KhalDrogoe Posted September 26, 2012 Share Posted September 26, 2012 Alright, this is starting to get ridiculous. Commando's got their 30% snare nerf removed but Merc Pyro's did not!? Just exactly what is BW trying to do here!? Penalize me for rolling Imperial instead of Republic? http://www.swtor.com/patchnotes Pyrotech (Mercenary) •Sweltering Heat's snare has been reduced to 30%. And now I want to look at another nerf... •Afterburners: Rocket Punch now immobilizes the target for 4 seconds instead of knocking it back. NOW you're rooted! Oh wait.. so am I... I wish I could've knocked you back.... How many seconds does it take to go 4 meters away snared/rooted? If it's a physical or tech snare/root I will be able to move... but 90% of republicans aren't using tech/physical snares/roots. Link to comment Share on other sites More sharing options...
Technohic Posted September 26, 2012 Share Posted September 26, 2012 Hmmm Typo on patch notes, maybe? If so, I wonder which way. Do merc Pyros also not get nerfed to 30% or do both still get nerfed to 30%? I would assume they do the same on both mirrors. If not, that is really incompetent. Link to comment Share on other sites More sharing options...
Mercury_Down Posted September 26, 2012 Share Posted September 26, 2012 (edited) Commandos did get their snare nerfed. It's just listed in the Vanguard section for some reason. Edited September 26, 2012 by Mercury_Down Link to comment Share on other sites More sharing options...
MyDarkSunshine Posted September 26, 2012 Share Posted September 26, 2012 Vanguard Tactics Pulse Generator: Each stack now causes 20% additional damage. This can stack up to 3 times. Shock Absorbers now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point. Assault Specialist (Vanguard) Sweltering Heat's snare has been reduced to 30%. Incendiary Round's range has been reduced to 10 meters. Assault Plastique's range has been reduced to 10 meters. Assault Specialist (Commando) Sweltering Heat's snare has been reduced to 30%. Emphasis my own. Looks like they simply put the notes about Assault Specialist (Commando) in the wrong place, under the Vanguard stuff for some reason. You're not being penalized for going Imperial. Link to comment Share on other sites More sharing options...
heechJunzi Posted September 26, 2012 Share Posted September 26, 2012 Oops! Bummer. I bet the patch notes are just wrong. There's no way in the world SWTOR would intentionally break the mirror classes. Either commando is still getting the sweltering heat nerf, *or* merc is not. For my sake, I hope we both don't get the nerf. As far as the knock-back issue.. hasn't this been discussed a billion times? The purpose is to make it MORE useful, not less. Now, you're not filling up an opponents resolve, especially important if you want to use the other cc in your arsenal. (And considering stockstrike is on a 9s cd... in an extended fight, you'd fill up his resolve meter in no time without this change.) Link to comment Share on other sites More sharing options...
heechJunzi Posted September 26, 2012 Share Posted September 26, 2012 Commandos did get their snare nerfed. It's just listed in the Vanguard section for some reason. Oh, I see it there... damn! Assault Specialist (Commando) Sweltering Heat's snare has been reduced to 30%. Link to comment Share on other sites More sharing options...
Graziell Posted September 26, 2012 Share Posted September 26, 2012 l2r issue Assault Specialist (Commando) Sweltering Heat's snare has been reduced to 30%. [/Quote] vs Pyrotech (Mercenary) Sweltering Heat's snare has been reduced to 30%. [/Quote] also l2p issue, root does not affect resolve and you already have a kb on a 30s cd /thread Link to comment Share on other sites More sharing options...
Wainamoinen Posted September 26, 2012 Share Posted September 26, 2012 I'd imagine that Sweltering Heat difference is an error in the patch notes. But Bioware do need to clear it up. Given it's a talent in the advanced-class shared Pyrotech/Assault Specialist tree, I'd guess that it's reduced to 30% never mind your advanced class. Mercs/Commandos now get a 70% snare on Unload/Full auto though, will help a little when holding off melee or slowing ball carrier. Link to comment Share on other sites More sharing options...
Jherad Posted September 26, 2012 Share Posted September 26, 2012 (edited) also l2p issue, root does not affect resolve and you already have a kb on a 30s cd /thread In what crazy fantasy land is a short duration melee root helpful to commandos when you're also rooted/snared? Please elaborate. Edited September 26, 2012 by Jherad Link to comment Share on other sites More sharing options...
Spoletta Posted September 26, 2012 Share Posted September 26, 2012 Root is immensely more useful than a knockback and it does not fill resolve so yeah it's a BIG buff. 1) Allows you to stop the ball carrier in hutball and to root him into a trap. Sure knockback is useful too, but you get a tool much more better for that in concussion charge. 2) Say hi to that marauder that you had problems before! Now you can kite him till tomorrow (yes you can cleanse the marauder snare) with your own snares (even if nerfed) and keeping him rooted for 4/9 secs. Link to comment Share on other sites More sharing options...
BlaadG Posted September 26, 2012 Share Posted September 26, 2012 Alright, this is starting to get ridiculous. Commando's got their 30% snare nerf removed but Merc Pyro's did not!? Just exactly what is BW trying to do here!? Penalize me for rolling Imperial instead of Republic? http://www.swtor.com/patchnotes Pyrotech (Mercenary) •Sweltering Heat's snare has been reduced to 30%. And now I want to look at another nerf... •Afterburners: Rocket Punch now immobilizes the target for 4 seconds instead of knocking it back. NOW you're rooted! Oh wait.. so am I... I wish I could've knocked you back.... How many seconds does it take to go 4 meters away snared/rooted? If it's a physical or tech snare/root I will be able to move... but 90% of republicans aren't using tech/physical snares/roots. quoted for rage Link to comment Share on other sites More sharing options...
Jherad Posted September 26, 2012 Share Posted September 26, 2012 (edited) Root is immensely more useful than a knockback and it does not fill resolve so yeah it's a BIG buff. 1) Allows you to stop the ball carrier in hutball and to root him into a trap. Sure knockback is useful too, but you get a tool much more better for that in concussion charge. 2) Say hi to that marauder that you had problems before! Now you can kite him till tomorrow (yes you can cleanse the marauder snare) with your own snares (even if nerfed) and keeping him rooted for 4/9 secs. Hah, any marauder that is going to be easier to kill with a 2-4 second melee range root is one that I wiped the floor with already. I'm a full WH setup commando in a PvP only guild with valor rank 100. I know how to PvP. Seriously, a melee range root more useful than a knockback for a range class? Pull the other one, it has bells on. What we WILL be seeing more of is ravages. Lots and lots of tasty ravages in the face (or in the back when we're 'kiting' whilst snared), with one of our tools for interrupting them now gone. Not that people will notice. The good marauders/juggs/ops/sins will kill us even easier, the bad ones will still die, commandos will still be junk in RWZ. Edited September 26, 2012 by Jherad Link to comment Share on other sites More sharing options...
Spoletta Posted September 26, 2012 Share Posted September 26, 2012 What we WILL be seeing more of is ravages. Lots and lots of tasty ravages in the face (or in the back when we're 'kiting' whilst snared), with one of our tools for interrupting them now gone. . Sorry but if you eat a ravager cause of a marauder snare then you don't know how to pvp. Link to comment Share on other sites More sharing options...
jstergar Posted September 26, 2012 Share Posted September 26, 2012 Sorry but if you eat a ravager cause of a marauder snare then you don't know how to pvp. As a combat sent I'll take the change from knockback to root any day of the week. The other guy was right. Commando's and mercs just lost a valuable interupt. Link to comment Share on other sites More sharing options...
heechJunzi Posted September 26, 2012 Share Posted September 26, 2012 As a combat sent I'll take the change from knockback to root any day of the week. The other guy was right. Commando's and mercs just lost a valuable interupt. You do understand we didn't lose *the* knockback? Just the one associated to stockstrike? As a fellow combat sent (and a commando), I don't think this was a valuable interrupt on master strike at all. Link to comment Share on other sites More sharing options...
Slicktime Posted September 26, 2012 Share Posted September 26, 2012 You do understand we didn't lose *the* knockback? Just the one associated to stockstrike? As a fellow combat sent (and a commando), I don't think this was a valuable interrupt on master strike at all. taking away the kb from stockstrike just allows the melee classes more power over us. the game is already WAY to melee friendly. but its ok bw its not like u are trying to keep people subscribed right? Link to comment Share on other sites More sharing options...
Slicktime Posted September 26, 2012 Share Posted September 26, 2012 (edited) double post Edited September 26, 2012 by Slicktime Link to comment Share on other sites More sharing options...
Wainamoinen Posted September 26, 2012 Share Posted September 26, 2012 (edited) As a fellow combat sent (and a commando), I don't think this was a valuable interrupt on master strike at all. Stockstrike/Rocket Punch could break master strike. Now it can't. That's a loss. I'll miss the knockback on my merc for sure, particularly in huttball. Root and run doesn't feel like it'll help a turret. Not a huge deal, but I think the class deserved a bit more pity. Edited September 26, 2012 by Wainamoinen Link to comment Share on other sites More sharing options...
Jherad Posted September 26, 2012 Share Posted September 26, 2012 Sorry but if you eat a ravager cause of a marauder snare then you don't know how to pvp. I know right? I should definitely use one of my knockbacks. Waaaaait. Perhaps you think I can use my new interrupt eh? Link to comment Share on other sites More sharing options...
Technohic Posted September 26, 2012 Share Posted September 26, 2012 I know right? I should definitely use one of my knockbacks. Waaaaait. Perhaps you think I can use my new interrupt eh? It will let you "use" it. Link to comment Share on other sites More sharing options...
Spoletta Posted September 26, 2012 Share Posted September 26, 2012 If you want to troll try harder. What i mean is that marauder may as well not have a snare against commando/scoundrel. So if you stay there and eat it and you are not rooted/snared by a third party then sorry you fail at your class. Link to comment Share on other sites More sharing options...
Technohic Posted September 26, 2012 Share Posted September 26, 2012 If you want to troll try harder. What i mean is that marauder may as well not have a snare against commando/scoundrel. So if you stay there and eat it and you are not rooted/snared by a third party then sorry you fail at your class. Are you saying Cure works on marauders root or snare? Link to comment Share on other sites More sharing options...
Spoletta Posted September 26, 2012 Share Posted September 26, 2012 SetDescription: Description=>"Movement speed reduced." SetDuration: MaxDuration=>12000, Duration=>12000, Toughness=>1 SetName: Name=>"Slowed (Physical)" http://www.torhead.com/ability/7xsmRBZ/field-aid Here is your answer. Link to comment Share on other sites More sharing options...
kcol Posted September 26, 2012 Share Posted September 26, 2012 If you want to troll try harder. What i mean is that marauder may as well not have a snare against commando/scoundrel. So if you stay there and eat it and you are not rooted/snared by a third party then sorry you fail at your class. Bwahahahaha.....you sir take the cake, and need a lesson in class mechanics. As a combat Sent, I'm looking forward to only one knockback from a merc/commando as MS roots it's victim. So the problem is.......wait for it...............2 roots don't make a right bottom line is, with 2 roots and on demand slow plus force stasis, the Merc/Commando with his 1 KB and a useless root is going to have to out DPS the mara/sent. Link to comment Share on other sites More sharing options...
Technohic Posted September 26, 2012 Share Posted September 26, 2012 SetDescription: Description=>"Movement speed reduced." SetDuration: MaxDuration=>12000, Duration=>12000, Toughness=>1 SetName: Name=>"Slowed (Physical)" http://www.torhead.com/ability/7xsmRBZ/field-aid Here is your answer. So it is a physical snare. I'm still leveling my Merc, but I will have to try it. Can't think off the top of my head how much the GCD comes into play, and the punch animation. Link to comment Share on other sites More sharing options...
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