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Ideas for 6.0 abilities


Hoppinswtor's Avatar


Hoppinswtor
08.16.2018 , 11:57 AM | #1
So I had about an hour to kill today and decided to waste it on a design exercise for this silly game.

I have a feeling that in 6.0 each spec will get a new ability at level 72 and a new passive at 74. I approached this with the idea of rewarding good use of Supercharge. As it stands, Supercharge provides a fairly decent dps/hps gain for each spec, but it's not absolutely essential (you can clear all nim content without binding supercharge, at least as a DPS, but that's partially because we're all overgeared). I wanted to make this unique mechanic a little bit more rewarding in ways that are relevant to each spec.

Anyway, here's what I'd do for Merc:

INNOVATIVE ORDINANCE

Level 72 Ability: Radiation Bomb (replaces Fusion Missile)
Activation: Instant (vs. 1.5s cast for Fusion Missile)
Cooldown: same as Fusion Missile
Heat: 15 (due to passives)

Original Fusion Missile:
3.1k kinetic damage upfront, 3.6k elemental damage over 6 seconds. Spreads dots.

New Radiation Bomb:
1.7k elemental damage upfront, 5.7k elemental damage over 9 seconds (initial hit + 8 dot ticks). Still spreads dots.

Rationale: IO is a dot spec, and right now Fusion Missile is hardly a dps gain over power shot in the sub-30 range. Radley recently discovered that Fusion Missile can be a very small dps gain over power shot under specific circumstances, so why not reward this train of thought even further? IO is intended to be a demanding spec and this will entice people to weave a new ability into their single-target rotation.

This turns fusion missile into something closer to what it used to be: an AoE Crushing Darkness with obvious viability as a single-target filler. It also beco0mes an instant ability, allowing for greater mobility. When you factor in IO's elemental debuff (and changing the initial hit from kinetic to elemental) it will deal about 800 more total damage than the old fusion missile; this will make it a certain single-target DPS gain over Power Shot when used during Supercharge Gas or when the target is in execute range.

Level 74 Passive: Fallout
When Supercharge Gas is active, Radiation Bomb's damage over time effect has a 25% chance to tick twice. This ability can only occur once per second. Additionally, when Radiation Bomb is used during Supercharge Gas, you gain one stack of Supercharge.

ARSENAL

Level 72 Ability: Missile Volley (replaces Missile Blast)
Activation: Instant
Cooldown: none
Heat: 20

Original Missile Blast: 7k damage to primary target + 3k splash damage to standard and weak enemies. Standard and weak enemies are knocked down.

New Missile Volley: Launch two missiles, each doing 3.7k damage to primary target + 1.6k splash damage to up to 8 enemies within 5 meters, regardless of their type. Standard and weak enemies are knocked down.

This new Missile Blast fixes the AoE component that is missing in PvP, while also providing a slight single-target DPS gain when used with the level 74 passive. It also adds another ability and proc to the main Arsenal rotation, thus adding a bit of depth to the spec. And you get to fire two missiles again - just like old times. Who doesn't like firing two missiles in one GCD?

Level 74 Passive: Supercharge Volley
Activating Supercharge Gas or 5 stacks of Tracer Lock grants Supercharge Volley, which reduces the heat cost of your next Missile Volley by 8, increases its damage by 10%, and builds one stack of Supercharge. Lasts 8 seconds.

This passive basically complements the new ability. I also figured it's a good idea to provide an additional perk to consuming five stacks of Tracer Lock; as it stands, I usually pop my rail shot at 4 stacks unless I'm casting a ton of tracers while Rail Shot is on cooldown. This at least gives us a little bit more of an opportunity cost to play around with. You could pop a proc'd missile volley with supercharge, followed by a 5-stack rail shot, and then another proc'd missile volley; this would be fairly decent filler damage over 3 seconds and it would generate only 29 heat. I didn't want to make Missile Volley TOO damaging because Arsenal's heat management will be a little bit easier thanks to this new proc. And ultimately this would add some nice flavor to Arsenal's filler routine: tracers and rapid shots get kinda old after a while.

BODYGUARD

Level 72 Ability: Kolto Hypo (replaces Kolto Shot)
Activation: Instant
Cooldown: none
Heat: none

Original Kolto Shot: heals a friendly target for 2.5k and builds a stack of Supercharge.

New Kolto Hypo: heals a friendly target for 2.5k and one random friendly target nearby for 1k. Builds a stack of Supercharge. Targets affected by Kolto Hypo receive an Immunized buff, reducing all Damage Over Time effects by 5 percent for 45 seconds.

This will add a small AoE component to the spec's filler without making it gamebreaking. It also applies a small buff to players, which helps punch up Bodyguard's utility in PvP.

Level 74 Passive: Hypo Shell
Supercharge Gas grants a stack of Hypo Shell, causing your next Kolto Hypo to deploy a Kolto Shell on the target. This effect can only occur once every 30 seconds.

Thanks to Blue/Dot for helping me come up with that last passive. The spec needs a bit of a boost and I think this is a logical solution.
Hoppin, The Cutest Mercenary <Death Smile>
Hoppinator (Merc), Hoppin (Sorc), Hopposites (Mara),
Hoptimal (Sin), Hopalicious (Jugg), Hopperative (Operative), Hoptimize (PT)

CraigOnXD's Avatar


CraigOnXD
08.16.2018 , 12:07 PM | #2
nice ideas...bioware pls do this instead of breaking the game even more thanks!
http://www.swtor.com/r/4K28JN

†<<All-Star Sync Squad>>†

Tenacity's Avatar


Tenacity
08.20.2018 , 05:10 PM | #3
I'd like to see something like the ranger javelin suit had in the anthem gameplay demo: You lock onto up to 8 enemies in a target area and fire 1-2 missiles at each of them in a huge rapid-fire salvo.
--- Lynx - Powertech Mercenary - Rashkah
Telbasta - Sniper - Operative - Maihos
Leonin - Gunslinger - Scoundrel - Arshia ---
-- Pakhet - Sorceror - Juggernaut - Sorthak

sithBracer's Avatar


sithBracer
08.20.2018 , 05:18 PM | #4
Hmmm, I see. But what does this do to help the cartel market?
Ma'kaela - jedi shadow in training
Mákaela - assassin in the shadows

Hoppinswtor's Avatar


Hoppinswtor
08.21.2018 , 01:34 PM | #5
Quote: Originally Posted by sithBracer View Post
Hmmm, I see. But what does this do to help the cartel market?
it does literally:

zero
point
zero
Hoppin, The Cutest Mercenary <Death Smile>
Hoppinator (Merc), Hoppin (Sorc), Hopposites (Mara),
Hoptimal (Sin), Hopalicious (Jugg), Hopperative (Operative), Hoptimize (PT)

Tenacity's Avatar


Tenacity
08.22.2018 , 04:15 PM | #6
Quote: Originally Posted by Hoppinswtor View Post
it does literally:

zero
point
zero
He's got a point though, nothing is done with this game if it doesnt directly and immediately add more money to EA's overflowing bank accounts.
--- Lynx - Powertech Mercenary - Rashkah
Telbasta - Sniper - Operative - Maihos
Leonin - Gunslinger - Scoundrel - Arshia ---
-- Pakhet - Sorceror - Juggernaut - Sorthak

sithBracer's Avatar


sithBracer
08.22.2018 , 05:01 PM | #7
Ok, hold my beer. Here's how you can actually have a chance at BW putting your abilities in:

INNOVATIVE ORDINANCE

Level 72 Ability: Giradda's Radiation Bomb (replaces Fusion Missile)
Activation: Instant (vs. 1.5s cast for Fusion Missile)
Cooldown: same as Fusion Missile (Can be lowered once a day with purchase from Cartel Market)
Heat: 15 (due to passives)

Original Fusion Missile:
3.1k kinetic damage upfront, 3.6k elemental damage over 6 seconds. Spreads dots.

New Radiation Bomb:
1.7k elemental damage upfront, 5.7k elemental damage over 9 seconds (initial hit + 8 dot ticks). Still spreads dots. 30% chance of sending enemy players into cartel market jail for 30 seconds (players can use cartel coins to leave cartel market jail sooner).


Spoiler


Real Level 74 Passive: Chaching
Whenever you press any button, there is a 20% chance the cartel market will appear on player's screen and a random item will already be selected and in player's cart. Player may lower chance with purchase from cartel market.

ARSENAL

Level 72 Ability: Pricey Missile Volley (replaces Missile Blast)
Activation: Instant
Cooldown: none
Heat: 20

Original Missile Blast: 7k damage to primary target + 3k splash damage to standard and weak enemies. Standard and weak enemies are knocked down.

New Missile Volley: Launch two missiles, each doing 3.7k damage to primary target + 1.6k splash damage to up to 8 enemies within 5 meters, regardless of their type. Standard and weak enemies are knocked down. (Players hit by attack have a 20% chance of being inflicted with the "snookered" debuff. Snookered players will have a random key on their keyboard fail to register for X minutes. A snookered player may reactivate one key with an item purchased from the cartel market).


Level 74 Passive: Supercharge Volley
Activating Supercharge Gas or 5 stacks of Tracer Lock or paying 10 cartel coins grants Supercharge Volley, which reduces the heat cost of your next Missile Volley by 8, increases its damage by 10%, and builds one stack of Supercharge. Lasts 8 seconds.


BODYGUARD

Level 72 Ability: Kolto ASMR (replaces Kolto Shot)
Activation: Instant
Cooldown: none
Heat: none

Original Kolto Shot: heals a friendly target for 2.5k and builds a stack of Supercharge.

Spoiler


New Kolto ASMR: heals a friendly target for 2.5k and builds a stack of Supercharge. Additionally, plays sweet and inspirational ASMR sounds in the healed player's speakers. Sounds include "go to the cartel market", "the cartel market loves you" and "smoke" (sponsored by Marlboro lite).


Level 74 Passive: Hypo Shell
Supercharge Gas grants a stack of Hypo Shell, causing your next Kolto ASMR to open the cartel market on the target. This effect can only occur once every 1 seconds, can be raised with purchase from cartel market.

There we go, now it has a chance of BW actually looking at it.
Ma'kaela - jedi shadow in training
Mákaela - assassin in the shadows

Hoppinswtor's Avatar


Hoppinswtor
08.23.2018 , 02:04 AM | #8
that put a smile on my face

edit: I've actually thought about how they can tie all this kinda crap into the lore

SWTOR PATCH 6.0:

RISE OF GIRADDA

The Hutts are taking over and imposing harsh taxes on the Republic and the Empire! Will you be able to help your faction keep the greedy Hutts at bay so you can get back to the business at hand? Indulge yourself in this awesome prelude to the the final chapter, 7.0, which will begin (read: be developed by Bioware) once the "Hutts" (read: Bioware) receive(s) enough money to feel compelled to stop their silliness! Think of it as a galactic Kickstarter....

1. All companions have to feed their families, so they have become mercenaries: they have to be paid with credits every week, just like normal people.

2. Credits can now be bought on the cartel market.

3. All costs are increased tenfold.

4. Gearing a toon in 6.0 will cost about 300 million credits.

5. All subscribers gain a new passive called "Hutt Tax", in which subscribers do not gain the perks of subscribers unless they pay cartel coins daily.
Hoppin, The Cutest Mercenary <Death Smile>
Hoppinator (Merc), Hoppin (Sorc), Hopposites (Mara),
Hoptimal (Sin), Hopalicious (Jugg), Hopperative (Operative), Hoptimize (PT)

themarcthree's Avatar


themarcthree
09.05.2018 , 01:42 PM | #9
Maybe also get rid of the utility that allows kolto overload to heal up to 60% percent and maybe responsive safeguards as well, dueling a merc is painful with them.
GLORY FOR THE EMPIRE!!!!!
#EbonHawk4Life
#GIVE US A PVE STRONGHOLD!!!!!!!!!!!!!

MercenaryPlayer's Avatar


MercenaryPlayer
09.21.2018 , 12:29 AM | #10
Quote: Originally Posted by Hoppinswtor View Post
So I had about an hour to kill today and decided to waste it on a design exercise for this silly game.

I have a feeling that in 6.0 each spec will get a new ability at level 72 and a new passive at 74. I approached this with the idea of rewarding good use of Supercharge. As it stands, Supercharge provides a fairly decent dps/hps gain for each spec, but it's not absolutely essential (you can clear all nim content without binding supercharge, at least as a DPS, but that's partially because we're all overgeared). I wanted to make this unique mechanic a little bit more rewarding in ways that are relevant to each spec.

Anyway, here's what I'd do for Merc:

INNOVATIVE ORDINANCE

Level 72 Ability: Radiation Bomb (replaces Fusion Missile)
Activation: Instant (vs. 1.5s cast for Fusion Missile)
Cooldown: same as Fusion Missile
Heat: 15 (due to passives)

Original Fusion Missile:
3.1k kinetic damage upfront, 3.6k elemental damage over 6 seconds. Spreads dots.

New Radiation Bomb:
1.7k elemental damage upfront, 5.7k elemental damage over 9 seconds (initial hit + 8 dot ticks). Still spreads dots.

Rationale: IO is a dot spec, and right now Fusion Missile is hardly a dps gain over power shot in the sub-30 range. Radley recently discovered that Fusion Missile can be a very small dps gain over power shot under specific circumstances, so why not reward this train of thought even further? IO is intended to be a demanding spec and this will entice people to weave a new ability into their single-target rotation.

This turns fusion missile into something closer to what it used to be: an AoE Crushing Darkness with obvious viability as a single-target filler. It also beco0mes an instant ability, allowing for greater mobility. When you factor in IO's elemental debuff (and changing the initial hit from kinetic to elemental) it will deal about 800 more total damage than the old fusion missile; this will make it a certain single-target DPS gain over Power Shot when used during Supercharge Gas or when the target is in execute range.

Level 74 Passive: Fallout
When Supercharge Gas is active, Radiation Bomb's damage over time effect has a 25% chance to tick twice. This ability can only occur once per second. Additionally, when Radiation Bomb is used during Supercharge Gas, you gain one stack of Supercharge.

ARSENAL

Level 72 Ability: Missile Volley (replaces Missile Blast)
Activation: Instant
Cooldown: none
Heat: 20

Original Missile Blast: 7k damage to primary target + 3k splash damage to standard and weak enemies. Standard and weak enemies are knocked down.

New Missile Volley: Launch two missiles, each doing 3.7k damage to primary target + 1.6k splash damage to up to 8 enemies within 5 meters, regardless of their type. Standard and weak enemies are knocked down.

This new Missile Blast fixes the AoE component that is missing in PvP, while also providing a slight single-target DPS gain when used with the level 74 passive. It also adds another ability and proc to the main Arsenal rotation, thus adding a bit of depth to the spec. And you get to fire two missiles again - just like old times. Who doesn't like firing two missiles in one GCD?

Level 74 Passive: Supercharge Volley
Activating Supercharge Gas or 5 stacks of Tracer Lock grants Supercharge Volley, which reduces the heat cost of your next Missile Volley by 8, increases its damage by 10%, and builds one stack of Supercharge. Lasts 8 seconds.

This passive basically complements the new ability. I also figured it's a good idea to provide an additional perk to consuming five stacks of Tracer Lock; as it stands, I usually pop my rail shot at 4 stacks unless I'm casting a ton of tracers while Rail Shot is on cooldown. This at least gives us a little bit more of an opportunity cost to play around with. You could pop a proc'd missile volley with supercharge, followed by a 5-stack rail shot, and then another proc'd missile volley; this would be fairly decent filler damage over 3 seconds and it would generate only 29 heat. I didn't want to make Missile Volley TOO damaging because Arsenal's heat management will be a little bit easier thanks to this new proc. And ultimately this would add some nice flavor to Arsenal's filler routine: tracers and rapid shots get kinda old after a while.

BODYGUARD

Level 72 Ability: Kolto Hypo (replaces Kolto Shot)
Activation: Instant
Cooldown: none
Heat: none

Original Kolto Shot: heals a friendly target for 2.5k and builds a stack of Supercharge.

New Kolto Hypo: heals a friendly target for 2.5k and one random friendly target nearby for 1k. Builds a stack of Supercharge. Targets affected by Kolto Hypo receive an Immunized buff, reducing all Damage Over Time effects by 5 percent for 45 seconds.

This will add a small AoE component to the spec's filler without making it gamebreaking. It also applies a small buff to players, which helps punch up Bodyguard's utility in PvP.

Level 74 Passive: Hypo Shell
Supercharge Gas grants a stack of Hypo Shell, causing your next Kolto Hypo to deploy a Kolto Shell on the target. This effect can only occur once every 30 seconds.

Thanks to Blue/Dot for helping me come up with that last passive. The spec needs a bit of a boost and I think this is a logical solution.
Honestly Fusion Missile is fine as is. There is no animation clipping issues with that ability and the damage it does is meh but its more used for spreading dots anyways. Completely situational usage imo.

Now if we're talking about legitimate good ideas for changes, especially for a spec I play and main. Innovative Ordnance need a better animation than Mag Shot. We need a Super Heated Rail Shot back or perhaps a Super Heated Rail Bolt.

The thought of a new Fusion Missile is cool in theory but, right now it is not what that spec needs.

Also feel free to support my cause: http://www.swtor.com/community/showthread.php?t=954249