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Prime Stat: Strength/Cunning
Resource: Up for Debate; Troopers Ammo system called "Maneuvers" and is red, not green.
Starting Zone: Dromund Kaas "Troop Training Facility" (a sub-section of Dromund Kaas that isn't connected to the current map)
-Imperial Riot Guard
Weapon: Vibrostaff, Electrostaff
Prime Stat: Strength/End
Weapon: Vibrostaff, Tech-Staff
Prime Stat: Cunning/Strength
Roles: Tank / Support
Imperial Trooper Description: Behind the lightning, light-sabers, and backstabbing are the dedicated men and woman of the Empire. Armed with years of hard military training and with a trust weapon in hand, they'll cut thru any enemy that stands in their way.
Riot Guard Description: The unsung heroes of the Imperial Troops. Armed with their mighty Electrostaffs and Generator, Riot Guards are the men and woman that don plated armor and sent in first to strike a definitive blow and take the brunt of the attack.
Technician Description: Few can boast as much know-how as the Imperial Technician. Armed with their Tech-Staff and powerful Generators, the Technician can bring forth the latest in technology to turn the tides on any opponent and empower their allies.
Trees: Riot Guard
- Grit (Tank)
- Confinement (DPS)
- Onslaught (Shared)
- Bioware (Support/Healing (AND PUN!))
- Cyberware (DPS)
- Onslaught (Shared)
The Idea - Trooper: Pretty much, the one thing we don't really see on the Imperial side are the Troopers; sure, they're great quest givers, but it's usually "Oh my men got killed!" or "Oh it'll take a whole platoon!" No. Look at the Commando on the Republic side. They're pretty gosh darn kick-*** aren't they? Why are our guys just cannon fodder? That doesn't sit well with me or the men and woman out there getting one shot by punks with lightsabers!
The Idea - Riot Guard: The thing I want to avoid doing here is copying some other class, take a bunch of it's abilities and label it "New". I want Riot Guards to be exactly what their name makes you imagine; they're the guys that go in with Riot Shields, Tear Gas, Pepper Spray, the works and hold off the foe. Obviously trading up to Heavy from Medium Armor and normal Vibrostaff to a Electro was obvious; these guys and gals will be face to face with some of the baddest baddies in the galaxy, and they plan to punch a hole in their chest ala Darth Maul to Qui-Gon.
Grit: Focus on the hard-skinned, tough SOB under the plate armor. Has more AoE related forms of attention grabbing then other classes (basic attack will Cleave, Spins around hitting all targets, etc)
Confinement: A class I'm starting to really like the vision off, because I think it's arguable at this point that this can be considered a DPS/Support in that it's like the Grit RT's back-up that's holding the taser. Compared to Onslaught, they won't have as high DPS, but they make up for it with more debuffs then the usual DPS Class (i.e. Damage reduction, non-CC Debuffs, Stat reduction abilities). Imagine the Prototype Powertech BH that got the Flame Burst 4% Damage Debuff; not quite as high as that (maybe 2-3%) but essentially that's the idea.
Onslaught: The shared, pure DPS tree for both AC. I don't think I need to really go into detail since it's just a tree that implements abilities of the base class.
The Idea - Technicians: I'm sure if you look at this at face value you'll say "WELL HEY NOW THAT'S AN OPERATIVE!" As much as I hate to say it, they do share similarities (Healer spec, Medium Armor) but beyond that they're nothing alike. First and foremost, Operatives are Melee Assassins where as Technicians are Ranged Casters with a few Melee "Go Away" abilities. Healing, while sharing the "Ranged" aspect, will work differently; Operatives work with Tactical Advantage where as Technicians will be working with HoTs (think WoW Druids) and more importantly buffs, filling the non-existent "Support" Role.
Example: Your doing Colocoids and your Healer runs out of Force/Energy against the the giant mantis thing. You would have an Innervate-like ability to help restore their Resource, while also throwing the tank an "Armor Buff" to help withstand the moments of less healing since your HoT you popped on him will keep him alive while your main healer recoups.
-Bioware: The Support AC, the one that I want to be a bit of a mold breaker. It will still have heals, but in the form of like one or two less-then-impressive HoT that you can pop for the sake of "supporting" your healer. The main focus of the class is to work as a team buffer; you would have access to buffs that can range from 10 seconds with a long cooldown (think how Adrenaline works) to re-applying buffs that increase damage/healing output.
-Cyberware: This is the "Tech Caster" tree, in that your literally a spell caster that scales off Tech Power. Don't think that means you won't still be in the nitty gritty melee, because while firing a space laser on an area would be nifty, Cyberware Technicians would benefit more from being in melee range (though they could be farther away). They will gain a percentage buff named "Perception" that increases the closer you get to the target, since they would be able to see "...the Flaw in the Design". This would also give incentive to use Melee-Ranged abilities that are common to the base class.
If you've got any comments by all means leave me one and tell me what you think. As an aspiring Game Design Student I want all the feedback I can get ^_^