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Darkness / Kinetic Combat Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
Darkness / Kinetic Combat Set Bonuses and Tactical Items
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TheSpiceIsRIght's Avatar

05.02.2019 , 02:22 AM | #11
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions


Tactical Suggestions:
  • Depredating Volts is now instant, consumes 50% less force, deals 50% less damage, builds an extra stack of Dark Protection (5 total) and can be activated at 30m
  • Discharge grants the next melee attack to proc Energize and Shock. Energize procs consumes no force.
  • Force pull has max range set to 15m, pulls up to 8 targets in the radius of 8m (of the target you pulled) and has it’s cooldown increased to 1m30sec. Only usable on non-player characters
  • 30 meter depredating volts with recklessness.
  • Item which can be placed to replicate the old phase walk healing circle
    • Assassin’s shelter
  • Wither refunds 5 force per target hit and deals 20% extra damage to primary target
  • Losing Dark bulwark heals you by 1% per stack. Can only happen once every 30 seconds
  • Shroud of Darkness changes Recklessness effect. Staggers 50% of the damage taken for the duration of Recklessness and the remaining 50% you take as periodic damage over 20 seconds (ticks every second).The periodic damage cannot be cleansed.

Set Bonus:
  • 2 set - Shock heals you by 2% of your total maximum HP per activation
  • 4 set - Wither reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds.
  • 6 set - 3 stacked Depredating Volts reduces the cooldown of Overcharge Saber by 1 second per activation.
<FAILURE> - Satele Shan
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DarthYun's Avatar

05.02.2019 , 06:34 AM | #12
Cause I posted in the wrong thread as well I will post here for visibility.
I think my idea is the best of all and should be implemented, no discussion. It 100% will alter the way you play Darkness and will make for very interesting gameplay.

New tactical item: Tome of Darth Flatulence

Tome of Darth Flatulence changes the name of Dark Ward to Dark Fart. Instead of giving you 15 stacks you start at 0. Every time you shield an attack you hear a quiet fart sound and you gain one stack of Dark Fart and like Dark Ward you surround yourself with a gas cloud, this cloud will grow larger and the fart sounds will get louder and more violent with each stack you gain.

When you reach 15 stacks you gain a temporary ability called Wrath of Flatulence where you can unleash your deadly fart cloud on your enemies, suffocating and poisoning them with the smell of 15 farts. This can either be an area attack or a single target attack. The single target attack makes you use the power of the force to compress your gasses into a tiny little but very dense cloud where the area one lets your gasses flow freely and hurt anyone in its path.

As a bonus for another temporary ability:

When Dark Fart reaches 15 stacks you get to smell your own farts. The dark side force energy stored in your farts will heal you / your team for x amount of HP.
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Vlanzche's Avatar

05.05.2019 , 08:58 PM | #13
Quote: Originally Posted by EricMusco View Post
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 Darkness and Kinetic Combat 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.


I specifically Re-Subscribed to solely be able to message on these forums on this thread
( so imagine how many others Subscribers that'll return if you consider my idea )

Tactical Items = More Action-Combat Abilities ( i.e. abilities that does not require a target ( some already established abilities are " Cyclone Slash " , " Whirling Blow " , " Gun Sweep " Mortar Volley " , " Force Quake " and others

My only request - no more telegraphs ( can you remove them? )

An example
  • " Force Jump " = Just like in the movies, some Jedi and Sith can Jump. An ability that'll look different from the environment. Think of Ataru Form ( ... the Original Ataru Form via acrobatics
  • Blade Twirling: Could be outside of Combat. Could also be an RP gig ( idk )

Aim for Jedi Academy's Style Combat.

Bring back the Jedi Forms
  • Shi-Cho
  • Makashi
  • Ataru ( Acrobatics .. not a " speedy " form )
  • Soresu
  • Shi-en / Djem So
  • Niman
  • Juyo ( not the previous one )
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alexzk's Avatar

05.07.2019 , 06:03 AM | #14
Give shadow tanks chanced heal as old good days back. I.e. procs of Combat technique additionally heal.
Balance shadows (serenity) can do more heal too (as it was initially). That has sense - if you want kill such a shadow - dont do 5 people assisted leap on it.

For infiltr. not sure. Played it 1 week since 2012. Never liked

Shadow Stride may be changed to jump to friendly target additionally - any other class can do that - op/jug/mara kinda (with no target jump)/pt ...

Return back teleports, which are sage exclusive now? - Some item may do that 1st class.

But ye, hardly miss self heals. That's why never played infil - bcs it never had.

Basically you can use initial design as reference - that was really cool. Not sure why you had to change that.

Maybe u can make it look new - for example "vampiric force" - critical force hits heal user for some amount (critical aoe on many targets heals many times). Important. It should trigger all relics too, so can use healer's one to make mega heal (and loosing some defence/damage of coz). Or it can be just random, like 30% chance of any hit to heal (and that is just copy of healing Combat Tech ). Or it can be just plain - 5% of damage actually done heals you (i.e. accounting all resists on target). So in pvp people will think ...if they want be full dd, when others heal-to-full hitting em.

Counter critical - shielding/resisting/dodging crit automatically grants crit for u on next ability.
There is no ignorance - there is knowledge.

SpleneticGamer's Avatar

05.25.2019 , 04:03 PM | #15
Tactical Items:

Wither and Discharge are no longer AoE abilities but now hit twice as hard. In addition, Force Pull has no minimum range and deals X amount of damage. (doesn't need to be a large amount of damage, but something notable) (increase to single target)

Shock and Depredating Volts now strike up to two additional targets when used. In addition, Force Pull now pulls in up to 7 additional enemies within 15m of the original target to you. (increase to AoE)

While in combat, every 1.5 seconds you go without shielding an attack, you gain a stack of X (not sure what to call it... maybe Efficient Technique or something similar) which decreases the force consumed by all abilities by 2% per stack and stacks up to 20 times. (useful in fights where you don't get to shield attacks which aren't many if I recall correctly)

Increases the DR provided by the level 60 passive Premonition by an additional 15%. In addition, the cooldown of Overcharged Saber is reduced by 15 seconds.

Activating an Adrenal or Medpac doubles its duration and effects. (might be worth putting it on all specs and adrenals)

Set Bonus:

2pc: Each time you lose a charge of Dark Ward or Kinetic Ward you have a 40% chance to restore 1% of your maximum health. This effect cannot occur more than once a second. (the "leaked" set bonus which I really like)

2pc: Activating Deflection increases the damage of all your force attacks by 15% for the duration

4pc: Dealing damage with Discharge increases DR by 2% for every target hit (modified of the "leaked")

4pc: Maul and Assassinate now deal an additional 15% damage.

6pc: Each stack of Harnessed Darkness heals you for 4% when used

6pc: Depredating Volts can now benefit from the Energize passive as well. In addition, the channel duration is reduced by 50%.

One set bonus for insane survival ability and another for a bump in damage. I think every tank may want a choice like that since some fights benefit from the tank dealing more damage and others need tanks to withstand massive damage. Balancing this for PvP may be an issue however... perhaps as simple as not allowing the damage increase set bonuses in PvP WZs and Arenas. I'm not sure what would be best honestly.