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Innovative Ordnance / Assault Specialist Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Innovative Ordnance / Assault Specialist Set Bonuses and Tactical Items
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EricMusco's Avatar


EricMusco
04.16.2019 , 10:05 AM | #1 This is the last staff post in this thread.  
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 Innovative Ordnance and Assault 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
Eric Musco | Community Manager
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Eloi_BG's Avatar


Eloi_BG
04.16.2019 , 11:47 AM | #2
Tactical item:
- Death from above to single target ability (kinda boring cause it's the same as your example, but I just want to see this awesome animation more). Maybe make it so each hit applies small DoT that stacks up.
- Make missile blast more useful than sub 30. Maybe make it an AOE ability that can dotspread?

Set bonus:
- Every time you apply a bleed, you get the sanguinary buff for 20 seconds, which gives some offensive buff (power or crit)
- Every time you apply a bleed, you offensive ability cooldowns are reduced by 3 seconds
- Same as last two but for burns (and replace sanguinary with pyromaniac or something, and make it a different buff)
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TUXs's Avatar


TUXs
04.16.2019 , 01:24 PM | #3
And reduce action costs across the board PLEASE! No spec of any class has anywhere near the limit IO/Assault does on the action pool.
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pigbriggs's Avatar


pigbriggs
04.17.2019 , 09:20 AM | #4
Please make it so Assault Plastique is a dot spread...
Also, I would love if you would make it so that our serrated bolt is an instant cast. The other 2 ranged dot specs have 2 instant cast dots, and since melee all have instant cast abilities, AS is still the only dot spec with a cast dot...

TUXs's Avatar


TUXs
04.17.2019 , 12:33 PM | #5
Quote: Originally Posted by pigbriggs View Post
Please make it so Assault Plastique is a dot spread...
Also, I would love if you would make it so that our serrated bolt is an instant cast. The other 2 ranged dot specs have 2 instant cast dots, and since melee all have instant cast abilities, AS is still the only dot spec with a cast dot...
^^ please! Spreading dots is an ammo/heat killer!!
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vicadin's Avatar


vicadin
04.17.2019 , 03:37 PM | #6
How about a tactical item that makes it easier on heat management?

ultimarb's Avatar


ultimarb
04.18.2019 , 04:36 AM | #7
At first I think that IO needs an update to it's magshot proc. the fixed 6 seconds to proc is in my opinion contrary to alacrity and those 1.3 gcd builds. players need to fill rotation and it's a pain in multi target fights.


Back to Topic. Tactical Item Ideas. I would like to see some variations which can be a light variant of hybrid specs. but i think every advantage of an tactical item should come with a disadvantage in combination. Also i would advocate for 2 slots for those items. One offensive and one defensive. Maybe unique Items for PVE and PVP (Balancing is easier and would give the classes a unique touch for both modes)

Some Offensive Tactical Items
  • Item 1
  • Positive: thermal sensor override reduces the cost of the next TWO abillities to zero.
    kinda like the utility for power surge
  • Negative: dont know. maybe a a little bit longer cooldown?

Item 2
  • Positive: Expand the Radius of Fusion Missile to 8m.
    easier dot spread. more aoe
  • Negative: does not apply own dot. so just spreading.

Item 3 (PVE Only)
  • Positive: Electronet AOE Field. Places a field of Electronets for 3-5 seconds (Some Bosses of Kotfe have a similiar abillity)
    aoe field of electronets. adding electronet to every mob running into that field. would be a very nice crowdcontrol for some boss encounters.
  • Negative: deals 50% less damage and slows less than normal electronet
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SuperSquirrels's Avatar


SuperSquirrels
04.18.2019 , 11:20 AM | #8
I've always thought that Mandos (Both Commando and Mandalorians) had a pretty simple set of abilities to use, with quite a bit of them being unused. So in a sense, I've always been hopeful that we would see another new ability.

With that being said, I.O./A.S. were in a pretty neat spot being that their damage out put wasn't too far out there in terms of being over powered, nor was it too lack luster. The problem that I feel needing to be addressed is comparing what tools the two damage disciplines have in terms of survival. Arsenal and Gunnery have their survival tied into their ability use, where as IO/AS are forced to either Deal Damage, or Survive.

Below is my Idea of what changes and additions would benefit this class the most.

Tactical
Double Jeopardy - After casting Propulsion Round/Rocket Out, Being Leapt to/Pulled resets the cooldown on Propulsion Round/Rocket Out allowing the caster to travel slightly farther.
Pocket Sand - Casting Propulsion Round/Rocket Out leaves behind a layer of sand, cause up to 5 targets to be slowed for 10 seconds or until canceled. For the first 5 seconds, affected targets can not leap to the caster.
Advanced Durasteel - After being incapacitated, Durasteel plating surrounds the player, resisting the next two Tech/Force attacks respectively. Breaking the stun affect early resists the next Tech/Force attack respectively.

Set Bonus
Disclaimer: I despise cookie cuter builds, So I devised the set bonuses to be unique for each discipline.

2 Piece - Damage over time affects now have a (10%) chance to cause your next Medical Probe/Rapid Scan to be instant and cost no energy.
4 Piece - Hail of Bolt/ Sweeping Blasters now spreads your Damage over time affects to all targets affected by the spell. In addition, Damage over time affects spread this way cause you to be healed for 25% of the damage dealt by your damage over time affects.
6 Piece - Full Auto/Unload now refreshes your damage over time affects. In addition, Full Auto/Unload now causes your damage over time affects on your current target to deal damage at the same rate, increasing the damage over Full Auto/Unload over their duration.

Thanks for the read,

SuperSquirrel/Titus.

Thaladan's Avatar


Thaladan
04.19.2019 , 01:18 PM | #9
Tactical Item : mag shot now has the visual/animation of rail shot, with the color of your main hand weapon crystal.

this tactical item gives no other bonus but you know, style > all



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Gemring's Avatar


Gemring
04.21.2019 , 08:22 PM | #10
Bring in the Setbonis that were accidentally in the Game:
Serated Bolt/Gravity Round have a chance to generate 2 Cells and 1 Supercharge.
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