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Quazi-moto

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  1. I approve of both the xp boost to be moved to the skill buff, and the ability to purchase the boost. Legacy is preferred over Cartel Market, but as I have spent enough coins on the 25% boost, it is an acceptable option.
  2. Troopers/BH/slingers and snipers get Tanks with big lasers that target force users Smugglers/operatives just get a permanent rollllllllllllllllllll
  3. I approve of this suggestion. It wouldn't hurt to add cross faction support. I alt craft on my imps, and game on my pubs. Would be great to have crafting stuff automagically go to my legacy bank
  4. mini games That would be the best "expansion" to have., as it ... expands the SW world. I played wow for about a year, and the only significant thing I remember (besides all the festivals, and being riding a tank in pvp battles) was the Plants vs Zombie mini game you could play. FUN STUFF!! To expand on that, give us arcades on the fleet to play old school Star wars games. Put Kotor inside SWTOR, so that we can play it while waiting for que. Give us casinos, that pay in credits. Make Sabaac a competitive game with leaderboards, etc. Make an RTS out of Ilum, Colicoid wars, or the current space combat, with you as the commander, as it is obvious that these areas are neglected or will soon be. This is the stuff that can make SWTOR infinitely playable. Give something for everyone. Your character is your avatar, so why can't they interact with the environment more. All the other choices are content updates, and 1 or 2 things should be improved every 3 month cycle. 1 planet, race, per cycle, 1 class per year, etc. I viewed Makeb as content update, but will view Galactic starfighter an expansion to the game.
  5. Posted in heal thread My points: 1. Make the Love Beam match crystal colors 2. Change Kolto cloud based on the Cell used 3. New skill called Run and Gun: 15s duration 1.5m cd. Once activated, commando is immune to interrupts, and is able to cast while moving. Alternatively, change Hold the Line 4. As others have mentioned, procs take too long to "wake up", I also approve of making full auto give proc chance on each hit. 5. Is assault a dot spec or a burst spec, seems to be trying to do both.
  6. As posted in the balance thread I still see balance as a dot spec. Like all the previous ideas posted above though. There is hope.
  7. posted elsewhere as ideas for future improvements. In this case, reduction of the severity of a critical hit. Would this help the spikiness of shadow tanks better than just a straight armor buff? It really allows shadows to maintain the same uniqueness but get the extra buff situationally but still a bit randomly. Thoughts?
  8. I had posted this in the 2.5 changes thread. As you would need less use out of mind crush, I would also like to see Force strike change to give sever force a chance to tick twice. I would like to see sever force moved down and replace a lower tier skill. Psychic Absorption could be replaced. In it's place as the capstone, a new skill, Force Resonance. This skill takes current dot's on target and creates a resonating force dot that mirrors the sum of the individual dot. Lasts for 6s. 45s cd. This gives some bursty feel that doesn't make balance bursty. Benefits: a) mind crush is now applied via whirling blow b) sever force has more RNG to do extra damage c) FIB is critical to maintain mind crush (5 limits the extent of maintaining mind crush on large groups) d) New mechanic of some quick bonus damage for the work done to put those dots up in the first place.
  9. thank you for the clarification. I did mean force cloak, however I do agree that it should not reset force potency, but I don't see a reason it couldn't still give the force regen buff. Regardless, in stealth there is no dps, so it has some limitation in pve. I do like premise 1 using blackout reset to assist with force regen. Is that all that would be needed to stabilize the class dps? I dps'd DF last night in infiltration, and I agree about the annoyance of keeping track of your procs. It could be a simple improvement to just have one proc morph into the next "stage" proc. So when you have 2 stacks of clairvoyance, your next project also triggers force breach. Then you would just need to be cycling CS to maintain your 2 stacks. Probably bunk too, but just thoughts. And to previous poster, thanks for correcting my mistake. Something people on the forum are great at. Every class that is not heal or tank (or balance/madness) spec can dish out a lot of damage in 2s. Why is it that shadows can't?
  10. Isn't the complaint with shadows that the dps is not competitive. Project would be a better rate limiter on the double proc, due to double strike having only GCD. I just don't like the use of project for a stabber class. Alternative ideas: Project has a chance of resetting blackout 25/50% from 1/2 stacks of clairvoyance. Think about stealthing every 12-24s? Give shadows the name they deserve. Project has a chance of SS hitting a second time for 50% damage, with 25/50% CS stacks. More reasonable damage boost? Look at other classes big hits. Tactics Trooper pulse generator (aoe) 3-5k per tick x4 15s cd. Commando 6-8k charged bolt + instant proc High impact bolt 9k 6s cd for proc. TK Sage proc auto crit turbulence (aoe) 6-10k followed by instant TK wave (aoe) for 6-10k 9s cd. Sent, Guardian, Slinger... tell me who can't do 15-20k in 2s? Just ideas, that is where improvements start.
  11. the only value of green schematic beyond aesthetics is to RE for the augmentation kit mk-9. Belt/bracer being the lowest cost for ingredients in the other tiers. It is strange that there are missing schematics, just like only custom drops are gloves... Seems like Makeb crafting section was unfinished. Kind of like Holinium was an oops.
  12. DPS Fix: Infiltration: Clairvoyant Strike: Each use of this ablility builds Clairvoyance giving Double Strike a 25%/50% to make your next Shadow Strike hit twice. I dislike throwing rocks from my backstabbing shadow, project should not be part of the tree (my opinion, not anyone elses) Balance: Lambaste: applies mind crush to targets hit by your Whirling Blow Force Supression: Force in Balance refreshes mind crush on affected targets Balance is now positioned to be an aoe dot dps. Tank Fix: Bombardment: Project creates Shadow Shroud, which reduces the severity of a critical attack by 10/20% Project is what 6s cooldown? so that takes 12s to get a 20% coupon off your next received critical hit. 6 more seconds before you can get a new 10% off coupon, and with frequent hits, may be difficult to see the 20% off. Perhaps kinetic ward shield could be the trigger instead, replacing Kinetic Bulwark with Shadow Shroud? Just the thoughts of a mediocre shadow.
  13. Don't forget the bonus healing ticks. I like getting a 10-18k heal bomb every 5s + 1k-2k bonus tick puddle per player that is a bit larger than the bomb itself 8m I think (16m end to end). BTW thanks for the guide. It has made my healing capacity jump immensely, I used to have power outage issues, because I would spam the long cast heal and just drain my power. Now if we could only change the love beam to match the crystal color, I would be in happy land. If I had any ideas for improvement, I would like some ability to heal on the run, maybe while activating hold the line or your shield. I would prefer that to the single use no energy skill. or Have a resource generating cloud. Have the kolto bomb change based on the cell used. CS: no change Armor Piercing Cell: yellow energy pool gain for 10% Plasma Cell: boosts the damage of dots by 10% Would make mando a very important class to have around your slingers, balance consulars, and watchman sents. It would be easy to fill in the rotation to throw down a bomb every cd without affecting dps. It would then be a choice between heals, energy generation, or dot boost.
  14. Other than shock being an assassin skill , that and I try to keep force pull for the stragglers, unless its a boss pull
  15. my thoughts: I like the idea of the back jump as an alternate escape as posted previously. If I were to rework the class this is what I would do: 1. Remove the stand still requirement for charging abilities. Merc/com are mobile ranged platforms. Make it so. Healing on the run would do wonders for bodyguards, would not change anything in heat management or hps. Damage on the run would do wonders for keeping pressure whether pvp/pve. 2. Give electro-net a 15s cd. I don't care if the damage is a pittance, it is just a valuable utility skill and should be high in the rotation for any dps. If this is considered OP, then I would suggest giving force camo the same CD as electro-net is currently. 3. in lines with mobility, reduce the hydraulic/hold the line skill cd or increase it's duration. With these three suggestions, we become much better at mobility and change nothing in regards to our heat management or overall dps/hps. Mobility would be a great alternative to tweaking specific skills to do more damage or use less heat.
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