to the forums and see a COMMANDO GUIDE HERE thread, they expect the person who is writing the guide to at least know *** they are talking about. Poor bastards like the person who posted "nice guide" obviously had no clue about how off this "guide" is. What exactly is this "guide" guiding anyone to? Other than failure? The title of the post should have been "Working on a Commando guide, please help". That way, people would know that all the stuff inside the thread is both a work in progress and posted by someone who has little understanding of the class. All's you are doing right now, is misleading people who are too lazy to look through the other threads, into looking at this one for GOOD advice on how to play a commando properly. Seriously man, revise the thread name or at least have the decency to look through the first page of threads where there is a TON OF INFO on how to play a Commando. I know i have posted in at least 3 of the top threads in this forum giving spec advice, companion advice, leveling tips, and the pros and cons of Gunnery vs Assult.
  9. Your down time was less because it took you a much longer time to kill. A fully Cybertech equipt M1-4X does significantly more damage than your healing comp does and also prevents any push back. Don't forget about that 5% increased damage taken debuff that he and Vik puts on your MOBs as well. You only have to mount or dismiss your tank comp in order to heal it. That's 1.5 seconds of "Down time". If you get jumped by multiples, your tank comps have AoE aggro skills that they will use to gain full aggro on everything. Open world PvP, ya, healer comp is probably better over all.
  10. M14X is the best comp for anyone who chose Cybertech as a skill. If you picked Armormech, you have to wait til you get Vik. If you did neither, you will use Dorne and lose DPS and level slower. Sad, but true. Mostly everything else in this thread is correct. If you use a tank comp, you do not need charged barrier in your spec, as you won't be taking damage enough to warrent 2 points taht could be spent somewhere better.
  11. How did you throw together and get numbers on that rotation? Because I cannot see how that rotation is viable at all. It's been talked about so many places and it's been a pretty much accepted fact that it's FA > Grav round x3(to 5 stacks with talent) > CoF procs > HIB > Demo round. Charged bolt get's taken off your tool bar once you get grav round, there is absolutely zero reason to use it. I cannot believe that you have advanced tech over cell charger, i have to assume that's some kind of mistake. It's even more important when you have Curtain of fire. Also, charged barrier is an all or nothing skill, it's not worth it to put 1 point in and have 50% chance when you only grav round MAYBE 5 times per fight. This guide needs serious work for the commando section. After playing one to level 50 3 times in 4 builds and participating in end game operations, i can tell you right now that you need to do both A) More research and B) Ask people who have more time into the class about it before you make a guide. I seriously feel bad for the newbies coming here reading this and looking at the spec you posted thinking that it's the best way to play the dps commando, when it's apparent to anyone who has played one for a long time that you are setting them up for failure.
  12. I level as Gunnery, taking Cybertech to make M14X's droid parts and good mods to upgrade all my orange gear. Here is my spec at level 46. Keep in mind that I do not have charged barrier because I do not take damage due to using a tank companion and I only have to use Grav round 3 times to get the stack of 5. If you use Elora or one of the DPS comps, I'd suggest taking it. http://www.torhead.com/skill-calc#8000cZMIkMRrdokfzZc.1
  13. Ya, it's all in how you want your play style to be. If you opted to not use one of the tanking companions, then I would suggest charged barrier as well. But if you are using one, then it's a wasted 2 points, as you should not be taking any or much damage. For pure raiding you can just drop the PvP talents and pick up both. In PvP I found that I couldn't keep charged barrier up at 10% enough due to having to move around so much, only stopping when I was free of players who could interrupt my cast times.
  14. Kinda depends on what companion you are using. With M14X, I don't have to worry about my FA getting interrupted, so I always start with FA first. That way, when i start grav rounds, i can proc CoF, instead of wasting that proc by using grav rounds first. So i just normally do FA>Grav roundx3>CoF procs>HIB>Demo round. Normally anything but a Gold MOB is dead by this time, and normally they don't even make it to Demo round depending on CoF procs. As for your spec, the PvE specs are pretty fogiving on what you can choose. But if you arn't hit capped, then you should take 3/3 Target Lock until you reach your cap through gear and mods. If you PvP at all, i would suggest moving the 2 points from First Repsonder into Steady hands, as well as moving charged barrier to heavy trooper. Alacrity is a pretty crappy stat for gunnery as I've already talked about a few times now. I also find that charged barrier never really reaches it's 5x stack because we get a 5 stack of grav round debuff after 3 uses. But if you like it, keep it. I just like the 2% endurance and 6% healing taken. You really have 4 points to play with for personal pref.
  15. Take a look again. I have the top objectives and medals for my team, as well as some decent healing from healing some other people. I'm pretty sure you're just terrible man, sorry, cause it really sounds like you're jealous that you cannot compete with the gunnery spec when other people can. Do me a favor though, play gunnery and fail like you're doing so we don't get nerfed k? Good players will enjoy putting up numbers like the ones i posted.
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