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Bodyguard / Combat Medic Set Bonuses and Tactical Items

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


EricMusco
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 Bodyguard and Combat Medic 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
Eric Musco | Community Manager
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FrenzyRook's Avatar


FrenzyRook
04.16.2019 , 11:34 AM | #2
My idea revolves around Cleanses. Adding an ability that either greatly reduced or eliminates the cool down on cleansing. An AOE cleanse would be nice too

sipidous's Avatar


sipidous
04.16.2019 , 11:47 AM | #3
Some ideas:

Tactical Items
  • Make Rapid Scan usable while moving.
  • Make Progressive Scan hit up to 8 targets.
  • Increase the effective area or potency of Kolto Bomb.
  • Restore DPS components of Supercharged Gas.

Set Bonus
  • Grant a percentage buff to Accuracy (for interrupts, DPS, etc.).
  • Buff energy regeneration.
  • Buff passive healing- or damage-dealing buffs.

Eloi_BG's Avatar


Eloi_BG
04.16.2019 , 12:04 PM | #4
Quote: Originally Posted by sipidous View Post
Some ideas:

Tactical Items
  • Make Rapid Scan usable while moving.
  • Make Progressive Scan hit up to 8 targets.
  • Increase the effective area or potency of Kolto Bomb.
  • Restore DPS components of Supercharged Gas.
Only the last one really changes how the ability is used (minimally), the other ones are just random buffs. I think the goal is to have a profound impact on playstyle. Things like (not saying they are great but just throwing it out there):
- Instead of healing, progressive scan applies an absorb shield on a new target with every tick
- Using kolto shot on a target with kolto shell gives the target 1 (or 2?) extra stacks of shells instead of healing
Nemio the Acceptable Player

sipidous's Avatar


sipidous
04.16.2019 , 12:31 PM | #5
Quote: Originally Posted by Eloi_BG View Post
Only the last one really changes how the ability is used (minimally), the other ones are just random buffs. I think the goal is to have a profound impact on playstyle. Things like (not saying they are great but just throwing it out there):
- Instead of healing, progressive scan applies an absorb shield on a new target with every tick
- Using kolto shot on a target with kolto shell gives the target 1 (or 2?) extra stacks of shells instead of healing
I suppose, though the change to Rapid Scan I suggested would certainly have a profound impact on how the class plays. Granting one more Kolto Shell stack would have less of an impact, unless it also had something like a HoT component (e.g. individual stacks expire at a set interval and heal when they do). But with that, and the shielding suggestion you made, the lines start to blur between the healers. Perhaps that's intended, but the guidance given is somewhat vague. The whole concept of Tactical Items worries me.

SlimeyDoom's Avatar


SlimeyDoom
04.16.2019 , 03:05 PM | #6
Quote: Originally Posted by FrenzyRook View Post
My idea revolves around Cleanses. Adding an ability that either greatly reduced or eliminates the cool down on cleansing. An AOE cleanse would be nice too
There is no better way to break group ranked than to do this ^^^

benmas's Avatar


benmas
04.16.2019 , 05:03 PM | #7
maybe allow the healer merc to choose from the Chaff flair defensives that IO and arsenal have.
so either the 2 stacks of tech/force resist.
OR
the interrupt immunity and defence chance.
Waythuk

The Red Eclipse-->Darth Malgus

Ubarave's Avatar


Ubarave
04.16.2019 , 05:42 PM | #8
Since everyone hates it already, why not allow for different mando raid buff effects:

Through Tactical Choices, make them choose between:

1. Immediately replenish all party members' energy (heat, energy, force, etc...)
2. Immediately reset all party members' cooldowns with less than 10 seconds remaining.

or maybe, as previously mentioned....

3. Immediately cleanse 1 negative effect from all party members

Pandoras_Jar's Avatar


Pandoras_Jar
04.17.2019 , 04:54 AM | #9
I like the idea of having a set or tactical item that makes it so you can cast Rapid Scan/Medical Probe while moving (this game for real needs way more mobility).

Another good tactical item or part of a set bonus could be a reduction in the cooldowns for Power Surge/Tech Override and Thermal Sensor Override/Reserve Powercell. Would be some nice utility for all Mercs/Mandos.

There are a few things I'd like to see changed in relation to combat, resolve and cleansing too but it's not really poignant to this thread. I just don't want this new gearing/itemisation to become a bandaid for fixing underlying combat issues with this game. I know cleansing has already been mentioned in this thread but it really needs an overhaul in the base game rather than being tied to gearing/itemisation.
Xam Xam Mercenary BodyguardXam Xam Xami Commando Combat Medic
| SWTOR Content Creator Program Member |
Website: mmobits.com - Onslaught - 6.0 Class Changes, Set Bonuses + Tacticals | Twitter: @Rach_Games
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Storm-Cutter's Avatar


Storm-Cutter
04.17.2019 , 12:18 PM | #10
When you play against Badyguard or Combat Medic in PVP you know this class is overtuned when they can hold off several opponents at once for a ludicrous amount of time.

/ conversely when you play one and rarely get killed - even when I've not mained one for many years ( since around 3.0 -ish) there must be something wrong.

I understand people want to boost the classes they play and heavily attenuate the ones they don't - but realistically it's about time all classes were examined and (possibly) rebuilt to a level baseline.
-Storm Cutter.
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