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Trooper and Assault Specialist Upgraded - New Commando Changes 2.4


TeganKing

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http://www.swtor.com/community/showthread.php?t=671978 - Source

 

8/20/13

 

Trooper

General

Reduced the cost of Pulse Cannon to 24 energy cells (down from 25) and slightly reduced the damage it deals.

 

Commando

Assault Specialist

Increased Assault Plastique explosion damage, but reduced the damage it deals over time.

Reduced the cost of Incendiary Round to 16 energy cells (down from 22) and slightly reduced the damage it deals.

 

8/30/13

 

Trooper

General

Adrenaline Rush now triggers at 35% health and may heal up to 35% of max health (both up from 30%).

 

Commando

Assault Specialist

Degauss has been redesigned: Activating Diversion increases your defense chance by 12.5/25% for 6 seconds.

 

YAY!

 

Keep em comin'

Edited by TeganKing
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the last part posted on PTS 5 days ago, that is not old news

 

I would say its a step in the right direction and also that they are fine tuning us shows they are listening to the community and could mean more changes for the better in the future.

 

I know assault specialist needed more damage mitigation since gunnery got the proc for med probe, and this change to degauss will help just that.

 

Adrenaline rush has been poorly designed for the trooper since the get go and this change should make it more useful for the trooper class as a whole.

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the last part posted on PTS 5 days ago, that is not old news

 

I would say its a step in the right direction and also that they are fine tuning us shows they are listening to the community and could mean more changes for the better in the future.

 

I know assault specialist needed more damage mitigation since gunnery got the proc for med probe, and this change to degauss will help just that.

 

Adrenaline rush has been poorly designed for the trooper since the get go and this change should make it more useful for the trooper class as a whole.

 

8/30 is 7 days ago. And the devs told us about these changes well before that.

 

These defensive changes do nothing to fix the reason why Assault/Pyro is being left out of PvP and PvE: it lacks damage output. The spec has awful burst and awful sustained damage. Defensive buffs do nothing to help with that weakness, but give Pyro/Assault haters ammunition to say "you just got buffed so dont need any more help".

 

In short, I do not like these changes.

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8/30 is 7 days ago. And the devs told us about these changes well before that.

 

These defensive changes do nothing to fix the reason why Assault/Pyro is being left out of PvP and PvE: it lacks damage output. The spec has awful burst and awful sustained damage. Defensive buffs do nothing to help with that weakness, but give Pyro/Assault haters ammunition to say "you just got buffed so dont need any more help".

 

In short, I do not like these changes.

 

So what we really need is a under 30% finisher move to fix assault? ;)

 

We have burnout which increases our damage on periodic damage on target under 30% but maybe that could be boosted or give a boost to a burst damage ability too

 

Your right this is not going to fix the class, I was simply putting all new commando changes in one place to discuss, they better be adding more! :rak_03:

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1. Reduce the 6s internal cooldown of Plasma Cell or eliminate it.

 

2. Allow AoE attacks to have an individual chance to apply the cell for each target.

 

3. Give me a reason to use Assault Plastique, either by buffing the damage or making it fit into the already strange rotation.

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So what we really need is a under 30% finisher move to fix assault? ;)

 

We have burnout which increases our damage on periodic damage on target under 30% but maybe that could be boosted or give a boost to a burst damage ability too

 

Your right this is not going to fix the class, I was simply putting all new commando changes in one place to discuss, they better be adding more! :rak_03:

 

We dont need an execute. And the Burnout talent is a joke compared to other 'execute' type abilities. Burnout gives an extra ~300 damage per tick max on Incendiary Round, which iirc does more damage per tick than the PC dot now. And IR ticks 6 times over 18s? So at the very most, Burnout will provide an extra ~1.8k damage over that duration. Its a joke, and it really perturbs me that the devs continually point to it as some kind of awesome skill.

 

For starts, Assaults needs to be un-nerfed. PC DoT needs a 100% damage buff (to undo the 50% nerf), Assault Plastique needs to go back the way it was. The lack of either sustained or burst damage is the number one reason the spec is not desired for high level PvP or PvE. That is where the devs should have started with the fixes; more defensive cooldowns do nothing to improve what is wrong with the spec.

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3. Give me a reason to use Assault Plastique, either by buffing the damage or making it fit into the already strange rotation.

 

i would like to see this on a 12s cooldown instead of full auto tbh. everything is based around 6s, so a big problem with AP is the 15s cooldown

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