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SWTOR Additional Commando and Mercenary changes coming in 2.7

Eric Musco posted some additional changes players can expect in patch 2.7 for Commando/Mercenary

Mercenary

General

  • Power Surge now has a base cooldown of 60 seconds.
  • Unload will now deal 4 ticks of damage instead of 3, with the first tick of damage occurring at ability activation. The total damage of the ability is unchanged, so each new tick of damage will do slightly less than before.

Bodyguard

  • Power Shields is now a Tier 2 Skill.
  • Heat Dampening is now a Tier 3 Skill.

Arsenal

  • Power Overrides now reduces the cooldown of Power Surge/Tech Override by 7.5/15.
  • Stabilizers now prevents 50%/100% of pushbacks towards Unload, Power Shots and Tracer Missiles.
  • Barrage now has a 33%/67%/100% chance to occur when using Tracer Missile or Power Shot.
  • Upgraded Arsenal will now reduce the cost of Rail Shot by 3/6/9 Heat while in High Velocity Gas Cylinder.

Commando

General

  • Tech Override now has a base cooldown of 60 seconds.
  • Full Auto will now deal 4 ticks of damage instead of 3, with the first tick of damage occurring at ability activation. The total damage of the ability is unchanged, so each new tick of damage will do slightly less than before.


Combat Medic

  • Combat Shields is now a Tier 2 Skill.
  • Efficient Conversions is now a Tier 3 Skill.

Gunnery

  • Overclock now reduces the cooldown of Tech Override by 7.5/15.
  • Steadied Aim now prevents 50%/100% of pushbacks towards Full Auto, Charged Bolts and Grav Rounds.
  • Curtain of Fire now has a 33%/67%/100% chance to occur when using Grav Round or Charged Bolts.
  • Special Munitions will now reduce the cost of High Impact Bolt by 3/6/9 Heat/Ammo while in Armor Piercing Cell.

Source: http://www.swtor.com/community/showthread.php?p=7242534#edit7242534

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

9 replies on “SWTOR Additional Commando and Mercenary changes coming in 2.7”

“Special Munitions will now reduce the cost of High Impact Bolt by 3/6/9 Heat/Ammo while in Armor Piercing Cell.”
So uh… you’d also need to change the Trooper 4 piece set bonus, which reduces the cost of HiB by 8.
16 (default ammo cost) – 8 (set bonus) – 9 (proposed change to Sp. Munitions) = -1

Yes, and?!
Have you taken a look a the stats of the Rakata armoring and the new Dread Forged? It’s about double of the Rakata piece. And the Rakata Piece also may have some tank armorings (that happened up to Dread Guard stuff)…

So buttom line: Before Oricon you may eventually think about the old Setbonus as the difference isn’t that big.

But with the Dread Forged stuff you have a difference of 20 levels to rakata and still 15 to Dread Guard stuff….
Besides that:
You don’t change the old things when you don’t absolutely have to. To move the set bonus from the shell to the armoring was neccessary, because if the setbonus was still on the shell like ‘in the old days’, it would be possible to use the old Rakata bonus right now but because it’s not on the shell anymore, you don’t want to use the old Rakata Setbonus right now, there is absolutely no reason to do so…

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