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My suggestions for legacy changes and/or additions...

STAR WARS: The Old Republic > English > General Discussion > Suggestion Box
My suggestions for legacy changes and/or additions...

LordArtemis's Avatar

04.30.2013 , 10:49 PM | #1
Legacy titles

Titles should be for direct sale. There are a few that might interest others, like military ranks...

Sergeant Major
Grand General
Grand Admiral
Supreme Commander

and perhaps some others like....

Dark Lord
Jedi Master
High Councilor
Prime Councilor
High Moff
Grand Moff
Grand Marshal

I would also like to see the following added as unlockable items, with both in game EC and cartel coin prices.

Cargo droid - Droid you can summon to your position that gives you access to your cargo hold.
Legacy Cargo Hold - Item you can add to your ship that allows you access to all cargo holds on your account for each character.
Legacy Mail - List of characters on your account that you can use to send mail back and forth easily.
Reduced vendor costs - Unlocks that reduce vendor costs for items by 5/10/20 percent.
Reduced repair costs - Unlocks that reduce repair costs by 5/10/20 percent.
Reduced mod costs - Unlocks that reduce mod removal costs by 5/10/20 percent.
Reduced crew skill mission costs - Unlocks that reduce mission costs by 5/10/20 percent.
Reduced crew skill crafting time - Unlocks that reduce crafting time by 25/50/75 percent.

And the following additional skills unlocked per character class, for either EC or cartel coins...

Sith Inquisitor

Shockwave - Old overload ability. Only works in PVE (disabled for PVP).
Dark Consumption - AoE life leech attack, causes moderate damage (half of lightning storm) but heals caster for 50 percent of all damage done. Cast on the ground, can move out of effect area to avoid effect.
Dark Recharge - AoE force leech attack, causes moderate damage (1/4 of lightning storm) but recharges caster's force power for 50 percent of all damage done. Damages caster for same amount of health damage as targets. Cast on the ground, can move out of effect area to avoid effect.

Sith Warrior

Force Push - Can only be cast while force choke is active, works the same as current overload. Higher chance for knockdown than overload. Can pin target against walls and other objects temporarily.
Force Crush - Very short range AoE force choke, half the power of single target choke, small chance to cause disorientation. Does not work in PVP. Uses large amount of rage.
Obliterate - Can only be cast while force crush is active. Fires off strong dark force powered AoE shockwave that does tremendous damage to all in it's range, group member or mob, including yourself. Does not effect those not in your group or enemy players. Medium chance to kill weak or standard enemies instantly. Generates a high amount of threat. Reduces rage meter to zero.

Imperial Agent

Call reinforcements - Ability to summon three weak dark troopers to fight by your side, will not despawn until defeated or out of combat.
Malfunction - Ability to cause weapon malfunctions, reducing damage temporarily. Strong effect on droids and turrets.
Mind control - Ability to take control of enemy's mind using will temporarily become Agent's ally. Can only be cast on one mob at a time, very short duration. Does not work on droids or players.

Bounty Hunter

Snare - Grabs one enemy and pulls that enemy to you, disoriented. CC ability. Mob remains disoriented until damaged.
Fireball - AoE DoT, Fires gas canister that erupts in flame when it strikes the ground, burning anyone inside it's burn radius. Very effective against humanoid targets. Medium range. Can cause weak and standard NPC targets to run around in fear. Acts as natural barrier to mob movement.
Dropkick - Strong knockback attack on single target, acts as interrupt, same effect as current overload, animation similar to side kick.

Jedi Consular

Force Project - AoE at range, single target throw up close. Ability to draw large objects out of the ground and throw them at a small group of targets, or grab a single target close to you and throw that mob at another mob. Single target pull has a chance to fail, no chance against droids. Knockdown effect is strong if you throw one mob into another.
Force Quake - AoE ability, group knockdown at range for droids. Does not work against humanoid targets.
Force Hold - Can hold a single target frozen in the air indefinitely, target becomes immune to damage. Must remain motionless...any action will break the effect, including if caster is damaged or healed. Can be used on allies. Does not work in PVP.

Jedi Knight

Force deflect - temporary buff that will reflect all damage back to the mobs that cause it. Works on multiple targets, close range ability. Does not work in PVP.
Knockback - Must be cast while Force Deflect is active, throws back single target similar to current overload. Small chance to cause disorientation to weak and standard targets.
Force rally - temporarily increases accuracy, damage resistance and health regeneration for all group members and allies when cast. Increases threat. Can be cast during combat.


Focus fire - Single shot attack that strikes for 50 percent more damage and leaves target disoriented, attack must charge, can be interrupted. 50 percent chance to miss.
Confuse - AoE disorientation gas, allows Smuggler to break threat, takes out of combat. Does not work in PVP (no effect on players).
Quick - Consumption of spice, increases regeneration of all pools temporarily by 50 percent, long cooldown. Can be cast on others and used in combat.


Call droids - Ability to summon three weak droids that will heal all allies, remove negative effects and draw agro. Non-combatant droids. Will not despawn unless killed or combat ends.
Bodyslam - Direct attack ability, short range, that allows Trooper to pick up enemy and slam them into the ground. Very strong damage and disorientation. Can be avoided.
Sacrifice - Trooper can set a self destruct bomb on their person that will explode in a very strong AoE attack, short range raidus. Will reduce the Troopers health to minimal levels. Very strong knockback effect.