KaleTogras Posted May 5, 2014 Share Posted May 5, 2014 (edited) Bounty Hunter Mercenary General•Power Surge now grants 6 seconds of interrupt and pushback immunity after it has been consumed. For Mercenaries with Power Override, the immunity comes after the second activation. Pyrotech (Mercenary)•Superheated Rail no longer gets damage from both Primary Hand and Off-Hand Rail Shot attacks. Mercenaries get a small (presumably, never noticed where the additional DPS from Superheated rail comes into play) DPS nerf and the ability to get off their rotation a bit easier when focused down. Thought? Personally, I see this as a token change, as PS doesn't come up all that often and even then it's 6 seconds - one rotation and that's it. Had they provided us with a 6 second stun/interrupt/pushback immunity, the change would boost Merc survivability by a noticable degree. Like this...meh. Anyway, discuss, if there's anything to discuss . Edited May 5, 2014 by KaleTogras Link to comment Share on other sites More sharing options...
cvak Posted May 10, 2014 Share Posted May 10, 2014 The rail shot change is probably a nerf of up to around 100 dps in a high end parse. My reasoning for this is the top parses where commandos have consistently been lagging behind when in theory both classes should do the same damage (and after this patch most likely will). Playing a commando myself I have no issue with this nerf, but if I was a merc I might feel differently about it. Link to comment Share on other sites More sharing options...
Kaos_KidSWTOR Posted May 10, 2014 Share Posted May 10, 2014 The rail shot change is probably a nerf of up to around 100 dps in a high end parse. My reasoning for this is the top parses where commandos have consistently been lagging behind when in theory both classes should do the same damage (and after this patch most likely will). Playing a commando myself I have no issue with this nerf, but if I was a merc I might feel differently about it. Well, the 2 classes will never 100% line up because offhand hits on Power Shot and Unload, along with offhand hits on Rapid Shots. Link to comment Share on other sites More sharing options...
xAyahuaskax Posted May 11, 2014 Share Posted May 11, 2014 I for example don't have issues at all. It was a bug that is being fixed, that is all, and it is relatively slight difference in DPS. Link to comment Share on other sites More sharing options...
Adovir Posted May 12, 2014 Share Posted May 12, 2014 Well, the 2 classes will never 100% line up because offhand hits on Power Shot and Unload, along with offhand hits on Rapid Shots. It's actually more even than you'd think since cannons do more damage and your off hand has a chance to miss the double hits even out pretty well Link to comment Share on other sites More sharing options...
Sethan_Cinomed Posted June 12, 2014 Share Posted June 12, 2014 Mercenaries get a small (presumably, never noticed where the additional DPS from Superheated rail comes into play) DPS nerf and the ability to get off their rotation a bit easier when focused down. Thought? Personally, I see this as a token change, as PS doesn't come up all that often and even then it's 6 seconds - one rotation and that's it. Had they provided us with a 6 second stun/interrupt/pushback immunity, the change would boost Merc survivability by a noticable degree. Like this...meh. Anyway, discuss, if there's anything to discuss . Power Surge will be better in PVP as a Bodyguard. Its not a noticeable buff, but its not cool to get stun/interrupt/pushback trying to get that big instant heal off. Link to comment Share on other sites More sharing options...
SgtJeremy Posted June 14, 2014 Share Posted June 14, 2014 Give us more survivability? Maybe I just suck at PvP but I feel like I am always getting beat a lot more then I should. In comparison to other classes. Link to comment Share on other sites More sharing options...
Dropfall Posted June 21, 2014 Share Posted June 21, 2014 (edited) Precisely how does Super Heated Rail affect actual damage? I can see how if it was venting 16 heat rather than 8, that would be a dps increase of a sort. Or was it making CGC proc twice with the two hits? I've personally noticed a dps drop of around 150-200 DPS, and it sucks balls. Edited June 21, 2014 by Dropfall Link to comment Share on other sites More sharing options...
Gyronamics Posted June 21, 2014 Share Posted June 21, 2014 Precisely how does Super Heated Rail affect actual damage? I can see how if it was venting 16 heat rather than 8, that would be a dps increase of a sort. Or was it making CGC proc twice with the two hits? I've personally noticed a dps drop of around 150-200 DPS, and it sucks balls. That one. MH would refresh the dot for 1 tick then OH would refresh it in the same milisecond for a second tick. Damage loss of about 100 dps. Link to comment Share on other sites More sharing options...
Dropfall Posted June 21, 2014 Share Posted June 21, 2014 (edited) That one. MH would refresh the dot for 1 tick then OH would refresh it in the same milisecond for a second tick. Damage loss of about 100 dps. The loss is higher than that. Edited June 21, 2014 by Dropfall Link to comment Share on other sites More sharing options...
Kinslayer Posted June 23, 2014 Share Posted June 23, 2014 It's around 75-85 DPS for me, I don't know what makes you think it's 150-200 or more. Link to comment Share on other sites More sharing options...
Dropfall Posted June 24, 2014 Share Posted June 24, 2014 It's around 75-85 DPS for me, I don't know what makes you think it's 150-200 or more. Didn't say more than 200. Said between. That said, I have been doing some more parses and is about 100-150 dps loss for me. Likelihood is I just had a good parse once and just havent quite matched it yet. Link to comment Share on other sites More sharing options...
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