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Madness / Balance Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Sage / Sorcerer
Madness / Balance Set Bonuses and Tactical Items
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Morteficare's Avatar


Morteficare
04.18.2019 , 06:54 AM | #11
A tactical item that makes forcera Puch lift the targets in the area for 1-2 sec and then puches them away.

Mephesh's Avatar


Mephesh
04.18.2019 , 01:04 PM | #12
For Madness/Balance, I'd really like to see a buff to "parasite"-effects leeching HP from opponents over a long duration.

Idea 1:
Force Vampirism
Increases all Life Leech by 50% (the healing effect)

Idea 2:
Stolen Life
When you would leech HP from enemys, but are already on full health, your maximum HP total increases for the amount of leeched HP for 30 seconds. This effect does not stack and only counts the highest amount, so if you first leech 500 and then 6000 HP, you will only get +6000 temporary HP.

Idea 3:
Death Field/ Force in Balace now also spread the effects of Force Slow and Demolish/Vanquish

Idea 4:
Mind control
Supression turns into a channeled Mind-Control stun, during which the user can't move or attack and which stuns the target for the amount of the duration, kinda like a mix of the Assasins Mind Trap and Force Lightning. How the animation should look? Go to the temple of the dark side on Dromund Kaas, there are enough examples. Would be cool to have this as a player skill.

EmperorRus's Avatar


EmperorRus
04.18.2019 , 01:43 PM | #13
Tactical Item #3
Make Them Pay Static Barrier: Static Barrier grants 20 charges of "Make Them Pay". Whenever you take damage a charge of "Make Them Pay " is consumed and deals X energy damage [over 6 seconds] to attackers(DoT, stacks up to 10 times) Static Barrier does not absorb incoming damage.

Tactical Item #4 or QoL feature
If another Sorcerer applies a barrier onto you, you still get the effects from the utilities you skilled/discipline.

PVP oriented set bonus:
Reduces all damage taken while hindered by 15%.

Quote: Originally Posted by EricMusco View Post
My advice for your brainstorming ideas is to go crazy.
Tactical Item #5
Replaces Phase Walk. Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies and increasing movement speed by 30%. Lasts 10 seconds. Dealing direct damage ends the effect prematurely.

Crazy enough

shyroman's Avatar


shyroman
04.18.2019 , 02:04 PM | #14
Quote: Originally Posted by EmperorRus View Post
Tactical Item #3

Make Them Pay Static Barrier: Static Barrier grants 20 charges of "Make Them Pay". Whenever you take damage a charge of "Make Them Pay " is consumed and deals X energy damage [over 6 seconds] to attackers(DoT, stacks up to 10 times) Static Barrier does not absorb incoming damage.
Only if they also get an ability called "heal to full"
Ryann - Sniper | Ryannack - Sorcerer | Apophas - Marauder
Jesicca - Mercenary | Lindseey - Gunslinger
Origin - Honey Badgers
Star Forge

Delani's Avatar


Delani
04.18.2019 , 06:54 PM | #15
@EmperorRus Giving sorc net would not work nor be a good idea. Let that ability only apply to mercs. We need uniqueness with each class along with diversity

DarthEndonae's Avatar


DarthEndonae
04.19.2019 , 07:13 AM | #16
Notes: Some of these ideas conflict with each other. I'm just providing options. I have also included some desired QoL changes. These ideas are primarily based on PvE content and based on my experience as a sorc main nightmare raider.

Tactical Items
- Intense Storm: Force storm has a chance to proc Dark Echo and Lightning Burns.
- Spike of Pain: Death field does not deal any AoE damage though it still provides its other effects and Deathmarks increase the damage dealt by DoTs by an additional 15%
- Echoes of Horror: Dark Echo has an 8m radius and each time a Deathmark is consumed, Dark Echo is triggered.
- Devouring Leech: Force Leech's animation is now larger and anyone hit by the beam is also affected by the ability (I'm thinking like Dual Saber Throw)
- Roaming Demolition: Demolish now jumps targets if the target dies (like Scorch) and Demolish is now an AoE, anyone within 5m of the target also receives the same amount of damage.

QoL Improvements
- Force Storm should also be able to proc Fulminating Current and Wrath
- The rotation doesn't work without clipping or delaying something. Generally, you either delay Force Leech or have to clip your DoTs. Part of this could be remedied by making Lightning Barrage cause Force Lightning to channel and tick 50% faster (1.5 second channel).
- Force Leech's cooldown should match Death Field and Demolish and deal more damage/healing to compensate.
- Try again with the Resurgence giving 30% armor rating. That's the most ridiculous thing I've ever seen.
- Fulminating Current should be a passive 8% increase instead of being a proc

AshantiV's Avatar


AshantiV
04.19.2019 , 09:11 PM | #17
Disclaimer:

Iíve have spent 85% of my time in this game as a madness sorc and the rest as healing sorc in pvp. I write entirely from a sorcerers perspective and I cannot entirely provide how effective or useful my ideas are in pve. Iíve tried to organize this the best I can but it may come out more as a stream of consciousness than a well thought out response. While not exactly on thread topic, I will also address some questions and concerns as a whole so I donít have to post in 3 different threads and can collate my thoughts here.

Potential Tactical Items

So I understand you want classes to ďplay as how they would like to playĒ. With that in mind, Iíve come up with a few tactical items that may help change establish different play styles for all 3 advanced specs for sorcs. I understand my requests might sound ridiculous but please bear with me until I reach to the part where I discuss balancing.

  • Replace Barrier w/ reflect
    Essentially this tactical item would make barrier into a reflective ability. You lose barrier but you gain a reflect on a shorter cooldown but a shorter duration.

  • Heal to full Barrier (exclusively for dps - not heals)
    Remove the utility for barrier only healing for a little and include a tactical item that allows the barrier to heal to full.

  • Moving force lightning
    Allowing the sorcs to move while channeling force lightning! (We discussed this at the catina, please donít break my heart)

Turrety/On-The-Move

These tactical items will help sorcs choose if they want to either be a sorc on the move or a more turrety sorc - in both dps and heal specs. The problem with having a sorc try and be turrety is that all the cooldowns remove the sorc from the fight. They have to sacrifice dps uptime to stay alive. Healing sorcs cannot turret because they donít have cooldowns that will also help healing uptime. They are forced to play on the move unless theyíre playing with teammates. This is also much more noticeable in 1v1s.

So to balance, you would remove the healing barrier utility right now entirely. Invulnerability to interrupts after barrier should become a final tier utility instead rather than feature of the ability. This would make sorcs a little bit more squishier if they choose to be on the move sorcs. Especially for sorcs who choose moving force lightning. Sorcs who want more uptime can choose to have the reflect and give up the barrier entirely. They can stand there and continue dpsing/healing w/ more output but are also...becoming more vulnerable. Heal to full barrier means they have to give up movement & uptime. Of course significant amount of healing should only happen if you stay in barrier for longer - really removing you from the fight. If you want invulnerability to stuns and interrupts after heal to full barrier - youíll have pick it as a utility as in the final tier as opposed to a few others. - idk, Iím not the developer - Iím just trying to justify my fantasies here lol

Set bonuses for different specs can also gear towards different play styles. For example, you can set bonus pieces for lightning sorcs that do what musco recommended. Chain lightning can become a massive aoe or can become a snipe - just changing the function rather than the dps. Single target sorcs may pic to be more turrety if set bonus allows for dps increase if standing still (ie casted instead of channeled) thus choosing to pick maybe reflect. Heals may like this if set bonus allows for boost to sitting still as well. Where there could be another set bonus that allows for more movement - maybe where an aoe sorc comes in. For madness, it could be that dots refresh with death field vs demolish and force leech doing more damage. You would want to increase the force cost of dots due to this - inserting a bit more force management help into the set bonus for single target madness (lol what an oxymoron).

Thatís my stream of consciousness. Onto my actual wishlist:

  • DoTs refresh with death field
    Ideally, I would love this just be an integral part of the a madness sorc. This more due to how a madness sorc should feel while playing rather than just a quality of life increase. I understand if something needs to be done balancing this - increase force cost of dots? - but please of all the things in this post, make this happen! (more than moving force lightning)

  • Changes to Teleport
    This is a QoL change that I would love, but never get. I feel port should be made of two abilities: one that places the port with no cd & the actually port ability. Also, if you use the port, the port doesnít vanish but rather sits there. If you wish to move the port, toggle the first ability and go to where you want to move it. Honestly, leaving the fight to place port is making me lose uptime - along with using the port. Sheesh. Just let me dps lol

  • Force storm slows people in range
    I feel like this is self explanatory. The effect obviously has a cd - cuz FS doesnít.
    Death field drops a miasma that damages people standing in the aoe and slows them down.
    This would make the whole ďtakes more damage from aoeĒ effect it has more viable lol. Of course, if you give me only one or the other, Iíll still be happy.

  • Switches my friendly pull into an enemy pull
    Friendly pull defensive utility turns into a debuff enemy utility.

  • Moving while in force barrier
    No ability to use my abilities but being rooted in spot is annoying lol at least let my rp walk in my barrier dammit - full duration, no self heal.

  • Overload taunts everyone it hits
    Literally just made this one up but Iím determined to get sorcs a taunt. I want a screenshot where I have the highest heals, damage, and prot pts in a match.


Iím not denying the fact that got more ridiculous towards the end. The next part should be on an overall thread but...Iím hoping Iím not writing this into the void and you see this because some of the stuff here for me is more important than any of the stuff above.

Questions/Concerns
  1. Someone (Keith) during the cantina told me that it was annoying playing a mando because everyone just disappears from your range so he wants to give them a bleed/root to help keep people close. I believe...thatís called an ELECTRO NET and NO, they do not need A SECOND ONE. PLEASE DO NOT DO THIS. PLEASE. IíM BEGGING YOU.

  2. How is this system stupid proof? For example, you (Musco) told me during the cantina that you have gear sets for gathering/crafting/AH. I brought up the concern that if stats were kept at level and buffs for gathering was massively increased alacrity, whatís stopping me from bringing this into pvp and decimating people. You told me it would be like actual reduction to gathering time. What will stop people from bringing gear sets like this into pvp or pve? Will you give a notification that alerts people that their gear set might not be the best for the selected activity?

  3. Are you going to allow for set swapping during pvp? Will you also let us change tactical items? I would use one item for say guarding and one for dpsing. I may change them depending on the people I see on the other side, or the comp? This could be beneficial for pvers where they can change their items to suit the boss. Is it overpowered for pvp? Will you lock the items in pvp like you do to the utilities?


If you made it this far, prove it and say hi :P

(Weapons designer plsÖÖ.. <.<)
AoÓde
Razya

श्री

JediMasterAlex's Avatar


JediMasterAlex
04.19.2019 , 09:42 PM | #18
Quote: Originally Posted by AshantiV View Post
[*]Someone (Keith) during the cantina told me that it was annoying playing a mando because everyone just disappears from your range so he wants to give them a bleed/root to help keep people close. I believe...thatís called an ELECTRO NET and NO, they do not need A SECOND ONE. PLEASE DO NOT DO THIS. PLEASE. IíM BEGGING YOU.
Is Keith really so out of touch that he doesn't realize mercs/mandos are by far the most overpowered pvp class? That honestly frightens me.

EmperorRus's Avatar


EmperorRus
04.20.2019 , 01:12 AM | #19
Tactical Item #6: Overloard changes
Overload and Force Wave have been redesigned. These abilities now knock back all targets within a 10-meter 360-degree.


Tactical Item #7: Whirlwind changes
Slows the target's movement speed by 70% and dealing X energy damage over 6 seconds. While affected, a target that moves takes 20% more damage from Whirlwind, and this effect can stack up to 5 times.

(Hindered free Electro Net)

Force Leech improvements:
Steals life from an enemy, dealing X internal damage to the target and healing you for 50% of the damage dealt.
In addition, Force Leech makes its target assailable for 45 seconds, Assailable targets take 7% more damage from elemental and internal attacks.

Force Slow improvements:
Deals X kinetic damage and slows the target's movement speed by 50% for 6 seconds. Additionally, hinders the target, preventing the use of high mobility actions [s]and escapes[/s].

Yeah, ingnore "escapes" part.

Delani's Avatar


Delani
04.21.2019 , 05:58 AM | #20
Quote: Originally Posted by JediMasterAlex View Post
Is Keith really so out of touch that he doesn't realize mercs/mandos are by far the most overpowered pvp class? That honestly frightens me.
I think that is the biggest issue, the developers are not good at their own game. Mandos have multiple putlets to close their gap between melee and they have roots. If our head developer is that bad at the game, then the community is truly doomed.