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Vengeance / Vigilance Set Bonuses and Tactical Items


EricMusco

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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 Vengeance and Vigilance 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

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I wonder about using a Lightning for an small AOE, instead of bad saber animation. That would be cool. Like being able to either use Tactical for more damage on 1 character at a time, or a piece of Tactical gear for a special AOE across multiple characters.
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The two biggest issues for Vigilance tanks imo is getting damage on target and not melting.

 

1) Dps on target this is an issues. Rdps just sits and does damage no worries. melee dps needs to constantly get in range to do damage. Helping us with up time would be great. in crease mobility or help us locked down the opponent would be ideal.

 

2) Vigilance brings very little to the table with regards to group buffs (compare to a sent), in addition many classes seem sturdier than vigilance. This makes this class very undesirable in TRanked. To make this class fit more with the image make us sturdier individual single target dps. Give us some better cds, more uptime on target, more burst. Something...

 

Thank you for the consideration.

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so far i see:

 

more single target burst: go play focus. single target burst is what it exists for. to the person who wants the channel back, i think you missed the entire point of it being made not a channel in the first place: mobility.

 

more mobility/group utility: i'm not against this per say, but keep in mind, unlike sents, guardians can tank. that's utility in and of itself. Also, vigi is one of the highest parsing specs BECAUSE it has time on target issues.

(i.e. according to BW, it's a "melee sustained" class, and thus, in the highest parsing bracket.)

 

Vigi is currently one of the best aoe specs in the game, but improving upon that is hard, since aoe is already as simple as PB --> vigi thrust --> cyclone slash --> OH --> vigi thrust (adding combat focus and sundering strike as needed for focus purposes).

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Will agree jugg do lack mobility compared to other specs, they might have extra charges because of warmonger, but what other classes have is controllable mobility like force speed or PT hydraulics. personally think these tactical items are going to cause quite a bit of change almost cause entire spec reworks so specs like rage with fixed rotations are a bit difficult to without just giving buffs to.

 

Vengeance

-Impale causes you next ravage to increase the duration of eviscerate and draining scream by 3 seconds if applied on the target, to increase the uptime of the impale/scream dot to 100% to match their CDs, also changing the priority of ravage/hew for the sake of dot damage.

-For every dot on the target when Hew deals damage reduces the rate limit slaughter can trigger by 1 second

-Critical damage dealt by Shatter's bleed effect reduce the rate limit that slaughter can be triggered by 1 second.

The above to is sort of meant to help with uptime as more hew procs leads to a few more ranged attacks, just playing around with the idea.

-For every tick of Shatter's bleed, increase the damage of your next ravage by 5% stacks 4 times, most will agree since they made ravage an instant cast it doesn't compare to it's stronger damage output, so something to increase that.

Edited by PrometheanDeath
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Guardians should be given the ability to 90% of all attacks, this ability should be similar to Battlefront 2s ability that the saber wielders have. This is a tactiful item.

 

given the ability to do what to 90% of all attacks?

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Guardians lack survivabitly by a long shot. Compared to Sentinels they are squishier and it should be vice versa!??

 

How about build up on the Heavy - Medium and Light armor so that they actually matter in game.

 

Tactical items could improve armor rating or give temporary Speed Boosts call it Force Speed or something.

 

Either way, more tankiness or mobility. Armor ratings are a joke atm.

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Tactical Item:

 

Vengeful Slam (Vigilant Thrust) now has a base damage of 0. For each Bleeding (Burning) effect an enemy has from Draining Scream/Eviscerate/Shatter (Plasma Brand/Burning Blade/Burning Purpose) every second, they gain one stack of Tearing Wounds (Purifying Flames) -a stacking debuff - max 2 per second, max 50 stacks, Debuff falls off after 6 seconds. Whenever an enemy is hit by Vengeful Slam (Vigilant Thrust), they take damage equal to the number of stacks of Tearing Wounds (Purifying Flames) times 500, and the debuff is removed. Additionally, the critical chance of your bleeding (burning) effects is increased by a percentage equal to the number of stacks of Tearing Wounds (Purifying Flames) removed for 10 seconds. Vengeful Slam (Vigilant Thrust) will only spread your Bleeding (Burning) effects to targets without the Tearing Wounds (Purifying Flames) debuff.

 

 

The idea of this Tactical item is that it would effectively change how Vengeance/Vigilance is played. Instead of the consistent damage (and slight rage generation) from Vengeful Slam, the player would instead be rewarded for maintaining uptime on DoTs by gaining a very powerful single-hit ability that will also increase the critical chance of those DoTs. Although Vengeful Slam will do overall less damage, it will be able to burst high damage at once and will be made up for by the other abilities taking its place in the rotation.

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I think a tactical item that gives a speed buff or lowers the CD on mad dash every time they are hit by a RANGED attack to help counter the way snipers can just free cast and kite on Juggs. Given Juggs main way to control ranged is through leap there needs to be a better way to help them somewhat counter snipers. The other way of doing this would be if a Jugg takes 10 attacks from a ranged class (4 ticks from force lightning/blazing bolts/penetrating blasts etc full channel) then Jugg would be able to leap to any target even in cover/entrench up to 35 meters. Or simply every second leap can be done on snipers in cover/entrench. Edited by MuskyBoy
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Idea 1:

Give them Arcann's shield-breaker skill. Replaces Force Jump.

 

Class fixed.

 

Basically, you select an small to medium area where you want to jump, then you jump there and knock away any opponent in the AoE circle, breaking Sniper / Slinger entrench and breaking Sorc / Sage bubble.

Minimum Range of 15 and generates rage/focus like Force Jump.

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To keep in line with suggested example:

Vengeful Slam / Vigilant Thrust - generate 1 rage for each target that got dotspread from the Slam (fo in group of 4 mobs, when one has a dot from Shatter for example, the Slam would generate additional 3 rage when it spreads the dot). That would greatly help in AoE situations like when clearing adds to be able to spam Sweeping Slashes more, while it would have no effect on single target rotation (like boss in operation), as there would be nothing that would get the dot spread.

Vengeful Slam / Vigilant Thrust - Increases duration of one's own bleed effects on target by 3 seconds (or one tick). That would be the opposite of the previous suggestion - not really useful in AoE situations, but very useful on single target.

 

Of course most encounters are boss + occassional adds here and there, so both variants could be useful on most fights, and players could try and optimize switching between those two tactical items.

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First of all, I don't think set bonus or tactical should be differentiated for each discipline, creating balance would be almost impossible. Now, for the real deal for Juggernauts in PVP:

 

Tactical:

1. Having full resolve bar/decaying white bar, Juggearnaut becomes immune to roots and slows or other movement impairing effects until resolve bar resets. Elaboration: currently too many skills with low CD hinder movement of Juggernauts.

 

2. Changes Ravage:

- becomes a 3 seconds chanelled skill again with the emblematic animation

- grants the Unstoppable utility for the duration

- doubles current damage

- snares the target and disables all escape skills for the duration

 

 

Set bonus 1.:

2-piece: Force Charge has no minimal distance, Obliterate has max distance as Force Charge.

4-piece: Force Charge and Obliterate breaks movements impairing effects (roots, slows, etc.)

6-piece: Reduces the base cooldown of Force Push to 1 minute.

 

 

Set bonus 2:

2-piece: Force Choke is not chanelled, Juggernaut can land other attacks to the target over the duration.

4-piece: Force Choke grants the Unstoppable utility for the duration.

6-piece: Slows the target by 50% for 3 seconds after Force Choke effect is over.

Edited by varietasplus
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Juggernauts should be able to use an ability similar to Anakin Skywalkers Herioc Might ability in Battlefront 2. This ability is a charge up knock back ability that absorbs 90% of damage while charging up a powerful force 360 degrees aoe knockback ability for 3 seconds.The diameter would be 10 meters within the player, or something similar to this. Allow the Juggs to feel immortal.
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All of Musco's talk about a heavy hitting Chain Lightning would make wish for something like a chained Saber Throw, so the saber would hit several targets next to each other. Or some Upgrade for Force Push to make that skill hit several enemies, since that seems to work for Jedi in The Clone Wars.
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All of Musco's talk about a heavy hitting Chain Lightning would make wish for something like a chained Saber Throw, so the saber would hit several targets next to each other. Or some Upgrade for Force Push to make that skill hit several enemies, since that seems to work for Jedi in The Clone Wars.

 

Actually like this idea how about something interesting.

-Hew bounces to targets affected by shatter's bleed effect, increases AoE which vengeance already has fun with, and very satisfying seeing a ricocheting saber throw I bet.

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  • 2 weeks later...

Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions

 

VENGEANCE/VIGILANCE

 

Tactical Suggestions:

  • Shatter no longer has a dot, deals all damage up front
  • Enrage makes removes the rage cost of the next 3 abilities
  • Slam increases duration of eviscerate and draining scream by 1.5s
  • Saber throw now applies a (small) dot
  • Ravage deals X% increased damage for each of your periodic effects on the target

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Tactical Items:

 

Heavy Armor: Increase DR by 30% while stunned and prevents you from being knocked backed and slowed for X seconds after the stun wears off; however, it prevents the use of Force Charge and decreases all damage dealt by Y%. Your Resolve bar also deteriorates 50% more slowly. In addition, the cooldown of Mad Dash and Intercede are increased by 15 seconds. (not sure what would be a good balance for the damage decrease, if it is even needed, but this would be awesome in PvP if not busted... put this on Rage as well I guess and similar variants on PT, but have it hinder abilities like Hydraulic Overrides by adding to the cooldown while halving the speed boost... And have it so you cant use whatever the PT leap is called. This is also the only one I'm going to name as well as its variants. Should keep this to DPS only, and keep it off Mercs unless they get a decent DCD nerf. Thinking about it, mobility nerfs to these specs would be really rough and I don't think they should have to deal with that. Maybe tweak it to removes the root, slow, and knockback immunity?)

 

All AoE damage is increased by X% while single target damage is decreased by Y% (have something like this for all specs). In addition, Hew hits all targets within 8m of the original target if the original target is effected by bleed provided by Shatter.

 

All DoT damage is massively increased while all other damage is decreased.

 

Decrease all critical damage by X% while increasing all non crit damage by Y%

 

Set Bonus:

 

2pc: The duration of the DoTs provided by Impale and Force Scream now last longer (long enough for 100% uptime in a perfect rotation)

 

4pc: Activating Enrage increases the critical chance and damage of all your DoTs by X% for 8 seconds. (not sure about what the percents should be, but I doubt they need to be high, nor do they need to be the same. Maybe like 10% crit chance increase and 5% critical damage bonus)

 

6pc: Activating Impale reduces the cooldown of Shatter by X seconds. If Shatter is reapplied to the target before the bleed ends, all remaining bleed damage is applied instantly upon reapplication. (so it works like resurgence does for healer Sorcs. As for the cooldown reduction, maybe 2 GCDs give or take 1)

Edited by SpleneticGamer
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  • 3 weeks later...
I would truly appreciate a tactical item that grants an additional4-6m range on melee abilities so that IF an encounter requires a lot of movement or requires the players to drop aoes away from the focus target, the amount of dps loss is mitigated due to not losing 95% of our damage dealing skills from a required encounter mechanic.
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