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DarthPilatus

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Posts posted by DarthPilatus

  1. ^^ Be this right here.

     

    When Sorcerers and Consulars first start on Korriban and Tython respectively, they have no choice truth be told.

     

    Further down the road though, assuming you're a Sage or a Sorcerer, if you're still using your lightsaber to inflict damage to your enemies, you are doing it wrong.

     

    Melee attacks shouldn't even be in one's hotbar.

    Alright, but what if they aren't necessarily "lightsaber-only" forms? The critical rating, for example, could also apply to force attacks. Same thing with the force cost reduction.

    On a side note, lightsaber-wielding companions also need lightsaber forms. Kira Carsen, for example, should get Shien and Juyo as a replacement for Perforation and Exsanguination, respectively.

  2. (for inquisitors and consulars)

     

    I think this may have been suggested before, although quite a very long while ago. So, here are up-to-date suggestions:

     

    Niman

    Instant

    Enters a balanced lightsaber form, increasing your melee and ranged defenses, critical rating, alacrity, and accuracy by 1%.

     

    Makashi

    Instant

    Enters an efficient lightsaber form, increasing your movement speed by 5%, your accuracy by 3%, and reducing the cost of all force abilities by 2%.

     

    These forms shouldn't have to adhere to a specific spec, and would therefore be good for cosmetic and RPing purposes. And what more of a perfect RPing tactic than to play as a force-user who utilizes these forms? Palpy and tyrannus (both sith who extensively used force lightning and telekinetics) used niman and makashi, respectively.

     

    Again, I know this was posted here a while ago, but I just wanted to share my thoughts and, more importantly, share the suggested effects that the abilities would have.

     

    Thoughts?

  3. Have you done Ilum already by any chance? The first mission for the macrobinoculars mission on Dromund Kaas?

     

    I remember the latter offering weaponry as a reward for companions but I honestly can't remember the sniper model for Gault.

    I'm currently doing my Ilum story quests.

     

    The macrobinocular mission offers Fortified weapons, not Masterwork.

     

    This is quite a tough find...

  4. Of course you do. God I'm stupid. I got a piece of companion gear from the Belsavis bonus series just a couple of hours ago.

     

    Doh! Head like a sieve, me. Sorry for cluttering this thread with my own forgetfulness. :)

    I went there as well, and the quest rewards included a vibroknife and a pair of gloves for Gault.

    I also checked the Hoth bonus series. No Masterwork weapons.

  5. First on, I know my suggestions are mostly very bizarre, so no need to come and tell they're OP, I know it well:D

     

    But:

    Sage: Force Touch

    Cast: 1.5 sec

    Heals up to 8 targets closer than 15 meters from you for 6000 (with 34 gear)

    Cooldown: 2 minutes, lowered to 30 secs if heal specced

     

    Minus the cast time, this reminds me of the Commando/Mercenary Kolto Bomb/Missile. That heal is probably the only one I ever use outside of heal spec. With that being said, this suggestion is actually a very good idea. Just lower the healing and cooldown a little bit, and remove the cast time, you have a heal that I would frequently use. That is, if I still had a Sage/Sorc.

  6. got a proper aoe move for sins, but like discharge, in that each version of it has a different effect

     

    (no idea on name) cd: depends on charge

    Plunges saber into the ground, with the effect depending on the charge

    Surging charge-electrifies the ground, causing all those in radius to tick x damage over 4 seconds (could be less)

    Lightning charge- defiles the ground, causing the targets to get more and more stacks of x dot per second in the radius

    Dark charge-idk on this one

     

    How about:

     

     

    Electric Judgement

     

    Plunges saber into the ground, with the effect depending on the charge

    Surging charge-electrifies the ground, causing all those in radius to tick x damage over 4 seconds (could be less)

    Lightning charge- defiles the ground, causing the targets to get more and more stacks of x dot per second in the radius

    Dark charge-plagues the ground with dark side energy, reducing the amount of damage all enemies deal within it by 10%.

     

     

    And maybe the Jedi Shadow variant can have an orange/red lightning color.

    Google "Electric Judgement".

  7. Here are some suggestions (or at least ideas that I would like to share) for abilities that could possibly be included with the next expansion.

     

    Most of them are borderline ridiculous, but useful in some situations.

    If any adjustments seem necessary, please say so.

     

     

    Sith Assassin

     

     

    Spinning Barrier

     

    Channeled: 4.5 seconds

    Force: 50

    Cooldown: 2 minutes

    Rapidly twirls your lightsaber, dealing X damage every 0.5 seconds and making you immune to all melee and ranged attacks for the duration of the ability. If the ability is fully channeled, your melee and ranged defense will be increased by 5% for 3 seconds.

     

    (low damage)

     

     

     

     

    Jedi Shadow

     

     

    Protective Whirlwind

     

    Channeled: 4.5 seconds

    Force: 50

    Cooldown: 2 minutes

    Spins your lightsaber around in a whirlwind of defense, dealing X damage every 0.5 seconds and making you immune to all melee and ranged attacks for the duration of the ability. If the ability is fully channeled, your melee and ranged defense will be increased by 5% for 3 seconds.

     

    (low damage)

     

     

     

     

    Jedi Guardian

     

     

    Protective Strikes

     

    Instant

    Focus: 4

    Cooldown: 8 seconds

    Range: 4m

    Strikes the target twice, with each hit dealing X weapon damage. This ability increases the amount of threat you deal by 25% for 5 seconds.

     

    (mid damage)

     

     

     

     

    Sith Juggernaut

     

     

    Distracting Strikes

     

    Instant

    Rage: 4

    Cooldown: 8 seconds

    Range: 4m

     

    Strikes the target twice, with each hit dealing X weapon damage. This ability increases the amount of threat you deal by 25% for 5 seconds.

     

    (mid damage)

     

     

     

     

     

    Jedi Sentinel

     

     

    Surprise Strike

     

    Instant

    Focus: 2

    Cooldown: 12 seconds

    Stabs the opponent with both weapons for X weapon damage and causes the target to receive 5% more damage from your DoT effects for 15 seconds.

     

    (very low damage)

     

     

     

     

     

    Sith Marauder

     

    Deceptive Slash

     

    Instant

    Rage: 2

    Cooldown: 12 seconds

    Delivers an upward slash with both weapons for X weapon damage and causes the target to receive 5% more damage from your DoT effects for 15 seconds.

     

    (very low damage)

     

     

     

     

     

    Gunslinger

     

     

    Perfect Shot

     

    Activation Time: 5 seconds

    Range: 35 m

    Energy: 100

    Cooldown: 2 minutes

    Lines up both of your blasters for the perfect shot, dealing X weapon damage and reducing the target’s armor by 100% for 3 seconds. Only usable on targets with less than 30% health.

     

    (very low damage)

     

     

     

     

     

    Sniper

     

     

    Assassination

     

    Activation Time: 5 seconds

    Range: 35 m

    Energy: 100

    Cooldown: 2 minutes

    Loads your rifle with an armor-piercing power cell, dealing X weapon damage and reducing the target’s armor by 100% for 3 seconds. Only usable on targets with less than 30% health.

     

    (very low damage)

     

     

     

     

     

    Commando

     

     

    E-WEB

     

    Instant

    Ammo: 32

    Cooldown: 2 minutes

    Deploys an E-WEB turret at your current location, which deals X energy damage to up to 5 targets in front of it every 2 seconds. Additionally immobilizes each target for 0.5 seconds. Lasts 30 seconds.

     

    (low-mid damage)

     

     

     

     

     

    Mercenary

     

     

    Probe Droid

     

    Instant

    Heat: 32

    Cooldown: 2 minutes

    Deploys an imperial probe droid at your current location, which deals X energy damage to up to 5 targets in front of it every 2 seconds. Additionally immobilizes each target for 0.5 seconds. Lasts 30 seconds.

     

    (low-mid damage)

     

     

     

     

     

    Vanguard

     

     

    Bayonet

     

    Instant

    Ammo: 16

    Cooldown: 1 minute

    Attaches a bayonet to your rifle, causing your next Stockstrike to deal an additional strike that damages your target for 50% of the original damage. The second strike reduces the amount of damage your target deals by 10% for 5 seconds.

     

     

     

     

     

     

    Powertech

     

     

    Foot Knife

     

    Instant

    Heat: 16

    Cooldown: 1 minute

    A small blade emerges from your foot armor, causing your next Rocket Punch to additionally make you to kick the target for 50% of the original damage. The kick reduces the amount of damage your target deals by 10% for 5 seconds.

     

     

     

     

     

     

     

    Scoundrel

     

     

    Fragmentation Round

     

    Instant

    Energy: 15

    Cooldown: 3 minutes

    Loads a grenade round, causing your next Shoot First or Back Blast to deal 50% of the original damage to up to 3 targets within 4m of the original target.

     

     

     

     

     

     

     

    Operative

     

     

    Rapid Strikes

     

    Instant

    Energy: 15

    Cooldown: 3 minutes

    Your next Hidden Strike or Backstab causes you to cleave up to 3 additional targets within 4m of the original target for 50% of the original damage.

     

     

     

     

     

     

     

     

    Jedi Sage

     

     

    Kinetic Storm

     

    Instant

    Force: 150

    Cooldown: 1 minute

    Releases a massive wave of force energy, dealing X damage to up to 5 targets in front of you and increasing all damage and healing you deal by 5% for 20 seconds.

     

     

     

     

    Sith Sorcerer

     

     

    Unlimited Power

     

    Instant

    Force: 150

    Cooldown: 1 minute

    Unleashes a large storm of electricity , dealing X damage to up to 5 targets in front of you and increasing all damage and healing you deal by 5% for 20 seconds.

     

     

    Again, these are just ideas that emerged out of curiosity. Let me know what you think. :D

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