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SuperSquirrels

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  1. I've always thought that Mandos (Both Commando and Mandalorians) had a pretty simple set of abilities to use, with quite a bit of them being unused. So in a sense, I've always been hopeful that we would see another new ability. With that being said, Arsenal/Gunnery has always been about overwhelming firepower and huge single target burst. Their survival rate is actually pretty decent right now, and require no change in either damage or healing. So that leaves us to fine tune and emphasize what it really means to be Arsenal/Gunnery all the mean while not making them too over the top. Below is my Idea of what changes and additions would benefit this class the most. Tactical Hailstorm - In addition to Grav Round/Tracer Missle and Hail of Bolts/Sweeping Blasters, Charged Bolts/Power Shot now reset the cooldown on Boltstorm/Blazing Bolts. Bombardier - Activating Explosive Round/Missle Blast now increases the rate of Death From Above/Mortar Volley, stacking up to two times. Gun Lover - When Explosive Dart/Sticky Grenade deals damage, your next Boltstorm/Blazing Bolts deplete no resources. Set Bonus Disclaimer: The set bonuses for DPS Mandos really tailored to Arsenal/Gunnery more so than A.S./I.O. so the changes here are very little.. 2 Piece - Heatseaker Missle/Demolition Round and Serrated Bolt/Serrated Shot increase the damage you deal 4 Piece - Energy Shield/Reactive Shield have a reduced cooldown, while also giving Full Auto/Unload and Bolstorm/Blazing Bolts immunity to interrupts while under these affects. 6 Piece - Unchanged. Thanks for the read, SuperSquirrel/Titus.
  2. I've always thought that Mandos (Both Commando and Mandalorians) had a pretty simple set of abilities to use, with quite a bit of them being unused. So in a sense, I've always been hopeful that we would see another new ability. With that being said, I.O./A.S. were in a pretty neat spot being that their damage out put wasn't too far out there in terms of being over powered, nor was it too lack luster. The problem that I feel needing to be addressed is comparing what tools the two damage disciplines have in terms of survival. Arsenal and Gunnery have their survival tied into their ability use, where as IO/AS are forced to either Deal Damage, or Survive. Below is my Idea of what changes and additions would benefit this class the most. Tactical Double Jeopardy - After casting Propulsion Round/Rocket Out, Being Leapt to/Pulled resets the cooldown on Propulsion Round/Rocket Out allowing the caster to travel slightly farther. Pocket Sand - Casting Propulsion Round/Rocket Out leaves behind a layer of sand, cause up to 5 targets to be slowed for 10 seconds or until canceled. For the first 5 seconds, affected targets can not leap to the caster. Advanced Durasteel - After being incapacitated, Durasteel plating surrounds the player, resisting the next two Tech/Force attacks respectively. Breaking the stun affect early resists the next Tech/Force attack respectively. Set Bonus Disclaimer: I despise cookie cuter builds, So I devised the set bonuses to be unique for each discipline. 2 Piece - Damage over time affects now have a (10%) chance to cause your next Medical Probe/Rapid Scan to be instant and cost no energy. 4 Piece - Hail of Bolt/ Sweeping Blasters now spreads your Damage over time affects to all targets affected by the spell. In addition, Damage over time affects spread this way cause you to be healed for 25% of the damage dealt by your damage over time affects. 6 Piece - Full Auto/Unload now refreshes your damage over time affects. In addition, Full Auto/Unload now causes your damage over time affects on your current target to deal damage at the same rate, increasing the damage over Full Auto/Unload over their duration. Thanks for the read, SuperSquirrel/Titus.
  3. I've honestly had more people Ask me if I wanted to kill or capture a bounty than I have had people just flat out kill it. Even then, it was not a big deal to have it killed due to getting an achievement for both.
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