Jump to content

Suggestion to commando/merc


Uggen

Recommended Posts

Hello, I am making this post in order to have other players consider and comment two suggestions I have regarding the merc/mando for the gunnery spec.

 

First of all, don't misunderstand, I am aware that the commando is in a relatively good shape atm. These tweaks are small adjustments to fine-tune some of the commando's utility abilities. It is not a suggestion to make the class a whole lot better, but to finish and polish two abilities that I believe is not doing it's job.

 

The first ability I am gonnna talk about is adrenaline rush.

This ability was recently changed to making it activate at 30% hp and rapidly heal yourself up to that same percentage if you're HP should drop any lower. While I might consider suggesting making it healing you all the way up to 35% hp, or making it activate at 35% hp and heal you up to 40%, it is not something I am going to emphasize in this post. It is the cooldown that I believe first and foremost needs an adjustment. The cooldown on adrenaline rush is on 3 minutes, which in my opinion is far too long.

I am not saying adrenaline rush should be the equivalent of for example "guarded by the force", but the cooldown is simply too high. I would suggest having the cooldown on around 1min and 30 seconds(somewhere around there) in order to make it a useful ability more than a maximum of 4 times in for example voidstar. Long cooldowns are never good in MMOrpg games like these and they should be reduced.

 

The second ability I would like to suggest a tweak to is stockstrike.

While most people might wonder why I believe this particular ability should be adjusted, most experienced mando/mercs would know how important the stockstrike snare is in order to either kite or run away and then cast a grav round/tracer missile before the snare is over.

 

But while snaring the opponent and then using grav round/tracer missile works on most players, the ability alone just doesn't suffice in a situation against a competent player. the fact of the matter is, any kind or snaring, slow or ranged interrupt(shadows/assassins) makes the snare alone completely useless. the ability will have to be used in a combination of either "hold the line" or "concussion charge" in order to work effectively against a player who can press the slow, snare or ranged interrupt( (shadows/assassins)when you are casting your grav round). While I agree the snare should not be an ability that makes you a kiting god, being forced to use another cc ability in addition to the snare each time you face good players reduces it's effectiveness by too much.

 

Therefore I suggest that the stockstrike, in addition to the snare, gets a knockback effect aswell. Not a long one, maybe around 1-3 meters. the range would obviously have to be looked into to make it balanced. This nearly ensures you, that if you use stockstrike and run away 5-8 more meters, you will be able to get the grav round/tracer missile.

 

While I understand that people might think having a rather safe way of getting the first grav round/tracer missile on the opponent without using the tech override is a little too good, it is absolutely necessary for the merc/mando to activate it in order to be effective. This will not make the mando/merc a lot better by any means, it will simply allow it to use the stockstrike as a good kiting ability.

 

 

thank you for your time. Please read through and tell me if you agree or not, or have any suggestions yourself.

 

Sincerely, Uggen.

Link to comment
Share on other sites

I really don't know.

 

The big reason for using Adrenaline Rush before was because I rolled everywhere as an Assault Commando which had a rapid CD on it.

 

A 15% heal when it now has a godawfully long CD with NO ability to speed things up is ridiculous, this is some kind of pathetic penalty for "heavy armour" which is why the dress wearering casters get a free 30s instant heal which amusingly DOES heal about 15% of their health in a DPS spec.

 

 

And no, I can do without a KB on SS.

 

I have a 20s CD on CCharge, 25s on HTL, 9s on the SS root, 1m on Cryo, various CD on the FA snare and 1m30 on Enet.

 

When CRound is not a waste of interrupted time that might get used too.

 

Having my fastest control ability generate resolve is a really bad thing. Which is what a knockback will do.

 

It was specifically said the knockback was removed because it helped melee kill you by building their resolve for very little gain.

 

I'm fine with a 0 resolve root on SS, among other things I find it useful to chase down targets with HTL and root someone trying to lose LOS or get to safety/goal line without destroying my ability to hard stun or knockback.

Edited by Gyronamics
Link to comment
Share on other sites

I agree with the cd on Adrenaline Rush, and what I'd add is the fact that it's so annoying that the ability is wasted if my health dips below 29% and pops up to 30% and stays that way for the entire duration of Rush. I'd love it if it wasn't such a situational cooldown (more then usual cooldowns that is) . When you want to be safe just in case and you pop it at like 40% and you slightly drop below 30 and then you're peeled for, healed or just saved, that's when I can understand why some people actually preffered the old Rush. So yeah, at the very least, a smaller cd would be really good.

 

But as far as Stockstrike goes, I understand what you're saying but I feel like we're ok with just a root. Yes sin and operatives can interrupt us from 10m (15m with set bonus afaik) but getting outside that range is about 1 global (kolto bomb) if you make sure you Ss when you're not slowed, which, for those classes, doesn't have a 100% uptime. And as far as other classes go, just a root is enough.

 

I would like some interrupt immunity cooldown though, yes please :(

Link to comment
Share on other sites

Man, i am 100% agree with you. I think, that you named two main problems of our class now. We need knockback, or it could be a bit longer, maybe 5 or 6 sec. I hope, that Bioware will see your post. I think, you must place link to this threa on pvp forum. And i have one idea, too. In our healing tree, we have a talant which makes us uninterruptable during shield. I think, we must have this as passive ability for whole class.
Link to comment
Share on other sites

I agree with the cd on Adrenaline Rush, and what I'd add is the fact that it's so annoying that the ability is wasted if my health dips below 29% and pops up to 30% and stays that way for the entire duration of Rush. I'd love it if it wasn't such a situational cooldown (more then usual cooldowns that is) . When you want to be safe just in case and you pop it at like 40% and you slightly drop below 30 and then you're peeled for, healed or just saved, that's when I can understand why some people actually preffered the old Rush. So yeah, at the very least, a smaller cd would be really good.

 

But as far as Stockstrike goes, I understand what you're saying but I feel like we're ok with just a root. Yes sin and operatives can interrupt us from 10m (15m with set bonus afaik) but getting outside that range is about 1 global (kolto bomb) if you make sure you Ss when you're not slowed, which, for those classes, doesn't have a 100% uptime. And as far as other classes go, just a root is enough.

 

I would like some interrupt immunity cooldown though, yes please :(

 

I would LOVE a interrupt immunity, then we would be able to actually cast when a melee is on us. Not just have every grav round be interrupted, and have to use CB.

Link to comment
Share on other sites

This seems to be a very PvP oriented discussion. Ill throw my 2 cents in.

 

1. Use your healing abilities!: If your at 15% - 30% Heal up with your healing abilities!

 

2. Just use Concussion Round!: If your needing to get away just pop concussion round on the person or if you really want to screw with them throw Electro Net on them! I would like to bring up a slightly different point.

 

3. Concussion Charge Heal problems...: I mainly play Merc Healer and i do plan to make a Gunnery commando. I have 1 major issue with Jet Boost/Concussion Charge's heal. The damn CD... Concussion Charge's heal heals for about 2k - 3k. Which ROCKS. but its 30 Sec CD REALLY gets in the way of the Utility use of it... If the Kolto Jets/Kolto Wave talent also put the CD of Jet Boost/Concussion Charge to like 15 or even 20 seconds. I would be much happier about the Kolto Jets/Wave talent.

Link to comment
Share on other sites

×
×
  • Create New...