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Shield Tech / Shield Specialist Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Shield Tech / Shield Specialist Set Bonuses and Tactical Items
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EricMusco's Avatar


EricMusco
04.16.2019 , 10:07 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 Shield Tech and Shield Specialist 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 wouldnít (more often, against specific targets, etc)
  • Set Bonuses: These should be focused on the broader ďkind of toolsĒ 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
Eric Musco | Community Manager
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steveerkcanjerk's Avatar


steveerkcanjerk
04.16.2019 , 01:56 PM | #2
As a powertech tank main here are some suggestions.

Tactical Item (Liquid Fuel): Once oil slick is applied using a proced firestorm will incinerate the the oil putting the engulfed debuff on up to 8 targets who now have additional 10% reduced damage and 5% dmg taken increase.

Set bonus (Mandalorian Resolve):
Piece count:
(2/6): For every attack mitigated the cooldown on energy shield is reduced by 2 seconds. This can only occur once every 1.5 secs.
(4/6): Sonic missle now has a 35% chance to root the target it is directly applied.
(6/6): Kolto overload now heals up to 45% and 3% of max health over the duration of kolto overload.

What this would do is encourage players to run a mitigated tank in a pvp setting while applying good defensive buffs to combat the dcd desparity with a juggernaut while granting the powertech a root utlity, a damage reduc utility to reduce the damage of other skank tanks. This will reward the powertech for intelligent cooldown and gear management as well as aid the team in honing in on targets.
the mandalorians will rise again, we will unite and make the galaxy bow.
choggun mandalorian sniper
dreadshots mandalorian mercanary

steveerkcanjerk's Avatar


steveerkcanjerk
04.16.2019 , 02:22 PM | #3
Tactical Item (homing beacon): Any guarded target can be transposed immediately without having to case. Ability still goes on cooldown.

Set bonus: (Front man set)
2/6: Taking direct damage reduced cooldown of hydraulic overrides by 2 seconds can only occur once every 4 seconds.
4/6: Shatter slug now has a shellshock effect causing the target to have its ability interrupted and reduces their accuracy by 30%. Does not stack with oil slick.
6/6: Rocket punch now roots the target for 3 seconds and applies an absorption shield to the target that can absorb one direct attack. Does not work on dots.
the mandalorians will rise again, we will unite and make the galaxy bow.
choggun mandalorian sniper
dreadshots mandalorian mercanary

steveerkcanjerk's Avatar


steveerkcanjerk
04.16.2019 , 02:47 PM | #4
Tactical Item (Tazzed Net): The harpoon now electrify the target rooting it for 3 seconds when pulled towards the hunter.


Set Bonus (Hunters Pursuit):
(2/6): Using Neural dart reduces damage taken while stunned by 10%.
(4/6): The cooldown of determination is reduced by 2 seconds for any direct damage taken.
(6/6): While energy shield is active the powertech is immune to flash-bangs, awes, and stuns. (can still be rooted).

Compared to the other sets this one would focus more on cc resistance instead of raw survivability for the pt tank. This will help when running against comps utilizing operative saps and aoe stuns putting less pressure on healer cleanse. Compared to the other sets it would put alot less pressure when swaping guards but would put more pressure on survivability in a fight.
the mandalorians will rise again, we will unite and make the galaxy bow.
choggun mandalorian sniper
dreadshots mandalorian mercanary

Zurules's Avatar


Zurules
04.16.2019 , 08:58 PM | #5
I'd hope you would straight up decrease the 1.5s cast time it takes to do the transpose ability to like 0.25s. Maybe make it 0 seconds as part of a set bonus or tactical item, I dont know.

Even if this is not the thread for new ability ideas, i'd just want to suggest the new ability here:

Carbonite grenade: single target ability that is used on yourself OR AN ALLY. It stuns them (does provide some white bar points if possible, but CAN be used if they are already white barred) It last 4 seconds and it Cannot be broken.

Effects: during those 4 seconds, all healing received is increased by 100% and the target cannot be damaged by ennemies. If you were "effectively" healed by less than 30% of your base health increase your defense chance by 45% for the next 6 seconds, if healed less than 60%, increase your defense chance by 30% for the next 6 seconds, if healed above 60%, increase defense chance by 15% for the next 6 seconds. The defense chance is granted AFTER the 4 seconds. Has 2 minute cooldown.

The idea behind this ability is to give vg/pt tanks the possibility to use a dcd ON SOMEONE ELSE(reminder, can be used on yourself). It can save an ally from being bursted or even killed. The point here is to save an ally and give your healer the opportunity to catch back up. However, the less heals the target receives the higher the bonus defense chance will be once you come out of the carbonite grenade.

This dcd saves the target and give the option for your healer to heal that person with a increase healing buff on him, but if your healer was cced or chooses to heal someone else that is in as much danger of dying as the person that the carbonite grenade was used on, then you give that person a stronger defense chance which could also save his life.
All Galaxy Hybrid-Clicker Shadow

Valorn's Avatar


Valorn
04.16.2019 , 09:30 PM | #6
It sounds like tactical items are the same feature Warhammer Online had called ďTacticsĒ, which was also by Mythic and was, IMO, a great feature. I hope we have multiple slots, like 3-4 like WAR and a large number tonchoose from, along with loadouts that can be swapped easily out of combat.

Some tactics ideas.

Some generic ones like the taunt could be applies to all tanks.

1) Taunt - Change tauntís damage dealt by target into a damage bonus against that target, but only for the tank. (This should be tank-specific, not dps disciplines). Exact values and possible cooldown increase for balancing. Only affects players.

2) Taunt 2 - Change tauntís effect to be more damage dealt TO that target, but for everyone except the tank (so it benefits the group, not the tank). Only affects players.

3) Taunt 3 - Change tauntís effect to be a large damage reduction from the target, but only to to the tank (the inverse of tauntís normal effect, making it a personal defensive cooldown). Only affects players.

4) Grapple - Change grapple to pull you to the target, effectively giving you a second charge on a longer cooldown.

5) Jet Charge - change Jet charge to knock back and root the target in place of charging to them. Range changed to 4m. Turns Jet charge into a defensive tool.

6) Jet Charge 2 - Jet charge can now *also* target friendly players. Allows you to use it to get to safety like intercede. Still retains its ability to charge an enemy.

7) Heat Blast - Buffs shield chance (additively) instead of absorb. May also need to tweak values, but the intent here is to make a consistency tradeoff by shielding more often but for smaller values, making the tanking more predictable and less spiky.

8) Hydraulic Overrides - Loses some of the speed bonus (5-10%?) in exchange for immunity to being pulled or charged.

9) Hydraulic Overrides 2 - Reduces duration (50%?) in exchange for significantly reduced cooldown (50%?). More frequent usage which can be beneficial for its movement impairment immunity effect.

10) Hydraulic Overrides 3 - Loses the speed bonus but gains significant fall damage reduction and a large increase to jump height (this may allow getting to unintended locations, maybe warzone-only?). Retains impairment immunity.

11) Jet Charge 3 - Jet charge no longer requires a target and moves you forward 30m at same elevation, but damages everything in your path.

12) Grapple 2 - Grapple pulls an additional target closest to the main target, but its range is reduced.

13) Grapple 3 - Grapple can now be used a second time within 5 seconds on a different target (including friendlies) and it will instead pull the first target to the second. Casting twice on same target will pull it to you like normal. The main tradeoff with this is the 2nd GCD for a self-pull in exchange for more ways to urilize the ability.


Iíll reply with more later as I think of them.

Valorn's Avatar


Valorn
04.17.2019 , 01:06 AM | #7
Quote: Originally Posted by Zurules View Post

Carbonite grenade: single target ability that is used on yourself OR AN ALLY. It stuns them (does provide some white bar points if possible, but CAN be used if they are already white barred) It last 4 seconds and it Cannot be broken.

Effects: during those 4 seconds, all healing received is increased by 100% and the target cannot be damaged by ennemies. If you were "effectively" healed by less than 30% of your base health increase your defense chance by 45% for the next 6 seconds, if healed less than 60%, increase your defense chance by 30% for the next 6 seconds, if healed above 60%, increase defense chance by 15% for the next 6 seconds. The defense chance is granted AFTER the 4 seconds. Has 2 minute cooldown.
I really like this self- Carbonite effect as a tactic for Carbonize. Even if its just yourself, having a temporary immunity for a few seconds (i would say make it 7 seconds or so, just long enough to tempt them to move on. then it has great value in pvp as an anti-focus ability, something this class badly needs. I would think even the current cooldown is fine, since it isnt a self-heal. It also fits the bounty hunter theme quite well (not so much the trooper, but it could be a heavy deployed personal defense shield for the trooper). Also it needs to be cancellable early by pressing the button again. In PvE this ability should cause you to lose threat (or maybe not?) but perhaps taunt + self-carbonize mighjt be a nice unique offering for powertech/vanguard tanks to immune boss mechanics, sort of like how assassins have something like that.

steveerkcanjerk's Avatar


steveerkcanjerk
04.17.2019 , 01:35 AM | #8
Quote: Originally Posted by Valorn View Post
It sounds like tactical items are the same feature Warhammer Online had called ďTacticsĒ, which was also by Mythic and was, IMO, a great feature. I hope we have multiple slots, like 3-4 like WAR and a large number tonchoose from, along with loadouts that can be swapped easily out of combat.

Some tactics ideas.

Some generic ones like the taunt could be applies to all tanks.

1) Taunt - Change tauntís damage dealt by target into a damage bonus against that target, but only for the tank. (This should be tank-specific, not dps disciplines). Exact values and possible cooldown increase for balancing. Only affects players.

2) Taunt 2 - Change tauntís effect to be more damage dealt TO that target, but for everyone except the tank (so it benefits the group, not the tank). Only affects players.

3) Taunt 3 - Change tauntís effect to be a large damage reduction from the target, but only to to the tank (the inverse of tauntís normal effect, making it a personal defensive cooldown). Only affects players.

4) Grapple - Change grapple to pull you to the target, effectively giving you a second charge on a longer cooldown.

5) Jet Charge - change Jet charge to knock back and root the target in place of charging to them. Range changed to 4m. Turns Jet charge into a defensive tool.

6) Jet Charge 2 - Jet charge can now *also* target friendly players. Allows you to use it to get to safety like intercede. Still retains its ability to charge an enemy.

7) Heat Blast - Buffs shield chance (additively) instead of absorb. May also need to tweak values, but the intent here is to make a consistency tradeoff by shielding more often but for smaller values, making the tanking more predictable and less spiky.

8) Hydraulic Overrides - Loses some of the speed bonus (5-10%?) in exchange for immunity to being pulled or charged.

9) Hydraulic Overrides 2 - Reduces duration (50%?) in exchange for significantly reduced cooldown (50%?). More frequent usage which can be beneficial for its movement impairment immunity effect.

10) Hydraulic Overrides 3 - Loses the speed bonus but gains significant fall damage reduction and a large increase to jump height (this may allow getting to unintended locations, maybe warzone-only?). Retains impairment immunity.

11) Jet Charge 3 - Jet charge no longer requires a target and moves you forward 30m at same elevation, but damages everything in your path.

12) Grapple 2 - Grapple pulls an additional target closest to the main target, but its range is reduced.

13) Grapple 3 - Grapple can now be used a second time within 5 seconds on a different target (including friendlies) and it will instead pull the first target to the second. Casting twice on same target will pull it to you like normal. The main tradeoff with this is the 2nd GCD for a self-pull in exchange for more ways to urilize the ability.


Iíll reply with more later as I think of them.
1. This would be a bit op as skank tanks are already an issue and this only bolsters their damage.
2. This is a little bit more interesting but I feel it is pretty easy to nuke people already, mara and sniper already have a heal debuff so i can see this being very very strong.
3. DR would be a bit too strong as well. PT tank has some of the best passive DR in the game and this would make them a rock.
4. Interesting this ones is an interesting change that would be neat to see.
5. Not sure how this would really help the PT being in melee range 90% of the time, as most of our mitigation procs comes from taking damage and most classes have a 10m range, are ranged, or more gap closers. In essenses this would not be defensive at all and put the pt at a disadvantage. Even if you knocked back someone there is nothing a pt can do to retaliate.
6. This would be awesome and really help us compete with the utility that juggernauts have.
7. Very cool idea but would need heavy tweaking, Right now I sit at shield chance of 50-52% on my mitigated tank so shooting that 60-70% might be a bit overkill.
8. Well you can't be pulled why hydraulics are up and if someone charges you, you can get the speed, but the speed mostly comes from a utility point anyway not built into the ability. Also if anyone is leaping at your tank then that is their fault, better to leap at you then your dps.
9. This seems like a reasonable trade off.
10. This would be cool but the game engine would crap out when jumping. The maps dont have enough verticalitiy to warrant having DR to fall dmg.
11. basically mad dash then not bad It is an interesting utility. If it has the resist i think it would make it more worth it.
12. double grapple sounds like a really cool idea and could have uses to relieve pressure off healers.
13. The friendly pulling would be an amazing thing to have. This could save healers in dps when fighting hardswap comps.
the mandalorians will rise again, we will unite and make the galaxy bow.
choggun mandalorian sniper
dreadshots mandalorian mercanary

Valorn's Avatar


Valorn
04.17.2019 , 01:26 PM | #9
I was thinking that a lot of the shared ability tactics could be shared with the dps versions of the class, so things like the knockback for jet charge would be intended more for the dps disciplines, same with defensive taunt. Incan see some taunt tactics being discipline specific. The pull becoming a charge taxtic is for flexibility. The taunt options, along with many others would likely need value tweaks. I donít expect the 30% would work for the different uses. Also, just brainstorming ideas and that value adjustments are a given (thatms why i tried not to include any numbers - numbers can and will change as needed to balance, so they are a distraction).

Also a thought on balancing the Taunt effects - tie tauntís effects to defensive stats, so it scales up the more defensive stats you have. So if you are a skank tank, taunt will do gery little, but if you are super tank, taunt can give a damafe bonus to a single target to compensate. Iím thinking Warhammer taunt mechanics, where jt was used to make tanks who were ignored more dangerous and competitive damage wise. By scaling the effect eith defensive dtate, it clearly makes it a compensation for stacking defensives instead of something abused by skanks.

A few more thoughts:

1) Conal Flamethrower - becomes a cone of tear gas or something along those lines that no longer deals damage but instead becomes an AOE mesmerize effect (like the sith warrior scream only conal). Heat cost/cooldown adjusted as needed.

2) Shoulder Cannon - shoulder injector - instead of firing to do damage, fire to heal yourself a more significant amount. Same cooldown and usage, it just becomes a self heal.

3) Vent Heat - instead of dumping heat when it gets kow, provides x seconds of reduced heat buildip by some amount (flat or %). Idea is the tradeoff of immediate dumping of higj hear vs helping avoid reaching that point.

3) Oil Slick - Oil spew - instead of dumping a huge amount of oil on the ground, it sprays oil around you for the duration, but at a reduced AOE size. Tradeoff is more value in mobile situations at the cost of reduced area of effect.

4) Thermal sensor override - instead of reducing heat it dhaves x seconds of the cooldown of the next ability used. So for example, you could use it to eliminate the cooldown on a short cooldown ability, such as getting back to back rocket punches, or shaving some time off a defensive cooldown.

5) Thermal sensor override 2 - Immediately generates 4 heat screen stacks (may need a longer cooldown). For getting that immediate absorb when you need it most, or to extend sustained tanking ability.

6) Ord Onslaught - No longer channeled, but does reduced (half?) damage. This trades throughput for burst and gives you an extra GCD.

7) Shoulder cannon 2 - death blossom - SC range reduced to that of flame sweep, but hits all targets around you (possibly at reduced damage)

8) Shoulder cannon 3 - SC becomes passive and triggers on rocket punch. Damage adjusted as needed. Tradeoff here is burst vs consistency.

9) Ord Onslaught 2 - No longer AOE, does increased damage to a single target. Tradeoff of AOE vs single target burst.

10) Shatter Slug - range increased by 20m, longer cooldown.

11) Shatter Slug 2 - damage significantly increased, but it now has a short delay before detonating (think shorter-ranged explosive dart like effect). Tradeoff for more AOE damage but not immediate.

12) Rocket Punch - Is now AOE, reduced damage. More AOE/ST tradeoff. Not a lot of room here to mess with this one given how critical it is to the main rotation. Same with rail shot, difficult to come up with core ability tactics.

13) Guard - Range of guard increased to 30m, but damage split is also reduced (maybe frol 50->30% somehere in that area). Tradeoff is more guard positioning flexibilitu but less effective compared to being in normal guard range

14) Kolto overload - Always active, but has reduced codown. This is a control vs throughput tradeoff. You no longer control kolto overload, but it will be available more often. Useful if you are light on healing or are frequently or likely focused and would have it activated almost on cooldown anyway.

Now for some ideas about adjusting passives, instead of active abinities. Warhammer tactics did this. Most tactics were passive effects.

15) Critical Shielding - Shield chance reduced X% but chance to shield critical hits increased by 3X% (numbers are just for example, would need tweaking obv). Idea is you are trading normal mitigation for burst mitigation. This is obviously mkre of a pvp oriented tactic. Since many dps stack critical in pvp this may be a worthwhile tradeoff of consistency normal vs consistency against burst.

16) Ablative Shielding - If a hit were to do less than x% of your health in damage, it has reduced shielding chance (-20%)? If the hit is higher than that amount, it has increased % chance to shield (+20%?). More likely to shield big hits but much less likely to shield small hits. Again a consistency tradeoff a overall this should make the tank take more predictabke damage, but may take more overall if the fight or source has a lot of small damage.

17) inverse of 16 - better tanking small hits, less likely to shield big hits. May be useful in fights with many small adds, for example.

18) Guarded Shielding - chance to shield guard hits increased significantly. Tradeoff here is opportunity cost (it takes a tactics slot, but you may not end up taking much guard damage from the fight). In general I think that due to opportunity cost, its Ok for some tactics to be strict benefits, especially if the benefit is highly situational.

Perhaps more to come later.

vicadin's Avatar


vicadin
04.18.2019 , 12:00 AM | #10
I think I have a thought on maybe a cool new ability...Gravity Well. You place it down like an AOE and it sucks in all the adds and roots them for a few seconds. Give it the range of say the Orbital Strike. Helps with add management.