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Suggestion to commando/merc


Uggen

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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.

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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. Edited by Feddot
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