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If you could give Gunslinger/Scoundrel ONE new ability?


axka

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If you could give Gunslinger/Scoundrel ONE new ability? What would it be?

 

I would have given them "Steady Shot". 2 sec base cast time (Less based on aclarity), regenerates 10 energy when successfully hit.

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I would modify disappearing act so that it simultaneously launches a flash grenade upon activation, but i guess that doesn't work for gunslinger.

 

Otherwise I would do a sort of 5 second 'low health buff/dispell' that could only activate below 10% health, remove all stuns/ snares, raise armor by 25%, launch an light AoE bleed, and then, if killed while buff is active, do a no-damage 5m knockback sort of like some droids do when they die.

 

This would force people to think twice when ganging up on them. Think huttball bridge tactics...

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If you could give Gunslinger/Scoundrel ONE new ability? What would it be?

 

I would have given them "Steady Shot". 2 sec base cast time (Less based on aclarity), regenerates 10 energy when successfully hit.

 

I wouldn't give us a new ability..but rather remove the root from the jimmy kick animation...that in itself has more value than adding more tools to the toolbox imo.

 

 

OR

 

Give us an ability that lets us kick while we're moving?

Edited by djpostman
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A healing debuff shot like a mortal strike seen as we're a pure dps class (slinger) its abit lame that with a afew good healer in a wz (eg Void) stop you from takking ppl down b4 they revive and return. Would help both sides and make us bit more useful seen as most classes can dps or heal or dps and guard we could just give dps a fair shot at killing some1 who is getting chain healed.
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Sabotage spider mine/snare set while crouched! Shares cooldown with sabotage charge. Set where crouched. Red blinking light indicates where placed. After 3 seconds, it arms and the closest player to come by gets 'stuck' and hit.
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Advanced Cover: When you activate a a cover-only ability, you will automatically roll into the nearest cover, or, if none is available, crouch in place. Also, cover will be expanded to include vertical cover, i.e. doorways and pillars. Gained along with portable cover at level 10 for Snipers/Gunslingers. Edited by HavocMaster
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A DoT that has a chance to restore a small amount of energy per tick. I like the steady shot idea, but for Gunslinger, not Scoundrel. Casting/channeling as melee usually doesn't work out very well.
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For Scoundrels... either:

 

(1) A useful gap closer when you're still locked into combat (5-10s, 35% 'Sprint' speed.)

(2) Immunity to roots/slows (to balance out the lack of speed by making it consistent at least)

(3) Ranged Upper Hand generation for Dirty Fighting.

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For Scoundrels:

 

Giggle fit: Slow Release Medpacks have a chance a chance to increase the target's dodge by 10% for 10 seconds.

 

Something similar to the sage armor bonus for the tank, but to keep it from being too good, there should be a limit of how long.

 

 

For Gunslingers:

 

Cover me: Share cover for 30 seconds, can extend cover to nearby ( 10m) party members.

 

Gunslingers could use more "help the group" abilities.

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For Scoundrels... either:

 

(1) A useful gap closer when you're still locked into combat (5-10s, 35% 'Sprint' speed.)

(2) Immunity to roots/slows (to balance out the lack of speed by making it consistent at least)

(3) Ranged Upper Hand generation for Dirty Fighting.

 

Ranged Upper Hand generation for Dirty Fighting.

 

Or a IWIN button like many want lol

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A mine! Like a Proximity Mine or a Remote Mine. I was just thinking about this today.

 

It would be a skill Scoundrels learn that doesn't do a lot of damage, but can be spec'd in the Dirty Fighting tree to add a Mez (or knockdown, depending on balance) and a upper hand proc! I think it would really help that spec.

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Scoundrel could use a ranged interrupt in the healing tree. If a scoundrel is heal specced they are not in 10 meter melee range of the enemy most of a fight. While other ranged classes can shutdown abilities from a distance 30 meters the scoundrel/healer has to place themselves in harms way to do so.
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