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Warrior Set Bonus Feedback


EricMusco

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Hey folks,

 

Below you will find a tentative list of set bonuses that will be available to all Sith Warriors. These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc). Please take a look and let us know your thoughts! As a note, if you are a Jedi Knight player, you can expect to see these set bonuses mirrored for you as well, they are still in process.

 

You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.

 

  • Ubercharge - Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
  • Sap - After Force Choke finishes, it slows its target and every target nearby it for 6 seconds.
  • Positioning - After executing Mad Dash, you gain 20% damage reduction for 6 seconds.
  • Blinding Fear - Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimidating Roar wears off.
  • Critical Focus - Critically hitting has a 20% change to build a Furious Focus charge. Can only occur once every 10 seconds.
  • Vicious Thirst - Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.

 

-eric

Edited by EricMusco
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[*]Critical Focus - Critically hitting has a 20% change to build a Furious Focus charge. Can only occur once every 10 seconds.

 

-eric

 

Shouldn’t this be a marauder specific set bonus, or will the new ability be a warrior ability?

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Hey folks,

 

Below you will find a tentative list of set bonuses that will be available to all Sith Warriors. These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc). Please take a look and let us know your thoughts! As a note, if you are a Consular player, you can expect to see these set bonuses mirrored for you as well, they are still in process.

 

You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.

 

  • Ubercharge - Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
  • Sap - After Force Choke finishes, it slows its target and every target nearby it for 6 seconds.
  • Positioning - After executing Mad Dash, you gain 20% damage reduction for 6 seconds.
  • Blinding Fear - Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimidating Roar wears off.
  • Critical Focus - Critically hitting has a 20% change to build a Furious Focus charge. Can only occur once every 10 seconds.
  • Vicious Thirst - Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.

 

-eric

 

Please fix your typoes, this is embarrassing.

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Ubercharge seems good for tanks due to the no stun ability, but I never have a need to use a second force leap. This also negates one of the Jugger's utilties making me not pick it even more.

Sap will be great for PVP. No downside.

Positioning again, seems well for PVP. I don't really use Mad Dash in PVE, but getting out of a tight spot in PVP and getting damage reduction will be great.

Blinding Fear seems just like a good passive. Probably more useful in PVP than PVE, but I still see it as a good thing for PVE.

Critical Focus will definitely help with wanting more crit than mastery/power on Annhi maras, and just boost Carnage Maras even more. I love it.

Vicious Thirst also seems like a great passive that will help when dealing with ads in PVE. Gives more incentive to focus on ads as a single target oriented dps than just focusing the boss while others with their AOE's handle ads.

 

Overall, I think these are great.

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Hey folks,

 

 

[*]Vicious Thirst - Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.

 

-eric

 

As for me, making set bonus which works only after killing someone is a bad idea. Set bonuses must help classes to deal with enemies "on-hand" rather than giving a reward for killing an enemy...

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  • Ubercharge - Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
  • Sap - After Force Choke finishes, it slows its target and every target nearby it for 6 seconds.
  • Positioning - After executing Mad Dash, you gain 20% damage reduction for 6 seconds.

 

Big fan of these three. I feel like they'd round out Guardian tanks quite a bit, but I am worried that it's going to make an already-super-strong tank spec even stronger.

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As for me, making set bonus which works only after killing someone is a bad idea. Set bonuses must help classes to deal with enemies "on-hand" rather than giving a reward for killing an enemy...

 

Seems more like a PvE ability than a PvP one; I can see this coming in pretty handy when dealing with trash or adds on boss fights.

 

I do think 30% extra damage is way too high, though.

Edited by jedimasterjac
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Big fan of these three. I feel like they'd round out Guardian tanks quite a bit, but I am worried that it's going to make an already-super-strong tank spec even stronger.

 

Are we stating that we for once would like to have these abilities instead of using utilities? We already have a utility that roots when using Force Leap.

 

Positioning? Mad Dash already gives us 150% dam reduction, unless they are removing that from us...?????

 

SAP - Again there is a utility that does but it wont work in PvP. Its a false hope, and its not needed for those who dont want it.

 

What is sounds like to me is that are losing more utilities as well as continued abilities as a warrior. This as well as the new set-bonuses are a nerf.

Edited by MasterRummy
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What is sounds like to me is that are losing more utilities as well as continued abilities as a warrior. This as well as the new set-bonuses are a nerf.

 

Eric, something interesting above about utilities.

 

Can you confirm we will or will not be losing any utility choices or nerfs to them with the introduction of these new tactical and set bonus systems.

 

It will be hard to give proper feed back if we don’t know in advance. Changing them and dropping them on us as an after thought when 6.0 arrives would be a very bad idea

Edited by TrixxieTriss
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I dont understand why there are so many set bonuses. These for sith warrior + 2 special for marauder. So a marauder can have all 8 bonuses? Or marauder can have only a few of these and mandatory have those 2 bonuses for marauder? Or he can choose somehow?
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I dont understand why there are so many set bonuses. These for sith warrior + 2 special for marauder. So a marauder can have all 8 bonuses? Or marauder can have only a few of these and mandatory have those 2 bonuses for marauder? Or he can choose somehow?

 

My understanding is set bonuses will work like this :

 

Some might require 4 or 6 pieces (like today). These ones will probably be more spec/class specific

Some may only require 2 or 4 pieces. These might be more utility driven sets

 

I guess in theory you could have a 3x set bonus set up (3x2) but they wouldn’t be the best sets.

Or you could have a 4 and 2 piece set

Or you could just have a specific 6 piece set like now.

 

You’ll also be able to swap them around (I think) if you are doing different content, you may want a different set bonus for it.

Edited by TrixxieTriss
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My understanding is set bonuses will work like this :

 

Some might require 4 or 6 pieces (like today). These ones will probably be more spec/class specific

Some may only require 2 or 4 pieces. These might be more utility driven sets

 

I guess in theory you could have a 3x set bonus set up (3x2) but they wouldn’t be the best sets.

Or you could have a 4 and 2 piece set

Or you could just have a specific 6 piece set like now.

 

You’ll also be able to swap them around (I think) if you are doing different content, you may want a different set bonus for it.

 

I understand it correct that i as a mara can take all set bonuses for sith warrior ignoring those two useless specific set bonuses for marauder? If i want to have all sith warrior set bonuses but marauder specific bonuses looks bad for me i can take all sith warrior bonuses?

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I understand it correct that i as a mara can take all set bonuses for sith warrior ignoring those two useless specific set bonuses for marauder? If i want to have all sith warrior set bonuses but marauder specific bonuses looks bad for me i can take all sith warrior bonuses?

 

I think I sort of get your meaning. But just in case I don’t. It’s like this.

 

Currently we have Armor sets that can have 6 piece Armor set. But there are graduations within the one set (cause there is only one set). So that means as you currently collect them, you start out with benefits from two pieces, then four and then 6 to get the full set bonus.

I think with the new sets, it will kind of work similarly, but some sets will only require 2 pieces, some 4 and some 6 (like now).

I’m totally guessing here, but I think that means if you want the best Mara set for you play style, you may need to use 6 pieces. That would give you the full bonus for that set.

But you could decide you prefer other bonuses instead that you can get from non-specific Mara specialisations. ie, you might choose the Warrior set, which may only need 2 pieces and you might choose 2 pieces that are crafting related? And you might choose 2 pieces that do x,y,x. Which would equal 3 sets in the one setup, Or a 2 and 4 piece set.

I still think at the end of the day, there will be a 6 piece specific set that most pvpers or hardcore raiders will use for that format and people will have other sets for doing different things,

 

It will be the age of many Armor pieces or sets to “play your” way. Which means all those people who were complaining it would be a pain if we went back to having 2 sets, one for pvp and one for pve are out of luck because it looks like you’ll need more than 2.

The only light at the end of the tunnel is all gear will now be legacy and you won’t need as much gear stock piled in your normal cargo hold, but it will fill up your legacy cargo hold.

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Hey folks,

 

  • Ubercharge - Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.

 

-eric

Keep in mind that the warrior sets should, as the name implies, be useful for all sith warriors (spec independent):

Ubercharge seems really powerful. For a marauder who plays fury that means he has 3 seconds after jump (2 times), 6 seconds from fury: gravity vortex proc, 6 seconds from blood ward (utility points) and 6 seconds stealth cc immunity with force camouflage (utility points). With the new tactical apex predator you can use force camouflage 2 times all 45 seconds or with a downtime of 24seconds (30sec predation - 6sec camouflage). So all in all if you time the cds right you can be cc immune almost all the time...

And how does interloper count in all of this (utility point)?! 4 immunity jumps? Or "just" 3?

Ubercharge is useful for fury, annihilation and carnage. That's a good point.

 

Meanwhile, for the Juggernaut....it is useful for rage and immortal but for vengeance it is almost useless:

Every jump triggers brawn which makes us already cc immune (except kicks and movement impairing effects therefore we need the utility point: unstoppable). So we simply get only one extra charge...and maybe the root immunity...if we don't use the utility point.

If it is ok for the marauder to get this much cc immunity except all the cc immunity he already has and to make the warrior set equally useful for all specs (even vengeance) the 3 seconds have to kick in after brawn wears off...

 

So all in all I think Ubercharge on a fury marauder with the right tactical and utilities is just to good. Furthermore, it makes a core ability for vengeance (in a little weaker form) free for maras and defeat the uniqueness and defining core elements of vengeance.

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So you are making immunity aftyer force charge a warrior ability? So you are giving mara/sents another cc immunity? Are *********** kidding me? You cant be that stupid to give maras more cc immunity they are already *********** broken and you are giving them more cc immunity. This game needs some real game developer that because current team is *********** useless.
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  • Ubercharge - Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.

 

I don't understand this. From a PvP perspective, this is way too strong and needs to be changed. Fury Marauder is already one of the top performing specs in Ranked because of the built-in CC immunity. With proper ability cycling and timing, this will essentially make them unstoppable. Their kill pressure is already so high.

 

I severely hope that this doesn't stack and proc with Interloper utility.

 

What is the counter for this supposed to be? Knockbacks?

 

I don't do Flashpoints or Operations but surely there can't be that many mobs that instantly use some form of CC as their first ability to warrant this absurd addition to the Warrior kit.

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Is it live yet on PTS?

You know reading about this and trying it are very different. At the end of the day, until we know all abilities for all classes don't see how any of us can make an informed comment. Reading this though does seem a little strong. However having said that may not be dependant of other classes.

 

However nice read and well explained, so keep up that high standard.

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