MouseNoFour Posted December 30, 2012 Share Posted December 30, 2012 Saber Impale Channeled: 1.5 secs Cooldown: 15s Range: 10-30m Throw your main-hand Lightsaber at a distant opponent, impaling them and leap to the victim to retrieve it. Deals X - Y damage with the main-hand weapon, immobilises the target for 2 seconds and interrupts the current action. Builds 3 rage. Cannot be used against targets in cover. Requires combat. This is my made up ability for level 55 Marauders. There are many like it, but this one is mine. Link to comment Share on other sites More sharing options...
Wrthlessnoob Posted December 30, 2012 Share Posted December 30, 2012 (edited) Yeah no, Maras/sents do not need another leap.Actually scratch that, No more leaps period Edited December 30, 2012 by Wrthlessnoob Link to comment Share on other sites More sharing options...
Dire-Wolf Posted December 30, 2012 Share Posted December 30, 2012 Expert Grip You have mastered lightsaber combat. This ability allows you to use a double bladed lightsaber in your main hand. Link to comment Share on other sites More sharing options...
Petnil Posted December 30, 2012 Share Posted December 30, 2012 Think i´d have to agree that the jump part makes it unrealistic. Imo we dont want more stuns either on any class. Maybe a clever aoe move that dont brake cc. Link to comment Share on other sites More sharing options...
Alec-Trentini Posted December 31, 2012 Share Posted December 31, 2012 We need a knockback ability like the old AoE Force Wave on a 60s cooldown. Link to comment Share on other sites More sharing options...
jedimasterjac Posted December 31, 2012 Share Posted December 31, 2012 How about you unleash your flurry, throwing your two blades back and forth over and over for a while? AOE Link to comment Share on other sites More sharing options...
HoboWithAStick Posted December 31, 2012 Share Posted December 31, 2012 Expert Grip You have mastered lightsaber combat. This ability allows you to use a double bladed lightsaber in your main hand. Lol, so no one ever plays a sin again. No thanks. Link to comment Share on other sites More sharing options...
CarthOnansi Posted December 31, 2012 Share Posted December 31, 2012 An aoe knockback? For example jump up slightly then plunge both sabers into the floor knocking enemies along the floor back about 5-10 m? I think that would be pretty good Link to comment Share on other sites More sharing options...
Voxx_Voltaare Posted January 1, 2013 Share Posted January 1, 2013 (edited) Force Belch Instant Cooldown: 1 Minute Range: 4m Immobilizes the target for 4 seconds. Causes the target to become violently ill, doing 1337 internal damage over the duration. Special Animation: Target bends over and vomits violently. Edited January 1, 2013 by Voxx_Voltaare Link to comment Share on other sites More sharing options...
aazii Posted January 1, 2013 Share Posted January 1, 2013 Succor Instant Rage: 0 Cooldown: 45s Range: 10-30m Pull a friendly target to your location and create an illuson of your target at its original place that lasts 1 second. Increases the targets threat by a moderate amount and reduces the targets incoming damage by 10% for 6 seconds. I love the sorcerers Extrication spell, and this would work somehow similar. In a pvE scenarion, this could be used on a tank (pref jugg/pt) from range, then they could charge back in with increased threat and damage reduction. The illusion is there to keep the mob tanked in place until the tank charges/forcespeed's back. In pvP it could be used to get ppl in need out of immidiate danger, and create abit of confusion lasting 1 seconds in the midst of the enemy team, and seeing ccs are nonstop spammed nowadays, i feel 1-2 out of 100 ccs per minigame "wasted" on an illusion wouldnt be to bad. This neither makes the marauder itself stronger, it just gives it some more group support. And seeing we are studying the teachings of Naga Sadow, which is a SORCERER, which aswell is known for his illusions, i feel this ranged support spell would be great for us all Link to comment Share on other sites More sharing options...
Saferai Posted January 1, 2013 Share Posted January 1, 2013 Core abilities don't concern me as much but for the extra 5 skill points I'd like to see the top of the annih tree be an ability that instantly grants you 3 stacks of annihilate on a 2ish minute cooldown. Link to comment Share on other sites More sharing options...
darthtrunkmonkey Posted January 1, 2013 Share Posted January 1, 2013 Force Belch Instant Cooldown: 1 Minute Range: 4m Immobilizes the target for 4 seconds. Causes the target to become violently ill, doing 1337 internal damage over the duration. Special Animation: Target bends over and vomits violently. this is win Link to comment Share on other sites More sharing options...
Gyronamics Posted January 2, 2013 Share Posted January 2, 2013 (edited) An aoe knockback? For example jump up slightly then plunge both sabers into the floor knocking enemies along the floor back about 5-10 m? I think that would be pretty good Yeah that would be nice, steal the only party trick mercs have and combine it with being able to leap 30m to a target and knock everyone there off. Choice of autocrit smash if they are on the flat and mass knockback if they are on a catwalk. Actually, smash then knockback for added hilarity. Yeah... no. Juggs are bad enough with the physics they can mess one player about with with their leap, push, leap combo. Letting marauders be able to leap, aoe knockback isn't helpful. Edited January 2, 2013 by Gyronamics Link to comment Share on other sites More sharing options...
Zamppa Posted January 6, 2013 Share Posted January 6, 2013 Impaling Pull The Marauder uses the Force to pull any normal or silver mob from 30 meter radius to him/her and at the same time impales the pulled target with his/her saber stunning the target for 2 seconds. The ability has 30 second cooldown(basically makes it useable once against every group) and it builds up 2 rage. The ability could cause a bit over 2000 dps(+bonuses, crits etc) to normal targets and around 1700-1800(+bonuses) to silver targets. Link to comment Share on other sites More sharing options...
Bird_of_Thunder Posted January 6, 2013 Share Posted January 6, 2013 Jar'kai Form Allows the user to enter Jar'kai stance, reducing cooldowns on melee attacks using lightsabers by .75 sec. I just love Jar'kai Link to comment Share on other sites More sharing options...
MazakMatsura Posted January 8, 2013 Share Posted January 8, 2013 (edited) Fear Cuddle (PvP only skill) Instant Cooldown: 2 Minutes Range: 10m (Animation : Cartel Pack Red eyes) All enemies within 10m ball up and are paralyzed for 3 seconds. You sacrifice half your health and Your next Smash damage is increased by 50%. All enemies affected by Fear Cuddle automatically create a new forum thread on Smash being OP. Edited January 8, 2013 by MazakMatsura Link to comment Share on other sites More sharing options...
Jack_Shadowshade Posted January 8, 2013 Share Posted January 8, 2013 Dougie: (Channeled) The marauder drops his lightsabers and does the dougie dance, causing all nearby enemies to burst out in laughter. Link to comment Share on other sites More sharing options...
Diablo_Cow Posted January 8, 2013 Share Posted January 8, 2013 God-mode: Kill everything in a 2km radius, all pvp matches result in victory for caster. Costs: nothing CD: one GCD It's going ti happen knowing Bioware Link to comment Share on other sites More sharing options...
Malchessar Posted January 13, 2013 Share Posted January 13, 2013 (edited) Double Saber Throw Channeled: 6 Seconds Cooldown: 20 seconds Range: 5-15m Throws both lightsabers that do X-Y damage to 5 targets, completely immobilizes targets for 10 seconds and interrupts all actions. Builds 3 rage, has a 65% chance to hit targets in cover position and has a 45% chance to hit stealthed enemies. Talent bonus: Saber Throw Mastery (0/3) Reduces the cooldown of Double Saber Throw by (3.33/6.66/10) seconds, Vicious Throw and Deadly Throw by (2/4/6) seconds, increases all throw ablities range by (5m/10m/15m) and has a (33.3%/66.6%/100%) chance to refund all rage for Vicious Throw and Deadly Throw Now tell me that wouldnt be damn cool to see? Edited January 13, 2013 by Malchessar Link to comment Share on other sites More sharing options...
Sylvatica Posted January 13, 2013 Share Posted January 13, 2013 Maybe something like when Grievous fights with lightsabers? =) Spinning both lightsabers into the ground and maken an AOE? I've always found it a cool animation when Grievous takes out his Lsabers, tho is wielding 4 and Marauder/Sentinel 2! But this can be worked out! =) Link to comment Share on other sites More sharing options...
Kaos_KidSWTOR Posted January 14, 2013 Share Posted January 14, 2013 Double Saber Throw Channeled: 6 Seconds Cooldown: 20 seconds Range: 5-15m Throws both lightsabers that do X-Y damage to 5 targets, completely immobilizes targets for 10 seconds and interrupts all actions. Builds 3 rage, has a 65% chance to hit targets in cover position and has a 45% chance to hit stealthed enemies. Talent bonus: Saber Throw Mastery (0/3) Reduces the cooldown of Double Saber Throw by (3.33/6.66/10) seconds, Vicious Throw and Deadly Throw by (2/4/6) seconds, increases all throw ablities range by (5m/10m/15m) and has a (33.3%/66.6%/100%) chance to refund all rage for Vicious Throw and Deadly Throw Now tell me that wouldnt be damn cool to see? that would be ****** but which tree would the talent be in? im going to assume Carnage? Link to comment Share on other sites More sharing options...
Dire Posted January 15, 2013 Share Posted January 15, 2013 These are all horrid ideas. I have none of my own, but its still better than anyone of these. Link to comment Share on other sites More sharing options...
drfumblez Posted January 15, 2013 Share Posted January 15, 2013 Annihilation Spec -- Cataclysm (3 points): Spends 3 charges of Annihilator to guarantee the next 1/2/3 melee strikes are critical hits. CD: 3/2/1.5 minutes -- Burning Decimation (2 points): Whenever your burns crit, it has a 15/30% to add another 100/200 damage to your next Annihilation. Stacks up to 3 times. Using Annihilation resets the stack. Carnage -- Deep Wounds (2 points): Gore has an increased duration of .5 seconds, and stacks a debuff on the target, reducing healing received by 10/20% and slowing casting speed by 5/10% for 5 seconds. (effective on Operation Bosses) -- Ferocity (1 point): When activated, Ataru Form hits now always crit. Lasts for 6 seconds. 2 minute cooldown. -- Rampage (2 points) Increases the chance Ataru Form activates by 5/10%. I have no clue what to do with Rage. Link to comment Share on other sites More sharing options...
IAmViiOLENT Posted January 16, 2013 Share Posted January 16, 2013 Annihilation- Consumes a full stack of fury and annihilator and converts it into an expulsion of power, hitting for x-y damage. Usable every 30 seconds. There, burst in Anni spec, less maintain, but optional or situational. Carnage can have a new bleed, costs 3 rage and refunds 1 rage. Ticks for 9 seconds, dealing x-y damage. Rage can have: Karthus, R button. Link to comment Share on other sites More sharing options...
BobyDigital Posted January 16, 2013 Share Posted January 16, 2013 new ability for rage smash 2 this ability does more damage and bigger aoe then smash 1 Link to comment Share on other sites More sharing options...
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