Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Deception / Infiltration Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
Deception / Infiltration Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

Delani's Avatar


Delani
04.17.2019 , 01:49 PM | #11
As a tactiful item, I would suggest giving Deception sins and shadows a dash ability that is simliar to op roll in regards to effects. The dash would be similar to Darth Maul's dash in BattleFront 2. This ability can be used twice in a 10 second window and has a 15 second cd, or something like that. This allows sins to avoid hardstuns and net since they do not have stun damage reduction. The dash can be used going in any direction.

Delani's Avatar


Delani
04.17.2019 , 02:05 PM | #12
Also, DPS sins should be given the option to have stun dr or phasewalk. Or, give them a more powerful force ability to make their current knockback stronger.

Ylliarus's Avatar


Ylliarus
04.17.2019 , 04:43 PM | #13
Anything that brings back Force Lightning to the Sith Assassin and Telekinetic Throw to the Jedi Shadow will be hugely appreciated. Those two abilities are iconic for the Sith Inquisitor class and when they were taken away from the Assassins and Shadows was the moment those two Advanced Classes lost all appeal to me. So if the Tactical item could bring back Force Lightning and Telekinetic Throw as a useful dps ability to these two Advanced Classes that would be absolutely great!
Lord Ryssius - Master Yuthal
Playing on Darth Malgus [EU]
SWTOR Player since November 25th, 2012
And here is my referral link!

Kirtastropohe's Avatar


Kirtastropohe
04.18.2019 , 12:30 PM | #14
IMHO, deception/infiltration has really been hurt over the years, not only by the nerfs to our damage, but by the increase in damage and survivability of other classes. As a melee class that has to be within 10 meters (realistically 5 for the majority of our damage rotation abilities), we have been especially hurt by the range dominated PvP world the past couple of years.

We need something that ups our damage and makes us more of the heavy hitting threat we were meant to be. We were in a pretty good place with the bug that doubled surging charge, especially when using overcharge saber. Maybe our trait or full set bonus gives us that ability to damage we had during that bug.

In addition to that, here are some other possibilities:
  • something that gives us a guardian or commando type ability to get health back from being hit.
  • Ability to reflect damage back that doesn't rely on us having to select a utility. Getting crushed by AOEs from ranged (even with 30% AOE reduction if we slot that utility) isn't really cool, especially when slowed.
  • something that allows us to regain our 30% damage reduction on stun that was removed from us and given only to tank

arunav's Avatar


arunav
04.18.2019 , 03:13 PM | #15
* Low Slash stuns all targets in its path, similar to how saber throw from Sents/Maras damages all enemies in its path.

* Mind Maze can now "sleep" more than one enemy within a radius of X from the player character (perhaps 10 meters). Force users as powerful as the characters are should be able to do this to more than 1 enemy.

* Spinning Kick/Spike can now be used out of stealth and for increased damage but no stun in this situation (a melee Jedi class needs a kick as part of their damage options, and the CC-only 1.x ability was taken away long ago - that kicking animation was awesome by the way and would be great to use for a "new" ability)

* Bring back Force Lightning and Telekinetic Throw as a wider, conal AOE. The current Whirling Blow animation looks sort of simple and silly, especially when the class is supposed to be extremely powerful with the Force.

*Resilience now reflects enemy damage and heals the Shadow for up to X% of their total HP. The reflect is limited on Ops bosses to a relatively low number, but not on player characters or regular enemy mobs.

* Psychokinetic Blast/Ball Lightning reduces opposing players' Alacrity and Critical stats temporarily. This can stack for up to X total. Getting hit in the Face with a big burst of FORCE should slow other players down somewhat, right? Currently, dps Shadows have some issues in PVP regarding survivability compared to other melee classes like Guardians. There are no doubt better ideas for this, but it is just one that would introduce messing with player stats as it relates to ability use, which I believe would be a new and interesting strategic introduction to combat. It has the added bonus of INFURIATING PVP players even more than usual, which is always at least a little funny.

TACTICALLY sneak in and take back Phase Walk for the class. I've found that cloaking out of combat has never been more unreliable in PVP and sometimes even PVE too (Ossus World Bosses for example, nowhere near a circle), even with the Resilience on cloaking utility selected. Shadows/Assassins need Phase Walk as a way to escape combat without any doubt of being pulled back in, especially with ranged classes having so many AOEs they can spam without worry about resources/ammo. Cloaking out of combat used to be reliable - it's not anymore. This would fix the problem a good deal, at least having one for a "must exit" situation based on Phase Walk's cooldown.
"In the end, cowards are those that follow the dark side."

Free Inventory Slot, Character Transfer, and Subscription Time:
http://www.swtor.com/r/YpmgMVhttp://

Delani's Avatar


Delani
04.18.2019 , 06:47 PM | #16
Also, someone mentioned this before but allow lacerate to be a channeled ability or the current one. Of course damage varies depending on which one you pick. Another idea is maybe give dps sins, something similar to blade rush, where they are able to resist all incoming dmg and stuns during the duration and are able to move up 20 meteres.

DzastinBiberi's Avatar


DzastinBiberi
04.19.2019 , 05:49 PM | #17
Tactical item that rolls back your Deception sin to 5.0 version + Phase Walk, that's all.

They were perfect before nerf hammer broke their burst and took their escape ability.

One idea tho.

Give em back DR while stunned + immunity to controlling effects when using certain ability, lets say Low Slash.

I'd take that over Force Lightning and Mad Dash anytime.

5.0 burst.

Phase Walk given back.

DR while stunned.

Low Slash grants immunity to controlling effects for 6 seconds.

Perfect Deception sin.

Delani's Avatar


Delani
04.19.2019 , 10:56 PM | #18
Just make dps sins fast and very agile. They should be like ghost in warzones. They need to be slippery but squishy. They need to be glass cannons. Thats why giving them a dash ability would work very well with sins.

Kraysk's Avatar


Kraysk
04.21.2019 , 12:36 AM | #19
1. Brings back force lightning (range ~ 30 meters)

2. Makes ball lightning's range 30 meters

3. Increases radius of lacerate by 2 meters and the damage done by additional 25%.

Kurvah's Avatar


Kurvah
04.21.2019 , 06:57 PM | #20
Casting slow give us a heal of the same amount as damage.