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OHARRIIS

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  1. For Grob'thok I did use HTL originally its just the fact that sometimes tanks can screw up and put me and other casters at a disadvantage having to wait on the pipe to get magnetized because HTL wore off. Alternatively assault does a better job at managing that because the dots have 100% uptime on the boss the second they are applied also them being instant casts giving me room to not rely on casts versus relying on the cast and straight damage from grav round. Secondly it was just an example of where a dot on gunnery would be a good idea to have, not a fight I couldn't get around. As for feeling "somewhat behind" I should have stated specifically *commando gunnery spec*. I know what assault is capable of but there is no reason gunnery should be lagging behind assault so much in dps comparison. As for the armour pen it really feels devalued when just about every class has some form of it ie. guardian, scoundrel (spec based), gunslinger, shadow (spec based), sentinel (carn/smash).
  2. Loving the Gunnery changes for FA and the ability to spec into the shield immunity now but it feels as if commando Gunnery is still going to have the same age old problems since launch which is the "shut-down" or "lock-down" problems we run into as a "front-line caster class". I use the terminology loosely because frankly commando is a bit of a mixed bag to what our specific role is. Some tweaks and possible additions that I believe would help a lot (PS these are my opinions so if you disagree strongly or feel like having a **** fit over it either keep it to yourself or reply respectfully). -Grav Round/Charged Bolts be redesigned into a cast down attack rather than a wind up attack (a perfect example being force lightning) that still has the same cast time and cost. The redesign would give us more uptime on targets alowing us to combat close range players despite interruption because we'd be doing damage until the point of interruption (PVP/PVE) *More PVP oriented change* -Possibly a passive dot called "Gravity warp" or "Splinter Rounds" that gives us uptime on targets when were being interrupted, stunned or forced to run away. (More for PVE to have uptime on the boss while we are constantly stunned or force to move, prefect example being Grob'thok during pipe smash phase in HM DF, also would help combat stealth classes as long as the dot is uncleasable by stealth classes) *Gunnery specific change only* -A disengage for keeping distance between us and classes that have instant leaps, force sprint, stealth, yanks and rolls to get to us (ie. melee). I don't know why this wasn't already put into the game at launch there really is no excuse for it. Hold the line does not count towards this mainly out of the fact we can be stunned the second we pop the cool-down and try to run away, negating the entire purpose of it. (Not saying it always happens but a smart player would take the opportunity of it to prevent a commando from escaping) Cons to the tweaks that I can think of (feel free to chime in on cons not trying to make the class OP, trying to bring it more in line with other classes): - Tech Override will be shifted to a mainly defensive role ie. instant two self heal casts with the one exception being plasma grenade for dps. - The added dot might be a little dps heavy but frankly given the state or marauder and sniper dps I seriously doubt it considering gunnery still has to worry about its artificial ceiling ammo management system. The class is also seems leaps behind in dps in parsing. (Gunnery spec specifically but parses tend to be close enough to real bosses that you can get a general idea where the class' dps is and there is no real reason for why a class should be parsing much lower than other classes on a stationary target doing no damage and not interrupting rotation) *Note* - My opinion on the tweaks may differ once 2.7 changes actually make it live but as it stands commando dps is still somewhat behind from my POV.
  3. Personally i think they just enjoy f****** over troopers it's ridiculous how we've been getting slammed on the commando side or VG side no matter what, the first 2 patch re-balances on VG were reasonable but now its just a damn shame. Ill be amazed if they get off their butts to actually do anything about this but as it sits right now VG is basically useless (by useless i mean we don't have anything that other classes can't bring to the table) dps wise tacts or assault either way we got slammed. As for now my VG is on the shelf because right now my commando assault is better than VG right now.
  4. Hey was just browsing and came across this tread and i figured why the hell why not post a build that would probably benefit you most in a pve situation. As for pvp i could give you a build but i don't heal in pvp so prolly best i don't bother http://www.swtor-spy.com/skill-tree-calculator/commando/23/?build=012322121210023012110320003000100203003000000000000000000000000000200000000000000000000000000000&ver=20 Basically swaps the 2 points out of kolto wave in second top tier too other talents put one in cell capacitor and the other into special munitions. My reasoning for swapping it out is because to me it just doesn't seem useful in any major way shape or form but more like a talent dump (not saying that it cant be but i wouldn't find much a significant use for it). As for the Alacrity i noticed my ammo regenerates faster overall and cast times are obviously a bit shorter but really if you wanted too you could swap it out (the trick is not dumping too much alacrity into your gear because you'll just burn through you already gimped ammo supply faster than it will ever regenerate).
  5. Any good sniper/GS that can burst hard and fast, as it stands lethality/Dirty Fighting is just a nightmare for any class ranged or melee especially without a cleanse.
  6. Well this to me sad to see one of the few Tactics players calling themselves a bad player. However as its looking tactics is really crappy in 2.0 when compared to assault so a swap to assault may be the better choice in the long run. However these changes are not definet yet so here's hoping tacts will get rebalanced properly to look at it from a positive view As for your usefulness 1v1 tacts isn't the better choice out of the two, BUT if your doing ranked with a team, 1v1 shouldn't be a concern for you anyways your team should be backing you up and be working like a unit always. As it sits VG/PT isn't the best at solo capping objectives due to our crap cd's and if you come across a good shadow/sin for example with lots of elemental resistance whether your assault or tacts your likely not to make it anyways (not always the case but for the purpose of the example we'll say shadow will win 6/10 fights with a VG due to the shadow's abundance of toolage). Personally I'd say stick with what your good at for example I'm the opposite of you where I suck at tactics compared to how I play assault, there's no sense doing something your not comfortable with playing because 9/10 times your just gonna play worse.( besides tacts gives you some survivability towards smash monkey's which is always nice ) Here are some assault builds for your convenience should you decide to swap. These builds are completely optional and I'd suggest going for your personal choices depending on what you want. General Assault PvP build http://www.torhead.com/skill-calc#801hMZMcZfhrbdhhrs.2 Assault PvE Build (also works with pvp because it pumps you ion pulse and aim stat up while making ammo management a hell of a lot easier without trying to balance Assault Plastic into the rotation.) http://www.torhead.com/skill-calc#801hMhZMsMZfhrbdhhM.2 (Note the 2 points can be swapped between Parallatic Combat Stims and Rapid Recharge) P.S: There are several minor changes and point swaps you can do between SS and Tactics but because its like 2:00am for me and the sake of sleep ill let you dick around with those few points
  7. About the social gear adjustment in 1.3 its great and all but there's one thing that is kinda bugging me. Will each faction finally have access to each other's CE vendor outfit? I mean i don't see why not and it is "social gear" not "Faction gear" and it would fun to use the imp trooper or pub officer outfit on either side, would it be possible to allow access to both outfits in 1.3? Edit- In addition would it be possible to add in the centurion and champions gear sets back in as schematic boxes to provide more variety in gear?, and what about the rakghoul even gear? I created my current character after the event happened so now there is no possible way to get the social outfit, would perhaps purchasing them in a new vendor be possible as well as for future events?
  8. Actually when i sent a ticket in about the non-scaling armor ratings, shortly after i had just started the game out, I suggested that their be different colored version of the outfit (ex: Imp Hoth Trooper). However something popped in my mind when i read this post, what if they had a pub colored version like an orange/blue/white set with a republic symbol on it, and vise-versa with a pub outfit for the imps as well. Also i would agree from a customer's point of view that by now there should have definetly been more in the CE vendors, hell even the security vendors. "Super-Servers" atleast Bioware listened to one good piece of advice:D
  9. Just a classic suggestion to place both sets of armor in the CE vendor for both factions always wanted to run around as a Imp Trooper on the Republic Fleet and vice-versa with the pub outfit. Only reason i thought this should be brought up is because its social gear which is the whole point of looking different while playing swtor, especially with the new armor rating scaling in 1.3 (which i had actually recommended earlier in a ticket). -Looks funny -Its "social" gear, not "faction" gear, which is why the option should be there to wear it on whatever faction i want to, be made possible. -Could always make "Faction Gear" a new possibility for all players to enjoy (ex: certain sets of gear only obtainable for each faction while being specific to that faction through some sort of pvp/pve reward) Its just a thought, i don't expect it to happen but thought it would be a good idea to mention. "Super-Servers" atleast Bioware listened to one good piece of advice:D
  10. Well if Bioware was smart about it then a bit of uniqueness could change up the pace a bit. Perhaps even if it is a mmo clone the fact that they voiced every dialogue in the game is impressive..........so is it really too much to ask for a new set of colors?
  11. Was looking around at everyone in my match the other day only to see a common thing, almost everyone wearing BM gear. Think it would be possible to add in some new colors or designs or at least in the meantime add back in the centurion and champion gear sets back as schematics or modifiable set bonus gear so people don't lose their much needed set bonuses. Another bonus for the player's creativity would be some sort of hue changer or maybe a color dye profession for gear or something to allow the player to change themselves up because right now everyone seems too look much to close to each other. While the hue to chest was an improvement the fact is your entirely limited by your chest-piece. While it helps it kinda counter-acts the idea be making whatever chest-piece your wearing the piece your armor has to look and flow with, which in a lot of cases doesn't happen. One other thing about customization i wanted to touch on was the real lack of creativity in the war-hero set gear, most of the sets look awful and hideous as well most of the color schemes are bland and boring. The only reason i'm posting this is because i would hope Bioware you take the time to read it and maybe give the players some more customization options instead of 20 dozen look-alike 50's running around.
  12. Think the only "Unique Advantage" commando has now is being cannon fodder. During my time playing swtor i have found out one blatantly obvious thing about my commando and that is its got to come close to being one of the most taxing classes to play in PvP. I used to love playing my trooper would roll into battles generally on par with the other classes, then 1.2 hits and all of a sudden i see mauraders/sents and Vanguards (oddly enough not to many PT's, though still the equivalent in hassle to their mirror) in the dozens and me getting slaughtered helplessly against melee fighters. Now i know that Commando's aren't supposed to be great melee fighters but this whole re-balancing that supposedly happened made the Commando virtually useless against them. Now i spend the majority of my days on swtor pissed off and angry because i feel useless in PvP and more like dead weight than anything else. Oh sure u might think "well anyone can shoot a target and with a push-back ability its gotta be easy". Well the fact is the push-back is really unsurprisingly useless as well, all concussion charge (jet boost for mercs) does is push the person back far enough so they can just jump back to you and continue their assault (speaking directly about any Warrior/Jedi Knight class). Then others might think "well what about assassins?" fact is while it gives a commando some "breathing room", assassin's just cc the person and close in anyways and even if they don't they can counter with an interrupt. Now seeing as how most of are abilities (when playing Gunnery/Arsenal spec even more so)are generally channeled, which is easy to interrupt, especially the most useful of them being Grav/Tracer, its makes the commando very easy to out-dps. I notice this particularly when casting heals or tracer because i know the other player wants to stop the ability, which they will, then maybe if i'm lucky ii'll squeeze in another heal, only to interrupt the next one, leaving me to just get killed by some random who probably was looking for an easy kill. I don't want the commando to be unbeatable i just want it to be reasonably viable and actually capable of 1v1 again. While i do enjoy swtor the class itself is broken, seems that a re-roll will be in order if i manage to stay interested long enough. If Bioware succeeded at anything, its pissing people off. While you can fix the small issues easily, sometimes the big ones need to be addressed first.
  13. If bioware wanted to eliminate the commando population at least their succeeding at one thing. Secondly the massive gap that seperates commandos form the rest of the classes is the fact there is no mobility or any defense against melee at all(amongst other issues). Perhaps Bioware should put in their description "Don't bother with Commando this class sucks, go for Vanguard" because all i see in my server pvp is vanguards and the other typical favorite, Maurader. If Bioware succeeded at anything, its pissing people off.
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