Commando Archive
Thread: A Way To Enjoy The Flame Dot Before The Patch...
Since the upcoming patch will take out the incapp ability on the Flame Dot apprently, I thought I would post something I figured out last night...of course other's mayalready use something similiar since incap hunting is something a lot of us as commando's have gotten pretty use to...
Go to Naboo and find a pack of Belle Bols (sp?)...big giraffe looking things with horns...if you attack one, they all swarm you...they travel in packs of 3 or 4 usually around a lair...Normally because of the Melee Damage Bonus issue, I usually avoid them, but last night I remembered they typically don't DB...So I did a burst run and was able to put a flame dot on 4 of them before getting incapp'd. While I was down, the dot killed all four...
2800 Heavy Weapon xp X 4 = 11200 heavy xp
280 Combat xp X 4 = 1120 Combat xp
And all it cost me was a 90 second incap...by the time I got back up, the lair had spawned 3 more, so I rinsed and repeated...the fourth time I wasn't so lucky and got DB'd...but oh well...It was a nice chuck of easy xp...I got about 40K in heavy xp (4K in combat) in under 20 minutes...
Just thought I'd share...
Yeah Ive been plaing with this suicide bomber strategy a little. That last one your not DB'd, its just the standard rule to where if you get incapped 3 times in 10 minutes you are slain.
In a way I'm going to miss the DOT kill since this damage modifier started just as I finished flame 2. It became one of my very few means of acomplishing anything. Was even able to kill a force sensitive crypt crawler in that mannor but they will DB when burning so I had to have enough creatures droids and friends there for them to focus on first so I would survive long enough to se them die or else I couldnt loot nor ould my partied friends. Gavee that up though once I saw several people were on their 3rd holocron and still no jedi. Just figure with as long as its taking me to just master comando I'd never be able to do it.
I do however feel if they really do get rid of the damage mod I wont be as dependent on DOT to kil a lot of things since I will be able to survive to see tehm get to that 1 point and just hit them with a regular shot to finish it. Doubt I will be soloing FS crypt crawlers though.
How does this dot nerf work, does this mean the damage will stop at 1 point or the wounds? Someone explained it to me as the wounds, but it sounds more like the damage to me. So could someone please explain this more clearly?
Tristan
hmm. So now you just have to pull out your pistol and put a bleed health shot on them too. Doesnt sound to bad.... Unless there changing that too.
The dot nerf is for all Dots...including bleeds...it's not just a nerf to the flame dot.
How does this dot nerf work, does this mean the damage will stop at 1 point or the wounds? Someone explained it to me as the wounds, but it sounds more like the damage to me. So could someone please explain this more clearly?
The specific details are a bit sketchy on whether it refers to heath and action bars, or actual wound bars. The one thing that is clearly stated, no more incaps due to Dots. A player won't be able to shot something big and just stay at 75m until the opponent is taken down...they will have to go in and finish the critter/person off...which isn't a bad thing...
Personally, the dot nerf makes total sense to me, but mainly for PvP...I think they should keep it the way it is for PvE as occasionally we could really use those lucky breaks...
This DoT nerf is in response to the high number of griefers out there that use dot's to kill in PvP and DoT / FD killers in PvE. It was brought about as a lame fix to the DoT not being effected by resists which everyone complains about. Suprisingly it has created very little controversy as it effects nearly all the combat classes and combat medics too.
Personally it will ruin an aspect of the game for me, but create a more difficult PvE environment for me. I don't necessarily like the change, but will learn to live with it just like every other lame nerf that comes out.
I totally agree with you Karlos...I don't think their solution is the best solution...a better one are more Dot cure kits...they have one for poison, why not Flame? Give folks an extingisher...heck I don't even care if they made it 5 Med Use required...the time it takes someone to put out the dot means more time for me to possibly get off another shot or two depending on my weapon.
Don't Nerf the Dot...This is the same problem the dev's are now realizing they've been doing wrong with other past nerfs...they have finally figured out it's senseless to nerf weapons, but instead should increase defenses to combat overly powerful weapons...so Dont Nerf the Dot, give other's better ways to combat it...
PvP is somewhat understandable for the dot nerf...how many people have been incap'd after they already DB'd their opponent thanks to the Dot...and on that occasion had the opponent come back from the cloning center and off them while they wait for the incap time to tick down...I'd even be willing to say that when a player is killed, their dot should be completely removed from their opponent, not just taken down to 1...this would be great for 1 on 1 PvP...I can see flaws in this argument in regards to faction events..
And on Tattooine? Or 500m from a water source...what then....by the time the person run's to a water source they could be incapp'd....If poison has a kit...and bleeding can be stopped...why not the Fire Dot...only makes sense...plus...running...doesn't that fan the flames...lol...it should speed up the dot while the person runs to find a water source...
I think players should be able to get extinguishers to put out the flame....and maybe Cold Cream to heal the wounds...lol...maybe a little Aloe to soothe the pain....
Personally I dream of the day I can burn an opponent down, stand over their chared body remains and drop a pint of cold cream on them saying "there you go...enjoy"...lol...dang I need to get outside more...