BurnedRemains Posted February 2, 2013 Share Posted February 2, 2013 ...I'd do the following. First make Shockwave only grant it's stacks after the entire Force Choke or Force Crush is finished ticking. What I mean by that is that if they are interrupted/cleansed mid channel, no Shockwave is granted. If they are left alone, the user gets the full 4 stacks. Leave auto crits after jump on and make each tick of Force Crush and each hit of Slash have a 25% chance of finishing the cooldown on Smash. What this does is keep the spec viable via allowing the player to spam more smashes more often while keeping the damage relatively low. Now, this has potentially MORE dps viability than before but with the handicap of having to wait for channeled attacks to completely finish or spam a rage spender. Most logical thing I could come up with for all the Rage/Focus cry babies on here. Link to comment Share on other sites More sharing options...
Jayshames Posted February 2, 2013 Share Posted February 2, 2013 Or only deal full damage to nearest target and half damage to the others. Link to comment Share on other sites More sharing options...
wombinator Posted February 2, 2013 Share Posted February 2, 2013 (edited) Bioware is at fault here for making smash the only damn ability that revolves around the spec. If you have a spec that revolves around only 1 ability, the ability will be very strong. That's why smash spec is so easy, you literally do nothing but wait for 1 ability to go off cd. Anyways, Bioware obviously has no clue how to balance pvp in SWTOR. There's been massive imbalance ever since the game launched. More imbalanced than WoW ever was, and that's a big feat. Edited February 2, 2013 by wombinator Link to comment Share on other sites More sharing options...
Eszi Posted February 2, 2013 Share Posted February 2, 2013 How about revert it to pre-1.2 Link to comment Share on other sites More sharing options...
mandoforlife Posted February 2, 2013 Share Posted February 2, 2013 I think they should just remove the auto-crit on leap/obliterate. Currently, rage/focus can completely ignore crit and just stack power/surge. Maybe give it a % crit chance increase or something, but I think removing auto-crit would help. Link to comment Share on other sites More sharing options...
Washingtoon Posted February 2, 2013 Share Posted February 2, 2013 I think they should just remove the auto-crit on leap/obliterate. Currently, rage/focus can completely ignore crit and just stack power/surge. Maybe give it a % crit chance increase or something, but I think removing auto-crit would help.Yeah that's probably the biggest problem with it. Not the auto-crit in itself but that it allows you to completely ignore a stat and boost another. There are other specs in this game where you can completely dump a stat but the consequences for your opponents arent as noticeable. Link to comment Share on other sites More sharing options...
Eszi Posted February 2, 2013 Share Posted February 2, 2013 I think they should just remove the auto-crit on leap/obliterate. Currently, rage/focus can completely ignore crit and just stack power/surge. Maybe give it a % crit chance increase or something, but I think removing auto-crit would help. Or remove the +15% crit on slash and dispatch, because you're not going to kill anyone with smash only Link to comment Share on other sites More sharing options...
byteresistor Posted February 2, 2013 Share Posted February 2, 2013 How about revert it to pre-1.2 No, it was boring. They need to nerf the spec without killing the current fluidity of it. Link to comment Share on other sites More sharing options...
Eszi Posted February 2, 2013 Share Posted February 2, 2013 No, it was boring. They need to nerf the spec without killing the current fluidity of it. Not nearly as boring as combat/carnage is, yet people don't complain about that Link to comment Share on other sites More sharing options...
BurnedRemains Posted February 2, 2013 Author Share Posted February 2, 2013 No, it was boring. They need to nerf the spec without killing the current fluidity of it. Hence my solution. Allows for even more fluidity. I agree with you btw. **** pre 1.2. It was gayness. Link to comment Share on other sites More sharing options...
byteresistor Posted February 2, 2013 Share Posted February 2, 2013 Not nearly as boring as combat/carnage is, yet people don't complain about that Maybe they don't think it's boring? It could be just you. Link to comment Share on other sites More sharing options...
Eszi Posted February 2, 2013 Share Posted February 2, 2013 Maybe they don't think it's boring? It could be just you. Please elaborate how spamming the same ability 90% of the time is not boring Link to comment Share on other sites More sharing options...
byteresistor Posted February 2, 2013 Share Posted February 2, 2013 Please elaborate how spamming the same ability 90% of the time is not boring I wasn't talking about myself Link to comment Share on other sites More sharing options...
RankorSSGS Posted February 2, 2013 Share Posted February 2, 2013 Combat/Carnage is my preferred tree whenever I'm on my mara/sent, even with bubble stun being as it is. And if Massacre/Blade Rush is 90% of your rotation you are doing something very wrong. Do you use it a crapload? Yes. 90%? No. Link to comment Share on other sites More sharing options...
Eszi Posted February 2, 2013 Share Posted February 2, 2013 Combat/Carnage is my preferred tree whenever I'm on my mara/sent, even with bubble stun being as it is. And if Massacre/Blade Rush is 90% of your rotation you are doing something very wrong. Do you use it a crapload? Yes. 90%? No. It's still pretty close Link to comment Share on other sites More sharing options...
Hexdoll Posted February 2, 2013 Share Posted February 2, 2013 Or remove the +15% crit on slash and dispatch, because you're not going to kill anyone with smash only like almost killing them in a few seconds is an acceptable solution? Link to comment Share on other sites More sharing options...
MouldyCrow Posted February 3, 2013 Share Posted February 3, 2013 If you really want to fix the Rage tree I'd leave it exactly as it is but change the shared tree between Juggs and Marauders to Vengeance instead of Rage. On a Jugg the spec is fine, its just Marauders with the Jugg PvP set bonus, escape mechanism and multiple defensive cooldowns that make it OP. Link to comment Share on other sites More sharing options...
Eszi Posted February 3, 2013 Share Posted February 3, 2013 like almost killing them in a few seconds is an acceptable solution? Smash itself doesn't even take half hp of a decently geared player Link to comment Share on other sites More sharing options...
NoTomorrow Posted February 3, 2013 Share Posted February 3, 2013 (edited) How about revert it to pre-1.2 We had excelent pre1.2 rage maras, when everyone was playin anni. They did not complain about rage being weak or something. Edited February 3, 2013 by NoTomorrow Link to comment Share on other sites More sharing options...
NoTomorrow Posted February 3, 2013 Share Posted February 3, 2013 If you really want to fix the Rage tree I'd leave it exactly as it is but change the shared tree between Juggs and Marauders to Vengeance instead of Rage. On a Jugg the spec is fine, its just Marauders with the Jugg PvP set bonus, escape mechanism and multiple defensive cooldowns that make it OP. Not a vengeance player, why would marauders want it? Link to comment Share on other sites More sharing options...
Eszi Posted February 3, 2013 Share Posted February 3, 2013 If you really want to fix the Rage tree I'd leave it exactly as it is but change the shared tree between Juggs and Marauders to Vengeance instead of Rage. On a Jugg the spec is fine, its just Marauders with the Jugg PvP set bonus, escape mechanism and multiple defensive cooldowns that make it OP. While i'd like to try vigi on my sent, why do you say that maras are better in focus spec than juggs? Yes, maras have def cooldowns, but juggs do more damage on each smash 6% more str, 6% more base damage on force abilities, free blade storm and push (it can crit for 3k btw Jugg with 4 stacks smashes for what a mara with 5 stacks would smash for. Link to comment Share on other sites More sharing options...
NogueiraA Posted February 3, 2013 Share Posted February 3, 2013 Do you know why Smash need to be Overpowered? Because Warriors has NO 4sec STUN. The other classes can control the targets, warriors can not. Force Choke can be interrupted by another person just pressing the skill "interrupt"... It's channeled, do damage but it's a low damage, warrior needs to stay in the same spot, It's not compared a 4sec stun like other classes have. Intimidating Roar breaks on damage, 6sec aoe mezz.. Flashbang is 8 sec, why? I'm serious, why flashbang has 2sec+? breaks on damage, so it's not a hard stun, you can not kill someone using a mezz like other classes can kill the target using 4sec stun plus being able to do damage. The only control that warriors have is Force Push for Juggs and Guardians... It's a 1.5sec stun, pfff. Force Charge/Leap causes Root.. Root do damage on you? No, but it's a crowd control. Bubble stun will be nerfed, smash will be nerfed, jugg/guardian will cry because the other tree is crap for PVP, marauders will roll Carnage (stacking only power/surge). Link to comment Share on other sites More sharing options...
JackNader Posted February 3, 2013 Share Posted February 3, 2013 (edited) Rage Change obliterate to a 4m ability. Remove the root. When using obliterate it places a debuff on the target which causes the next smash to autocrit. All players surrounding said target will roll at the normal crit rate. Lower obliterates cooldown to 12 seconds. Smash no longer costs rage. Set it's cooldown to 12 seconds. Remove the shi cho armor penetration. Force crush no longer slows the target. Instead it grants 2 stack of shockwave each second over 2 seconds. and grants 30% armor penetration for 5 seconds. Lower force crush's cooldown to 9 seconds. Remove shockwave stacks on choke. Give obliterate, vicious slash, force crush and force smash the 30% surge bonus. Get rid of shockwave stacks on berserk and enrage. Parse to ensure that the single target damage outputs are in line with other dps specs. Edited February 3, 2013 by JackNader Link to comment Share on other sites More sharing options...
NogueiraA Posted February 3, 2013 Share Posted February 3, 2013 Rage Change obliterate to a 4m ability. Remove the root. When using obliterate it places a debuff on the target which causes the next smash to autocrit. All players surrounding said target will roll at the normal crit rate. Lower obliterates cooldown to 12 seconds. Smash no longer costs rage. Set it's cooldown to 12 seconds. Force crush no longer slows the target. Instead it grants 2 stack of shockwave each second over 2 seconds. and grants 30% armor penetration for 5 seconds. Lower force crush's cooldown to 9 seconds. Remove shockwave stacks on choke. Give obliterate, force crush and force smash the 30% surge bonus. Get rid of shockwave stacks on berserk and enrage. Thanks for the huge buff... 9sec cooldown force crush omg!!! 30% surge bonus, omg do you want 11k smash? Link to comment Share on other sites More sharing options...
MeatTender Posted February 3, 2013 Share Posted February 3, 2013 Bioware is at fault here for making smash the only damn ability that revolves around the spec. If you have a spec that revolves around only 1 ability, the ability will be very strong. That's why smash spec is so easy, you literally do nothing but wait for 1 ability to go off cd. Anyways, Bioware obviously has no clue how to balance pvp in SWTOR. There's been massive imbalance ever since the game launched. More imbalanced than WoW ever was, and that's a big feat. Mercs/Mandos might disagree with you, tracer/grav is not all mighty. Link to comment Share on other sites More sharing options...
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