Commando Archive
Thread: Dont mean to pick on dablers but really, I think the flame skill mods should be spread out.
The more I think about it and look at other profesions the way the accuracy is seperate from the speed and specialsare spread out on each branch I feel that the FT line along with all our lines should be no more in the way we have them now.
We need something like what they did to CH where CH once had all training and taming mods in 2 trees get dispersed to all the trees. I know, we got more than one type of weapon you say? Do we?
I dont think so. I think we shoudl just get it classified as Heavy weapons, LPincluded, but not grenades since they would need a diferent type of mod for throwing. Then make a skill line for accuracy, another for speed, and another for specials and status effect (just hoping) defenses, then grenades still combat XP skill line and hopefully a little bit more range melee defense. Then that would leave plenty of room for em to throw in some more specials for us that we are lacking in the other branches.
OK Dablers, listen up here. I want to let you know I dont want to shun you but when we look at things when someone cries nerf on us we go and show them we are not overpowered. So whats my point? Well, when we do we show a damage per second over time ability of us against a master...say..pistoleer. The thing we are not considering is that while the numbers look right and we are not outdamaging a pistoleer over a series of shots like they say, but if you took just a flame 4 commando, you get nearly the same results cause thats the only skill you need while the pistoleer would have to take at least 3 boxes IMO to get that capability.
Now befor you say "Well the fact that Im as powerfull as a master is cause the other weapons are broke not cause the FT is to powerful" let me point out once again compare you to damage of a "master" pistoleer over a series of shots, you are tipping the balance. Fixing the other weapons IMO should not make us master more powerful but rather give us other options of using the same power we got now.
Right now, I feel at "master" I am at the right power that I should be but just in the wrong way. If you dont think that just having flame 4 puts you equal to a "master" pistoleer, then let me ask you something... why did you decide you wanted to dable in the FT line? Im betting the real answer would be "to get all the power I can without investing the rest of the points." If it isnt that overpowered to dable in flame 4 then let me ask another question...Why not just take one line of pistoleer? Maybe cause it would be worthless?
I admit, being a master commando I do dabble in other professions myself but I will not be as powerful as a master TKA or pistoleer.. well maybe pistoleer since it wrongfully works with our LP when I think we should have our own skills and mods, but I dabble rather to make up for shortcomings i.e. melee/ranged defense, status change defense, and ranged combat eyond 16m.
Jst look beyond your own interest and reason it out. Heck, I got pistoleer going now tohelp with the LP and am loving it, but I admit, I should not be able to do that.
Now that I've pissed you all off (I didnt intend on it just stating my position) let the flaming begin.
like ive said many times before, the real power of the flamer is the DOT.
move the dot to master level only, let grenadeer tree be just massive heat damage (5k special1 8k special2), just make a special3 and put it in master box and have the special3 have the damage and the dot that the special2 currently has.
problem SOLVED.
wrong evelas. masters only get aoe version of flamesingle2. the damage on both maste commando and grenadeer 4 on the flamesingle 2 is equal.
that wont work either doa.
master shoots flamesingle2, hits for 8k damage , dots.
target wears composite with heat resists, 1/3rd life is gone and the dot tick is low.
grenadeer4 does the same.
master can fire another special again 2 seconds later (if they get 'massively faster')
grenadeer fires again 6 seconds later.
in both cases, the target is dead unless they run to water anyways. so no difference whatsoever in PVP. Oh the master could stack dots and kill quicker, but once the dot is applied the target is doomed.
in pve, anything big enough to survive long enough for a comando NOW to stack 4 dots will die just as easily from a master thana dabbler.
so no, speed is not an answer, it will likely cause even more 'they are overpowered' whines. nerf grenadeers, boost masters.
master vs dabbler is 50-50 chance. whoever gets the first shot in and wears the best heat resist armor and yes, whoever hasthe better luck (to get a hit on the other guy with a shot on the high end range of the flamer damage rather than the low end range) will win.
And the nerf ideas just keep on comin'
Lol, as an MCH who has seen his class nerfed to heck just to eliminate the evil dabblers, I have just one thing to say. It's my new SWG motto, in fact:
He who lives by the nerf dies by the nerf.
If the Grenadier has other combat skills, then depending on how he spends them, the Grenadier will probably win (especially if he/she has a ranged knockdown).
However, I don't think one on one comparisons are particularly useful when talking about commandos. We aren't oriented towards dueling at all. After all, we only get 4 single target attacks, but 14 AoE attacks (I'm counting the different grenades and heavy weapons as types of attacks).
As for spreading the flamethrower mods across the skill trees, I don't think that's necessary (and I am a Master Commando, not a dabbler). Just being a Grenadier costs 126 skills points (that's 34 more than mastering any elite combat profession), you should get something significant for that investment.
I don't mind Commando dabblers, I just wish they all wouldn't dabble in Flamethrower (not that I can blame them). I actually think it would be cool to see a wide variety of commando dabblers -- Artillerists, Expert Commandos, Grenadiers and... ugh... Ordnance Manufacturers. Unfortunately, there will need to be a lot of changes before we ever see that.
jaz, ive dueled a guildy of mine that dropped all his commando skill except flame 4 to go up droid engineer (aka he has not other combat skills).
im tka 4.0.0.4, rifleman 4.3.0.4, master commando. standing or running around in a closed space dueling with flamesingle2 only, he hit me as many times as I hit him.
and my ranged defenses are rather high compared to his. my flamer accuracy is high compared to his.
If this was a fight where both master and dabbler had composite (which is practically everyone in pvp) it wouldnt matter who hit first because both will live long enough to attack 3 times with the flamespecial. and one flamespecial is all you need to get the other player, for the dot will kill him if he dont run to water.
i miss now as many times as I missed when i wansn't master as well. in pvp the running around flaming is disastrous for the flamer since we dont have on-the-move mods, so in the end both grenadeer and master end up firing their zippos with the same accuracy levels.
the dot has to go to master. there is no other way other than a complete and systemwide nerf of the flamer as a whole. Which is, im afraid, what SOE will end up doing anyway.
ROFL...
I don't think the flame skill mods should be spread out anywhere....
For one, FT accuracy for a flaming dabbler doesn't go higher than 80. You wouldn't have a prayer of hitting someone like me with only 80 accuracy and I'm not even set purely for defense (ranged defense is only 171).
And second, the speed of the cone using a 3.3s at master level is about once every 6-8 seconds depending on server lag. That's alot of time spent waiting in PvP, regardless of whether or not the flaming dabbler gets lucky on the first shot.
There's nothing wrong with dabbling the FT line, just don't expect to hit everything you try to /flamesingle2 in PvP....