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brutalor

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Everything posted by brutalor

  1. http://www.torhead.com/skill-calc#801hMhZMsZfhrbzGG0M.2 for me this is the best build. you are loosing 1 point of crit on tech but with the 3% aim more you gain 1% crit on tech and ranged too. i've a 48% change to crit on elemental attacks that mean 2k damage of ion pulse and 1,1-1,2k of damage for the first burning tech dot. potentially opening is this incendiary round 1,1k damage hib 4k damage sticky granade 2,5k damage ion pulse 2k+1,1k = 3,1k damage hib 4k damage stockstrike 3k damage = 17,7k damage in 6 seconds + the elemental damage done by burning effect. with a bit of luck of course...
  2. Larry the point is commando/merc is useless because it's not best in nothing compared on other classes why do u have to pick a commando in your rated team if: as DPS a sith warrior, imperial agent are more effective. as Assault Specialist/Pyro, Vanguards/Powertech are more effective. as healer an imperial agent is more effective. Will you bring a commando on your team only because his armor looks funny? Even a very good player has poor class ability against melee fighters. The weakness is to be searched into the class. To do semi-well with this class you must be a pro mmo player to do decent playing instead a freshly marauder ungeared can even own you anyway. The player's ability is always a key factor but the class power/wekness is the base point where we always start.
  3. Your screenshots show that your dmg is not best. With only one death you did a poor damage. With my Assault Vanguard i usually brake 600k damage with only a full BM gear. You agree with me that is ridicolous? I only know that when i see a merc/commando on my screen the only one thing i've to do is interrupting full auto/unload or tracert/grav round. I usually hit them harder with my high impact bolt than a light armor sorcerer. It's a joke. I'm very sad because i know much of this nerf is due the reduction of grav round but not be only from this. I think BW didn't calculate something and the result is a broken class.
  4. I was playing a Commando since the early release. I've to stop playing it after the 1.2 and the huge nerf on my class. I've re-rolled a vanguard and after the 1.3 i still can say that if i see a merc/commando on my screen he's my first target. healer or dps doesn't mean nothing he melt down in 5 seconds. BW how you can do this to one of the funniest class of this game? Everybody here agree that merc/commando are your first target? Thx for attention
  5. Why Biochem is so crap for making money? Bioanalisys is the same because there is no end game market for Biochem. Let us sell Warzone Adrenal! People who are crafting Augments are making million of credits! wake up guys!
  6. Yeah i know maybe my case is unique. But please, allow also the character moving between EU and US. I've moved recently from Europe to Brazil and i've to re-roll cause of this. Now i would love to play my old chars but it would be possible only if you allow this kind of transfer. Thanks for attention.
  7. I was gunnery and now i made my commando an assault specialist. Does anybody know how to balance my stats for the best? Courently without buffs i've 1642 aim 1553 endurance 334 power 429 critical rating (33% ranged 40% tech) 259 accuracy (101,2% ranged 111,2% special and tech) 252 surge rating (73,6%) what should i change? how should be accuracy rating? thanks in advance.
  8. Our unique advantage is Heavy Armor. It would be nice if it has not been nerfed like hell. Heavy Armor do nothing against marauder wich kind of damage is internal. I honestly see more usefull the Sorcerer Static Barrier ability than wearing a Heavy Armor. Gunnery is broken. Assault specialist is pretty better but is nothing compared as the same tree of Vanguard. As i said thousands of times i want someone ask me: are you enjoying your class? after all those changes do you want to re-select your advanced class? no... here there are only savage nerfing without any explaination!
  9. i'm using an hybrid build and i'm going very well with it. Assault is much better at the moment. You can do overall less damage but you are doing better with all kind of situation. You have much surive ability cause of Reflexive Shield. You have more chance to survive a marauder cause of your ability to stay mobile. Otherwise i've noticed a poor DPS ability against Snipers/Operative and Sorcerer cause of their Cover and Static Barrier that can't be pentrated with low accuracy shot (white) like full auto, hib etc. So i've found a nice compromise in a spec like this http://www.torhead.com/skill-calc#8000MZMIk0oZcIRrzhRMc.1 2/11/28 I usually play as Assault Specialist when i've to stay mobile against melee classes. Sticky Granade, IR, HiB, Full Auto (only for the Proc and than skipped), HiB and a lot of hammer shots. When i'm focus a battle where i'm not the primary target i play as a gunnery because with 60% crit chance on Grav Round i hit much harder. Without Armor Piercing Cell i still do from 2,5k crit on Sorcerer, 2,2k crit on Agents and 2.0k crit on BH. Rotation is Sticky Granade, IR, GR, HiB, GR, GR. The same tactics is when i've to focus an healer that need a large damage ammount or defensive penetration against a Covered target. Rakata Power Adrenal are very usefull at this point. Analyzing a combat log i can say that my damage is 18% from grav round (60% crit rate) 17% HiB (42% crit rate) 24% Burning Tech (IR+Plasma) 10 % Sticky Grande (42% crit rate) and the rest.
  10. thanks for all people that are posting here. i still wait for a explaination of how those tests were done. most people always talk about a fight with all active cooldown but mostly on pvp you know that it's quite impossible. i want only to focus the BW and the Commando Comunity that a MARAUDER was also very good before 1.2 and i was enjoying very tought fight against him. Now there is no chance for a Gunnery Commando cause of their savage nerfing on our DPS Class that is full of weakness like before but even now has a ridiculous damage output. The proof that BW made all wrong is that WZs are FULL of freshly marauders. And listen to me, those people didn't understand nothing because JUGGERNAUT with DPS Spec is 5 times better than a MARAUDER. With 1.2 all the TANK classes with DPS specs are overpower compared on the other class with the same shared tree. Look at ASSAULT SPECIALIST between Commandos and Vanguards. Look at rRAGE between JUGGERNAUTS and MARAUDERS. For both same damage output (or even much loking at Vanguard/Commando) and a lot of damaging reduction. THAT'S THE PROOF BW is doing it wrong. I'm not saying before 1.2 this game was "great" but surely was pretty much balanced than at this moment where i still see 3 classes growing on all warzones.
  11. Please this isn't a troll post. i Just i want someone that have tested this game before 1.2 patche h to explain how those tests were done. I think you made some test and now explain to me how should i beat a marauder/juggernaut with my commando. Gunnery DPS 1) With gunnery tree a critical hit of grav round doesn't hit more than 1,6k. They have from 16 to 19k of life, now show me how can i defeat them with this damage output. Even this skill is fully interruptable. Note: a normal hit of Grav Round also on a Mercenary/Commando do something like 2,1 - 2,3k of damage and they have heavy armor. They have medium. Grav Round is kinetic so the value of armor would count against this type of damage. 2) The same is for Demolition Round, the skill that you have "buffed". I usually have critical hits of 1.8k from 2.0k. The same question. How can i defeat a 18k guy with a 15 sec cooldown skill that hits for 2k? 3) High Impact Bolt, another 15 sec cooldown skill that hit very low and plus have been deflected most of time cause is white damage. 4) About defense. There is nothing you can do mostly of time that you knock back them they jump over you. You move so slowly that doesn't matter, you have a dot placed on you so doesn't count anything. Now let's talk about Assault Specialist that is quite better but have some no sense trigger like Gunnery. 1) When i hit harder (30% below his life) they can be invulnerable and mostly of time they drink their rakata medpac. It makes my ability quite useless because the burning effect is vanishing and they are still at the same quantity of life. 2) Burning critical hits that are almost hitting for 500-800 hp on other classes over a marauder/juggernaut only scores 250-300 for tick. 3) Full Auto that is a Ionic Accelerator trigger hit a marauder 3 time for mostly 500-600 single tick = total below 2k. 4) HiB when hits (because so many times it's deflected/dodged or parried) hits for a critcal of 2.1k. Non critical hits are from 1,1k to 1,3k. 5) Hammer Shots, due to a lot of Shield and Procs are many times parried/dodged or deflected. Conclusions: I was one of the most active Commando Gunnery of my European Server. I think i've understood well my class and i was enjoying pretty much before 1.2 patch. Here there's a video: http://www.youtube.com/watch?v=r04MvwNIBPw. Marauders/Juggernaut were also good before 1.2 but honestly there was competition and competition is funny. Now there's no competition against these 2 classes with 2 ability (the strongest swing that hit 6-7k and the throwing of their saber that hit 3k) i remain with half of my life in something like 3 seconds. Than is pretty simple: he put on me his dot, strangle me and only wait for me to die. NOW PLEASE SOMEONE THAT PROGRAMMED THIS PATCH EXPLAIN HOW YOU HAVE DONE YOUR TESTS. HOW I HAVE SUPPOSED TO BEAT A MARAUDER WITH MY NERFED CLASS. FINAL NOTE: I'M NOT SAYING "NERF THE MARAUDER/JUGGERNAUT CLASS", I'M SAYING THAT BEFORE 1.2 I HAD CHANCE TO KILL A MARAUDER AND NOW I DON'T HAVE ANYMORE. DONT NERF THEM, BUFF US. STOP NERFING. THANKS FOR ATTENTION.
  12. here there's a commando that can understand your frustration. we may keep crying brothers... it's the only way remember when maruaders/sentinels were crying at best... they get buffed to semi-invulnerability.
  13. i'm a ranged class and i dont want to say a lot of bla bla bla bla but i think is obvious that a class cannot be the best dps 1vs1 and at same time the best defensive class. i can't take half of my life with 2 swings of saber. marauders and juggernaut are melee class but both have a ranged swing of 3k crits that plus their powerful swing takes me exactly half life. before 1.2 i had a very impressive dps with commando gunnery (arround 450k, 500k) but i can say my weakness. i was totally unusefull on huttball without speed, immunity. i didn't have interrupt and all my skills channeled. now i've a decent dps, not best. i've just finished a Wz where a Marauder scored 511k and 100k healing (remember he's melee) and i've scored 350k with a better rate of fire (i'm ranged). He had 72 kills (remember he have to defeat 1on1 mostly) and i had 50 (remember i can spam my skills arround over more targets than i should have more kills). i still have the old weakness plus a nerf on damage and less survive ability. normaly with a grav round i'm hitting from 2,6k over 2,8k on a Sorcerer with light armor but when i hit a marauder in medium i can hit from 1,6k to 1,7k cause of procs, shield and so on. with juggernaut is even worst, with most hits lower than 1,5k. you may understand that is very difficult to take over a 18k health charter hitting him with such as those critcs damages. i admit that they are not very powerfull buffed, they are still the same as 1.1.5 the problems is within the other classes that taken a weak with new expertise e various nerfs.
  14. i would love a target system that takes 1 Push) the nearest in range target 2 Push ) the second target nearest to me 3 Push) the third target nearest to me 4 Push) etc. etc. until there are no targets and it resets.
  15. wich game? surge rating 80% is quite impossible. you have to waste a lot of stats points for a non reasonable increment. search a rate from 250 to 300. i've 300 that is 75,28% and it's good.
  16. without burnout is difficult to kill a marauder. the nicest thing is to run away and leave him die slowly.
  17. i'm enjoying the same build. here my thoughts... 1) grav round is very nice because hits hard, debuff the armor, has 10% accuracy and more crit rate because with plasma cell you have 6% more crit rate than armor piercing cell. 2) sticky granade has a AoE damage that is very usefull. When i was gunnery with 1.2 patch i had terrible 1vs1 against Marauders/Juggernaut and i was very effective against sorcerers/sages and operatives/smugglers. with more and more marauders populating the WZs gunnery has become terrible and frustrating. I raccomand you to stay mobile and hit with your AS tree the melee classes even if you are doing less damage and it take more time to kill them. Against Smugglers/Agents Grav Round with high accuracy is the only chance to defeat them. The whole problem is about the Ionic Acc. that doesn't trigger with Grav Round. Now i'm wondering to change my set from Combat Tech to Eliminator to put more accuracy (i'll loose surge rating and the grav round are going to be less effective) and take the 4 pieces 15% crit chance on HiB. When i'll get the full Eliminator set honestly i think i would leave the use of Grav Round and i'll be an AS only. P.S. a tip for you is to lower by 2 skill points Rain of Fire and get 2 skill points on Reflexive Shield.
  18. Yes, a 180 days possibility to respect the AC would be lovely and reasonably. With 1.2 the Tank AC like Vanguard and Juggernaut that are using the shared DPS tree with the other AC are better than it. Looks at the Vanguard/Commando Assault Specialist. What is most effective?
  19. because i've a life and nobody is paying my for play a game where i've already spent 4 monthes of my time. thanks.
  20. are you trolling at me? i've choose my adv. class 4 monthes ago and i didn't see a banner that was saying "pay attention within 4 monthes your class will be nerfed and such a DPS the Vanguard AC will be 1000 times better"
  21. the final word is that a class with 5 sec invulnerability the chance to heal himself by doing damage 2 stuns (1 of them area stun) 1 stealth ability 2 interrupts 1 ability to lower the enemy accuracy (quite same as invulnerability) most of your ability are not interruptable you are in medium armor and seems that you have SUPER HEAVY DEFLECTION ARMOR OVERPOWER. BW did very bad with the armor type. Light/Medium or Heavy doesn't count anything with shield, procs and static barrier of Sorcerer. could not exist. you don't have weakness that is the problem. with 30% of your life you can defend a point/node/door wating your mates coming back. don't joke with me when you cast undying rage mostly of marauder heal himself with rakata madpack. after your 5 seconds of glory you can even disappear and give you a chance to have another 4 seconds of invulnerability. now compare on a commando gunnery that i think is atm the worst class against a marauder. 1 stun (single target and dalayed) 0 interrupts mosts abilities channeled no interrupt protection no stealth ability heavy armor nerfed shield with 2 minutes of cooldown thanks for attention.
  22. maybe because fighting against other people is 1000 times more competitive than fight against a stupid mob?
  23. hey genius, let me know the reason why i can't change my advanced class. you seems to know a lot of things. i hope you want talk about role playing because i don't see nothing about role playing nerfing and patching a game. FOR ME AFTER 4 MONTHES OF PLAYING IS RESONABLE THAT BW WILL ASK WHAT I WANT TO DO WITH MY TIME. I'M THE ONLY PERSON THAT WOULD DECIDE IF IT WASTED OR NOT. THE SAME AS THE MADE A FREE RESPEC FOR COMBAT MEDIC E GUNNERY I WOULD LIKE TO DECIDE IF MY CLASS IS STILL PLAYABLE OR NOT.
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