Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Lightning / Telekinetics Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Sage / Sorcerer
Lightning / Telekinetics Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

Vlanzche's Avatar

05.05.2019 , 09:02 PM | #31
Quote: Originally Posted by EricMusco View 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 Lightning and Telekinetics 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.

I specifically Re-Subscribed to solely be able to message on these forums on this thread
( so imagine how many others Subscribers that'll return if you consider my idea )

Tactical Items = More Action-Combat Abilities ( i.e. abilities that does not require a target ( some already established abilities are " Cyclone Slash " , " Whirling Blow " , " Gun Sweep " Mortar Volley " , " Force Quake " and others

My only request - no more telegraphs ( can you remove them? )

An example
  • " Force Jump " = Just like in the movies, some Jedi and Sith can Jump. An ability that'll look different from the environment. Think of Ataru Form ( ... the Original Ataru Form via acrobatics
  • Blade Twirling: Could be outside of Combat. Could also be an RP gig ( idk )

Aim for Jedi Academy's Style Combat.

Bring back the Jedi Forms
  • Shi-Cho
  • Makashi
  • Ataru ( Acrobatics .. not a " speedy " form )
  • Soresu
  • Shi-en / Djem So
  • Niman
  • Juyo ( not the previous one )
No Life is without Meaning, No Living thing is too small to be Strong
~ Christopher Moeller

Citruzz's Avatar

05.13.2019 , 06:02 AM | #32
cross-class tactical items:

- Permanently increased movement speed by x%.
- Permanently increased vehicle speed by x%.
- Permanently increased jump height and range
- Strongly reduced character size, reduced damage values, reduced defense values, greatly increased movement speed


- Affliction also applies Creeping Terror
- The Area of Effect radius of Death Field is increased by x%. Targets hit by Death Field receive 20 charges of Deathmark.
- The Area of Effect radius of Death Field is reduced by x%. The damage is increased by x%.
- Recklessness becomes Dread Mastering. Besides applying a damage over time effect Creeping Terror and Affliction are also dealing x damage on impact (the overall dot-damage as an additional instant damage).


- Crushing Darkness can be applied while moving. The Casttime is reduced by x%.
- Chain Lightning hits up to x additional targets and the Area of Effect radius is increased by x%. Damage is reduced by x%.
- Chain Lightning becomes Concentrated Lightning. Concentrated Lightning hits one target for x to x internal damage.
- Force Lightning can be used while moving.
- Force Storm hits x additional targets for x to x damage up to 6 times. The time to channel Force Storm is increased by 100%.
Nadinä | Sorcerer

SpleneticGamer's Avatar

05.25.2019 , 11:29 AM | #33
Lightning is a ranged burst spec that took a nerf to its burst to increase the sustained damage... I hope this can be changed since Thundering Blast is rather weak when compared to Ambush and Heatseeker Missiles on MM Sniper and Arsenal Merc respectively. I've managed a 41k Ambush in PVP and can get a lot of 30k crits on MM. While I haven't broken 40k on a Heatseeker Missile, I still average about 30k give or take 3k. Thundering blast on the other hand... yeah. I understand that it's weaker because auto crit with Affliction, and it has a chance - 25%/50% - to have Forked Lightning proc, and can be increased again with Recklessness. Even so, I still find it rather underwhelming since a 25% chance is lackluster to say the least. Then, there's Madness which got a massive buff to its burst, and sustained, by increasing the damage of Force Leech by 30% when a target is affected by Affliction. Madness burst is roughly the same as Lightning burst, albeit, slightly longer between windows. Lightning needs more burst and I believe most would be fine if it came at slight cost to sustained since sustained is supposed to be why you would pick Madness. And the easiest ways, I believe at least, to increase the burst would be to increase the passive critical damage boost provided by Reverberating Force or to allow an extra ability to benefit from that passive. then there's the fact that this spec is called Lightning and it doesn't utilize Force Lightning...

Tactical Items:

Increases DR by 10% wile not in a WZ or Arena. (Personally think lightning doesn't need the bulk since it has the mobility, but apparently there are those who do think more bulk is needed)

Lightning Bolt is now instant while in a WZ or Arena. (Probably broken)

Increases the Critical damage of all abilities by X%. (doesn't need to be much, perhaps 5-10%)

Increases the chance of Forked Lightning procs by 75%. In addition, any proc chance over 100% is converted to extra damage. (I think this would be really popular as the RNG element to Forked Lightning is not well-liked by myself and probably many others. Personally, i don't think a 25% damage boost would be too powerful since your Polarity Shift is on a fairly long cooldown)

Force Storm behaves how it was during 3.0 (awesome damage, the 6 second channel, and draining force cost). (I think Sorc should have awesome AoE damage potential on par with Snipers since Suppressive Fire is pretty crazy currently at the cost of massive amounts of energy. Make Force Storm similar again please)

Set Bonus:

2pc: Dealing damage with Affliction increases all damage dealt by 5% for 15 seconds. Can only occur once every 30 seconds. In addition, Recklessness now provides an additional stack on use.

4pc: Crushing darkness now applies all of its DoT damage immediately with the initial hit while under the effects of Force Flash. (More burst and may require a damage adjustment)

6pc: Hitting a target with Thundering Blast increases the damage of your next Force Lightning by X% (I'm not sure what would be good, but let's go with 75%) and reduces the channel time by 50%. (Brings Force Lightning back into the spec and keeps it from destroying your mobility by reducing the channel time. This should probably be the new passive for the spec, but move the passive so that it follows the level you gain Thundering Blast (it would be the level 28 skkill tree passive currently since thats the first passive you get once you are given Thundering Blast). So many people seem to use Force Lightning despite it being a DPS loss currently)

6pc: Dealing critical damage reduces the cooldown of Polarity Shift by 1.5 seconds. In adittion, Recklessness Stacks have a 33% chance of not being consumed when dealing critical damage. (in case the aforementioned 6pc is made into the new passive)

Delani's Avatar

05.26.2019 , 02:24 PM | #34
As a DCD, Sorcerers project a force wall that absorbs dmg incoming from the specific direction. Has the same cooldown as force barrier and same effects. Also when projecting the force wall, enemies cannot walk or run through that wall allowing sorcerers to make an escape or buy them time while they plot their next move. Simliar to Fortnites wall build ability.

ragtagtroop's Avatar

05.30.2019 , 04:21 PM | #35

1. Shock reduces CD of crushing darkness. This would allow people to use crushing darkness followed by shock and have less downtime before being able to use crushing darkness again.

2. Static barrier falling off increases dmg reduction by 15% for 6 seconds.

Delani's Avatar

05.30.2019 , 09:59 PM | #36
For lightning spec Only- Force storm affects everyone on the map regardless of location (PVP based only)
So basically, a full map aoe ability

Equeliber's Avatar

06.01.2019 , 11:53 AM | #37
Quote: Originally Posted by Delani View Post
For lightning spec Only- Force storm affects everyone on the map regardless of location (PVP based only)
So basically, a full map aoe ability
I hope you are joking...