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ShupFace

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Posts posted by ShupFace

  1. My understanding is that there were a number of companions who already had this option built into their storylines, but it was removed before launch.

     

    I'm not saying we should have the option to kill any companion at any time, but it does seem a shame that it was removed from the storylines where it was appropriate.

  2. I think it's a shame that we don't have the option to kill companions. I understand that some people in the beta ignored the warnings, killed their companions and then cried about it.

     

    Solution: Include an option during character creation that allows people to choose whether they want the power to kill their companions.

     

     

    Let's be honest, not being able to kill Quinn or Kaliyo is pretty frustrating when you know it's what your character would do...

     

  3. I really wanted to like the Sith Inquisitor's story. And there were some great ideas in there. I enjoyed Korriban a lot. The Zash/Khem Val storyline was very cool. I really enjoyed the gradual manipulation of Ashara (preferable in many ways to Jaesa's headlong plunge into darkness) and hope to see it continue.

     

    But, I really felt like Acts 2 and 3 didn't work.

     

     

    You run around collecting force g******s and end up with ghost VD. Then Thanaton makes the bone-headed decision of challenging you to a Kaggath and when you finally defeat him someone else gets the kill. And to cap it all off, you end up on the Dark Council but have no real power base to back you up. Instead of feeling like a ****** you are completely out of your depth...

     

    What should have happened:

    Thanaton tries to kill you, but you escape.

    Zash advises you to challenge Thanaton to a Kaggath and he agrees because he is bound by tradition.

    You spend Act 2 building up resources of your own and undermining Thanaton's power base at the same time.

    You spend Act 3 battling out the Kaggath.

    You defeat Thanaton (without any help from dark council members) and assume your rightful position on the Dark Council.

     

  4. I'm playing through all the story lines with my brother at the moment. Next up we're doing Imperial Agent and Bounty Hunter.

     

    We tend to be over level for most of the content (except bonus series) and with two of us plus companions it's pretty easy most of the time. Having said that, I'm not the best player in the world and tend to look at the forums for help choosing builds.

     

    So, I was wondering what would be the best DPS build for clearing content quickly. I was thinking that would probably be engineering because of the focus on AOE?

  5. I like the idea of the Pirate/Noble class. Seems like it could actually fit with the Leia archetype at least for Republic. Though you could argue the smuggler/operative class is close enough, at least in playstyle...

     

    Personally, I would love to see a playable droid class. ACs would be protocol droid and assassin droid...

     

    I know some classes have anti-droid powers, but if you really need to you could just give the droid classes an inherent passive skill that brings them in line with other classes...

  6. In General:

     

    We need a defensive cooldown. The self-heal is nice, but it's not enough.

     

    We need to be able to do more damage across the board. We're just not keeping up with other classes.

     

    Madness:

     

    It would be cool if one of our abilities like affliction, shock or death field had a chance to proc a mobile force lightning. This would increase our ability to do damage while on the run and the 50% slow would help keep opponents at a distance. This would probably need to be a skill high up in the madness tree.

     

    DoTs could hit harder with increased damage and/or reduced length. It would be cool if Creeping Terror was immune to purge or immediately dealt damage and/or a debuff when purged.

     

    Shock would be more useful if it did more damage and/or cost less force to use. It would also be cool if this became our execute ability, doing 30% more damage when targets are below 30% health.

     

    Force Speed could make you immune to snares, roots and stuns for duration.

     

    Force Slow could root the target for 2 seconds either instead of, or in addition to, slowing them by 50%.

     

    Life steal from parasitism, death field and devour could restore more health to improve our survivability.

     

    Lightning:

     

    Lightning Strike could do more damage. It could also have a higher chance to proc a lightning storm.

     

    Forked Lightning could be improved with a higher damage bonus and/or a higher chance to proc. An increase to the bonus from Conduction would be helpful too.

     

    Thundering Blast could use a boost to its damage. When used on targets with affliction it could receive a bonus to damage instead of auto-crit. It would also help if there was a way to make it instant cast, such as from your Lightning Barrage or Lightning Storm procs. It could also benefit from Forked Lightning...

     

    Corruption:

     

    I don't know enough about healing to make helpful comments, but I've heard a few people say Dark Heal is rubbish and we could use a low-level instant heal.

  7. The Problem:

     

    Sorcs are weak defensively and we lack burst.

     

    Good sorc players are capable of posting respectable damage scores in RWZ through dots and aoe. But without a strong defense or offense there's not much stopping us from being targeted, except the soon to be nerfed stun bubble.

     

    What follows are some suggestions for ways to improve the Sith Sorcerer AC. Obviously, if all of these changes were implemented tomorrow then Sorc's would become massively OP, but one or two changes could make them more competitive in PvP and high level PvE content.

     

    In General:

     

    We need a defensive cooldown. The self-heal is nice, but it's not enough.

     

    We need to be able to do more damage across the board. We're just not keeping up with other classes.

     

    Madness:

     

    It would be cool if one of our abilities like affliction, shock or death field had a chance to proc a mobile force lightning. This would increase our ability to do damage while on the run and the 50% slow would help keep opponents at a distance. This would probably need to be a skill high up in the madness tree.

     

    DoTs could hit harder with increased damage and/or reduced length. It would be cool if Creeping Terror was immune to purge or immediately dealt damage and/or a debuff when purged.

     

    Shock would be more useful if it did more damage and/or cost less force to use. It would also be cool if this became our execute ability, doing 30% more damage when targets are below 30% health.

     

    Force Speed could make you immune to snares, roots and stuns for duration.

     

    Force Slow could root the target for 2 seconds either instead of, or in addition to, slowing them by 50%.

     

    Life steal from parasitism, death field and devour could restore more health to improve our survivability.

     

    Lightning:

     

    Lightning Strike could do more damage. It could also have a higher chance to proc a lightning storm.

     

    Forked Lightning could be improved with a higher damage bonus and/or a higher chance to proc. An increase to the bonus from Conduction would be helpful too.

     

    Thundering Blast could use a boost to its damage. When used on targets with affliction it could receive a bonus to damage instead of auto-crit. It would also help if there was a way to make it instant cast, such as from your Lightning Barrage or Lightning Storm procs. It could also benefit from Forked Lightning...

     

    Corruption:

     

    I don't know enough about healing to make helpful comments, but I've heard a few people say Dark Heal is rubbish and we could use a low-level instant heal.

  8. Good sorc players are capable of posting respectable damage scores in RWZ through dots and aoe. But without a stronger defense or offense there's not much stopping us from being targeted, except the soon to be nerfed stun bubble.

     

    Not every class needs to be a burst class and not every spec needs to be viable for PvP, but it would be nice if there was a stronger DPS spec for sorc in PvP.

     

    For sorc to be more competitive they either need to up our burst or give us a bit more survivability so we can take advantage of our sustained damage.

     

    Obviously if they implement every suggested change Sorc's will be vastly OP, but a buff to damage would definitely be welcome at this point.

  9. I was deleting some space missions from my quest log to make room for side missions and I must have accidentally deleted the mission "Making History". This is part of the Corellia quest series for the Empire and now I can't find where to pick the quest back up.

     

    Does anyone know where I can pick it up?

  10. Sorcs are weak defensively and we lack burst.

     

    Good sorc players are capable of posting respectable damage scores in RWZ through dots and aoe. But without a strong defense or offense there's not much stopping us from being targeted, except the soon to be nerfed stun bubble.

     

    This thread is intended to be a collection of the best ideas for improving the Sorc class without making it OP

     

    If you could ask for three buffs to the Sorc class what would they be?

     

    1. Buff Lightning Strike damage. At the very least LS should be worth using with wrath (which it currently isn't).

    2. Give us a defensive cooldown.

    3. Buff shock either by increasing damage, reducing cost or making it an execute

  11. My brother and I have been levelling characters together (Sith Inquisitor and Warrior) and found it pretty easy most of the time. For my next character I'm looking to play a Vanguard and my brother will be a Smuggler.

     

    I was wondering, given that difficulty is not much of an issue, what is the most fun Vanguard tree or spec to play?

  12. It has been more than four months since Bioware posted threads on the forum soliciting feedback for the various classes. However, despite sixteen pages of overwhelmingly negative feedback about the Sith Sorceror we are yet to receive a response from anyone at Bioware.

     

    My question: Do you intend to continue ignoring the feedback that you asked for or can we expect a response from you at some point in the future?

  13. Simply put Sorcs need a boost to damage or survivability (or both).

     

    Damage:

    Thundering Blast and Creeping Terror need boosts to make them worthy of the 31 point position.

    Dots in general need to hit harder.

    Lightning strike needs to do at least enough damage to make it worthy of a wrath proc.

     

    Survivability:

    Fix Corruption

    Boost the bubble

    Add some more effective control

  14. My brother and I are playing through the SI and SW storylines together and one thing that bothers me about both storylines is the lack of pro-activeness.

     

    The SW spends too much time being Baras' errand boy. You can treat him with utter contempt but you still run around doing his bidding until he inevitably tries to kill you and then you finally respond. Likewise the SI spends the first act doing Zash's bidding and the second and third acts responding to Thanaton's attack.

     

    One thing I really would have liked to see is more building of your power base. The cult was a step in the right direction, but so far they haven't proved useful for much. You spend so much time doing missions that benefit the Imperial Military and various Sith Lords, why can't you win any of them over to your side?

     

    I love the suggestion that the SI could have instigated the Kaggath (perhaps suggested by Zash) instead of simply reacting to it. Then Act 2 could have been about acquiring resources to win the fight. Similarly, if the SW wasn't so naive he could have spent Act 2 preparing to challenge Baras or at least readying himself for the inevitable betrayal.

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