Choobacca Posted January 16, 2012 Share Posted January 16, 2012 Anyone else feel like commandos have a lack of cc abilities? We have one 4 second stun with a 1 minute cd, a knockback, and a knockback only if you spec into imp stockstrike. I mean at least make cryo grenade have a shorter cooldown or a longer duration stun. It just seems to me that a lot of other classes have better hard cc's. Thoughts, suggestions? Link to comment Share on other sites More sharing options...
Somewherehiding Posted January 16, 2012 Share Posted January 16, 2012 What kind of CC abilities do other classes have? I only play commando and leveling up a sage at the moment, but so far it's pretty much the same for both classes Link to comment Share on other sites More sharing options...
jedip_enguin Posted January 16, 2012 Share Posted January 16, 2012 I admit I wish cryo lasted longer or had a shorter cooldown, but I'm pretty thrilled with my ability to smash Imperials off of the bridges on the Voidstar so I wont complain Link to comment Share on other sites More sharing options...
Ronamo Posted January 16, 2012 Share Posted January 16, 2012 You seem to be completely ignoring Concussive Round. Link to comment Share on other sites More sharing options...
jedip_enguin Posted January 16, 2012 Share Posted January 16, 2012 You seem to be completely ignoring Concussive Round. In fairness it's almost impossible to use as some n00b is guaranteed to break it Link to comment Share on other sites More sharing options...
Bournsac Posted January 16, 2012 Share Posted January 16, 2012 In fairness it's almost impossible to use as some n00b is guaranteed to break it Get some competent friends Link to comment Share on other sites More sharing options...
hadoken Posted January 16, 2012 Share Posted January 16, 2012 Anyone else feel like commandos have a lack of cc abilities? We have one 4 second stun with a 1 minute cd, a knockback, and a knockback only if you spec into imp stockstrike. I mean at least make cryo grenade have a shorter cooldown or a longer duration stun. It just seems to me that a lot of other classes have better hard cc's. Thoughts, suggestions? Combat Medics have about the same CC as Seers do. Link to comment Share on other sites More sharing options...
Dooger Posted January 16, 2012 Share Posted January 16, 2012 No seers have 2 stuns and a long term mez. Reducing the number of seer/agent cc is the way to go. not increasing more classes cc :/ Link to comment Share on other sites More sharing options...
hadoken Posted January 16, 2012 Share Posted January 16, 2012 No seers have 2 stuns and a long term mez. Reducing the number of seer/agent cc is the way to go. not increasing more classes cc :/ No they do not. They have Force Stun which is identical to Cryo Grenade and they have Force Lift which is identical to Concussive Round. They have Force Wave which is similar to Concussion Charge. There are a lot of things different between Seers and Combat Medics but CC is not one of them. Link to comment Share on other sites More sharing options...
Cylthia Posted January 16, 2012 Share Posted January 16, 2012 I love Concussive Round, although I wish the cooldown was just a hair shorter than the duration so if I need to reapply it I can do so as it's wearing off rather than just after. The others aren't long enough to constitute CC abilities, imo, but I don't think any single player needs to be able to keep more than one mob locked down at a time. Obviously it'd be great if they could accomplish that by only allowing you to have CR active on one mob at a time rather than putting it on cooldown, because that way you could reapply it when some noob (or a rogue companion) breaks it, but it's still a very useful ability if everyone in your group knows what they're doing. Link to comment Share on other sites More sharing options...
Krimp Posted January 16, 2012 Share Posted January 16, 2012 I love Concussive Round, although I wish the cooldown was just a hair shorter than the duration so if I need to reapply it I can do so as it's wearing off rather than just after. The others aren't long enough to constitute CC abilities, imo, but I don't think any single player needs to be able to keep more than one mob locked down at a time. Obviously it'd be great if they could accomplish that by only allowing you to have CR active on one mob at a time rather than putting it on cooldown, because that way you could reapply it when some noob (or a rogue companion) breaks it, but it's still a very useful ability if everyone in your group knows what they're doing. if u put points in reserve round it lowers the CD on concussive round Link to comment Share on other sites More sharing options...
BeezyBates Posted January 16, 2012 Share Posted January 16, 2012 (edited) You seem to be completely ignoring Concussive Round. Uh...this. One CC per class is plenty. 1 guy shouldn't be able to CC an entire mob. Edited January 16, 2012 by BeezyBates Link to comment Share on other sites More sharing options...
LordKivlov Posted January 16, 2012 Share Posted January 16, 2012 Uh...this. One CC per class is plenty. 1 guy shouldn't be able to CC an entire mob. Considering most games have a class whose job is to CC everything....... Link to comment Share on other sites More sharing options...
Ozena Posted January 17, 2012 Share Posted January 17, 2012 We have Concussive. It is the same as Sage/Sorc CC. It could use a more noticeable effect/animation so people stop breaking it. Other than that it's fine. Link to comment Share on other sites More sharing options...
Choobacca Posted January 17, 2012 Author Share Posted January 17, 2012 Uh...this. One CC per class is plenty. 1 guy shouldn't be able to CC an entire mob. Sage's force lift has something to say to you... Link to comment Share on other sites More sharing options...
Raani Posted January 17, 2012 Share Posted January 17, 2012 Sage's force lift has something to say to you... Force Lift is Concussive Charge with a different name and animation. If your companions break Conc, put them on passive when you CC, LoS the rest of the pack if possible, and sic him/her on something else. Then position yourself in such a way that you have LoS on both the CC-ed mob and the rest of the pack (or the CC and your companion if you're mostly healing). Turn off companion AoE abilities for pulls where you have to CC. You can do the same if you run with other people. Tanks who've already tanked in other games know the deal and the rest can be shown how to drag or LoS a pack so it's not close to your CC. If you just run with 1-2 DPS, either reposition the mobs before AoE-ing or ask them not to use AoE on top of your CC. In PvP, it should be common sense that CC-ed targets should be left alone, especially healers, so it's not a design flaw, but a l2play issue for teammates. No, you can't help it, but bad players will make most abilities seem underpowered. Link to comment Share on other sites More sharing options...
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