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Assassin Ability, Tactical Item, and Set Bonus Feedback

STAR WARS: The Old Republic > English > Public Test Server
Assassin Ability, Tactical Item, and Set Bonus Feedback
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TheDramaKing's Avatar


TheDramaKing
06.23.2019 , 01:50 AM | #31
Quote: Originally Posted by fire-breath View Post
Small note on 'small DR'; 20% DR means an 80k hit turned into 50k damage.
With 20% DR, 80k become 60k...

omaan's Avatar


omaan
06.23.2019 , 02:54 AM | #32
Quote: Originally Posted by blodvite View Post
This is just retarded from a PvP perspective where guarding already is a powerful utility to use, even for dps-specced players.

Also agreed. 50% damage reduction is already a huge defense buff. Imagine mercs, lightning sorcs or any healers guarded by sins.. in addition to their op defenses they will have additional defense cd. This must be removed

lord-angelus's Avatar


lord-angelus
06.23.2019 , 03:20 AM | #33
Quote: Originally Posted by fire-breath View Post
wouldn't say 0% here .... in PvE are more than enough adds in bossfights to make it work. Its just situational. Like with pretty much all the bonuses.


In what universe do you live? ..... I would even go as far as to say that this might be a bit to strong in PvE. 20% DR on a 20s cooldown?
For example. Something now hits you with an 80k hit. Using spike reduces this to 50k damage.


Yes, it will make the boss miss attacks.


Welcome to game updates ...? This often happens with a levelcap increase. Old set bonuses will still be there. It will just be outdated with the stats. I think in 4.0 people still used some 3.0 abilities. Or maybe it was 3.0 with 2.0 bonuses. Don't remember anymore.


shadowcraft a tank set? :P
And regardless...... you forget that you need to let go of the idea of 'tank'-sets versus 'dps'-sets.
The set bonus will be tied to the armor shell itself. There are no other stats involved here. (fun trivia fact.. this was exactly how this game worked for a long time . Only difference is that shells are now gonna be legacy-bound)

Basically, you can use any set bonus without sacrificing dps stats.
What universe do you live in the the correcy question? Only time dps sin can use spike is from start in stealth which is not the opener in pve. It won't be either. Do you even play sin? For dps sin it's completely useless. Yeah I'm taking so much damage in trash that I need healing, tell me one boss that is useful? This is a nerf, maul is the hardest hitting ability, not the discharge, they won't buff it since they add additional discharge. Go play the class then please make a comment about it please.
There is only one dps set bonuses out of four.

omaan's Avatar


omaan
06.23.2019 , 06:23 AM | #34
Quote: Originally Posted by EricMusco View Post
Hey folks,

Let's talk about what Spoils of War has in store for the Assassin! Below you will find the Assassin's new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses or tactical items which refer to ability charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more then once (per charge) and the cooldown will simply add a charge up to the maximum.

Keep in mind that all of this is subject to change

New Ability - Severing Slash
Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds. 12 second cooldown.

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Death Knell - Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber.
  • Shadowcraft - Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit.
  • Deflecting Slashes - Each target hit by Severing Slash extends Deflection's duration by 1 second.
  • Steely Spike - Using Spike grants you a 20% damage reduction for 6 seconds.
  • Projected Shroud - Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Assassin
  • Shrouding Guard - Force Shroud also applies to any ally you are guarding.
  • Reckless Shadow - Recklessness increases your Force regeneration greatly for a short time.
  • Multitrap - Mind Trap can now affect up to two targets at once.
  • Shadow Step - Phantom Stride now has 2 ability charges.

Darkness
  • Shadow Shroud - Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed.
  • Shadow Ward - Dark Ward gains 5 additional stacks and Phantom Stride resets its cooldown.
  • Redirected Wrath - Wither generates Redirected Wrath stacks per enemy it hits, increasing your damage reduction by 2.5% per stack for 10 seconds.

Deception
  • Discharging Voltage - Severing Slash causes your next Discharge to arc to multiple targets.
  • Burning Bolts - When Reaping Strike hits, it causes its target to burn.
  • High Voltage - Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals additional damage and finishes the cooldown of Ball Lightning.

Hatred
  • Hungering Blade - Critically hitting with Leeching Strike resets its cooldown and increases the critical chance of the next Leeching Strike. Stacks up to 3 times.
  • Exhaustion Field - Death Field does 10% more damage to all targets, additional damage to Force Slowed targets, and spreads Force Slow's effects.
  • Thrashing Terror - Creeping Terror has a 10% chance to tick an additional time whenever Thrash deals damage.
As a note, if you are a Shadow player, you can expect to see these set bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
Deception assassin's tactical items and set bonuses are utterly trash. Killing an enemy with overload saber renews it? How it will help assassin with problem of surviving and doing damage because now it is one of the most useless classes due to its low defenses and mediocre dps. In most cases when sin uses overload saber in few seconds he is forced to use vanish and run away for regen which doesn't allow him to kill anyone while overload saber is on...

Shadowcraft - Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit. Using phantom stride in stealth? For what? In most cases phantom stride is kept for using when sin is out of stealth and slowed, pushed or rooted while enemy ran away or used some push back ability which disengaged him back from sin. Normal skilled sin wont use phantom stride in stealth LOL. + in 95% of all situations deception sin opens with stealth stun - spike which makes bonus for critical hit useless since stealth stun isnt a big damage ability.

Steely Spike - Using Spike grants you a 20% damage reduction for 6 seconds. THIS looks like a good set bonus for squishy assassin. Yet on practice it wont Change much since after revealing from stealth first 6 seconds enemies are looking for sin, trying to click on him, getting/jumping on sin, using abilities which only prepare for real damage (mando uses grav round, mara uses force crush to buff raging burst, carnage uses massacre to get buff to ataru procs etc. These first 6 seconds are useless Anyway

Projected Shroud - Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds. THIS IS the only one good bonus for sin among all. But it is only one

Reckless Shadow - Recklessness increases your Force regeneration greatly for a short time. USELESS for sins since they don't have any issues with force generation anyway

[*]Multitrap - Mind Trap can now affect up to two targets at once. Isnt that great considering that in most cases enemy players are not stacking at the beginning of the fight when it can be used or some of them might already be in combat, or sin's team may use their own cc on other targets over second mind trap when they see that sin already used mind trap on other target. + such ability like mind trap is used only at start of the fight and after fight starts in most of cases it becomes useless because enemies are always in combat and sin has only one vanish.


Discharging Voltage - Severing Slash causes your next Discharge to arc to multiple targetS. Sorry what? Deception sin is specializing in mezzing and ccing enemies. Aoe damage only breaks deception sins own mezz and cc abilities which sin depends so much on . Dumbest tactical bonus i ever saw
[*]Burning Bolts - When Reaping Strike hits, it causes its target to burn. Might be a good bonus if damage from this burn will be high
[*]High Voltage - Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals additional damage and finishes the cooldown of Ball Lightning. Is this a joke? Who will use voltaic slash when already having 2 stacks of voltage?? Ofc with 2 stacks of voltage sin will use buffed lightning bolt and wont use it additional time when lightning bolt is buffed and blinking lol. As for new stacks after previous bolt is used it makes no sense since until sin gets new 2 stacks of voltage bolt will come off cd naturally and won't require any reset.

OVERALL, these set bonuses and tactical items only push deception sin farther from other classes. Making deception sin more useless as it became with 5.0. patch. I bet my month salary that with current new set bonuses and tactical items deception sin will be much weaker even compared to its current poor position in pvp.

roinopouf's Avatar


roinopouf
06.23.2019 , 07:06 AM | #35
Quote: Originally Posted by omaan View Post
[*]High Voltage - Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals additional damage and finishes the cooldown of Ball Lightning. Is this a joke? Who will use voltaic slash when already having 2 stacks of voltage?? Ofc with 2 stacks of voltage sin will use buffed lightning bolt and wont use it additional time when lightning bolt is buffed and blinking lol. As for new stacks after previous bolt is used it makes no sense since until sin gets new 2 stacks of voltage bolt will come off cd naturally and won't require any reset.
Voltage stacks (Charge chance on LB) are kept between LBs, unlike Induction stacks (LB cost) that are consummed.
Voltage is something you refresh through Voltaic Slash or Lacerate, while Induction stacks with almost any saber attack.
Thus, I believed you confused Induction with Voltage.

Because you actually do Voltaic Slashes with 2 stacks of Voltage about all your life, though you do not use Voltaic Slash with Induction fully stacked more than twice a year, this one Tactical is quite strong.

GamingCrimes's Avatar


GamingCrimes
06.23.2019 , 10:08 AM | #36
First of all, Iíd like to point out that the following feedback is from the perspective of a PvE player, specifically a Nightmare/Master Mode raiding guild.


Set Bonuses:


Death Knell:
I donít see this being useful on any of the dps specs since overcharge saber isnít really a strong cooldown. It could be nice for tanking adds though, but most adds die at the same time anyway. I only see this being good on fights like Bestia.

Shadowcraft:
This wouldnít really have any good synergy with Deception or Hatred since you take the reduced stealth cooldown utility. This gives Force Cloak a cooldown of 1:15 and since you want to use Phantom Stride close to on CD you would never have both of them line up. The stealth requirement should be removed and to make this set bonus stronger (because it seems quite weak) your damage should be increased by 15% for 5 seconds after using Phantom Stride.

Deflection Slashes:
Solid set bonus for tanking adds, but with the changes announced for 6.0 (at least as I understand it) this would mean, that we would have to switch out amorings, mods and enhancement when we wonít be needing this set bonus for the next encounter since the set bonus will be on the shell, making it very impractical and in reality rarely used. It would make more sense as a tactical although the next point would still be true.
Additionally, the application of this buff would be very limited, since its usefulness is greatly decreased by the CD on Severing Slash. I can only think of few uses in the old boss encounters (meaning all operations before gods).

Steely Spike:
This sounds like a solid 4 piece bonus for the darkness spec. Right now you donít really use spike for anything except for some encounters where you need a second stun. It may feel a bit weird since it is on the GCD, but thatís my only complaint for this one!

Projected Shroud:
Depending on the actual tuning of the lowered accuracy, this seems like a strong set bonus, especially in conjunction with the Shadow Shroud tactical, since you could get quite a long time of shroud. However, I just want to quickly show how overpowered this could be together with the Shadow Shroud tactical and some utility points:

Force Shroud consuming all Dark Ward Stacks - 8,75s of Shroud
Severing Slash - 2s of Shroud
Stealthing (not sure if this would also consume Dark Ward stacks) - 4s/7,75s of Shroud
Severing Slash (since it actually comes off cooldown) - 2s of Shroud

This adds up to 16,75s/20,5s of shroud. Whilst I donít think having such a long duration on shroud would be useful in many situations, I definitely think this could make some fights ridiculously easy (for example Brontes MM).

First of all, most these set bonuses are way better than what we have currently, since you should actually notice a difference in power unlike now where you only get a boring autocrit or a passive 2% damage increase. Some of these definitely need some buffs (like Death Knell and Shadowcraft).

Tactical Items:

Assassin:
Shrouding Guard:
This seems like a good tactical which has generally a lot of situations in which it would be useful.

Reckless Shadow:
This might be nice for Hatred, but I think it would be way cooler if it gave you a passive damage increase because it would have a way better synergy with the big burst windows deception has.

Multitrap:
Obviously not something for PvE.

Shadow Step:
From a Movement Perspective I can see why it would be desirable, but the recent changes to Phantom Stride (making it no longer off-GCD) would also make this at least less fun. I think it would be better to just generally reduce the cooldown of Phantom Stride to 15 seconds (since this would additionally give you an dps increase). And please take it off the gcd again. please.

Darkness:
Shadow Shroud:
As Iíve mentioned above already, this would give us the opportunity to have very long shroud durations. It seems nice, especially since you usually have a lot of dark ward stacks that arenít getting consumed.

Shadow Ward:
This is useless for PvE, since you never actually have situations in which you need that many dark ward stacks.

Redirected Wrath:
What is the maximum number of stacks? Eight as the number of targets Wither can hit? ďFor 10 secondsĒ - Will there be an internal CD or does this mean that sin tanks will have at least 2,5% more DR during all fights?
One way or another, it wouldnít impact playstyle at all. Other than that it could obviously be a strong choice for encounters with a lot of adds.

Deception:
Discharging Volts:
This would increase your aoe damage passively. However this sounds very, very boring. Why not make it that recklessness gives you a 10 seconds buff which makes it so that all your attacks deal additional aoe damage around the target. This would further synergies with deceptions burst windows whilst giving it great burst aoe capabilities.

Burning Bolts:
As far as I know, ďburnĒ isnít a defined term for sins, meaning we have no idea what this would do. This might be a DoT making Reaping Strike a higher prioritised ability, no idea.
This just sounds boring, besides this doesnít even fit into the Inquisitorís theme.

High Voltage:
Sounds interesting since it would change the rotation, but I am unsure whether the resulting gameplay would be satisfying. We will have to wait for PTS.

Hatred:
Hungering Blade:
What I donít like about this is the RNG component of it, especially because Leeching Strike isnít affected by Recklessness. It might also feel bad to press Leeching Strike three times in a row, maybe add a stacking damage increase or make the dots tick an additional time for every consecutive hit of Leeching Strike.

Exhaustion Field:
Basically the same as the sorc tactical, might have its use in PvP but I donít see anything about this tactical that alters your gameplay. Maybe make it so that it additionally applies another debuff to your target which explodes when the target dies which deals a good amount of aoe damage and spreads your dots as well as the original debuff.

Thrashing Terror:
This just adds RNG and doesnít impact your rotation at all. This shouldnít be a tactical.


I donít understand why so many of these tacticals are so underwhelming. I want to get hyped when I finally get this one tactical that boosts my aoe damage by a lot or that changes my rotation slightly so that I have more burst damage. Most of these tacticals just arenít looking like theyíre going to be fun.
Another worry I have is that the game will have too many useless tacticals that fill up your inventory and that you simply wonít be satisfied when getting new tacticals.
Boatank Adu'has
Tulak Hord

JonnAndCo's Avatar


JonnAndCo
06.23.2019 , 12:44 PM | #37
I think perhaps they Oversold the new Tacticals by suggesting they would be "class defining" and let us "play the way we want". Now after seeing the list, many/most wont really effect our game play significantly, making the choice of which we slot somewhat trivial.

As for specific feedback, consider this Tactical:

Quote:
Hatred

Hungering Blade - Critically hitting with Leeching Strike resets its cooldown and increases the critical chance of the next Leeching Strike. Stacks up to 3 times.
As someone who uses my Assassin primarily to grind out daily quests, I would like a little extra healing to reduce downtime, and using multiple Leeching Strikes back to back would probably qualify as "class defining" and allowing me to "play the way I want".

To achieve this and to address concerns with power starvation, you could make it a guaranteed crit followed by a second free Strike, after which it would go on cool down - or perhaps simply reduce the cost of consecutive strikes to help with power management.

Delani's Avatar


Delani
06.23.2019 , 01:45 PM | #38
Quote: Originally Posted by JonnAndCo View Post
I think perhaps they Oversold the new Tacticals by suggesting they would be "class defining" and let us "play the way we want". Now after seeing the list, many/most wont really effect our game play significantly, making the choice of which we slot somewhat trivial.

As for specific feedback, consider this Tactical:



As someone who uses my Assassin primarily to grind out daily quests, I would like a little extra healing to reduce downtime, and using multiple Leeching Strikes back to back would probably qualify as "class defining" and allowing me to "play the way I want".

To achieve this and to address concerns with power starvation, you could make it a guaranteed crit followed by a second free Strike, after which it would go on cool down - or perhaps simply reduce the cost of consecutive strikes to help with power management.
What would you consider a good tactical that would be class defining if you dont mind me asking?

JonnAndCo's Avatar


JonnAndCo
06.23.2019 , 02:28 PM | #39
Here is an example: A tactical that converted the Mercenaries "Tracer Missile" to instant cast so they could be fully mobile. It would allow them to avoid the red while completing their rotations on the move. This would be balanced against other similarly powerful Tacticals so you had to make a choice between greater damage or higher mobility. Not every tactical would be equal or equally appealing to everyone, but all would have significant effects on gameplay, gaming styles, or rotations. To me this is "class defining".

Delani's Avatar


Delani
06.23.2019 , 04:50 PM | #40
Quote: Originally Posted by JonnAndCo View Post
Here is an example: A tactical that converted the Mercenaries "Tracer Missile" to instant cast so they could be fully mobile. It would allow them to avoid the red while completing their rotations on the move. This would be balanced against other similarly powerful Tacticals so you had to make a choice between greater damage or higher mobility. Not every tactical would be equal or equally appealing to everyone, but all would have significant effects on gameplay, gaming styles, or rotations. To me this is "class defining".
Mercs can insta cast tracer missle with priming shot and the insta cast ability. Players that really know the merc class would disagree that it would need an instacast tracer missle when their entire rotation can be freecasted if playing the arsenal spec. But I get your example.