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N_inja

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  1. You are either seriously mis-understanding what a defensive CD is or you need to add some things to your ability bar
  2. I doubt that you've seen DPS Mercenaries excel against equally geared/skilled players
  3. Rogues have been asking for auto-facing to be turned off forever. If they let you move while casting everything, then sure sounds great. Otherwise it would be ridiculously unfair to casters.
  4. I love how the only reasons people give that Merc isn't underpowered is "I did 400k damage against a bad pug once" and "they have the best AoE" Anyone who is happy not having an interrupt needs to see what the other dps classes are like and get some perspective.
  5. On a scale of 1 to 10, how important is good AoE in rated anyway?
  6. - Sustained and burst damage: Mercs pretty much equal to Sorc and Sniper in this category. - Off-heals: Sorc does it better, their quick heal doesn't have a CD. - Snares: Sorc does it better, they can cast a snare while the Merc has a chance to proc a snare only in one spec. - Roots: Sniper does it better, with multiple ways to root people. Merc doesn't have a root. - Interrupts: Both Sniper/Sorc do it better, Merc doesn't have one. - Stuns: Sorc equal to Merc here, both have a ranged stun. Sniper has a melee stun. - Team buffs: Sniper does it better, with their team damage reduction bubble. - Survivability: Both Sniper/Sorc does it better than Merc. Sniper has immunity to leaps/pulls/interrupts passively, and immunity to all CC on demand. Sorc has bubble, speed buff, roots. Merc just has heavy armor and one knockback (maybe 2 if specced). - Mezzes: Sorc/Snipers do it better. Sorc can have an instant cast mez, Sniper's mez is instant cast and AoE. Merc is just single target with a 2 second cast time. And again, MERCS DON'T HAVE AN INTERRUPT. Saying a class without an interrupt that does dps comparable to all other dps classes "is fine" has no idea how to PvP and thinks damage is the only thing that's important. Name one thing besides 10% extra armor that Mercs do better than another dps class. There simply is no reason at all to bring a Merc over another class if skill/gear is equal.
  7. You've obviously never played other dps classes.
  8. I value operatives much more than powertechs in rated right now.
  9. You didn't mean to but your screenshots prove the OP's point. Across 2 games you have a total of 1 death and didn't even break 500k dps. I've seen snipers break 800k in that situation. Fact is the OP is right, there is no room for dps mercs in rated WZ's. They can't even interrupt a healer. There is nothing a dps merc can do that another class can't do better.
  10. Biochem does not give a stat boost that no other trade skill can get. Biochem does not give an extra heal.
  11. Yes let's balance classes for Huttball by removing leaps, pulls, and speed boosts. Also while we're at it please remove the ability for Operatives and Sins to stealth in the other WZs as this gives them an advantage over classes that can not stealth.
  12. N_inja

    Pyro is OP ?

    Yeah mis-spoke there. Point is that they are both affected by armor, and railshot is subject to shield/defense ratings.
  13. N_inja

    Pyro is OP ?

    It isn't just the damage that I'm talking about. It's the ratio of utility vs. damage. Sniper damage vs. Pyrotech damage is about equal. However the Sniper also gets: - AoE mez - passive immunity to interrupts, charges, and pulls - ability to be immune to all forms of CC - 20% reduced damage bubble for team in area - castable root on a short cd Neither is OP, but the Sniper certainly isn't in need of a buff.
  14. There are plenty of things that could be done to fix the DPS trees w/o making them OP in PvE. Arsenal Tree: Idea #1: High Velocity cylinder grants a 15% passive speed boost; Jet Escape also grants a 50% speed boost for 6 seconds after using Jet Boost. Idea #2: Tracer Missile can not be interrupted; Heat Seeker Missiles put 20% healing debuff on target for 12 seconds. Pyrotech Tree: Idea #1: Advanced Targeting skill gives Powershot a 33% chance to apply combustible gas cylinder affect to the target per rank (drop the 1% accuracy per rank) Idea #2: Automated Defenses change: Critical hits also reduce the active CD of Electro Dart by 2 seconds. Or instead of focusing on the individual trees, you could just change things about the Mercenary Class: It's supposed to be a "mobile weapons platform" (i.e. a turret) So do this: - Change Armor rating to reduce damage from ALL damage types, not just kinetic/energy - Increase damage of all abilities by 20% - Remove the Jet Boost ability
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