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General Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes
General Set Bonuses and Tactical Items
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Rion_Starkiller's Avatar

04.16.2019 , 01:15 PM | #11
Quote: Originally Posted by Rockula View Post
I'm still unclear on what a Tactical Item looks like.
Is it a mod that I add to a piece of armor ?
Is it a consumable ?
Is it a 15th piece of gear ?
Does it have a cooldown ?

I'm also fuzzy on how these are different than the Utility system already in place.

Clarifications welcome!
I too am unclear on these. I think I need a specific example of something the devs have in mind.

As for set bonuses, I'd like to see some pvp vs operations set bonus. Or perhaps even piloting set bonuses for people that like solo space missions (lol) and starfighter.

For tactical item, I'll take a shot in the dark: how about some buff to energy regen, or perhaps the Tac item raises my energy limit to 110 (instead of the standard 100 ceiling)? For example, when I play Scrapper, that spec is extremely energy hungry, particularly when fighting multiple targets. I'd love to have more energy to Sucker Punch the bad buys. Punching bad guys is music to the ears.
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Sandrosw's Avatar

04.16.2019 , 02:39 PM | #12
I would love a set which would increase chance to harvest resources and as a 6pc bonus it would add a Stealth skill to any class. Just a simple stealth similar to the one on Iokath (so non-stealth classes run noticeably slower and have lower stealth level). This set should otherwise add nothing for combat, so it would not be usable for pvp.
It would be much easier to do all the gathering of mats on a non-stealth class (running through group of mobs instead of running a big circle around them) and also would allow for some mob skipping, but it should be clearly worse than any combat-oriented set, so it would not be a "main" set on character, but just an utility one.

I would love a Tactical item that would allow me to move decorations at least 30 points in each direction in stronghold :P

For a tank - not sure if it is possible - it would be nice to have a tactical item that would use his Defense instead of his Power and his Power as Defense when calculating damage againts PvE targets (not sure what implication it would have in PvP, so PvE only item). So tanks could go all out on defense in PvE (which is quite useless when it is higher than 3k now anyway) and just equip a tactical item when doing solo PvE or something easy as Story/Vet mode FP to increase their dps, without having to carry around a full dps set.

For a dps - tactical item that boosts damage when player is lower on health. It could be something like 5% when under 90%, 10% under 60% and 15% under 30% health. They like to stand in red circles anyway, so they might as well get a bonus for it

For a healer - if it would be possible to restrict to a spec - tactical item that boosts Presence and Accuracy. When soloing as healer, unless I feel like switching to dps spec, the mobs are killed by a companion and I just tickle them with my fluffy attacks, which miss most of the time anyway. So just something that would make my fluffy attack actually hit and the companion to mop up the mobs faster.
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dfgfssdf's Avatar

04.16.2019 , 03:28 PM | #13
So Im not sure if I have understood it correctly but here goes with my ideas

Tactical Items - Healer: For PVP Below 30% health you can perhaps make two different items where you can choose between outputting more healing to yourself or raising your endurance or shields... In PvE, it could be that if you are generating more threat you could have the same options as above...

Tactical Items - DPS: For DpS it could be that you have an instant cooldown of your hardest hitting ability (for example ambush on a sniper) if and once you get out of stun or get white-barred. It could also be something that for example could reward knowing when to stun break in PvP (so if you stun break and are whitebarred your alacrity or crit is increased for a certain amount of time... DPS there are a lot of possibilities tbh but I think these two are a start. If people want more then ask and I'll think of more examples.

Tactical Items - Tank: For a tank these would evolve around threat generation, taunt and guards imo. So for example if a tank lowers threat via a guard from a certain target in an ops or PvP they have increased shield or absorb rating for 20 seconds. Or when a tank taunts for 5 seconds they are immune to knockbacks or stuns based off the tactical items. Another idea could be that when a tank hits their phase walk they generate more threat (just for people that have this item).


Now in regards to set bonuses I would say that it should go back to PvE and PvP gear 100%. I think I liked the game almost 1000000000000000000000 x more with two gears (even tho I grind to grind both). So I am asking if Eric reads this that he thinks about making some different ones for PvP and for PvE. Also, it would be nice if we could have two equipped at the same time so that if we needed to switch between two we could do so with a click of a button. Kinda the way the outfit designer works now where you can have a few armor styles and click which one you want for when. So when you need to PvE just quickly equip it would be cool and for PVP a quick switch back would also be good.

For Set bonuses - We could have one that increases conquest points achieved form conquest content. You already mentioned the crafting one which is really good. I would add the PvP and PvE ones for each type of class with maybe 3 or four options per field. SO three for DPS, Three for Healers and three for tanks. Dps could have a choice between faster cast times on certain abilities, Increased damage on successful kills maybe (so kind of like a kill streak (for pve on bosses it could be increased damage per damage hit over like 20k). FOr healers could also do the cast time one but perhaps could try some funky ones like for every teammate in a raid below 50% health you have increased healing or in PvP for every teammate killed within 30 meters you have increased healing for like 20 seconds. For tanks, it is a tad more tricky on set bonuses imo to make them a bit different since the tanks playstyle is generally similar on certain raid bosses. What you could try is to allow tanks increased damage or threat (depending on the set chosen) although it may create a problem for pvp with scank tanks. Which imo then you should definitely have 2 sets of gear and make the gear that is good for pve not really work in pve (and vice versa so you kinda have separate pvp and pve gear).

THANK YOU ALL FOR READING AND IF ANYONE THAT IS READING FROM BIOWARE OR ERIC AND WANTS TO GET MORE IDEAS FROM ME (just because I only put a few down here so you can start with those but if you want even more detailed ones I would be happy to help come up with more and even more descriptive ones) PLEASE JUST CONTACT ME VIA IN-GAME MAIL ON THE DARTH MALGUS SERVER. PLAYER NAME UmHeySnip or UmChokeThere. Looking forward to any feedback on my ideas

varietasplus's Avatar

04.16.2019 , 03:50 PM | #14
Quote: Originally Posted by EricMusco View Post

Please use this thread to brainstorm any ideas that you have around what general set bonuses and tactical items you would like to see in the game. 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.
I think you still don't understand two fundamental things when it comes to class balance.

1. Regular warzones, Ranked Arenas and PVE content needs different utilities and most importantly: set bonuses.

2. Each advanced class should be forced to choose 3 or 4 from the following features (and not give almost all of those like you do now to certain ranged classes):
(i) Ranged damage (instead of being melee by default)
(ii) Single Target Damage Boost
(iii) AOE/DOT damage Boost
(iv) Survavibility (damage mitigation)
(v) Self-heal
(vi) Mobility
(vii) Stealth
(viii) Team utilities (AOE slows, group heals, mass taunt, minor buffs, etc.)

So acutally your general idea of class tweeking is fundamentally wrong. The choices made should be always a leaf picked in a tree as it is done in GSF.

AlCiao's Avatar

04.16.2019 , 04:23 PM | #15
Okay, I have a few wild ideas. Assuming these ideas are used at all, I'd assume that they would not be allowed in PvP or group content (such as FPs or ops).

First, a tactical item allowing dual-stances for companions. Paxton Rall can do his healing moves and dps moves at the same time? That would be rad!

Second, something similar to Satele Shan's "Battle Meditation" from the solo Revan fight on Yavin 4. It massively buffs Mastery and Endurance and resources. (If I remember correctly, my sorcerer went up to 800 Force from 600? Whereas my PT went up to 200 or 300 heat capacity. Etc.) Mastery and Endurance buffs would be kinda useless with level sync, so maybe just a straight buff to health and/or Power, Alacrity, and/or Crit?

This "Battle Meditation" could potentially be companion based too, that is, a companion has to be active and channeling Battle Meditation indefinitely (until you click it off) to do so. (Of course, if the companion isn't doing anything else, I'd hope his battle meditation includes healing.)

Thirdly, an even wilder idea. Something that lets you use a move from another class. I know that I would love to have Force Choke on my sorcerer. (Even more so if it hits 3 or more targets at once, but that's totally beyond the realm of plausibility, I'm sure, except as a warrior-specific tac item, I'm sure.)

Yeah, yeah, I know that last idea is totally crazy. I told you it was wild, and even if it was somehow accepted by the devs it would likely only be allowable in non-PvP, non-group content.
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dipstik's Avatar

04.16.2019 , 04:47 PM | #16
a tactical item that lets the devs balance pve and pvp separately would be great.

i think your context is limiting... there may be some way to turn anyones auto attack into something, or if they try to use their recharge ability in a fight it turns into another ability or something.

other ideas:
reduce cd of set bonus
reduce cd of relics
make matrix shard relic useful
companion buff
aoe buff
turn some attack into execute ability with buffed damage (to make execute rotation more fun and more effective)
sustain centric on use
burst centric on use
cool abilities like those found in jedi academy (acrobatics and stuff)... remember tumult?
reflect ability
stealth ability... like the stealth belt from kotor
historic relics with cool abilities or effects
undead buff, rhak buff, planet buff, solo space buff etc.
anything that can change the rotation just a little bit and give more damage/heals
maybe something that opens up more conversation choices... everyone hits on you, everyone hates you etc.
fake dark side looks
fake plauge looks
elemental skins... fire ice lightning stone water etc.
synergy ones that if each member of your group has different ones they combine like voltron buff or something (captain planet idea from last idea)

LeeThorogood's Avatar

04.16.2019 , 04:53 PM | #17
How about a Tactical Item that lets you use the rest & recharge ability of another class i.e. Seethe on a Sith Warrior.

Banderal's Avatar

04.16.2019 , 04:55 PM | #18
I want a "peace and quiet" tactical item that shuts up the ship droid.

Ok, I'm joking... sort of.

How about an item that changes stealth detection into stealth prevention? I'm thinking PvP here. I play almost all stealth classes, so I understand how super annoying this would be for me - but I'm also super annoyed that I can just once in a while stop that other guy/gal from escaping. Sure, I can guess which direction they are running and try an aoe or stealth scan, but I wouldn't mind a more reliable way to foil their plans.

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Banderal's Avatar

04.16.2019 , 04:57 PM | #19
Quote: Originally Posted by LeeThorogood View Post
How about a Tactical Item that lets you use the rest & recharge ability of another class i.e. Seethe on a Sith Warrior.
I kinda like that idea, but it sounds like an emote, or similar to the other rest-n-recharge variations that the CM offers?

How about one that allows a limited rest-n-recharge while still in combat? As long as you are not actually hit or interrupted?

Slippery When'wet, FistFullOfCandy - SF

LeeThorogood's Avatar

04.16.2019 , 05:13 PM | #20
Quote: Originally Posted by Banderal View Post
I kinda like that idea, but it sounds like an emote, or similar to the other rest-n-recharge variations that the CM offers?

How about one that allows a limited rest-n-recharge while still in combat? As long as you are not actually hit or interrupted?
Emotes don't regen your health & resource pool and none of the rest-n-recharge toys on the CM or anywhere else in the game allow you to use the rest-n-recharge ability of another class. I'm suggesting a Tactical Item or 8 of them one for each class that you could slot on another class and it would transform the rest-n-recharge ability to match the Tactical Item.