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Cormacus

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  1. You miss the point. Most of us Commandos do not have a problem with Ammo except Medics (who won't benefit from the change). The issue most of us are facing have been totally ignored and instead they focused on ammo: The main issues I have are: 1. Not able to survive. Some way of putting distance between us and DPS melee which most people now play. I can't get away from a good Marauder/Sentine. After you blown your concussion charge there isn't anything you can do as Gunnery Commando, you'll be snared and limping along trying to get away from them. If you're not able to put distance between you and them you're dead. 2. No interrupts Every other class have a interrupt except commando's, this affects us being able to take down healers but also against PvE bosses. Why are we the only class without one? 3. Mobile vs Turret We're supposed to do a lot more damage because we're stationary and forced to stand in one spot to do our damage and build up stacks (for a long time). Yet mobile dps classes do more or similar damage than us without having to stand still. Why? Mobility is supposed to make up for less DPS. 4. Defensive Cooldowns The only defensive ability we have is on a 2min timer and only reduce 25% damage.. Most other classes have several defensive abilities on much shorter cooldown. 5. Grav Spam They still haven't made us rely less on Grav, still have to spam the same ability over and over again to build up either stacks or get proc on Curtain of Fire. This also means we can be shut down very easily. However I think our damage is about right, we just need to some adjustments and reworked abilities. That probably won't ever happen though.
  2. Utter rubbish. They haven't addressed any of the real problems and managed to leave the most overpowered classes alone. Fed up with this so called balance that only favors a few melee classes. Honestly my commando gets killed in 2secs flat by Pyro's / Vanguards, all i can do is run and even then I won't survive. It's clear to me that their own developers never played the game.
  3. I tested something very similar but Telekinetic Effusion doesn't work very well together with healing as it only procs on Force Attacks that Crits but does NOT include Weaken Mind. This means you need to cast a whole load of Disturbance to make it happen, meanwhile the Tidal Force proc isn't impressive either, 30% is very low and unreliable. Nothing wrong with it as such though, but it does mean you will be healing less while you try and spam Disturbance etc. Now if Telekinetic Effusion had worked with Weaken Mind it would have allowed for some very interesting builds. Others might not agree though, the build is roughly what others have suggested before maybe with one exception: Wisdom ability that gives +6% Presence is pointless - if you're going for Tidal Force you might as well buff the damage to Telekinectic Wave by taking Psychic Suffusion.
  4. Same for me, I really didn't pick sage to be a support class (except when I heal). Unfortunately for me my other lvl50 is a commando which is another class that's been made into a support class. Which is why I can't face logging in anymore. And there is no word of changing anything that would improve this.
  5. Yes i think you're right. The key is to help taking people down, not out-nuke or burst people down. This is why Sage's are a support class though. On our own we're not very good but in a good team we can really help to put pressure on the enemy. Can get a bit boring though when you see so many other classes just tearing through their targets.
  6. Sage's can be ok in PvP, but you won't out DPS any other DPS class. Our damage is very slow and has no real burst which is a real problem when burst and Time-To-Kill is very important. The only build that has some burst but depends on procs is something like this: http://www.torhead.com/skill-calc#600G0bZfczMdRMZcMcRs.1 With that build you will hardly ever run out of force and with a bit of luck can put out a good deal of DPS. Problem is that so many of the stronger DPS classes can jump or get to you very easily which makes ranged DPS classes pointless (I guess that's why everyone re-rolled melee). And when you do get jumped you won't be able to burst down whoever jumped you, and good luck being able to run away as most classes can snare or stun you (but you probably know that as a healer anyway). But it's a fun build and works well when you're in a half decent team. Doesn't matter how you put it though, every type of sage depends on a good team, we're definitely just a support class.
  7. The only thing I was looking forward to was Ranked Warzones but I mainly do PvP solo in PUGs which means I won't be able to participate. On our server which is supposed to have a fairly decent population it's difficult enough to find a 4man group to do PvP with, let alone 8 players - that's even when we have a dedicated PvP chat channel. I belong to a normal PvE guild (a multi-gaming guild), during evenings we're probably 20 players online but daytime probably only 5-8 players at most, unfortunately that's when I do most of my PvP. This means I'm unlikely to find enough guild mates to create a 8-man PvP team. Leaving my guild is not an option (not if I'm sticking to SWTOR), we've stuck together through different games and have a good friendly community going. All it means for me is that I probably won't continue to subscribe, I'm not willing to pay for a game to only favours a small elite community and that adds no content that benefits me. And quite frankly so far the updates and so called improvements have only showed me that SWTOR dev's have no idea what they are doing.
  8. Looking at total Damage numbers means nothing, this is why Bioware's way to balancing is wrong. When I run as Assault Commando I can probably get 400-500k in most pvp matches, but it doesn't mean anything. It just means I dotted up a lot of targets. In the current state of the game you need fast burst and a way of taking people down. As Commando Gunnery you can have some burst but it's very slow and you have to stand still. Mara/Sentinels have very strong AND fast burst. So how come one DPS class has lots of burst which is mainly instant or can't be interrupted while the classes who have nothing but DPS abilites but no survivability do not have any real burst? Glass Cannon concept been around for a long time but you have ended up with several Ranged DPS classes being of glass and no cannon.
  9. But how do you burst down a target as full Assault? AP -> IR -> HiB -> Full Auto -> HiB... but then what, that often doesn't seem to get anyone down that far. And if you're on the move it's down to AP -> IR -> HiB then spamming hammer shot.
  10. Well this is why I'm asking about either spec. Neither seems to work for me. Assault I get nice numbers on the Scoreboard but it feels like I can't actually kill anything or make any real impact. But my main issue is that Assault have no real survivability when jumped by melee, the knockback isn't very strong, we have no real root and only a single stun, no interrupt and the improved shield still is very lackluster and pretty useless (I don't count the stun which require a cast time). Gunnery is great but only if you're allowed to stand still for a longer time, which every only happens if you're in a very good team and face a bad opposing team. Are there any viable hybrids? I did try the Gunnery/Medic hybrid but I seem to run out of force very quickly and damage is very low.
  11. That's the problem, neither Commando or Sage can match or even come close to the sustained very strong DPS that Marauders/Sentinels do. I play both and really love the two classes, great fun to play or was. But neither, no matter what build you use have strong burst or high DPS anymore. Possibly out of the two the strongest burst is Gunnery Commando but you can't use it in PvP it's exceptionally easy to shut down and very stationary. Both Sage's and Commando's are seen as easy free kill by most melee. I've been in countless matches where the latest re-rolled Mara has time to type out /laugh while he kills me. Trying to tell me how bad I am.. while I'm desperately trying to put some distance between me and them.. while being snared, stunned and quickly killed. So you have two ranged DPS classes that can't DPS very well, who have no survive-ability and now pigeonholed into either being a weak support class or healers. And in the Commando's case their only real ability to get distance between them and melee had it's cooldown increased!! The BIG difference is also that majority of classes depend on a good team compared to marauders/sentinels that can survive without one. In the end, I don't think it matters now. Its to late to save the game. Only the die-hard fans remains on my server and even they seem to be on auto-pilot. I've remained optimistic and hoped something would change but its becoming clear Bioware won't change anything.
  12. I agree, mobility is very important in PvP. But I just get the feeling that Assault doesn't do any real difference and just padding the numbers with splash damage here and there. Or is it possible to burst down single targets on your own?
  13. I'm lvl50, valor 70.... so done the levelling. Just interested in the PvP aspect at the moment.
  14. I've recently returned to my commando after getting bored with my DPS Sage. (I retired my commando a while back and only just got him up to around 1000 in Expertise.) I've got a hard time deciding between Commando Assault or Gunnery. The PvP Scoreboard and medals won is telling me conflicting things. Gunnery Gunnery seems to still be able to hit very hard if positioned right, it feels like it has burst when left alone for a while. Full Auto especially is very good. But in PvP matches I get very low amount of medals and commendations, the overall damage isn't very impressive either around 250k. However I'm fairly sure I'm actually taking down enemy players and able to kill them fairly easily if they don't notice me. I often don't get any defensive or offensive medals because of my positioning, i.e. not right in the middle of the action. Gunnery also seems to have the only good defensive abilities mainly the improved Stockstrike and Knockback (noticed the longer cooldown though..). However it's very dependant on a good team it seems. If you're up against a very good team or have a fairly poor team with little melee you have less chance of having a impact. Assault Assault is entirely different, it's more fun to play as it's mobile but I can't seem to kill anything. On the other hand in PvP matches I end up doing a lot of damage, around 400k+ and getting a decent amount of medals. I'm not entirely sure either what's doing the damage. Is for example Hammer Shot really doing a lot of damage or mainly pointless? Assault Plastique of course is the big hitter but on a long cooldown, Icendery Round cost a lot and does damage over a very long period - 18sec. Healing through the damage I do as Assault seems very easy. Am I playing Assault wrong? Is there a special rotation to stick to? Is it possible to have burst? Does assault only produce big numbers that actually mean very little? Medals / PVP Scoreboard I know medals are not everything but low medals also means less commendations, and longer time to gear up.. Plus it's always nice to be topping the charts. On my sage I'm always in the top 3 spots in every match but DPS sage feels a bit like Commando Assault, lots of damage but can't really kill anyone easily. Hybrids Are there any hybrid builds that are viable for DPS? For sages Hybrids is really still the way to go, it's the only way to get real burst, mobility and utility.
  15. Incredibly stupid comment. So in your view it doesn't matter if any class is overpowered, that still should be countered with learning to play and get better gear? Or is that only true when your favourite class is overpowered and unbalanced? If anyone needs to learn to play its the majority of re-rolled marauders who's hiding behind a badly balanced system. Me and others are commenting about how we have experienced that there is a clear imbalance with some classes due to changes in 1.2. Those comments are given so that this game can improve and keep us subscribing. I want a fair game, I don't want mine or any other class to be overpowered; stronger or weaker than others, I just want there to be a fairly good balance between the different classes. Not a system that favour the few (with so many re-rollers it's not so few any more). Of course it can never be completely balanced, some will always have a slight advantage which is fine. But that's not what we currently have.
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