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Vaxael

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  1. INQUISITOR>>

    (Note, Madness and Hatred are separated, due to incongruity of abilities)

     

    ^^ Madness

    Life Drain- Deal X internal damage over the channeled duration and heal for 10% of the damage dealt. Replaces Force Lightning.

    (consumes 20 force over duration, 3 second channel, 30 meter range)

    > Draining Presence- Polarity Shift increases redistributed life by 5% for its duration. In addition, Force Lightning and Life Drain affect up to 2 additional engaged opponents within 6 meters of the primary target for 50% of the damage dealt.

    > Force Vitiation- Defeating an opponent with Force Leach, Life Drain, Death Field, or Affliction heals you for X health.

    > Force Pandemic- When Affliction critically hits, its active duration is increased by 5 seconds for the target and any target within 4 meters of them. In addition, damage dealt bu Affliction that consumes a stack of Deathmark has a 20% increased critical chance

    Republic >> Force Justice- Deal X internal damage over the channeled duration and heal for 10% of the damage dealt. Replaces Telekinetic Throw.

     

    * Madness

    Force Plague- Deal X internal damage to all opponents in the target area over the channeled duration. Each tick of damage has a 50% chance to stun standard and weak targets for 2 seconds. Replaces Force Storm.

    (consumes 40 force over duration, channeled for 3 seconds, 30 meter range)

    > Draining Presence- Polarity Shift increases redistributed life by 5% for its duration. In addition, consuming a stack of Deathmark builds a stack of Deterioration, increasing critical chance by 5% for 15 seconds. This can only occur once every 2 seconds.

    > Force Vampirism- Force Storm and Force Plague heal you for 3% of the total damage dealt.

    > Alchemical Darkness- Force Storm and Force Plague continue to affect their target areas for 10 seconds after they channel, dealing X internal damage every second to any opponent in its radius. Breaks early on activation of Force Storm or Force Plague

    Republic >> Force Enlighten- Deal X internal damage to all opponents in the target area over the channeled duration. Each tick of damage has a 5% chance to stun standard and weak targets for 1 second. Replaces Forcequake.

     

    ^^ Lightning

    Force Maelstrom- Deal X energy damage over the duration within the target area, slowing all affected targets. Each tick of damage has a 50% chance to stun standard and weak enemies for 2 seconds, and a 5% chance to stun strong and elite targets for 2 seconds. Replaces Force Storm.

    (consumes 40 force over duration, channeled for 3 seconds, 30 meter range)

    > Electrical Burns- Force Storm and Force Maelstrom deal an additional X elemental damage. If this elemental damage critically hits, the affected target takes an additional X elemental damage over 4 seconds.

    > Eye of the Storm- Force Storm and Force Maelstrom deal an additional X energy damage while Static Barrier is active inside its radius.

    > Force Tempest- Damage dealt by Force Storm and Force Maelstrom has a 5% chance to finish the active cooldown of Lightning Flash. Can only occur once every 15 seconds

    Republic >> Force Instability- Deal X energy damage over the duration within the target area, slowing all affected targets. Each tic of damage has a 15% chance to stun standard and weak enemies, and a 2% chance to stun strong and elite targets. Replaces Forcequake.

     

    * Lightning

    Tempest Blast- Summons an arc of lightning from the sky, damaging the target for X energy damage, and charging the ground within a 6 meter radius of them for 12 seconds. Charged ground increases the energy damage taken by all opponents in its radius by 5%.

    (consumes 25 force, 2 second activation, 30 meter range, 12 second cooldown)

    > Electrical Burns- Lightning Bolt, Lightning Flash, and Tempest Blast deal an additional X elemental damage. If this elemental damage critically hits, the affected target takes an additional X elemental damage over 4 seconds

    > Magnetic Displacement- Tempest Blast pulls all engaged opponents within 10 meters of its target 4 meters close to Tempest Blast's target. In addition, Overload knocks all targets back an additional 4 meters.

    > Force Tempest- Having Static Barrier active on yourself increases the damage of Tempest Blast, Force Lightning, Shock, Lightning Bolt, Chain Lightning, and Lightning Flash by 5%.

    Republic >> Kinetic Vortex- Smashes the target with an omnidirectoinal telekinetic blast, damaging the target for X kinetic damage, and up to 5 opponents within 15 meters of the primary target for X kinetic damage.

     

    ^^ Corruption

    Corruptive Field- Generates a field of dark force energy for 6 seconds, healing all allies inside it for X every second, increasing their defense chance and critical chance by 5% while they are inside it, and reducing the damage that all opponents inside its radius deal by 1%.

    (consumes 50 force over duration, 6 second channel, 10 meter radius, 1 minute cooldown)

    > Forbidden Ritual- Unnatural Preservation causes you to heal for X over 10 seconds. For every 1% of your maximum health you are missing, you heal for 0.125% of it every second.

    > Sith Alchemy- Allies affected by your periodic healing abilities heal for 2% of the force or tech damage they deal.

    > Maddening Corruption- Corruptive Field, Revivification, and Consuming Darkness may be used while Force Barrier channels.

    Republic >> Battle Meditation- Calls upon the force to aid allies and hinder enemies within a radius for 6 seconds, healing all allies inside it for X every second, increasing their defense chance and critical chance by 5% while they are inside it, and reducing the damage that all opponents inside its radius deal by 1%.

     

    ^^ Hatred

    Force Dread- Fills the opponent's mind with terror, dealing X internal damage to the target enemy and up to 5 others within 10 meters the primary target. Affected enemies are Demoralized for 20 seconds, increasing the damage they take by 3%.

    (consumes 20 force, 10 meter range, 30 second cooldown)

    > Horrifying Visage- Force Dread applies 15 stacks of Horror on the primary target, and 5 stacks on the secondary targets. These stacks deal X internal damage whenever the affected opponent preforms an action. In addition, maximum force is increased by 25.

    > Vitality Conduit- Leaching Strike increases redistributed life by 5% for 15 seconds. Does not stack.

    > Force Drain- Damage dealt by Force Dread, Creeping Terror, and Horror restore 1 force.

    Republic >> Force Dissuade- Fills the opponent's mind with doubt, dealing X internal damage to the target enemy and up to 5 others within 10 meters the primary target. Affected enemies are Discouraged for 20 seconds, increasing the damage they take by 3%.

     

    * Hatred

    Force Horror- Fills the target's mind with horror, slowing the target by 40% for 8 seconds, dealing X internal damage, and applying 15 stacks of Paranoia, dealing X internal damage and consuming 1 stack whenever the opponent preforms an action. Stacks of Paranoia last 8 seconds. Replaces Force Slow.

    (consumes 10 force, 10 meter range, 8 second cooldown)

    > Vitality Conduit- Leaching Strike increases redistributed life by 5% for 15 seconds. Does not stack.

    > Master of Dread- Force Slow and Force Horror build a stack of Dread Aura lasting 6 seconds, damaging all opponents within 10 meters of you for X internal damage every second. In addition, maximum force is increased by 25

    > Force Drain- Damage dealt by Creeping Terror, Paranoia, and Dread Aura restore 1 force.

    Republic >> Force Dissuade- Fills the target's mind with doubt, slowing the target by 40% for 8 seconds, dealing X internal damage, and applying 15 stacks of Dissuasion, dealing X internal damage whenever the opponent preforms an action. Replaces Force Slow.

     

    ^^ Deception

    Deceive- Feigns an attack, increasing the damage and critical chance of the next two abilities used within 10 seconds by 50% and reducing the opponent's defense chance by 2% for 10 seconds.

    (consumes 5 force, 4 meter range, 30 second cooldown)

    > Treacherous Ploy- Deceive allows the next Maul used to be used on any side of the target. In addition, the maximum number of Static Charges you may have is increased by 1.

    > Force Unbalance- Being defended against in any way increases critical chance by 10% for 8 seconds and restores 2 force. This can only occur once every 12 seconds.

    > Overcharged Conduit- Discharge increases force regeneration by 10% for 10 seconds for every charge of Static Charge that it consumes.

    Republic >> Mind Trick- Momentarily confounds the opponent, increasing the critical chance of the next two abilities used within 10 seconds by 50% and reducing the opponent's defense chance by 2% for 10 seconds

     

    * Deception

    Hilt Strike- Strikes the target with the hilt of your weapon, dealing X kinetic damage, instantly activating Duplicity, regardless of cooldown, and making the next Maul used within 5 seconds useable on any side of the target. Only useable within the 10 seconds following a critical attack

    (consumes 5 force, 4 meter range, 10 second cooldown)

    > Underhanded Blow- Each Static Charge consumed by activating Discharge has a 33.3% chance to enable Hilt Strike. Can only occur once every 6 seconds.

    > Force Unbalance- Being defended against in any way increases critical chance by 10% for 8 seconds and restores 2 force. This can only occur once every 12 seconds.

    > Lethal Contingency- Assassinate applies Doomed to its target, allowing Spike to be used outside of stealth on that target. Lasts 12 seconds. Does not stack.

    Republic >> Unforeseen Blow- Kicks the target, dealing X kinetic damage (presumably low), instantly activating Infiltration Tactics, regardless of cooldown, and making the next Shadow Strike used within 5 seconds useable on any side of the target. Only useable within the 10 seconds following a critical attack.

     

    ^^ Darkness

    Spinning Strikes- Deal X weapon damage to any enemy within 4 meters every second, increase defense and shield chance by 30%, take 15% reduced damage, and generate high threat over the duration. Taking damage while Spinning Strikes channels builds Blade Rage, increasing the damage dealt by Spinning Strikes by 2%. This stacks up to 99 times, and all stacks are lost on the completion of Spinning Strikes' channel.

    (consumes 30 force over duration, channeled 8 seconds, 1.5 minute cooldown)

    > Shadow Field- Shielding an attack reduces the active cooldown of Blackout by 1 second and Spinning Strikes by 2 seconds. In addition, Blackout can be used while out of stealth, and when used out of stealth reduces the accuracy of all opponents within 4 meters by 10%

    > Force Decoy- Activating Force Cloak creates a decoy of yourself that generates a very high amount of threat and disappears after 5 seconds. This decoy attacks with Spinning Strikes.

    > Dark Embrace- Consuming a charge of Dark Ward heals you for 2% of your max health and reduces the active cooldown of Force Cloak by 2 seconds. This can only occur once every 2 seconds. In addition, activating Force Cloak heals you for 30% of your max health and generates 25 force.

    Republic >> Whirling Bastion- Deal X weapon damage to any enemy within 4 meters every second, increase defense and shield chance by 30%, take 15% reduced damage, and generate high threat over the duration. Taking damage while Whirling Bastion channels builds Blade Ascension, increasing the damage dealt by Whirling Bastion by 2%. This stacks up to 99 times, and all stacks are lost on the completion of Whirling Bastion's channel.

     

    * Darkness

    Shadow Blast- Launches a blast of pure dark force energy, dealing X energy and X internal damage, building 2 stacks of Dark Bulwark, generating a moderate amount of threat, and reducing damage taken by 5% for 10 seconds.

    (consumes 20 force, 10 meter range, 12 second cooldown)

    > Dark Tendrils- Shadow Blast and Shock deal an additional X energy damage and X internal damage over 6 seconds, generate additional threat, and reduce the opponent's alacrity by 5% for 6 seconds. In addition, taking non-area effect periodic damage restores 1 force.

    > Dark Mist- Shadow Blast, Wither, and Shock generate a stack of Dark Mist, reducing the accuracy of all opponents within 10 meters of you by 2% for 12 seconds. Stacks up to 3 times.

    > Intercepting Strike- Force Pull deals X weapon damage to the target when they reach you

    Republic >> Kinetic Surge- Launches a blast of pure kinetic energy, dealing X kinetic and X internal damage, building a charge of Force Break, generating a moderate amount of threat, and reducing damage taken by 5% for 10 seconds.

  2. WARRIOR>>

     

    ^^ Rage/Fury

    (F) Niman Form- Enters a versatile form, increasing damage dealt and reducing damage taken by 5%, increasing offhand saber damage and accuracy by 5%, and increasing force damage dealt by an additional 5%. Replaces Shii-Cho Form.

    > Jar'Kai Mastery- Dealing critical damage with an offhand saber builds 1 fury and 1 rage.

    > Furious Focus- While Cloak of Pain is active, offhand saber critical chance is increased by 15%

    > Furious Trance- Fury can be generated during Berserk, and all fury-generating abilities generate 1 additional fury during Berserk.

    >> Berserk- (Niman): [same as Shii-Cho. Devs, feel free to modify at your will though]

    ® Makashi Form- enters a duelist form, increasing damage dealt and reducing damage taken by 5%, increasing defense chance by 2%, increasing accuracy by 3%, and increasing force damage and critical chance by an additional 5%. Replaces Shii-Cho Form.

    > Duelist's Repose- Increases melee defense by 5%. Defending against a melee attack increases critical chance and accuracy by 0.5%. This stacks up to 10 times and lasts 45 seconds.

    > Underhanded Blows- Disruption generates 3 rage, increases accuracy by 5%, and increases critical chance by 30% for 6 seconds. Can only occur once every 15 seconds.

    > Elegant Onslought- Activating Enrage causes all melee attacks used for 6 seconds to be followed by a quick flourish that deals X weapon damage to up to 2 opponents within 4 meters. During this flourish, melee and ranged defense chance is increased by 20%. (Flourish takes Global Cooldown)

     

    * Rage/Fury

    Niman Form- Enters a rounded form, increasing damage dealt and reducing damage taken by 5%, and increasing area damage and force damage dealt by an additional 5%. Replaces Shii-Cho Form.

    > Force Integration- Dealing melee damage increases the damage of the next force attack used within 10 seconds by 5%. Dealing force damage increases the damage of the next melee attack used within 10 seconds by 5%. Can only occur once every 5 seconds. Does not stack.

    > Balanced Stance ®- Furious Slash applies Unsteady to its affected target, increasing your defense chance against their attacks by 5% for 10 seconds.

    > Battle Conditioning (F)- Increases offhand saber accuracy and critical chance by 5%

    > Tenacious Adaptation ®- When one of your attacks is parried, resisted, or otherwise defended, your accuracy is increased by 1% for 12 seconds. Stacks up to 10 times.

    > Jar'Kai (F)- Dealing critical damage with an offhand saber increases alacrity by 5% for 10 seconds. Does not stack.

    >> Berserk (F)- (Niman): [same as Shii-Cho. Devs, feel free to modify at your will though]

     

    ^^ Carnage

    Flying Strikes- Deal X weapon damage to a single enemy over the duration with a series of acrobatic attacks. Each successful hit increases the chance of an Ataru strike being triggered by 5% for the next 10 seconds. Replaces Ravage. Can be channeled while moving.

    (3 second channel, 4 meter range, 30 second cooldown, up to 5 total hits)

    > Force Augmentation- Force Charge can be used at any distance, and if used under 10 meters, does not interrupt target, and automatically triggers an Ataru strike.

    > Recrimination- While Ataru Form is active, being interrupted, stunned, or having your movement impaired automatically builds 2 stacks of Berserk. Can only occur once every 6 seconds.

    > Blurred Blades- Triggering an Ataru strike reduces the active cooldown of Ravage and Flying Strikes by 2 seconds. In addition, Gore lasts 2 seconds longer.

    Republic >> Aerial Slashes- Deal X weapon damage to a single enemy over the duration with a series of acrobatic attacks. Each successful hit increases the chance of an Ataru strike being triggered by 10% for the next 10 seconds. Replaces Blade Dance. Can be channeled while moving.

     

    * Carnage

    Flying Strike- Leaps to the targeted opponent, dealing X weapon damage, interrupting the target, and generating 5 rage. Automatically triggers an Ataru strike and does not interrupt if used on a target within 10 meters. Does not interrupt the target if used under 10 meters away Replaces Force Charge.

    (30 meter range, 10 second cooldown)

    > Blowback- While Ataru Form is active, being interrupted, stunned, or having your movement impaired automatically builds 2 stacks of Berserk. Can only occur once every 6 seconds.

    > Visceral Rage- Gore lasts 2 seconds longer, and each successful hit of Ravage increases alacrity by 2.5%.

    > Blurred Blades- Triggering an Ataru strike reduces the active cooldown of Ravage and Flying Strike by 2 seconds, and increases movement speed by 10%. Does not stack.

    Republic >> Aerial Slash- Leaps to the targeted opponent, dealing X weapon damage and generating 5 focus. Automatically triggers an Ataru strike if used on a target within 10 meters. Replaces Force Leap.

     

    ^^ Annihilation

    Reckless Charge- Charges forward 20 meters, dealing X weapon damage to any enemy in your path and knocking down standard and weak targets. Affected targets take an additional X internal bleed damage over 6 seconds, and suffer 20% reduced movement speed for 6 seconds. Replaces Mad Dash.

    (45 second cooldown)

    > Unpredictable Fury- Dealing critical damage with a bleed effect and each hit of Ravage reduces the active cooldown of Mad Dash and Reckless Charge by 2 seconds and generates 1 fury. In addition, Mad Dash and Reckless Charge automatically build a stack of Annihilator and benefit from Annihilator's effects.

    > Redirect- Defending against a melee attack increases alacrity by 1% for 12 seconds. Stacks up to 10 times.

    > Offensive Ward- Defending against a melee or ranged attack deals X weapon damage to the attacker, if they are within 10 meters, and builds a stack of Offensive Ward, increasing defense chance by 1%, lasting 18 seconds. Stacks up to 5 times.

    Republic >> Entranced Dash- Dashes forward 20 meters, dealing X weapon damage to any enemy in your path and knocking down standard and weak targets. Affected targets take an additional X elemental damage over 6 seconds, and suffer 20% reduced movement speed for 6 seconds. Replaces Blade Blitz.

     

    * Annihilation

    Annihilation Ward- Reduces damage taken by 20%. Taking damage refreshes the duration of the ability and deals X energy damage and X internal damage to the attacker. Can last a maximum of 30 seconds. Replaces Cloak of Pain.

    (1 minute cooldown)

    > Cloak of Annihilation- Cloak of Pain and Annihilation Ward generate a dark force tempest around you, dealing X energy damage every second to any enemy within 5 meters, and increase damage dealt by Annihilate to affected opponents by 5%.

    > Blood Frenzy- Dealing critical bleed damage generates 2 fury and reduces the active cooldown of Cloak of Pain and Annihilation Ward by 1 second.

    > Relentless Anger- Reduces the cooldown of Cloak of Pain and Annihilation Ward by 5 seconds.

    Republic >> Hurricane of Light- reduces damage taken by 20%. Taking damage refreshes the duration of the ability and deals X energy damage and X elemental damage to the attacker. Can last a maximum of 30 seconds. Replaces Rebuke.

     

    ^^ Vengeance

    Overpowering Slash- Crushes the target under an overpowering strike, dealing X weapon damage, reducing their melee defense chance by 5% and slowing their movement speed by 20% for 6 seconds. Additionally, if the target defends this attack, they take X internal damage.

    (Consumes 4 rage, 4 meter range, 8 second cooldown)

    > Exhaustive Assault- Shatter and Overpowering Slash reduce their targets' alacrity and accuracy by 2% for 4 seconds. Effect is still applied if Overpowering Slash is defended against. Does not stack.

    > Demolishing Blows- Each successful hit of Ravage reduces the targeted opponent's defense chance by 1.5% for 8 seconds. This defense chance reduction is increased by 0.1% for every bleed effect present on the target when Ravage hits.

    > Pummeling Blows- Damage dealt by Mad Dash, Sundering Assault, and Force Charge has a 50% chance to knock down standard or weak targets, and a 50% chance to reduce the movement speed of their targets by 10% for 6 seconds

    Republic >> Subduing Blow- Attempts to subdue the target with a crushing strike, dealing X weapon damage, reducing their melee defense chance by 5% and slowing their movement speed by 20% for 6 seconds. If defended, the target takes X elemental damage, and X elemental damage over 12 seconds.

     

    * Vengeance

    Decimate- Deals X weapon damage and immobilizes standard and weak targets over the duration. Each successful hit applies a stack of internal bleeding DOT. Replaces Ravage.

    (4 meter range, 3 second channel, 18 second cooldown)

    > Counterstrike- Defending against an attack increases critical chance by 10% for 10 seconds

    > Dark Tremors- Vengeful Slam increases defense chance by 3% for 15 seconds. does not stack.

    > Overpower- Shatter reduces the opponent's melee defense chance by 2%

    Republic >> Saber Trance- Deals X weapon damage and immobilizes standard and weak targets over the duration. Each successful hit applies a stack of elemental burning DOT. Replaces Blade Dance.

     

    ^^ Immortal

    Brutalize- Preform a brutal series of physical attacks finished with a powerful kick over 3 seconds, dealing X kinetic damage and knocking the affected target back 4 meters on completion of the channel. Standard and Weak targets are stunned for the duration. (Hits up to 4 times, does not replace Ravage)

    (4 meter range, 3 second channel, 30 second cooldown)

    > Unyielding Onslaught- Ravage finishes the cooldowns of Brutalize and Crushing Blow

    > Taunting Spectacle- Each hit of Ravage, Brutalize, and Force Choke generates a moderate amount of threat. In addition, Force Choke deals 5% more damage every time it hits.

    > Defensive Prowess- Shielding an attack, defending against an attack, and each hit of Ravage all reduce the active cooldown of Invincible and Force Choke by 1 second.

    Republic >> Unorthodox Measures- Preform a powerful series of physical attacks finished with a stunting kick over 3 seconds, dealing X kinetic damage and knocking the affected target back 4 meters on completion of the channel. Standard and Weak targets are stunned for the duration. (Hits up to 4 times, does not replace Blade Dance)

     

    * Immortal

    Shockguard- Fires a quick blast of force lighting that deals X energy damage and increases shield chance by 8% for 15 seconds.

    (10 meter range, consumes 3 rage, 10 second cooldown)

    > Surging Blast- Using Shockguard on a target affected by Bash's stun causes it to automatically be a critical hit, generate a moderate amount of threat, and knock the target back 6 meters. In addition, Force Push automatically critically hits if used on a target affected by Force Choke

    > Telekinetic Bastion- Using Force Push on a target affected by Force Choke finishes the active cooldown of Force Choke. In addition, shielding, parrying, or defending an attack reduces the active cooldowns of Force Choke and Force Push by 1 second.

    > Energized Ward- Activating Shockguard while Saber Reflect is active increases the active duration of Saber Reflect by 5 seconds and causes it to deal X energy damage to all opponents within 4 meters every second it is active. In addition, being attacked while Saber Reflect or Blade Ward are active builds a stack of Energized Ward, causing the next Bash, Shockguard, or Force Push used to deal an additional X energy damage over 6 seconds for every stack of Energized Ward built. All stacks are consumed on use. Stacks can only be built once every 0.5 seconds. Stacks up to 10 times.

    Republic >> Reinforcing Blastwave- Launches a telekinetic blast that deals X kinetic damage and increases shield chance by 8% for 6 seconds.

  3. Considering what happened with KotFE, there is a decent chance that the level cap will increase with KotET. I think this is a ripe opportunity to discuss abilities to be added to the Disciplines. I already have a premade list, though suggestions are welcomed and encouraged, especially in the area of heals.

     

    Key:

    ^^ = Top Choice

    * = Runner-Up

    Bold = Replacement Note

    Italic = Passive or Active Ability

    Blue = Energy Pool

     

    list version 2.2.6

  4. BW needs to have a way to make this retroactive for the DvL event. Why not do something like what they do with some armour where to get the next set you need to trade in the previous. So have a vendor (or a bunch of them for covering armour, crystals, weapons, etc) that list the items from the packs. If you have a matching bound set you can turn that into the vendor and the item gets automatically added to this new item stack system. This seems like a fair way to do things that should make just about everyone happy.

     

    The one problem with that concept is "bound sets." I have two pieces of sith recluse armor and two pieces of revan reborn armor, both the upper boxes, STUCK ON MY SMUGGLER. For as awesome as those armors are, they are worthless to me on that character. Bioware just needs to comb through everything -- I don't care if it brings down the game for a WEEK, but it needs to be done -- and make it retroactive. Period.

  5. So, your idea of "fixing" it is to just give us a CHANCE to get the same items that are bound to characters that we don't want them bound to? Not only that, but to also (generally) have to PAY for this. At this point, I don't know why I am surprised, as this is just classic money-grabbing on the part of EA and BioWare. Hell, you guys didn't even go and unbind the previous drops gotten through the event!!!!!!! This is low, even for you. I am supremely disappointed, but again, I don't know why I didn't expect anything better. Despicable.
  6. Request: make drops from the DvL packs BIND TO LEGACY. This is really an obvious fix. There are some amazing armor sets in the packs, but they are useless when bound to the wrong characters. Case and point: my Smuggler stuck with Sith Recluse and Revan Reborn upper body armors. Honestly, kind of a jerk move. What the hell am I going to do with that kind of armor and a SMUGGLER?!
  7. This isn't really an armor, but wrist blasters (would be slotted separately as mainhand and offhand blaster pistols, similar to KOTOR vibroswords) would be an AWESOME addition. Obviously there would need to be some animations for it and whatnot, similar to how the Stronghold Defender weapons have special draw animations, though I feel like it could be done eventually.

     

    In addition:

    - Killik Vibrostaff (electrostaff)

    - Naga Sadow's sword (vibrosword)

    - Rishi Tribal Staff (electrostaff)

    - Zakuulan Force Pike (saberstaff)*

    - Curved Lightsabers

    - Crossguard Lightsabers (hopefully multiple varients)

    - Lightwhips (lightsaber)*

    - Jal Shey Set (armor set)

    - Bao Durr Set (armor set)

    - Trayus Assassin Set (armor set)

    - Regal Duelist's Set (armor set, along the lines of Dooku's garb)

    - Restored Triumvirate Elite Set (armor set)

    - Ancient Sith Battler Set (armor set, see armor racks in tombs on Korriban)

    - Dread Master Set (armor set)

    - Malak's Apprentice's armor set (unfortunately, I forget the name)

     

     

     

     

    *these will be much more difficult to implement, but I feel like given enough time it can be done

  8. Agreed @DarthEnrique. Yes, there does need to be a difference in price based on rarity, and having varying degrees of rarity is healthy for the game's economy. HOWEVER, "platinum" rarity, and its related price in terms of credits, is indeed increasing the demand for third-party credit farming. Yes, these items are luxuries, but luxuries are what makes life enjoyable. A life without luxuries would be a life devoid of pleasure, and frankly, a life without sanity. Even non-ultra-rare items have seen massive mark-ups on my home server, The Shadowlands. In the space of a mere month or so, prices on level 60 tokens skyrocketed from between 2.75 mil - 4.25 mil to 8.75 mil - 12.5 mil. Obviously, many factors can be effecting this, such as changes in demand, but the rate at which the price increased is suspicious, to say the least. We need to make a concerted effort to stop gouging both within the Cartel Market (EA item rarity shenanigans) and on the GTN (credit gouging), as both only encourage illegal third-party credit farming.

     

    Obviously, a simple solution would be to (moderately) decrease the rarity, and not have a "platinum" rarity in the first place. An increase in competition for sales between players will drive down prices considerably. Also, the discontinuation of chance cubes within cartel packs would be a welcome change. Cartel packs are already a random-drop gamble. We don't need a random-drop gamble WITHIN those random-drop gambles. Yes, people still buy them, but a broken system shouldn't only be fixed after a catastrophe, as previous, rather trollish posters would see done, but said catastrophe should be prevented before it can get to that point. The Shadowlands is, essentially, in a state of recession due to a gross inflation of credits. If EA still wants chance cubes to be a thing, they should just make them a direct-purchase from the Cartel Market.

  9. Ratajack, the Ferrari was not representing a single item, but more so Cartel Market items as a whole.

     

    Also, you are distorting my argument by saying "the radio works" and "the AC works." All the Boring Car (SWTOR without the added aesthetics that only the Cartel Market can provide) can do is get him from point A to point B (as SWTOR gives players a Star Wars experience) faster than a bike (some other game). The Ferrari (SWTOR with the added aesthetics that only the Cartel Market can provide) makes this experience, which is normally a borderline chore, infinitely more enjoyable.

     

    What I am trying to say is that when too many people go to illegal means to acquire something, whoever makes that "something" is going to go out of business because it simply won't be able to sustain itself.

     

    This trend will, essentially, cause SWTOR to be the cause of it's own collapse. At this point, the refusal to even acknowledge the argument of the other side is just petty and implies the presence of argument for argument's own sake.

     

    Yes, the Cartel Market is a luxury, hell, the game as a whole is a luxury. Just as work is a luxury. You don't HAVE to go to work to survive, but you like what it provides you. getting from point A to point B IS "going to work." You don't HAVE to play SWTOR, but you like what it provides you. Sure, a bike can get you to work, but it isn't the same. You may not make it there on time, it may be much harder, it is an entirely different experience. It isn't what you are looking for at all. Some other game can give you a Star Wars experience, but it won't be the same.

     

    Do you understand and acknowledge the point that I am trying to get across? Or are you going to continue to deny the validity of the argument as a whole merely because you don't like the overall premise, or even that you simply want to argue?

  10. For me, these items aren't a "want", they're a "need". Just like you "need" good gear to do missions and participate in PVP. You don't really need the best gear, but you want it and it improves your enjoyment. The same is true for me when I have a variety of interesting decorations to work with. It allow me to decorate different rooms and strongholds in different ways, which is key to enjoyment.

     

    A good point. Imagine if the game itself was without any kind of "skin" whatsoever, everything simply being composed of shapes that are varying shades on a gray scale and a solid beige skybox (where skyboxes are applicable). Now, imagine that for $500 you could buy the "luxury" of textures, filling in all of the missing skins in the game. Visual enjoyment is just as integral a part of enjoying the game as is enjoyment of the gameplay. It makes the experience monumentally more pleasant and enjoyable.

     

    Now, obviously it isn't this much of a dichotomy, as you are allowed to experience variety without the use of cartel market items, but though they are not necessary to PLAY, or even to SUCCEED in the game, in many cases they are necessary to ENJOY the game. If someone does not enjoy playing a game, regardless of whether or not they are able to succeed at the game, they will stop playing it. Or, to add more factors as again, it is not so simple of a dichotomy, they will go to external means to make the game more enjoyable.

     

    Allow me to modify the earlier example with the Ferrari:

    Let's say that you already have a car, but it is tedious, and frankly unpleasant to drive. In fact, driving this car is almost a chore. There is no radio, or any media of any kind, the outside is painted a dull shade of beige, and everything on the inside is a matte gray. None of the wheels match, nor do any of the chairs, in fact, the car itself isn't even symmetrical. You don't necessarily have to drive the car, you can always ride a bike, but it is completely different, and gets you nowhere close to where you want to go.

    There is, however, a Ferrari. Oddly enough, the parent company that owns the Ferrari business also owns the one that made the horrible car you currently drive. This Ferrari is absolutely beautiful, and is infinitely more interesting and enjoyable than the boring car you currently have. The price of this Ferrari is increased by the company every month or so. You can pour hundreds of thousands of dollars in to getting this Ferrari, but there is always the chance that it won't be available by the time you can work up that kind of money.

    A set of tools, however, that can be used to easily hijack the Ferrari, are MUCH less expensive. Sure, there is the risk of being caught, but it is less costly and time consuming to a MASSIVE degree.

    Now, imagine that everyone is in this situation. What happens when everyone steals their Ferrari's instead of buying them? The entire system falls apart, and the company can no longer afford to make Ferrari's OR the regular car anymore. This is the point that the OP is trying to make. This kind of trend could possibly lead to the total collapse of SWTOR

     

    It doesn't sound like it is the PLAYERS being greedy anymore, does it? This isn't whining, this is trying to set some degree of accountability.

  11. Also, in terms of lore and based off of the abilities that the forms' disciplines give you, here is what the forms ACTUALLY are lorewise:

     

    Shii-cho - Niman (prime clue: force powers)

    Soresu - Soresu (they actually didn't mangle this one too badly)

    Ataru - Juyo (prime clue: speed & precision)

    Shien - Ataru (prime clue: acrobatics & movement speed boost)

    Juyo - Shien (prime clue: inverted grip)

  12. On a similar note, please feel free to check out my forum on future ability ideas for all specs if the level cap increases again. It is primarily molded by community suggestions, as I want it to be what the community as a whole wants to see. Furthermore, I welcome constructive feedback on what I can do to improve the list. Please feel free to check it out, as it is very much a pride of mine.

     

    http://www.swtor.com/community/showthread.php?t=880409

     

    (oh, and yes, it includes stuff for mercs)

  13. On a similar note, I am working on a compilation of future ability ideas that should be implemented if the level cap increases again. It includes all specs of all classes, and is primarily molded by community suggestions, as I want it to be based off of what the community wants. I do my best to keep everything balanced and even, but constructive feedback is welcomed and encouraged! Thank you!

     

    http://www.swtor.com/community/showthread.php?t=880409

  14. As a related topic, I have a forum on possible future abilities if the level cap increases again. I work VERY hard on making the list comprehensive, balanced, and professional, as I want the devs to take it into account should the level cap raise again. Most importantly though, the list is built off of suggestions from those who read it, and I periodically update it based on suggestions for improvements or modifications. The active abilities are put in terms of both Republic and Imperial advanced classes, but the passive abilities and organization are organized in terms of imperial abilities.

     

    I don't necessarily like the idea of having to promote my forum in someone else's forum, but I want as much of the community as possible to be involved in this process. Please consider checking it out, and posting and constructive feedback or suggestions for me to consider. I'm currently working on Healer abilities, so I could definitely use some help. Enjoy!

     

    http://www.swtor.com/community/showthread.php?t=880409

  15. Power directly increases damage dealt. This is helpful in a variety of ways. It improves the base damage that is multiplied when you crit, it improves overall burst and dps, aids healing, and is just an all-around helpful stat. Mastery improves both power and crit, but not at the same rate as they would be improved by just directly investing in either.
  16. For those who aren't aware, SWTOR's version of Saber Forms are, frankly, perversions of what the forms are according to Star Wars lore. This is a comprehensive thread noting what SWTOR's forms ACTUALLY are, and why.

     

    Shii-Cho -- Niman

    SWTOR's "Shii-Cho" employs a balance of offense and defense, the integration of force powers into attack sequences, techniques of other forms (specifically flourishes from Makashi and leaps from Ataru), and can be used with both single sabers (standard Niman) and twin sabers (Jar'Kai). These are all attributes of Niman form.

     

    Shien -- Ataru

    SWTOR's "Shien" is, in Layman's terms, "the Ataruest Ataru to ever Ataru." Ataru form focuses on acrobatic attacks and high mobility. What does SWTOR's "Shien" give you? Leaping attacks and a boost to movement speed. (Ironically, Shien/Djem So form are actually forms of LOW mobility. A+ Devs...).

     

    Soresu -- ...Soresu...

    SWTOR, for the most part, actually got Soresu right. However, it isn't really hard to mess it up, so it does not merit them much credit. The one point I have is the elements of Shii-Cho that are prevalent, but this is not enough to reclassify it entirely. Good(ish) job Devs!

     

    Ataru -- Juyo

    Let me get started by saying that SWTOR's Ataru is an AFFRONT to Star Wars as a whole. It literally says in the description of the form that it is an "acrobatic form. This form offers no acrobatic abilities besides Force Leap/Force Charge, and even then, those are abilities that ALL warriors and knights get (not to mention that they can only be used at a distance of 10-30 meters). Now that we got that out of the way, SWTOR's "Ataru" is very much Juyo form. The form focuses heavily on speed and precision, both key attributes of Juyo. The Ataru Strike system only further proves this point, in terms of Juyo's speed

     

    Juyo -- Shien/Djem So

    This one was by far the hardest to classify, but one minor detail of the ability animations and some aspects of the fighting style clued me into SWTOR's "Juyo" being Shien/Djem So. Shien/Djem So were the first forms to widely employ inverted grip (think Starkiller and Ashoka). Looking at the animations of the abilities for SWTOR's "Juyo," there is heavy use of inverted grip, especially for Marauders. Not to mention, Shien/Djem So focus on attacks that wear down opponents (which can be translated to DOT attacks), and crushing attacks designed to power through an opponent's defense (Annihilate/Merciless Slash).

     

    I hope this list was entertaining to read, and helps you look at your warriors and knights a little bit differently. Thank you for reading.

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