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Calagari

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  1. Vengeance: Comments on the changes: Well before I start I have to caveat that as I don't have a level 50 on the PTS I can only speculate as to how the changes will play out, and I mostly play a Vengeance Jugg so will stick to what I know. It may be that they play out better / worse than I expect, we will have to see. Now that my disclaimer is out the way... Also apologies for posting such a long post into what is essentially a Rage Jugg thread, but apparently all Jugg comments on the patch have to go here. The good: Disruption and Intimidating Roar cost 0 rage. This is a straight up buff, although not a huge one it means that Disruption will always be available if off CD; and Intimidating Roar synergises with Deafening Defence (assuming the CD reduction has not been removed). Ravage is uninterruptable. Although this has no real downside, Ravage is still of dubious benefit, all it really means is that opponents will now have to move away rather than use any other form of avoidance. I am not sure if it can be used as a way of avoiding being CCd whilst still causing damage? If so, then it is of positive benefit in PvP (i.e. opponents may blow CCs), but potentially very difficult to use effectively... maybe when defending a door/turret? Vicious Throw can be used from 30%. This is a welcome change, adding some significant DPS to Vengeance (especially with the Savagery critical chance bonus - which should pretty much always be up). The bad: Enraged Defence is a aggro reduction tool with a 4 Rage cost, plus a minor heal (3% max, or somewhere between 360 and 600) once per sec when wounded, but at the cost of 1 Rage per heal (and potentially extra aggro reduction - not sure on this one). So why is this a bad? Well for Vengeance the aggro reduction is useful (for Immortal it is a potential nightmare) even at a 4 Rage cost, but the heal seems potentially dangerous for a DPS spec. Assuming the heal is about 400, that is roughly the same as a single white hit from pretty much anything, but not other Vengeance DoTs. So it is a constant drain on Rage that cannot easily be controlled to mitigate some damage (it won't really heal unless you are getting a very low ticking DoT), and it has some serious potential to screw up our rotations. However is likely to "heal" about 3600-6000 health for 10 Rage (plus the 4 for the aggro reduction initiation = 14). That is about the same as a good medpack (maybe a bit better) for a full rage bar plus some over 10 seconds. So it is a Rage eating monster of an ability, and we only survive really by out-damaging opponents (and using CC / interrupts), and the damaging component of which will be heavily impacted by this Rage eater (it could be eating 3 Rage in 2 GCD - or to put it another way eating every Sundering Assault on its own). But we do get an extra defensive bonus (7.5-15% damage reduction) tied to it - which may help. and it should keep us standing longer... I am not sure that I can see how this will work in practice - I am guessing that in groups and Ops it will be good (use Sundering Assault until someone grabs aggro off you), otherwise - really not sure. But I suspect that it is not going to save you if get neck deep and are looking for a "I win" (or "I survive") button. So is it bad? Only time and testing will tell. The ugly: This "free" passive will be basically the same as the old Force Charge in PvE - but you cannot be attacked by the mob during your leap, and Pommel Strike will work rather than Savage Kick. This impacts the basic rotation on weak/standard mobs as you cannot open with Force Charge->Savage Kick on one, and follow with Smash->Pommel Strike on the next and expect them both to go down. Savage Kick is now limited solely to use after a Chilling Scream, or if you have Stagger and time it correctly. In PvP, this will cause Resolve bars to fill more often as Juggernauts entering combat will 1/2 fill a Resolve bar (at least according to the forums - I have never measured it)... but Marauders won't. On the plus side it does mean that Juggernauts will actually get into melee range before being CCd / knocked back. However crash partially negates the Unstoppable talent, as a stunned opponent cannot attack or CC you - which is what Unstoppable was helping with (i.e. 20% damage resist, and immune to CC for 4 seconds - 1.5 of which are flight time). So for Vengeance it is overall ugly. Tier 1: There is now only one talent selection at T1 that is really useful / required for a DPS tree like Vengeance and that it Single Sabre Mastery - which is now almost mandatory for all Juggernauts. The other abilities are "optional" (i.e. not adding very much but required to advance in the tree). Stagger is really a PvP only talent - it has essentially no use in PvE, mostly because the mobs really don't run away from you and it is not extending the stun. Anyway in PvP, with Crash built in, we now get a 2 second stun (which probably covers travel (GCD) and the start of 1 strike), so our opponent is probably still there when we land... unless their Resolve is full - which might well be because all Juggernauts will be pumping up opponents Resolve every time they enter combat. So Stagger might mean that they won't have gone as far when their Resolve is maxed out (i.e. 1 second or 0.5 seconds of movement as Stagger should Immobilise them for 0.5/1 sec of our flight time/GCD)? And so we will (maybe) be able to slow them (Chilling Scream) when we land. In essence don't expect to be able to be a "goalie" or a Charge -> Push -> Charge scorer in Huttball as easily. Tier 2: Unchanged - still a bit uninspiring, but Unyielding might be useful for Enraged Defence. Tier 3: Again unchanged, but Shien now feels weaker (it is unchanged, but now the Immortal tree can do 50% of the "extra" damage we can, it feels like we have been gimped - weird but true). Also Unstoppable feels weakened by Crash (as noted above). Draining Scream is still somewhat weak for the talent point cost (i.e. the DoT is quite low - I know it all adds up, but it is still too low). Tier 4: Vengeance is still good, and Deadly Reprisal is still situational and weak - but potentially useful for Enrage Defence. However Ruin has now become somewhat redundant. It is now a +1 rage generator in Shien and that is about all - we have no bonuses to boost Smash damage in the tree at all (Decimate having been moved to Rage tree). Ruin now feels completely out of place. It would be better if it were removed and a talent to improve Impale or Ravage were added. In fact if Ruin was removed then the (Sundering Assault->Impale->Force Scream->Sundering Assault->Shatter->Ruin) repeat chain would be broken (which can continue pretty much forever if you have Enraged sunder) and Ravage would suddenly need to be slotted in again. Tier 5: Savagery, Impale and Eviscerate (DoTs still a bit weak) all unchanged and Huddle has gone, which I am actually fine with. Ok I will miss the endurance (which incidentally I think should be added back into the Immortal tree as a T2 talent like many of other AC trees have), but Intercede is a pain to use and the damage reduction by the time you have switched targets, Interceded, Taunted, and switched targets again is on a pretty short duration. However a buffed Deafening Defence which synergises with Enraged Defence (extra damage reduction) as long as you have buckets of Rage - and the talent does not lose any of its previous goodness as far as I am aware! Tier 6: It seems that Vengeance are supposed to use Ravage (despite the fact that it is of dubious value in PvP without an Immobilise, and is generally considered to be a DPS reduction in PvE) as Rampage is in the tree and high in the tree (almost as if Ravage were a good ability to use). However it now gives us extra Rage when it triggers (+2, which is not exactly impressive, but it could occur as often as every 9 seconds) and yet Ravage currently fits very badly into our level 50 rotation (it is a DPS reduction for full 31pt builds) and does not have any other synergistic talents in the tree (Ravager is the only one and that is outside the Vengeance tree). Now this would change if Ruin was removed from the tree, as Smash would become far more situational for Vengeance rather than part of the rotation - rather like Sweeping Slash is currently. Sundering Throw I can't get too excited about - on the plus side it allows us to use Shatter almost straight off (once we get to melee range anyway), but then once we are in melee it is basically useless. It seems to me that unless the talent also reduced the minimum range, or was lower in the tree it is simply not a particularly great talent. It is essentially 2 talent points for the ability to open with Force Charge->Shatter. Maybe it will prove more useful in PvP than I am giving it credit for... Tier 7: Unchanged, and hence Shatter is still too slow with the DoT damage. It could at least be fast enough not to get cut short by a new Shatter. Rage T1 Ravager reduces the CD of Ravage and increases the damage of Ravage (4% per pt)... which should potentially mean that Ravage will no longer be a DPS loss (though with only a 4% damage increase don't hold your breath). It has no synergy with the Rage tree, but with Rampage it does have synergy with the Vengeance tree (it also has synergy with Carnage Marauders - which is why it is currently in Rage I guess). If Vengeance are supposed to use Ravage, then this talent is a must have and so should be located in the Vengeance tree for Juggernauts. In addition the loss of the CD reduction for Force Choke reduces the talents utility for Immortal and Rage Juggernauts significantly. Now that Decimate has been moved to the Rage tree (where it synergises better tbh), it means that Vengeance Juggs are less likely to take Decimate and also means that Ruin in the Vengeance tree becomes obsolete. Finally Malice is unchanged, but was of debatable usefulness given Savagery's critical bonus to Force Scream - and now that Smash and Ruin are less tied to the spec, Malice becomes even less useful (unless you are speccing a hybrid Veng/Rage I guess) Rage T2 The change from Force Alacrity to Overpower probably reduces our DPS slightly as Force Scream availability drops, assuming that it was specced for. I guess Overpower may be useful - and potentially better then taking Rampage if specced for critical hits (15%+base 35% = 50%; rage refund = 3 in Shien); against 30% chance of getting 2 Rage. The other elements are unchanged. Immortal T1 The shifting around of Battle Cry and Quake points seems to be directed at making Battle Cry more attractive - and reducing the relative attractiveness of Quake for non-tanks. It is now more likely that DPS will not spec Quake - assuming they did before. On the plus side Battle Cry is now more affordable (but still only really useful at combat initiation). Immortal T3 The reduction of Heavy Handed to a 1 pt talent actually helps Hybrid specs alot, and makes a Vengeance/Immortal spec more viable. Immortal T4 Hybrids can now make an 18 Immortal / 23 Vengeance that gets Sonic Barrier, and Force Grip, as well as Impale and Unstoppable. This makes for a potentially nice Hybrid spec opening up - but it remains to be seen as to how effective it will actually be in practice. Suggested changes to Vengeance Tree: • BW could/should accept that AC "common" trees cannot and should not be common (i.e. match precisely) other than in concept (i.e. not in detail). There is no AC swap - and should not be - so there should be no need for "common" trees. This allows for modifications to be made based on the best things for each AC separately, rather than trying to balance the trees between two ACs and thus having talents that make more sense elsewhere in it. The other option for the "common" tree is that it provides more general / utility abilities, rather than a spec of its own - but I think Rage Juggs and Marauders would get very upset with this! • Move Stagger into Immortal, or back to Rage, or keep it in Vengeance - but give Vengeance a DPS bonus talent, such as a critical bonus (i.e. 5% per point, 3pts max) for Ravage. Alternatively swap Ravager and Stagger (Vengeance has far more synergy with Ravage than Rage does, but I am aware of the Marauder side with Carnage having a use for Ravager). • Add a full Sunder effect to Improved Sundering Assault (i.e. ISA causes 20% extra damage when a full stack of Sunder has already been applied) - maybe as a linked talent in T2. • Replace Ruin with a passive ability that causes Impale and Ravage to have additional Armour Penetration (+30%) when the opponent is under the effects of Sunder Armour (maybe after 4 stacks), or provide Shien with a smaller passive Armour Penetration bonus (20%). • Make Pooled Hatred controllable with a trigger ability (like Marauder Frenzy abilities) • Scale all DoTs better, and modify Shatter's duration (i.e. Shatter should not cut-off the previous Shatter damage). • Have Rampage add an Immobilise chance to Ravage (20% per point) • Change the new Rampage rage mechanic so that Ravage provides Rage when we make each strike rather than 2 Rage on Rampage proc. Ideally this we would gain 1 Rage from each of the first two quick hits and another 2 Rage from the last bigger hit... meaning we are less likely to skip it. This means you gain up to 4 Rage off a Ravage, but have to actually let the strikes land (it shouldn't matter if they miss or are defended, you should still gain the Rage). This potentially synergises better with Enraged Defence as a damaging Rage generation mechanic complements an aggro dumping, Rage eating, heal mechanic. • Improve the new Ravage to make the damage increase on Ravage more appealing for the talent point cost. • Consider modifying the mechanics that provide Vengeance with bonuses for being CCd as these are situational and out of the players control. Also as DPS, they have no utility in many group situations. Replace them with more group utility functions.
  2. Vengeance: Comments on the changes: Well before I start I have to caveat that as I don't have a level 50 on the PTS I can only speculate as to how the changes will play out, and I mostly play a Vengeance Jugg so will stick to what I know. It may be that they play out better / worse than I expect, we will have to see. Now that my disclaimer is out the way... The good: Disruption and Intimidating Roar cost 0 rage. This is a straight up buff, although not a huge one it means that Disruption will always be available if off CD; and Intimidating Roar synergises with Deafening Defence (assuming the CD reduction has not been removed). Ravage is uninterruptable. Although this has no real downside, Ravage is still of dubious benefit, all it really means is that opponents will now have to move away rather than use any other form of avoidance. I am not sure if it can be used as a way of avoiding being CCd whilst still causing damage? If so, then it is of positive benefit in PvP (i.e. opponents may blow CCs), but potentially very difficult to use effectively... maybe when defending a door/turret? Vicious Throw can be used from 30%. This is a welcome change, adding some significant DPS to Vengeance (especially with the Savagery critical chance bonus - which should pretty much always be up). The bad: Enraged Defence is a aggro reduction tool with a 4 Rage cost, plus a minor heal (3% max, or somewhere between 360 and 600) once per sec when wounded, but at the cost of 1 Rage per heal (and potentially extra aggro reduction - not sure on this one). So why is this a bad? Well for Vengeance the aggro reduction is useful (for Immortal it is a potential nightmare) even at a 4 Rage cost, but the heal seems potentially dangerous for a DPS spec. Assuming the heal is about 400, that is roughly the same as a single white hit from pretty much anything, but not other Vengeance DoTs. So it is a constant drain on Rage that cannot easily be controlled to mitigate some damage (it won't really heal unless you are getting a very low ticking DoT), and it has some serious potential to screw up our rotations. However is likely to "heal" about 3600-6000 health for 10 Rage (plus the 4 for the aggro reduction initiation = 14). That is about the same as a good medpack (maybe a bit better) for a full rage bar plus some over 10 seconds. So it is a Rage eating monster of an ability, and we only survive really by out-damaging opponents (and using CC / interrupts), and the damaging component of which will be heavily impacted by this Rage eater (it could be eating 3 Rage in 2 GCD - or to put it another way eating every Sundering Assault on its own). But we do get an extra defensive bonus (7.5-15% damage reduction) tied to it - which may help. and it should keep us standing longer... I am not sure that I can see how this will work in practice - I am guessing that in groups and Ops it will be good (use Sundering Assault until someone grabs aggro off you), otherwise - really not sure. But I suspect that it is not going to save you if get neck deep and are looking for a "I win" (or "I survive") button. So is it bad? Only time and testing will tell. The ugly: This "free" passive will be basically the same as the old Force Charge in PvE - but you cannot be attacked by the mob during your leap, and Pommel Strike will work rather than Savage Kick. This impacts the basic rotation on weak/standard mobs as you cannot open with Force Charge->Savage Kick on one, and follow with Smash->Pommel Strike on the next and expect them both to go down. Savage Kick is now limited solely to use after a Chilling Scream, or if you have Stagger and time it correctly. In PvP, this will cause Resolve bars to fill more often as Juggernauts entering combat will 1/2 fill a Resolve bar (at least according to the forums - I have never measured it)... but Marauders won't. On the plus side it does mean that Juggernauts will actually get into melee range before being CCd / knocked back. However crash partially negates the Unstoppable talent, as a stunned opponent cannot attack or CC you - which is what Unstoppable was helping with (i.e. 20% damage resist, and immune to CC for 4 seconds - 1.5 of which are flight time). So for Vengeance it is overall ugly. Tier 1: There is now only one talent selection at T1 that is really useful / required for a DPS tree like Vengeance and that it Single Sabre Mastery - which is now almost mandatory for all Juggernauts. The other abilities are "optional". Our new ability, Stagger is really a PvP only talent - it has essentially no use in PvE, mostly because the mobs really don't run away from you and it is not extending the stun. Anyway in PvP, with Crash built in, we now get a 2 second stun (which probably covers travel (GCD) and the start of 1 strike), so our opponent is probably still there when we land... unless their Resolve is full - which might well be because all Juggernauts will be pumping up opponents Resolve every time they enter combat. So Stagger might mean that they won't have gone as far when their Resolve is maxed out (i.e. 1 second or 0.5 seconds of movement as Stagger should Immobilise them for 0.5/1 sec of our flight time/GCD)? And so we will (maybe) be able to slow them (Chilling Scream) when we land. In essence don't expect to be able to be a "goalie" or a Charge -> Push -> Charge scorer in Huttball as easily. Tier 2: Unchanged - still a bit uninspiring, but Unyielding might be useful for Enraged Defence. Tier 3: Again unchanged, but Shien now feels weaker (it is unchanged, but now the Immortal tree can do 50% of the "extra" damage we can, it feels like we have been gimped slightly - weird but true). Also Unstoppable also feels slightly weakened by Crash (as noted above). Draining Scream is still somewhat weak for the talent point cost (i.e. the DoT is quite low - I know it all adds up, but it is still too low). Tier 4: Vengeance is still good, and Deadly Reprisal is still situational and weak - but potentially useful for Enrage Defence. However Ruin has now become somewhat redundant. It is now a +1 rage generator in Shien and that is about all - we have no bonuses to boost Smash damage in the tree at all (decimate having been moved to Rage tree). Ruin now feels completely out of place. It would be better if it were removed and a talent to improve Impale or Ravage were added. In fact if Ruin was removed then the (Sundering Assault->Impale->Force Scream->Sundering Assault->Shatter->Ruin) repeat chain would be broken (which can continue pretty much forever if you have Enraged sunder) and Ravage would suddenly need to be slotted in again. Tier 5: Savagery, Impale and Eviscerate (DoTs still a bit weak) all unchanged and Huddle has gone, which I am actually fine with. Ok I will miss the endurance (which incidentally I think should be added back into the Immortal tree as a T2 talent like many of other AC trees have), but Intercede is a pain to use and the damage reduction by the time you have switched targets, Interceded, Taunted, and switched targets again is on a pretty short duration. However a buffed Deafening Defence which synergises with Enraged Defence (extra damage reduction) as long as you have buckets of Rage - and the talent does not lose any of its previous goodness as far as I am aware! Tier 6: It seems that Vengeance are supposed to use Ravage (despite the fact that it is of dubious value in PvP without an Immobilise, and is generally considered to be a DPS reduction in PvE) as Rampage is in the tree and high in the tree (almost as if Ravage were a good ability to use). However it now gives us extra Rage when it triggers (+2, which is not exactly impressive, but it could occur as often as every 9 seconds) and yet Ravage currently fits very badly into our level 50 rotation (it is a DPS reduction for full 31pt builds) and does not have any other synergistic talents in the tree (Ravager is the only one and that is outside the Vengeance tree). Now this would change if Ruin was removed from the tree, as Smash would become far more situational for Vengeance rather than part of the rotation - rather like Sweeping Slash currently. Sundering Throw I can't get too excited about - on the plus side it allows us to use Shatter almost straight off (once we get to melee range anyway), but then once we are in melee it is basically useless. It seems to me that unless the talent also reduced the minimum range, or was lower in the tree it is simply not a particularly great talent. It is essentially 2 talent points for the ability to open with Force Charge->Shatter. Maybe it will prove more useful in PvP than I am giving it credit for... Tier 7: Unchanged, and hence Shatter is still too slow with the DoT damage. It could at least be fast enough not to get cut short by a new Shatter. Suggested changes: • BW could/should accept that AC "common" trees cannot and should not be common (i.e. match precisely) other than in concept (i.e. not in detail). There is no AC swap - and should not be - so there should be no need for "common" trees. This allows for modifications to be made based on the best things for each AC separately, rather than trying to balance the trees between two ACs and thus having talents that make more sense elsewhere in it. The other option for the "common" tree is that it provides more general / utility abilities, rather than a spec of its own - but I think Rage Juggs and Marauders would get very upset with this! • Move Stagger into Immortal, or back to Rage, or keep it in Vengeance - but give Vengeance a DPS bonus talent, such as a critical bonus (i.e. 5% per point, 3pts max) for Ravage. Alternatively swap Ravager and Stagger (Vengeance has far more synergy with Ravage than Rage does, but I am aware of the Marauder side with Carnage having a use for Ravager). • Add a full Sunder effect to Improved Sundering Assault (i.e. ISA causes 20% extra damage when a full stack of Sunder has already been applied) - maybe as a linked talent in T2. • Replace Ruin with a passive ability that causes Impale and Ravage to have additional Armour Penetration when the opponent is under the effects of Sunder Armour, or a DoT, or both. • Make Pooled Hatred controllable with a trigger ability (like Marauder Frenzy abilities) • Scale all DoTs better, including their duration (i.e. Shatter should not cut-off the previous Shatter damage). • Have Rampage add an Immobilise chance to Ravage (20% per point)
  3. General issues: • RE is overly random. • A significant amount of crafted equipment is lower in quality and capability than quest rewards and mod vendor purchases (esp. considering that commendations allow for "free" mod purchases). Specific armourmech and synthweave issues: • Some of the armour skins are horrible. What could help: • Allow for more control during the RE process. This could be a priority system where the crafter sets his RE-ing priorities (i.e. +defence = priority 1, then +power = priority 2, then...). This would skew the results of RE-ing towards the high priorities such that the crafter would be more likely to get a +defence, than a + alacrity if these were his top and bottom priorities - but would have the same basic chance of getting an RE. This would work especially well if it was implemented such that that if you had already learnt the schematic of a prioritised element, then its priority would automatically be dropped to the end of the list (or off the bottom) - meaning that you wouldn't try to learn that schematic again! • Provide a unique selling point to each profession Armour crafters: Reinforcement packs Allow all armour sets made by crafters (even low level sets) to have craftable set bonuses called a "Reinforcement Pack". This bonus would only be applicable with multiple pieces of armour with the same Reinforcement Pack applied (i.e. 4 and 6 piece bonuses). These set bonuses would be level relevant and could potentially be purchased from the relevant vendor (maybe with commendations), unlocked via quest, or be mob / boss, FP / Ops drops. This set bonus could be implemented as a separate pack that could be learnt per specific type of armour (i.e. Heavy Ribbed Reinforcement pack). This would mean that end-game crafted armour could compete with quest, mod and other armour forms... but at a cost to the crafter. Weapons makers: Amplification packs These could be added to a main hand weapon only, and do not stack (i.e. only the main hand weapon pack applies its effect). The packs provide a bonus to the weapon that they are applied to - including better energy efficiency, more direct damage, more DoT damage, etc. Modification crafters: Enhancement packs Crafted modifications could be further enhanced by applying armour enhancement packs. Only 1 such pack could be able to be applied to each piece of armour (with a greatly reduced level of capability compared to the "reinforcement" pack, but when all the same "enhancement" packs are combined it is equivalent - but mixed packs do not stack), and 1 to the main hand weapon. • Modify the armour / weapon making system Enable crafters of weapons and armour to select a pattern (an orange), then select a stat package (which replaces all the mod slots with the stats), and then to build this. To support this it would be necessary to be able to RE oranges to get orange schematics - the chance of getting a schematic would have to be quite high as getting oranges is not that common. However the main change would be that crafters would learn patterns (i.e. the skin), and production techniques (i.e. the stats) instead of complete weapons and armours. This would allow for a much greater variety of looks for armour/weapon, as well as letting crafters make moddable and stat based equipment of the same design. • Allow for commendation trading on the GTN. This would allow commendations to be the equivalent of money, which would mean that crafters could get paid in commendations and non-crafters could have more cash to buy craft made equipment. Also it would remove the current stack of small numbers of old commendations that most players have.
  4. General Vengeance issues: • Vengeance DoTs are ineffectual / weak. • The level of synergy in the tree is essentially limited to Impale and Force Scream (and Smash to a lesser extent). Specific Rampage issues: Provides a chance (30%) to finish the CD of Ravage every 6 seconds if fully talented. No "hard" synergy with Ravage within the tree (i.e. no other talents that buff its effectiveness). "Soft" synergy from the fact that it is a melee attack (which we buff with Shien, Single Sabre Mastery and Pooled Hatred if we have recently been CCd). Because it costs no Rage (which we generate well and get a refund on) it provides us no benefit from a rage perspective. There is some debate as to whether ravage is actually a DPS loss for Vengeance. It seems that during leveling (probably below 31 pts in the tree) that the ability can be a nice filler for when Impale, Scream and Sundering Strike are on cooldown - but once fully talented and with all abilities it is generally prioritised out (i.e. is a DPS loss). The talent seems to be designed more for a Rage starved hybrid in Soresu rather than a full Vengeance but the talent location in the tree makes this an unlikely option. Options to improve the effect of the talent: Add an immobilise to Rampage for the duration of the attack that affects all target types, and a damage increase to make Ravage worth using (i.e. 10% per talent point when opponent is bleeding). To be honest this is really not worthwhile unless there are other reasons to take Ravage, which could be applied by modifying other elements of the Vengeance tree (such as changing Deadly Reprisal which is frankly weak to something that buffs / affects Ravage). Options to replace the talent: Replace with a talent that applies Armour Penetration to Impale (10/20/30%) Essentially makes for a 50% Armour Penetration with Impale with fully stacked Sunder, and links to the name of Impale... Replace with a talent that increases the damage of all DoTs applied in Vengeance (10/20/30%) and that reduces the time required for Shatter DoT to cause its damage by 3 seconds (i.e. it causes its current damage in 9s rather than 12s when talented). This improves the rather poor DoTs and ensures that the Shatter DoT has no overlap in damage. Replace with a talent that has a chance (20/40/60%) to both refresh Force Charge and reduce its minimum range to 0m for 3/6/9s - to synergise with Unstoppable - applied on use of Impale or Shatter. This would mean that Unstoppable is applied more often and Force Charge would have more effect in the tree, hence survivability is increased. Although my preference is to rework the tree more fully tbh.
  5. Please could we have the following for Companion AI: Target priority / designation control Friend priority / designation control Mode control Target priority / designation control is the ability to request (or setup) companion to focus fire the target of a selected friendly i.e. player (or another companion); to attack in order of power of opponent (weak to champ, or the reverse); to attack in target marker order. Also to perform CCs in the same manner. Friend priority / designation control is the ability to request (or setup) companion to focus healing on selected friendly; to heal in frienly target marker order. Mode control is to order companion to not attack, but to heal/CC; or to not CC and just heal/attack; or to not heal and just attack / CC. Or any combination of these.
  6. Hopefully they will consider something like this: http://www.swtor.com/community/showthread.php?t=140673
  7. For my views please see: http://www.swtor.com/community/showthread.php?t=140673 Its a bit long to rewrite here
  8. Also added: Vengeance tree has Ruin in it which makes Smash free. Why? This tree has little direct synergy with Smash (yes, it has a Tier 1 talent related to Smash), and it refunds rage in Shien - making it cost 2pts of rage. It would be better placed in either Immortal or Rage tbh as both would gain more from this talent. However from what I understand from reading other posts it may refund rage that you didnt spend making it give you +1 rage for free... this is a bit better - but still not great considering its location in the tree.
  9. Thanks for the responses, esp. the critique and suggestions. I have also added one major point I forgot to include... Stance switching - which currently removes your current rage stack. This must be a bug?? No other class when they switch ammo or charges suddenly drops to 0 in their force, or gains full heat!
  10. 1. Provide us with an option not to gain xp, as currently I outlevel all the content in most areas before I am done and ready to move on (keep the credits and rewwards obviously). 2. Content. Make flashpoints more like LoTRO Skirmishes (or add Skirmishes), such that they can level with you - and instead of normal drops you get commendations of the appropriate level when run in this manner.
  11. My fellow Juggernauts, I have played and considered the class for a while now and have a few thoughts, ideas and suggestions that I would like to discuss with you all in a constructive manner. I readily admit that these comments, ideas, and suggestions may have flaws or be due to my in-game experiences being different to others - but I welcome a rational debate in order to provide BW with some solid feedback and suggestions on what the community would like to see and/or do not currently like. So without further ado, General comments: The talent trees are poorly designed for hybridisation (i.e. going partially into different trees) and appear to be worse than most other classes (IMHO). There are a significant number of talents that are form specific and do not lend themselves to hybridisation because of this, and each tree is dedicated to just one form in general. Many of the form specific talents are also comparatively low in their talent trees (i.e. Tier 2), making hybrids suffer and there is often insufficient option to avoid these talents. Few of our talents have multiple effects for different forms - they are very focused! Admittedly this is also true of other classes, but they at least have some multi-use talents (i.e. ones that effect different stances, cylinders, charges, etc in different ways) One of the means of rage generation is linked to being attacked (with appropriate talents) - which means that we suffer a rage (and damage output) drop if not attacked - this can be an issue when grouping / raiding. We lack talent synergies - although some obvious synergies exist they are often deep in other talent trees. The talent trees lack focus, and rather than concentrating on a few key abilities, the talents are spread over a wide range of abilities. Some of the talents have relatively poor return for the investment (especially talents which do not scale). When we switch stances our rage drops to 0!! This really doesn't help hybrids, or Juggs as a whole. Comments on and Suggestions for specific trees: Vengeance: Single Sabre Mastery could buff each form, not just Shien and Shii-Cho, but not necessarily in the same way. Shien would get the damage increase (i.e. offensive), Shii-Cho could get a smaller damage and small defensive buff (i.e. balanced) or stay as it is, and Soresu could get a threat generation increase and/or a defensive buff, such as some knock back mitigation (i.e. defensive). Draining scream provides a DoT that is currently not worth the point investment - it should be higher given the time it takes to deliver the damage. This is primarily due to the fact that it does not scale well. Unyielding is marginally useful in that it provides a benefit to being CCd (rage is always good). However it would be a whole lot more useful if it allowed us to use rage to reduce the cool down of Unleash (the break free ability) - such that it costs 0 rage if fully cooled down (i.e. as it is now), 1 rage if it has 5 seconds to go, 2 rage if it has 10 seconds, etc (or maybe 2 rage per 5 seconds). Or preferably we get this ability without the need of a talent (i.e. as a base ability) or as a low level talent (i.e. T1 or T2) - which would also make it effective with both Unleashed and Payback talents. This idea synergises well with Payback, although care would have to be taken that it does not make a god-mode out of Payback (i.e. 10% health back every 10 seconds would be too powerful, but every 30 seconds?). Deadly Reprisal is only situationally useful (at best) and is a relatively weak, filler talent. It could be replaced with something better. Ruin which makes Smash free. Why? This tree has little direct synergy with Smash (yes, it has a Tier 1 talent related to Smash), and it refunds rage in Shien - making it cost 2pts of rage. It would be better placed in either Immortal or Rage tbh as both would gain more from this talent. Also the talent is too high in the tree for saving 2 rage. However from reading other threads, it actually provides you +1 rage when free - which is an improvement but still not a huge one for such a high tier talent without better synergy. Eviscerate provides a better DoT that Force Scream, but it is still quite low and should be higher given the time it takes to deliver the damage (and should scale better). Deafening Defence is a bit of a "Tanky" talent, especially considering its position in the Vengeance tree - or at least the defence part is. Suggestions for new talents: A talent that reduces the minimum range of Force Charge (in the Vengeance tree to synergise with Unstoppable; it would also synergises with BattleCry in Immortal) to zero for 1 or 2pts. This could replace Deadly Reprisal. A talent that reduces the cool down of Force Charge (in the Vengeance tree and linked to the range reduction talent). This could be the added to the Intimidating Scream cool down in Deafening Defence and reduce the cool down by 5 seconds per point (i.e. down to 5 seconds). Immortal Battle Cry (at least 1 point) is currently a requirement to progress into this Tanking tree, yet it will generally be used only once per fight making it very expensive for what it does. Reducing the talent cost (i.e. 1pt = 50%), and also applying the free cost to Smash would be an improvement (but would have to work with Ruin such that an already free Smash does not use up the buff). Maybe a better variant of this would be to provide a stun to Force Scream for Elites and Champions, this could be a very short stun that is talented up (i.e. 0.5sec, 1sec, 1.5sec for Champions, double this for Elites) - although it may be a bit low in the tree for this. Alternatively this could provide a knockback/stun resist after a Force Leap. Intimidation is either too low in this tree, or does not have a broad enough effect - as Backhand has not been gained by this stage and may not be picked up by Hybrids at all - making this a poor talent for Hybrids. Applying the effect to other skills that are other tree specific may help? Lash Out and Guard Stance are only applicable to Soresu stance, with no benefits for any other stance - again not great for Hybridisation. Lash out could be improved by providing Retaliation with a damage bonus in Shien and Shii-Cho for example rather than a rage cost reduction (or simply apply the cost reduction in all stances, with a free retaliation as a minimum cost). Guard Stance should probably remain Soresu only, or Soresu and Shii-Cho maybe. The other option is to change it to Stance Master and have Soresu providing defence and threat generation from Saber Ward, Shii-Cho providing some def and some melee crit and Shien providing melee crit - or something along those lines. At the moment, Lash Out, Guard Stance and Intimidation mean that this tree is only ever going to be used by Juggernauts in Soresu stance. This may not be a bad thing to avoid non Tank Juggernauts getting Invincible... but an easier way to do it would be to make Invincible only usable in Soresu form. This allows the T2 talents in Immortal to have greater general utility. Unleashed is useful (although there is debate about this!), but would need to work with the modified rage mechanic for Unleash (i.e. rage based cool down reduction for Unleash). Suggestions for new talents: A talent that reduces the cool down, or refreshes, Saber Ward - maybe as a Tier 4 talent. It could change Revenge such that Revenge has a chance to refresh Saber Ward much like Rampage does for Ravage in the Vengeance tree. A talent that reduces or mitigates knock backs (and knock downs?) - maybe in Tier 2. This could be as an addition to Guard Stance perhaps. Rage Stagger is a comparatively weak talent providing insufficient time to complete a Ravage - it should provide a longer Immobilisation to at least cover 1 ravage. Another option is to have this talent affect the minimum range on Force Charge and maximum range on Obliterate (to 0m min and 30m max at 2pts). Force Alacrity is a Shii-Cho only ability, making it of limited use for hybrid builds. The talent could provide a range of effects depending on Stance (i.e. Melee attack cool downs for Shien and Sabre Ward / Defensive ability cool downs for Soresu perhaps). Endless rage only brings Shii-Cho up to the same standard as Shien and Soresu for rage generation but lacks any of their additional utility. It should probably have an additional effect as it is talented, maybe reducing rage cost of Force attacks by 1. Unbreakable Rage lacks the utility you would hope for, esp. in PvP. It should be made uninterruptable, including movement, or should Immobilise opponent during a Ravage attack. Anyway, just a number of thoughts and suggestions to try to enable hybrid juggernauts to exist more easily and to strengthen some of the weaker talents. Please let me know what you think, add new suggestions and in general try to make Juggernauts into the class we would all like them to be.
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