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Kameki

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  1. Some cool ideas for effects (can be tactical/set/amplifiers what the team thinks is best): - Entering Entrench deploys a set of Scatter Bombs around you. Scatter Bombs also reduce accuracy by 50% for 3 seconds. - Reduces the cooldown period of Explosive Probe by 3 seconds. - Explosive Probe and its Cluster Bombs can be ignited by your Frag Grenade, Plasma Probe and Orbital Strike. If this happens these effects deal 25% increased damage. - Your Frag Grenade applies a stack of Cluster Bombs on its primary target, and if it critically strikes a stack of Cluster Bombs on all targets it hits. - Interrogation Probe has 4% increased chance to critically strike per stack of Electric Railgun. Additionally, Electric Railgun can now stack to 5 times. - Interrogation Probe now lasts indefinitely. - Interrogation Probe is no longer restricted to only one target. Interrogation Probe costs 5 additional energy for each Interrogation Probe already active. - Each time your Interrogation Probe, Plasma Probe or Explosive Probe critically strikes, the cooldown of EMP Discharge is reduced by 1 second. - Adrenaline Probe and Shield Probe have 2 charges. - Orbital Strike deals up to 50% additional damage at its epicentre. - Orbital Strike pulses an additional 2 times. - Orbital Strike has a significantly increased radius. - Countermeasures reduces accuracy of all nearby enemies by 90% for 3 seconds. - Flashbang affects all enemy targets with 5 meters.
  2. Some effects which I think could be cool: - (While in cover,) increases the range of your attacks by 5 meters. - Attacks from cover to targets at more than 30 meters range have an additional 10% chance to critically strike. - While in cover, gain 1% alacrity every second, stacking up to 10 times. Stacks are lost upon leaving cover. - Snipe (critical hits) applies a stack to the target which increases critical damage to that target by 3%. Stacks up to 5 times. Stacks are lost when Snipe hits a different target. - Attacks that critically strike reduce the cooldown of Sniper Volley by 1 second. - Attacks that consume 'Laze Target' have their damage increased by (a portion of) your critical hit chance. - Laze Target has 2 charges and attacks that critically strike reduce the cooldown of Laze Target by 2 second. Additionally Laze Target now affects any Sniper Rifle ability (Anipe, Takedown, Series of Shots etc, but not Orbital Srike, Frag Grenade, Corrosive Dart etc) - The first attack while 'Target Acquired' is active places a debuff on that target. Additional attacks to that target increase the duration of 'Target Acquired' by 2 seconds, up to a maximum of 20 seconds.
  3. I got about 7-8 full stacks just from picking up everything I could see during the story [Archaeology].
  4. Because only one of the four ticks needs to miss, even with some accuracy, theres still a decent enough chance. This annoys me enough to the point where I prefer Lightning in Raids, until I can get 110%.
  5. Telekinesis is now the hurl-white-balls-of-force and Balance is now the hurl-bits-of-rock-inbetween spec, as ironic as that may sound. (Does not really apply to inquisitors because most spells are still lightning based.)
  6. It does feel kinda lame lightsabers are just for fluff. Hell even Yoda and Palpatine are both strong in lightsaber to lightsaber combat. I am sure we could find a use for our lightsabers right? It does fit with with the archetype.
  7. If you like playing Arsenal, yes. Such a shame Pyrotech is vastly inferior to Arsenal barring only a very few exceptions.
  8. Guild Wars 1 did something very similar to this and I LOVED it. The only problem there was that the group size per queue wasnt halved so you ended up with long queues. But yeah, one strike force boards an enemy ship while the other infiltrates a ground area of interest. Add some interactivity (if one group fails to do X, the other group receives penalty Y etc) and you got some good ideas. In fact, I kinda hoped that is what Colicoid Wargames would have been. Two teams and whoever team finishes the trials first receives some bonus comms for example. Also, I do think Bioware listened to our complaints that we only fought bosses in thr 1.0 cycle. Olok and that infiltration encounter in SaV really spice things up (if only they werent directly after eachother)
  9. I would complain, because the heat mechanic is different and unique to the play style. That said, Bounty Hunters are in a fairly weak position compared many other specs. Arsenal is in a real good place regarding heat. I can spam about a dozen tracers back to back before I need to vent. Pyrotech is a whole nother story. Is does have decent heat management with the Rail Shot proc, but the problem is that when you overheat, you barely deal extra damage. I would like the heat system stay as it is, but when I choose to overheat, I want to be able to dish a LOT of damage in short time. Currently Arsenal is alright, but Pyrotech is plain horrible to burst.
  10. If at the very least they want to keep the 8% RS damage 4set, I think they should update the older set bonuses as well.
  11. Because they result in a higher base weapon damage and more tech power.
  12. My toon has 66.7% surge and 28.45% crit. Add to that 30% surge from the talent tree, and you are looking at 27.51 crit% with 100% modifier. If RS hit for 100 non-crit without any set bonus, if will hit on average for 127.51 damage including crits. > 8% dmg bonus increases that average damage to 137.71 > 15% crit% bonus will chance the 28.45% to 43.45%, or 42.02% with a 100% modifier. That will make the RS deal 142.02 damage on average. The crit bonus results in a higher average damage, a 142.02/137.71 = 1.031 which results in a 3.1% damage increase by swapping the 8% damage out for the 15% crit. When you then consider that Rail Shot makes up for about 20% of the rotation, you are looking at a 0.6% DPS increase using PvP armorings. Conqueror mods have 68 Aim. Elite gear has 81 aim. So you are looking at trading in around 44 Aim, for a 0.6% damage increase. That choice I leave to you, but I hardly doubt it will make any significant difference.
  13. It seems Bolster is like Quantum Mechanics. How you would think it would work and what sounds logical is exactly how the system doesn't work
  14. I wish everyone played somewhat like you Sadly, when I do dailies, all I can think about is: "what is the fastest way I could possibly complete these dailies?" Because well, after a couple dozen times they get really boring. The answer to that questions involves 'stealing' those crates in the BH area. In my opinion, if you decide to take on the mobs before you click the crate (you can destroy the crate before the mobs aggro if you rush by speeder), you deserve 'your' crate stolen. It's sort of a Survival of the Fittest idea, more or less.
  15. If defense is in the order of over-powered, I would start bringing it down to 40% or lower before removing it completely.
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