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TheVongbait

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  1. Spreading Resurgence through Healing Donut would not make the class broken but bring it in line with Mercs and Ops. The HPS gain would be about the same as the Merc's gain from Supercharged Burst (but even without Merc's "Who needs Energy Management" tool).
  2. They could create a new tactical item that makes Revivification spread Resurgence on all affected targets. HoT-Spreading could be the new thing to make Sorcs viable again.
  3. Maybe they could tweak the mechanics a little bit with other established mechanics. Here we go with some suggestions: Your friendly neighborhood Annihilation Droid: - Storm protocol voids deal a zero-damage oneshot (movement is not an STD) - The 24 weapon systems AoE stacks like Corrupter NiM or Titan 6 rockets - the players have to spread out - The front knockback causes a debuff on the current tank so that he gets 300% more direct damage until the next knockback (tank-swap mechanic) - The gun towers respawn at 80, 50 and 40 percent of boss HP and deal absurd damage Grumpy jumpy thingy - Give the adds the immunity shield of the Grob'thok NiM adds - you have to kite them through the lava to get it removed - the active tank gets the silenced debuff from ancient threat each time Gharj jumps (and it's removed when Gharj jumps anew) ==> Tank swap mechanic - the lava causes a stacking DoT debuff that stays for the whole fight and ticks harder with each stack with a oneshot at 5 stacks (= 5 seconds in the lava) Funny spinning wheely thing - Adds spawn at every spin - if you try to spin whith the debuff you get oneshot - make the Rakata ads stronger - the debuff lasts longer so that all four group member have to spin - if the rows arend locked within a 5 seconds time frame on both sides, the raid gets oneshot Soa's infernal party squad - if you try to help your mates you get oneshot - all councillors have to be killed within a 10 seconds timeframe, else enrage - the councillors can't be interrupted anymore - the Tank adds have to be much stronger, atm they are a not so good joke Soa the not-so infernal one - the lightning balls and mind traps appear in all phases - the lighning balls oneshot all players apart from the one targeted within a 5m range ("Brontes energy sphere" - no introduction needed in the civilized world) - mind traps have a tough enrage - if they are enrage, they won't release the players until the end of the combat (maybe enrage = immune to damage?) - there are two mind traps instead of one - one of them always takes out a tank or heal, the other one always a DPS - Soa's onshots one random player per stack he's got after transition phase - the pylons on the platforms in transition phase have to be a damage check - give them 270k hp or so) - Give Soa more stacks so that the group has to spread to both sides to cleanse them - the spinning pylons in the burn phase oneshot every player in melee range - know your positioning - Soa has to have a tough enrage - one missed pylon has to lead to enrage - Soa has to oneshot random players if enrage Tadaa - EV is in line with other NiM operations
  4. Hey devs, may I suggest implementing an emote automatically available to the leader of an ops group (and only to him) that shows a countdown like "Get ready! ... 5... 4... 3... 2... 1... Go!" as a systems message/ops leader announcement? Would be a great addition for random PUG raids without voice chats (as well as for raidgroups with tanks that can't count properly... "pull in 1... 2... 3"!?!). Would love it if you could consider this one for a future patch!
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