Jump to content

Shield Tech / Shield Specialist Set Bonuses and Tactical Items


EricMusco

Recommended Posts

  • Dev Post

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 Shield Tech and Shield Specialist 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

Link to comment
Share on other sites

As a powertech tank main here are some suggestions.

 

Tactical Item (Liquid Fuel): Once oil slick is applied using a proced firestorm will incinerate the the oil putting the engulfed debuff on up to 8 targets who now have additional 10% reduced damage and 5% dmg taken increase.

 

Set bonus (Mandalorian Resolve):

Piece count:

(2/6): For every attack mitigated the cooldown on energy shield is reduced by 2 seconds. This can only occur once every 1.5 secs.

(4/6): Sonic missle now has a 35% chance to root the target it is directly applied.

(6/6): Kolto overload now heals up to 45% and 3% of max health over the duration of kolto overload.

 

What this would do is encourage players to run a mitigated tank in a pvp setting while applying good defensive buffs to combat the dcd desparity with a juggernaut while granting the powertech a root utlity, a damage reduc utility to reduce the damage of other skank tanks. This will reward the powertech for intelligent cooldown and gear management as well as aid the team in honing in on targets.

Link to comment
Share on other sites

Tactical Item (homing beacon): Any guarded target can be transposed immediately without having to case. Ability still goes on cooldown.

 

Set bonus: (Front man set)

2/6: Taking direct damage reduced cooldown of hydraulic overrides by 2 seconds can only occur once every 4 seconds.

4/6: Shatter slug now has a shellshock effect causing the target to have its ability interrupted and reduces their accuracy by 30%. Does not stack with oil slick.

6/6: Rocket punch now roots the target for 3 seconds and applies an absorption shield to the target that can absorb one direct attack. Does not work on dots.

Link to comment
Share on other sites

Tactical Item (Tazzed Net): The harpoon now electrify the target rooting it for 3 seconds when pulled towards the hunter.

 

 

Set Bonus (Hunters Pursuit):

(2/6): Using Neural dart reduces damage taken while stunned by 10%.

(4/6): The cooldown of determination is reduced by 2 seconds for any direct damage taken.

(6/6): While energy shield is active the powertech is immune to flash-bangs, awes, and stuns. (can still be rooted).

 

Compared to the other sets this one would focus more on cc resistance instead of raw survivability for the pt tank. This will help when running against comps utilizing operative saps and aoe stuns putting less pressure on healer cleanse. Compared to the other sets it would put alot less pressure when swaping guards but would put more pressure on survivability in a fight.

Link to comment
Share on other sites

I'd hope you would straight up decrease the 1.5s cast time it takes to do the transpose ability to like 0.25s. Maybe make it 0 seconds as part of a set bonus or tactical item, I dont know.

 

Even if this is not the thread for new ability ideas, i'd just want to suggest the new ability here:

 

Carbonite grenade: single target ability that is used on yourself OR AN ALLY. It stuns them (does provide some white bar points if possible, but CAN be used if they are already white barred) It last 4 seconds and it Cannot be broken.

 

Effects: during those 4 seconds, all healing received is increased by 100% and the target cannot be damaged by ennemies. If you were "effectively" healed by less than 30% of your base health increase your defense chance by 45% for the next 6 seconds, if healed less than 60%, increase your defense chance by 30% for the next 6 seconds, if healed above 60%, increase defense chance by 15% for the next 6 seconds. The defense chance is granted AFTER the 4 seconds. Has 2 minute cooldown.

 

The idea behind this ability is to give vg/pt tanks the possibility to use a dcd ON SOMEONE ELSE(reminder, can be used on yourself). It can save an ally from being bursted or even killed. The point here is to save an ally and give your healer the opportunity to catch back up. However, the less heals the target receives the higher the bonus defense chance will be once you come out of the carbonite grenade.

 

This dcd saves the target and give the option for your healer to heal that person with a increase healing buff on him, but if your healer was cced or chooses to heal someone else that is in as much danger of dying as the person that the carbonite grenade was used on, then you give that person a stronger defense chance which could also save his life.

Link to comment
Share on other sites

It sounds like tactical items are the same feature Warhammer Online had called “Tactics”, which was also by Mythic and was, IMO, a great feature. I hope we have multiple slots, like 3-4 like WAR and a large number tonchoose from, along with loadouts that can be swapped easily out of combat.

 

Some tactics ideas.

 

Some generic ones like the taunt could be applies to all tanks.

 

1) Taunt - Change taunt’s damage dealt by target into a damage bonus against that target, but only for the tank. (This should be tank-specific, not dps disciplines). Exact values and possible cooldown increase for balancing. Only affects players.

 

2) Taunt 2 - Change taunt’s effect to be more damage dealt TO that target, but for everyone except the tank (so it benefits the group, not the tank). Only affects players.

 

3) Taunt 3 - Change taunt’s effect to be a large damage reduction from the target, but only to to the tank (the inverse of taunt’s normal effect, making it a personal defensive cooldown). Only affects players.

 

4) Grapple - Change grapple to pull you to the target, effectively giving you a second charge on a longer cooldown.

 

5) Jet Charge - change Jet charge to knock back and root the target in place of charging to them. Range changed to 4m. Turns Jet charge into a defensive tool.

 

6) Jet Charge 2 - Jet charge can now *also* target friendly players. Allows you to use it to get to safety like intercede. Still retains its ability to charge an enemy.

 

7) Heat Blast - Buffs shield chance (additively) instead of absorb. May also need to tweak values, but the intent here is to make a consistency tradeoff by shielding more often but for smaller values, making the tanking more predictable and less spiky.

 

8) Hydraulic Overrides - Loses some of the speed bonus (5-10%?) in exchange for immunity to being pulled or charged.

 

9) Hydraulic Overrides 2 - Reduces duration (50%?) in exchange for significantly reduced cooldown (50%?). More frequent usage which can be beneficial for its movement impairment immunity effect.

 

10) Hydraulic Overrides 3 - Loses the speed bonus but gains significant fall damage reduction and a large increase to jump height (this may allow getting to unintended locations, maybe warzone-only?). Retains impairment immunity.

 

11) Jet Charge 3 - Jet charge no longer requires a target and moves you forward 30m at same elevation, but damages everything in your path.

 

12) Grapple 2 - Grapple pulls an additional target closest to the main target, but its range is reduced.

 

13) Grapple 3 - Grapple can now be used a second time within 5 seconds on a different target (including friendlies) and it will instead pull the first target to the second. Casting twice on same target will pull it to you like normal. The main tradeoff with this is the 2nd GCD for a self-pull in exchange for more ways to urilize the ability.

 

 

I’ll reply with more later as I think of them.

Link to comment
Share on other sites

 

Carbonite grenade: single target ability that is used on yourself OR AN ALLY. It stuns them (does provide some white bar points if possible, but CAN be used if they are already white barred) It last 4 seconds and it Cannot be broken.

 

Effects: during those 4 seconds, all healing received is increased by 100% and the target cannot be damaged by ennemies. If you were "effectively" healed by less than 30% of your base health increase your defense chance by 45% for the next 6 seconds, if healed less than 60%, increase your defense chance by 30% for the next 6 seconds, if healed above 60%, increase defense chance by 15% for the next 6 seconds. The defense chance is granted AFTER the 4 seconds. Has 2 minute cooldown.

 

I really like this self- Carbonite effect as a tactic for Carbonize. Even if its just yourself, having a temporary immunity for a few seconds (i would say make it 7 seconds or so, just long enough to tempt them to move on. then it has great value in pvp as an anti-focus ability, something this class badly needs. I would think even the current cooldown is fine, since it isnt a self-heal. It also fits the bounty hunter theme quite well (not so much the trooper, but it could be a heavy deployed personal defense shield for the trooper). Also it needs to be cancellable early by pressing the button again. In PvE this ability should cause you to lose threat (or maybe not?) but perhaps taunt + self-carbonize mighjt be a nice unique offering for powertech/vanguard tanks to immune boss mechanics, sort of like how assassins have something like that.

Link to comment
Share on other sites

It sounds like tactical items are the same feature Warhammer Online had called “Tactics”, which was also by Mythic and was, IMO, a great feature. I hope we have multiple slots, like 3-4 like WAR and a large number tonchoose from, along with loadouts that can be swapped easily out of combat.

 

Some tactics ideas.

 

Some generic ones like the taunt could be applies to all tanks.

 

1) Taunt - Change taunt’s damage dealt by target into a damage bonus against that target, but only for the tank. (This should be tank-specific, not dps disciplines). Exact values and possible cooldown increase for balancing. Only affects players.

 

2) Taunt 2 - Change taunt’s effect to be more damage dealt TO that target, but for everyone except the tank (so it benefits the group, not the tank). Only affects players.

 

3) Taunt 3 - Change taunt’s effect to be a large damage reduction from the target, but only to to the tank (the inverse of taunt’s normal effect, making it a personal defensive cooldown). Only affects players.

 

4) Grapple - Change grapple to pull you to the target, effectively giving you a second charge on a longer cooldown.

 

5) Jet Charge - change Jet charge to knock back and root the target in place of charging to them. Range changed to 4m. Turns Jet charge into a defensive tool.

 

6) Jet Charge 2 - Jet charge can now *also* target friendly players. Allows you to use it to get to safety like intercede. Still retains its ability to charge an enemy.

 

7) Heat Blast - Buffs shield chance (additively) instead of absorb. May also need to tweak values, but the intent here is to make a consistency tradeoff by shielding more often but for smaller values, making the tanking more predictable and less spiky.

 

8) Hydraulic Overrides - Loses some of the speed bonus (5-10%?) in exchange for immunity to being pulled or charged.

 

9) Hydraulic Overrides 2 - Reduces duration (50%?) in exchange for significantly reduced cooldown (50%?). More frequent usage which can be beneficial for its movement impairment immunity effect.

 

10) Hydraulic Overrides 3 - Loses the speed bonus but gains significant fall damage reduction and a large increase to jump height (this may allow getting to unintended locations, maybe warzone-only?). Retains impairment immunity.

 

11) Jet Charge 3 - Jet charge no longer requires a target and moves you forward 30m at same elevation, but damages everything in your path.

 

12) Grapple 2 - Grapple pulls an additional target closest to the main target, but its range is reduced.

 

13) Grapple 3 - Grapple can now be used a second time within 5 seconds on a different target (including friendlies) and it will instead pull the first target to the second. Casting twice on same target will pull it to you like normal. The main tradeoff with this is the 2nd GCD for a self-pull in exchange for more ways to urilize the ability.

 

 

I’ll reply with more later as I think of them.

 

1. This would be a bit op as skank tanks are already an issue and this only bolsters their damage.

2. This is a little bit more interesting but I feel it is pretty easy to nuke people already, mara and sniper already have a heal debuff so i can see this being very very strong.

3. DR would be a bit too strong as well. PT tank has some of the best passive DR in the game and this would make them a rock.

4. Interesting this ones is an interesting change that would be neat to see.

5. Not sure how this would really help the PT being in melee range 90% of the time, as most of our mitigation procs comes from taking damage and most classes have a 10m range, are ranged, or more gap closers. In essenses this would not be defensive at all and put the pt at a disadvantage. Even if you knocked back someone there is nothing a pt can do to retaliate.

6. This would be awesome and really help us compete with the utility that juggernauts have.

7. Very cool idea but would need heavy tweaking, Right now I sit at shield chance of 50-52% on my mitigated tank so shooting that 60-70% might be a bit overkill.

8. Well you can't be pulled why hydraulics are up and if someone charges you, you can get the speed, but the speed mostly comes from a utility point anyway not built into the ability. Also if anyone is leaping at your tank then that is their fault, better to leap at you then your dps.

9. This seems like a reasonable trade off.

10. This would be cool but the game engine would crap out when jumping. The maps dont have enough verticalitiy to warrant having DR to fall dmg.

11. basically mad dash then not bad It is an interesting utility. If it has the resist i think it would make it more worth it.

12. double grapple sounds like a really cool idea and could have uses to relieve pressure off healers.

13. The friendly pulling would be an amazing thing to have. This could save healers in dps when fighting hardswap comps.

Link to comment
Share on other sites

I was thinking that a lot of the shared ability tactics could be shared with the dps versions of the class, so things like the knockback for jet charge would be intended more for the dps disciplines, same with defensive taunt. Incan see some taunt tactics being discipline specific. The pull becoming a charge taxtic is for flexibility. The taunt options, along with many others would likely need value tweaks. I don’t expect the 30% would work for the different uses. Also, just brainstorming ideas and that value adjustments are a given (thatms why i tried not to include any numbers - numbers can and will change as needed to balance, so they are a distraction).

 

Also a thought on balancing the Taunt effects - tie taunt’s effects to defensive stats, so it scales up the more defensive stats you have. So if you are a skank tank, taunt will do gery little, but if you are super tank, taunt can give a damafe bonus to a single target to compensate. I’m thinking Warhammer taunt mechanics, where jt was used to make tanks who were ignored more dangerous and competitive damage wise. By scaling the effect eith defensive dtate, it clearly makes it a compensation for stacking defensives instead of something abused by skanks.

 

A few more thoughts:

 

1) Conal Flamethrower - becomes a cone of tear gas or something along those lines that no longer deals damage but instead becomes an AOE mesmerize effect (like the sith warrior scream only conal). Heat cost/cooldown adjusted as needed.

 

2) Shoulder Cannon - shoulder injector - instead of firing to do damage, fire to heal yourself a more significant amount. Same cooldown and usage, it just becomes a self heal.

 

3) Vent Heat - instead of dumping heat when it gets kow, provides x seconds of reduced heat buildip by some amount (flat or %). Idea is the tradeoff of immediate dumping of higj hear vs helping avoid reaching that point.

 

3) Oil Slick - Oil spew - instead of dumping a huge amount of oil on the ground, it sprays oil around you for the duration, but at a reduced AOE size. Tradeoff is more value in mobile situations at the cost of reduced area of effect.

 

4) Thermal sensor override - instead of reducing heat it dhaves x seconds of the cooldown of the next ability used. So for example, you could use it to eliminate the cooldown on a short cooldown ability, such as getting back to back rocket punches, or shaving some time off a defensive cooldown.

 

5) Thermal sensor override 2 - Immediately generates 4 heat screen stacks (may need a longer cooldown). For getting that immediate absorb when you need it most, or to extend sustained tanking ability.

 

6) Ord Onslaught - No longer channeled, but does reduced (half?) damage. This trades throughput for burst and gives you an extra GCD.

 

7) Shoulder cannon 2 - death blossom - SC range reduced to that of flame sweep, but hits all targets around you (possibly at reduced damage)

 

8) Shoulder cannon 3 - SC becomes passive and triggers on rocket punch. Damage adjusted as needed. Tradeoff here is burst vs consistency.

 

9) Ord Onslaught 2 - No longer AOE, does increased damage to a single target. Tradeoff of AOE vs single target burst.

 

10) Shatter Slug - range increased by 20m, longer cooldown.

 

11) Shatter Slug 2 - damage significantly increased, but it now has a short delay before detonating (think shorter-ranged explosive dart like effect). Tradeoff for more AOE damage but not immediate.

 

12) Rocket Punch - Is now AOE, reduced damage. More AOE/ST tradeoff. Not a lot of room here to mess with this one given how critical it is to the main rotation. Same with rail shot, difficult to come up with core ability tactics.

 

13) Guard - Range of guard increased to 30m, but damage split is also reduced (maybe frol 50->30% somehere in that area). Tradeoff is more guard positioning flexibilitu but less effective compared to being in normal guard range

 

14) Kolto overload - Always active, but has reduced codown. This is a control vs throughput tradeoff. You no longer control kolto overload, but it will be available more often. Useful if you are light on healing or are frequently or likely focused and would have it activated almost on cooldown anyway.

 

Now for some ideas about adjusting passives, instead of active abinities. Warhammer tactics did this. Most tactics were passive effects.

 

15) Critical Shielding - Shield chance reduced X% but chance to shield critical hits increased by 3X% (numbers are just for example, would need tweaking obv). Idea is you are trading normal mitigation for burst mitigation. This is obviously mkre of a pvp oriented tactic. Since many dps stack critical in pvp this may be a worthwhile tradeoff of consistency normal vs consistency against burst.

 

16) Ablative Shielding - If a hit were to do less than x% of your health in damage, it has reduced shielding chance (-20%)? If the hit is higher than that amount, it has increased % chance to shield (+20%?). More likely to shield big hits but much less likely to shield small hits. Again a consistency tradeoff a overall this should make the tank take more predictabke damage, but may take more overall if the fight or source has a lot of small damage.

 

17) inverse of 16 - better tanking small hits, less likely to shield big hits. May be useful in fights with many small adds, for example.

 

18) Guarded Shielding - chance to shield guard hits increased significantly. Tradeoff here is opportunity cost (it takes a tactics slot, but you may not end up taking much guard damage from the fight). In general I think that due to opportunity cost, its Ok for some tactics to be strict benefits, especially if the benefit is highly situational.

 

Perhaps more to come later.

Link to comment
Share on other sites

I think I have a thought on maybe a cool new ability...Gravity Well. You place it down like an AOE and it sucks in all the adds and roots them for a few seconds. Give it the range of say the Orbital Strike. Helps with add management.
Link to comment
Share on other sites

I think I have a thought on maybe a cool new ability...Gravity Well. You place it down like an AOE and it sucks in all the adds and roots them for a few seconds. Give it the range of say the Orbital Strike. Helps with add management.

 

Got to keep in mind that this game already has alot of cc unless, pulling everyone in for an AOE tank would be very cheap. Also raids don't really have issues with keeping ads together.

Link to comment
Share on other sites

Just random ideas thought up

 

Shield Specialist

 

RIOT GAS

 

Stim Cloud

Riot Gas now increases the melee and ranged defense chance by 15% and increases movement speed by 70% of you and all your allies inside the smoke

Explanation: (swaps negative effects on enemies into positive effects for allies)

 

Chaff Grenade

Riot Gas becomes Chaff flare, causing all ranged attacks to miss on allied targets inside or affected by the smoke

Explanation: (intercepts all ranged attacks to people inside the smoke)

 

Phosphorous Bomb

Riot Gas causes all enemy targets inside or affected by the smoke to take additional elemental damage

Explanation: (do I really need to?)

 

ENERGY BLAST

 

Energy Screen

Energy blast now provides the Vanguard with a protective shield, if the shield is not broken within x(amount of time) seconds, the remaining amount of shield creates an energy burst that damages surrounding enemy targets.

Explanation: (Give yourself a shield that absorbs damage, caster can prematurely break shield for damage or soak incoming damage)

 

Energy Shield Defense

Energy blast now converts energy from rifle to the Vanguard's shield , causing his/her shield to overload with raw energy.

Greatly increases Shield chance & Shield Absorb, and reciprocates damage (LIKE REBUKE, NOT A REFLECT I SWEAR!) whenever damage taken while effect is active. Using an offensive ability, cancels the effect

Explanation: (Toggle skill, makes shield overpowered at the cost of not being able to attack. Would make VG downtimes provide better option select)

 

Energy Surge

Whenever the Vanguard successfully shields an attack, Energy Blast becomes available, firing a powerful energy surge from the rifle dealing a large amount of elemental damage

Explanation: (Think high impact bolt, except when you do your job as a tank, instead of vulnerability)

 

TRANSPOSE

 

Emerging Transpose

Makes Transpose instant cast!

Explanation: (Now the skill is more useful!)

 

Enemy Egression

Transpose can now be used on an enemy. Swapping location with you and hostile target.

Once Transpose has successfully been casted, the Enemy is marked, preventing them from going into stealth or using mobility spells for x seconds (or just hinders them if you cba like me ^^)

Explanation: (creativity)

 

ION STORM

 

Cryo Storm

Pours a stream of Cryo energy in a concentrated field, all targets hit have their alacrity and movespeed reduced

Explanation: (... ...really?)

 

Ion Cannon

Concentrates Ion energy on a single target, dealing greater damage

 

Ion Accel

Charged Ion energy power is streamed into the Vanguard's armor and shield. Instead of dealing damage provides Vanguard with a large Armor rating increase & Damage reduction for a very short period of time due to energy instability

Edited by Bonzenaattori
Link to comment
Share on other sites

Set bonus - 2/6 reduces the Cooldown of reactive shield by 30 seconds

2/4 - increases reactive shield duration by 5 seconds. Riot gas by 5 seconds, and battle focus Gives 5% more force tech Defense.

6/6 increases Endurance by 3% Absorption by 3% Defense by 2% and DR by 1%

 

Tactical item ideas - using battle focus grants everyone the crit benefits.

 

- using energy blast gives nearby allies an absorption shield absorbing up to 20k damage over 3 seconds.

 

- shoulder cannon heals for 5% and grants 2% shield rating for 6 seconds stacks up to 4 times for a total of 8% shield rating.

 

 

I also really think vanguard needs a new Cooldown or two so while I have you Bioware here's two of my favorite ideas

 

 

Ultimate Sacrifice 3m30s Cooldown - Become immune to all damage for 6 seconds, however if you take lethal damage during this duration (more then your health pool) your health will drop to 15% at the end of this Cooldown.

 

Shield Stabilizers Cooldown - 1 minute 30seconds Grants 10% shield. Additionally gives 10 stacks that reduce the next incoming hit by 5k damage and reduces a stack. Lasts 10 seconds any stacks remaining after the duration will heal you for 5% of your health. Can be used on other players

Edited by GhOsTPrOz
Link to comment
Share on other sites

I'm not sure how to best implement it but I like the idea of an item that lets PTs ignite their oil slick with Firestorm / Vanguards Ionize their gas with Ion Storm. When Ignited/Ionized enemies inside take damage and have the debuff from the skill reapplied every second.
Link to comment
Share on other sites

  • 2 weeks later...

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

 

SHIELD TECH/SHIELD SPECIALIST

 

Tactical Suggestions:

  • Oil Slick can be lit on fire with Flame Sweep or Firestorm to do periodic AOE damage.
    • Or add it to Pressure Overrides and remove existing range increase.

 

  • Jet Charge now launches you into the air out of reach of enemy damage. Resisting all force/tech damage for 3s
  • Stealth Scan now generates a mirror image of yourself, shielding the next 80k? damage for the next 4s.
  • Translocate defensive

 

Set Bonus:

  • 2 set - Rocket punch reduces the cooldown of Sonic Missile and Neural Dart by 2 seconds.
  • 4 set - Oil Slick grants 3s of x Reducing damage taken by 60%.\
  • 6 set - Heat Blast reduces the active cooldown of Energy by 2s.

Link to comment
Share on other sites

Advanced Class Tactical Items

 

These are ideas based on Advanced Class skills, where previously I targeted the Discipline spells specifically, this one targets a broader spectrum of skills on the Advanced class Trooper/Vanguard, the purpose of these ideas are to bring them in line with the Discipline Shield Specialist's priorities and combat proficiency.

Each skill design & passive is a separate idea however, that doesn't necessarily mean they class or cannot co-exist

These ideas currently made in line with the current content patch however, are subject to change on future changes depending on the 6.0 balance changes

 

Going to start with the much deliberated Defensive abilities

Note: I am NOT going to propose, nor are these ideas in any way proposed "balance" changes for the class, they are insulated ideas designed to add new, enhance functions of current existing abilities!

 

Reactive Shield

Heat Dome

When activated, your Reactive Shield is charged with intense heat, burning attackers for elemental damage when they are within 8 metres of you. The longer the afflicted targets are inside the effective radius, the stronger the burn gets

 

Idea notes: So one of the things I'd love added is an effective radius that deals continuous damage when targets are in close proximity. This lets tanks punish players who commit, and can serve as a deterrence for melees to hard push on VG tanks whilst punishing immobile ranged players or those who simply don't respect the tank's presence

Now this may remind you of a certain utility (Electro Shield) however, this is designed to be a continuous damaging field so long as the target is inside the field and gets stronger the longer they stay inside.

This goes really well with Vanguard's pull, allowing them to keep the enemy inside the field, as well as Hold the line, preventing enemies from knocking you away, making you a huge threat when used properly

We could propose that the ability leaves a stack on the target, which climbs every tick of the ability leading to the attack getting stronger, similar to Electro net's stacking effect

 

Adrenaline Rush

Stamina Restoration

Increases the maximum health of Vanguard by 35% when Adrenaline Rush's healing is activated

 

Battle Focus

Promise of Victory

When activated, the Vanguard lets out a battle cry, greatly increasing the morale of all allies within 30 metres, increasing their combat ability for 15 seconds

 

Idea Notes: I haven't decided what the stat would be exactly, I was thinking something along the lines of damage reduction or defense chance, but realistically it could be anything. At first I felt it should be defensive as its from a tank standpoint, but the base effect of battle focus is an offensive one.

Anyway, the whole point of this idea, is that Vanguards (or troopers) are soldiers, veterans of war, and from a roleplay standpoint, you're a freaking high ranking officer, which means you're used to controlling the battles on the front lines, well the way I see it, Vanguard should have like a Warcry mechanic that boosts the morale of his fellow soldiers. (terrible idea i know) :>

 

Shoulder Cannon

Advanced Static Shield

Static Shield's effect (50% chance when shielding/defending attack resets Stockstrike) now additionally instantly reloads 1 shoulder cannon charge at the same rate

 

Idea Notes: Ok so this has been an idea i've wanted for a VERY LONG TIME!

I always found Static shield to be one of the best talents ever designed, it has fantastic synergy, however my quarry with this ability was that it never grew as the game progressed, always sticking with Stockstrike, it's itinerary never increased as time went by. Well I think that should change! and shoulder cannon is probably the best candidate for this. It gives good utility synergy with Guard Cannon despite it's nerfed state, which I felt was VERY unfair, given the nature of the nerf only considered Tactic's Discipline and it's 7 cannon charges which nearly doubled it's healing capacity. With this idea, the design thought scales as your ability as a tank is performed! Giving you good damage punish whenever you trigger your main defensive function (shielding attacks), as well as a little healing for your troubles. It doesn't solve any problems concerning Vanguards, but it doesn't necessarily have to, nor should it! But it adds sustain and damage opportunity when you're doing your job! and that should feel and be rewarding, synergy is the best way to approach that vector!

 

Neural Jolt & Sonic Round

Anticipation

Taunting an enemy with Neural Jolt and/or Sonic Round causes the Vanguard to block/resist the next received attack at 100% chance

 

Idea Notes: So, whenever you taunt something, the most expected outcome is that whatever you taunt is going to want to slap you in the face for such provocations. Well, Vanguards being the tactical specialists they are, can see it coming!

 

Guard

Super Guard

For the first 5 seconds whenever guarding an ally, the target is immune to all movement-imparing effects, knockdowns and physics, and has 100% of it's damage intercepted, 50% of all incoming damage from enemy players is transferred back to you.

This can only occur once per unique target, every minute

 

Idea Notes: Ok here me out on this one. Wouldn't it be really interesting if one of the tanks had like a super guard? Now see here's the thing, Guardians have Guardian Leap, so I was thinking it should be Shadow or Vanguard, however, Shadow sucks and I feel this effect for them would be super abusive with stealth, so that leaves Vanguard... ...fight me!

 

More ideas coming soon...

:rolleyes:

Link to comment
Share on other sites

  • 4 weeks later...

Tactical Items:

 

Riot Gas can now be electrified by Ion Storm dealing X (maybe 3k per tick and it ticks once every second) elemental damage while the target is inside while also generating massive threat. The cloud size of Riot Gas is increased to 8m. In addition, the electrified gas increases the force and tech absorption of yourself and all allies inside it by 75% and 30% respectively (you gain the 75% and allies gain the 30%). In addition, Ion Storm effects all enemies inside Riot Gas. (also makes the AoE on Ion Storm larger)

 

Shoulder Cannon now restores 7% max health every time it deals damage (stacks with the utility), increases shield chance by 2% every time it hits a target up to 8% for 15 seconds, DR is increased by 3% each time it damages the target up to 12% for 15 seconds, and the cooldown of Reactive Shield is decreased by 7 seconds every time it deals damage. In addition, the cooldown of Shoulder Cannon is reduced by 30 seconds. (talk about some insane survivability. Granted, this spec really needs it compared to the other 2)

 

Set Bonus:

 

2pc: Every time you activate Energy Blast, you regain 5% of your max health.

 

2pc: When High Impact Bolt damages a target, it explodes dealing half damage up to 7 nearby enemies within 8m.

 

4pc: While Reactive Shield is active, you heal for 4% of your max health when attack. Can only occur once per second. In addition, Transpose activates immediately.

 

4pc: Stockstrike increases the damage of your next Ion Pulse by 30%. Stacks up to two times.

 

6pc: The first 3 seconds of Battle Focus increases Force and Tech absorption by 100% while the remainder of the duration increases it by 45%. In addition, the cooldown is reduced by 20 seconds.

 

6pc: Battle Focus increases critical chance by an additional 25% for the duration.

Link to comment
Share on other sites

Tactical Items:

 

Riot Gas can now be electrified by Ion Storm dealing X (maybe 3k per tick and it ticks once every second) elemental damage while the target is inside while also generating massive threat. The cloud size of Riot Gas is increased to 8m. In addition, the electrified gas increases the force and tech absorption of yourself and all allies inside it by 75% and 30% respectively (you gain the 75% and allies gain the 30%). In addition, Ion Storm effects all enemies inside Riot Gas. (also makes the AoE on Ion Storm larger)

 

Shoulder Cannon now restores 7% max health every time it deals damage (stacks with the utility), increases shield chance by 2% every time it hits a target up to 8% for 15 seconds, DR is increased by 3% each time it damages the target up to 12% for 15 seconds, and the cooldown of Reactive Shield is decreased by 7 seconds every time it deals damage. In addition, the cooldown of Shoulder Cannon is reduced by 30 seconds. (talk about some insane survivability. Granted, this spec really needs it compared to the other 2)

 

Set Bonus:

 

2pc: Every time you activate Energy Blast, you regain 5% of your max health.

 

2pc: When High Impact Bolt damages a target, it explodes dealing half damage up to 7 nearby enemies within 8m.

 

4pc: While Reactive Shield is active, you heal for 4% of your max health when attack. Can only occur once per second. In addition, Transpose activates immediately.

 

4pc: Stockstrike increases the damage of your next Ion Pulse by 30%. Stacks up to two times.

 

6pc: The first 3 seconds of Battle Focus increases Force and Tech absorption by 100% while the remainder of the duration increases it by 45%. In addition, the cooldown is reduced by 20 seconds.

 

6pc: Battle Focus increases critical chance by an additional 25% for the duration.

 

I think you don't understand how certain things work because a lot of what you suggest here would be either massively overpowered or largely useless, however I like your 2pc set bonus idea with energy blast though 5% every 10 seconds might be overpowered, maybe make it 3% or 10% and 5% endurance, but with only a 25% chance to activate

Link to comment
Share on other sites

Tactical Items

 

• Carbonize masks the thermal signature of the Bounty Hunter and allies within AoE therefore grants damage immunity fort its duration.

 

• Thermal Sensor Override masks the thermal signature oft he Bounty Hunter and grants him damage immunity for 5 seconds.

 

• Hydraulic Overrides grants 60% damage reduction for 3 seconds. Speed is modified to +15% (down from 30%)

 

• Translocate is renamed to Holographic Projector. Channel removed make it an instant abillity that lets you project a copy of yourself wich intercepts 60% of all incoming damage for 3 seconds. CD is modified to 60 seconds

 

• Deadly Onslaught leaves your enemies frightened dealing reduces damage to others than you.

 

• Give Oil Slick a target reticle with a range of 30m, let it be placed somewere else than point blank.

 

• Heroic Moment lets you suffer damage and heals your Allies the same amount. Change to a channeled ability 10s, each second deals you 10% damage and heals your Allies 10%. If the channel is finnished or broken the ability goes on cooldown for 600s for the entire group (maybe need to tweak the amount of dmg/heal).

 

 

Set Bonus

 

2/6 Building Heat Screens also builds Force/Tech Screens increasing your F/T resistance by 5%. Stacks up to 3 for a total of 15% and lasts 15 seconds. Building new Heat Screens after use of Heat Blast refreshes the duration. This lets you decide wether you want to use the Heat Screens to increase your Shielding or safe it for a big hit of F/T damage.

 

4/6 Heat Blast increases Shield Chance/Shield Absorb by 25% for 6 seconds. This Ability is only usable with 3 Heat Screens and does not respect the global cooldown.

 

6/6 Activating Rocket Punch Reduces CD of Taunt and AoE Taunt and Energy Shield by 2 seconds.

Edited by Taraq
Link to comment
Share on other sites

Tactical Items

 

• Carbonize masks the thermal signature of the Bounty Hunter and allies within AoE therefore grants damage immunity fort its duration.

 

- Sounds incredibly overpowered when useful and not very useful in most situations, could easily be abused on certain mechanics for example terror slam.

 

• Thermal Sensor Override masks the thermal signature oft he Bounty Hunter and grants him damage immunity for 5 seconds.

 

- Again, 5 seconds of "immunity" with no draw backs sounds a bit too overpowered and would take away the primary use for this cool down.

 

• Hydraulic Overrides grants 60% damage reduction for 3 seconds. Speed is modified to +15% (down from 30%)

 

- 60% DR isn't the worst idea but definitely not a fan of the speed nerfing. Also the DR would need to apply after your static dr not add to it otherwise it would be too powerful.

 

• Translocate is renamed to Holographic Projector. Channel removed make it an instant abillity that lets you project a copy of yourself wich intercepts 60% of all incoming damage for 3 seconds. CD is modified to 60 seconds

 

- I kinda like where you are going here, but the approach is wrong. Maybe leave it how it is but add in 50% M/R Accuracy reduction to you and the person you transposed for 6 seconds.

 

• Deadly Onslaught leaves your enemies frightened dealing reduces damage to others than you.

 

- I kinda like it? Seems pointless would be irrelevant in PVE and easily ignored in PVP.

 

• Give Oil Slick a target reticle with a range of 30m, let it be placed somewere else than point blank.

 

- Sounds kinda cool but wouldn't be useful enough imo to warrant its own item. Also not really needed.

 

• Heroic Moment lets you suffer damage and heals your Allies the same amount. Change to a channeled ability 10s, each second deals you 10% damage and heals your Allies 10%. If the channel is finnished or broken the ability goes on cooldown for 600s for the entire group (maybe need to tweak the amount of dmg/heal).

 

- would be useless outside of daily questing, so horrible idea imo.

 

 

Set Bonus

 

2/6 Building Heat Screens also builds Force/Tech Screens increasing your F/T resistance by 5%. Stacks up to 3 for a total of 15% and lasts 15 seconds. Building new Heat Screens after use of Heat Blast refreshes the duration. This lets you decide wether you want to use the Heat Screens to increase your Shielding or safe it for a big hit of F/T damage.

 

- Not sure you realize how vanguard works here...this set bonus would be incredibly broken especially if it lasted for 15 seconds then it would last literally forever, vanguards already effective have 40% F/T Resist chance with debuffs and battle focus. Not only does this sound OP it would take away any reason to use heat blast.

 

4/6 Heat Blast increases Shield Chance/Shield Absorb by 25% for 6 seconds. This Ability is only usable with 3 Heat Screens and does not respect the global cool down.

 

- Again I'm not sure if you play vanguard/PT or not? Because using Heat blast already increases Absorb by 25% for 6 seconds, requiring 3 stacks and is off the GCD so the only upgrade here is shield increase which with how high it would be already would be nearly 90% and sounds crazy broken having 90% shield rating for 6 seconds every 15 seconds considering your absorption would be 80% you would be virtually unstoppable to shield able damage.

 

6/6 Activating Rocket Punch Reduces CD of Taunt and AoE Taunt and Energy Shield by 2 seconds.

 

- Not a bad idea it already reduces it by 1.5 seconds though and this wouldn't change much for skilled tanks only make taunts easier to spam for bad tanks, which is why Imo this should be added as a passive to the spec not part of the set bonus or at least not the 6/6 part entirely by itself maybe combined with something else as well.

Edited by GhOsTPrOz
Link to comment
Share on other sites

×
×
  • Create New...