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  1. the problem is that you will reach diminishing returns on crits soon enough and that affects the crit bonus from aim too.
  2. i feel like most of the whiners dont know how to play the other classes and also dont know how to play against them. atm, sage/sorcs are the weakest healers. knock them away from their guarding tank and spike them. scoundrel/op healers are pretty strong but also kinda dependent on guard. dont spike them, pressure the guarding tank and the scoundrel alike. he wont be able to heal both for too long. The key to killing them is SNARES! 16/25/0 specced guardians have a 0 cost, spammable aoe slow. sorc/sage and scoundrel/op rely on running away from dmg because they can't just withstand it like a medic. Learn to use the right skills and create a new metagame! -.- commando doesnt "feel" the strongest, but he actually has few weak points. they dont have too much utility because, frankly, they dont need to. Scoundrel/Op is on about the same level, depending on the map and team comps. Sage/sorc still are utilitybombs but very very risky and you often end up using all your utility on yourself because you'd otherwise die and you wont be able to heal anyone else during that time. I guarantee you, that if you face sorc/sage or op/scoundrel healers that feel very overpowered, it's 100% because their tanks are overpowered.
  3. i have a guardian vr 68 (my commando is vr 83) and i think that most people would agree that guardian is a class that has quite a high skill ceiling (if not the highest). up to a certain point i also felt that my commando medic was boring (especially compared to my guardian), but then i startet to optimize my dmg output (yes, not my heal!) and thats what made the class challenging for me and it's also the biggest advantage over the other healing classes (especially scoundrel). i usually get around 450k heal and 150k dmg and no other healer can deal so much dmg (aoe and spike) and actually kill stuff. if you think your class is boring, you probably play it wrong. and to all the whiners: i can't wrap my mind around why anybody could have such a different experience with their medic unless they rather suck at a class than using it's advantages. you jump on the bandwagon of whining commandos (and dont get me wrong, commando dd's have all the right in the world to whine) because you expect to suck less with another class... well... i have news for you; chances are high you'd still suck.
  4. commando healer is very viable... just throwin it out there.
  5. -Kolto Bomb is your highest priority skill after of course Bacta Infusion. -Always Trauma Probe and get 30 Stacks of SCC before fights (if possible) and use SCC and immediately Kolto Bomb as the fight starts. The SCC Bonus for the Bomb is incredibly good. -Hammershot anytime you can, it's the fastest way to get your SCC Stacks and it keeps you on high ammo regeneration. -Use Field Aid! It's very cheap for what it does and it actually heals nicely. Also, get to know the icons of the debuffs that you can/should remove. -Your offensive Tools should be High Impact Bolt and Sticky Grenade because they're instants. Mortar Volley should also be used if you can spare the time it needs to channel. sometimes you can use Full Auto or Charged Bolts, but only if no one really needs healing. If you're in Melee range, Stockstrike is a good choice too. -Your CC is quite oself explenatory but i have to mention that you shouldnt hesitate to try and cast concussive round (even if tech override isnt ready). It really stuns for a loooong time. EDIT: this is for PvP
  6. I really really love the birthright armor for my guardian and i wanted to know if its somehow possible to get a crit crafted gear? Also, is it possible to get a recipe for the rakata items? even if its possible to get a recipe, because i dont have synth i can't craft it myself and only a guardian can buy this gear...
  7. I've read a lot of overpowered and underpowered classes but in these arguments, everybody seems to forget that there are different maps with different win conditions. So, what Classes (and specs) do you play and on which Map do you feel the most useful or the least useful? I have a VR 82 Commando Medic and this is my list of map preference: 1. Alderaan: although you need a bit of mobility, if you list with your team and you have designated chars that help where help is needed, you are able to guard a point and thats where the commando shines. 2. Voidstar: Same as Alderaan, but it's more riskier and you could be required to run to the other side while defending or run through while attacking and there the commandos lack of mobility and cc hurts. 3. Denova: It's also about defending, but there is much more mobility needed because as defender, you dont really have an advantage like on alderaan. Also, quick switches could be needed and you will be left behind ^^ 4. Huttball: absolute Horror to play as a Commando. You will stand in the middle and watch Jedis and Siths flying and jumping from one side to the other and you wont be able to do anything. Only usefullness i see is if your carrier is a Tank that cannot jump nor has a speed buff of any kind. I also have a VR 67 Guardian (16/25/0): 1. Huttball: guardian absolutely shines there. jumping around, chainslowing enemies... it's no comparison to any other class. 2. Voidstar: as defending Team it comes very handy that you are nearly indestructible with your defensive CD's and you can reduce the dmg by quite a bit. If you're attacker and can open the first door, it's pretty much a win because you can chainslow at least half of the enemy team as they get through the door and they will never be able to catch up. 3. Alderaan: you will be able to defend a point very nicely and you win every 1v1 and they are the most common on alderaan. 4. Denova: Your wont de useless on this maps, but i feel that your strenghts dont really shine on it like on the other maps. So, what about you? maybe we could make a ranking of chars on the different Maps or just look at OP/UP from another aspect that i feel has been left out of the equation.
  8. kolto bomb is sick good aoe. it's instant and and gives a healing (and with css a dmg reduction) buff and it heals between 1.5k and 2.5k per target (so thats 6 to 10k healing for 2 ammo). I actually, i also use it as an instant heal on singletargets. 1 interrupter and your dead? no, you have your shield and even though it has high cd, it's still more than anybody else gets! you have heavy armor and you have a aoe knockback+slow. you have an armor buff on probe and reduced dmg intake because of talents.
  9. valor rank 82 commando with a vr 66 guardian. i get about 50-150k dmg and 350-450k heal with fewer deaths than most tanks and more kills than any other class. only my medal average is lower than i could wish. I really think that commando heal is strong, even though its not that much fun to play. i can only compare it to sage heal, and even if the supporting capabilitys of this class are much stronger, they die really fast and cant heal that effective. but i have to say that i feel much more effective if i play my guardian. he supports the team very well, is fun to play, has insane cc's, high survivability and does very good damage (i'm 16/25/0 specced).
  10. commando healer is very strong. commando dps is unbelievably underpowered and boring. it does not fill any role that others can't do much better.
  11. i'm a valor 82 commando. pretty much gunnery all the way. i've switched to playing my guardian most of the time. Commando doesnt do dmg anymore. not because the skills were nerfed, but because people learned how to play. and for everyone who blames the commando player - no, it's not their fault and "just play better" isnt an argument because the skill ceiling with the commandos limited options is just very low. how should i play better? hit the buttons harder? I dont have an interrupt. I cant position myself like the other classes with their mobility and stealth skills. I barely have any cc that i could use wisely. I cant really use heals, because they have even higher casttime than my other skills that get constantly interrupted. i play my commando as a healer atm. it's way more challenging than gunnery and it's actually really strong.
  12. i don't know why you all focus on the numbers that pop up at the end of a warzone. the true problem with the commandos is, that they are unbeliavably boring to play (at least gunnery). and there's not much they can do to change that, unless adding/changing a mountain of skills. i'm a valor 81 commando and i like playing healer (no, not in 1.2....) and i like the assault tree, but it's really frustrating if an assault specced vanguard does up to double your dmg with just a few skills that differ from your rotation.... i feel kinda betrayed. good thing i have a guardian. more fun, i feel much more useful and if i die or if i'm not able to kill something, i can see where i failed...
  13. the reason why bioware changed the heal is the statement above. stupid players that run around solo-queueing, attacking a target on their own thats probably even guarded and then cry because they werent able to kill it! the fun in 8 vs 8 is strategy, well-timed kills and the burst healing was so low, that 3 people could easily spike any healer down in a matter of seconds. the broken thing was the ability to heal pressure and that could've been fixed by messing a bit with energy/munition management. but i guess they have no intentions in making this games pvp into anything more than brainless zerging. they think everyone is going to be happy, if they are able to kill any class and thats just so wrong. why make different classes if even a fully specced healer helps his team more by spamming some boring dd ability? gj bioware
  14. do it. It's actually much more fun to play and the way better spec now. it doesnt suffer from the nerfs and you can't take out 90% of the damage by smart positioning and interrupts.
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