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WayOfTheWarriorx
07.13.2015 , 09:28 PM | #26
Quote: Originally Posted by EricMusco View Post
Hey everyone,

We wanted to take a moment to reach out to the community to collect ideas on set bonuses. We are looking for opinions on current and previous set bonuses as well as concepts for future. This thread will cover Marauders/Sentinels.

Note: Our intent is to have set bonuses not increase DPS by more than 5%. Please keep this in mind when posting your suggestions.

Current Level 60 Set Bonuses (for reference)
  • 2-Piece: Battering Assault or Zealous Strike increases damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds.
  • 4-Piece: Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 3% for 10 seconds.
  • 6-Piece: Activating Ravage, Master Strike, Dual Saber Throw, or Twin Saber Throw will grant Weaponmaster's/Challenger's Critical Bonus making your next Vicious Throw, Furious Strike and Annihilate or Dispatch, Concentrated Slice and Merciless Slash critically hit. This effect can't occur more than once every minute.
Cheers, all!
The SWTOR Combat Team

My ideas regarding the set bonus' is this. Do not change them. At level 65 additional attributes are than added to those already existing.

At the 6 piece level the addition could be unique to each spec (much like it is now regarding the different attacks the autocrit can be achieved with) or all encompassing. Personally I'd prefer to see it unique to each spec to give it an added flavor and thus coloring some of the differences between the specs.

Regarding the DPS 5% bonus from set pieces -
I'm not sure if I understood the comment regarding the DPS bonus from set piece

"Note: Our intent is to have set bonuses not increase DPS by more than 5%. Please keep this in mind when posting your suggestions."


Does this mean as it already provides a 5% DPS bonus as is (so no further increase), or if it cannot be increased by 5% in addition to the preexisting 5% DPS bonus.

Given that is almost universally considered necessary for Marauder to receive a DPS increase for competitive DPS viability I suggest


At the 2 and 4 piece level increase the damage percent bonus so as to achieve an additional 5% damage increase.

So at level 65 the 2 piece set bonus damage increases from 2% to 5%.
At level 65 the 4 piece set bonus damage increases from 3% to 5%.

Another idea would be to increase the duration of the damage increase i.e.

2-Piece: Battering Assault or Zealous Strike increases damage dealt by 2% for 30 seconds (Up from 15). Cannot occur more than once every 30 of seconds.
4-Piece: Reduces the cool down of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 3% for 20 seconds (Up from 10).
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Regarding the level 6 piece bonus (I'll only address Carnage as there are others that know the other 2 specs better than me and would be better able to make proper suggestions regarding those specs)

These ideas are not presented as being all inclusive, merely a list of things that could be considered individually. Additionally some of these ideas are base line suggestions (brain-storming) that would need to be fleshed out with regard to the specifics by better minds than my own =]

6-Piece: Activating Ravage, Master Strike, Dual Saber Throw, or Twin Saber Throw will grant Weaponmaster's/Challenger's Critical Bonus making your next Vicious Throw, Furious Strike and Annihilate or Dispatch, Concentrated Slice and Merciless Slash critically hit. This effect can't occur more than once every minute. **** In addition at level 65 (add one of the following ideas) *****

* Gore window duration increases to 4.5 seconds (up from 3 seconds) (or a flat 5 a half of a second is barely perceptible)

* Gore window ceases to be on a timer, and in it's place flat charges are given on a charge for charge basis.(Given the melee unfriendly mechanics found in the many of the operations that force melee to move we lose so much potential. The gore window is the bread and butter of the spec, without it we are nothing. Give us our do. If the operation mechanic forces us to move there is nothing we can do about it. This is vastly unfair to Carnage and has an innate hamstringing effect. This is like saying God gave us 10 fingers but half the time he only lets us use 6 of them.

* Ravage can be used while moving/ damage buff to it (Nuff said).

* A surge bonus that applies to the autocrit

*A cool down decrease to berserk or gore is applied after the the autocrit.


* Gore now does damage (Like it use to be before 3.0)

* A self-heal effect based on some ratio to the damage inflicted by the autocrit. (A "vampire" effect, if you will)

The Marauder is in dire need of improvement in various areas( QoL, mobility, lack of cc ability and too limited amount of cc breakers, competitive DPS, self-heals, etc. ) I do not think, in most of these areas, they should be addressed within the confines of set bonus' (Except for DPS and self-heals), but rather in the class itself. (Disciplines, utilities, skills, passives, etc.)

Please forgive any spelling and grammatical errors. I suck that way sometimes. =]

~ Grim

"The Darkside is more powerful. I don't care what Yoda says."