Commando Archive
Thread: New pet nerf: Anybody see this as another Commando Screw Job
I am 3,4,4,1 in commando and a wookiee. So i can't wear Armor, and use my lvl 13 rock beetle on a constant basis. With the 2.5x melee dmg mod they gave us, I don't get close enough to even think about getting hit. I run in after the bug Flame2 and get back out to 30m or so.
This new pet nerf is going to seriously hurt my ability to so anything solo anymore. Am I the only commando out there that this is happening to?
Oh they are getting rid of the 2.5????? Humm maybe I won't ditch commando after all
yeah they ditching it. Now you will take the normal 1X damage, only you'll be 'easier to hit'. Read: you dont have as much melee defense modifiers so creatures will hit you 9 out of 10 times, whereas a melee class will get hit 2 out 10.
What DOES benefit commando next patch is the ham cost changes. Other classes wont be able to keep up spamming specials and stim-healing themselves to keep the super spam... whereas we, with our almost zero cost specials, can keep flaming away (albeit we do have to get in close range).
Commando will be the conceptual 'light tank with heavy gun'.
Oh great so we will be gettig hit more often jsut not as hard? How does that make any difference?
Whats the differece between getting hit 0nce for 400 and getting hit 4 times for 100
Do any of the Devs play commandos? More over Wookie commandos?
The difference is it takes 4 shots to do that 400 damage, not one. Meanwhile, we can use that time to get in close and do a flameclone2, or have enough time to get a rocket fired. Right now, against a fairly novice TKA, I get killed everytime. Once I get close enough to use my flamesingle2 I am lying flat on my back and am killed in two shots. With this change, I should have enough time to get back up and use my flamesingle2 and probably one shot the TKA.
Caterofe wrote:
Oh great so we will be gettig hit more often jsut not as hard? How does that make any difference?
Whats the differece between getting hit 0nce for 400 and getting hit 4 times for 100
Do any of the Devs play commandos? More over Wookie commandos?
I dont use pets, personally cant stand that they are supposedly required and it doesnt make any sense for my Imperial commando to hang around a buncha dirty animals.
So.. not really, doesnt affect me much at all.
I do fine soloing things all by myself, or working with a group.
~Cero
Imperial commando
The difference is it takes 4 shots to do that 400 damage, not one.
Also take into account that they may actually land more hits, but they will also have to deal with Melee Mitigation....so without the 2.5x bonus and mitigation, they will actually do less damage to us then they did before we got the 2.5x Melee Damage bonus placed on our profession. Then stack up some nice Melee Defense and you can probably offset a lot of that "increased hits landed". I've taken up TKA and am close to TKM...already have over +90 Melee and Ranged Defense...and by the time I'm finished, utilizing a bio understirt, some bio armor I obtained and armor sockets, my melee defense should be over 110 at least...and I could add another +30 with one tree of Pistoleer (would have to give up a little TKA).
You may lose your tank, but if you play your points right, you'll become the tank...
Not sure if someone posted about mitigation in this topic (i apolgize...didnt read all the posts)
yes pets are getting nerfed..not just CH lvl (where non-ch can only use lvl 10 and below) but all creatures are going to be scaled more properly and effectively eliminating pet tanking (this will be replaced later on with combat droids..how it should be)
so...creatures will be a tad bit easier....
and the devs are dropping ALL penalities on weapons..like the 2.5X melee mod...this, is being replaced with mitigation and the 'chance to hit' thing
on commandos..we're getting melee mitigation 1-3..which means now we got ALOT of melee defense (80% dmg taken on melee 1, 60% on 2 and 40% on 3 i believe) coupled with the master commando melee def..we're now going to be able to tank ourselves..however we're vulnerable to ranged
but not me
im sure glad i went pistoleer..pistol techniques give range mitigation 1-2 so ill be almost fully maxed on both defensive mods
but this is a bummer for the commandos who went TKA..now you got the same mitigation 1-3 and i do not believe they stack..so now you have a problem with ranged
but this is a bummer for the commandos who went TKA..now you got the same mitigation 1-3 and i do not believe they stack..so now you have a problem with ranged
I mainly fight PvE and thanks to all the ranged defense, ranged shots very rarely connect...so ranged mitigation wouldn't be an issue...maybe fighting PvP it would be...I'm still pretty happy with my template of TKA/Commando...I would have preferred to see Commando's get Ranged Mitigation (since the dev's labeled us a ranged profession), but oh well, the combo still makes a pretty impressive tank player...