Jump to content

Kameki

Members
  • Posts

    129
  • Joined

Everything posted by Kameki

  1. Some cool ideas for effects (can be tactical/set/amplifiers what the team thinks is best): - Entering Entrench deploys a set of Scatter Bombs around you. Scatter Bombs also reduce accuracy by 50% for 3 seconds. - Reduces the cooldown period of Explosive Probe by 3 seconds. - Explosive Probe and its Cluster Bombs can be ignited by your Frag Grenade, Plasma Probe and Orbital Strike. If this happens these effects deal 25% increased damage. - Your Frag Grenade applies a stack of Cluster Bombs on its primary target, and if it critically strikes a stack of Cluster Bombs on all targets it hits. - Interrogation Probe has 4% increased chance to critically strike per stack of Electric Railgun. Additionally, Electric Railgun can now stack to 5 times. - Interrogation Probe now lasts indefinitely. - Interrogation Probe is no longer restricted to only one target. Interrogation Probe costs 5 additional energy for each Interrogation Probe already active. - Each time your Interrogation Probe, Plasma Probe or Explosive Probe critically strikes, the cooldown of EMP Discharge is reduced by 1 second. - Adrenaline Probe and Shield Probe have 2 charges. - Orbital Strike deals up to 50% additional damage at its epicentre. - Orbital Strike pulses an additional 2 times. - Orbital Strike has a significantly increased radius. - Countermeasures reduces accuracy of all nearby enemies by 90% for 3 seconds. - Flashbang affects all enemy targets with 5 meters.
  2. Some effects which I think could be cool: - (While in cover,) increases the range of your attacks by 5 meters. - Attacks from cover to targets at more than 30 meters range have an additional 10% chance to critically strike. - While in cover, gain 1% alacrity every second, stacking up to 10 times. Stacks are lost upon leaving cover. - Snipe (critical hits) applies a stack to the target which increases critical damage to that target by 3%. Stacks up to 5 times. Stacks are lost when Snipe hits a different target. - Attacks that critically strike reduce the cooldown of Sniper Volley by 1 second. - Attacks that consume 'Laze Target' have their damage increased by (a portion of) your critical hit chance. - Laze Target has 2 charges and attacks that critically strike reduce the cooldown of Laze Target by 2 second. Additionally Laze Target now affects any Sniper Rifle ability (Anipe, Takedown, Series of Shots etc, but not Orbital Srike, Frag Grenade, Corrosive Dart etc) - The first attack while 'Target Acquired' is active places a debuff on that target. Additional attacks to that target increase the duration of 'Target Acquired' by 2 seconds, up to a maximum of 20 seconds.
  3. I got about 7-8 full stacks just from picking up everything I could see during the story [Archaeology].
  4. Because only one of the four ticks needs to miss, even with some accuracy, theres still a decent enough chance. This annoys me enough to the point where I prefer Lightning in Raids, until I can get 110%.
  5. Telekinesis is now the hurl-white-balls-of-force and Balance is now the hurl-bits-of-rock-inbetween spec, as ironic as that may sound. (Does not really apply to inquisitors because most spells are still lightning based.)
  6. It does feel kinda lame lightsabers are just for fluff. Hell even Yoda and Palpatine are both strong in lightsaber to lightsaber combat. I am sure we could find a use for our lightsabers right? It does fit with with the archetype.
  7. If you like playing Arsenal, yes. Such a shame Pyrotech is vastly inferior to Arsenal barring only a very few exceptions.
  8. Guild Wars 1 did something very similar to this and I LOVED it. The only problem there was that the group size per queue wasnt halved so you ended up with long queues. But yeah, one strike force boards an enemy ship while the other infiltrates a ground area of interest. Add some interactivity (if one group fails to do X, the other group receives penalty Y etc) and you got some good ideas. In fact, I kinda hoped that is what Colicoid Wargames would have been. Two teams and whoever team finishes the trials first receives some bonus comms for example. Also, I do think Bioware listened to our complaints that we only fought bosses in thr 1.0 cycle. Olok and that infiltration encounter in SaV really spice things up (if only they werent directly after eachother)
  9. I would complain, because the heat mechanic is different and unique to the play style. That said, Bounty Hunters are in a fairly weak position compared many other specs. Arsenal is in a real good place regarding heat. I can spam about a dozen tracers back to back before I need to vent. Pyrotech is a whole nother story. Is does have decent heat management with the Rail Shot proc, but the problem is that when you overheat, you barely deal extra damage. I would like the heat system stay as it is, but when I choose to overheat, I want to be able to dish a LOT of damage in short time. Currently Arsenal is alright, but Pyrotech is plain horrible to burst.
  10. If at the very least they want to keep the 8% RS damage 4set, I think they should update the older set bonuses as well.
  11. Because they result in a higher base weapon damage and more tech power.
  12. My toon has 66.7% surge and 28.45% crit. Add to that 30% surge from the talent tree, and you are looking at 27.51 crit% with 100% modifier. If RS hit for 100 non-crit without any set bonus, if will hit on average for 127.51 damage including crits. > 8% dmg bonus increases that average damage to 137.71 > 15% crit% bonus will chance the 28.45% to 43.45%, or 42.02% with a 100% modifier. That will make the RS deal 142.02 damage on average. The crit bonus results in a higher average damage, a 142.02/137.71 = 1.031 which results in a 3.1% damage increase by swapping the 8% damage out for the 15% crit. When you then consider that Rail Shot makes up for about 20% of the rotation, you are looking at a 0.6% DPS increase using PvP armorings. Conqueror mods have 68 Aim. Elite gear has 81 aim. So you are looking at trading in around 44 Aim, for a 0.6% damage increase. That choice I leave to you, but I hardly doubt it will make any significant difference.
  13. It seems Bolster is like Quantum Mechanics. How you would think it would work and what sounds logical is exactly how the system doesn't work
  14. I wish everyone played somewhat like you Sadly, when I do dailies, all I can think about is: "what is the fastest way I could possibly complete these dailies?" Because well, after a couple dozen times they get really boring. The answer to that questions involves 'stealing' those crates in the BH area. In my opinion, if you decide to take on the mobs before you click the crate (you can destroy the crate before the mobs aggro if you rush by speeder), you deserve 'your' crate stolen. It's sort of a Survival of the Fittest idea, more or less.
  15. If defense is in the order of over-powered, I would start bringing it down to 40% or lower before removing it completely.
  16. For Vanguard, 4:3 shield to absorb ratio is what I would go for. Based on the calculations in the tanking stat distribution thread. http://swtor.askmrrobot.com/character/186d786e-5d85-4469-ad43-072b84b75351 This setup has 138 defense rating, 869 shield rating and 658 absorb rating. In this setup I have 5 absorb and 9 shield augments. Replacing 1-3 abs augments with shield augments might be better since I didnt take the relic absorb proc into account. Notice that I am using the Matrix Relic (which might be better if the defense proc shares ICD with the abs proc) and I am using 69 PvE barrel/armoring in the mainhand/offhand (because weapon dmg and tech power is more valuable than the expertise in that case). This setup is what I think best in slot for partisan geared PT tanks. There are arguments for End augments too in regards to Guard, but I prefer better self defense for ball carrying and node defending.
  17. I am currently ****** (apologies for word choice) people as Merc Pyro. I barely have any heat problems, my railgun almost one-shots. my DoTs melt the enemy team like butter in the oven. Cant wait till they tone us down, I feel sorry for the enemy team everytime I join a WZ.
  18. I also noticed the huge representation of Bounty Hunters (and Troopers).
  19. We are NOT a big Zerg guild by any stretch of the imagination. However, the way we have set up our event system and officer-structure we simply support a larger guild. Also, we actually need a somewhat larger guild for us to work. That said, we also don't simply invite everyone who says "plz can i haz inv?" I can understand if there were some clear arguments why the cap shouldn't be higher in some fashion. But I have yet to come across those. Perhaps allow guild to extend the cap by 100 members similar to how the guild bank system works?
  20. Our guild recently hit 500 members. That was very unexpected, as all of us somehow had the figure 1000 in our heads. In any case, our guild is a very versatile one, with PvE, PvP and RP groups. We still want to recruit more for the PvP side of things, but given that we hit the cap, we are resorting to kicking inactives and alts to continue recruiting. However, if we can help it, we would rather not kick those alts and inactives. So my question is to you: "What reason is there for the cap to be at 500?" and "Why can't guilds be as big and they want to grow?" It is annoying us and the added perks in 2.0 and 2.2 very much focus on alt play. Thoughts?
  21. I would very much like both specs to be viable in a way that both specs have their niches: Arsenal: - higher stationary single target damage - better sustained survivability - higher burst Pyrotech - lower single target damage while stationary - higher mobility - better AoE I feel Arsenal is in a GREAT place. I really do. The only think that I like to see changed is to allow Tracer Lock and Power Barrier stack to 6, instead of 5. Some other changes I think would make Pyrotech worthwhile - Making Thermal Detonator AoE in some way - Missile Blast making the next Power Shot instant cast - Improved Fusion Missile. Reduced heat, reduced casting time, hitting more targets, longer DoT etc
  22. The idea is simple, make TD cost 0 heat. I am playing a Merc myself, so am using Merc comparisons. That said I believe this change would also work for Powertech. Why this change? > First, there is no real benefit in choosing this skill as it barely, if even at all, increases your damage output (as shown here http://www.swtor.com/community/showthread.php?t=644369). By reducing the cost to 0 heat, this skill basically replaces Rapid Shots every 15 secs. > Secondly, if you do spec into the ability, it is very easy to overheat. Overheating is punishing, without a real risk involved. If the class was hard to play because of a tight heat system, but could at least out-damage the full-of-utility, easy-heat-management counterpart Arsenal, there would be a risk worth noting. Since Bioware doesn't like (assumption) to buff raw damage output, this is an easy, efficient band-aid. Why not this change? > When I push this button, I want to feel something is happening. Either I want gain a buff or the target gains a debuff that opens options for more utility/damage or I simply want to deal a huge chunk of damage. None of this is happening at the moment and this change will not change that. > This skill tree feels real clunky. Pyrotech should be about blowing things up and setting stuff ablaze, yet the fire abilities we DO use, are very insignificant to the playstyle of the skill tree. This change still leaves this skill tree with less utility, less sustained damage, less burst damage, less healing and less explosions than Arsenal--which is a shame. It would go a long way to make the spec better in general and more fun to play. The option to respec to another skill tree from time to time is what makes playing a certain class that much more fun and interesting.
  23. Patience my friends, there will come a time when either this feature makes it live or when you simply don't care anymore. Regardless of what happens, time will solve this.
  24. I'd do anything for a preview of what they have currently. Or course with a 1 minute long screen of a disclaimer in BIG RED text saying something along the lines: "Nothing of what you see here will likely make it into the game as is presented here!!1!"
  25. The heroic missions are a lot of fun, and I still do them daily. I like Space Combat for that it is, but given the pretty low amount of content I'd assume most people get bored pretty fast. This is even enhanced by the sort of P2W model for grade-7 upgrades.
×
×
  • Create New...