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bladewookie

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  1. Giving credit to Transcendent for these ideas, on other thread http://www.swtor.com/community/showthread.php?t=823271&page=3 He mentioned 2 interesting defensive possibilities mainly meant for changes to the existing set piece bonuses. For the purpose of DPS changes, those 2 defense changes wouldn't be applicable there. Now for the purpose of this thread look over these 2 defense ideas and think about how they could be reworked into passive stats: -Activating Chaff Flare / Diversion or Kolto Overload /Tenacity increases damage reduction by 30%. -Activating Power Shield / Reactive Shield and Hydraulic Overrides / Hold the Line grants you immunity to stuns and mezzes for the duration of the ability. What do you all think of these if they could be implemented for our class?
  2. I'm in favor of your suggestion 2 Dimitris to increase our DPS since defensively we are extremely weak in comparsion to other classes. The idea of having different bonus based on the advanced class is an interesting thought, but probably not for the purposes of this thread. In regards to have set bonuses not increase DPS by more than 5%, only your 2-piece idea gives an additional % for DPS, while the 4 and 6 piece ideas are just for defense. If Eric and his team could rework some passive stats for the commando / mercenary with your 2 defensive suggestions, rather than putting those in the set piece bonus then we would be much more viable in PVP and also PVE. -Activating Chaff Flare / Diversion or Kolto Overload /Tenacity increases damage reduction by 30%. -Activating Power Shield / Reactive Shield and Hydraulic Overrides / Hold the Line grants you immunity to stuns and mezzes for the duration of the ability. Both of these could be implemented as Chaff Flare / Diversion could just be like the Gunslingers Defense Screen of 30% damage reduction and immunity to stuns / mezzes would be essential due to our lack of stun breaks. I feel every commando / mercenary would agree with atleast these 2 changes to the class.
  3. I'll agree with you in terms of the "OH $@#!" abilities that shadows/assassins have much more survivability in comparison to commandos / mercenaries which really have none at all. I have both characters and I must say its as a shadow / assassin, being focused by 3-4 people is nothing when you have all those defensive cooldowns, but as a commando / mercenary, your dead in seconds. Having some ability that gives you invulnerability for like 4 - 6 seconds, like (resilience on shadow/assassin) would give commandos / mercenaries that extra defensive to fight on parr with all the other classes. Also not being able to use Propulsion Round when stunned really makes the ability useless in pvp. Since the commando was my first character, its a big let down to see that 4.0 really didn't bring anything to help a commandos / mercenaries defensive abilities in anyway.
  4. The moddable Republic Dancer’s set that was on Risha and Elara wasn't returned to me. Instead I got crappy green gear back instead. Carrie Fisher would be very upset if she learned about this lol.
  5. The moddable Republic Dancer’s set that was on Risha and Elara wasn't returned to me. Instead I got crappy green gear back instead.
  6. hopefully they will address this soon.
  7. Commando was my first character in SWTOR and leveling in PVE is fantastic, PVP on the other hand is somewhat of a challenge but very rewarding at times. Obviously as a ranged dps, your goal is to pump out as much damage at the 30m and then kite as needed when enemies come closer. Currently level 73 Valor on my commando and yes you will get focused more than others, but I look at this way, as a gunnery spec my Grav Round armor debuff is nasty against other players, Boltstorm will slow enemies down, Electronet will slow enemies as well with some damage, then finally the Demo Round that can bring the pain. Now with 4.0 commandos/mercs now have another utility, Adhesive Supplements/Sticky Mods!, Power Shot/Charged Bolts and Tracer Missile/Grav Round slow their target by 40% for 6 seconds. Being able to slow down your enemies even more with an ability you use regularly is a fantastic. In addition with the new 60+ skill, Rocket Out/Propulsion Round! Jet/Fire, which launches yourself backward 20 meters, gaining immunity to controlling effects while jetting/launched, downside is that we cannot be used while immobilized or hindered. If we would be able to use the Propulsion Round even when we are immobilized or hindered, then we would finally have another way to break away when we are getting focused. Edit: With Hydraulic Overrides/Hold the Line’s cooldown has been increased to 45 seconds (up from 30), it does pose more a challenge since other classes have gotten skills that allow them to be more mobile than they are already. Overall I'm very commfortable with my commando and knowing all my skills and when to use them correctly is a must to survive in the Warzones. While I agree that defensively in PVP we have to be much more careful than others, but let me say one final thing. To all those that focus on us Commandos, bring it, cause otherwise we will melt you !
  8. When you have two Fira Vibroswords and they are put away only one is shows on your back instead of two. Two Fira Vibroswords on Back Bug http://s15.postimg.org/gkj0zqqyj/Fira_Vibrosword_Offhand_Bug.jpg Fira Vibroswords in Both Hands (taken out, works fine) *This one is just a reference. http://s27.postimg.org/dojcabkyr/Dual_Fira_Vibroswords.jpg Please advise if there is anyway to have both swords show on your back?
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