Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Immortal / Defense Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Guardian / Juggernaut
Immortal / Defense Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

Vlanzche's Avatar


Vlanzche
05.05.2019 , 09:03 PM | #21
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 Immortal and Defense 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

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 )

I know Guardians / Juggernauts already have " Force Leap " , but at least consider it

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 )
No Life is without Meaning, No Living thing is too small to be Strong
~ Christopher Moeller

SpleneticGamer's Avatar


SpleneticGamer
05.25.2019 , 03:29 PM | #22
Tactical Items:

Force Choke now Generates a massive amount of threat, has 30m range, and pulls a target towards you. (Gives you the high threat generating ability that Sins and PTs have in Force Pull and Grapple basically. Something I think Guardian kinda needs since Leap generates so little and every GCD matters when pulling a boss and keeping it on you. So it would look like Choke + run in + Enrage > Crushing Blow + Retaliate, Backhand > etc)

Invincible makes you immune to all damage for 3 seconds and lasts for 5 seconds longer. In addition the cooldown of Invincible, Saber Ward, Saber Reflect, and Enraged Defense are all decreased by X% (maybe like 10% or 20%)

Backhand is no longer a hard stun but a root that lasts for 4 seconds and slows the target by 35% for 6 seconds after the root duration ends. In addition, the cooldown is reduced by 42 seconds.

Force Push in now a cone-shaped AoE that can push up to 8 targets in front of you. In addition, the cooldown is reduced by 30 seconds. Invincible now extends to all group/operation members within 30m at 50% effectiveness (gives you Sniper shield basically)

Set Bonus:

2pc: Aegis Assault has a 50% chance to grant Preserver's Ward, absorbing 35% of the damage of force and tech attacks for 3 seconds. Movement speed is increased by 10% (stacks with Rule of Two passive) (a slightly altered version of the "leaked" set bonus)

4pc: Endure Pain absorbs 30% of all damage while active. Force Charge also generates a massive amount of threat. (on par with Force Pull and Grapple)

4pc: Intercede heals you and the target for 15% when used. In addition, Intercede increases your target's damage by 20% for 6 seconds.

6pc: Receiving damage while Invincible is active grants a stack of Preserver's Endurance, healing you for 7% of your maximum health per stack when Invincible ends. This effect stacks up to 5 times and cannot occur more than once a second. Blade Turning also lasts 3 seconds longer (Slightly edited "leaked" set bonus while keeping half of the current 6pc).

Delani's Avatar


Delani
05.26.2019 , 01:39 PM | #23
Smash is now an aoe knockback. Knocking the targets back 15 meters!!

Delani's Avatar


Delani
05.26.2019 , 01:40 PM | #24
Quote: Originally Posted by SpleneticGamer View Post
Tactical Items:

Force Choke now Generates a massive amount of threat, has 30m range, and pulls a target towards you. (Gives you the high threat generating ability that Sins and PTs have in Force Pull and Grapple basically. Something I think Guardian kinda needs since Leap generates so little and every GCD matters when pulling a boss and keeping it on you. So it would look like Choke + run in + Enrage > Crushing Blow + Retaliate, Backhand > etc)

Invincible makes you immune to all damage for 3 seconds and lasts for 5 seconds longer. In addition the cooldown of Invincible, Saber Ward, Saber Reflect, and Enraged Defense are all decreased by X% (maybe like 10% or 20%)

Backhand is no longer a hard stun but a root that lasts for 4 seconds and slows the target by 35% for 6 seconds after the root duration ends. In addition, the cooldown is reduced by 42 seconds.

Force Push in now a cone-shaped AoE that can push up to 8 targets in front of you. In addition, the cooldown is reduced by 30 seconds. Invincible now extends to all group/operation members within 30m at 50% effectiveness (gives you Sniper shield basically)

Set Bonus:

2pc: Aegis Assault has a 50% chance to grant Preserver's Ward, absorbing 35% of the damage of force and tech attacks for 3 seconds. Movement speed is increased by 10% (stacks with Rule of Two passive) (a slightly altered version of the "leaked" set bonus)

4pc: Endure Pain absorbs 30% of all damage while active. Force Charge also generates a massive amount of threat. (on par with Force Pull and Grapple)

4pc: Intercede heals you and the target for 15% when used. In addition, Intercede increases your target's damage by 20% for 6 seconds.

6pc: Receiving damage while Invincible is active grants a stack of Preserver's Endurance, healing you for 7% of your maximum health per stack when Invincible ends. This effect stacks up to 5 times and cannot occur more than once a second. Blade Turning also lasts 3 seconds longer (Slightly edited "leaked" set bonus while keeping half of the current 6pc).
I LOVE YOUR IDEA ABOUT FORCE PUSH BEING AOE. This game needs to focus on more of that in the upcoming expansion!!!!!!

DzastinBiberi's Avatar


DzastinBiberi
06.12.2019 , 01:47 AM | #25
Lowers your threat by 50% (its still gonna be 100% down from 150%) and boosting your Crushing Blow dmg by 50%
(very usable on adds around the boss since its an aoe).