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Mercs will still not be viable for high end pvp in 3.0


ViolentAngel

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Arsenal Spec are getting a new ability.

Priming Shot will allow the next Tracer Missile to cast instantly.

 

.....

 

Afaik, a Tracer Missile barely takes longer than a GCD to cast. In theory, Tracer Missile could be interupted, but in practice arsenal mercs also have Power Surge (6s interrupt immunity after two instants), Hydraulic Overrides (10s interrupt immunity) and Energy Shield (10s interrupt immunity if you spec wisely). On top of that, the devs have announced that in 3.0 interrupts themselves will also have longer cooldowns.

 

I can't imagine there are many L55 mercs who feel that interrupts are a problem. I've heard sniper players say that they are shutting down 'Tracer Spamming Mercs' on a regular basis. I've not seen it first hand.

 

If anything, Priming Shot sounds more like a proc or a passive than an active skill. Even if everytime I used Missile Salvo it gave me an instant Tracer Shot, I'd still couldn't use it all the time because Missile Salvo costs so much heat, so I'd still spend most of the time using 'slow' Tracer Shots -and- it would breath some life back into a button which many of us haven't used since Nal Hutta.

 

Mercs are very playable. But Mercs do have issues. Priming Shot is a fairly good soloution to a pretty bad interpretation of those issues. Perhaps not as bad, but similiar to seeing that this man is drowning, and building him a fire, because, after all, he is getting wet and he may want to dry off.

 

My top five issues as a long term Arsenal Merc player:

  • "****, where did he go?" (stealth, sprint or judo roll...)
  • "oh come on, I've only just respawned and he's on me again!"
  • "This guy has twice as many DCDs as I do"
  • "I can't get this guy off me"
  • "ahh ****, I'm dead"

 

My top five wishlist for 3.0

  • I'd love to swap Electro-Net for a Stealth Scan that impairs escape skills
  • Jet Rebounders and Kolto Jets is going to be so cool! But no one will use them because...
  • ... Energy Rebounder and Stabilized Armor will be mandatory
  • Jet Boost needs a root component, Rocket Punch needs shelving as Powertech Only
  • Number 1 make my year wish: Rocket Jump

 

:sy_bountyhunter:

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PS > TM (Instant) > Reactive Shield + BB (interrupt immune) > TM (interrupt immune) > TM (interrupt immune) > RS (5 Tracer Lock)

 

PS*> TM (instant) > Power Surge + TM (instant) > BB (interrupt immune) > RS (4 Tracer Lock) OR PS*> TM (instant) > Power Surge + TM (instant) > TM (instant) > BB (interrupt immune) > RS (5 Tracer Lock)

 

You can also put in this a HSM.

 

Priming Shot is useful. An insta TM every 18s.

 

Hydraulic doesn't make you immune to interrupt... It makes immune to physics and movement imparing effects. Not the same at all.

Edited by Ryuku-sama
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Priming Shot is useful. An insta TM every 18s.

 

So I have a TM that costs two GCDs instead of one casting time? Not very insta really, is it?

While I'm casting Priming Shots I'm not gaining or refreshing Tracer Stacks and now I'm trying to be spamming more Tracer Missiles so I can gain Supercharge.

 

 

 

wow, Hydraulics doesn't stop interrupts? I genuinely did not know that.

That really tells me a lot about how rarely players are using physics over interrupts on my server...

I thought I wasn't getting interrupted because I was deliberately using Hydraulics with DFA and so on.

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So I have a TM that costs two GCDs instead of one casting time? Not very insta really, is it?

While I'm casting Priming Shots I'm not gaining or refreshing Tracer Stacks and now I'm trying to be spamming more Tracer Missiles so I can gain Supercharge.

 

You forget that in PvP standing still = death. Moving around with the rotation I gave you allow you to kite a melee if you Overides and kill someone else, than kite the melee with Punch root.

PS isn't a counter against interrupt. It's a counter against pushback and pressure by melee... And a way to keep high DPS while moving around in fight (PvE).

 

 

 

wow, Hydraulics doesn't stop interrupts? I genuinely did not know that.

That really tells me a lot about how rarely players are using physics over interrupts on my server...

I thought I wasn't getting interrupted because I was deliberately using Hydraulics with DFA and so on.

 

Let me guess.. Regs??

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Merc got plenty of survival increase by increasing both damage reduction and mobility through utilities.

 

Madness Sorcs are not all that in 3.0. Dots damage increase is significantly less in proportion to health increase.

 

Don't underestimate melee either, they got plenty of new ways to close gap.

 

Mobility is increased for many specs, both melee and range, through utilities. It will come down to which player is better at using the new abilities and tactics.

 

So don't cry yet.

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Mercs are currently viable for both regs and group ranked. L2NotFaceTank

 

 

so much wrong with this video. How is it proof of anything other than coordinated premade beats random dudes who have no synergy.

 

Edit yo **** and find a better video.

Edited by Haystak
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so much wrong with this video. How is it proof of anything other than coordinated premade beats random dudes who have no synergy.

 

Edit yo **** and find a better video.

 

That was a group ranked match, the other team was also a premade using voice. Solo ranked would only match up 4dps vs 4dps, get your eyes checked.

Edited by sithBracer
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Can we wait until people actually play on 3.0 before we decide what is/isn't viable? This is getting ridiculous as you cannot take any changes to one class in isolation. If I nerf the damage of a classes abilities, it's worse than it is now, but if I lower every other classes' abilities by twice as much, you're getting buffed.
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Can we wait until people actually play on 3.0 before we decide what is/isn't viable?

 

NO!!!! It's far better to jump to ridiculous conclusions now than to wait until anyone tests the changes and comments. This way, someone can "win" by declaring they called it way back as soon as changes were announced cuz they're just that good.

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The problem with (arsenal) mercs in ranked is lack of a strong defensive 'oh ****' cooldown. If the opposing team wants you dead, all you have is a 25% DR shield. You pretty much need a team to suit you (tank/healer) or you're just playing cheese comps to troll baddies (Charlie's video). Hopefully the increased TTK in 3.0 will help.

 

No, I wouldn't swap electro net for anything.

Edited by Jherad
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You have no idea what you're talking about. I'm sure anyone else who's in PTS is laughing at your post too.

 

Tbh im loling hard at his first post. They need to stop crying and wait to play them on PTS or when it comes live.

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The problem with (arsenal) mercs in ranked is lack of a strong defensive 'oh ****' cooldown. If the opposing team wants you dead, all you have is a 25% DR shield. You pretty much need a team to suit you (tank/healer) or you're just playing cheese comps to troll baddies (Charlie's video). Hopefully the increased TTK in 3.0 will help.

 

No, I wouldn't swap electro net for anything.

 

I agree with you so much. Being a dps merc (and only a dps merc) you blow all your CDs in the first 10s of being globaled. If you don't get stunned locked to death first. All I see are healer mercs in que for ranked which is sucks for me since I can't heal for ****. Oh well hope I can adapt to this new system. No many what tho you will see me queing as a merc any day of the weak. Unless my Internet is funky then I guess I'll just sit around and run laps in fleet.

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Arsenal Spec are getting a new ability.

Priming Shot will allow the next Tracer Missile to cast instantly.

 

.....

 

Afaik, a Tracer Missile barely takes longer than a GCD to cast. In theory, Tracer Missile could be interupted, but in practice arsenal mercs also have Power Surge (6s interrupt immunity after two instants), Hydraulic Overrides (10s interrupt immunity) and Energy Shield (10s interrupt immunity if you spec wisely). On top of that, the devs have announced that in 3.0 interrupts themselves will also have longer cooldowns.

 

I can't imagine there are many L55 mercs who feel that interrupts are a problem. I've heard sniper players say that they are shutting down 'Tracer Spamming Mercs' on a regular basis. I've not seen it first hand.

 

If anything, Priming Shot sounds more like a proc or a passive than an active skill. Even if everytime I used Missile Salvo it gave me an instant Tracer Shot, I'd still couldn't use it all the time because Missile Salvo costs so much heat, so I'd still spend most of the time using 'slow' Tracer Shots -and- it would breath some life back into a button which many of us haven't used since Nal Hutta.

 

Mercs are very playable. But Mercs do have issues. Priming Shot is a fairly good soloution to a pretty bad interpretation of those issues. Perhaps not as bad, but similiar to seeing that this man is drowning, and building him a fire, because, after all, he is getting wet and he may want to dry off.

 

My top five issues as a long term Arsenal Merc player:

  • "****, where did he go?" (stealth, sprint or judo roll...)
  • "oh come on, I've only just respawned and he's on me again!"
  • "This guy has twice as many DCDs as I do"
  • "I can't get this guy off me"
  • "ahh ****, I'm dead"

 

My top five wishlist for 3.0

  • I'd love to swap Electro-Net for a Stealth Scan that impairs escape skills
  • Jet Rebounders and Kolto Jets is going to be so cool! But no one will use them because...
  • ... Energy Rebounder and Stabilized Armor will be mandatory
  • Jet Boost needs a root component, Rocket Punch needs shelving as Powertech Only
  • Number 1 make my year wish: Rocket Jump

 

:sy_bountyhunter:

 

O rly?

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I like how everyone says mercs are garbage. I do just fine on mine. And I find it extremely survivable. Plus it's like having the burst from carnage while being ranged.

 

I would just like to remind everyone, ranged classes aren't supposed to facetank. Sorc thrash = OP.

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I disagree. I think that now that we have a more powerful, mobile Unload, a way to insta-cast our Tracer Missiles as well as a passive buff that builds while casting our main abilities (Supercharge), we will be much harder to beat in PvP.

 

Mobile unload is awesome. So for pyro, what all do you have to stop moving for? just powershot?

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