Jump to content

What role does a dps commando have in PvP?


Meshimashi

Recommended Posts

Heya everyone!

 

Been thinkin' lately about what role do a commando have in PvP as dps? I find that something is lackin, am I supose to be a turret (stand still and actually do damage) before I get bashed or am I supose to run around using hammershot? Been playing around with both assult specialist and gunnery they have their own benefits but I'm not very satisfied.

I can empty a full clip of ammo without killing my target and if I get attacked it's pretty much over. I consider myself a good pvper and I'm use to the playstyle (played elemental shaman in world of warcraft 1700-1800 rated arena 2v2 and 3v3) but still I can't figure out how to kill a melee class.

So I wonder, if I want to be of any use to my team during warzones should I just try to deal as much damage as possible before someone notice me or should I run around trying to survive the best I can? perhaps off-heal as dps? I don't know.

 

What role do a commando have in PvP?

 

I'm not perfect but for ages I was a Commando Healer. I wasn't very good and then the steath Ops just get focusing me. So I gave up. Wanted to do more, wanted to do some damage so before I hit 50 yesterday I switched to Gunnery, but kept getting ruined when trying to do any moves as most are static. So switched to Assault and really like it. I'm :

 

http://www.torhead.com/skill-calc#800ZMIkZcIRrzGhMs.1

 

I'm not that great but took time to look at the dummies and how my ammo worked with the abilities I fired. Never bothered to do this all before, even on my Shadow. Eventually got a decent rotation and started to wreck people. Again, I'm not perfect and neither is my rotation but works OK and manage to burn the annoying Ops that kept focusing me (apart from one that loves to kill me all the time :( ).

 

My rotation is

 

1.Hammer Shot (Appears to slow their movement).

2.Incendiary Round

3.Plasma Grenade (sometimes I'll do Tech Overide so its thrown straight away. So they are burning from the 4.Incendiary and now from the Plasma.)

5.Explosive Round

6.Full Auto

7.Charged Bolts.

 

Assault Plastique is thrown into the mix regularly.

 

Ammo is out half way through so I'll do Reserve Powersell, then Recharge Cells.

 

And just play around with that. Do quite a bit of damage if I'm left alone and I can do most of those on the move. I try and support the others bringing peoples health down and others can finish them off.

 

Still die really quickly though but do damage on the way. If about to die and it's not on cooldown I'll throw Assault Plastique. It's perfect if their health is really low, as while dead you can watch them go pop and die as well.

Link to comment
Share on other sites

  • Replies 59
  • Created
  • Last Reply

Top Posters In This Topic

My rotation is

 

1.Hammer Shot (Appears to slow their movement).

2.Incendiary Round

3.Plasma Grenade (sometimes I'll do Tech Overide so its thrown straight away. So they are burning from the 4.Incendiary and now from the Plasma.)

5.Explosive Round

6.Full Auto

7.Charged Bolts.

 

.

 

hammer shot slows cos it applies the plasma cell dot, which has a chace to apply during any attack.

my normal rotation is:

 

1. Assault plastique

2. Incidenary round

3. HiB

4. Full Auto

5. HiB (if Procced)

6. Tech override/Reserve powercell/Plasma grenade (use RP here because Plasma grenade costs 4 ammo)

7. Hammer Shot

 

I dont tend to use charged bolts, because:

1. Can be interrupted

2. Single hit, whereas hammer shot is 3 hits so higher chance of plasma cell gettin applied

3. Costs ammo

Link to comment
Share on other sites

Don't be ridiculous, no Assault Vanguard is ten times better than an Assault Commando. They have slightly better synergy between their base skills and spec tree. This may translate into higher damage output, which when put head to head on a combat dummy translates to about 5% better DPS.

 

Their skill set is better designed to keep enemies close, ours is designed to push them away. This isn't to say that the Assault tree for Commandos doesn't need a tweak, it does, as it is indeed better for Vanguards right now. However it doesn't require a rework or drastic change because they are very close to each other already in terms of overall power.

 

It may not be 10 times better, but assault vanguards are very much better than assault commandos. Assault spec revolves around getting HIB procs, and vanguards can do it much much easier due to ion pulse and stockstrike being instant, and SS having a 9s cd. Charged bolts and full auto requires a commando to stand still, and FA is on a 15s cd. In pvp, a commando will rarely be able to simply stand there and spam CB or FA to reset HIB, whereas a v anguard can spam either for procs because they're instant. The dps output for an assault vanguard is much higher, and your dumb example using target dummies is invalid.

 

Also forgot to add, both ion pulse and stockstrike are tech atks so they bypass shields/defense, while CB and FA are ranged and susceptible to shields/defense.

Edited by Smashbrother
Link to comment
Share on other sites

It may not be 10 times better, but assault vanguards are very much better than assault commandos. Assault spec revolves around getting HIB procs, and vanguards can do it much much easier due to ion pulse and stockstrike being instant, and SS having a 9s cd. Charged bolts and full auto requires a commando to stand still, and FA is on a 15s cd. In pvp, a commando will rarely be able to simply stand there and spam CB or FA to reset HIB, whereas a v anguard can spam either for procs because they're instant. The dps output for an assault vanguard is much higher, and your dumb example using target dummies is invalid.

 

The single and only advantage that Vanguard/PT have in Assault Spec is that Ion Pulse has a 100% chance to trigger Plasma Cell, that's it. Take note that Ion Pulse while instant still takes up the same amount of time to use as Charged Bolts (which hits harder) due to the GCD. The big difference here is that a Vanguard/PT have to stay in melee range to be most effective while a Commando can push back and kite. The entire set of skills are based upon two whole different concepts of gameplay Melee vs Ranged.

 

So while a Commando may have to induct Charged Bolts, the actual time to use is the same and the Command wants to be at range anyways. Running around willy nilly as a AS Commando is stupid, you move when you have to, not just because it's awesome to run around screaming like a crazy man (which is indeed awesome).

 

Also Combat Dummies are used to create baselines for comparing to actual performance. For example if Vanguard/PT is only 5% ahead of Commando on the dummy, but is 100% better in actual performance then that would indicate a major issue with the class design. Thankfully it that is not the case, in comparing parses and direct numbers with various Vanguards/PT on my server I usually top them on damage out, and they usually win on overall contribution and survivablity. Please look at the included screenshots in previous posts to see what I am talking about.

 

Example is not invalid just because you don't want it to be valid.

 

Also forgot to add, both ion pulse and stockstrike are tech atks so they bypass shields/defense, while CB and FA are ranged and susceptible to shields/defense.

 

This is true, however it is offset against everyone but the toughest tanks by the higher base ranged damage of Commandos. Also the damage comes in a series of hits so cannot be fully mitigated by defense/shields.

Edited by azhrione
Link to comment
Share on other sites

hammer shot slows cos it applies the plasma cell dot, which has a chace to apply during any attack.

my normal rotation is:

 

1. Assault plastique

2. Incidenary round

3. HiB

4. Full Auto

5. HiB (if Procced)

6. Tech override/Reserve powercell/Plasma grenade (use RP here because Plasma grenade costs 4 ammo)

7. Hammer Shot

 

I dont tend to use charged bolts, because:

1. Can be interrupted

2. Single hit, whereas hammer shot is 3 hits so higher chance of plasma cell gettin applied

3. Costs ammo

 

This is pretty close to what I'm currently rolling. However, I'll definitely use charged bolts if I'm allowed to stand/cast because of the chance to proc HiB.

 

I used to run Gunnery but after switching to Assault my damage has gone waaaay up. I'm typically #1 or #2 in damage and I've yet to meet a vanguard that can output more damage. My one piece of advice to anyone running either Gunnery or Assault is to never underestimate the value of hammershot. Your gun should never ever ever ever stop firing unless you are CC'd. On Voidstar if we're moving from one room to the next I can throw plastique, fire off an HiB and then spam Hammer Shot and have someone dead before we hit the next area (all done while on the run !!). DPS commando has a role in PvP, it's to do a LOT of damage. Played properly that's exactly what you'll do. Also, a well timed knockback will do wonders on every WZ.

 

My one piece of specific advice if you're up against a mara is to maybe use your med pack earlier than usual to keep your health above 30%. This will prevent them from being able to use their saber throw for ridiculous damage.

 

Happy Hunting

Link to comment
Share on other sites

if you want DPS you're better off with Sentinel.

 

If you want healing, you're better off with Scoundrel or Sage.

 

Ofc, you'll do great against baddie pugs, but anyone with half a brain and finger on his/her interrupt button will own you.

 

 

 

Don't be ridiculous, no Assault Vanguard is ten times better than an Assault Commando. They have slightly better synergy between their base skills and spec tree. This may translate into higher damage output, which when put head to head on a combat dummy translates to about 5% better DPS.

 

Their skill set is better designed to keep enemies close, ours is designed to push them away. This isn't to say that the Assault tree for Commandos doesn't need a tweak, it does, as it is indeed better for Vanguards right now. However it doesn't require a rework or drastic change because they are very close to each other already in terms of overall power.

 

 

No offense, but do you happen to play on Tomb of F. Nadd? If yes, then I dare you to face my guild's premade with your premade. By all means, play your commando. I guarantee you will be shut down 80%-90% of the time and there is little to nothing you can do.

 

It's not a "hard to play PvP class". It's a bad PvP class.

Edited by NeverRose
Link to comment
Share on other sites

if you want DPS you're better off with Sentinel.

 

If you want healing, you're better off with Scoundrel or Sage.

 

Ofc, you'll do great against baddie pugs, but anyone with half a brain and finger on his/her interrupt button will own you.

 

I won't necessarily disagree with the first 2 comments, but if you've got a 50 commando do you want to re-roll and hope that the class everyone now thinks are OP don't get nerfed by the time you get to 50? By that logic you need to get a level 50 for every single class geared and be ready to go after each patch. As far as the third comment, I just simply disagree. Work with your team to focus fire people down. WZ's are not a duel and you shouldn't be running around like Rambo. Just because someone attacks you doesn't mean you have to attack them. If you're focusing on someone and a mara leaps to you then knock him off and go on the run while you continue to focus. To say that an interrupt will completely shut down a commando means that you're playing with/against bad commandos or you didn't know how to play when you tried.

Link to comment
Share on other sites

I won't necessarily disagree with the first 2 comments, but if you've got a 50 commando do you want to re-roll and hope that the class everyone now thinks are OP don't get nerfed by the time you get to 50? By that logic you need to get a level 50 for every single class geared and be ready to go after each patch. As far as the third comment, I just simply disagree. Work with your team to focus fire people down. WZ's are not a duel and you shouldn't be running around like Rambo. Just because someone attacks you doesn't mean you have to attack them. If you're focusing on someone and a mara leaps to you then knock him off and go on the run while you continue to focus. To say that an interrupt will completely shut down a commando means that you're playing with/against bad commandos or you didn't know how to play when you tried.

 

 

In my premade, I want the best classes and the best players I can get.

 

Gunnery/CM can be easily interrupted. You just have to wait for their shield to go off.

 

By that logic you need to get a level 50 for every single class geared and be ready to go after each patch.

 

No, but it doesnt change the fact that atm commandos are lacking in PvP, now does it?

 

As I said, words are words, but if any commando friendly premade is up for some fightclubbing with us, no problem. It's a weak chain in my eyes and I never hesitate to abuse it.

Link to comment
Share on other sites

In my premade, I want the best classes and the best players I can get.

 

Gunnery/CM can be easily interrupted. You just have to wait for their shield to go off.

 

 

 

No, but it doesnt change the fact that atm commandos are lacking in PvP, now does it?

 

As I said, words are words, but if any commando friendly premade is up for some fightclubbing with us, no problem. It's a weak chain in my eyes and I never hesitate to abuse it.

 

I guess Gunnery/CM is the key here as far as interrupt. I'm really only talking about assault, and perhaps I should have clarified as my previous post may not have been read. Gunnery/CM can pretty much be shut down in PvP. I know because I stuck with Gunnery way longer than I should have. It's really a moot argument (not even really an argument) until rated and x-server comes in to play. A great commando on one server may totally suck on another and vice versa. I don't know if the implication is that everyone should just reroll as sentinels because they can output higher damage when played by a skilled player or what. The only point I'm trying to get across is that I've seen the fact that assault spec'd commandos can be effective against good (at least on my server) players. Can you stand there and cast like you're playing a tank/spank boss in PVE?? Of course not. Can even an assault commando be shut down if he's focused? Absolutely. But, we can focus on a sent/mara and burn him down in seconds. It's all relative. I was actually about to put my commando on the shelf until I switched over to assault. Now I'm having fun and doing nice damage. You may say that I'm only doing well because the people that I'm playing against are trash. Based on what I know of my opponents I wouldn't agree with that assessment, but beyond that I just don't know. I'm curious, what AC's and trees do you consider viable for PvP? It sounds like it's going to be a short list. You also said you want the best classes and PLAYERS on your team. Would you rather have valor 5 sentinel in recruit gear or a valor 75 commando in WH?

Link to comment
Share on other sites

I have commando assault alt myself, it's the only "viable" (but still easily replacable) spec.

 

Even when I pug, I am able to top the dps and never die, but I'm not delusional.

 

About sentinel, yes, they simply outclass other dps. Good burst, awesome mobility and very reliable when it comes to survavibility. Also, melee trains are usually much more effective than rdps based premades, mostly due to leap/pull/stealth mechanic, depending with what you're rolling.

 

That being said, we tend to run with our guild sniper sometimes, sure. Dancing does great as he is a very good player with huge knowledge about the game, but even he knows that his isn't a part of *perfect* premade composition.

 

Obviously, sometimes you don't need to be *perfect* to win.

 

As I said though, it doesn't change the fact that some classes are simply better for PvP and there is really no point arguing about it, it's just how it is. We don't invite commandos to our guild and we don't roll them. We will, if they revamp the class and make them usable in *competetive* PvP enviroment.

 

Oh and your comment about my list of best classes being short...It is, indeed. You have 8 classes on each side and only (before rateds hit) 4 spots in your premade. Not much field to manouver, you gonna take the ones with highest performance. Don't take it as an ignorance though. Min-maxing for PvP is what gives you an edge. Gear tweaking, build tweaking and party composition are most important factors you have to consider.

Edited by NeverRose
Link to comment
Share on other sites

I have commando assault alt myself, it's the only "viable" (but still easily replacable) spec.

 

Even when I pug, I am able to top the dps and never die, but I'm not delusional.

 

About sentinel, yes, they simply outclass other dps. Good burst, awesome mobility and very reliable when it comes to survavibility. Also, melee trains are usually much more effective than rdps based premades, mostly due to leap/pull/stealth mechanic, depending with what you're rolling.

 

That being said, we tend to run with our guild sniper sometimes, sure. Dancing does great as he is a very good player with huge knowledge about the game, but even he knows that his isn't a part of *perfect* premade composition.

 

Obviously, sometimes you don't need to be *perfect* to win.

 

As I said though, it doesn't change the fact that some classes are simply better for PvP and there is really no point arguing about it, it's just how it is. We don't invite commandos to our guild and we don't roll them. We will, if they revamp the class and make them usable in *competetive* PvP enviroment.

 

Oh and your comment about my list of best classes being short...It is, indeed. You have 8 classes on each side and only (before rateds hit) 4 spots in your premade. Not much field to manouver, you gonna take the ones with highest performance. Don't take it as an ignorance though. Min-maxing for PvP is what gives you an edge. Gear tweaking, build tweaking and party composition are most important factors you have to consider.

 

I certainly won't argue that sentinel has great utility and super dps. I've got a 49 sentinel and even early on I was wondering how they could stick so much utility in one class while leaving commando with so little. As far as a team makeup goes I was thinking more about an 8 man ranked (someday) versus the current 4 man premades. Personally, at this point with the 4 mans, I take best player over class as long as it doesn't create a lopsided group. 3 healers CAN be a bad thing. It sounds like you guys may have a larger pvp pool on your server too. Anyway, best of luck, it's been nice chatting with you.

Link to comment
Share on other sites

Someone was talking about voidstar. There are some helpfull tips to use once the first door crossed: Before the bridges are expanded, go in the center inbetween (Don't go too close to the edge, since you don't want to serve as jumping target for maras wanting to come back). While in that position, you can bump the guys, that's an easy way to kill them.

 

Once you have crossed the bridges, if some mara comes at you, first check the doors. If you have enough teammates guarding, go hide behind the pole next to the bridge and stick to it. If the guy don't come, heal yourself. If he comes, patientely wait for him to be between you and the void and bump him. Even players that know the trick (and will also stick to the pole while attacking from the side) can be tricked again if you move a little around the pole. But beware! They can also bump you if you don't stick to the pole.

 

I think most of you already noticed, that if someone crosses the bridge in front of you, you can cryo him and then bump him, that a well known move. But restrain yourself from purposely going to the bridge in order to bump crossers unless you yourself need to cross it. You would be right in the melee -which is not your place- and that kind of move is too easy to anticipate, so in most cases you would be the one tricked.

 

Another evident tip, the skill 'hail of bolts' is your best friend when interrupting mutliple targets tagging a door. It also works on civil war and novare coast.

Last but not least, when you are about to cross an empty bridge, remember that there are sometimes fufus waiting to bump you in the middle. Scanning the area before crossing can sometimes save your life ;).

 

 

In my premade, I want the best classes and the best players I can get.

 

Gunnery/CM can be easily interrupted. You just have to wait for their shield to go off.

 

Again false preconceptions against gunnery (I think you proably refer to an hybrid class). But we have a guide now, so read it, and you will see how we react to it. For your information, the only players that interrupt me are the players that I have never met on BGs, because the other ones know it is ineffective. After getting interrupted, I simply use another skill and I have plenty of possibilities to resort to. At the same time, the opponent have to wait for the GCD of his interruption, and all in all, they are just losing time interrupting, which most classes hate doing because they want to burst you dead. IMHO interruptions are much more effective on sorcs since they have to stop spamming their lightnings.

Edited by Boufsa
Link to comment
Share on other sites

Again false preconceptions against gunnery (I think you proably refer to an hybrid class). But we have a guide now, so read it, and you will see how we react to it. For your information, the only players that interrupt me are the players that I have never met on BGs, because the other ones know it is ineffective. After getting interrupted, I simply use another skill and I have plenty of possibilities to resort to. At the same time, the opponent have to wait for the GCD of his interruption, and all in all, they are just losing time interrupting, which most classes hate doing because they want to burst you dead. IMHO interruptions are much more effective on sorcs since they have to stop spamming their lightnings.

 

 

As i said, I'm a man of few words. I prefer proving facts with real events. If your guild is on ToFN server, you're welcome to spare with us, playing as your gunnery commando. You will be shut down/killed before you will be able to say "Sit nomen Domini benedictum".

 

If interrupting gunnery is ineffective in your opinion (spec based heavily on cast times, btw most interrupts also have secondary effect like "cant use this and this ability for 4 seconds") then I don't know what to say to you.

 

In my dictionary, it's called "being in denial".

 

By the way, I'm not here to trash talk commandos. I'm just sympathetic towards you.

 

 

*EDIT*

 

Btw, that guide you're reffering to has (or had, maybe he edited it already) meritorical mistakes.

Edited by NeverRose
Link to comment
Share on other sites

If interrupting gunnery is ineffective in your opinion (spec based heavily on cast times, btw most interrupts also have secondary effect like "cant use this and this ability for 4 seconds") then I don't know what to say to you.

 

In my dictionary, it's called "being in denial".

 

As far as I am aware no class has more than one lockdown interrupt, and they all have at least 8 second cooldowns. Since you have played a Commando you are aware that Grav Round has an analog in Charged Bolts that does the exact same base damage, builds Charged Barrier, and triggers Curtain of Fire. An interrupted Grav Round, should be immediately followed with an uninterrupted Charged Bolts. To put it bluntly one person cannot keep a Commando interrupted, and using two people to keep them on cooldown is arguably not a good use of resources in a WZ.

 

I am curious as to what criteria you used to decided that Commandos are bad in PVP. You really cannot accurately test 8 man premade WZ against another 8 man premade due to queue limitations. Ilum is not a good test since it doesn't include relevant objectives or terrain. Randomly shutting down a Gunnery Commando against a PUG is one thing, taking one down when their team is good and aware of the abilities of the class is another.

 

I'll stick with Player > Class and predict that we will see top PVP teams when Rated WZs with DPS Commandos in them.

Link to comment
Share on other sites

As i said, I'm a man of few words. I prefer proving facts with real events. If your guild is on ToFN server, you're welcome to spare with us, playing as your gunnery commando. You will be shut down/killed before you will be able to say "Sit nomen Domini benedictum".

 

If interrupting gunnery is ineffective in your opinion (spec based heavily on cast times, btw most interrupts also have secondary effect like "cant use this and this ability for 4 seconds") then I don't know what to say to you.

 

In my dictionary, it's called "being in denial".

 

By the way, I'm not here to trash talk commandos. I'm just sympathetic towards you.

 

 

*EDIT*

 

Btw, that guide you're reffering to has (or had, maybe he edited it already) meritorical mistakes.

 

I never heard about your server, and if you don't read me with a little more attention and a little less trust in your preconception, I won't get as far as trying to give you proofs. So far I always improved by accepting that my opinions may be erroneous and having tried to correct it when debating with someone with the right arguments. Now you come saying "commandos are ineffective because of cast times and interruptions" like all beginners who want to play pvp like they play pve do, so you are the one who has to prove its opinion and not the reverse. IMO on your server there are no well played commando, but only mindlessly grav round spammers (who are probably actually bad hybrids that have taken the ininterruptible shield from the MC tree) and that's where your opinion come from. I am tired to repeating same things again and again so please read the guide, and if you see mistakes, please indicate these to help us improve it. But just think about it:

 

I fire grav round - 1GCD

you interrupt - 1GCD

Since I am interrupted I use Full Auto, which do more damage than grav round - 2.5s

then I use HIB or demo round, the one which is up - 1GCD

Then I can reuse grav round. Your interruption is not up so you have to take this one, too bad for you I have lost no dps and you simply wasted your interruption.

 

 

If you don't believe simple facts I don't think you will believe it if I show it to you.

Edited by Boufsa
Link to comment
Share on other sites

I fire grav round - 1GCD

you interrupt - 1GCD

Since I am interrupted I use Full Auto, which do more damage than grav round - 2.5s

then I use HIB or demo round, the one which is up - 1GCD

Then I can reuse grav round. Your interruption is not up so you have to take this one, too bad for you I have lost no dps and you simply wasted your interruption.

 

Just a note, on most classes their interrupt ignores GCD so it doesn't cost them any time in their rotation.

Link to comment
Share on other sites

You use your FA and I break los. Or I use my second interrupt (pull). Or use my +50% defense CD so I deflect most of it. Or Force speed to you and kick you in the balls. Or I stun you from 30 meters. Or I vanish and approach you from behind. Or if I have 3 stacks of HS, I simply ./care at your Full Auto, pop my pre-req consumables and deal more dmg than you while simultaneously healing myself. So many options.

 

ToFN is the most populated European PvP server btw.

 

And mate, let's agree to disagree. You're in love with commandos and I'm being realistic. I'm here to give advice not try to convert people. If they want to stick to bad PvP class it's their call.

Edited by NeverRose
Link to comment
Share on other sites

And mate, let's agree to disagree. You're in love with commandos and I'm being realistic. I'm here to give advice not try to convert people. If they want to stick to bad PvP class it's their call.

 

I'll agree that induction based classes are at an inherent disadvantage to classes that only use instant casts. Sages, GS, and Commandos all share this disadvantage regardless of spec.

 

I am curious as to what you see as an optimal PVP group in both four man and eight man.

 

My perspective on this is that if I was forming a four man group I would go with: Sentinel, Assault Vanguard, Tank Shadow, Sawbones Smuggler.

 

For eight man things get a little muddled since more specialized roles can be used. My "perfect" group would look something like: Sentinel, Sentinel, Assault Vanguard, Tank Shadow, Tank Shadow, Hybrid Sage, Sawbones Smuggler, and ?. Seems like you could use almost anything in that slot, but ranged DPS would seem to be best. So a Gunslinger or DPS Sage? In my view either a Gunnery or Assault Commando could easily fit in the last slot.

 

Then again I'm bad at PVP, because I play a bad PVP class, so maybe I'm just being silly.

Link to comment
Share on other sites

You use your FA and I break los. Or I use my second interrupt (pull). Or use my +50% defense CD so I deflect most of it. Or Force speed to you and kick you in the balls. Or I stun you from 30 meters. Or I vanish and approach you from behind. Or if I have 3 stacks of HS, I simply ./care at your Full Auto, pop my pre-req consumables and deal more dmg than you while simultaneously healing myself. So many options..

 

I don't even know what your class is. Well I assume it should be a shadow tank. Either way I didn't want to throw a debate to prove that commando is a better class than yours, I just wanted to show you that your argument "commando are trash in pvp because of cast time and interruptions" was a bad argument and since you are now debating on other kind of considerations I think you should have understood what I was trying to show you.

 

About how to react to what you said I would say it mostly depends on the situation, I don't go in BGs for duels but to take objectives, I don't pick opponents on random, but I begin by the healers and assist the same guy as my team mates, and sometimes if someone keeps bugging me I will just bump him into some random place and go elsewhere, and I won't let you pull me far from my turret like you seem to be expecting me to do. FYI I am rank 72 in valor, that is by no means a great number, but should give you a significant evaluation of my fighting experience.

 

But I will give you one point: If we both meet in duel, you will probably be the winner, and I never said the opposite. Commando is not a class to play one on one, it is a class for playing as part of a team, that's all, and that still is a beautiful class.

Link to comment
Share on other sites

Wow, this conversation is still going?!? I think if nothing else, everyone can agree that it pretty much all depends on the server and what you're going up against. This is really a giant game of rock/paper/scissors. I believe that there is a essentially a counter to each class, but there is no counter to a balanced team that uses teamwork. Clearly some people are having success at PVP on their servers using a commando while others may not be having any success. Let's just play the game, have fun and maybe ranked WZ's will prove/disprove theories about classes if there's anyone left playing by the time they arrive. At the moment it takes me at least a couple of days just to complete a daily PVP because the Q's take foorreevvveerrrrrr. At the rate things are going ranked WZ's may not matter because only a small handful of servers will have 8 pvp'ers left playing in each faction. :mad:
Link to comment
Share on other sites

Wow, this conversation is still going?!? I think if nothing else, everyone can agree that it pretty much all depends on the server and what you're going up against. This is really a giant game of rock/paper/scissors. I believe that there is a essentially a counter to each class, but there is no counter to a balanced team that uses teamwork. Clearly some people are having success at PVP on their servers using a commando while others may not be having any success. Let's just play the game, have fun and maybe ranked WZ's will prove/disprove theories about classes if there's anyone left playing by the time they arrive. At the moment it takes me at least a couple of days just to complete a daily PVP because the Q's take foorreevvveerrrrrr. At the rate things are going ranked WZ's may not matter because only a small handful of servers will have 8 pvp'ers left playing in each faction. :mad:

 

 

Transfers incoming soon.

Link to comment
Share on other sites

×
×
  • Create New...