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What kind of Abilities do you want to see for your main when the Expansion hits?


Kormad

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Title says it all. What kind of abilities do you think your main's AC needs, or what kinds of abilities would you love to see introduced to your class to improve your effectiveness in Warzones? Edited by Kormad
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A grapple ability for Operative/Scoundrel DPS that brings up a reticule and allows you to grapple to the floor/wall 20m around you and lunge to that area.

 

so dumb, operatives don't need any distance closer as DPS, or escape as heals, they're completely fine

 

if you're doing dps and you're not using sever tendon or stealth or cc, you're doing it wrong

 

if you're doing heals and not using your sprint, stealth, ccs, heals, you're doing it wrong

 

if any class needs this its merc/commando

Edited by biggermuscles
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Class Merc.

Skill 30m pull.

 

 

Why a pull you ask? I pity all those poor, poor, hordes of melee. I mean really!!!! They have to tap target and use a gap closer!!!!!!! Why not make it easier for them? Better yet i could pull and root them! so glad bw gave me that root :rak_03:

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The only new abilties I would like to see for sage/sorc would be replacements of current abilties and passive abilties. I don't want additional abilties to keep track of on top of the ones we already have. Some tweaks to existing abilties would have been nice too and re-arrengement of the trees so that madness/balance could take the force saving abilties that currently are far up the lightning/tele trees, alt. cheaper force costs in general.

 

Question, are we actually getting additional spec points for the new levels? That' could possibly create some crazy hybrids for some AC'es. Not sure if I like the thought of that.

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I would rather see them balance the current ACs for all aspects of the game than introduce more abilities into the game. New talents that buff/change current abilities would be the way to go...isn't running, in some cases, 30+ hotkeys enough?
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I would rather see them balance the current ACs for all aspects of the game than introduce more abilities into the game. New talents that buff/change current abilities would be the way to go...isn't running, in some cases, 30+ hotkeys enough?

 

New abilities allow classes to be balanced.

 

For example, adding a reverse leap for commandos would help immensely. I'd want something like a jet pack that allows us to jump to whereever our reticle is. Would make commandos soooooooo fun in huttball.

Edited by Smashbrother
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Guardian/Juggernaut: Some sort of 1-2min CD raid buff, possibly modified based on tree/stance.

Defense/Immortal: Some sort of high single target damage/threat ability. Guardian Slash/Crushing Blow just doesn't cut it vs the hybrid tank builds.

Vigilance/Vengeance: Some sort high single target burst ability outside of Master Strike/Ravage. Possibly some sort of offensive CD (could be tied with the raid buff based on tree/stance that I mentioned before.)

Focus/Rage: Another group debuff ability to go along with the tree's AOE focus.

 

Sentinel/Marauder: Not really sure. Maybe another ranged option?

Watchman/Annihilation: Add a stacking buff with Merciless/Annihilator

Combat: Ataru form has a chance to proc some new ability, not sure what though.

Focus/Rage: Another group debuff ability to go along with the tree's AOE focus.

 

Shadow/Assassin: Some new in stealth ability or (de)buff

Kinetic Combat/Darkness: Shadow Strike/Maul no longer requires the player to be behind the target

Infilitration/Deception: Critical chance increase on Project/Shock and Force Breach/Discharge

Balance/Madness: Periodic damage that consumes Force Suppression/Deathmark charges has a chance to tick twice and doubles all healing done by Focused Insight/Parasitism for 5-10 seconds.

 

Sage: A new defensive CD.

Seer/Corruption: Some sort of mild-moderate instant heal on a moderate CD

Telekinetics/Lightning: Some sort of powerful instant single target ability, possibly work off a proc.

Balance/Madness: Periodic damage that consumes Force Suppression/Deathmark charges has a chance to tick twice and doubles all healing done by Focused Insight/Parasitism for 5-10 seconds.

 

Vanguard/Powertech: A situational defensive CD, not sure what kind though.

Shield Specialist/Shield Tech: Some sort of knock back or other peeling ability.

Tactics/Advanced Prototype: Some sore of burst outside of Pulse Cannon/Flamethrower.

Assault/Pyrotech: Not really sure. Some utility of some sort?

 

Commando/Mercenary: An escape, such as a combat sprint.

Combat Medic/Bodyguard: Another good AOE heal.

Gunnery/Arsenal: Full Auto is uninterruptable. Some sort of offensive CD.

Assault/Pyrotech: Not really sure. Some utility of some sort?

 

Scoundrel/Operative: Some sort of new in-stealth ability or (de)buff.

Sawbones/Medicine: Some sort of new utility/heal using Upper Hand/Tactical Advantage procs

Scrapper/Concealment: Some sort of mid-range attack or utility. Or some sort of out of stealth burst replacement for Shoot First/Hidden Strike that doesn't knockdown and does less damage, but gives a stack of Upper Hand/Tactical Advantage.

Dirty Fighting/Lethality: Not sure. Dirty Fighting/Lethality needs a lot of help for Scoundrel/Operative, but I'm not sure what it needs.

 

Gunslinger/Sniper: Some sort of new on the move on the move that does moderate damage.

Marksman/Sharpshooter: Some sort of proc ability, not sure what.

Saboteur/Engineering: Some sort of burst ability (albeit less powerful) outside of Sab Charge/Explosive Probe.

Dirty Fighting/Lethality: Not sure. While Dirty Fighting/Lethality fares far better for Gunslinger/Sniper, it is still missing something. I'm note sure what that something is.

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Only sorc's interset me.

 

Alacrity to shorten sorc dot's duration (faster ticks).

 

Force lightning should restore more force when specced in madness (double or triple the amount restored?). We run out of it too fast vs 2 or more healers. Or just speed up the force regen.

Edited by Givemedanger
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The only new abilties I would like to see for sage/sorc would be replacements of current abilties and passive abilties. I don't want additional abilties to keep track of on top of the ones we already have. Some tweaks to existing abilties would have been nice too and re-arrengement of the trees so that madness/balance could take the force saving abilties that currently are far up the lightning/tele trees, alt. cheaper force costs in general.

 

Question, are we actually getting additional spec points for the new levels? That' could possibly create some crazy hybrids for some AC'es. Not sure if I like the thought of that.

 

They will be adding new skill tree abilities in, so yes, we are getting more Skill Points.

 

In terms of my main, I would love to see a cleanse of some sort for Force and Tech attacks. It would most definitely help our survive-ability if we were able to cleanse, say, a Sage's DoT's. Sage DoTs are what I have the trouble with most in terms of 1v1'ing out of Warzones and in Warzones- Vanguard Tanks in tank gear are already perfectly capable of taking down the top DPS classes, like the Smash Juggernaut/Guardian and the Assault/Pyrotech Vanguards of Powertechs.

Edited by Kormad
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The ability to pop a sorc/sage bubble automatically.

 

It's called smash

 

But I would like to see a blink ability for sorcs, and some sort of disengage ability of mercs (good way to incorporate the iconic BH jet boosters).

Edited by Nonnolol
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Title says it all. What kind of abilities do you think your main's AC needs, or what kinds of abilities would you love to see introduced to your class to improve your effectiveness in Warzones?

 

I'm a Sentinel so I really need:

 

  • A stealth detection skill
     
  • Self-heal in Focus spec; maybe add an effect to Force Sweep like Force in Balance has, i.e. it heals me for every target I hit.

Edited by SenseX
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For Shadows/Sins:

-make force cloak remove dots or at the very least function like force camo, instead of cloaking out and them being put back into combat immediately.

-Unnerfed armor (and no self heals, if that's what it will take) for more effective tanking in endgame

-aoe damage reduction ability moved down the deception/infiltration tree or into the tank tree so that Tanks can use it.

-force regen moved down the tank tree or to the deception/infiltration tree, so that dps can actually dps without having to constantly cloak out during a fight for increased force gen. really not sure why the tank tree has it, since guardians/juggs in tank spec specifically generate less energy while in tank form, guessing it's so that they can constantly actively self-heal with fl.

 

For Guardians/Juggs:

 

-a high threat move that actually holds threat (remove guardian slash, it's worthless) similar to wither, ideally group aggro holder or just give juggs wither.

-a buff to smash so I can get 10-15k lolsmashes.

 

For Sages/Sorcs:

 

-replace stunbubble with 100% reflective damage when attacked with aoe, so I can lolsmash juggs as a sorc. Or instead, just make the bubbles not stun, but absorb a lot more damage before popping and deal some amount of reflective damage, seems like it would be appropriate for lightning spec.

 

For Operatives/scoundrels:

 

-for dps spec: replace reliance on stealth opener by nerfing damage of stealth opener, but increase survivability through a talent armor increase/absorb buff, keep rest of damage of other abilities the same.

-for heal spec: replace pve healing set bonus with the pvp one or add battlemaster armor back in so pve healing isn't nerfed.

 

 

TL;DR: Just give us 5 extra skill points without messing with the trees and no extra abilities and I'll be happy.

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I would like to see a accuracy/crit/mainstat increase in the assassins skill trees...Not all of them, but one would be nice since every other class gets one!

 

This. Something a 1,2,3% to crit or mainstat. Also maybe rewrite dark swell to include lighting, and surging charge.

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