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Arsenal / Gunnery Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Arsenal / Gunnery Set Bonuses and Tactical Items
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EricMusco's Avatar

04.16.2019 , 10:05 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 Arsenal and Gunnery 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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ZionHalcyon's Avatar

04.16.2019 , 02:48 PM | #2
I will bite on this.

How about a tactical item that allows for the legitimate actual stun of an operations boss, for a period Of 15 seconds, with the trade-off being for the next five minutes, all other abilities other than the default shot are disabled.

The idea here is to allow for either a chance at a recovery when a wipe is all but certain, or a chance to stop and operations boss before they go into a difficult mechanic in order to help the rest of the team catch up on DPS, but at the sacrifice of long-term DPS from the one casting it.

To prevent abuse, have the ability give the boss a "buff" that prevents the ability from being used again during the fight, by either that character or any other.

benmas's Avatar

04.16.2019 , 05:01 PM | #3
old tracer missile animation of course!

also a couple of more serious ideas i had.
Cooldown reduction on hydraulic over rides.
Heatseeker being able to hit multiple targets ( to a maximum of 3) if they are affected by heat signature de buff from tracer missile.
Fusion missile no longer puts a dot on multiple targets, just a more powerful one on the person who was hit by it.

tbh there isn't really much i can come up with, people still complain about the all powerful god merc with its DCDs and electro net and 30k heatseekers, so chances are people will just complain about more stuff for the "already fotm merc".
The Red Eclipse-->Darth Malgus
Terrible Merc Main

GrimTheGlutt's Avatar

04.16.2019 , 05:55 PM | #4
  • DFA - Switchable from AOE to single target - Dealing higher damage to single target but triggering a slightly longer cooldown.
  • Railshot - Damages any enemy in the line of the shot the more it hits the more damage to the end target. eg. multiplier x1 for each hit, so 3 ememies hit before final target = 4 x dmg for final target. (hard ability to use getting targets lined up) - Adjust cooldown accordingly.
  • PowerSurge - Channeled ability that builds for 3 seconds before exploding in a large AOE explosion affecting all enemies in xx radius from player.
  • Fusion Missile - Switchable from AOE to single target - On single target deals medium to low damage but the burn tick is significantly higher. Burning mobs increase damage on Tracer missiles.
  • Sweeping Blasters - Switchable to "Leeching Nanites" - AOE health leeching nanites that steal low to medium health from all enemies in target area and heal player for xx% of leeched amount
  • Using Emergency scan out of combat will put you in stealth for 6 seconds, or if used in combat has a chance to proc a healing probe to all friendly players within 30 yards dealing xx amount of health over 5 seconds.

Set Bonuses:
  • 2 Piece - All harvesting nodes have a chance to drop refined isotope stabilisers! (okay I'm joking just up the drop rates now )
  • 2 Piece - You now receive a prompt to either travel to the orbital station or the planet surface when using the map to travel.
  • 2 Piece - Harvesting nodes have in addition a chance to drop other harvesting node materails (eg. slice a terminal you may get some coloured crystals - scavenge a node and you may also get some bio materials)
  • 2 Piece - Crew skills are x percent faster (eg. 2%)
  • 4 Piece - Crew skills are xx percent faster (eg 5%)
  • 6 Piece - Crew skills are xx percent faster (eg 10%)
  • 4 Piece - Mount speed is increased xx amount
  • 6 Piece - Onboard AED revives all players within 10 metres
  • 6 Piece - Harvesting nodes have a rare chance to proc a treasure chest that contains a Random augment or other useful artifact.
  • 6 Piece - Successfully interupting an enemy ability removes all cooldowns

steveerkcanjerk's Avatar

04.17.2019 , 01:59 AM | #5
Tactical Item: Mandalorian Jetpack - places a beacon down and within 35 meters the mercenary can fly into the sky and land on the beacon. Basically is a phase walk but it replaces rocket out.

Set bonus (Quick draw set):
2/6: Landing a critical hit with tracer missile gives the hunter quick draw increasing the damage of priming shot or unload by 10%. This effect can only occur once every 20 seconds.
4/6: Firing missile blast will place ambush on the target, causing the target to take a 5% increase in damage. This effect can occur once every 10 seconds.
6/6: If you land a crit on a target that had the ambush debuff, your heatseekers will automatically critically hit. This effect can only occur once every 45 seconds. The ambush debuff only lasts for 4 seconds.

Bascially the concept would be a high risk high reward kind of spec that may require alacrity sacrifice for crit. But also requires good timing and awareness to pull off. By giving up kite ability for an escape and making the auto crit more difficult to obtain by essentially giving them a gore window. This set bonus would mainly be used by a fast paced merc. Of course the values can be adjusted depending on class balance.
the mandalorians will rise again, we will unite and make the galaxy bow.
choggun mandalorian sniper
dreadshots mandalorian mercanary

pigbriggs's Avatar

04.17.2019 , 11:57 AM | #6
Currently, if your grav round is interrupted in PVP, you have no abilities to use except hammer shot until another comes off CD. I would enjoy another ability that has no CD, or reduced CD's on other abilities

vicadin's Avatar

04.17.2019 , 03:36 PM | #7
How about a tactical item that makes it easier on heat management?

Jedistinky's Avatar

04.17.2019 , 06:46 PM | #8
how bout a grapple rope stun shot from arm, or a relocate via a jetpack,

MuskyBoy's Avatar

04.17.2019 , 07:34 PM | #9
Quote: Originally Posted by pigbriggs View Post
Currently, if your grav round is interrupted in PVP, you have no abilities to use except hammer shot until another comes off CD. I would enjoy another ability that has no CD, or reduced CD's on other abilities
You realize hail of bolts procs boltstorm? You also have explosive round or sticky grenade as a filler rather then hammer shot

vicadin's Avatar

04.18.2019 , 12:04 AM | #10
How about something similar to Corrupter Zero where the Sticky Grenade builds stacks and radiates out? The more stacks the more damage.