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Carbon_Graphix

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  1. Gonna be using imperial terms because this already took too long to write and I'm not translating... Tactical Item Ideas: 1) Simple AOE Oriented: Toxic Haze no longer requires a Tactical Advantage to deploy, ticks harder and has a larger area of effect... Standard sorta AOE upgrade 2) More Complicated AOE Oriented but kinda also single target... Can be used for both: If Lethal Strike is used on an enemy within Toxic Haze's area, it extends the duration of of Augmented Toxins by X amount (or XX%) per target within Toxic Haze (If it's hard to register which enemies are in there, it can have a similar effect relying on number of DoT effects applied on different enemies) up to 7 other targets. The goal could be to have the maximum extension be so that Lethal Strike Comes off cooldown right as Augmented Toxins is falling off 3) Single Target: Toxic Haze is now a single target attack which hits just a little less than an Overload shot and applies DoT effect which ticks similar to a Demolish on Madness Sorcs. Note: It still requires a TA and only lasts the 6 seconds. You can no longer spread Corrosive Dart to other enemies with Toxic Haze as it is no longer AoE. (This would change rotations and make it more interesting in PvE as it adds another ability that can be optimized to occur alongside Augmented Toxins. Raising skill cap but not increasing skill floor too much) 4) Lifesteal: While you are under the effects of Augmented Toxins, your periodic damaging effects heal you for 50% of the damage they deal. If the target is under the effect of Toxic Blast, 100% of the damage it takes also heals you. (Probably some unrealistic %s but in order for it to be a proper Tactical Item it would have to feel impactful... Maybe I'm just hoping for old Madness Sins back...) 5) PvP... or just fun overall: If a target is effected by both a sleep effect and a poison (normally wouldn't damage because Toxic Regulators passive), each tick of damage the poison effect(s) would have had stack on the target as "Lurking Toxins" (Or some other name, idk, I'm not the creative one). When the target finally awakes, it takes damage equal to the number of stacks on them. (Can't be cleansed obviously and damage would be similar to the tick damage they would've done). I feel like this would promote a more liberal use of stealth in PvP so that people try and use it to sleep then burst someone down rather than run to the hills and regen constantly. 6) AoE & Single Target: Lethal Strike deals more damage. Lethal Strike can only be used if behind a target. If the target is suffering from the effects of Corrosive Grenade (And Corrosive Dart?), it erupts in a noxious cloud, dealing X more damage to the target and spreading the effects of Corrosive Grenade (and Corrosive Dart?) to all enemies within 5m. (Strange one but I believe in keeping some abilities position specific especially when it can be swapped in and out as with Tactical Items. This is kinda like the second one I proposed where it enhances Single target through AoE except this one enhances AoE through Single target) Set Bonuses: What we have: (2): Corrosive Assault Increases damage done by 2% for 15 sec once every 30 sec (4): Lethal Strike energy cost reduction by 2 (6): Shiv makes your next Corrosive Assault critically hit. Once every minute These aren't too bad. I know these are supposed to be more subtle changes that encourage you to go for a full set but don't necessarily change the rotation if you don't have them but the fact that so many are so similar between classes seems boring to me. I think it can be made more interesting while still being minimally invasive. Something that makes people more aware of the class and how to play it. Bonuses that are good by themselves but can be mastered and pushed even further to raise the bar for experienced players. So here is my proposal while keeping in the theme of each level (damage with Corrosive Assault, energy management, big satisfying damage bonus). (2): Corrosive Assaults that consume Fatality deal 5% more damage (This promotes better upkeep of Fatality and teaches the rotation to a lot of people... Also Fatality just seems like it should increase the damage done by that Corrosive Assault) (4): While Stim Boost is active, your Corrosive Dart and Corrosive Grenade have a 50% (instead of 10%) chance of ticking twice (This restored more energy because of Lethal Purpose passive but also makes players understand how Stim Boost can be used as a soft energy regen. Energy has been a bit too easy in Lethality and while it shouldn't be crazy difficult because TA management is present, it should be a bit more of a concern. Now, you will drain more energy with Lethal Strike and need to balance the use of both Stim Boost and Adrenaline Prob for energy. Also, the 50% can be changed but I thought it should be significant and I REALLY like Stim Boost. Fav buff) (6): Activating Shiv grants Enforcers Critical Bonus making your next Lethal Strike grant "Perfected Toxins" (Like Augmented Toxins but better) Increasing the critical chance and critical multiplier by 100% and 50% for your damaging and healing periodic effects. Lasts 6 seconds. (More suited for a DoT class that can burst a little if needed. It is already a window that you try and maximize damage in and now it just gets increased a bunch with this. The numbers can change of course but this way players don't feel like its "just another auto-crit". Don't get me wrong. I love big auto-crits but Lethality is a DoT class and should be treated as such. This is also still ok in PvP because the pressure on a target for those 6 seconds if lined up well will be incredibly dangerous. Anyway, those are my ramblings. I didn't spell check because I just realized how much time this took and I shouldn't have spent all that time on this but oh well. Hope you all enjoyed and BioWare, if you end up using any please confirm whether or not Kephess will be making a return. You can do this through email if you want to be secretive. I just need to know. Thanks. Bigfan.
  2. Just got a chance to look at that parse.. looks like the uptime on most things are about the same. If anything, little delays here and there can make that APM difference If you go high enough on alacrity, there's no reason for the APM not to be getting higher... As a side note though, with the coming changes I strongly think gearing will change
  3. Hi, Praise here (the one who got that parse). I do in fact run slightly higher alacrity than most but it is not nearly to the 2Ks so if you're unable to get the same apm with that high of alacrity, I'd expect something is off with your rotation or cooldown usage. Anything from holotraverse uptime to what abilities you prioritize could throw that apm off. Could you link your own parse? I could take a look to see what's different to me
  4. From what I've tested going between all the alacrity values that would change the gcds available, they are not more optimal than a proper start distribution
  5. Dots must always be up of course but after that, lethal strike must be kept on cooldown. Its buff is way too good to pass up. The upside to keeping dots around with one GCD in between is one: they have the same effect time/cooldown. Two: since you sometimes have too many or too little TAs depending on the situation, these couple GCDs help you spend or earn some so you don't over stack or have to use overload shot more than once every little while. The last reason is to keep things like toxic blast and fatality proc on cooldown normally you could go as many as 3GCDs without using toxic blast. With the GCD in-between you will not have this tragedy occur. You'll also rarely need an overload shot filler and in ideal circumstances you only delay toxic blast once in the beginning of the rotation (shiv can always be delayed but is delayed less). Source: world top lethality parse in 4.0 and close to top in 5.0
  6. Name: Pràise Class: Operative Record Broken and Spot: Biggest hit #1 Number: 38805 Link: http://imgur.com/a/2y4rR
  7. NiM SnV still exists... NiM EV and KP are the only ones not in anymore. Not sure if statue still drops from NiM SnV anymore but I see no reason for it not to
  8. I may be interested in the rdps spot. What's your guild's 4.0 progression and what is the team looking at running more specifically?
  9. Old Operations (Kell Dragon, Dread Master, Dark Reaver, etc) and PvP Season Rewards... Maybe not furious since their effect is already pretty eye grabbing but even still. PvP rewards would look much better with
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