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How to fix Commandos.


azhrione

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I typically find suggestion posts silly, because developers rarely if ever take note of what is in them. However I think at this point, Bioware has probably taken note of the massive amount of QQ going on, and noted the decreasing numbers of Commandos in both PVE and PVP play. I do not think they know exactly how to fix the problem they have created, and making suggestions cannot hurt.

 

The goal is to fix Commando skill trees, to balance the class without accidently over powering it. I do not think the class needs a complete overhaul, but it does require some tweaking. I think this can be done without any new abilities being added, just tweaks to the talent trees. I have played all three specs of Commando both leveling and at level 50 PVP/PVE, and in Ops. These are just the conclusions that I have drawn from that experience.

 

I am going to try and justify the changes as I go along.

 

Gunnery:

 

1. Change Charged Barrier to read as: Charged Bolts and Grav Round have a 50/100% chance to build a Charged Barrier that reduces damage taken by 2% for 15 seconds, stacks up to 3 times.

Justification - Charged Barrier had minimal impact upon PVP or PVE after it was nerfed. This brings it into line with other Grav Round based abilities. Slight buff to overall survival of Gunnery Commandos as the Barrier will build faster and prevent more damage.

Downsides - Due to low current survivablity of Commandos, there is little downside in improving Charged Barrier in this manner.

 

2. Fix Deadly Cannon talent.

Justification - Currently broken, does not apply additional damage to Full Auto.

 

3. Cover Fire changed to read as follows: Full Auto has a 50% chance per rank to root the target for 2 seconds.

Justification - This brings Full Auto in line with similar abilities other classes have, and improves overall survival ability in both PVE and PVP.

Downsides - Might trivialize some PVE content in regards to Heroic 2/4 missions.

 

Combat Medic:

 

1> Swap Supercharge Cells and Combat Shield in the talent tree.

Justification - Supercharge Cells has little if any value to other specs and keeping it in the second Tier adds little value to the tree. Combat Shield is a more universal talent and gives reason to go into the Combat Medic tree to other specs. Provides sorely needed ability to Gunnery Commandos and places it in range without sacrificing top tier talents.

Downsides - Minimal, would require skill refund when implemented.

 

2> Move Psych Aid to Tier 4.

Justification - Allows for improved optimizing of tree and better abilities in the upper Tiers. Improves PVE experience by encouraging the use of Field Aid more at earlier levels, especially in PVP.

Downsides - Slight tree clutter in the 4th Tier.

 

3> New talent named "Combined Medicine" in the 5th Tier dependent upon Psych Aid that reads as follows, (1) ranks: Combined Medicine applies the effect of Field Aid on the target of Advanced Medical Probe.

Justification - Improves the overall effectiveness and ammo management of the tree, while reducing the impact of the global cooldown in rotation management.

Downsides - Very powerful in PVP but acts as a balancing factor in regards to ammo management. Can be balanced by causing Advanced Medical Probe to put Field Aid on cooldown.

 

4> Replace Bacta Infusion with a new ability called "Kolto Slime" which reads as follows: Target opponent gains Kolto Slime causing any melee or ranged attack (Tech, Internal, Force, Elemental excluded) upon the affected character to heal the attacking character for X (Tech Healing Dependent) for 6 seconds. Cooldown: 21 seconds. Range: 30. Ammo Cost: 2.

Justification - Replaces sub-par capstone ability with powerful and unique AE heal. Recursive heal, creating utility in PVE and sustainability in PVP.

Downsides - Might be too powerful in PVP as it trumps several powerful cooldowns in use by other classes. Amount healed and cooldown may need to be adjusted for balance. Set bonuses on some armor will need to be adjusted, which may not be possible per previous posts by Bioware.

 

Assault Specialist:

 

With the changes to Target Lock and Adrenals no further changes should be needed here. I am still not happy with the RNG dependence of the spec, but damage is insanely high already and a nerf may be in order for the future. 1.3 if released as is will be a Golden Age for Assault Commandos, and they might even turn into a FOTM.

 

That is it, I think that would go a long way to making the class not only desirable in high level PVE/PVP, but also improve the leveling experience of many players by better synergism within the different talent trees.

 

I know it is a pipe dream for any MMO developer to even look at much less consider or implement suggestions or recommendations made by players on forums. However I will buy tacos for any developer who wants to sit down and talk about balance. I live in Austin, and I know where to get the good stuff.

 

*** Updated for 1.3 PTR ***

Edited by azhrione
Updated for 1.3 PTR.
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I like the changes-but I would be opposed to making Assault Spec a direct copy of the vanguard tree.

 

Assault spec needs work but I don't think that's the way to fix it.

 

The thing is that the main thing it needs is something in the Vanguard Tree. Instead of a reliable way to get plasma cell procs assault commandos get... alacrity. L. O. L.

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^ This. We need the plasma cell proc to be less reliable on RNG. The advantage of AS is that it allows for increased mobility while sacrificing burst damage compared to Gunnery, and yet we're forced to stand and cast Full Auto/Charged Bolts to proc HIB? makes no sense.

 

Another thing, BW never addressed the nerf to Charged Bolts by 10%, which affects the Assault Tree and they gave us nothing back to compensate. I believe the damage nerf was meant for Gunnery's Grav Round/Charged Bolts and yet they seemed to forget we need CB as Assault as well...

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Great post! Let's hope they read it and discuss about it. I didn't read all the details, but of course our class needs some tweaking and your suggestions seem to take the good direction. Keep going!
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  • 3 weeks later...

4> New talent named "Combined Medicine" in the 5th Tier dependent upon Psych Aid that reads as follows, (1) ranks: Combined Medicine applies the effect of Field Aid on the target of Advanced Medical Probe and Medical Probe.

Justification - Improves the overall effectiveness and ammo management of the tree, while reducing the impact of the global cooldown in rotation management.

Downsides - Very powerful in PVP but acts as a balancing factor in regards to ammo management. Can be balanced by causing Advanced Medical Probe and Medical Probe to put Field Aid on cooldown.

 

i dont really understand this talent care to explain

Edited by Mularky
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Kolto Slime is an awesome idea. It would give combat medics a reason to toss the occasional hammer shot or charged bolts on a target. This would be a totally unique mechanic in this game, and a very welcome one at that. Personally, I think this talent should outright replace Trauma Probe. TP was never a fantastic ability, and with the current ammo costs, it is really only worth taking to fill out the 31 point requirements for BI. Kolto Slime fills the same passive healing roll that TP is *supposed* to fill, and it does so in a far superior fashion.

 

Note that Kolto Slime almost serves as an AoE heal, since it will heal anyone who attacks an affected target. Thus, adding this talent eliminates the need to adjust Kolto Bomb. This is desirable because Kolto Bomb has other effects that are essential to effective healing. Increasing its cooldown would put us at a significant disadvantage, since we could no longer use it in rotation.

 

I'm not so sure about the Combined Medicine idea. This would make combat medics vastly OP compared to the other two healers in the area of cleansing.

 

As for Bacta Infusion, I would really love to see this ability buffed. Perhaps the answer is a proc on Medical Probe, giving a 30% chance to finish the cooldown on BI. MP is sufficiently expensive that people couldn't just spam this, and the proc rate is sufficiently low that it won't *catastrophically* increase our healing output. Instead, this would serve as a light ammo management aid and a light output buff, which I think is what BI was always intended to do. Watching for this proc would also add a very welcome bit of complexity to our rotation, separating the good combat medics from the great ones.

Edited by KeyboardNinja
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4> New talent named "Combined Medicine" in the 5th Tier dependent upon Psych Aid that reads as follows, (1) ranks: Combined Medicine applies the effect of Field Aid on the target of Advanced Medical Probe and Medical Probe.

Justification - Improves the overall effectiveness and ammo management of the tree, while reducing the impact of the global cooldown in rotation management.

Downsides - Very powerful in PVP but acts as a balancing factor in regards to ammo management. Can be balanced by causing Advanced Medical Probe and Medical Probe to put Field Aid on cooldown.

 

i dont really understand this talent care to explain

 

I think it means that Field Aid (the Commando Cleanse) applies automatically to whomever we heal with Medical Probe or Advanced Medical Probe. As a Combat Medic, that would make it incredibly easy to keep yourself clear of most debuffs like bleed/burn, since the current cooldown is 3 seconds. That kind of a change would allow a cleanse on nearly every GCD, assuming that's what the OP meant by it. I think there might be too much leeway with it though.

 

As for some of my thoughts, since I love these kinds of discussions:

 

1. Heavy Trooper changed to read as follows, (2) Ranks: Passive - Reactive Shield now prevents 5% more damage per rank and lasts 2 seconds longer per rank.

Justification - Being able to survive in PVP has been a strong comment of the community, this would give us a defensive cooldown more in line with those gained by melee classes.

Downsides - Might make Combat Shield in the Combat Medic tree too powerful. Offset by elimination of Charged Barrier.

 

I think this overpowering for a few reasons. First of all, Combat Medic 4-set bonus allows for 3 extra seconds on the Shield and Heavy Trooper is low enough that I'd take it. That would give me 19 seconds of interrupt immunity, 35% damage reduction, and if I spec'd into Medzone, +20% healing received. That is massive.

 

I agree that non-healer Commandos need more survivability. Part of that is because it is very difficult for Commandos (particularly Gunnery) to keep melees at range where they are superior. They are also very vulnerable to interruption, which I think is an inherent weakness that shouldn't be removed. I think a better way of giving increased survivability would be as simple as giving DPS Commando immunity to leaps or pulls for a duration, or allowing the Commando knockback to root players in place.

 

I disagree, though, that it should be done by giving Commando DPS/Healers a better survival cooldown that the Vanguard tanks. But we'll see what Bioware's been cooking up for Gunnery and Vanguard tanks in 1.3.

 

7. Reserve Round changed to read as follows: Reduces the cooldown on Reserve Powercell by 15 seconds per rank. Using Reserve Powercell increases the damage and healing of Advanced Medical Probe, Charged Bolts, Full Auto, Grav Round, Hail of Bolts, and Medical Probe by 15% for 6 seconds per rank.

Justification - The improvement to Concussive Round comes too late in the tree to be of much PVE use and is thus eliminated. Improved damage to core abilities likely to be used with Reserve Powercell gives a reason for this talent to be taken and brings DPS in both PVP and PVE more in line with current DPS specs.

Downsides - Clutters the tree with a "Must Take Ability". There is small amount of balance concern due to potential for abuse with Tech Override. Did not add Plasma Grenade or Mortar Volley due to balance concerns.

 

Not going to lie, if 15% healing on both Advanced Medical Probe and Medical Probe were to go in, I'd drop the entire top half of the Combat Medic tree and put two points there. The Combat Medic tree only gives a 6% bonus to both - there's no way a healer could pass up that kind of healing. Everything else makes sense to me, and it would certainly define Gunnery as a much more robust and bursty DPS on the battlefield. Assuming that's in Bioware's plan for the spec of course (IMO I've always seen it more as a supporting/sustained DPS class rather than burst).

 

2> Kolto Bomb changed to heal an unlimited number of targets.

Justification - Brings it in line with the AE healing of other classes.

Downsides - Might be a little over powered with current cooldown of Kolto Bomb. Can be offset by increasing cooldown to 10 seconds.

 

IMO I think Kolto Bomb is both fairly balanced and underrated right now. With some modification to your gear, Kolto Bomb should be hitting for an average of 1k (non-crit) and critting upwards of 2.5k. That is awesome for an ability costing one ammo / instant cast, especially so low in the heal tree. And that's not even taking into account the 3% healing buff (Kolto Residue) or 5% damage reduction (while Supercharged). Plus, our AoE heal is much more flexible because its up-front (people won't walk out of it and miss half the healing) and if you are good with aiming, you can very easily hit the correct players most of the time (it only becomes a challenge when there are 5+ people around).

 

3> Move Psych Aid to Tier 4.

Justification - Allows for improved optimizing of tree and better abilities in the upper Tiers. Improves PVE experience by encouraging the use of Field Aid more at earlier levels, especially in PVP.

Downsides - Slight tree clutter in the 4th Tier.

 

I think Bioware is moving towards encouraging players to cleanse more, as most of the new content in 1.2 showed. That's good, especially since Commandos now get the heal benefit we were lacking before. To improve it specifically for PvP, all that would be necessary would be 1) lower the cooldown to the GCD so we can cleanse as fast as DPS can debuff and/or 2) allow cleansing of short stuns (ie. Cyro Grenade) since we can already cleanse Mental/Tech/Physical slows/roots/mezes. Plus, the latter suggestion would help cut back on the people struggling with CC. Improving the UI so you as a healer know what you can and cannot cleanse would also be awesome.

 

6> New Talent named "Kolto Slime" in the 6th Tier that reads as follows, (2) ranks: Charged Bolts, Full Auto, and Hammer Shot have a 50% chance per rank to apply Kolto Slime to a target that lasts for 6 seconds. This effect cannot happen more than once every 6 seconds. Kolto Slime causes any melee or ranged attack upon the affected character to heal the attacking character for X (Tech Healing Dependent).

Justification - Provides ammo management through use of filler abilities, self healing, PVP utility, and Ops functionality. More variety to the 6th Tier.

Downsides - Might be too powerful in PVP as it trumps several powerful cooldowns in use by other classes. Amount healed and cooldown may need to be adjusted for balance.

 

I love this ability just because of the synergy. It encourages healers to deal some damage, which is indirectly healing teammates. It also would be a great way of offsetting the fact that Commando healers cannot self-heal with their default heal (Hammershot). It also encourages teammates to focus fire specific targets to receive healing.

 

One thing to say though is that it should be a % of Bonus Healing. My Combat Medic has 530 tech healing (with Jedi Knight buff / no other stims or adrenals or relics), so I and anyone attacking my target would heal 530 every GCD as long as the target is alive. IMO that's overpowering. Something like 30-50% seems much more reasonable.

 

7> Improve healing on Bacta Infusion and reduce cooldown to 15 seconds.

Justification - Ability requires improvement to justify ammo cost and place in tier. Currently, very little reason to take or use the ability.

Downsides - None as the ability as currently designed is undesirable.

 

I'm not sure if anyone graphed out how Bacta Infusion scaled pre 1.2, but I suspect it scales better now post 1.2. Before 1.2 my Advanced Medical Probe (the secondary/setup heal) always hit harder than Bacta Infusion. Now BI doesn't just out heal AMP, it hits almost as hard as Medical Probe (primary heal).

 

Bacta Infusion, IMO, is far from useless. There is a lot more to it than meets the eye, mainly because it gives us another instant cast heal (+ mobility) and it also hits hard (+ healing power). It's also free ( + ammo management). If anything, a very nice addition to make healing more rewarding for pure healers, I'd recommend allowing it to return 1 ammo on use.

Edited by SpaniardInfinity
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I think it means that Field Aid (the Commando Cleanse) applies automatically to whomever we heal with Medical Probe or Advanced Medical Probe. As a Combat Medic, that would make it incredibly easy to keep yourself clear of most debuffs like bleed/burn, since the current cooldown is 3 seconds. That kind of a change would allow a cleanse on nearly every GCD, assuming that's what the OP meant by it. I think there might be too much leeway with it though.

 

I am OK with Commandos being the best cleansers in the game. By tying the cleanse effect to our heals it allows us to manage both aspects to what we should be doing in the first place. This also gets us more use out of our secondary stats like Alacrity which has no effect upon Field Aid but a big effect upon Medical/Advanced Medical Probe.

 

Could reword it so that it says something like: This ability causes Advanced Medical Probe and Medical Probe to remove one Tech, Physical, or Mind effect from the targeted player.

 

That will still give a reason to use Field Aid, while adding more utility to the use of our big heals.

 

I think this overpowering for a few reasons. First of all, Combat Medic 4-set bonus allows for 3 extra seconds on the Shield and Heavy Trooper is low enough that I'd take it. That would give me 19 seconds of interrupt immunity, 35% damage reduction, and if I spec'd into Medzone, +20% healing received. That is massive.

 

I agree that non-healer Commandos need more survivability. Part of that is because it is very difficult for Commandos (particularly Gunnery) to keep melees at range where they are superior. They are also very vulnerable to interruption, which I think is an inherent weakness that shouldn't be removed. I think a better way of giving increased survivability would be as simple as giving DPS Commando immunity to leaps or pulls for a duration, or allowing the Commando knockback to root players in place.

 

I disagree, though, that it should be done by giving Commando DPS/Healers a better survival cooldown that the Vanguard tanks. But we'll see what Bioware's been cooking up for Gunnery and Vanguard tanks in 1.3.

 

I think CM need better survivablity as well, but you are correct I did not take into account the 4-set bonus on the armor. I think removing the extension and leaving the bonus prevention would probably be the best balancing of the ability. I think being low in the tree should be encouraged so that those final ten talent points do not always fall into a default configuration and are instead balanced based upon playstyle. For example does someone put points into Gunnery or Assualt? Is Parallactic Combat Stims better for ammo regen in PVP as opposed to increased value of Reactive Shield with Heavy Trooper.

 

All induction based classes have a huge disadvantage in PVP and to a lesser extent PVE. The disadvantage of having to remain immobile to do your thing is more than enough, giving them a second massive disadvantage in interrupt venerability is a bit much and really dampers the class.

 

Not going to lie, if 15% healing on both Advanced Medical Probe and Medical Probe were to go in, I'd drop the entire top half of the Combat Medic tree and put two points there. The Combat Medic tree only gives a 6% bonus to both - there's no way a healer could pass up that kind of healing. Everything else makes sense to me, and it would certainly define Gunnery as a much more robust and bursty DPS on the battlefield. Assuming that's in Bioware's plan for the spec of course (IMO I've always seen it more as a supporting/sustained DPS class rather than burst).

 

This is the exact reason I put this in Tier 6 so that Hybrid builds would not have a lot of appeal. The reason I included the heals here is so that Gunnery would have a reason to use this for something other than just a few GCDs of burst. Pop this and the Gunnery Commando could provide temporary healing while a real healer is getting ressed in an OP, or to have a massive burst of healing in PVP when needed. The long cooldown and high place in the tree are the balancing factors.

 

IMO I think Kolto Bomb is both fairly balanced and underrated right now. With some modification to your gear, Kolto Bomb should be hitting for an average of 1k (non-crit) and critting upwards of 2.5k. That is awesome for an ability costing one ammo / instant cast, especially so low in the heal tree. And that's not even taking into account the 3% healing buff (Kolto Residue) or 5% damage reduction (while Supercharged). Plus, our AoE heal is much more flexible because its up-front (people won't walk out of it and miss half the healing) and if you are good with aiming, you can very easily hit the correct players most of the time (it only becomes a challenge when there are 5+ people around).

 

The problem with Kolto Bomb is that compared to the AE healing abilities other classes get it just doesn't hold a candle. Take for example the unlimited target heal Smugglers get or the golden circle of OP healing that Sages get, both of these are vastly superior in both PVP and PVE in almost every aspect. Sure there are cost considerations and speed of the cast, but the healing still isn't worth the investment. Simply making it unlimited targets would go a long way of making this ability viable in PVP and PVE.

 

I think Bioware is moving towards encouraging players to cleanse more, as most of the new content in 1.2 showed. That's good, especially since Commandos now get the heal benefit we were lacking before. To improve it specifically for PvP, all that would be necessary would be 1) lower the cooldown to the GCD so we can cleanse as fast as DPS can debuff and/or 2) allow cleansing of short stuns (ie. Cyro Grenade) since we can already cleanse Mental/Tech/Physical slows/roots/mezes. Plus, the latter suggestion would help cut back on the people struggling with CC. Improving the UI so you as a healer know what you can and cannot cleanse would also be awesome.

 

I cover this above, and I love the idea of being able to remove short term stun effects. The problem here is that targeting and clearing a stun is hard to do within the timeframe of the stun and right now you are almost always better off just healing the said character rather than clearing the stun status. The heal on Field Aid is a pittance, less than Hammer Shot, hardly worth mentioning.

 

I love this ability just because of the synergy. It encourages healers to deal some damage, which is indirectly healing teammates. It also would be a great way of offsetting the fact that Commando healers cannot self-heal with their default heal (Hammershot). It also encourages teammates to focus fire specific targets to receive healing.

 

One thing to say though is that it should be a % of Bonus Healing. My Combat Medic has 530 tech healing (with Jedi Knight buff / no other stims or adrenals or relics), so I and anyone attacking my target would heal 530 every GCD as long as the target is alive. IMO that's overpowering. Something like 30-50% seems much more reasonable.

 

This is the one I liked the best too, but even though this is just conjecture, because it only lasts for six seconds and cannot be up on more than one target at a time I think using the base Tech Healing is OK. That is a max of 3000 per person over six seconds, more than reasonable for an AE that requires some setup to be effective.

 

I'm not sure if anyone graphed out how Bacta Infusion scaled pre 1.2, but I suspect it scales better now post 1.2. Before 1.2 my Advanced Medical Probe (the secondary/setup heal) always hit harder than Bacta Infusion. Now BI doesn't just out heal AMP, it hits almost as hard as Medical Probe (primary heal).

 

Bacta Infusion, IMO, is far from useless. There is a lot more to it than meets the eye, mainly because it gives us another instant cast heal (+ mobility) and it also hits hard (+ healing power). It's also free ( + ammo management). If anything, a very nice addition to make healing more rewarding for pure healers, I'd recommend allowing it to return 1 ammo on use.

 

Bacta Infusion is terrible as a capstone ability. You cannot create dependent talents based off of the tree due to its position as the capstone. The text on it could read: Ammo 0, Cooldown 0 - Bacta Infusion consumes up to ten charges of Combat Support Cell and heals target for X for each charge consumed.

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The problem with Kolto Bomb is that compared to the AE healing abilities other classes get it just doesn't hold a candle. Take for example the unlimited target heal Smugglers get or the golden circle of OP healing that Sages get, both of these are vastly superior in both PVP and PVE in almost every aspect. Sure there are cost considerations and speed of the cast, but the healing still isn't worth the investment. Simply making it unlimited targets would go a long way of making this ability viable in PVP and PVE.

 

Actually, the smuggler AoE (kolto cloud) is limited to 4 players. The Sage Circle of OP™ is limited to 8, which is small consolation, but still. Kolto Slime would be (by far) the most powerful AoE heal in the game, since it would not be limited in the number of players it could affect.

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  • 2 weeks later...
1. Change Charged Barrier to read as: Charged Bolts and Grav Round have a 50/100% chance to build a Charged Barrier that reduces damage taken by 2% for 15 seconds, stacks up to 3 times.

Justification - Charged Barrier had minimal impact upon PVP or PVE after it was nerfed. This brings it into line with other Grav Round based abilities. Slight buff to overall survival of Gunnery Commandos as the Barrier will build faster and prevent more damage.

Downsides - Due to low current survivablity of Commandos, there is little downside in improving Charged Barrier in this manner.

 

I'd honestly just prefer the old charged barrier back. If the problem originally was that Combat Medics were taking it to make their survivability insane then put it higher in the tree out of their reach.

 

I really like the root added to Full Auto though instead of a slow.

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I'd honestly just prefer the old charged barrier back. If the problem originally was that Combat Medics were taking it to make their survivability insane then put it higher in the tree out of their reach.

 

I really like the root added to Full Auto though instead of a slow.

 

This is just a quality of life thing to bring Charged Barrier in line with other Grav Round dependent talents. The actual buff here is minor, but I think everyone is tired about hearing how Grav Round has to be spammed in order to build up all these abilities. This is the last outlying argument.

 

The fact that it builds damage reduction faster and for 1% more is just an added bonus. I doubt Gunnery Commandos would complain.

 

For the root, my original idea was to put an AE, 2 second root onto Sticky Grenade via talent, that would replace Charged Barrier. However this would be so powerful that it would encourage Hybrid builds to which Bioware seems to be opposed. Replacing the snare on Cover Fire with a root, makes sense thematically and it is far enough up in the tree to discourage Hybrid builds.

Edited by azhrione
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Really they should make Charged Barrier act the same way they are going to make Charged barrel act, and give it the same requirement. Specifically that it simply apply it's buff twice per use to truly bring it in line with the other abilities. Also it should go back to being a 10% DR buff because I'm really stuck on that >.>

 

A snare or root to plasma grenade would not be unwarranted actually, and might encourage it's use more, thought he ammo cost is still pretty high, and the casting time without Tech Override is abysmal.

 

Also, I'd like to see an interrupt immunity added to Adrenaline Rush, possibly speccable high up to prevent hybrid CM's from double dipping, assuming they don't make your recommended changes in the CM tree.

 

Good thoughts all though.

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Really they should make Charged Barrier act the same way they are going to make Charged barrel act, and give it the same requirement. Specifically that it simply apply it's buff twice per use to truly bring it in line with the other abilities. Also it should go back to being a 10% DR buff because I'm really stuck on that >.>

 

10% would be too much, at least at the 15 second duration. Would much rather see it build faster to the 5-6% range, significant but not over powered in hybrid builds. If they make it 10% again they need to put it way up in the tree, in the area of Rank 6 and it might still be too good then.

 

Also, I'd like to see an interrupt immunity added to Adrenaline Rush, possibly speccable high up to prevent hybrid CM's from double dipping, assuming they don't make your recommended changes in the CM tree.

Good thoughts all though.

 

Far easier to just move the existing Interrupt Protection talent into a lower tier to make it accessible. Tier 2 in CM is a perfect place for it, because it forces choices to be made in order to get to it, but leaves open other options if it is unneeded such as in PVE.

Edited by azhrione
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I like some of your suggestions to gunnery , this is by far the worst trooper tree and needs attention is it is broken badly for pvp , lack of survivability and constant interupts make it horrible for pvp :(

 

my suggestions are reduce cooldown on cryo grenade and also reduce cooldown on shield + add more % mitigation + add a root to full auto

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