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New Abilities for Level 56+ and Skill Trees


TheSupaCoopa

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I have had several Ideas, and I think several of these would be very viable:

Class Abilities:

Commando/Mercenary and Vanguard/Powertech:

Skill Tree Abilites-

-Field Medic/Body Guard: Med Shield/Drop Shield

If anyone here has played Halo: Reach, then you will know what I am talking about. The shield would be placed down around where the Commando/Mercenary, healing for a good amount over time. Lasts 10 Seconds and has a 30s CD. Costs 35 energy cells/heat.

-Tactics/Advanced Prototype: Shoulder-Mounted Rocket Launcher/Lock-On Missile

The animation exists in game. The VG would grab a rocket launcher from his back(like in the Imp Makeb Story), a beeping sound would play, and the rocket would fire. The Animation for PT would be a laser tags the target, and the rocket is fired. The ability could not be LoS'ed. Cast time is 2.5s and the CD would be 30s. Costs 40 Energy Cells/heat.

-Shield Specialist/Shield Tech: Armor Lockup/Heat Shield:

Again, an idea I got from Halo: Reach, and would be similar to Force Barrier. It would be channeled over 5 seconds, making the VG/PT invincible but still generate threat. Would only be usable with 3 Power/Heat Screens, but would not respect the GC. 3 Minute CD.

I've got no ideas for the other classes, Gunnery/Arsenal, or Assault Specialist/Pyro.

Edited by TheSupaCoopa
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I really hope they don't keep increasing levels. Levels aren't content and they only serve to increase the barrier to entry for your game.

 

I actually WANT more levels. I can power through 1-55 in about 2 weeks of solid play. It's not hard to hit 55. I actually have slowed down on some of my toons just to enjoy playing through some stories again or for the first time. I want Bioware to ATLEAST make the level cap up to 70. but nothing more than 80.

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I actually WANT more levels. I can power through 1-55 in about 2 weeks of solid play. It's not hard to hit 55. I actually have slowed down on some of my toons just to enjoy playing through some stories again or for the first time. I want Bioware to ATLEAST make the level cap up to 70. but nothing more than 80.

 

Thats because you have no life. :rolleyes:

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Idea for Guardian

 

Battle Meditation- Only useable in Shien and Shi-Cho form, A toggle ability similar to guard that increases the damage or healing done by both the guardian and the person he is Meditating with by 5%, while reducing threat. Not useable in Soresu Form. It does not do anyting a normal guard does except reduce the threat of both targets by a small amount.

 

I stole the name from KOTOR, but call it what you want. Increases the dmg of the guardian and 1 other by 5% as long as they are within 30 meters of each other can't use it in tank stance or on a tank in a tank stance. That is something I would like to see maybe. (Idea similar to the Captain in LOTRO and Blade Brother ability, but not as powerful).

Edited by Creslan
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Powertech/Vanguard Baseline Level 56 Abilities:

-Jet-slam/Execute:

PT: Grabs target, flies into the air a few meters, and flies back down with the target's back facing the ground(This animation takes around 3s), causing X kinetic damage and Y internal damage. Cannot be interrupted, knock-backed, or stunned during this time.(Much like Master Strike/Ravage)

VG: Strikes target with rifle then stabs them with a knife and pushes them to the ground, then curb-stomps their face in(takes around 3s), causing X kinetic damage and Y internal damage. Cannot be interrupted, knock-backed, or stunned during this time.

Has a 45s CD and costs 19 heat/ammo. Range: 4m

 

Mercenary/Bodyguard Baseline Level 56 Abilities:

-Intercept/Reinforce

Jumps to friendly target and places a kolto pack on them, healing for X amount over 6 seconds. Has a 15s CD and costs no heat/ammo. Range: 5-30m

-Search-and-Rescue Probe:

Deploys an Probe droid that searches a 40m radius for a friendly player and heals them for X amount and restores 10% of their resources and tags them, making them unable to benefit from the probe for 15 seconds.. Cannot effect self. Has a 3 second cast time and a 45s CD. Costs 33 heat/ammo.

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Sith Sorcerer 56 Skill:

 

Epidemic

Cast Time: 2.0 Seconds

Duration: 18 Seconds

Cooldown: 30 Seconds

Description: The Sith Sorcerer launches a sphere of dark energy towards a target that deals X damage over 18 seconds. Once afflicted, the dark energy spreads like an epidemic to all enemy targets within a 15 meter radius and exists for 18 seconds. Epidemic cannot spread more than once per cast.

 

Consume Mind:

Cast Time: 1.0 Seconds

Duration: 8 seconds

Cooldown: None

Description: Consume Mind afflicts a target, increasing their cast time by 20% for its total duration.

 

Tainted Darkness:

Cast Time: 1.0 Second

Duration: 12 Seconds

Cooldown: 8 Seconds

Description: Tainted Darkness deals X damage over 12 seconds. While afflicted by this spell, the target speed is reduced by 50%

 

Drain Life:

Channel Time: 3.0 Seconds

Cooldown: 8 Seconds

Description: The Sorcerer channels the dark side of the force into target player, absorbing X life and restoring X life of their own.

 

These spells are geared more towards Madness spec than Lightning, but some of them can compliment Lightning. Epidemic will help Madness Sorcs spread their dots around while also adding another dot to stack. Consume Mind gives them an advantage against healers, increasing their value in Arenas by having utility no other class has (I think). Tainted Darkness gives them another spell to kite with, perhaps replace slow by adding damage. Drain Life could be something that replaces Force Lightning in a Madness Sorc's rotation and can compliment their force management and making consumption less risky by giving them an offensive way of gaining life.

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Jedi Knight

 

Force Pulse

 

360 AoE Knockback

 

1 min CD

 

Cost: 6 to 12 focus

 

A more powerful yet weaker version of Force Push.

 

More powerful in the sense that it's an AoE knockback...hitting multiple enemies.

Weaker in the sense that it deals less damage than Force Push.

 

Animation would be a pulse of force eminating from your body.

Edited by VitalityPrime
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They can do whatever, as long as Mercenaries/Commandos get a new MOBILITY ABILITY. This link explains everything. Its a post I wrote over a year ago; enjoy!

 

http://www.swtor.com/community/showthread.php?t=532476

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Edited by Warlord_Maliken
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Jedi Knight

 

Force Pulse

 

AoE Knockback

 

1 min CD

 

Cost: 6 to 12 focus

 

A more powerful yet weaker version of Force Push.

 

More powerful in the sense that it's an AoE knockback...hitting multiple enemies.

Weaker in the sense that it deals less damage than Force Push.

 

Animation would be a pulse of force eminating from your body.

 

You mean the pulse from the Jedi Consular/Sith Inquisitors? NO!

 

Only thing I'd ever want to see for the SI, is more mobile attacks like Shock and thrash. Or Maul.

 

Jugg should not have anymore AoE abilities. It has enough. Only AoE it should have is more aggro generating abilities.

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