Jump to content

Quazi-moto

Members
  • Posts

    21
  • Joined

Everything posted by Quazi-moto

  1. I approve of both the xp boost to be moved to the skill buff, and the ability to purchase the boost. Legacy is preferred over Cartel Market, but as I have spent enough coins on the 25% boost, it is an acceptable option.
  2. Troopers/BH/slingers and snipers get Tanks with big lasers that target force users Smugglers/operatives just get a permanent rollllllllllllllllllll
  3. I approve of this suggestion. It wouldn't hurt to add cross faction support. I alt craft on my imps, and game on my pubs. Would be great to have crafting stuff automagically go to my legacy bank
  4. mini games That would be the best "expansion" to have., as it ... expands the SW world. I played wow for about a year, and the only significant thing I remember (besides all the festivals, and being riding a tank in pvp battles) was the Plants vs Zombie mini game you could play. FUN STUFF!! To expand on that, give us arcades on the fleet to play old school Star wars games. Put Kotor inside SWTOR, so that we can play it while waiting for que. Give us casinos, that pay in credits. Make Sabaac a competitive game with leaderboards, etc. Make an RTS out of Ilum, Colicoid wars, or the current space combat, with you as the commander, as it is obvious that these areas are neglected or will soon be. This is the stuff that can make SWTOR infinitely playable. Give something for everyone. Your character is your avatar, so why can't they interact with the environment more. All the other choices are content updates, and 1 or 2 things should be improved every 3 month cycle. 1 planet, race, per cycle, 1 class per year, etc. I viewed Makeb as content update, but will view Galactic starfighter an expansion to the game.
  5. Posted in heal thread My points: 1. Make the Love Beam match crystal colors 2. Change Kolto cloud based on the Cell used 3. New skill called Run and Gun: 15s duration 1.5m cd. Once activated, commando is immune to interrupts, and is able to cast while moving. Alternatively, change Hold the Line 4. As others have mentioned, procs take too long to "wake up", I also approve of making full auto give proc chance on each hit. 5. Is assault a dot spec or a burst spec, seems to be trying to do both.
  6. As posted in the balance thread I still see balance as a dot spec. Like all the previous ideas posted above though. There is hope.
  7. posted elsewhere as ideas for future improvements. In this case, reduction of the severity of a critical hit. Would this help the spikiness of shadow tanks better than just a straight armor buff? It really allows shadows to maintain the same uniqueness but get the extra buff situationally but still a bit randomly. Thoughts?
  8. I had posted this in the 2.5 changes thread. As you would need less use out of mind crush, I would also like to see Force strike change to give sever force a chance to tick twice. I would like to see sever force moved down and replace a lower tier skill. Psychic Absorption could be replaced. In it's place as the capstone, a new skill, Force Resonance. This skill takes current dot's on target and creates a resonating force dot that mirrors the sum of the individual dot. Lasts for 6s. 45s cd. This gives some bursty feel that doesn't make balance bursty. Benefits: a) mind crush is now applied via whirling blow b) sever force has more RNG to do extra damage c) FIB is critical to maintain mind crush (5 limits the extent of maintaining mind crush on large groups) d) New mechanic of some quick bonus damage for the work done to put those dots up in the first place.
  9. thank you for the clarification. I did mean force cloak, however I do agree that it should not reset force potency, but I don't see a reason it couldn't still give the force regen buff. Regardless, in stealth there is no dps, so it has some limitation in pve. I do like premise 1 using blackout reset to assist with force regen. Is that all that would be needed to stabilize the class dps? I dps'd DF last night in infiltration, and I agree about the annoyance of keeping track of your procs. It could be a simple improvement to just have one proc morph into the next "stage" proc. So when you have 2 stacks of clairvoyance, your next project also triggers force breach. Then you would just need to be cycling CS to maintain your 2 stacks. Probably bunk too, but just thoughts. And to previous poster, thanks for correcting my mistake. Something people on the forum are great at. Every class that is not heal or tank (or balance/madness) spec can dish out a lot of damage in 2s. Why is it that shadows can't?
  10. Isn't the complaint with shadows that the dps is not competitive. Project would be a better rate limiter on the double proc, due to double strike having only GCD. I just don't like the use of project for a stabber class. Alternative ideas: Project has a chance of resetting blackout 25/50% from 1/2 stacks of clairvoyance. Think about stealthing every 12-24s? Give shadows the name they deserve. Project has a chance of SS hitting a second time for 50% damage, with 25/50% CS stacks. More reasonable damage boost? Look at other classes big hits. Tactics Trooper pulse generator (aoe) 3-5k per tick x4 15s cd. Commando 6-8k charged bolt + instant proc High impact bolt 9k 6s cd for proc. TK Sage proc auto crit turbulence (aoe) 6-10k followed by instant TK wave (aoe) for 6-10k 9s cd. Sent, Guardian, Slinger... tell me who can't do 15-20k in 2s? Just ideas, that is where improvements start.
  11. the only value of green schematic beyond aesthetics is to RE for the augmentation kit mk-9. Belt/bracer being the lowest cost for ingredients in the other tiers. It is strange that there are missing schematics, just like only custom drops are gloves... Seems like Makeb crafting section was unfinished. Kind of like Holinium was an oops.
  12. DPS Fix: Infiltration: Clairvoyant Strike: Each use of this ablility builds Clairvoyance giving Double Strike a 25%/50% to make your next Shadow Strike hit twice. I dislike throwing rocks from my backstabbing shadow, project should not be part of the tree (my opinion, not anyone elses) Balance: Lambaste: applies mind crush to targets hit by your Whirling Blow Force Supression: Force in Balance refreshes mind crush on affected targets Balance is now positioned to be an aoe dot dps. Tank Fix: Bombardment: Project creates Shadow Shroud, which reduces the severity of a critical attack by 10/20% Project is what 6s cooldown? so that takes 12s to get a 20% coupon off your next received critical hit. 6 more seconds before you can get a new 10% off coupon, and with frequent hits, may be difficult to see the 20% off. Perhaps kinetic ward shield could be the trigger instead, replacing Kinetic Bulwark with Shadow Shroud? Just the thoughts of a mediocre shadow.
  13. Don't forget the bonus healing ticks. I like getting a 10-18k heal bomb every 5s + 1k-2k bonus tick puddle per player that is a bit larger than the bomb itself 8m I think (16m end to end). BTW thanks for the guide. It has made my healing capacity jump immensely, I used to have power outage issues, because I would spam the long cast heal and just drain my power. Now if we could only change the love beam to match the crystal color, I would be in happy land. If I had any ideas for improvement, I would like some ability to heal on the run, maybe while activating hold the line or your shield. I would prefer that to the single use no energy skill. or Have a resource generating cloud. Have the kolto bomb change based on the cell used. CS: no change Armor Piercing Cell: yellow energy pool gain for 10% Plasma Cell: boosts the damage of dots by 10% Would make mando a very important class to have around your slingers, balance consulars, and watchman sents. It would be easy to fill in the rotation to throw down a bomb every cd without affecting dps. It would then be a choice between heals, energy generation, or dot boost.
  14. Other than shock being an assassin skill , that and I try to keep force pull for the stragglers, unless its a boss pull
  15. my thoughts: I like the idea of the back jump as an alternate escape as posted previously. If I were to rework the class this is what I would do: 1. Remove the stand still requirement for charging abilities. Merc/com are mobile ranged platforms. Make it so. Healing on the run would do wonders for bodyguards, would not change anything in heat management or hps. Damage on the run would do wonders for keeping pressure whether pvp/pve. 2. Give electro-net a 15s cd. I don't care if the damage is a pittance, it is just a valuable utility skill and should be high in the rotation for any dps. If this is considered OP, then I would suggest giving force camo the same CD as electro-net is currently. 3. in lines with mobility, reduce the hydraulic/hold the line skill cd or increase it's duration. With these three suggestions, we become much better at mobility and change nothing in regards to our heat management or overall dps/hps. Mobility would be a great alternative to tweaking specific skills to do more damage or use less heat.
  16. I agree with the OP in that a certain level of ability needs to be required before allowing access to a hardmode FP or OPS. I see 3 different places that make a player have this minimum level of ability 1. Gear 2. Familiarity with FP/OPS 3. Familiarity with class Since you can't force a minimum on 3, the alternative is to apply a minimum on either 1 or 2 or both. I have played on LOTRO since it came out, even WoW for a bit. Both of these have "gates" for accessing progressively more difficult content. WoW uses both 1 and 2, and uses number 3 to trim the herd. You can still fail if you can't play well. LOTRO combines both 1 and 2 into one. It sets the gear you gain from ez (story) mode with tags, so without that gear on, you can't access tougher content. It also requires you to have completed "wings" in order to get to the toughest content. This is called Progression. Each step you need to show minimum competence before moving on to the next level. If new gear came with a tag, that would solve both issues with hm/ops gearing AND ability. The gear itself is already in place. Tionese should be purchaseable and be required to start sm fp Columni would be required to start HM fp. Rakata would be required to start SM ops. Campaign would be required to start HM ops. Hazmat/dread guard would be top end gear for running nightmare content. That is a simple fix that can be implemented without a whole lot of changes to any of the current conent. This can be applied to PVP easily as well, if they implemented seperate pvp levels. my 2 creds
  17. The mechanic as i see it is exactly the way it should be. You take 24 players, go to a heroic area, and just kill stuff. Now, for this to work outside of Ilum, it must be where enemies AND players have to be within that equivalent frame of level. More than 5 levels above, can't hit, 5 levels below, no xp. The only thing bolster has done, is eliminate the level mechanic. Give Legacy a way to: 1. Unlock that boosts xp gain for each capped character 2. Unlock once reaching 50 that gives a flat xp boost 3. Unlock a boost to the various xp gains already available ...and, I hate to say it. Make a token in the cartel market, for permanent boosts, level gains, or at the least double xp tokens. This is a for profit company after all. I spent about 8 hours today with a leveling ops going from 13-23. I will say, I would rather not do that anymore. It is a horrible way to level. And frankly slower than taking 3 buddies through a world and grinding out quests, as all the bonuses stack for xp. The only value of the Ilum grind is that you don't have the monotony of traveling to and fro all over a planet. Instead, you stand still, and stab/shoot over and over and over and over and over. I will agree with a previous poster, the 45-49 should not be punished because of this mechanic. The gree dailies should be available to ALL levels 1-50. Isn't that what bolster was for?? Remove the level requirement on the Gree event, and you might have more people going to the event, to do the event. my 2 creds
  18. LOTRO implemented a new system that has drops for each person that contributes to a kill. I don't see why it is so improbable that everyone spending time/effort going through an op/fp should have to roll for the 1 -3 items that drop. Comms are just a slow way of getting the specific piece you want. If everyone were to receive a drop, there would be less time grinding to gear, and more time to do ... oh wait that is all there is for endgame. What would be nice is to have other things to do besides gear grind. Less focus on gear, more focus on entertainment.
×
×
  • Create New...