Jump to content

konialis

Members
  • Posts

    18
  • Joined

Reputation

10 Good
  1. The main reason new classes are considered difficult to make is the main story content. there have been many suggestions to circumvent that. This is mine. What i thought was, first all classes are split in two categories, force users and non forces users. That means that new classes will be able to choose which story to start with. Non force users would be able to choose trooper or smuggler for the republic and bounty hunter or agent for empire while force user classes would be knight consular and warrior inquisitor. The old classes would stay the same As a bit of extra i suppose you could get a few quests here and there for the new classes similar to the companion quests that unlock every few milestones you pass in the main story. Finishing them could have a special reward unlock for the class as well. These are a few ideas for new classes. Class: Jedi Exemplar/Sith Conqueror Summary: Jedi Exemplars/Sith Conquerors are Jedi/Sith that have delved deep in their studies of the force, while still maintaining their focus on their Lightsaber training. Class Questline: Small series of quests on tython and koriban leading to learning of force secrets of exar kun and the ability to equip double-bladed lightsabers. Also you get a force spirit companion Type: Force user (duh) Weapon: Single Lightsaber Off-Hand: Focus Mechanic: Niman stance: Switches from Saber stance to Force stance, every ability you have has a different effect based on which stance you are in Disciplines: Patience/Terror(Tank): Avoidance Tanks that is highly active with active abilities trigering the defensive abilities instead of cooldowns. Peace/Passion(Dmg): Mid range with max dmg achieved only through stance shifting. Soothe/Cauterize(healer): Shielding Healer that focuses on preventing dmg than healing it later with buffs. Class: Adventurer/Slayer Summary: Individuals that while have a connection to the force, it is not enough to warrant training by Jedi or Sith. That connection mainly manifests as extreme bouts of luck or strength(so no crazy force powers). Class Questline: Search for missing Jedi master/Sith Lord. Finishing it would lead to you getting the ability to equip lightsabers. Also a grey force user companion Type: Non-Force user Weapon: vibroblade/ellectrostaff Off-Hand: Blaster Pistol(kept holstered until needed for certain abilities) Mechanic: Luck----Guts, resource starts at 50 ,it always regens or dissipates toward 50(got the idea from revenant in gw2). Pistol attacks decrease the bar towards luck while they increase towards Guts with mellee attacks Disciplines: Eminence/Triumph(Tank): Basic mellee "mountaiin" tank. The longer and closer it is to guts the greater the survivability Expertise/Efficiency(Dmg): dot melle attacks that then get consume by burst pistol attacks formax dmg. Focuses on keeping the bar at an equilibrium (spending as much as you generate basically). Brawling/CQC(Close Quarters Combat): Burst damage that could be similar to Focus Knight/Rage Warrior minus the Force powers Class: Engineer Summary: Engineers are tech savy indiviguals that use their ingenuity and knowledge to get ahead in life Class Questline: Hired by the Republic or Empire to work on weapons project. Ginishing it gets you a cyborg companion and the ability to equip a sniper rifle(republic) and cannon(empire) Type: Non-Force user Weapon: Blaster Rifle Off-Hand: generator Mechanic: Battery power. Mechanic changes based on discipline. Disciplines: Exosuit(Tank): equip an exosuit, battery turns into second health bar. Goal is to self healing the battery without it reaching your own health bar. Robotics(dmg): Smal floating robot drone summoned float around you and attack automatically according to ability used. the drone itself doesn't have a health bar and it does not move by itself. Nanites: Injecting your opponents with nanites drains their health. retrieving them and reinjecting them inyour allies transfers that health to them. Doctor death kind of vibe. What do you think?
  2. As the title implies basically have the option to play sentinel/marauder and shadow/assasin with single saber. Now before some of you start, the way i picture it is you still equip two lightsabers and your double-bladed one but sentinels/marauders get the "only cosmetic" choice to draw only one saber in combat while shadows/assasin ignite only one of the blades in their lightsaber. Stats of cource would stay the same and any potentialy new animations would be take the exact same time to complete as default ones. What do you think?
  3. It has been said to death unfortunately that new classes in swtor wont ever happen. However i dont think new advanced classes would be impossible at all. Here're my ideas Jedi Knight/Sith Warrior:Jedi Peacekeeper/Sith Conqueror. Weapon: single lightsaber with Focus in secondary Armor: Heavy(maybe medium) Roles:Healer/Damage Mechanic:Paragons/Conquerors have an active power called Balance shift that once activated allows them to enter Force stance. Some abilities, almost all of them Force ones, can only be used in Force stance while others can only be used in regular stance which is is called saber stance. Summary: Jedi Peacekeepers/Sith Conquerors are Knights/Warriors that have delved much deeper in their studies of the force, while still maintaining their focus on their Lightsaber training, than their fellows. Disciplines: Preservation/Blood: Healer Discipline that uses mainly force stance to sheild and heal allies. Notable powers: Mass shell/Thunder shell(group sheild), Entropy barrier/Blood ward(turns all damage taken to healing in, can only be used on friendly target under 30% health), Last stand(AoE HoT, gives every friendly target in range regen proportionate to the remaining health they have. Playstyle: Basicaly instead of using abilities that actively heal the target, you cast and maintain aoe sheilds that prevent it. plus some situational heals. Duality/Relentless: Damage discipline that uses both Lightsaber technique and Force powers to cause damage both from up close and from afar. Notable powers: Niman stance(increases critical rating of force powers), Erupting Leap/Raging charge(Leaps at target and creates a cone of Force energy energy damaging both the target and all in the cone,replaces Force Leap/Force Charge) Out of the fray(Jumps back immediately going into force stance) Dancing Blade(Force torrent)/Relentless assault (storm torrent),Replaces Master strike/Ravage, In Saber(Normal) Stance, Dancing Blade/Relenless assault is a 360 Aoe mellee ability, and in Force stance Force torrent/Storm torrent is an aoe instant ability Telekinetic disturbance/Lightning field (replaces Force Sweep/Smash, creates Aoe damage area around caster) Playstyle: Basically mixture of sustain and burst damage with Saber stance being the sustain and Force stance being the burst. Switching between the 2 is key for maximum damage potential, just one may be good for story and first few planets but not much else cant think of third one Trooper/Bounty Hunter: Ranger/Scout Weapon: Vibroblade/Electrostaff and Generator Armor: Heavy Roles: Damage Gain stealth All Trooper/Bounty Hunter abilities that assume rifle pistol or cannon equiped also get Vibroblade/Electrostaff animations Disciplines: Reconnaissance/Spying: The og discipline of rangers/scouts Notable powers: Backstab, stealth field eruption, stuff like that Playstyle: a lot like shadow/assasin stealth discipline Slasher/Ionic: Damage discipline that focuses mainly on the inherent advantages of the weapon Notable powers: Lacerate/Electrostrike etc. Playstyle: mainly dot based with Ranger applying bleeding and Scout applying electric dots CQC(close-quarters-combat)/Brawling: Damage discipline that focuses on the physical and martial aspect of the Ranger/Scout Notable powers: Power kick, Martial Roll, and others like them Playstyle: Burst damage that could be similar to Focus Knight/Rage Warrior minus the Force powers Smugler/Agent: Engineer/Beasthandler Weapon: Rifle/Pistol with sheild or generator Armor:Medium Roles: Tank, Damage Summary: Engineers are tech savy smuglers that use their ingenuity and knowledge to get ahead in life Beasthandlers are Agent that started their carrers in the Sith beast pen taking care of all manner of viscious beasts all the while avoiding the ire of their Sith masters, a fact that got them notiiced in the first place by Imperial Inteligence Disciplines: Exosuit/Rancor*: Tank Discipline, Engineers/Beasthandlers mount an Exosuit/Rancor into battle(no increas in speed) Many basic abilities become unavailable and you get mount specific ones Notable powers: Summon Exosuit/Rancor (Replaces cover) Shield Mount( Personal shied generator extends over mount) Recovery nanites/Recovery serum(heals armor of mount) Exosuit/Rancor specific animation Playstyle: Part of energy resources turns to armor and extends health bar in order to compensate for medium armor, other than that basic tank. Robotics/Minions: Damage Pet discipline. Summon Droid/Beastie** to attack from Range. Unlike companions Pets have to be actively ordered to attack using abilities Playstyle: Sustain damage with both you and your pet from distance Gadgets/Stims and poisons: Damage discipline that forgoes the pet and focuses on gadgets/stims and poisons to attack Playstyle: Burst damage at mid range. *doesn't have to be Rancor, just a big beast you can ride on and exosuit is anyones guess ** Droids i'm thinking could be small hk's and besties probably Klorslug spitters or something or other Well what do you think? If you have any ideas of your own feel free to post them, especially if they are for consular/inquisitor
  4. It has been said to death unfortunately that new classes in swtor wont ever happen. However i dont think new advanced classes would be impossible at all. Here's my idea for one. Jedi Paragon/Sith Conqueror is its name. Now here's the awsome part, it can be taken by both knights/warriors and consulars/inquisitors. The theme of the class(es) is(are) as follows Paragons unlike their name are not the perfect Jedi, and if you were to ever meet one he/she would be the first to admit that and then proceed to lecture you on how the notion of attaining perfection of any kind is impossible. What gave them their name was the fact that despite that belief they never seem to stop trying to obtain it, even occasionaly drifting towards the dark side. They were not always known by that title in the Order however. In fact they used to be known as the ignorant and the daydreamers. You see unlike most Jedi who focus their training appropriately in the effort to become either Knights or Consulars, Paragons choose to train in both disciplines in pursuit of their ideal. They have gained new respect during the war with the returned Empire though. Their inherent versatility both in combat and outside of it has seen them gain much success in the republics campaign, and now more and more young Jedi, that wish to become either knights or Consular turn to their teachings Conquerors are some of the most feared Sith in the Galaaxy, including the Empire. They are the ones that will do anything to gain victory. For that purpose they immerse themselves in the study of every aspect of being a Sith tus ensuring they have the most diverse arsenal of knwledge and power of the dark side, including some of the light. Wether Warrior or inquisitor they do not give a damn as long the position promises power Before the Empiren finally revealed itsellf to the rest of the galaxy their immense lust for victory and power often led them to go rouge and thus forcing the Dark council to deal with them. Now however ther is an entire galaxy ahead just waiting to be conquered. Weapon: single lightsaber with Focus in secondary Armor: Medium Note: all powers from consular/inquisitor and knight/Warrior are lost once you chose this AC and are replaced by Paragon/Conqueror ones. Mechanic: Balance shift Paragons/Conquerors have an active power called Balance shift that once activated allows them to enter Force stanceand repplaces the main quickbar with another one, much like cover does. Unlike cover however they can still move and have to activate it again in order to change it back. Naturally some abilities, almost all of them Force ones, can only be used in Force stancewhile others can only be used in regular stance which is is called saber stance. Disciplines: Stalwart/Invincible: Tank Discipline that uses saber techniques couppled with force powers and healing to keep him/herself alive. Mostly uses saber stance with force stance being used for aggro management and selfhealing-type mitigation. Notable powers: Djem-so stance, Steady Ground Protector/Manipulator: Healing stance that uses mostly Group shields to actively protect party members with a few oh **** ! moment burst heals. Purely force stance. Notable powers: Mass shell, Entropy barrier Duality/Relentless: Damage discipline that uses both Lightsaber technique and Force powers to cause damaga both from up close and from afar. Can be played as either purely Saber or Force but maximum damage potential comes from switching from one to the other alternatively. Notable powers: Niman stance, Torrential assault (Force/Saber) Well here it is tell me what you think. Also if you have any ideas of your own feel free to express them
  5. Exactly this. shien has nothing to do with flips. Concentrated slice looks much better for shien than overhead slash. which brings us to this Also great idea. Still wish they revamp the visuals and mechanics for vigilance/vengeance. Focus/Rage actually fits with Shii-Cho very well.
  6. Shien and the discipline it's contained in should be more spectacular i think, both in its effects and the animations. I mean come on it's the form preferred by both Vader and Luke, the initial sw ******es and playing it's dedicated discipline is really boring both visually and mechanically. Shien practitioners should be moving tanks (of course with less survivability than soresu practitioners) that rush and focus attack all opponents after an opportune counter, keeping them unstable and vulnerable. The way it plays in the game has nothing to do with that in my opinion. Hell they dont even use riposte, which they should given that shien is supposed to be an offense oriented defensive form NOTE:Just my llittle rant. I do not have any complaint about vigilance guardian and vengeance juggernaut in any way other than the feel and presentation of them. Just wanted to let you know
  7. Made a new thread similar to this one but different. Got inspired by what you guys wrote here Check it out here
  8. There are supposed to be mission fixes on patch 4.02a but until they publish the patch notes we cant tell for sure this bug will be part of it. Though i hope it is
  9. Yes that is true, but if i remember correctly when they announced the KotFE expansion bioware said they were reassigning their focus to their forte which is storytelling. Tying the story to the classes themselves i think would make the transition from the old pre-KotFE swtor to the post-KotFE one better. Plus it would create a deeper connection between story and combat which i think most mmoes lack thus increasing immersion. As for waiting until the end of the chapters well........ im not that patient Are you psychic!!!!!!
  10. Basically they are specializations that enhance the existing advanced classes by harnessing Valkorions power For example Guardians/Juggernauts become Bastions/Warmongers. They are basically enhancing their martial and force prowess with the pure power that comes with being bonded to the emperor They get several new force and martial abilities (though mostly force tellekinetic powers that debilitate and the martial ones are force powered) and two new Outlander mini-disciplines that work in conjuction with the old ones. One offers greater survivability and the other greater dmg.(And yes the role of each character will still be decided from their ac disciplines thus creating hybrid roles that should be viable for solo and maybe normal mode flashpoints but not really as effective for hard flashpoints and any ops.) Sentinels/Marauders become Sentries/Reavers Almost same changes as guard/jugg except they gain more martial than force powers.(Yes they also get a defensive and an offensive discipline, all classes get mini-disciplines that match the possible roles they can fill) All Knights/Warriors get access to Lightsaber Staffs ( the poles with lightsaber blades on top that Zakkul knights use) and all powers both onehanded and two handed can be used with it Sages/Sorcerers become Keepers/Occultists* By diving into the vastness of Valkorions powers they emerge with greater understanding of the force either by resisting it, indulging in it, or both (depending on if you let him use your body to advance your cause when he asks in those time stops in the story) They gain several new force abilities that stem from hidden and arcane knowledge obtained from Valkorion (not neccesarily jedi and sith specific), and two mini-discipline, one for greater dmg and one for enhanced healing Shadows/Assassins become Monks*/Slayers Again by diving into the vastness of Valkorions powers they emerge with greater understanding of the force either by resisting it, indulging in it, or both. They gain both martial and force powers that stem from hidden and arcane knowledge obtained from Valkorion. All consulars/inquisitors gain access to Holocron off-hand that they use for their new powers Vanguards/Powertechs become Champions/Gladiators They utilize the new found vitality and force resistance in their bodies that stems from their connection with Valkorion to accommplish physical feats that should be impossible for non force-sensitives. Their new powers are mainly physical ones (e.g power kick, submission etc.) They gain access to electrostaffs.(The animations of OG powers change accordingly when and if you choose to switch from blaster rifle/blaster pistol to electrostaff).Their mini-disciplines are one for survivability and one for damage. Commandoes/Mercenaries become Guerrilas/Enforcers They utilize the new found vitality and force resistance in their bodies that stems from their connection with Valkorion to accommplish physical feats that should be ijmpossible for non force-sensitives. Unlike Champions/Gladiators their new powers are mostly offensive and tech/martial ones.(e.g echani attack roll, swarm of knives etc) They gain access to vibroblades. Their mini-disciplines are one for survivability and one for damage. Scoundrels/Operatives become Kingpins/Proctors* Their connection to Valkorion has left them with great increase in brainpower and an almost soothsaying sense of intuition that they gladly utilise to achieve their goals. They gain access to Sniper rifle/Blaster pistol. Their powers are mostly weapon and tech based. Their mini-disciplines are, one for greater dmg and one for enhanced healing. Gunslingers/Snipers become Engineers/Demolisher* Their connection to Valkorion has left them with great increase in brainpower and an almost soothsaying sense of intuition that they gladly utilise to achieve their goals. They gain access to blaster rifle/cannon(?). Their powers are mostly tech based and they gain constant drone pets floating above their heads that are used on skills (they dont actually attack automatically like companions they have to be activelly commanded). Their mini-disciplines are, one for greater dmg and one for enhanced healing. All new weapons change animation of previous abilities to suit them. So what do you people think? Feel free to provide praise or criticism (praise would be preferable ofcourse;) What would you add or remove? If you have outlander specializations of your own in mind feel free to post them. * the names with the asterisk are not necessarily my picks, just some names that i thought would sound good but still not convinced.
  11. I was talking about the first thing, tanking with shadow using one handed lightsaber, but since key abilities are locked to doublebladed, i guess i cant
  12. Like the title asks can i use a guardian one handed saber for shadow tank? P.S never so much as touched shadow before
  13. Given that this bug is located in the main story of a story-based expansion, i think they'll probably fix it pretty quick. Hell doesn't even need to be a patch in my opinion, just a hotfix changing the quest line to how it was pre 4.02
×
×
  • Create New...