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SpleneticGamer

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  1. Severing Slash is disappointing compared to Furious Focus. Severing Slash has very minimal use in Operations when fighting bosses. Useful in add-heavy fights where they can be AoE'd, but not in single target fights; whereas, Furious Focus is useful in all Operation fights. For PvP, this is meh. Provides you with more control which is always nice and that's probably going to be the main reason to use it unless the damage is really high. Death Knell is great for more casual play and can be used in Ops where there are a lot of adds, but the uptime increase will generally be minimal since most adds are killed asap. In fights where that isn't the case, it may prove more useful. I can't see this being too useful in PvP since you typically try to just burn down targets one at a time and TTK is fairly high for the most popular specs. Shadowcraft is interesting, but I would have to test it a bit before I can form a solid opinion on it, but 3 Discharges in a row sounds rather fun. could really be effective in PvP for chasing people who ran away to heal and possibly misdirection. How effective the latter will be will depend on how the opposing team is stacked though. Deflecting Slashes is cool in concept, but how useful it is is dependent on how many enemies you can actually clip. In ranked, you're only hitting 4 tops which is whatever. In PvE, you can hit more, but I assume it only caps 8 targets hit like all other AoE abilities. 8 seconds is nice. This benefits tanks more than DPS. Steely Spike is going to be incredibly powerful on tanks. It will have some use in PvP for the DPS specs, but it still heavily benefits tanks while being decent at best for DPS. Projected Shroud is nice. Does the accuracy drop affect Operation bosses? Extra time on Shroud is always welcome. Can be really scary when combined with Shadow Shroud. That's a lot of time spent in Shroud. Shrouding Guard is a concept I really like. Taking your best DCD and allowing it to be used on another sounds amazingly powerful and it leaves you without Shroud when you're taking damage later. I think the balance in that for PvP is fine honestly. Whether or not it's actually really powerful is hard to say without seeing it in practice. I don't think it will be broken on Sin DPS. Tanks on the otherhand... Reckless Shadow really helps Hatred. Darkness doesn't really need it, but can help in some PvE fights. Deception has no use for this whatsoever since that has some of the easiest resource management out of all the classes. Multitrap sounds awesome for casual play like node farming. In PvP it seems better than it would actually be since you can only mind trap while in stealth and only targets that aren't in combat. It will be very useful if your team can nuke a target down in those opening seconds, otherwise, it will be a waste. In Ops, this will be very good for skipping mobs, but then it will be swapped out when you get to a boss. Shadow Step seems really interesting. Benefits Deception the most, but Shadow Stride (and Holotraverse) off the GCD is still clunky. Please take it off the GCD. Shadow Shroud sounds really cool and will be incredibly powerful in Fights where you cannot shield attacks. Shadow Ward is pretty cool and sounds good, but I think it may be outclassed by Shadow Shroud. Redirected Wrath I think will run into the problem Shadow Ward has. I can't see either of these being more useful than Shadow Shroud in most scenarios. Discharging Voltage is really nice and seems like it will turn Discharge into Deathfield more or less. Burning Bolts is nice, but if the damage isn't significant, it will be outclassed by the other Tactical Items. High Voltage is hard to tell if it will be good or not simply, because I can't test it currently. Could be really good or it could be underwhelming. Hungering Blade is hard to tell since it stacks and Hatred is the roughest of the Sin specs on resource. It's also RNG dependent which makes it inconsistent. I once had a fight where I had a 87% crit rate on Leeching Strike. I've also had a crit rate as low as 32%. Too inconsistent to be useful in my opinion. Exhaustion Field will really only ever be taken for the 10% damage boost. People don't really use Force Slow for the most part. Thrashing Terror only has a 10% chance which is lackluster at best. I cant see this being taken ever as is. I think Sin can use better Tacticals on the whole, but Hatred Currently has the weakest of the 3 in my opinion. Unless Sin is getting a large damage boost on its abilities, Mara will outclass it again as Furious Focus is amazing and Severing Slash is just situational at best. The set bonuses are mediocre at best unless you are a tank. Steely Spike will be incredible for Darkness.
  2. Forgive me for the length, but I wanted to tackle everything in one go. Furious Focus sounds really intriguing. Whether or not it is too powerful is hard to say without testing it first sadly. I think keeping this off the GCD (perhaps give it a really small internal cooldown so we don't accidentally use more than what we intend to) would be best and allowing us to use stacks one at a time as we please would also be for the best. Odds are, nobody will really want to use 4 in a row as this is something that should be paired with the hardest hitting abilities to maximize its usefulness. I think it would benefit Carnage and Fury far more than Annihilation simply because Annihilation gets the majority of its damage from DoTs and Annihilate (which is really going to see the most benefit from this as Ravage and Twin Saber Throw have too long of a cooldown while Vicious Throw is only execute. Granted, this specific issue with Vicious Throw is alleviated a bit for Annihilation with the proposed set bonus Dispatcher). Having the initial hit of Rupture and Force Rend hit for 25% is lackluster at best. Which means this will only ever see it's best use on Annihilate while Ravage (assuming the 25% increase of one stack applies to all 6 hits) and Twin Saber Throw will see some benefit but will be much harder to use effectively due to their long cooldown time. Carnage and Fury have the ability to use multiple stacks in a row effectively due to them having more hard hitting attacks. A 25% damage boost on Twin Saber Throw (this one is whatever since Ferocity has been changed to stacks and not time-based and it doesn't even gain the armor penetration bonus anymore) Ravage, Devastating Blast, and Gore while under ferocity is going to be incredibly powerful due to the hard hitting nature of these abilities and how they fall into the rotation. As for Fury, a 25% damage boost on Ravage, Raging Burst, Furious Strike and Filler is exciting on the first 3, but less exciting if the filler is Vicious Slash instead of Vicious Throw because you aren't in execute. To make this better for Annihilation, I would recommend you change it so that not only does the damage boost apply to the initial hit of a DoT (Rupture, Force Rend and Deadly Saber), but every subsequent tick of the dot until the dot is refreshed early or falls off. Regarding Deadly Saber, if you consume a stack of Furious Focus on it, make it so the ticks at all 3 stack levels are benefiting from it please. If not, then only the one stack ticks will benefit, presumably, and that would be detrimental to the class. Currently, that is a potential issue I see with this ability. As the explanation is rather vague regarding how it affects DoT abilities, some clarification would be greatly appreciated. After all, if it only affects the initial tick on the application of the DoT, it will be far less useful for Annihilation than the other two specs. Regarding the set bonuses that are proposed: Dispatcher only benefits Annihilation since Fury doesn't use Twin Saber Throw in an optimal rotation and Carnage can use Vicious Throw on a target regardless of health because of a skill tree passive. From the Shadows on the other hand, is not really going to be useful in PvE or PvP. Mad Dash is just never used for dealing damage simply because it doesn't generate any stacks of Fury, moves you off your target and does poor damage. Given the defensive utility of Force Camouflage, it would be a waste to use it to strengthen Mad Dash given how little use Mad Dash has offensively. Sadly, there isn't really any way to fix Dispatcher for Carnage that I can think of without changing the set bonus altogether. As is, Carnage cannot really spare the resource needed to use Dispatch more than once every other Ferocity window unless you take the Cloak of Rage utility in the skill tree, but you have much better choices as a Mara. As for Fury, Twin Saber Throw is never used in the optimal rotation. the only time Twin Saber Throw sees use as Fury is when you are running towards an enemy and all of your gap closers are on cooldown which is a rare instance. The only issue I can see with this for Annihilation is that your resource regeneration is somewhat RNG dependent and Annihilation uses a lot of resource. Other than that, this benefits Annihilation far, far far more than the other two specs. Regarding the Tacticals: Marauder Tacticals: Apex Predator may end up being way too strong in solo ranked PvP. Hard to say without being able to test it currently. Perhaps make it have an internal cooldown of 1 minute or 1.5 minutes to help balance it if it is too powerful as is. Frenzied Focus is not very good as 1 stack per 2.5 minutes (it's 2.5 because we will no longer have the current 4pc set bonus) is not going to be useful. Make it so it generates 4 stacks immediately (since you generate 4 stacks every 2 minutes) and perhaps and additional 4 stacks over 20 seconds. The latter effect could end up being too powerful, but the former should probably be how it functions. Hidden Power sounds cool, but staying it will result in a DPS loss in PvE and wont really matter in PvP since Force Camouflage is just used to run away and heal in PvP. Annihilation: Exterminator is great for just experiencing story and playing casually, but it has no use in Operations or PvP. Rapid Rupture won't be useful since the rotation for Annihilation is super strict and doesn't allow much variance for optimal DPS. Also, refreshing a dot before it falls off is just a bad thing to do unless you're lethality on an Operation boss (even then, you only do it twice unless your dots fall off altogether due to mechanics). Perhaps change it so that you get the double damage on the reapplication of the DoT and not refreshing it. Vicious Saber is really cool in theory, but being tied to Vicious Slash is not particularly good when it could be tied to Annihilate which increases all DoT damage for 4.5 seconds after being used... I personally think changing it to Annihilate would be better or changing it altogether to something similar like Rupturing Scream and making it so Force Scream refreshes the duration of Deadly Saber would be much better. Carnage: Unstable Focus is really cool, but being tied to Furious Focus holds it back, but probably keeps it balanced. Maybe experiment with it so that it just always explodes first. If that is broken, then it can be adjusted as needed. There's no real reason for this to be tied to Furious Focus while Detonate for the Fury Mara is not... really unfair for Carnage. Hyper is probably useful for more casual play, but would likely have no real use in Operations or PvP. Bloody Focus sounds like what our Ravage was, until it was moved over to Fury in 5.0, except worse since it can only be applied to a Gore that is buffed by Furious Focus. If you are looking to give Carnage some sustained back I'm all for it, but being tied to Furious Focus is a drawback since it will likely be impossible for Carnage to save a stack of it every time you use Gore. Really cool concept that I think would be better as a skill tree passive honestly. Especially if the bleed isn't a decent boost to our sustained DPS. Always Furious is probably going to be the best Tactical item for the spec in most if not all situations. It's really awesome and possibly too powerful. Sadly, can't be tested yet to my knowledge. Fury: Detonate is so much better than Unstable Focus since it will always cause Force Crush to explode (I'm assuming the explosion is just the final tick of Force Crush since all of the other ticks would make this extremely lackluster). Amazing for AoE since this spec is kinda meh in that department despite the auto crit on Smash. Obliterator is pretty cool and probably the way to go in single target fights as an auto crit that does 25% extra damage every 30 seconds is really powerful. The last thing Fury needs is more damage honestly as the spec is over performing currently in PvP and dummy parses (those don't really matter though) Force Barter: I don't see this having any use as the Fury rotation gives enough resource where you should never have to use anything aside from Berserk and Battering Assault for resource. I would recommend changing this to something that would be more useful to the spec as this is clearly far and away the worst one for Fury. I was thinking of a rotation for Fury with this Tactical, but everything i thought of was just inferior to the current rotation. So this should be removed and changed to something else altogether. Since we can ask for a Tactical Item we would like to see in the game... (Carnage) Timely Slaughter: Ferocity no longer provides stacks, but instead lasts 3 seconds and gives you 100% armor penetration on all abilities used within those 3 seconds. Pretty please.
  3. Tactical Items: Riot Gas can now be electrified by Ion Storm dealing X (maybe 3k per tick and it ticks once every second) elemental damage while the target is inside while also generating massive threat. The cloud size of Riot Gas is increased to 8m. In addition, the electrified gas increases the force and tech absorption of yourself and all allies inside it by 75% and 30% respectively (you gain the 75% and allies gain the 30%). In addition, Ion Storm effects all enemies inside Riot Gas. (also makes the AoE on Ion Storm larger) Shoulder Cannon now restores 7% max health every time it deals damage (stacks with the utility), increases shield chance by 2% every time it hits a target up to 8% for 15 seconds, DR is increased by 3% each time it damages the target up to 12% for 15 seconds, and the cooldown of Reactive Shield is decreased by 7 seconds every time it deals damage. In addition, the cooldown of Shoulder Cannon is reduced by 30 seconds. (talk about some insane survivability. Granted, this spec really needs it compared to the other 2) Set Bonus: 2pc: Every time you activate Energy Blast, you regain 5% of your max health. 2pc: When High Impact Bolt damages a target, it explodes dealing half damage up to 7 nearby enemies within 8m. 4pc: While Reactive Shield is active, you heal for 4% of your max health when attack. Can only occur once per second. In addition, Transpose activates immediately. 4pc: Stockstrike increases the damage of your next Ion Pulse by 30%. Stacks up to two times. 6pc: The first 3 seconds of Battle Focus increases Force and Tech absorption by 100% while the remainder of the duration increases it by 45%. In addition, the cooldown is reduced by 20 seconds. 6pc: Battle Focus increases critical chance by an additional 25% for the duration.
  4. Tactical Items: Wither and Discharge are no longer AoE abilities but now hit twice as hard. In addition, Force Pull has no minimum range and deals X amount of damage. (doesn't need to be a large amount of damage, but something notable) (increase to single target) Shock and Depredating Volts now strike up to two additional targets when used. In addition, Force Pull now pulls in up to 7 additional enemies within 15m of the original target to you. (increase to AoE) While in combat, every 1.5 seconds you go without shielding an attack, you gain a stack of X (not sure what to call it... maybe Efficient Technique or something similar) which decreases the force consumed by all abilities by 2% per stack and stacks up to 20 times. (useful in fights where you don't get to shield attacks which aren't many if I recall correctly) Increases the DR provided by the level 60 passive Premonition by an additional 15%. In addition, the cooldown of Overcharged Saber is reduced by 15 seconds. Activating an Adrenal or Medpac doubles its duration and effects. (might be worth putting it on all specs and adrenals) Set Bonus: 2pc: Each time you lose a charge of Dark Ward or Kinetic Ward you have a 40% chance to restore 1% of your maximum health. This effect cannot occur more than once a second. (the "leaked" set bonus which I really like) 2pc: Activating Deflection increases the damage of all your force attacks by 15% for the duration 4pc: Dealing damage with Discharge increases DR by 2% for every target hit (modified of the "leaked") 4pc: Maul and Assassinate now deal an additional 15% damage. 6pc: Each stack of Harnessed Darkness heals you for 4% when used 6pc: Depredating Volts can now benefit from the Energize passive as well. In addition, the channel duration is reduced by 50%. One set bonus for insane survival ability and another for a bump in damage. I think every tank may want a choice like that since some fights benefit from the tank dealing more damage and others need tanks to withstand massive damage. Balancing this for PvP may be an issue however... perhaps as simple as not allowing the damage increase set bonuses in PvP WZs and Arenas. I'm not sure what would be best honestly.
  5. Tactical Items: Force Choke now Generates a massive amount of threat, has 30m range, and pulls a target towards you. (Gives you the high threat generating ability that Sins and PTs have in Force Pull and Grapple basically. Something I think Guardian kinda needs since Leap generates so little and every GCD matters when pulling a boss and keeping it on you. So it would look like Choke + run in + Enrage > Crushing Blow + Retaliate, Backhand > etc) Invincible makes you immune to all damage for 3 seconds and lasts for 5 seconds longer. In addition the cooldown of Invincible, Saber Ward, Saber Reflect, and Enraged Defense are all decreased by X% (maybe like 10% or 20%) Backhand is no longer a hard stun but a root that lasts for 4 seconds and slows the target by 35% for 6 seconds after the root duration ends. In addition, the cooldown is reduced by 42 seconds. Force Push in now a cone-shaped AoE that can push up to 8 targets in front of you. In addition, the cooldown is reduced by 30 seconds. Invincible now extends to all group/operation members within 30m at 50% effectiveness (gives you Sniper shield basically) Set Bonus: 2pc: Aegis Assault has a 50% chance to grant Preserver's Ward, absorbing 35% of the damage of force and tech attacks for 3 seconds. Movement speed is increased by 10% (stacks with Rule of Two passive) (a slightly altered version of the "leaked" set bonus) 4pc: Endure Pain absorbs 30% of all damage while active. Force Charge also generates a massive amount of threat. (on par with Force Pull and Grapple) 4pc: Intercede heals you and the target for 15% when used. In addition, Intercede increases your target's damage by 20% for 6 seconds. 6pc: Receiving damage while Invincible is active grants a stack of Preserver's Endurance, healing you for 7% of your maximum health per stack when Invincible ends. This effect stacks up to 5 times and cannot occur more than once a second. Blade Turning also lasts 3 seconds longer (Slightly edited "leaked" set bonus while keeping half of the current 6pc).
  6. Least favorite spec in the game because Hatred exists and is so much more fluid in terms of priority and rotation... That being said, I would like to see the rotation be more similar to Hatred in terms of fluidity. I'm not sure how many other people would like that however... Tactical Items: Force Storm is returned to the 3.0 glory days (high damage, high force cost, and 6 second channel). In addition, Force storm applies the same rotational effects that Force lightning does except the recovering of 2% force per tick (so it would provide you with (Wrath, Lightning Burns (could do without this one honestly), and Fulminating Current). In addition, Dark Echo now has a 100% chance to occur and deals additional damage (maybe like 50% or something) Force Lightning and Demolish can be channeled while moving. (probably broken) Increases the healing from Death Field by an additional 10% (30% total because of the innate 10% and the 100% increase provided by Parasitism), increases the healing of Affliction and Creeping Terror by an additional 15% (for a 25% total. Could also be lowered to 20% since 10% may as well be nothing and 25% may be too strong in PvP) All life stealing abilities no longer heal and instead the amount that would have been healed is now used to increase damage. (so a Death Field that hits for 10k would normally heal 2k because of the innate 10% healing which is doubled by Parasitism. Instead it will have that 2k healing converted to damage) Death Field is no longer an AoE and hits one target for drastically increased damage. Death Field now hits up to 16 targets within 10m at reduced damage (to compensate for the insane DoT spread) Lingering Nightmares now causes damage caused by Force Lightning to immediately finish the cooldown of Demolish. This can occur once every 9 seconds. (Similar to how Hatred works. Personally, I would like to see this just be a rework of the passive since it should help the rotation be more fluid with a set piece bonus I will be proposing). In addition the amount of Death Marks applied to a target is increased to compensate. Set Bonus: 2pc: The channel time of Force lightning is reduced by X seconds (however much is needed to make it last for 1 GCD since I can't remember off the top of my head) 4pc: Lightning strike deals X% more damage while a target has less than 30% health remaining (I'm not sure what a good amount would be so let's just say 30% since that's what a lot of the execute bonuses tend to be) 6pc: All DoT damage is increased by X% (I don't know what a balanced percent would be so I'm going to say 10%)
  7. Personally, I really liked the "leaked" set bonus changes: Roaming Mend and Wandering Mend restore 5 Force per target affected. (I don't like this one though) Unnatural Preservation and Force Mend now additionally heal up to 8 allies within 30 meters affected by your Resurgence or Revivification and Rejuvenate or Salvation for 70% of its full healing. Recklessness and Force Potency grant Mender's Surge, causing your next Innervate or Healing Trance to heal instantly and cost no Force. If these can't be set bonus changes for some reason, I think making them Tactical Items would be the way to go; however, i would really like to see the 2 I like as set bonuses. Tactical Items: Activating Polarity Shift causes all healing abilities used during its duration to activate instantly. (would be awesome) All healing abilities that consume a stack of Recklessness do X% additional critical healing. (Would have to be a massive amount so it isn't completely outclassed by the aforementioned TI) Increases the healing done by Revivification by X% (let's say 250%) and reduces the force consumed by 50%. In addition, Roaming mend heals for X% (25%-50%) more, travels one additional time, and restores 5 force when it heals a target. (This would be awesome for AoE healing.. possibly broken with that "leaked" set bonus that causes targets effected by Revivification/Resurgence to be healed by 70% of what Unnatural Preservation heals the caster) Applying static barrier to yourself applies it to all group/operation members within 60m and reduces the duration of the Deionized debuff on yourself and all allies by 50%. In addition, Expunge now cleanses Tech effects and cleanses up to 4 group/operation members within 30m. Set Bonus: 2pc: Consuming Darkness is now off the GCD but consumes 15% of your max health if it doesn't consume a stack of Force Surge. (kinda like how it used to be...) 4pc: Unnatural Preservation and Force Mend now additionally heal up to 8 allies within 30 meters affected by your Resurgence or Revivification and Rejuvenate or Salvation for 70% of its full healing. 4pc: Force Bending Increases the critical chance of your next Innervate by 100%. Can only occur once every X (30 is probably fair) seconds. In addition, the cooldown of innervate is reduced by 1.5 seconds. 6pc: Recklessness and Force Potency grant Mender's Surge, causing your next Innervate or Healing Trance to heal instantly and cost no Force. 6pc: Increases the critical healing of Dark heal by 40% and reduces the casting time of Dark infusion by .5 seconds.
  8. Lightning is a ranged burst spec that took a nerf to its burst to increase the sustained damage... I hope this can be changed since Thundering Blast is rather weak when compared to Ambush and Heatseeker Missiles on MM Sniper and Arsenal Merc respectively. I've managed a 41k Ambush in PVP and can get a lot of 30k crits on MM. While I haven't broken 40k on a Heatseeker Missile, I still average about 30k give or take 3k. Thundering blast on the other hand... yeah. I understand that it's weaker because auto crit with Affliction, and it has a chance - 25%/50% - to have Forked Lightning proc, and can be increased again with Recklessness. Even so, I still find it rather underwhelming since a 25% chance is lackluster to say the least. Then, there's Madness which got a massive buff to its burst, and sustained, by increasing the damage of Force Leech by 30% when a target is affected by Affliction. Madness burst is roughly the same as Lightning burst, albeit, slightly longer between windows. Lightning needs more burst and I believe most would be fine if it came at slight cost to sustained since sustained is supposed to be why you would pick Madness. And the easiest ways, I believe at least, to increase the burst would be to increase the passive critical damage boost provided by Reverberating Force or to allow an extra ability to benefit from that passive. then there's the fact that this spec is called Lightning and it doesn't utilize Force Lightning... Tactical Items: Increases DR by 10% wile not in a WZ or Arena. (Personally think lightning doesn't need the bulk since it has the mobility, but apparently there are those who do think more bulk is needed) Lightning Bolt is now instant while in a WZ or Arena. (Probably broken) Increases the Critical damage of all abilities by X%. (doesn't need to be much, perhaps 5-10%) Increases the chance of Forked Lightning procs by 75%. In addition, any proc chance over 100% is converted to extra damage. (I think this would be really popular as the RNG element to Forked Lightning is not well-liked by myself and probably many others. Personally, i don't think a 25% damage boost would be too powerful since your Polarity Shift is on a fairly long cooldown) Force Storm behaves how it was during 3.0 (awesome damage, the 6 second channel, and draining force cost). (I think Sorc should have awesome AoE damage potential on par with Snipers since Suppressive Fire is pretty crazy currently at the cost of massive amounts of energy. Make Force Storm similar again please) Set Bonus: 2pc: Dealing damage with Affliction increases all damage dealt by 5% for 15 seconds. Can only occur once every 30 seconds. In addition, Recklessness now provides an additional stack on use. 4pc: Crushing darkness now applies all of its DoT damage immediately with the initial hit while under the effects of Force Flash. (More burst and may require a damage adjustment) 6pc: Hitting a target with Thundering Blast increases the damage of your next Force Lightning by X% (I'm not sure what would be good, but let's go with 75%) and reduces the channel time by 50%. (Brings Force Lightning back into the spec and keeps it from destroying your mobility by reducing the channel time. This should probably be the new passive for the spec, but move the passive so that it follows the level you gain Thundering Blast (it would be the level 28 skkill tree passive currently since thats the first passive you get once you are given Thundering Blast). So many people seem to use Force Lightning despite it being a DPS loss currently) 6pc: Dealing critical damage reduces the cooldown of Polarity Shift by 1.5 seconds. In adittion, Recklessness Stacks have a 33% chance of not being consumed when dealing critical damage. (in case the aforementioned 6pc is made into the new passive)
  9. Tactical Item: Medium Armor: Increases DR by 20% while stunned. Your Resolve bar Deteriorates 10% more slowly. Decreases the time slowed and immobilized by 1 second (maybe 2 seconds would be better). All high mobility abilities have their cooldown reduced by 10% (exfiltrate, leaps, Covered Escape, and so on. To be honest, I'm not sure if this is needed). Give this to all medium armor specs. Granted, Mara and Sniper are really strong currently so I'm not sure if they need it.
  10. Tactical Item: Light Armor: High mobility abilities (Force Speed, Shadow Stride and Phase Walk) have their cooldown reduced by 50%. Your Resolve bar now deteriorates 25% faster (less time for the white bar), all time spent stunned is decreased by 2 seconds. In addition, you receive a 10% DR bonus while stunned. (the last one may not be needed, but would be nice. Give this to all light armor classes. Very PvP focused)
  11. Tactical Items: Heavy Armor: Increase DR by 30% while stunned and prevents you from being knocked backed and slowed for X seconds after the stun wears off; however, it prevents the use of Force Charge and decreases all damage dealt by Y%. Your Resolve bar also deteriorates 50% more slowly. In addition, the cooldown of Mad Dash and Intercede are increased by 15 seconds. (not sure what would be a good balance for the damage decrease, if it is even needed, but this would be awesome in PvP if not busted... put this on Rage as well I guess and similar variants on PT, but have it hinder abilities like Hydraulic Overrides by adding to the cooldown while halving the speed boost... And have it so you cant use whatever the PT leap is called. This is also the only one I'm going to name as well as its variants. Should keep this to DPS only, and keep it off Mercs unless they get a decent DCD nerf. Thinking about it, mobility nerfs to these specs would be really rough and I don't think they should have to deal with that. Maybe tweak it to removes the root, slow, and knockback immunity?) All AoE damage is increased by X% while single target damage is decreased by Y% (have something like this for all specs). In addition, Hew hits all targets within 8m of the original target if the original target is effected by bleed provided by Shatter. All DoT damage is massively increased while all other damage is decreased. Decrease all critical damage by X% while increasing all non crit damage by Y% Set Bonus: 2pc: The duration of the DoTs provided by Impale and Force Scream now last longer (long enough for 100% uptime in a perfect rotation) 4pc: Activating Enrage increases the critical chance and damage of all your DoTs by X% for 8 seconds. (not sure about what the percents should be, but I doubt they need to be high, nor do they need to be the same. Maybe like 10% crit chance increase and 5% critical damage bonus) 6pc: Activating Impale reduces the cooldown of Shatter by X seconds. If Shatter is reapplied to the target before the bleed ends, all remaining bleed damage is applied instantly upon reapplication. (so it works like resurgence does for healer Sorcs. As for the cooldown reduction, maybe 2 GCDs give or take 1)
  12. This was my first spec I played. It used to be my favorite as well. Now its the single least played DPS spec in PvE. Hopefully the ideas I propose will change that. Tactical Items: Increases the damage of of Smash by X% (something large. Let's say 100% since Smash was nerfed really hard) and increases its AoE radius by 3m. Smash can now also spread your Force Crush to other targets so long as it hits a target already effected by it (This DoT spread is optional honestly, but it would be crazy and redesign the spec in a sense if this is too powerful, a simple tweak would be to make it so the final tick of Force Crush is an 8m AoE instead since spreading the slow would be insanely powerful. Or just have it not spread the slow). In addition, Obliterate causes a shock wave upon hitting a target that damages up to 7 enemies within 8m of the original target (Make it do the same damage as Obliterate itself and have the chance to crit as well). This will help bring back the feel, and memories, of the good ol' "Jump and Smash" people loved - and hated - during launch. Furious Strike has no cooldown when hitting a target under the effects of Force Crush. In addition, using Raging Burst lowers the cooldown of Furious Strike by X seconds. (the latter effect, or something similar to it, would be needed to prevent the flow of the rotation from being destroyed since the rotation is about buffing your Raging Burst with Obliterate and Force Crush being used on cooldown). Increase critical damage by X% and decrease non-critical damage by Y%. Set bonus: Before I get into this, I personally believe that Ravage is the identifying ability of the Sith Warrior base class. This belief is why I tied all of the set bonuses to Ravage. 2pc: Ravage and Force Scream increase the critical chance of your Furious Strike by 100%. This effect can only occur once every X seconds. (30, 45, or 60 seconds is fine. This is basically the current 6pc, but more similar to the Marauder version which is better because you get the auto crit during your opening burst window). 4pc: Activating Ravage increases your crit chance and damage by X% for Y seconds. This can only occur once every other Ravage. (The percentage doesn't need to be big, nor do they need to be the same. Maybe 5% crit damage increase and 10% crit chance increase for example) 6pc: Ravage deals X% more damage (20% for the sake of this) and lowers the cooldown of all offensive abilities, as well as Enrage, by 1.5 seconds. The latter effect can only occur once every other Ravage. (Ravage is rather lackluster with the current set bonus provided. A flat damage buff will be more beneficial, I believe, than a small crit chance boost provided currently. As for the latter effect, it basically allows you to skip a Retaliation, which is your weakest filler and more fitting for Immortal, every other Ravage cycle and it allows you to get to your burst window faster. Personally, I would like it to be every Ravage cycle, but I feel that would likely be too strong. I personally think that the skipped GCD fits in well since you already have abilities that reduce the GCD of several of your abilities due to a passive in the skill tree)
  13. Tactical Items: I wish I thought of this before all of my other posts, but a cool Tactical Item would would allow you to use an ability from another one of your skill trees. So a Carnage Mara would have a tactical item allowing it to use any one of Annihilation's or Fury's skill tree provided abilities such as Rupture (like in the old days) and Furious Strike. Of course, each Tactical Item would be tied to just one ability: one for Furious Strike, one for Rupture, one for Annihilate, etc. It would probably have to be limited to DPS specs only being able to grab an ability from a DPS tree to prevent and DPS from gaining a healing/tanking ability it shouldn't have. So no Juggernaut DPS grabbing Invincible from the Immortal tree (they may love to have that in PVP though since they kinda melt in the current meta), or no DPS Sorcs grabbing Innervate from the Corruption tree. Of course, Tanks and Healers kind of get the short straw here, but I don't think we need hybrid builds to come back personally. Lastly, the properties of the ability would have to be altered slightly so it can fit into whatever spec you are playing. For example, Rupture in Annihilation is a DoT that lasts 9 seconds. If you were to put that into Carnage, you would likely have to lower the duration to 6 seconds so it can fall in line with the rotation of that spec more seamlessly. Explosive Probe now has an 8m AoE radius around it's original target when it explodes. In addition, when Explosive Probe deals damage to a target affected by Corrosive Dart, it spreads Corrosive Dart to all targets within 8m. Increase non-critical damage by X% and decrease critical damage by Y%. Plasma Probe and Orbital Strike are now single target DoTs that last twice as long and deals increased damage. (gets rid of the AoE placement which is great in fights where a boss as to move a lot. The increased duration may not need to be added to it honestly, but it would allow you to free up some energy for a filler, in the case of Plasma Probe at least, not that you really need it though. Granted, more Orbital Strikes would be great since I currently have to use it with Target Acquired (because of the energy restoration from the 4pc) and Adrenaline Probe off cooldown. Set Bonus: 2pc: Dealing main hand critical damage while Target Acquired is active reduces its cooldown by 5 seconds once every GCD. In addition, critical damage during Target Acquired allows Takedown to be used on a target regardless of its remaining health and causes Takedown to consume no energy. 4pc: Dealing damage with Explosive Probe reduces the cooldown of Laze Target by X seconds. (would probably need to be 10 seconds or so to match the current 6pc) 6pc: Dealing Damage with Explosive Probe increases the damage of your next Series of Shots by X% and causes Series of Shots to consume no energy. (I'm not sure what would be a good percent honestly. Maybe 15% give or take 5%. The energy reduction is to make up for the lost 4pc. The increased damage effect may need an internal cooldown. Not Sure honestly. Probably would need an internal cooldown on the energy effect as well.)
  14. Tactical Items: Whenever Ambush hits a target affected by your Corrosive Dart, a chemical reaction occurs causing an explosion that damages all enemies within 8m of the primary target for the amount Corrosive Dart deals over its duration. (lets say Corrosive Dart is 10k damage over the course of the duration. Hitting a target, with Ambush, affected by Corrosive Dart would cause all enemies withing 8m to take 10k damage since it basically does all the DoT damage immediately. It can also crit. This makes MM AoE more than just Suppressive Fire spam with basic attack thrown in to prevent running out of resource). All critical damage is increased by X% and all non-critical damage is decreased by Y%. Using Sniper Volley increases the critical chance of Followthrough by 100%. In addition, Every time Followthrough critically hits a target, the cooldown of Sniper Volley is reduced by X seconds. (Makes Sniper Volley far more useful than just resetting the cooldown on Penetrating Rounds and easing energy management momentarily. While the alacrity boost provided is nice, it's underwhelming since alacrity works in thresholds in regard to the GCD making it extremely underwhelming) Snipe no longer has a cast time. (maybe broken in PvP, but a much better alternative to the Calculated Pursuit utility since there is no cooldown. Maybe even give this 30% DR while stunned because why not...) Set Bonus: 2pc: Dealing main hand (or else Gunslinger would benefit far more than Sniper) critical damage while Target Acquired is active reduced the cooldown of Target Acquired by X seconds. Can only occur once every GCD. In addition, activating Target Acquired immediately restores X energy (maybe leave it at 15 like it currently is with the current 4pc or raise it slightly to 20 if a new rotational ability is introduced - It was said all classes are getting new abilities I just don't know if their going to be rotational abilities provided in the skill tree - as I can't know how much resource it would consume). 4pc: Dealing damage with Ambush lowers the cooldown of Laze Target by X seconds. (I think 5 seconds is what would be needed to lower the cooldown by half essentially making this grant as many auto crits as the current 6pc does) 6pc: During Sniper Volley, the critical damage of Penetrating Rounds (and Followthrough - not sure if this should be included as well, but it goes really well with a Tactical Item I proposed) is increased by X%. (maybe like 15% or something. Allows for very controlled burst windows which is always awesome and appreciated in both PvE and PvP)
  15. Please increase the impact radius of corrosive grenade to 8m to allow for better dot spreading and so the increased radius fits better with all of our other AoE which is 8m. Considering this spec is all about getting the most out of your Cull, everything I can think of benefits Cull. Tactical Items: When Weakening Blast is on the target, all critical DoT damage for Cull is increased by X%. Halves the Duration of the Weakening Blast on the target, but Cull has no cooldown while the target is affected by Weakening Blast. (Would be a bit more interesting than the current 3 Cull rotation. Of course, a variation of this could exist Where Weakening blast lasts the same amount of time on the target but has a longer cooldown. Shooting off multiple Culls in a row sounds fun) Set Bonus: 2pc: Laze Target now has 2 charges and lasts twice as long. (current 6pc) 4pc: Activating Cull increases all DoT damage by X% for the duration of Cull. 6pc: Activating Target acquired instantly restores 15 energy and immediately finishes the cooldown on Cull. In addition the cooldown of your next Cull is reduced by 3 seconds (the channel duration so it falls back into place of your current rotation). Currently you have: DoTs > Weakening Blast > (Target Acquired (if you choose to use it here)) Cull > Lethal Shot > Lethal Shot > Takedown > Crouch + instant Lethal Shot > Target Acquired (if you didn't use it prior to the first Cull) + Cull > Series of Shots > Takedown > etc. This change would allow for: DoTs > Weakening Blast > Cull > Target Acquired + Cull > Takedown > Crouch + instant Lethal Shot > Cull > etc. Hopefully that explains what I'm trying to get at better.)
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