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TheSpiceIsRIght

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Everything posted by TheSpiceIsRIght

  1. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions DARKNESS/KINETIC Tactical Suggestions: Depredating Volts is now instant, consumes 50% less force, deals 50% less damage, builds an extra stack of Dark Protection (5 total) and can be activated at 30m Discharge grants the next melee attack to proc Energize and Shock. Energize procs consumes no force. Force pull has max range set to 15m, pulls up to 8 targets in the radius of 8m (of the target you pulled) and has it’s cooldown increased to 1m30sec. Only usable on non-player characters 30 meter depredating volts with recklessness. Item which can be placed to replicate the old phase walk healing circle Assassin’s shelter [*]Wither refunds 5 force per target hit and deals 20% extra damage to primary target [*]Losing Dark bulwark heals you by 1% per stack. Can only happen once every 30 seconds [*]Shroud of Darkness changes Recklessness effect. Staggers 50% of the damage taken for the duration of Recklessness and the remaining 50% you take as periodic damage over 20 seconds (ticks every second).The periodic damage cannot be cleansed. Set Bonus: 2 set - Shock heals you by 2% of your total maximum HP per activation 4 set - Wither reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds. 6 set - 3 stacked Depredating Volts reduces the cooldown of Overcharge Saber by 1 second per activation.
  2. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions General Class Specific Suggestions: MARAUDER/SENTINEL: JUGGERNAUT/GUARDIAN ASSASSIN/SHADOW SORCERER/SAGE MERCENARY/COMMANDO POWERTECH/VANGUARD SNIPER/GUNSLINGER OPERATIVE/SCOUNDREL
  3. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions GENERAL Tactical Suggestions: Mass Rez for healers while operations combat is inactive Combat Clarity For 12 seconds, a key ability has no resource cost or cooldown, and your movement speed is increased by 100% Not usable in instanced PvP or Operations [*]Roll the dice (for fun) Grants a random [offensive or defensive] ability at 0 cost from the other advanced specs of your class Not usable in instanced PvP or Operations Set Bonus: Mob slayer/Rampage 2-set Killing mobs gives you 20% movement speed for 5 seconds (stacks to 3) 4-set Killing mobs heals you for 10% max HP 6-set 5% increased damage dealt (stacks to 3) for 5 seconds [*]Social life (4 player group not ops group) 3-set Increased endurance from being in a group 5-set Increased CXP gained from being in a group (non-pack) [*]Speed Demon Sprint now works in combat Killing mobs gives 20% movement speed Increase sprint movement speed to +50% [*]Gathering 50% increased movement speed from mounts Greatly increased protection from being dismounted/knocked off Increases materials dropped from gathering nodes
  4. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions MEDICINE/SAWBONES Tactical Suggestions: Increase surgical probe’s critical chance by 100% on targets below 30% max health Stim boost has a decreased cooldown and grants [rp name]. The cooldown of Stim Boost is now decreased by 50%, and has its duration decreased by 9s. Consuming [rp name] by the recuperative, injection or infusion consumes the buff and provides a bonus effect: recuperative: provides a 5%damage reduction to all targets injection: Instant + HoT infusion: Places a HoT on the target, which heals for x amount once the HoT has expired. [*](New Ability) new TA sink single target DPS ability Set Bonus: 2 set - Activating a healing ability grants [rp name] which causes your next Kolto Injection to be a critical. This effect cannot occur more than once every 60s. 4 set - Recuperative cooldown is decreased by 3 seconds 6 set - The last tick of Kolto Waves applies a HoT over all affected targets
  5. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions CONCEALMENT/SCRAPPER Tactical Suggestions: Volatile Substance explodes dealing poison damage to enemies within 8m over 5s Toxic Haze causes your next 2 lacerations or veiled strikes to hit all targets within your toxic haze for 50% of normal damage. Primary target still takes full damage. Crippling Slice now provides armour debuff Volatile Substance now hits non primary targets within 8m for 70% damage. Collateral Strike now affects all targets within 8m. (Only main target is affected by the automatic critical) Set Bonus: 2 set - Culling now causes Collateral Strike to refund 4 energy. (Increased from 2) 4 set - Acid Blade’s duration is now increased by 2 seconds 6 set - Activating Veiled Strike makes your next Volatile Substance to critically hit. This effect can only occur once every minute
  6. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions LETHALITY/RUFFIAN Tactical Suggestions: Toxic Blast only does all of its damage at the end of the Increase duration of lethal strike buff by 3 seconds Fatality proc’d Corrosive Assault is now a 3 second channel. 2x damage of base (1:1 damage scaling for time). Cannot be used while moving. Set Bonus: 2 set - Lethal V energy cost is reduced by 2 4 set - Corrosive Grenade and Corrosive Dart have their duration increased by 3 seconds 6 set - Toxic Blast resets the cooldown of Lethal Strike. This effect cannot occur more than once every 45s
  7. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions ENGINEERING/SABOTEUR Tactical Suggestions: Covered Escape drops all of its bombs on the first target you pass through and increases the bomb damage by 50%. Orbital Strike now finishes the damage of Plasma Probe. This effect cannot occur more than once every 20 seconds Orbital Strike now applies cluster bombs per tick of Orbital Strike Set Bonus: 2 set - Increase the stack of cluster bombs by 1 4 set - Target Acquired’s cooldown is reduced by 15 seconds, and grants 15 energy 6 set - Increase Electrified Railgun’s stack limit to 4.
  8. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions MARKSMANSHIP/SHARPSHOOTER Tactical Suggestions: Ambush is now a cleave, similar to Nahut’s Rail Gun. Functions similar to dual saber throw 35m centered on a target, hitting everything between you and the target and past that target in a 35m line. Non primary targets do not benefit from armor penetration [*]Ambush grants Finish the Job regardless of health. Takedown is now useable on targets regardless of health Set Bonus: 2 set - increase crit % while using target acquired (similar to explosive fuel but a much lower percent increase) 4 set - Increase duration of Sniper Volley by 5s 6 set - Penetrating Blasts and Series of Shots reduces the cooldown of Laze Target by 12 seconds.
  9. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions VIRULENCE/DIRTY FIGHTING Tactical Suggestions: Item which allows corrosive grenade to be thrown as a ground target aoe and increases radius - makes it easier to spread to more targets Suppressive fire now deals 20% damage and causes all dots to tick every second Orbital is now a single target orbital strike and does 2% increased damage for each poison effect on the target. Orbital is now a 1.5s cast. No energy change. Set Bonus: 2 set - Laze target makes the dot ticks under you next cull auto criticals. 4 set - Each damage tick of Series of Shots grants [rp name]. [rp name] increases the damage of your next Lethal shot by 10% 4 total energy [*]6 set - When Takedown affects a target under Weakening Blast, it extends the duration of Weakening Blast by 1.5s
  10. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions ADVANCED PROTOTYPE/TACTICS Tactical Suggestions: A tactical item could be that it changes Energy Burst so that the stacks not only scale damage, but also energy spent. Each stack makes it cost 5 more energy (so 4 stacks remain the same 20 energy). I don't remember the math off hand, but I think it still does more damage as a filler at 2 stacks than Mag Blast while costing a bit less heat. So it would be a juggle between sustained damage vs burst but also making sure we'd use all 4 stacks if there is still an autocrit mechanic tied to it in 6.0. Energy Burst now cascades from the target hitting up to 3 additional targets for 70%/50%/30% damage Rail gun: Rail shot is now a cleave, similar to Nahut. Functions similar to dual saber throw. 20m centered on a target, hitting everything between you and the target and past that target in a 20m line. Dealing reduced damage to each consecutive target to a maximum of 4 targets and cannot occur more than once every X seconds. [*]Increase maximum energy load stacks from 4 to 5 Set Bonus: 2 set - Rocket Punch energy cost reduced by 3. 4 set - Explosive Fuel vents 3 heat per second over the duration 6 set - Keep current auto crit set bonus
  11. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions SHIELD TECH/SHIELD SPECIALIST Tactical Suggestions: Oil Slick can be lit on fire with Flame Sweep or Firestorm to do periodic AOE damage. Or add it to Pressure Overrides and remove existing range increase. Jet Charge now launches you into the air out of reach of enemy damage. Resisting all force/tech damage for 3s Stealth Scan now generates a mirror image of yourself, shielding the next 80k? damage for the next 4s. Translocate defensive Set Bonus: 2 set - Rocket punch reduces the cooldown of Sonic Missile and Neural Dart by 2 seconds. 4 set - Oil Slick grants 3s of x Reducing damage taken by 60%.\ 6 set - Heat Blast reduces the active cooldown of Energy by 2s.
  12. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions PYROTECH/PLASMATECH Tactical Suggestions: Railshot → free flame burst in Flame Barrage passive. Set Bonus: Explosive fuel increases alacrity by (2-10%??) Explosive Fuel vents 3 heat per second over the duration Rail shot makes your next flame burst or flame sweep generate no heat.1
  13. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions BODYGUARD/COMBAT Tactical Suggestions: Unload builds stacks of supercharged gas (up to 3) Kolto shell also increases damage reduction by .5% per stack. Supercharged Celerity now applies 7 stacks of kolto shell on all party members. Kolto shell now has a 6s cd. Healing per charge is increased by 15%. Kolto shell now has a maximum of 13 stacks and has its healing increased per charge. Can only be used on one target. Set Bonus: 2 set - Kolto Shell costs 2 less heat and refreshing Kolto Shell refunds 1 heat for each stack of Kolto Shell remaining on the target. 4 set - Activating a healing ability has a 15% chance to grant [rp name]. [rp name] stacks up to 2 times and causes your next healing scan to be a critical. (changed from rapid scan) 6 set - Supercharged Gas now empowers your Kolto Missile to provide x damage reduction. Additionally, Progressive Scan ticks for one extra tick under Supercharged Gas.
  14. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions INNOVATIVE ORDNANCE/ASSAULT SPECIALIST Tactical Suggestions: Fusion missile’s periodic damage now lasts 3s longer consumes 8 heat. Explosive Dart now remains dormant in a target for 12.5 seconds. The next Power Shot or Mag Shot detonates the Explosive Dart. Innovative Particle Accelerator now applies to Explosive Dart. Dealing periodic damage to any target grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increased the damage it deals by 75%. This effect cannot occur more than once every 15 seconds. If a targeted is affected by your burning affect, Missile Blast will refresh the affect and spread to all targets within 5 meters of the primary target. Combustible Gas Cylinder now has in increased chance (50%) to deal 2734 additional elemental damage over 6 seconds. Death from Above generates 15 heat over the duration and is now a 1.5 second cast. Reduces the cooldown on Death from Above by 50% and decreases the damage dealt by 50% (same damage as current DFA for 1.5 seconds). Additionally, all targets affected by Death from Above will have their periodic damage affects refreshed each time they are affected by it. Targets affected by Incendiary Missile and Serrated Shot for their entire durations grant an additional stack of Supercharged Gas. This effect can only occur once every 15 seconds. Supercharged Gas now vents 20 heat, and increases periodic damage dealt by 15% for 8 seconds. Hitting a targeted with a Serrated Shot benefitting from Speed to Burn grants Volatile Warhead. This effect cannot occur more than once every 30 seconds. Mag Shot now deals 50% of it’s damage on hit and the remainder of it’s a damage as an Internal/elemental dot over 4.5s *Concept idea* Some sort of tactical item to encourage holding 10 stacks of supercharge for increased sustained DPS and only activating supercharge for burst windows. Set Bonus: 2 set - Power shot or Rapid shot generate two stacks of supercharge can only occur once every 15s. 4 set - Increases Supercharged Gas duration by 3 seconds 6 set - Activating Thermal Detonator damage is increased by X% per periodic effect on the target.
  15. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions ARSENAL/GUNNERY Tactical Suggestions: Heat Seeker can now split to 3 separate targets. Each target receives 90% base damage of Heat Seeker. Rail gun: Rail shot is now a cleave, similar to Nahut. Suggested 4 set only affects primary target (five stacks?) Functions similar to dual saber throw 30m centered on a target, hitting everything between you and the target and past that target in a 35m line. Set Bonus: 2 set - Tracer missile now costs 2 less heat. 4 set - Using a 5 stack Rail Shot grants a buff that makes the next Priming Shot/Heat Seeker Missile/Rail Shot ignore 45% of the target’s armor 6 set - Activating Supercharged Gas makes your next Heatseeker Missile an automatic critical.
  16. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions RAGE/FOCUS Tactical Suggestions: Force Crush’s last tick of damage is now deals damage to nearby enemies within 5 meters Damage dealt during your cascading power buff is added up. Your next force crush's final hit deals it's normal damage +5% of your cascading powers added up damage. QOL: When within 4 meters of the target obliterate does not lock your character in place (similar to low slash having different animation within melee range) Set Bonus: 2 set - Melee/Ranged hits build stacks of X increasing damage dealt by your next force/tech hit by 5%/10%/15% stacks up to 3 times 4 set - Force Scream now grants a stack that makes the next Vicious Slash, Vicious throw, or Sweeping slash 10% increased damage 6 set - Raging burst increases the duration of force crush by 3 seconds Other ideas: Hew is now usable by Rage
  17. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions VENGEANCE/VIGILANCE Tactical Suggestions: Shatter no longer has a dot, deals all damage up front Enrage makes removes the rage cost of the next 3 abilities Slam increases duration of eviscerate and draining scream by 1.5s Saber throw now applies a (small) dot Ravage deals X% increased damage for each of your periodic effects on the target
  18. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions IMMORTAL/DEFENSE Tactical Suggestions: Intercede redirects all damage taking by an ally to the player for 4s Force Choke now has 30m range and pulls target to you. Blade turning - change melee/range to force/tech Endure Pain now absorbs damage up to 20% of your max health Intercede no longer reduces threat of target and gives them a shield that absorbs a moderate amount of damage
  19. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions MADNESS/BALANCE Tactical Suggestions: Force storm has all passives of force lightning Fulminating currents Wrath Sith efficacy Chance to trigger lightning burns Lightning Barrage [*]Deathmarks no longer increase the damage of your next 15 periodic effects by 15%. Instead they store 30% of the damage that consumed each stack. When the last stack is consumed, the Deathmarks explode, dealing internal damage to the target equal to the sum of all the damage stored. [*]Force Leech is now a 3 second channel that deals 8k internal damage per second and heals you for 50% of the damage done. [*]Spend life to gain damage Set Bonus: 2 set - Self Healing from Parasitism, Death Field, and Force Leech can now overheal you, converting the excess healing into a shield that absorbs up to 20% of your maximum health. 4 set - Wrath damage is now increased to 40%. 6 set - Deathfield now applies 20 deathmarks which now increase the damage dealt by each of your periodic effects by 20%.
  20. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions LIGHTNING/TELEKINETICS Tactical Suggestions: Chain Lightning/Telekinetic Wave spreads Affliction/Weaken Mind to all targets it hits so long as one of them has Affliction/Weaken Mind. Thundering Blast/Turbulence is now a cleave, similar to Tyrans. Functions similar to dual saber throw 35m centered on a target, hitting everything between you and the target and past that target in a 35m line. [*]Bioware Chain Lightning/Telekinetic Wave Ideas because they are actually really good Set Bonus: 2 set - Reduces the cooldown of Polarity Shift/Mental Alacrity by 15 seconds. 4 set - During Polarity Shift/Mental Alacrity, Force Storm/Forcequake can be placed instead of channeled and deals 100% more damage (ie double damage). Only one Force Storm/Forcequake may be active at a time. [Recklessness does not affect Force Storm.] 6 set - Affliction/Weaken Mind critical hits cause your next Force Lightning/Telekinetic Throw to channel and tick twice as fast. This cannot occur more than once every 10 seconds. Other ideas: Lightning Bolt now builds a stack of x, stacks up to 3 times. Increasing the Shock damage by 10% per stack. Potentially better suited to a passive. [*]Affliction or Weaken Mind damage has a 30% chance to increased alacrity by 5% for 15 seconds. Cannot occur more than once every 20 seconds.
  21. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions CORRUPTION/SEER Tactical Suggestions: When your Static Barrier/Force Armor on friendly players expires or is broken they heal all friendly players within x metres for y (very small amount) healing Roaming Mend/Wandering Mend no longer bounces between players, instead applies 4 stacks to the target healing upon damage taken once per second. (Force Bending [a.) no longer affects Roaming Mend] or [b.) Force Bending causes the target to receive 75% of Roaming Mends healing up front]. Casting Resurgence/Rejuvenate on a target currently affected by your Revivification/Salvation also applies Resurgence/Rejuvenate to all other targets affected by your Revivification/Salvation. Can only occur once every 14s Force pull gives its target a 25% Critical chance increase on the next 2 gcd’s. If no damage is done in those gcd’s, the target reduces 50% of their threat. Using Static Barrier with 3 stacks of Force Surge applies a Static Barrier which expands around the targeted player up to 4m and increases damage reduction for a maximum of 8 allies within its radius by 5% for 10s. Consumes 3 stacks of Force Surge. Force Barrier becomes Empowered Barrier which reduces all damage taken by 40/50% for all targets within a 4m radius of the caster. Caster is no longer immune to damage but can use abilities. Force barrier can now be placed on a friendly target and force barrier's duration is reduced by 50%. Target benefits from all the effects of force barrier but cannot perform any action while the channel is active. (Alternate version: Force barrier can now be placed on a friendly target and remains on the target for a 10? second period. The effects of force barrier only activate if the target falls below 1hp. Once active, the target is unable to perform any action for 4? seconds but gains all the effects of force barrier.) Force Regeneration Tacticals: When your Static Barrier/Force Armor on friendly players is broken, (not expire), refunds x amount of force. Crushing Darkness & Affliction ticks refund force Reverse Corruptions reduces the force cost of Crushing Darkness, Affliction and Force Lightning by X force. [*]Recklessness now restores 300 force immediately, reduces force regen to 0 for 8s and after 10s recklessness reduces total force by 200? Set Bonus: 2-Set: Reduces Innervate’s cooldown (as it is now) 4-set: Activating Roaming Mend grants [insert buff name here], which reduces the cast time of your next Dark Infusion by 0.5s and increases it’s crit chance by 30%. [buff Name] lasts 6 seconds. 6-Set: Recklessness grants 150 force over 6 seconds
  22. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions DECEPTION/INFILTRATION Tactical Suggestions: Low slash applies a dot that deals 10k dmg over 6 seconds. (breaks the incap in pvp) Discharge does AOE damage within 8 meters 90% damage to main target 30% damage to remaining targets Set Bonus: 2 set - Discharge grants a stack that increases force crit by 2%. Stacks up to 4 times 4 set - Using maul behind the target provides an automatic critical hit on reaping strike. Can only proc once every 30s [*]6 set - Ball Lightning used with 2 stacks of Voltage now grants 2 stacks of Static Charge. Other ideas: General discipline passive change: Amped Voltage now applies to Discharge instead of Phantom Stride. Specifically, activating Discharge/consuming 3 stacks of Static Charge now regrants 3 stacks of Static Charge. Can only proc once every 30s.
  23. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions HATRED/SERENITY Tactical Suggestions: Leeching strike now also costs 5% of max HP and increases Leeching strike’s damage dealt by 30% Converts Inevitable Demise to deal 15% more damage on targets under 60% health Inevitable Demise now deals 30% more damage on targets above 60% health Set Bonus: 2 set - Consuming a death mark grants 1 force 4 set - Leeching strike grants [insert rp name here], causing periodic damage to deal 10% increased damage for 5 seconds 6 set - Assassinate deals 5% increased damage for each instance of periodic damage on the target
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