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Assassin Ability, Tactical Item, and Set Bonus Feedback

STAR WARS: The Old Republic > English > Public Test Server
Assassin Ability, Tactical Item, and Set Bonus Feedback
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olagatonjedi's Avatar


olagatonjedi
07.03.2019 , 07:14 AM | #61
Quote: Originally Posted by TrixxieTriss View Post
Yeah, but this will increase the gap even more. Seems like Bioware want to completely trash the whole Inquisitor class in total. Sorcs are already in a bad place too. But let’s make Sins worse while we’re at it so nobody will play Inquisitors in pvp unless they are healers.
More overexaggeration. Sin/shadow is still in my top 2 favorite classes to play and pvp with, and the dynamic nature of the game will not change that. People enjoy what they enjoy, and oftentimes it has nothing to do with your perceived view of the classes performance. Lest we not forget that mara also limits you to a dps class, while sin allows the option of queuing as a tank OR dps, which in and of itself is a benefit no tactical or set bonus can compare to.

Not everyone in the game needs specific inherent class advantages to be successful.

ZouYan's Avatar


ZouYan
07.05.2019 , 03:17 PM | #62
Steely Spike - Using Spike grants you a 20% damage reduction for 6 seconds.
This is soooooo broken for assissin tanks. I guess ill take it as I main one of those already but this will just add to how strong assassin tanking is atm. As part of the tank spec, spike can be used outside of stealth and has a cool dwon of 20 sec. This is 36 sec of up time if used on cool down over a 2 minute period. Compare this to overcharged saber, a 25% dr increase with a 2 minute cool down and you can see how over powered this becomes. Also since assassins are all about using dcds at the right time to mitigate burst damage, this adds to our arsenal of strong dcds with a short cool down.
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SpleneticGamer's Avatar


SpleneticGamer
07.07.2019 , 02:02 PM | #63
Severing Slash is disappointing compared to Furious Focus. Severing Slash has very minimal use in Operations when fighting bosses. Useful in add-heavy fights where they can be AoE'd, but not in single target fights; whereas, Furious Focus is useful in all Operation fights. For PvP, this is meh. Provides you with more control which is always nice and that's probably going to be the main reason to use it unless the damage is really high.

Death Knell is great for more casual play and can be used in Ops where there are a lot of adds, but the uptime increase will generally be minimal since most adds are killed asap. In fights where that isn't the case, it may prove more useful. I can't see this being too useful in PvP since you typically try to just burn down targets one at a time and TTK is fairly high for the most popular specs.

Shadowcraft is interesting, but I would have to test it a bit before I can form a solid opinion on it, but 3 Discharges in a row sounds rather fun. could really be effective in PvP for chasing people who ran away to heal and possibly misdirection. How effective the latter will be will depend on how the opposing team is stacked though.

Deflecting Slashes is cool in concept, but how useful it is is dependent on how many enemies you can actually clip. In ranked, you're only hitting 4 tops which is whatever. In PvE, you can hit more, but I assume it only caps 8 targets hit like all other AoE abilities. 8 seconds is nice. This benefits tanks more than DPS.

Steely Spike is going to be incredibly powerful on tanks. It will have some use in PvP for the DPS specs, but it still heavily benefits tanks while being decent at best for DPS.

Projected Shroud is nice. Does the accuracy drop affect Operation bosses? Extra time on Shroud is always welcome. Can be really scary when combined with Shadow Shroud. That's a lot of time spent in Shroud.

Shrouding Guard is a concept I really like. Taking your best DCD and allowing it to be used on another sounds amazingly powerful and it leaves you without Shroud when you're taking damage later. I think the balance in that for PvP is fine honestly. Whether or not it's actually really powerful is hard to say without seeing it in practice. I don't think it will be broken on Sin DPS. Tanks on the otherhand...

Reckless Shadow really helps Hatred. Darkness doesn't really need it, but can help in some PvE fights. Deception has no use for this whatsoever since that has some of the easiest resource management out of all the classes.

Multitrap sounds awesome for casual play like node farming. In PvP it seems better than it would actually be since you can only mind trap while in stealth and only targets that aren't in combat. It will be very useful if your team can nuke a target down in those opening seconds, otherwise, it will be a waste. In Ops, this will be very good for skipping mobs, but then it will be swapped out when you get to a boss.

Shadow Step seems really interesting. Benefits Deception the most, but Shadow Stride (and Holotraverse) off the GCD is still clunky. Please take it off the GCD.

Shadow Shroud sounds really cool and will be incredibly powerful in Fights where you cannot shield attacks.

Shadow Ward is pretty cool and sounds good, but I think it may be outclassed by Shadow Shroud.

Redirected Wrath I think will run into the problem Shadow Ward has. I can't see either of these being more useful than Shadow Shroud in most scenarios.

Discharging Voltage is really nice and seems like it will turn Discharge into Deathfield more or less.

Burning Bolts is nice, but if the damage isn't significant, it will be outclassed by the other Tactical Items.

High Voltage is hard to tell if it will be good or not simply, because I can't test it currently. Could be really good or it could be underwhelming.

Hungering Blade is hard to tell since it stacks and Hatred is the roughest of the Sin specs on resource. It's also RNG dependent which makes it inconsistent. I once had a fight where I had a 87% crit rate on Leeching Strike. I've also had a crit rate as low as 32%. Too inconsistent to be useful in my opinion.

Exhaustion Field will really only ever be taken for the 10% damage boost. People don't really use Force Slow for the most part.

Thrashing Terror only has a 10% chance which is lackluster at best. I cant see this being taken ever as is.

I think Sin can use better Tacticals on the whole, but Hatred Currently has the weakest of the 3 in my opinion. Unless Sin is getting a large damage boost on its abilities, Mara will outclass it again as Furious Focus is amazing and Severing Slash is just situational at best. The set bonuses are mediocre at best unless you are a tank. Steely Spike will be incredible for Darkness.

Delani's Avatar


Delani
07.07.2019 , 02:21 PM | #64
Quote: Originally Posted by SpleneticGamer View Post
Severing Slash is disappointing compared to Furious Focus. Severing Slash has very minimal use in Operations when fighting bosses. Useful in add-heavy fights where they can be AoE'd, but not in single target fights; whereas, Furious Focus is useful in all Operation fights. For PvP, this is meh. Provides you with more control which is always nice and that's probably going to be the main reason to use it unless the damage is really high.

Death Knell is great for more casual play and can be used in Ops where there are a lot of adds, but the uptime increase will generally be minimal since most adds are killed asap. In fights where that isn't the case, it may prove more useful. I can't see this being too useful in PvP since you typically try to just burn down targets one at a time and TTK is fairly high for the most popular specs.

Shadowcraft is interesting, but I would have to test it a bit before I can form a solid opinion on it, but 3 Discharges in a row sounds rather fun. could really be effective in PvP for chasing people who ran away to heal and possibly misdirection. How effective the latter will be will depend on how the opposing team is stacked though.

Deflecting Slashes is cool in concept, but how useful it is is dependent on how many enemies you can actually clip. In ranked, you're only hitting 4 tops which is whatever. In PvE, you can hit more, but I assume it only caps 8 targets hit like all other AoE abilities. 8 seconds is nice. This benefits tanks more than DPS.

Steely Spike is going to be incredibly powerful on tanks. It will have some use in PvP for the DPS specs, but it still heavily benefits tanks while being decent at best for DPS.

Projected Shroud is nice. Does the accuracy drop affect Operation bosses? Extra time on Shroud is always welcome. Can be really scary when combined with Shadow Shroud. That's a lot of time spent in Shroud.

Shrouding Guard is a concept I really like. Taking your best DCD and allowing it to be used on another sounds amazingly powerful and it leaves you without Shroud when you're taking damage later. I think the balance in that for PvP is fine honestly. Whether or not it's actually really powerful is hard to say without seeing it in practice. I don't think it will be broken on Sin DPS. Tanks on the otherhand...

Reckless Shadow really helps Hatred. Darkness doesn't really need it, but can help in some PvE fights. Deception has no use for this whatsoever since that has some of the easiest resource management out of all the classes.

Multitrap sounds awesome for casual play like node farming. In PvP it seems better than it would actually be since you can only mind trap while in stealth and only targets that aren't in combat. It will be very useful if your team can nuke a target down in those opening seconds, otherwise, it will be a waste. In Ops, this will be very good for skipping mobs, but then it will be swapped out when you get to a boss.

Shadow Step seems really interesting. Benefits Deception the most, but Shadow Stride (and Holotraverse) off the GCD is still clunky. Please take it off the GCD.

Shadow Shroud sounds really cool and will be incredibly powerful in Fights where you cannot shield attacks.

Shadow Ward is pretty cool and sounds good, but I think it may be outclassed by Shadow Shroud.

Redirected Wrath I think will run into the problem Shadow Ward has. I can't see either of these being more useful than Shadow Shroud in most scenarios.

Discharging Voltage is really nice and seems like it will turn Discharge into Deathfield more or less.

Burning Bolts is nice, but if the damage isn't significant, it will be outclassed by the other Tactical Items.

High Voltage is hard to tell if it will be good or not simply, because I can't test it currently. Could be really good or it could be underwhelming.

Hungering Blade is hard to tell since it stacks and Hatred is the roughest of the Sin specs on resource. It's also RNG dependent which makes it inconsistent. I once had a fight where I had a 87% crit rate on Leeching Strike. I've also had a crit rate as low as 32%. Too inconsistent to be useful in my opinion.

Exhaustion Field will really only ever be taken for the 10% damage boost. People don't really use Force Slow for the most part.

Thrashing Terror only has a 10% chance which is lackluster at best. I cant see this being taken ever as is.

I think Sin can use better Tacticals on the whole, but Hatred Currently has the weakest of the 3 in my opinion. Unless Sin is getting a large damage boost on its abilities, Mara will outclass it again as Furious Focus is amazing and Severing Slash is just situational at best. The set bonuses are mediocre at best unless you are a tank. Steely Spike will be incredible for Darkness.
You make good points!!! do you think they should have a tactical that revolves around Force cloak/cloak out?

Emperor_Cain's Avatar


Emperor_Cain
07.14.2019 , 09:37 AM | #65
I do like the tactical items for the most part, but my main concern is for the set bonuses. As someone who primarily plays Infiltration/Deception, the 15 sec CD reduction on recklessness is very important to the flow of our rotation, and the auto crit on Maul is one of our heaviest hitting attacks. If we're not going to be able to utilize these bonuses with top end gear anymore, I'd ask that they at least be added to as baseline abilities for the spec itself (perhaps gained between levels 70 and 75), because right now on paper I don't think I'd prefer any of these set bonuses for a Deception Assassin above those two that I already have.