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  • Commando/Merc changes 3.0

    Somebody is looking out for us

    http://www.swtor.com/info/news/blog/20141106

  • #2
    My merc will be fun.


    "Shit just got real. Alpha Company's here." - Kerrilar

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    • #3
      Originally posted by Neves Eanur View Post
      My merc will be fun.
      Once 3.0 hits I'm going to start another commando. My first character--might as well level another one since everything will be different

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      • #4
        Glad I lvled a commando with this 12x boost. Gonna be my pve and open world pvp toon.

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        • #5
          finally the devs dont have the "How can we fuck over Alphas Rotations and skills" mentality.

          "We don't have a word for hero. Being prepared to die for your family and friends, or what you hold dear, is a basic requirement for a Mando, so it's not worth a separate word. It's only cowards we had to find a special name for." -Baltan Carid​

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          • #6
            "The Game Update 3.0 class changes for the bounty hunter and commando set of classes are, overall, the most drastic changes recieved by any class set in the 3.0 update." Devs

            YES!

            That's all I needed to know =D



            "On the battlefield, I will leave no man or woman behind. As part of Alpha Company, we will do our Republic proud maintaining peace in the galaxy one system at a time." - Dronos Eos

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            • #7
              Originally posted by Drai Bartek View Post
              "The Game Update 3.0 class changes for the bounty hunter and commando set of classes are, overall, the most drastic changes recieved by any class set in the 3.0 update." Devs

              YES!

              That's all I needed to know =D

              Yeah, what he said. I'm so glad they're finally paying attention to us!

              "Forced March: Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving."

              Full auto while running? Goodnight Juggernaut bitches!

              "A man who conquers himself is greater than one who conquers a thousand men in battle" -Buddha

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              • #8
                When I hear "forced march" I hear Total War characters yelling at me...

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                • #9
                  Found Vanguard/Powertech stuff (sorry for wall of text)

                  Vanguard

                  All Vanguards are getting two additional passive abilities in the 3.0 update:
                  Focused Impact: High Impact Bolt ignores 60% of the target's armor and Stockstrike or Shockstrike deals 10% more damage.
                  Blaster Augs: Increases the effect of your cells while they are active:
                  Plasma Cell: Increases the damage and critical hit chance of elemental attacks by 3%.
                  Ion Cell: Increases the damage dealt by Ion Cell by 10%.
                  High Energy Cell: Further increases all energy and kinetic damage dealt by 2%.

                  Diversion has been removed from the Vanguard ability kit. Sonic Round will now reduce threat for Vanguards that do not have Ion Cell active, but continue to be an area taunt for Vanguards that do. Ion Cell also now increases accuracy by 10%, but it causes the Vanguard to do 10% less damage as well. Neural Jolt and Sonic Round can now miss, but the accuracy granted by Ion Cell offsets this for tanks, while damage dealers will need to continue to gear for some accuracy to keep all of their abilities from missing.

                  High Energy Cell now increases energy and kinetic damage instead of elemental and internal damage. This change makes more sense when viewed with the changes to the Tactics discipline.

                  Shield Specialist

                  The Shield Specialist discipline will be rather familiar to Vanguard tanks. No drastic changes have been made to Vanguard tanking, but there is a new ability:
                  Ion Storm: Sprays waves of ionizing energy in a 10-meter cone, depleting 28 energy cells and dealing elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Shares a cooldown with Pulse Cannon.

                  Plasmatech

                  The Plasmatech (formerly Assault Specialist) discipline has undergone significant changes. Assault Plastique has been traded for Fire Pulse, and many other passive skills have followed suit – being traded for elemental skills that were formerly in the Tactics skill tree – with the end result being that the Plasmatech now feels like the pyromaniac’s dream discipline. The Plasmatech also has two new abilities:
                  Plasmatize: Drenches the target with a blast of plasma, melting them for elemental damage over 30 seconds. Plasmatize also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize will jump to the closest enemy target within 10 meters that is not already affected by your Plasmatize.
                  Shockstrike: Strikes the target with an overcharged rifle butt, dealing kinetic damage and releasing a powerful discharge that deals elemental damage. Shares a cooldown with Stockstrike.

                  Tactics

                  The Tactics discipline still has Gut, but now has Assault Plastique instead of Fire Pulse. The periodic burning damage caused by Assault Plastique has been removed, while the damage of the initial kinetic blast has been increased to compensate for this change. Additionally, this discipline has two new active abilities:
                  Tactical Surge: Fires a concentrated surge of energy at an enemy target, dealing energy damage. This ability has no cooldown and effectively replaces Ion Pulse for this discipline.
                  Cell Burst: Unleashes your High Energy Cell's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Cell is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.
                  On the whole, the new Tactics discipline can be summarized as having a play style similar to the old Assault Specialist without all of the burning, while the new Plasmatech can be summarized as having a play style similar to the old Tactics with a lot more burning.
                  Utilities

                  The Vanguard has many utility choices that will be familiar to players from the old skill trees, along with quite a few new utility choices. Here are a few of the new choices:
                  Sonic Rebounder: Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
                  Charge the Line: Hold the Line increases movement speed by an additional 45% while active.
                  Re-energizers: When Reserve Powercell is activated, it recharges 10 energy cells over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Cell is active, or reduces threat towards all current enemies if Ion Cell is not active.
                  Last edited by Riike; 11-07-2014, 03:52 PM.

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