The initial patch notes for 1.2 are out.
What’s surprising to me is who is whiney and who is not. There are some pretty significant changes, but the parties I expected to be the loudest are not yet screaming like I think they should.
Anyways, I’ve not been very happy with my Commando in PVP healing. It basically has a 2 button rotation to maintain Ammo (mana pool) costs. I feel like I’m Marauder Cat Food. Basically with their interrupt and cooldown increase, I’m a sitting duck. And they know it. With their incoming buff in 1.2, I wasn’t all that thrilled, but it was the first thing I read. While reading down the list I assumed they would be giving us Commandos something to combat the upcoming changes of PvP doom. My heart sank as I read the changes to Combat Medic:
– Field Training now increases critical chance by 1% per point.
Oh my god a buff, right? Wrong. Wording makes it seem this way, but this ability used to be 2% per point, so yeah, slight nerf to crit/surge specs.
– Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
This is a Gigantic Nerf. Basically, if you don’t play a Commando, here’s a quick class synopsis. You have an ammo pool of 12 shots. This regens, but does so slower the lower your ammo gets. Meaning, you can really only go below 6 to dig deep when you have a Reload (2 min cooldown) ready or you have no other choice. Going below is basically a last result in most cases. To maintain healing more than, I don’t know, 7 seconds you need Field Triage so that you can cast Advanced Med Probe for 2 Ammo and consequently so that you can throw Reg Med Probe for 1 Ammo. With this change, now it’s 2.
To put this in perspective, we need to compare it with the Sage who is given a 500 point Force Pool that slowly regens. The Sage uses a 3 sec Cast called Deliverance which is more comparable to the Commando’s Medical Probe. The Sage also has Benevolence, which is a quicker cast, smaller amount comparable to the Advanced Medical Probe. Now while this is about where the similarities end, these are basically the main healing skills these classes have, even though the Sage has multiple other options to directly heal with.
Deliverance is 55 Force and Benevolence is 50 Force. While Medical Probe cost 3 Ammo and Adv. Med Probe cost 2. While the Commando can use Field Triage to reduce the Medical Probe cost by 1 (was 2) with advanced med probe the Sage can ignore Benevolence in a straight healing contest. The Sage can also go to the immediate bottom of the Telekenetics tree to not only increase their Force Pool by 100 (600 Total) but can reduce all ability cost by 9%, making their Deliverance costs 50 now.
Saying that both parties are spec’d similarly, their heavy heal should heal for an average of 2.5 K while their secondary quicker heal should be more towards 1.7K.
Regens for the Sage are roughly 8 Force per Second. Regen for the Trooper depends on the amount of ammo. Currently the assumed amounts are for 8 ammo and above, 0.6 ammo/sec; above 3 is 0.36 ammo/sec; and below 3 ammo result is in a 0.24 ammo/sec.
For the Sage at 600 Force over 30 seconds of straight healing could cast X number of Deliverances. At 30 Seconds, that would be (30*8) an extra 240 Force. Meaning with proper upgrades you could cast 2 second Deliverances (Qty 15) at 45 Force each for a total of 750 Force. At the end of 30 seconds the Sage would have 90 Force left and would have at least (without crit) 37,500 worth of Healing.
For the Commando with 12 Ammo we have to follow the progress in step format:
Cast Adv. Med (2 ammo)/ 1.5 Sec/ 1,700 Health = 10 Ammo/1.5Sec/1,700H
Cast Med Probe (2 ammo)/ 2 Sec/ 2,500 Health + (0.6*1.5) 1 Ammo Regen = 9 Ammo/3.5Sec/4,200H
Cast Med Probe (3 Ammo)/ 2 Sec/ 2,500 Health + (0.6*2) 1 Ammo Regen = 7 Ammo/5.5Sec/6,700H
Wait .5 Sec for Adv. Med
Cast Adv. Med (2 ammo)/ 1.5 Sec/ 1,700 Health + (0.36*2.5) 1 Ammo Regen = 6 Ammo/7.5Sec/8,400H
Cast Med Probe (2 ammo)/ 2 Sec/ 2,500 Health + (0.36*1.5) 0 Ammo Regen = 4 Ammo/9.5Sec/10,900H
Cast Med Probe (3 Ammo)/ 2 Sec/ 2,500 Health + (0.36*2) 1 Ammo Regen = 2 Ammo/11.5Sec/13,400H
Wait .5 Sec for Adv. Med
Cast Adv. Med (2 ammo)/ 1.5 Sec/ 1,700 Health + (0.36*2.5) 1 Ammo Regen = 1 Ammo/13.5Sec/15,100H
Wait 1 Sec for Adv. Med for Ammo Regen
Cast Med Probe (2 ammo)/ 2 Sec/ 2,500 Health + (0.24*2.5) 1 Ammo Regen = 0 Ammo/16.5Sec/16,00H
Now you cast into Recharge and Reload to get back ammo to get to the 35,000 worth over 30 Seconds. But if that’s not available, then you are just plain fucked. Not to bore you with numbers, but using this system with the old cost would have meant you could have made it to 28 Seconds before getting to 0 or 1 Ammo.
This is in all essence a giant nerf. I understand this was probably a change for PVE, but I’m not liking the pool management now in comparison with the Sage. This just makes my decision that much more easy to make. Sage it is.
– Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
I like that they specified the PVE usage.
– Kolto Residue now increases all healing received by 3% (down from 5%).
Kolto bomb healing is almost useless now. Not sure why we are nerfing an already useless high cost ability.
– Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
I get that you have basically given all Troopers the Psych Aid for free to the class. A specified “Small” amount would be nice to know. Small as in the useless amount the Trauma Probe does for roughly 250 health or small as in the slightly useful amount that Advanced Medical Probe can do?
– Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
Another Nerf in all sorts of ways. That Energy Restoration was a big one for healing Commandos. Mainly because Reload is on a massive 2 min cooldown, you’re only other dig for ammo recharging was the Supercharge. The extra 5% being taken away is basically a dick slap after the load has been blown on your face.
– Trauma Probe now costs 2 Energy Cells to activate.
Let me get this straight? You have taken an ability thought to be useless outside of leveling that roughly heals for 200 health on damage only in 2 sec intervals but at least was a free cast that you can only apply to one player. And now you are making said entirely useless ability cost 2 Ammo?
Go ahead you twats. Make it 10 Ammo while you are at it. And reduce its healing by 90%.
If you want to make it cost Ammo, maybe you should make it heal for some amount over the current near non-existant.
Normally I see room for adjustment, but this just overall says to me that the Healing Commando is considered extremely over powered in terms of Energy Management. I just don’t see how this is true. It’s my biggest grief with the class operation. And now you are basically cutting that usage by 30%. I don’t find these terms acceptable. But, then again, you basically just gave me resolve to play my Sage non-stop for a week.