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Assassin Ability, Tactical Item, and Set Bonus Feedback

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Assassin Ability, Tactical Item, and Set Bonus Feedback
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EricMusco's Avatar


EricMusco
06.20.2019 , 10:59 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

Let's talk about what Spoils of War has in store for the Assassin! Below you will find the Assassin's new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses or tactical items which refer to ability charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more then once (per charge) and the cooldown will simply add a charge up to the maximum.

Keep in mind that all of this is subject to change

New Ability - Severing Slash
Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds. 12 second cooldown.

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Saber Master - (4) Reduces the cooldown of Ovecharge Saber by 20 seconds. (6) Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber.
  • Death Knell - (4) Reduces the cooldown Recklessness by 15 seconds. (6) Whenever you consume a charge of Recklessness you gain a stack of Reckless Slaughter, increasing melee damage by 5% for 20 seconds. Stacks up to 2 times.
  • Shadowcraft - (4) Overcharge Saber resets the cooldown the Phantom Stride. (6) Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit.
  • Deflecting Slashes - (4) Each target hit by by Severing Slash grants 1% Damage Reduction for 10 seconds. (6) Each target hit by Severing Slash extends Deflection's duration by 1 second.
  • Steely Spike - (4) Spike's stun and slow effects last an additional second. (6) Using Spike grants you a 20% damage reduction for 6 seconds.
  • Projected Shroud - (4) Severing Slash immobilizes the target for up to 2 seconds. (6) Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Assassin
  • Shrouding Guard - Force Shroud also applies to any ally you are guarding.
  • Reckless Shadow - Recklessness increases your Force regeneration greatly for a short time.
  • Multitrap - Mind Trap can now affect up to two targets at once.
  • Shadow Step - Phantom Stride now has 2 ability charges.

Darkness
  • Shadow Shroud - Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed.
  • Shadow Ward - Dark Ward gains 5 additional stacks and Phantom Stride resets its cooldown.
  • Redirected Wrath - Wither generates Redirected Wrath stacks per enemy it hits, increasing your damage reduction by 2.5% per stack for 10 seconds.

Deception
  • Discharging Voltage - Severing Slash causes your next Discharge to arc to multiple targets.
  • Burning Bolts - When Reaping Strike hits, it causes its target to burn.
  • High Voltage - Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals additional damage and finishes the cooldown of Ball Lightning.

Hatred
  • Hungering Blade - Critically hitting with Leeching Strike resets its cooldown and increases the critical chance of the next Leeching Strike. Stacks up to 3 times.
  • Exhaustion Field - Death Field does 10% more damage to all targets, additional damage to Force Slowed targets, and spreads Force Slow's effects.
  • Thrashing Terror - Creeping Terror has a 10% chance to tick an additional time whenever Thrash deals damage.
As a note, if you are a Shadow player, you can expect to see these set bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
Eric Musco | Community Manager
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roinopouf's Avatar


roinopouf
06.21.2019 , 08:23 AM | #2
High Voltage (Deception) seems quite broken because Voltage is kept between Ball Lightnings.
Basically means we can use B.L. every 3 abilities to boost Discharge's rate.

Either that or we can't use the other abilities enough and it ends up being a fake good idea.

Rockula's Avatar


Rockula
06.21.2019 , 08:35 AM | #3
I'll leave the set bonus / tactical discussions for smarter people than me.
I have questions about this bit, though:
Quote: Originally Posted by EricMusco View Post
Hey folks,
. You may see bonuses or tactical items which refer to ability charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more then once (per charge) and the cooldown will simply add a charge up to the maximum.
-eric
Does that mean: you hit the button once to activate the ability, then you can use it again while the cooldown timer is running?

Thanks,
Brian
Brian - cohost of The Bad Feeling Podcast
<Has A Bad Feeling> and <Loves Twi'Leks and Spice> guilds on Star Forge

blodvite's Avatar


blodvite
06.21.2019 , 08:54 AM | #4
Quote: Originally Posted by EricMusco View Post

Assassin
  • Shrouding Guard - Force Shroud also applies to any ally you are guarding.
This is just retarded from a PvP perspective where guarding already is a powerful utility to use, even for dps-specced players.
T1, All Seasons.

RIP TOFN.

EmperorRus's Avatar


EmperorRus
06.21.2019 , 08:57 AM | #5
Quote: Originally Posted by blodvite View Post
This is just retarded from a PvP perspective where guarding already is a powerful utility to use, even for dps-specced players.
Agreed.
#MakeSorcsGreatAgain #RemoveOperatives

EricMusco's Avatar


EricMusco
06.21.2019 , 09:16 AM | #6 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by Rockula View Post
I'll leave the set bonus / tactical discussions for smarter people than me.
I have questions about this bit, though:


Does that mean: you hit the button once to activate the ability, then you can use it again while the cooldown timer is running?

Thanks,
Brian
Let's use Phantom Stride from the tactical above as an example. The Shadow Step Tactical would give it two charges, so it would work like this. Assuming nothing changes and it maintains its current 30s cooldown. You haven't used it yet and so it has two charges.

You activate Phantom Stride, the ability moves from 2 charges to 1. Behind the scenes a 30 second recharge timer starts. Meaning, 30 seconds later Phantom Stride will regain a charge. During this time, Phantom Stride is still usable as you still have another charge.

If after activating the first Phantom Stride, you decide to activate it again right away, you will no longer have any charges left and the ability will be on cooldown until a charge comes back. Basically ability charges means the amount of times you can use an ability before it is unavailable. It remains unavailable until you regenerate a charge.

-eric
Eric Musco | Community Manager
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Loki_'s Avatar


Loki_
06.21.2019 , 10:47 AM | #7
Any chance of putting assassins death field radius back to something useful, it was reduced because it used to spread dots too much for a melee class, then you removed dot spread from it and put it on lacerate instead, your lucky if you can clip 2-3 targets with it these days, so the force slow spread item is going to be pretty much useless if it remains the current radius.

And will ask again since it never gets an answer, absorb mods for tanks and or shield absorb enhancements, tanks are putting dps into mod slots because the diminishing on 4k + Defense is insane, tank relics ... no one uses them due to no endurance all this stuff has been broken since 4.0 making tanks the most painful class to gear since 4.0

Is anyone really surprised why tanks are the hardest thing to find with the current game meta

Jethsidi's Avatar


Jethsidi
06.21.2019 , 10:49 AM | #8
SinTanks getting some cool buffs in 6.0, I just genuinely hope Juggernauts and Powertechs have equally measured options

Currently the amount of cheese Sins can pull in Operations far out-shines the other classes (granted, you have to have a degree of mechanical skill to pull it off), so I would like to see some more flavor options when/if we get to read the sets for Juggs/PT's. (If I may interject, the one thing I have found severely lacking for Juggernauts compared to the other 2 is a reward for Shielding attacks. Yes, you get the cost reduction on Scream/Vicious Throw, but compared to the Sin's Force Shroud CDR and the PT's Heat Blast CDR, Ability Resets, and Heat Reduction it just seems like Juggs don't get the same incentive to be mitigating...)
Don't ever learn how to tank.
They won't let you do anything else once they know you are good at it.

fire-breath's Avatar


fire-breath
06.21.2019 , 12:02 PM | #9
The following combinations seem a bit on the strong side to me.

Projected Shroud + Shrouding Guard
When guarding a tank this means 7s shared resilience (5 if the guarder is a dps). For PvE this is already long but I mainly fear for PvP balance.
In PvE this means you could have a shadow guarding another shadow which means a max of 14s resilience up time.

Projected Shroud + Shrouding Guard + shadow shroud
For this one you need 2 shadows.
shadow 1 = projected shroud + shrouding guard (can be dps or tank)
shadow 2 = projected shroud + shadow shroud (must be a tank)

shadow 1 uses resilience and shares it to shadow 2 ( 5s / 7s duration)
after this shadow 2 uses up all kinetic ward stacks and now has 10,75s resilience.
This means a total of 17,75s of resilience up time.

Obviously, you sacrifice shield and absorb with this. But situationally this is rather strong, to strong in my opinion.
Progression raiding toons on the big RED
Macewindy - Sab Slinger since patch 1.2 through ups and downs
PugsloveHP - the 96k HP commando DPS/healer
(4.0 HP, currently updating it to 5.0)

micnevv's Avatar


micnevv
06.21.2019 , 12:06 PM | #10
Quote: Originally Posted by EricMusco View Post
[*]Shadowcraft - Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit.
Would it be possible to go into detail about the design decisions for this particular bonus?
Assassins usually require a decent amount of setup to get to their 'big hitter' abilities (particularly deception). The way this bonus currently works basically requires you to blow your force cloak at odd times in PVP, making it entirely useless for the most part.

Perhaps it could be slightly reworked to function like one of the current set bonuses - "Stalker's Critical Bonus", only effecting specific abilities such as Maul. This would allow for a much more comfortable opener/stealth transition. Or you could completely do away with the crit and replace it with a large amount of alacrity for a few seconds, this would work much better as an 'opener' for all 3 specs since this new set bonus is class based rather than spec.

Though to be honest I'm not sure why the original crit set bonus was even changed, it worked fine and this new bonus simply doesn't fit both thematically and game-play wise with the phantom stride/stealth combo.