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auroroavalor

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Everything posted by auroroavalor

  1. Yes please! and don't make them NM TFB boss drops or CM items, make me scavenge parts from the large broken walkers all across the galaxy! and if that's to easy make the area around em a 50/55 heroic zone then, hey while you're at it make some mobs have a walker (so much cooler than the standard walker droid I see on every planet)
  2. I see where the OP is coming from, but it'd kill the entire chapter one story which is established on your characters starting planet
  3. on the Cad Bane set, you could roll a Chiss Gunslinger? that'd do it, that said the hat would make a great piece of adaptive armour
  4. It makes perfect sense to simply move the Lekku forwards, similar to Nautalons
  5. Simply put, BW, you could have done so much better
  6. Malak's chest piece with a white cloak. I'm in.
  7. Can't think of a single good reason why you shouldn't be able to dye them /signed
  8. Kashyyyk, Utapau, Felucia and Rodia would be my preferences
  9. Expanding the overall game experience without creating a new classes and storylines I propose the addition of a third advanced class for each of the current classes, which would be more cost effective than introducing new classes and creating new stories thus requiring more voice acting, not that I’m not all for that. This is purely to promote discussion, with a view to increase the variety and style of gameplay. Bear with me this will be a long post, and believe me when I say I left the best til last. Quick rundown of my proposal for a third advanced class, and their points of difference with the two current advanced classes, for each class. But First, in order to avoid any new AC being able to simply respect to Tank, then to DPS, then to heals, It might be that the only workable solution is to have only two skill trees for the proposed third AC. Also, I have worked on this generally for a little while, so some things I say may contradict themselves, please feel free to mention them, but good lord, please don’t focus on them. Jedi Knight/Sith Warrior My suggestion would be to add a third advanced class a Jedi “Paladin” and Sith “Provocator” Roles: Tank, DPS, (potentially RDPS) Skill trees, retaining the shared Focus/Rage tree, a new tank tree, and another specific shielded DPS tree Features: Heavy armour, single saber (potentially a short saber like in Kotor), and a shield, http://s1345.photobucket.com/user/nickyparisandme/media/JediKnightslider_zps89d65593.jpg.html?sort=3&o=5 Quick moc up on photoshop showing the shield bearing the Republic crest. Points of Difference: Shield, physical shield, think Boromir, Gladiators, Capt. America and Gungans from episode one, short saber, cannot equip generators as a Shield is the offhand weapon. I will go into the mechanics of my suggestion later on. Jedi Consular/Sith Inquisitor As a third advanced class I would have a Jedi “Sentry” and Sith “Warden” (open to other names) who would draw inspiration from the Imperial guard (http://farm3.static.flickr.com/2324/2438916670_958bbbbbee_o.jpg) featured in episode 6 and the Jedi guards featured in the final season the The Clone Wars (http://i.stack.imgur.com/iiYDa.png, https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTcv6h5OGHgxFTL6DdKRdE68PX2OEDab6cftg40KAlOzQPmccktvA) I am aware that the armour of the Jedi Guard already exists in game but again I ask for your patience. Role: Tank, DPS Skill tree: Balance/Madness will be retained, and the addition of a new tanking tree, and a longer range melee DPS tree (to compensate for the new longer range weapon) Features: Medium armour, Saberstaff, retains the ability to wield focus, and generators as Off hand Saber staff is simply a lightsaber with an extended hilt to it would be more like a spear, http://i1345.photobucket.com/albums/p662/nickyparisandme/JediWarden1_zps99ea7c12.jpg shows the extended hilt, again, forgive my Photoshop Perhaps a better way to show it would be here http://images.mocpages.com/user_images/69783/1365531387m_SPLASH.jpg Points of Difference: Medium armour, Saberstaff (functions more like a spear or staff than a lightsaber) cannot wield single lightsaber or double bladed lightsaber Mechanics covered later Trooper The third AC would be a Trooper “Escort” Roles: Melee DPS and Healer/Tank Skill trees: Three new skill trees. Melee damage, Tank and Healer. Features: Heavy armour, Pike/spear/Halberd (based around the Cathar Honor sword) Generators, some abilities would involve a blaster pistol, which the trooper uses frequently in cutscenes. The weapons would be similar to these https://lh4.googleusercontent.com/-nRj2q1NbYqo/TYs6SXarMcI/AAAAAAAAAT8/2MazSzYRHV8/s1600/1.jpg http://images1.wikia.nocookie.net/__cb20120605190659/warhammer40k/images/3/33/GK_Terminator_halberd.jpg not the biggest fan of warhammer but that was sort of how I envisioned the weapons looking Points of Difference: Very melee based combat, potentially the only AC to fill all three typical roles. Notes: Could have a similar combat style to the consular’s Jedi “sentry” Imperial Agent The as yet unnamed 3rd AC would draw upon the fact not all “agents” are assassins and skilled in espionage, some like the US secret service, as an example, are protectors of high value assets Inspired by the secret service and the imperial guard as seen in game and the imperial guard from the original trilogy http://i6.photobucket.com/albums/y237/Evil-Henchman/SWTOR%20Screenshots/Sith_Academy_Guard.jpg http://i495.photobucket.com/albums/rr314/witnessthelight/witnessguard.jpg my proposed AC would be a melee tank/dps Features: medium armour, Force pike (assorted melee staffs, see trooper) shield generator, generator Clear points of difference, no stealth, melee damage, tank Smuggler The Smuggler “Corsair” would be the third advanced class. Features, medium armour, weapons, Blaster rifle/pistol, Whip (http://blowthescene.com/files/2010/05/Iron-Man-2-poster-double-lightsaber-whip.jpg,https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQiYeTEAzCzzktb6tagwXdYXUIbla1Ye6D5sonRVBQZ0mu7NtQX) like micky rourke in iron man and indy This opens up the ability for the smuggler to be another all roles class, however I would favour giving it a healing, and a tanking skill tree over a dps, and a third skill tree as a combi tank/heals. If this seems ridiculously stupid, flick down to my indepth look at how this could work, it is built strongly around the use of the whip. Points of difference: The whip, blaster rifle as well, no shared skill trees with the other AC’s Bounty Hunter Bounty Hunter “Brawler”would be the third AC Roles, there are plenty of options here as BH already has a tank/dps AC and a healer/dps AC, so in the interest of balance perhaps a full DPS similar to the Gunslinger is in order to avoid a tank/healer/dps Features: Medium armour, (whip, blaster pistol) Skill tree: Pure DPS Points of Difference: new style of game play, the whip as a main hand weapon would create a melee damage style fight with ranged damage provided from BH abilities and the offhand pistol, but a stance/skill tree change making the pistol the main hand weapon, would allow the whip to be feature for Stuns, pulls, knockbacks and as an additional damage dealer. Notes: whip would directly link BH to slave traders and other space scum, and resulting animations would be epic Paladin/Provocator I feel this would add an increased variety to the style of gameplay for Tank/DPS Inspired by medieval soldiers, gladiators and such. There is a basis for having a personal shield which is not simply an orb encompassing the wielder (http://images.wikia.com/starwars/images/9/9a/Durge_using_his_energy_shields.PNG, http://images3.wikia.nocookie.net/__cb20130213173640/starwars/images/c/ca/Death_Watch_shield.png, http://images3.wikia.nocookie.net/__cb20111205052329/starwars/images/4/4b/GunganPersonalShield-SWE.png) Hopefully that will assuage those who feel it is not star warsy to carry a shield. The shield would use the same stats as current shield generators A shield would allow for some interesting new animations and abilities Shield strike, similar effect to pommel strike/hilt strike Throw Shield, again very similar to sabre throw Cover, where the Paladin/Provocator would raise his shield and channel for 8 seconds, reducing damage taken by 40% and reducing movement speed by 20% for the duration, skill points could remove the channel Drop, a secondary defensive move, similar to the sage’s Force barrier, where you drop to one knee and raise the shield above your head granting immunity to damage for 15-30 sec, channelled Charge, as a secondary distance closer to force leap, movement speed increased by 150%, where you would charge towards an enemy shield raised, damage reduction of 20% or something and knockdown on impact with your shield, range of 18m. Taunts could involve an animation where the shield is thrown at the targets head Most animations can be found in game already, aside from the shield itself however given the new abilities in 2.0 and RotHC BW/EA have shown they’re willing to adjust and create new animations. So hopefully this doesn’t come off as too unrealistic. Sentry/Warden Inspired by imperial guard and Jedi guard (links in the earlier section) these would focus on melee combat with a new weapon a “Saberstaff” which would be a long handled single bladed light saber, acting as both a spear and a sword, it’s key feature’s would be an increased melee range on standard lightsaber attacks, not a drastic increase,2m-4m perhaps. Wearing medium armour would mean some Light armour options would need to be reproduced in medium armour, I never understood why Shadows/Assassins wore light armour anyway. The animations would include spinning and sweeping motions for some attacks, and thrusts, as well as banging the hilt on the ground (“you shall not pass”) for other ranged or defensive abilities Abilites could be Impale, range 10m-30m pulls a single target towards you and impales on saber staff for x damage Strategic swipe, hits target twice for x damage stuns for 2 seconds (animation could be sweeping the legs aside and stabbing down as they lay prone on the ground) Tremors, range 20m, hits one target for X damage over six seconds and up to 7 others for ½ X damage over 3 seconds, would be conical as opposed to force quake’s aoe (you shall not pass style animation, with cracking ground, ie force quake, in direction of main target) it would be a similar move to the sages Telekinetic Wave. Pommel sweep, same as cyclone sweep Leg Swipe, general one target stun, Wardens slash, channelled dealing X damage over the duration of the ability, similar to master strike Again, different to what there is currently in game, but not so extreme as to be entirely unrealistic, encouraging a different style of play, but not so much so as to require entirely new mechanics. Escort/Unnamed Agent Interesting mix here, but my proposed 3rd AC for these two classes indeed mirror each other in the sense they have similar inspirations and would wield the same type of weapons. They both draw inspiration from the elite bodyguards from the star wars universe, who’s abilities are based upon skill not the force. The notable changes here are that the agent AC would wear medium armour and both AC’s would wield staffs/halberds, similar to the imperial guards force pikes and halberds featured in the links in the “Escort” section Both would fill the role of Melee DPS and Tanks. Offhand pistols would complement the DPS skills and Generators would be used in tank spec’s, both classes would require stances similar to the Jedi Knight/Sith Warrior ones as these are essentially non force user mirror of those classes. Abilities Could be Slash, deals X damage to all enemies within 8m Burning thurst, deals X damage and X elemental damage over six seconds Guardsman’s honour, When protecting another Ally damage dealt decrease by 5%, heals you and protected target for 2% of total health every second for the duration of the effect Crack skulls, hits up to five enemies within five metres for X damage, 50% chance to stun for 2s Impaling toss, throws weapon at target dealing X damage and knocking down for 4s Heavy ho, channelled, impales target for X damage, then throws target over the shoulder, knocking back 12m Would be an effective, melee alternative to the current force user classes, which I feel would be a much needed change, there are plenty of non-force users throughout the star wars universe who have got up close and personal with a Jedi/Sith, something I feel SWTOR lacks, except in NPC’s. If anything I think this is the most necessary change, sure Dirty Fighting and Assault take smugs/troops up close and personal but it’s not the same as going toe to toe. IMO. Corsair/Brawler I think what I propose here will either be loved or loathed, hopefully loved, or atleast loved and loathed in equal measure. Biggest thing about these two classes is the whip, which would be introduced as the primary weapon for both AC’s, this is entirely inspired from Indiana Jones and Micky Rourkes portrayal of Whiplash in Iron Man 2. I will tackle the Corsair first (smuggler), to explain this I will give a few abilities I’d envision a smuggler Corsair to have, including DPS and Tanking abilities, as that is what I feel the addition of whip would bring a feasible tanking and Melee dps style to the Smuggler. Firstly A 30m, ability, say “lethal attraction” whips the target for X damage and pulls to you, target is stunned for duration of the ability, would be your distance closer another option for a group pull would be “thunderous lash” whipping the ground dealing X damage to up to 8 enemies within 15m in a V. an AOE tuant would be “fools laugh” all targets in range drawn to the tormenting laugh. Damage attacks could include “drag and drop” channelled, pulls target within ten metres to you, shoots point blank for X damage, stuns for 4s and “lacerate” Deals X damage, and then 2X damage over 18s, “Lashings” strikes target three times for X damage “fools hope” decreases damge taken by 40% for 8s and “Desperate times” temporarily heals for 30% health for 15s. The mechanics of the Whip would allow the Smuggler Corsair to “tank”, with similar abilities would allow for an effective, and more importantly interesting new way to tank in SWTOR, it would also allow someone to roll a swashbuckling heroic smuggler, albeit still a crooked conman, but not a COWARD who hides. This would simply put, expand upon current gameplay styles in a new way. IMO. The Brawler would, after some additional thought, Dual wield whips, and be either a Dot/Dps or a melee dps and a healer. But with the same mechanic as the Corsair be adapted to Tank/dps roles. As a DPS it would focus on elemental damage dealt by Electro/fire whips, retaining the use of Flamethrowers and all the other BH tricks. With the ability to lay down heavy damage from 10m+ or get in tight making use of AOE’s which could be similar to Cyclone Slash, depending on the skill tree. As a healer the Brawler would use Kolto infused whips to dish out heals to allies, and potentially abilities like “master first” channelled, deal X damage over 6sec, heals self for X for the duration of the ability, and “fight through the pain” whips allies in target area restoring X health over 10s, aswell as more standard “Kolto lash” heals for X Thoughts, Suggestions, Opinions, Criticisms?
  10. I absolutely agree, the restrictions of armour dyes is ridiculous, EA should respect Subs enough to make them 5cc or 10cc per dye, otherwise they'll need to double the cc allocation for subs.
  11. Dunno what server you're on mate, but a twenty minute wait sounds nice to an APAC player, awesome idea though,
  12. I agree with OP I would really like to see that, I think that would be a great idea for a new class, http://images3.wikia.nocookie.net/__cb20130302203535/starwars/images/3/3d/Jedi_Temple_Guards_TWJ.png these guys look amazing, in my head they'd sit half way between Jedi Shadow and Jedi Gaurdian Class. However they would need to be offset with the addition of another RDPS class, which could be as simple as converting Bounty Hunters to Pubs and Troopers to Imps, or an entirely new Class, though I'm currently trawling my head for a Character in SW Universe to base it off.
  13. I quite liked the crafting feature and spent a lot of time leveling in artifact (whatever gear is purple rimmed) that I had crafted myself, both Armormech and Synthweaving, which I would keep up to date.
  14. The option wouldn't hurt, would cut down massively on time to prep for ops boss fights in PuGs or even in HM FP. and coming up against five guys from the same guild using teamspeak in a wz is good fun. except 50% of people almost immediately give up when they realise the other team is co ordinated. I use Skype and do have mumble what if the other guys have teamspeak, and vent? or nothing? I'm not sure I'm for or against it... Like there are times when I don't wanna here nerd rage. And tbh I dont need to listen to my guildies chatting away randomly. but I ran EV with a PuG last night, two buggers always died in the first drop. If the ops leader was in their ear not on the screen it would've been easier. Not saying EA/BW should do it, but they oughta consider it
  15. I like the sound of all my pets being available to all my characters, I like the sound of all my speeders being available to all my characters to. People mentioned changing how they bind, from BoE, to BoP or BtL? why not unbind them? I recently levelled a gunslinger to fifty, he has five speeders and eight pets, I spent a lot of credits to get some of those pets, but in all likelihood I am not going to touch my gunslinger as he isn't my main, and I am levelling other toons, so why shouldnt I just be able to mail those pets to another toon? make them bound to legacy, but not to one toon in legacy, so I can just juggle them across characters. just my two cents
  16. give us lvl 17 neutral relics and weapons equal to the current dark i and light i, and at every other level in which your affiliation restricts gear. Simple
  17. so make it when you chuck mods in greens you get plus 1 on each stat per mod, in blues you'd get plus 2 on each stat for each mod, and so on an so forth. little thought and it could work. if it was only plus 1 to plus 5 or plus 2 to plus 10 you would be losing so little in stats for wearing your high level mods in your green armour you wouldn't complain.
  18. in the next couple of updates there are a few things I'd quite like to see 1stly, New Species, ideally 3-4 of them, my suggestions would be Togruta (Shaak Tii, Ashoka Tano), Nautolan (Plo Koon), Rodian (Greedo) and perhaps Devaronian just to add a bit more variety to the game. 2ndly, "Green" armour, for the most part looks the coolest, and is at no stage above level 15 usable in the game, so instead of the augment system let people convert them to custom, giving two or three modification slots depending on wether it is chest/legs or bracers/belts, perhaps restrict this to characters who have completed chapter 1/2, and make all "greens" converted to Custom (Oranges) bind on conversion. This would mean that players would be in a wider variety of gear and increase each players individualism 3rdly, pets, more more more... And maybe larger pets... Perhaps give them a basic attack or two, so when I'm running around with my Nekkar Cat in tow he might do something other than follow me. Oh and bind to legacy... I mean the pets are awesome, but the fact a Nekkar Cat cost 100k on Master Dar Nala. not cool, I have 5 characters, thats 500k to spend on them. Almost done Legacy abilities Lets give them something more substantial. Ditch the heroic moment requirement. chuck em on a 5min cooldown. I love running around as a smuggler and dropping the odd boulder on and imp with my consular legacy. finally (and never gonna happen) But I am sure the empire had smugglers and troopers too, the republic had it's SIS and if they're willing to pay privateers they're willing to pay bounty hunters... So in 6months time or in a years time... you might consider a imp trooper/smuggler and pub agent/BH
  19. So first I heard of this was today when In game tomthenarwhale and Jecck I think were having a good *****n' sesh bout it, and I assumed it was like months away. Then my guildies filled me in on how it was going down tonight. I am assuming pvpers will go from MDN to The Bastion? as it's WC and less distance. can anyone fill me in on whether that'll be happening? also, how can I find my guildies on the new servers if we have to change names? there are so many guilds still going strong on MDN will they be transferred? Where is all the information on how this will happen? Thanks Auroroavalor Lvl 50 sage Beyond Redemption Rednev Lvl 49 gunslinger Legends (Formerly Knights of the Old Republic) Artemaz Lvl 35 juggernaut Clamare Lvl 23 operative love the game just wanna know what's going on THANKS
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