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Hatred / Serenity Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
Hatred / Serenity Set Bonuses and Tactical Items
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EricMusco's Avatar

04.16.2019 , 09:54 AM | #1 This is the last staff post in this thread.  
Hey folks,

Following our Onslaught announcement at SW Celebration we want to start diving into feedback right away. I want to use this thread to talk about Tactical Item effects and Set Bonuses for Hatred and Serenity Disciplines. Our goal for set bonuses is to introduce new bonuses, and potentially with even new sizes so you can mix and match. Tactical Items are a new item type that is meant to be build defining and most likely to directly impact how an ability works. For inspiration here are two completely made up Chain Lightning Examples:
  1. Chain Lightning now does all of its total damage to only one target, and no longer jumps.
  2. Chain Lightning now jumps even more and does additional damage to secondary targets.

That would allow you to take a standard ability and allow it to be modified to fit your playstyle. Please use this thread to brainstorm ideas and make as many recommendations as you would like! For context:
  • Tactical Items: These should modify one of your Advanced Class/Discipline abilities to work differently. The goal is for you to use the ability in situations you previously wouldn’t (more often, against specific targets, etc)
  • Set Bonuses: These should be focused on the broader “kind of tools” your class uses, but not specific abilities. Some examples are sets that center around bleeds, force damage, lightning, shields, cover, and so on.
Set bonuses, tacticals, both, let us know what you would like to see. I may not respond frequently in this thread but know that I am going to be compiling everything and sending it over to the team.

Eric Musco | Community Manager
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merovejec's Avatar

04.16.2019 , 01:39 PM | #2
Tactical item:
Make Whirwind Blow spread all 3 dots, not just 2.
7 days of being a sub, try it! Referral Link

Werronious's Avatar

04.16.2019 , 03:04 PM | #3
Some survival tactical abilities for Serenity:

- Deflection does not give chance do deflect attack but instead it gives 50% dmg reduction (or absorb) for 8 sec, CD 1.5 Min.

- Combat stealth blinds nearby targets for 5 sec.

- Force in balance does not do aoe dmg instead heals you for full dmg done.

- Battle Readiness - now heals instantly for full instead 15 secd duration but does not grant force technique.

- Force speed does not give you 60% absorb instead heals you for 50% all incoming dmg.

PrometheanDeath's Avatar

04.17.2019 , 08:03 AM | #4
Accidentally put this in my deception post, so fixing it's location.

-Whenever you are healed by leeching strike over max health, convert the extra health into a barrier equal to that amount, slight defensive especially since they are the squishiest of the 3 disciplines.
-Creeping terror now has an infinite duration but deals reduced damage (can be cleansed resisted etc), sort of WoW inspired as it would mean more uses of thrash/saber strike instead of normal terror applications
-The initial hit of eradicate forces your dots to tick on a separate rate limit, just to add a bit of pressure damage, especially in sub 30.
-For every target beyond the first hit by death field apply an additional stack of deathmark. after the initial opener you normally get around 23 ticks from your 2 dots and eradicate, boosting dot damage a bit more as stacks could now go up to 22 hitting 8 targets to increase boss damage.

Ylliarus's Avatar

04.17.2019 , 04:43 PM | #5
Anything that brings back Force Lightning to the Sith Assassin and Telekinetic Throw to the Jedi Shadow will be hugely appreciated. Those two abilities are iconic for the Sith Inquisitor class and when they were taken away from the Assassins and Shadows was the moment those two Advanced Classes lost all appeal to me. So if the Tactical item could bring back Force Lightning and Telekinetic Throw as a useful dps ability to these two Advanced Classes that would be absolutely great!
The One, True Lord Ryssius
Playing SWTOR since November 2012
Darth Malgus [EU]

DzastinBiberi's Avatar

04.18.2019 , 12:03 AM | #6
I'll repost my old message thread here, hoping that someone from the dev team will read it.

In pre 3.0 era in this game, Hatred assassins were really fun to play and it was a spec that could survive long enough to actually do some nice damage in warzones without dying in seconds.

The reason for this was different system they had when it comes to spreading dots.

For example, Creeping Terror and Discharge could be spread via Death Field.

Players could use Creeping Terror from afar on one player and pop Death Field also from distance in order to spread it to other players, like Madness Sorc can do now.

If a player wanted to spread Discharge also, then he/she was forced to come in close in order to apply it to one player, then spread it with Death Field to other players.
Death Field if I remember it right, had a range of 30m. So in other words, you could spread
Creeping Terror at least, without getting demolished right away.

At 3.0 or past that, I can't remember it right, someone had this "briliant" idea, to make Hatred spec, spread their dots via Lacerate. Also, range of Death Field was reduced by alot.

This wasn't much of a problem back then, mostly because Hatred's defs were on pair with other classes and spec's.

But as time passed by and almost every class got some buffs to defenses, Hatred kinda remained the same.
So let's jump to present day and how Hatred works now.

In order to spread any dot, player has to get into a "slaughter fest", apply dots to one player, use Lacerate a couple of times and pray to the Emperor that he won't get focussed and insta demolished while doing that.
Why "insta demolished" ? 'Cause defs are terrible to start with.

Spreading dots

The best way for Hatred assassins to survive longer would be to get the spread dot system as it was before.
Death Field with 30m range. That way players won't have to rush into their deaths hoping that they'll survive long enough just to spread their dots once.

Healing from dots

They are insignificant to survivability, getting from 100 to 200 HP from one dot/player is really nothing considering how often are players using shields, defs etc to lower dot dmg/cleanse them or ignore them totally.

My sugestion would be to increase recieved heals from dots, surely BioWare could do that, it only takes slight modification to Utility tree. Same goes for Death Field.


Here's the real problem, defense stats/survivability.

Hatred spec is probably the most squishy spec there is atm. Even Sorces have better survivability than Hatred sins.

This could be improved, as I've already mentioned, better/bigger heals from DoT's and Death Field.

Probably the "game changer" for this spec would be if they shared Damage Reduction stacks like Deception Sins do, but lets say that BioWare can't do this atm because "reasons". Lets say they can only change Utilites.

One suggestion would be, bigger armor rating from picking Utility for it, instead of granting 30% more armor, they could up it to 50%, so they would have around 8k of armor, same as mercs/juggs, that way they'll recieve less dmg from hits by other classes, making their survivability a bit better.

Other suggestion would be, like I said before, sharing the same "defensive" stacks like Deception assassins.

Third suggestion would be, bigger heals from DoT's and Death Field which also can be done just by buffing their heals from Utility tree.

csmnstoica's Avatar

04.18.2019 , 03:23 AM | #7
Huge quality of life (also a DPS increase)
1. Serenity strike/leeching strike refreshes the current DOTs on target.
It can be another attack, not necessarily the ones mentioned above. I
the alternative would be:
2. Your DOTs heals are increased an additional 100%

This way you balance increase DPS/QOL vs survability.

csmnstoica's Avatar

04.18.2019 , 03:37 AM | #8
Another suggestion:
1. The healing received from Dots and abilities also place a shield on yourself for the same amount for 5 secs.
The shield gets refreshed and increased with each subsequent heal - this can happen only once every 2 secs.

the alternative.

2. Your DOT and leaching strike/serenity strike criticals also put a rolling dot on the target for 10% of the dmg over 6 secs.

Again - this is a choice between increase survivability and dmg.

invertioN's Avatar

04.18.2019 , 10:34 AM | #9
Quote: Originally Posted by csmnstoica View Post
1. Serenity strike/leeching strike refreshes the current DOTs on target.
It can be another attack, not necessarily the ones mentioned above. I
the alternative would be:.
I'm loving this idea.

Alternate idea I just thought of:
Using Phantom Stride applies/reapplies Discharge and Creeping terror to the target. Can put a cooldown on it so it's not super OP, say 45/60 seconds. Cooldown refreshes if the target dies within X seconds.

Additional bonus to consider in some way is if another passive or something makes it apply Eradicate too.

Another idea:
Using Eradicate gives you a damage or critical buff that stacks up to X times. Could be done so the buff applies only to some abilities, e.g. dots, or Eradicate itself - That would be a bit of a copy from Mara though.
Adixia, Red Eclipse EU

Mephesh's Avatar

04.18.2019 , 01:25 PM | #10
Idea 1:
Each Weapon-attack heals you for 1% of the damage dealt.

Idea 2:
Force Slow -> Movespeed Leech
For the duration, Force Slow now leeches the targets movespeed and maybe some HP aswell.

Idea 3:
DoTs tick without disturbing Mind Trap or Whirlwind.

Idea 4:
Force Slow also reduces the targets Alacracy, so they cast slower.

Idea 5:
Every target you hit with Death Field / Force Balance will increase your next Weapon-attack by +10% damage.