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Warkyd

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Everything posted by Warkyd

  1. As the title says, I'm looking for info on shieldtech tanking. Just some basic stat goals and prioritization. It used to be that you would focus on shield until you hit about 45% then absorb while ignoring defense. Is that still the case?
  2. Just wrong. Unless you spec into it, you dont get the +100% dmg buff after force leap required to hit anything close to 3k+. Just wrong. So a dps class that doesnt have the highest sustained can do some burst damage? Color me shocked. Translation: Im calling for nerfs and better hide behind the old lie of "i have XXXXX and if im saying nerf XXXXX, its legit."
  3. Healers can do dps and heal. Marauders can do dps but are unable to heal. You see the diachotomy? Well i will make it easier for you. Healers can HEAL and sacrifice dps so they can heal. Marauders can not heal and do more dps for it. Meaningless nonesense is meaningless. What happens if your house catches fire while playing? Same thing? Thought so. Lack of utility in huttball. Only class that cant knock people into fire or off catwalks. Same reason mercs/commandos want an interrupt. 6 second CD (4 if specced) which is the same as several other dps classes. Unrivaled except for ops/scoundrels, powertechs/vanguards, aoe spec juggs/guardians, and good turret specced mercs/commandos, basically any class that has the capacity for burst can rival a marauders. Marauders have the lowest utility in the game, require melee range, are supremely susceptible to roots and knockbacks (which every class has), and dont even have the highest dps (burst or sustained). No other class has this mix of problems and here you are saying nerf them like you have the faintest clue what youre talking about.
  4. Tracer/Grav round spammers hit 400k because they use aoe. You dont do 400k single target damage unless youre a marauder/sent with heals. Commandos/Mercs simply dont have the class mechanic regen to make this possible.
  5. Any dps, other then commandos/merc, that lost to a commando healer at 50 would lose to any level 50 with any spec.
  6. Ret palys were changed because their damage was pure luck, seal of fortune, and had no skill or input from the player. Youve mentioned the worst possible example in MMO history, congratulations, you failed worse then bioware has combining ME3 ending and the 1.2 debacle.
  7. Rated teams will run ops, juggs, mara, and inqs, these changes change nothing. Burst dps is infinitely more preferable to sustained for pvp, always has been always will be.
  8. Heavy armor is a pro? Its function as RDPS is a an actual pro, heavy armor is essentially worthless for damage reduction.
  9. Can you name one buff the commando has received? Only healer without an in combat res and only class that doesnt have an interrupt. Toss in the heat vs ammo and Commandos are an after thought, plain and simple.
  10. Only healer without an incombat res, aoe heals that under perform, nothing really class defining about them. CMs are lackluster at healing. Right now Commandos are a pile of trash, 1.2 is going to douse them with gas and light it fire.
  11. CD on Force leap is smaller then CD on Concussion Charge. Try again.
  12. Heavy armor = worthless very good defensive cool downs = Wrong the highest ranged dps in the game = Wrong. Sorcs do more. tracer missile the highest hitting proc builder of all classes = in other words, tracer missile is the only tracer missile. Mercs/Commandos have no utility, easily killed, and are out performed by every other class in whatever roll they choose. People are just mad cause they cant interrupt a two second cast and get hit for 1500 by a spammable ability, never mind telekinetic throw/force lightning its all about tracer missile/grav round.
  13. YOU CANT HEAL THRU IRONFIST'S HEADSHOTS. YOU CANT HEAL THRU MALGUS'S UNLIMITED POWER. COMMANDOS HAVE NO USE OTHER THEN DAMAGE. Everything a Commando can do, another class can do faster, easier, better, while providing more support.
  14. Or the fact that cryo is a 1 min CD and subject to resolve immunity in pvp. Commandos need an 8 second interrupt, just like every other class.
  15. If you think theres good class balance in the game, you should really try playing the game instead of AFKing in the republic/imperial fleet.
  16. Commandos got nowhere to run (sages/shadows) and nowhere to hide (scoundrels/shadows) and should arguably be the easiest class to take out for anyone. Fixed it for you.
  17. Next time you find something that helps commandos perform better, dont post it on the forums.
  18. Grav Round, Full Auto, Demo Round, High Impact Bolt, Concussion Round, and Mortar Volley. Only one of those abilities has a CD less then 15 seconds. Nerfing Grav Round will kill the commando class, as commandos have no other rotation filler. Commandos have no interrupts, rotation doesnt affect this. Commandos have no utility, rotation doesnt affect this. Commandos have no CDs with significant effects. Gunnery Commandos have no mobility, rotation doesnt affect this. Only three instants as gunnery spec, one of which is garbage. Commandos dont have stealth, speed boost, charge, or pull. Lack of mobility is not an issue of the player, its an issue of design.
  19. Because sages/sorcs are seeing the same change? Odds are this is going to be a nerf to the class that is outdone by other classes in every respect and has the least utility.
  20. ROFL. If the change killed your op, then youre a bad op.
  21. Check torhead. Check your codex. Check your companions character sheet.
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