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Inquiz/Consu PvP Sugesstion

STAR WARS: The Old Republic > English > PvP
Inquiz/Consu PvP Sugesstion

Joesixxpack's Avatar


Joesixxpack
01.09.2013 , 11:08 AM | #21
Interesting... fits nicely with lore too. I'd keep my guy sage toon though, Bastila was an obnoxious brat.
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L-RANDLE's Avatar


L-RANDLE
01.09.2013 , 11:10 AM | #22
Quote: Originally Posted by Joesixxpack View Post
Interesting... fits nicely with lore too. I'd keep my guy sage toon though, Bastila was an obnoxious brat.
Thanks for the shotz bro... I think Austin was looking for a suitible replacement to Bubble stun and you can play with the percentages if it is too much or too little...


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Vin_of_Vinheim's Avatar


Vin_of_Vinheim
01.09.2013 , 11:38 AM | #23
The dots are the problem, too easy to cleanse. they should make crushing darkness and creeping terror unable to be cleansed, that way you have an incentive to go full madness rather than the stun bubble hybrid. Lightning is a PVE spec. Oh and sorcs could use some love in the force management area.

Memo-'s Avatar


Memo-
01.09.2013 , 11:51 AM | #24
Quote: Originally Posted by CommanderKeeva View Post
The problem with party-wide buffs is that they're really hard to balance and that they can make stacking a certain AC desirable over any other. I personally still don't get it why Sentinels/Marauders' Inspiration and Trascendence (and their Imp versions) affect the entire party instead of just the user.

Bioware would not possibly be able to implement such a feature without breaking everything else along the way. They messed up plenty of smaller things before.
A) Inspiration only affects your "group" (meaning your side of the ops, max 4 players) and only if they are in-range (30 meters I think)
B) Transcendence only affects in-range members (30m?)

And they affect as many groupmembers as they do because they are party-utility abilities.
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L-RANDLE's Avatar


L-RANDLE
01.09.2013 , 11:52 AM | #25
Quote: Originally Posted by Vin_of_Vinheim View Post
The dots are the problem, too easy to cleanse. they should make crushing darkness and creeping terror unable to be cleansed, that way you have an incentive to go full madness rather than the stun bubble hybrid. Lightning is a PVE spec. Oh and sorcs could use some love in the force management area.
No.

1. DoTs are not a problem because all classes don't have a cleanse.

2. Force Management? Yes, for Bal/Mad, no for Hybrids(either), no for Seer/Corr, and the only time Bal/Mad have Force issues are in PvE.... Most Bal/Mad are running 7/3/31, because Force is not an issue in PvP 9/10 times.


This isn't a debate on what is wrong with this AC.... Obviously it has issues, but this sugesstion is now forming into a alternative to the bubble stun, which is what the Devs are looking for and would solve some of the viability issues of the class in Ranked play.

A party wide; non-stackable buff/debuff. An Anti-Taunt...

Paper meet Rock....
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PloGreen's Avatar


PloGreen
01.09.2013 , 01:18 PM | #26
Quote: Originally Posted by L-RANDLE View Post
Battle Meditation:

http://starwars.wikia.com/wiki/Battle_meditation

The whole point of this class was to "make allies more effective and bewilder enemies", so not having this is a big "shame on you Devs". Presense works in PvE, so we need some form of it in PvP...

Maybe the Cons/Inquiz should get this and top tier talents be tied to them for the Sage/Sorc AC and the shared tree...

I suggest this:

1. Add a it as a baseline talent to the Con/Inquiz class. Maybe a +15% ally heal output & 15% enemy damage debuff(but nerfs, your own healing/damage output), 3 min CD, 30sec duration, 100 Force.

2. Add a top tier talent to the Sage/Sorc healing tree to increase Healing percentage portion.

3. Add a top tier talent to the Sage/Sorc TK/Lite tree to increase Damage percentage portion.

4. 2. Add a top tier talent to the Sage/Sorc & Shadow/Sin BAL/MAD to increase duration.



I know Hutt Cartel is coming, but Sage/Sorc, especially Sage/Sorc DPS, and the BAL/MAD trees for both AC's could use some love now...

Thoughts?
I actually like some of these ideas you suggested. I was thinking perhaps sages need more team utility buffs (such as mara has). I have a few ideas for the class myself (not all at once im not asking for huge increase in the capability but perhaps one of the following):-

1) Speccing into the heal tree far enough you can put points into increased aoe damage/heal, at the expense of single target root in the balance tree or a significant loss to force resources in the tele tree. The boost to burst on fob is pretty decent but not game breaking (crits over 4.7k and even 5k are possible), therefore why not move this talent around so sages can have more aoe burst and keep the root and force resources in balance? Its pretty competitive burst on demand, but nothing too over the top.

2) Team utilty - group wide buffs that make dps sages more viable - situational on demand increase in damage, or alacrity (group wide).

3) Drain Spell Mechanics - draining mechanic to regen force, perhaps a life leech spell but maybe that would be too op.

4) A spell similar to evocate on mages in wow, on a long cooldown (4 mins?) - channeled force regen in combat for balance, can be interupted.

5) A hard defensive cooldown on a long cooldown too help with dogpiling, since you know sages are always dogpiled.

6) Mind trick - make enemies either flee/fear.

7) Mind control - take control of enemy player briefly.

8) Possibly a talent that increases dps by a percentage at the expense of healing. Call it balance of power or something like that and put it in the balance tree. So basically if you spec more into dps - you get crapper at off heals. One reduces the other.

I think most of that is on the wall of crazy and of course all of them at once would be overpowered but any of them could help the class dps wise.

Joesixxpack's Avatar


Joesixxpack
01.09.2013 , 02:09 PM | #27
Temp. buff for AOE dmg reduction, all heals received or heal output for party temp, stuff like that sounds good as long as it wasn't too dramatic.

The party abilities coming to mind like predation and infiltrate aren't direct buffs like those things would be. Great timing for this idea.


BW, this thread is your Bubble Stun fiasco eject button.
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AdmiralTran's Avatar


AdmiralTran
01.09.2013 , 02:17 PM | #28
Quote: Originally Posted by PloGreen View Post
I actually like some of these ideas you suggested. I was thinking perhaps sages need more team utility buffs (such as mara has). I have a few ideas for the class myself (not all at once im not asking for huge increase in the capability but perhaps one of the following):-

1) Speccing into the heal tree far enough you can put points into increased aoe damage/heal, at the expense of single target root in the balance tree or a significant loss to force resources in the tele tree. The boost to burst on fob is pretty decent but not game breaking (crits over 4.7k and even 5k are possible), therefore why not move this talent around so sages can have more aoe burst and keep the root and force resources in balance? Its pretty competitive burst on demand, but nothing too over the top.

2) Team utilty - group wide buffs that make dps sages more viable - situational on demand increase in damage, or alacrity (group wide).

3) Drain Spell Mechanics - draining mechanic to regen force, perhaps a life leech spell but maybe that would be too op.

4) A spell similar to evocate on mages in wow, on a long cooldown (4 mins?) - channeled force regen in combat for balance, can be interupted.

5) A hard defensive cooldown on a long cooldown too help with dogpiling, since you know sages are always dogpiled.

6) Mind trick - make enemies either flee/fear.

7) Mind control - take control of enemy player briefly.

8) Possibly a talent that increases dps by a percentage at the expense of healing. Call it balance of power or something like that and put it in the balance tree. So basically if you spec more into dps - you get crapper at off heals. One reduces the other.

I think most of that is on the wall of crazy and of course all of them at once would be overpowered but any of them could help the class dps wise.
Now thats what I'm talking about! We may never see a general boost in damage output for sages/sorcs, but I wouldnt mind having an ability that could increase my damage for a short period while sacrificing something else. Maybe for those close one on ones, to have an ability where you sacrifice a massive amount of force for a few seconds of heavy burst.

L-RANDLE's Avatar


L-RANDLE
01.09.2013 , 02:59 PM | #29
Quote: Originally Posted by Joesixxpack View Post

BW, this thread is your Bubble Stun fiasco eject button.
Was it too obvious?

I just posted another one too...

Evolution of the PvP community needs to start somewhere I guess, and this game REALLY needs that to happen...
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L-RANDLE's Avatar


L-RANDLE
01.09.2013 , 03:06 PM | #30
Quote: Originally Posted by AdmiralTran View Post
Maybe for those close one on ones, to have an ability where you sacrifice a massive amount of force for a few seconds of heavy burst.
There we go!! Another good suggestion. Give 'em a specable a "Force Adrenal" move for situational burst.

I like it....,

but Austin P. said they are looking for more team-support mechanisms for our class. While I moan at the thought of being a "support class", at least give the class more team support options and don't limit it to one tree (bubble stun)..
PvP Gear Viability? Read this first.
Tired of being broke? Stop being Felica and read this.
I'm not trying to be Rambo..... I'm trying to be Ray Tango