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plokolplok

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  1. ^ Did this just totally happen? O__O Although, not sure if this outbreak will become too big to contain, the Star Wars universe progressed well after this point in time. Or so we think.
  2. The good thing about adding new sub-classes instead, rather than creating new classes, is that no additional costs for storyline, new planets, or voice acting would be needed. Storyline would be the same for that class. Class balance would be the major factor for these kinds of class suggestions. Well anyway, yes, we all have dreams, haha. So here's mine, along with the other ideas already posted: Let's call this.. the Hybrids or the Defiant classes. (Never meant to go live :/. ohwell.) Jedi Knight/Sith Warrior: Jedi Paladin/Sith Exponent Jedi Consular/Sith Inquisitor: Jedi Wizard/Sith Warlock Trooper/Bounty Hunter: Hurricane/Firebrand Smuggler/Imperial Agent: Techie/Recon Well, these actually sound no that bad, IMO (well, LOL). All classes now have at least one Tank/Heals/DPS spec, JK/SW and Troopers/BH have 2 tank specs, JC/SI have 2 healing specs, and Smuggler/IA has a full debuff/support spec. On hindsight, it's better if classes are more unique. Ohwell. I might just make another wall of text for this one, if i have the inspiration and time, even if it would not go live. Well, we all have dreams. Play along as you will.
  3. A minor-major skill suggestion for Jedi Sages and Sith Sorcerers. Basic Skill Info: - has a very long cooldown. - limited to 3-5 spells, depending on how useful/OP it can be. - can only be used on targets that are on the same area/room. - gives a bit of LOS and range advantage for the class in tight situations or whenever needed. - in a sense, a soft Execute skill. - some abilities would have some delays with spell animation and target range. - used on allies (through group/ops frames), or current targeted/focused enemies that just went out of sight or range. - on Ops/FP's, can be used to heal that dying DPS who went out of healing range, as a wipe-saver for certain LOS/range-impairing mechanics, or when someone needs to be Revived/Reanimated. - on WZ's/Arena's, you can either use the long CD to waste it on a remote player that can simply heal/regen the damage off, or snipe off a dying enemy at the right moment. Or to save that dying node-defender while reinforcements are still on its way. - therefore, it should have an obvious character animation for an easy counter to stop remote healing. - removed usability on Rescue/Extrication, because, Frogdogs will score. Also would have issues if there are walls and other objects/elements in between. - this should be a unique skill for Sages and Sorcs, because having [Lucky Shot/Triangulation] would be too much OP if such a skill would be added to the Gunslingers'/Snipers' arsenal. Unless maybe if it's reduced to affect just 1 or 2 skills and have a long activation time. Nah. Bullets and Bolts do not (or should not) curve. Suggestions and comments are welcome.
  4. When I quick-searched some keywords, there were no relevant results, so I apologize if this was already brought up before. To clarify the suggestion, these are skills that can remove, dispel, or even steal specific enemy buffs. We already have Physical, Mental, Force, and Tech debuffs that can be cleansed by healer classes. Adding an option for some specific buffs to be dispelled/stolen can be an interesting game mechanic change. Well, actually, I played WOW before, and had lots of fun PvPing with my Mage's Spellsteal ability (with dat Pally buff), specially before Spellsteal was nerfed. That ability (as with other other enemy dispelling abilities) is also useful on a few Raid bosses as an alternative/additional mechanic, and would also give significant gameplay changes in PvP (if not total chaos if ever implemented). The dispel/spellsteal mechanic was a good way to upset rather one-sided PvP fights, turning tides around; and sometimes, it's just fun to see your Troll have angel wings every now and then iykwim. Though I must confess, I kind of enjoyed it too much to a point that istead of managing my mana pool, dealing damage, doing CC, and contributing to the BG objective, I was there - wasting GCD and mana stealing spells down to the class buffs lol. Maybe that's why they nerfed it haha. (from the Sniper/Gunslinger Top 3 Answers thread) It really would sound cool if Sabotage, or any other name-appropriate skill, would be given this feature. I do believe that there can be space for this *relatively* small feature, and can even merge with character lore and story. So let me say that before I get "go back to WOW" comments. So there, Tech buffs can be stolen, deactivated, or sabotaged (to give a weaker? opposite effect - HoT>>DoT, bonus>>reduction, that can in turn be cleansed). Force buffs can be stolen, purged, or corrupted (same as sabotage above). Mental buffs can be disrupted. and Physical buffs/enrages can be soothed. These abilities can be added to the AC's ability arsenal directly, but I see it more feasible if it's added as a skill upgrade on a specific spec tree. For example, somewhere on the higher tiers of the Telekinetics/Balance Tree of the Sage, a spellsteal ability can be added, again as a loose example *wink*. Or maybe a corruption/purge ability for the infiltration/balance shadow, a roid soothe for the Dirty Fighting Scoundrel, a sabotage for the Saboteur Gunslinger, counter-tech for vanguards/powertechs, and maybe mental disruption for those Juggernaut bullies so they can bully more casters/healers. Those are what I can think of at the top of my head. Of course, if ever implemented, the devs should be careful which buffs and effects are dispellable - there should be a balance between the usefulness and OPness of the skill. Procs I believe should be untouched, but most HoTs, and maybe shields and other buffs can be open for dispelling/stealing/sabotaging. Giving the skill a big resource cost or cooldown can also control it to a point that the most viable to use it is only to counter some activated boosts (OhShi- or OhYeah buttons), or to simply let it steal/remove minor buffs and applied HoTs. TL;DR: SPELLSTEAL FTW!
  5. Oh, I see, the Guardsman/Fanatic makes even more sense now. Nice. Though, (haha), I still think that there's a better term for "Guardsman", maybe something less tank-sounding and something more dark, since they ARE Emperor-fanbois xD. Maybe a term from the EU, perhaps? Guardsman works, dont get me wrong, but a term inclined on the dark side might sound better. Like how it ended up being Consular and Inquisitor from their old names. Then again that's just me, sorry. Anyway, this is also too early for me to effectively contribute constructively (i never liked the word criticize even in the context of constructive criticism ) to your magnificent piece of an idea, especially that only the gist of the AC's were given. So Ill save it for when it's out! Kudos!
  6. Hmm, Mystic and Guardsman.. the only viable option for me is to keep one and change the other. What I'd do for this case is weigh in how the Mystic's skills relate with the Beastmaster, and how being a Mystic/Beastmaster would fit the Adept storyline. Then compare it with how the Guardsman's skills relate with the Alchemist, and how being a Guardsman/Alchemist would fit the Fanatic storyline. Whichever makes more sense (or connections), stays, then the other will need some re-imagining. From what I see here, given the names and roles, the Mystic would easily match the Beastmaster's skills (thinking of the shared tree) and it is a logical extension for the Adept if the class leans to focus towards the Force. The Guardsman, however, would most likely be in it because the class is a Fanatic. Fanatics leaning towards preservation, yes, can be called Guardsmen in a dark, creepy sense. Guardsmanship may also be the heart of your storyline, idk, so changing the AC name may also make changes to your story. And I can't see a good mix if I try to think of a shared Alchemist spec.. But the name also connotes a tank spec, so, hmm. Running through the related terms for Fanatic that i can think of so it matches the possible storyline, mirror the Mystic, and jive with the Alchemist, I think these possible AC names can help, IF you would want to change the Guardsman AC (which would change A LOT to what you have now): Extremist, Cultist, Zealot, Abomination, Aberrant, Recluse, Heretic, Apostate. Changing the other end will only be better IMO, if and only if the heart of the Fanatic storylint leans more towards being a Guardsman and if the Guardsman and Alchemist has a good inter-AC jivyness between them. With that, you can switch from a force-heavy Mystic to a guardy-guardy Ranger/Keeper. My two cents.
  7. I'm excited to see the Alchemist/Beastmaster pages! :DDD. IMO, these classes can easily intertwine with Star Wars lore, maybe even easier compared to the Echani/Thrysian classes, (but then again, I know little about Star Wars canon). It will be interesting to see the gameplay changes as well if these classes make it through. (Echani/Thrysian just adds another melee/ranged character on the brawl - another character with unique skills, but add in a character that has a combat pet, hmm, it adds a whole new level of combat mechanics, control, and tactics). Or so i think, we'll see with how you thought these classes through.
  8. Nice work! I really admire the level of detail you put into making this class, even with Star Wars lore! Definetely a plus one! I also loosely, noobishly design classes/specs on my free time, and this class perfectly matches a Cloud/Celestial/Mountain Monk-type class I'm also building up (only difference i think is that I use spec-based dragon strikes as combo finishers). It's really amazing how intuitive class types are, and how similar different games and different minds conceptualize different classes. (Well, I think except the Scoundrel Heals, if I remember correctly, only SWTOR had the lore to add a tech-based healing spec as unique as the Sawbones spec. idk lol.) Let me share some i-think-you-already-know-but-ill-still-post-it-here terms, for some of your unnamed skills . Brainstorm! I like to brainstorm! Mountain (Earth): Tremors, Crag, Stoneform, Stability, Biding Strength/Bide, Boulder[b/d]ash (but i like the rolling stone - gather moss thing you did there ) Celestial (Water): glide, stream, splash, tide, flow, melt, graceful strikes, fluid movement, steady flow, redirection, follow through Celestial (Spirit): sun/solar, moon/lunar, star/stellar, comet, meteor, aand i cant think of any other term -- chi strike, chi wreck, unstable chi, disruption, agony Celestial (Fire): comet, meteor, burn, strike, tongue, lash, piercing flames -- ugh, stop, sorry, fire terms are so common. x_x Cloud (Air): zephyr, tempest, gale, gust, draft, breeze, swell, shear, whip, lash, flurry, glide, flight, float, leap, mist, mist form, rolling clouds, slipstream, etc. Also, I though the Thrysian mirror would most likely use blood, flesh, mind, and other gory and INTERNAL human-body terms (think Brawler/Gladiator; also, it complements the Echani that use EXTERNAL elements). Although some terms are already taken by smugglers and JK's/SW's. So, i thought, somewhere along the lines of: gore, gouge, bleed, hemmorage, concussion, ail, execute, felling blow, blood, burning blood, bloodboil, bloodbath, berserk, toughness, tenacity, challenging roar, charge, cower, flurry, leap, agility training, dirty fighting, brawl, etc. -- But then I read the storyline . The class was actually on the valorous side of Brawlers and Gladiators, and they were more like Thyrsian Guards and Thyrsian Champions. Maybe they ARE guards/champions, that *high pitch* fight like brawlers/gladiators , idk haha. Guards and Champions would then have skill name sets similar to the JK trees, with names more relating to virtues (cardinal virtues would be a good choice). Or, or, you can also rename the AC's from Brawler, to Guard/Champion/Gladiator (the one with the tank spec); and from Gladiator to Striker/Brawler/Gladiator/Berserker (DOT and mobility-based DPS spec). TLDR: fan-guy noooob post talking to a pro. whohoo lol.
  9. <Incoming: Encrypted message.> <Recepient: Czerka Recruitment Officials; Czerka Corporation Executives.> <Verifying Reader: Officer Woods. Authenticating...> <Basic Life Signs: Checked.> <Facial Features: Checked.> <Biometrics: Checked.> <Identity: Confirmed.> <Begin transmission.> CZ-198 APPLICATION M2X2-LN3U-LU 1. Please tell us a little about yourself. Why do you want to be a part of the Czerka family? Designers, manufacturers, researchers, scientists, lab assistants, and, uh, test subjects - although these jobs are important and a big part of this industry, I strongly believe that the Czerka Corporation needs more than that. A big company like Czerka also needs people who work in the background. That's why I'm offering my services as one of the Galactic Republic's known - and trusted - heroes, to work as an undercover envoy. Being a Jedi Consular, travelling all over the galaxy resolving diplomatic issues and inter-galactic relations, I have forged strong connections with the Galactic Senate and even with a few members of the Jedi Order and the Council itself. Strong enough for them to make a few exemptions on my cause. What I can offer Czerka is the assurance that all of Czerka's projects on Republic Space will be approved by the Senate and Jedi Council, that Czerka-related incidents will be veiled in limelight, and that other rowdy employees and agents will be properly managed. I am fully aware that the position desired is not on the list of job offers you recently posted. And with that, I leave you with the option to consider this special job application, or waste this opportunity of even greater success, specially with the uptight, goody-two-shoes Republic. 2. At Czerka, we pride ourselves on our accomplishments. Please name three of your accomplishments that you are most proud of. (Please do not include family milestones such as marriages or the birth of your children.) - Alderaanian politics and civil war weaved in my hands. Took a lot, but all went according to plan. - Managing remote diplomatic missions with my companions and several more self-employed agents and acquired allies and contacts. Notable negotiations include arranging a coup against an Imperial governor, which led to the Republic's "timely redemption" of that Outer Rim planet. - All the while maintaining solid, good relations with the Republic's people in power. 3. How did you go about achieving the accomplishments above. Would you say you would do "whatever it takes" for success? If "whatever it takes" would also count the fact that I have so far managed to conceal my real intentions of doing these menial tasks for the Republic to everyone, even to my starship crew (well, except for that sneaky Holiday and her creator, Cedrax, who conveniently became my most trusted ally), then, yes, I have done - and will do - whatever it takes for success. 4. Would you say you have a strong moral compass? Do you think this could get in the way of your job, should you be asked to do something...questionable? The Jedi Order teaches you a lot of things, and at some early point in my life, I have embraced all of its teachings. I felt enlightened by the knowledge of the Force and of the Ancients. Therefore, my sense of an action being moral or not, is unmistakenly strong. However, travelling all across the Galaxy, seeing the bitter truth, I have embraced the reality that the Force does not always persist, and that some of the Jedi's teachings are at the least half-true. I'd be happy to sit with you in a Cantina to elaborate my views. With that, I set aside the way of the Jedi and have devised my own sense of morality according to my own precepts, and, well, amusement. I think you would be glad to know, that I see the term "questionable".. rather amusing. 5. You are about to enjoy our wide variety of complimentary cocktails and snacks, when you notice that your esteemed colleague's newest experiment is likely to break out of their confines while you are gone. How would you handle this situation? First, I analyze the setting. How would my actions affect myself? My hard-earned good image with the Republic? The intentions of my benefactors? The concerned colleague? I have a keen eye into details. That is how I succeed. Everything should fit into place. Simply killing or capturing the beast would not suffice. Messy, and to no good end. First, the Republic will not know of this incident. I assume that this situation is set on Czerka property. And once eveything is set, I would then let the experiment break out of its cage. Traces of the foul play shoul be nil. I will make sure that from this incident, my reputation with Czerka will improve, upon the demise of another colleague's stature and reliability with the Corporation. I have a strong team - my crew - that can easily handle and subdue the creature, no problems with that. We will only contain the beast, as it may still serve a better purpose, while, of course, luring the action away from the good food and booze. I know that my special skill set will be more than useful to Czerka Corporation, that I can be an asset. Let me know once you have an appropriate position available. Until then. M2X2-LN3U-LU <End transmission.>
  10. Now Biochem, that's a different thing. Biochem is always good to get on any toon, or even just on an alt; it has nice endgame perks. If you'll be getting BOTH Biochem and Cybertech, get Biochem on your MAIN, and Cybertech on an ALT. It won't work vice versa, as the BOP craftables from Biochems (REUSABLE adrenals/medpacks/stims/implants) FAR FAR outweigh the BOP craftables from Cybertech (reusable grenades). But if you're going to choose ONLY one of the two.. hmm.. .. ... My head wants to explode, I simply can't live with NO ALTS. Sorry my mind's too altoholic to think about ONLY choosing one crew skill.
  11. I find the fanfics here in the forums quite good (Community>Fan Fiction), as all stories there revolve around the SWTOR universe, complete with characters, ships, planets and companion love . You may want to check some threads out . And since you will be doing this while waiting for your companions, try The Adventures of Forced Companions Daycare, and the fan art that comes with that .
  12. When I first started my Jedi Sage back on the game's early months, I went with SYNTHWEAVING, and I found it quite sufficient at that time, giving me up-to-date armor every once in a while - with my gear levels just having 4-8 levels difference, and my current crafted gear usually outlevelling even some of the the blue loot i get from questing at my level that time. Then I made a Jedi Knight alt, and got ARTIFICE to feed the TWO toons with sabers and offhands. Again, artifice worked fine, as it produced 3 out of the 4 item modifications you can put on ligthsabers (color crystals, hilts, and enhancements) and the offhands i needed for myself and my first companions. The only item modification i needed that time that ARTIFICE did not give was the mods, and by that time, I'm already getting ahead of my progression (i'm starting to greatly outlevel my story/planet), so the mods I can buy with my planet comms are already low-level for me. SO I rolled another alt with CYBERTECH to get me those mods. Cybertech.. CYBERTECH gave me the mods that I needed for my lightsabers. And it also gave me earpieces and armoring. Then, custom gear started to become popular, with pvp shells, adaptive gear, and augment kits. Cybertech pushed my Synthweaving aside, as it provided me more up-to-date gear with only 2-4 levels of gear level difference at a time (if you have custom gear for all armor slots). But I did not give up on my synthweaving, I still levelled it up and crafted up to level 49 epics to see the difference. So, having ALL of the THREE crafting professions for Force-users (not counting Biochem for the implants - which I also have on another alt lol), here's what I can give you: SYNTHWEAVING: gives armor, armor shells, augments, and augment kits ARTIFICE: gives 3 out of 4 mods for lightsabers, 1 out of 3 mods for armor, and offhands. CYBERTECH: gives the remaining mod for lightsabers, 2 out of 2or3 mods for armor, earpieces, ~aaand grenades/ship upgrades/speeders/droid armor. Cybertech already fills 2 of the 7 armor slots, (mod and armoring for custom wrists&waist), plus the earpiece. Cybertech also partially fills the remaining 5 slots. (mod and armoring for custom head/chest/hands/legs/feet), plus mods for the mainhand. Artifice will complete the partially filled 6 slots above (enhancements for the armor, and enhancements, hilts and color crystals for the mainhand), plus the offhand. Synthweaving takes care of the armor shells, augments, and augment kits. Synthweaving vs Artifice: Synthweaving provides armor, Artifice feeds your mainhand and offhand. Synthweaving affects more gear slots (7 versus 2) so if you have to choose beween the two to maximize your willpower, go for synthweaving. HOWEVER.. Synthweaving vs Cybertech: Both deal mostly with armor, so here's their main differences: -SYNTHWEAVING gives armor shells, augments and augment kits; synthweaving follows the tiered/branching system in RE-ing, meaning RNG CHAOSSS T_T; and following the RE schematic discovery system, purple armor from synthweaving generate items heavy in PRESET/RANDOM secondary stats that have LOWER WILLPOWER compared to fully modded custom gear. Augments only provide small but significant Willpower boosts. -CYBERTECH on the other hand provides the item modifications, affects more gear slots (9 gear slots versus 7, with earpieces and lightsabers), follows the linear RE system except for the earpieces so less RNG QQ, and generates items with HIGHER WILLPOWER compared to crafted purple gear. You can easily buy custom gear, and augments/augment kits are found all over the GTN. ~Aaand did I already mention that it also creates grenades/ship upgrades/speeders/droid armor? Go with CYBERTECH. Cybertech vs Artifice: With the same points two paragraphs earlier, Cybertech. But, actually, these two professions go very well together for force users, filling all the item modifications that you need. So, you may want to also get Artifice on an alt; or alternatively, get artifice on your main IF you will get cybertech on an alt. So my verdict as a crafting altoholic? Drop SYNTHWEAVING. Get CYBERTECH. And as finelinebob mentioned above, this only applies while levelling up; endgame crafting is a different story. (Only maybe if they make the 50 craftable purples at least BoL, or even maybe just flat out BoE, yeah, but until then..)
  13. For one, I like how constructive this post is. OP knows his math, and he understands that the current system is "working is intended" even with the abysmal streaks that he got while REing. (Unlike some people who posted here QQing that "the system is broken, the system is broken, no way it's 20%, i learned a schematic twice in a row, how is that 20%?, it must be broken...") While working as intended or designed, I would agree that the current RE system needs some tweaking, to mitigate player loss, frustration, and QQ. A pure random system is too.. bursty, and it will and WILL produce good and baaad streaks. Here are some tweaks I thought of: - Automatically grant a schematic once a player's streak goes beyond two or three standard deviations. This would be a quick & relatively easy fix, with the system only remembering how long the player has had any schematics learnt from REing a specific item or item group, and then giving a 100% chance to learn a schematic after passing that threshold for that item or item group. (Semi-random system) - OR, an adaptive "learning" system while REing: Upon item RE, a stacking counter would tick on that specific item or item group that would just linearly/geometrically/logarithmically increase the chances of learning a new schematic.. It's like a learning-from-your-mistakes kinda thing from failed attempts on learning/developing new schematics. --More complex, but more realistic in a sense. Until then, I'll just RE my way into this fog of pure randomness and just hope that an outlier player like our OP here would get bad streaks to balance out the not-so-bad streaks i'm getting. (Statistically unsound but yeah ykwim.)
  14. Ooh, I like to spam my JK's Freezing Force (specced to remove its focus cost and lower its GCD), and slow the Jekk'Jekk Tarr out of my enemies. Muahahaha Although, it's only most viable on Voidstar's tunnels, and maybe on Huttball when I go def. I find it very fun seeing a group of enemies walk leisurely under fire, but, haha, sometimes if I'm too busy spamming and evillaugh-ing my way through to notice my own HP going down,.. it's like, "Muahahahaha-*splat*... Oh.." Totally woth it.
  15. That would be the closest one. I move at the pace of my guild. I "fill in" what the guild needs. Hence I aaalways end up rolling support characters (heals/tanks) and is always left with empty pockets providing the guild with my obsessive-compulsive altoholic crafting.
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