Pilgrim_Grey Posted June 3, 2014 Share Posted June 3, 2014 I've noticed recently that my Commando has a fair amount less endurance than my Guardian and Gunslinger that are 55. Are there differences in base HP for the classes at all, or is there some other issue at hand? It's a little odd to me, since he's all augmented out now like the other two (he only hit 55 recently), and has most of the same decent PVP gear they have, though he is still working his way up there. They all have the same datacrons as well (still needing to get the +10s on fleet and the Makeb ones). Still, he's not so far behind that it makes sense for my Gunslinger to be around 31k health, and he's around 28800 or something. And while I'm at it, what health/endurance level do you all aim for with your Commandos? I'm trying to favor aim and power, but I'm wondering if I should swap out some augments or other components that favor endurance to help out. Link to comment Share on other sites More sharing options...
Gyronamics Posted June 3, 2014 Share Posted June 3, 2014 You never stack endurance as a commando At endgame commando is one of the fattest dps classes around because of +3% or +2% health from talents Current reasons for your commando being at less health could be not all datacrons, gear differences. Link to comment Share on other sites More sharing options...
Pilgrim_Grey Posted June 5, 2014 Author Share Posted June 5, 2014 You never stack endurance as a commando At endgame commando is one of the fattest dps classes around because of +3% or +2% health from talents Current reasons for your commando being at less health could be not all datacrons, gear differences. Okay, thanks for the help. I don't have the health boost from the gunnery tree, but I would guess it's still just a gearing thing... I got another part of my PVP gear and jumped up about 500 health, so that seems to be it. Link to comment Share on other sites More sharing options...
Pyymm Posted June 20, 2014 Share Posted June 20, 2014 Its cool, I noticed it too. My commando is pretty geared. Full 168 gear with 3, 180 pieces. Everything fully augmented with Reflex augments. As of now my commando sits at 36.5K HP and is one tough mutha! Never let the lower HP fool you. Even with a bit lower HP (My Jedi Guard has 43K) he still pretty unstoppable. i.e. - I solod ALL of Oricon a couple days ago with him (dailies and the +2), using M1 as my tank (I'm healer specced). I cant take all the credit though, M1 is geared and a serious TANK. Link to comment Share on other sites More sharing options...
ToMyMa Posted June 24, 2014 Share Posted June 24, 2014 Well... you might consider donning two sets of gear for Ranked PvP. One where you stack endurance (for matches without healer/tank) and a 'normal' set (aim/power/surge focused). I haven't gotten around to it yet, but it could be... interesting. Link to comment Share on other sites More sharing options...
szczypaczek Posted August 6, 2014 Share Posted August 6, 2014 (edited) Just never take these +% endurance talnets, there are much more useful things, end of story Edited August 6, 2014 by szczypaczek Link to comment Share on other sites More sharing options...
Gyronamics Posted August 6, 2014 Share Posted August 6, 2014 Just never take these +% endurance talnets, there are much more useful things, end of story Name them. Link to comment Share on other sites More sharing options...
Ryuku-sama Posted August 6, 2014 Share Posted August 6, 2014 Name them. My Gunnery build... No room for a puny +endu talent. My Assult build... Again no points to spend in these puny talents. Link to comment Share on other sites More sharing options...
Gyronamics Posted August 7, 2014 Share Posted August 7, 2014 (edited) They are both non-ideal for pve or pvp. Gunnery is moderately flexible so whatever, you however took alacrity in Assault over taking endurance. Even nothing is better than alacrity. Edited August 7, 2014 by Gyronamics Link to comment Share on other sites More sharing options...
Ryuku-sama Posted August 7, 2014 Share Posted August 7, 2014 They are both non-ideal for pve or pvp. Gunnery is moderately flexible so whatever, you however took alacrity in Assault over taking endurance. Even nothing is better than alacrity. You're plainly wrong. PPA prcs happens every 6s. And we have a guaranteed proc on the second ability that would proc. So the strategy is PS > filler > PS or Unload > PS. Since PS has an activation, it doesn't matter if PPA ICD doesn't end at the beginning of PS.. Only that it's end before PS is fired.... Between.. I suggest you to check up Rapid Recharge talent for Commando.... You'll see an extr 2% alacrity coming out of here -.- Link to comment Share on other sites More sharing options...
Gyronamics Posted August 8, 2014 Share Posted August 8, 2014 (edited) You're plainly wrong. PPA prcs happens every 6s. And we have a guaranteed proc on the second ability that would proc. So the strategy is PS > filler > PS or Unload > PS. Since PS has an activation, it doesn't matter if PPA ICD doesn't end at the beginning of PS.. Only that it's end before PS is fired.... Between.. I suggest you to check up Rapid Recharge talent for Commando.... You'll see an extr 2% alacrity coming out of here -.- You have no idea the irony in telling me how the system works, look up the history of how the guaranteed assault system was discovered. You might find the player at the start of it. The ICD is a fixed 6s and not affected by alacrity Your casts are 1.5s without alacrity. With alacrity they are shortened. Thus 4 GCD of 1.5s are no longer lining up with the 6s ICD but are falling short requiring 5 GCD. The alacrity you are forced to take as assault is not enough to disrupt the rotation but deliberately taking the extra alacrity increases your chances of failed procs. Latency seems to allow a certain amount of alacrity without it breaking the rotation. So back to the original point, yes, you should be taking endurance because there is nothing better. Edited August 8, 2014 by Gyronamics Link to comment Share on other sites More sharing options...
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