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Star wars the old republic mercenary
Star wars the old republic mercenary









star wars the old republic mercenary

Yes, I know explosive dart can dot spread for IO, but so can fusion missile. Why, exactly? When I heard 7.0 was adopting a streamlining philosophy, these were the first two abilities I thought of that could easily be removed and it would have little to no impact on how merc plays. I would prefer if the threat drop were a given ability and the defensive bonus attached to it was separated to be the choice instead.Įxplosive dart and missile blast are still here. Despite subpar sustained damage, nothing pulls threat like a good arsenal merc. I'm still not at all sold on the idea of making threat drops a choice. It could be a good change once I've adjusted, but for now I am a bit concerned it takes away options for heat management and adds more reliance on a single "oh sh*t" button. Given that TSO on live should always be used with blazing bolts/unload for maximum heat-venting, it seems like this will restrict when to use vent heat as well. I am not sure how to feel about this yet. Thermal Sensor Override and Vent heat have been merged. Without more adjustment, I see mercs continuing to be left behind in the 7.0 era. Mainly, these changes are a nerf to merc defensive cooldowns, which, although in-line with the general philosophy of 7.0, hurts merc's only real strong suit without bringing any additional utility to the table. These changes do not seem to go very far in pushing merc towards the right direction.

star wars the old republic mercenary

Unfortunately, merc as it exists in swtor doesn't quite live up to that - its damage (particularly arsenal) is far too weak and its abilities are not very unique or flashy - they mostly just boil down to a different way of shooting someone.

star wars the old republic mercenary star wars the old republic mercenary

Whatever gets thrown in their face, mercs have a trick up their sleeve to throw it right back. Thinking outside of swtor and more generally to the star wars universe, a merc is a bounty hunter with all the right tools - able to compete with stronger, force-using opponents like jedi and sith through a combination of sheer willpower and preparation. To me, when I think of the merc class, I think of a fairly tanky class with reliable ranged damage that doesn't necessarily bring a whole lot of group utility to the table, but brings a lot of individual utility and is able to keep themselves alive when the going gets tough. Here are my thoughts on Merc dps changes as a long-time merc main: EDIT 10/11: Editing with additional thoughts now that I've had a bit more time to process the changes and we have info on the missing passives.











Star wars the old republic mercenary