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And idea to help Commandos/Mercenarys in PVP.


Thebronco

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Commando/Mercenary fix to help with Viablitie in PVP as well as PVE content.

In short and in the blunt of it I think the Commando/Mercenary classes should have the cooldown of Electronet Reduced to twenty seconds instead of the current one mintue and thirty seccond cool down. Please read the full artical before you jump to the bottom of the page to scream about how a Commando/Mercenary in Gunnery/Arsenal now has a chance to actually win in a fight against your Guardian/Juggernaut in Vigilance/Vengeance.(Because FOTM right?) Over-all im happy with the amount of damage the Commando/Mercenary does, because its balanced well. We actually have to stand still for most of our shots.. (Looking at you sages and sorcs.)

Ok! For starters the Commando/Mercenary is very limited on crowed control and crowed control resistance on all fronts and allow me to explain my opinion. For the Commando/Mercenary on Gunnery/Arsenal has for starters two hard stuns and only a few slows accrosed a few classes.

Cryo-Grenade/electro dart. on a one minute cooldown (Depending on your alacrity raiting)

 

Concussive Round/Concussive Missile. In a PVP environment the stun lasts for ten secconds and breaks on damage taken.

 

Covering Fire/Pinning Fire. For a mere 3 sccond that can be interupted and is CONSTANTLY interupted regardless if you have Blowback. (ONLY IN GUNNERY TREE)

 

Sweltering Heat. Incendiary round lowers the targets movement speed by 30% for its duration of the target. (Only in Assault specialist and Innovative Ordnance.)

 

Concussive Charge/Jet Boost. Knocking target back up to 8 Meters and a slight slow.

 

All of this is easily counted by Melee Classes. Be it using Scamper. Force Charge/Force leap. Or even the sages and sorcs Force Speed. Not counting the amount of stuns/slows poised by other classes.

As indicated above the Commando/Mercenary has very very lack luster for stuns and crowed controll. Adding electro-net as a more accesable tool will help immencly. Electronet is only usable by commandos and mercenaries so dont worry it wont be blasted on Vanguards/Power techs. A twenty second cooldown would solve this problem immensely. I wouldn't even care if its over-all damage was reduced it mostly to keep up with crowed control with other classes.

I will set and example with with Guardian/Juggernaut first, with this class and you cant lie to me that in PVP for this class every one is using:

Battlefield Command/Warmonger. Getting attacked reduces the active cooldown of Force-leap/force-charge by one second. This effect cannot occur more than once one-point-five seconds.

 

Unremitting/Unstoppable. Making you Immune to push or pull effect for FOUR seconds after a leap.

 

Gather Strength/Pooled Hatred. Whenever your movement is impaired you gain a five percent damage bonus to you next abilities that consumes focus/rage. This effect cant stack up to five times and lasts fifteen seconds.

 

True Harmony/ Through Power. Enure/ Endurepain increases your movement speed by fifty percent and makes you immune to crowed controlling effects.

 

I know that people will vary in PVP content depending on personal preference but this is what I see the most in play for PVP content. Especially the Guardians and juggernauts have more than enough to make them Immune to any form of crowed control (Slows and roots.) Having thease available at all times helps the Guardian/Juggernaut close the gap Rapidly in PVP content as well as PVE.. just gotta keep flailing your self through the air.. dont even get me started on Guardian Focus DPS.

I will state now I do not want the class changed! (Despite its DPS out put.) But for pve content it really has an unfair advantage with its immunity to CC as well as the Sage/Sorcerer and the amount of CC caused by Shadows/Assassins.

I know there is alot more to go on, but this is just an exaple. I realy belive that the commando/mercenary should have a much lower cooldown to compete in the CC game.. twenty secconds prity fair to me.. thirty is to low.. and fifteen seems realy over-powerd. Twenty seems just right for what it does.

Edited by Thebronco
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Lol he's not saying take 20 seconds off it. He's saying electro net has a 20 second total cd.

 

Sounds crazy. But on the other hand it would be a fitting "**** you very much :) !" to comp. for the crap mobility changes and historically neglectful BW handling. Do it devs :rak_04:

Edited by Joesixxpack
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I'd start with a few things:

 

1) Give them an equivalent of force barrier

2) Allow HO/HTL to be used when out of combat (just like PT/VG)

3) Utility point that reduces damage received by 30% when incapacitated

4) Tone down their damage a little bit

 

Basically, make them a tech equivalent of what sorc/sage is.

Edited by teclado
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I love it when people cite Juggernauts' utilities but don't understand how they work (or, more accurately, don't work):rolleyes:. But at this point literally everything is counter-Jugg anyway. This wouldn't change that and if anything it might help us out with some of the more mobile classes (electronet is much better used stopping HO or Force Speed). Besides, I've long thought that electronet could stand to be dropped to a 20 or 30 second cool down. Longer than that and it starts to become one of those abilities that you forget to use even when it's useful.
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