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Arsenal / Gunnery Set Bonuses and Tactical Items


EricMusco

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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 Arsenal and Gunnery 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

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I will bite on this.

 

How about a tactical item that allows for the legitimate actual stun of an operations boss, for a period Of 15 seconds, with the trade-off being for the next five minutes, all other abilities other than the default shot are disabled.

 

The idea here is to allow for either a chance at a recovery when a wipe is all but certain, or a chance to stop and operations boss before they go into a difficult mechanic in order to help the rest of the team catch up on DPS, but at the sacrifice of long-term DPS from the one casting it.

 

To prevent abuse, have the ability give the boss a "buff" that prevents the ability from being used again during the fight, by either that character or any other.

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old tracer missile animation of course!

 

also a couple of more serious ideas i had.

Cooldown reduction on hydraulic over rides.

Heatseeker being able to hit multiple targets ( to a maximum of 3) if they are affected by heat signature de buff from tracer missile.

Fusion missile no longer puts a dot on multiple targets, just a more powerful one on the person who was hit by it.

 

 

tbh there isn't really much i can come up with, people still complain about the all powerful god merc with its DCDs and electro net and 30k heatseekers, so chances are people will just complain about more stuff for the "already fotm merc".

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Tactical:

  • DFA - Switchable from AOE to single target - Dealing higher damage to single target but triggering a slightly longer cooldown.
  • Railshot - Damages any enemy in the line of the shot the more it hits the more damage to the end target. eg. multiplier x1 for each hit, so 3 ememies hit before final target = 4 x dmg for final target. (hard ability to use getting targets lined up) - Adjust cooldown accordingly.
  • PowerSurge - Channeled ability that builds for 3 seconds before exploding in a large AOE explosion affecting all enemies in xx radius from player.
  • Fusion Missile - Switchable from AOE to single target - On single target deals medium to low damage but the burn tick is significantly higher. Burning mobs increase damage on Tracer missiles.
  • Sweeping Blasters - Switchable to "Leeching Nanites" - AOE health leeching nanites that steal low to medium health from all enemies in target area and heal player for xx% of leeched amount
  • Using Emergency scan out of combat will put you in stealth for 6 seconds, or if used in combat has a chance to proc a healing probe to all friendly players within 30 yards dealing xx amount of health over 5 seconds.

 

Set Bonuses:

  • 2 Piece - All harvesting nodes have a chance to drop refined isotope stabilisers! (okay I'm joking just up the drop rates now ;) )
  • 2 Piece - You now receive a prompt to either travel to the orbital station or the planet surface when using the map to travel.
  • 2 Piece - Harvesting nodes have in addition a chance to drop other harvesting node materails (eg. slice a terminal you may get some coloured crystals - scavenge a node and you may also get some bio materials)
  • 2 Piece - Crew skills are x percent faster (eg. 2%)
  • 4 Piece - Crew skills are xx percent faster (eg 5%)
  • 6 Piece - Crew skills are xx percent faster (eg 10%)
  • 4 Piece - Mount speed is increased xx amount
  • 6 Piece - Onboard AED revives all players within 10 metres
  • 6 Piece - Harvesting nodes have a rare chance to proc a treasure chest that contains a Random augment or other useful artifact.
  • 6 Piece - Successfully interupting an enemy ability removes all cooldowns

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Tactical Item: Mandalorian Jetpack - places a beacon down and within 35 meters the mercenary can fly into the sky and land on the beacon. Basically is a phase walk but it replaces rocket out.

 

Set bonus (Quick draw set):

2/6: Landing a critical hit with tracer missile gives the hunter quick draw increasing the damage of priming shot or unload by 10%. This effect can only occur once every 20 seconds.

4/6: Firing missile blast will place ambush on the target, causing the target to take a 5% increase in damage. This effect can occur once every 10 seconds.

6/6: If you land a crit on a target that had the ambush debuff, your heatseekers will automatically critically hit. This effect can only occur once every 45 seconds. The ambush debuff only lasts for 4 seconds.

 

Bascially the concept would be a high risk high reward kind of spec that may require alacrity sacrifice for crit. But also requires good timing and awareness to pull off. By giving up kite ability for an escape and making the auto crit more difficult to obtain by essentially giving them a gore window. This set bonus would mainly be used by a fast paced merc. Of course the values can be adjusted depending on class balance.

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Currently, if your grav round is interrupted in PVP, you have no abilities to use except hammer shot until another comes off CD. I would enjoy another ability that has no CD, or reduced CD's on other abilities Edited by pigbriggs
mispelled
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Currently, if your grav round is interrupted in PVP, you have no abilities to use except hammer shot until another comes off CD. I would enjoy another ability that has no CD, or reduced CD's on other abilities
You realize hail of bolts procs boltstorm? You also have explosive round or sticky grenade as a filler rather then hammer shot
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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, Arsenal/Gunnery has always been about overwhelming firepower and huge single target burst. Their survival rate is actually pretty decent right now, and require no change in either damage or healing. So that leaves us to fine tune and emphasize what it really means to be Arsenal/Gunnery all the mean while not making them too over the top.

 

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

 

Tactical

Hailstorm - In addition to Grav Round/Tracer Missle and Hail of Bolts/Sweeping Blasters, Charged Bolts/Power Shot now reset the cooldown on Boltstorm/Blazing Bolts.

Bombardier - Activating Explosive Round/Missle Blast now increases the rate of Death From Above/Mortar Volley, stacking up to two times.

Gun Lover - When Explosive Dart/Sticky Grenade deals damage, your next Boltstorm/Blazing Bolts deplete no resources.

Set Bonus

Disclaimer: The set bonuses for DPS Mandos really tailored to Arsenal/Gunnery more so than A.S./I.O. so the changes here are very little..

 

2 Piece - Heatseaker Missle/Demolition Round and Serrated Bolt/Serrated Shot increase the damage you deal

4 Piece - Energy Shield/Reactive Shield have a reduced cooldown, while also giving Full Auto/Unload and Bolstorm/Blazing Bolts immunity to interrupts while under these affects.

6 Piece - Unchanged.

 

Thanks for the read,

 

SuperSquirrel/Titus.

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Tactical Item: Mandalorian Jetpack - places a beacon down and within 35 meters the mercenary can fly into the sky and land on the beacon. Basically is a phase walk but it replaces rocket out.

 

Don't you think merc has enough defensives as it is? Adding that just makes them being able to rotate Kolto Overload and Reflect perfectly to be almost unkillable. Unless you're going to take the current broken kolto or the reflect away from mercs, this should not be a thing.

I mean, what you're asking is basically another way of another life. Might as well add the part of adding a version of Sorcerer's bubble? Or temporary stealth or Undying like mara?

Edited by memerobot
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Tactical Items:


  • Tracer Missile grants 5 stacks of Heat Signature when cast but goes on x second cooldown.


  • Each tick of Boltstorm reduces cooldown of Heat Seeker Missile by x seconds.


  • Supercharged Gas resets the cooldown of Priming Shot and Tracer Missile


  • Rail Shot ignores shield/defense chance and armor rating but does reduced damage.

 

Set Item Bonuses:


  • Reduces Energy Shield cooldown by x seconds.


  • Hydraulic Overrides speed increased by x% and duration by x seconds


  • Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.

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Not really a fan of this spec because Assault Specialist exists, but I'll try to help out.

 

Tactical Items:

 

While Priming Shot is on cooldown, Grav Round activates instantly. (probably broken)

 

Increases the critical damage of all moves by X%, but lowers the damage of all non-critical moves by Y%.

 

Modiies the effect of Supercharged Cell to increase critical chance by X% for the duration. (this should probably be a rework of Supercharged Cell honestly given how alacrity currently works)

 

Hitting the Target with Boltstorm ends the cooldown, or lowers it by X seconds, on Demolition Round.

 

Set Bonus:

 

2pc: While under the effects of Supercharged Cell, Critical Damage is increased by X% for the duration. In addition, Supercharged cell lasts Y seconds longer. (maybe like 4 seconds longer. might be more or less depending on how strong it is)

 

4pc: You regenerate an additional Energy Cell once every 3 seconds, or reduces the Energy consumed by Boltstorm by 4. (personally don't think this is needed, but a lot of people seem to struggle with energy in this spec)

 

4pc: reduces the cooldown of Demolition Round by 3 seconds.

 

6pc: Increases the damage Demolition Round does to targets by an additional X% (lets just say 25% to double what the additional damage currently is. Also ties in super nicely with the second 4pc I proposed)

 

If you could bring back the 10% damage on Boltstorm through the Curtain of Fire skill tree passive, that would be much appreciated. More for the ability to track the proc than to have the damage boost.

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

 

ARSENAL/GUNNERY

 

Tactical Suggestions:

  • Heat Seeker can now split to 3 separate targets. Each target receives 90% base damage of Heat Seeker.
  • Rail gun: Rail shot is now a cleave, similar to Nahut. Suggested 4 set only affects primary target (five stacks?)
    • Functions similar to dual saber throw
      • 30m centered on a target, hitting everything between you and the target and past that target in a 35m line.

 

 

Set Bonus:

  • 2 set - Tracer missile now costs 2 less heat.
  • 4 set - Using a 5 stack Rail Shot grants a buff that makes the next Priming Shot/Heat Seeker Missile/Rail Shot ignore 45% of the target’s armor
  • 6 set - Activating Supercharged Gas makes your next Heatseeker Missile an automatic critical.

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  • 4 weeks later...

Death from above can be used while moving and allows the merc to fly while using the ability

rocket out can be used in any direction

hydralic overrides is now used as a fly modifier that allows the players the fly up to 10 meters in the air, increases speed by 30%-70% and grants immobilization immunity.

Jet boost now works as an aoe stun

chaff flair puts player 10 meters in the air for 3 seconds and reduced incoming dmg by ...% (They cannot move during the duration)

Explosive dart is now remote detonatied and does 3x more dmg.

heatseaker missles is a channeld ability that needs to be aimed in order for your target to be hit.

Rail shot knocks the enemy back 10 meters

you can now deploy 2 stealth scans at a time

you can now deploy 2 sweeping blast at a time

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  • 1 month later...
  • 5 months later...

Add a Set that boosts Fusion Missile

 

Random_Fusionthemed_Name

 

2 - +2 % Mastery

 

4 - Fusion Missile is now Instant cast instead of 1.5 activation time and can now hit 10 instead of 8 enemies around the target.

 

6 - Fusion Missiles cooldown is halved (15 seconds) and it's AoE range increased ( 9 metres instead of 8 )

Edited by KWONRYU
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Add a Set that boosts Fusion Missile

 

Random_Fusionthemed_Name

 

2 - +2 % Mastery

 

4 - Fusion Missile is now Instant cast instead of 1.5 activation time and can now hit 5 instead of 3 enemies around the target.

 

6 - Fusion Missiles cooldown is halved (15 seconds) and it's AoE range increased ( 8 metres instead of 5)

 

What.

 

Fusion Missile currently hits 8 targets and has a 8m range.

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