I set up a hybrid build last week before 1.2 came out, and it seems to have survived the nerf. I'm not really noticing a huge drop in damage or healing, though I did need to revamp my rotation to adjust for ammo changes. So I wanted to share, in case other commandos are interested. Build: 24/15/2
- The 2 for alacrity in assault is huge. No demo round, but it's not really needed. I also grabbed the extension for Concussion Charge, as that knockback can be crucial in pvp (it can get you into trouble, too, but that's another story).Gear:
Full BM Combat Medic. I'm sitting at 419 crit and 306 alacrity. This drops my grav round & AMP down to 1.3 seconds and MP down to 1.73.Setup:
I tend to run around with CSC (combat support cell) active. I find it's more useful than armor-piercing. I also try to keep Supercharge ready to go at all times. The 30-stack lasts a minute and is easy to replenish. Just shoot an enemy once or tap a nearby friendly. I don't use it until needed. That 30-stack gives me an extra 3% damage/healing, too. Rotation:
I had to switch up my rotation to negate the increased ammo costs from the patch. It still needs some work, but it's getting there. Any suggestions are welcome. Dps:
Grav round x5. Next, High-impact bolt. You're probably pretty low on ammo at this point. I tend to be running around tapping Hammer Shot a lot, so usually SCC is built up by now, too. Hit it and spam Charged Bolts until it runs out. Charged Bolts is free w/ SCC and hits harder than Grav Round. Damage is also increased by 5% w/ SCC. A target is usually dead long before you finish this rotation, but if not, build Grav Vortex back up on the target and use either Charged Bolts or Full Auto. HiB should be back up then too. I toss in a mortar volley when I need to, and the one macro I have is Reserve Powercell->Tech Override->Plasma Grenade. Free aoe damage whenever it's up. PG is too expensive on its own, but it's wonderful with those two abilities.Heals:
I tend to run out of ammo quicker here, but such is life. I avoid the use of the green beam of doom whenever possible. First thing I do (when I remember) is throw down a Kolto Bomb. This will increase all your following heals on those targets for a few seconds. I also trauma probe myself, the tank, or whoever is guarding me. I pop an AMP on whoever needs it the most (it adds 10% armor and heals a little extra), then MP immediately after. MP also builds 6 charges for SCC per use (Hammer shot builds 3), so if you're healing non-stop, SCC will be up quicker. SCC coupled w/ Recharge Cells is very nice and can keep you healing for awhile. Remember to drop Kolto Bomb regularly for the increased heals (and extra armor when SCC is active). Always use AMP before MP whenever it's available.
That ended up being a little longer than intended, but I hope some find it useful. Any questions, please feel free to ask.
Your friendly neighborhood hybrid commando