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New Defensive CD: Riot Shield


TheSupaCoopa

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Riot Shield:

Pulls out a riot shield and absorbs x amount of kinetic, force, energy, tech, ranged, and melee damage and decreases movement speed by 15%.

 

NEW TALENT: Cortosis bracing:

-Adds a layer of cortosis to the shield, allowing it to absorb 50% more damage. In addition, when Riot Shield is active, when Storming a target,the target is knocked down for 4s.

 

EDIT 11/24/13: Added Tech Damage and Ranged Damage to description.

Edited by TheSupaCoopa
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I dunno, im still a fan of replacing Hold the Line with Storm via level up, and doing these following changes:

 

New Ability, in Shield Tech tree, replaces Storm:

OVERCHARGE SHIELD:

 

The Vanguard overcharges his shield generator, increasing shield chance by 100% for 15 seconds. 90 second cooldown.

 

Talent Changes:

 

Charge!:

No longer requires storm, and is available up front.

 

Static Surge:

Instead of granting 2 free explosive surges after storming, shielding an attack while Overcharge Shield is up has a 50/100% chance to cause a static surge to go off, dealing (Explosive Surge damage) to 5 enemies within 5 meters. This effect can only happen once every 1.5 seconds. Also increases explosive surge damage by 3/6% (same as current unless the skill tree calculator lied to me - too lazy to open up the game right now). Requirement changed from Storm to Overcharge Shield.

 

Battlefield Training:

Instead of Increasing Movement speed by 7.5/15% when High Energy Cell is active, this talent reduces the minimum range of Storm by 5/10 meters while High Energy Cell is active.

 

Advance the Line:

Instead of increasing the duration of Hold the Line by 4 seconds, this ability grants 6 seconds of interrupt immunity after using Storm.

Edited by TACeMossie
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I dunno, im still a fan of replacing Hold the Line with Storm via level up, and doing these following changes:

 

New Ability, in Shield Tech tree, replaces Storm:

OVERCHARGE SHIELD:

 

The Vanguard overcharges his shield generator, increasing shield chance by 100% for 15 seconds. 90 second cooldown.

 

Talent Changes:

 

Charge!:

No longer requires storm, and is available up front.

 

Static Surge:

Instead of granting 2 free explosive surges after storming, shielding an attack while Overcharge Shield is up has a 50/100% chance to cause a static surge to go off, dealing (Explosive Surge damage) to 5 enemies within 5 meters. This effect can only happen once every 1.5 seconds. Also increases explosive surge damage by 3/6% (same as current unless the skill tree calculator lied to me - too lazy to open up the game right now). Requirement changed from Storm to Overcharge Shield.

 

Battlefield Training:

Instead of Increasing Movement speed by 7.5/15% when High Energy Cell is active, this talent reduces the minimum range of Storm by 5/10 meters while High Energy Cell is active.

 

Advance the Line:

Instead of increasing the duration of Hold the Line by 4 seconds, this ability grants 6 seconds of interrupt immunity after using Storm.

 

I think Storm/JetCharge being a talent in the tank tree is good because it allows SS VGs/ST PTs to be more mobile and has great synergy with Explosive Surge/Flame Sweep.

 

What I would like to see is for ES/FS's damage to be increased, Harpoon/Grapple's threat gen increased, power screen/heat screen and energy blast/heat blast to give both shield and absorb, and Soldier's Grit/Coolant to be reworked to:

 

While Battle Focus/Explosive fuel is active, Second Wind(Adrenaline Rush's rename)/Kolto Overload gives No Surrender/Coolant, increasing Defense by 5%, Damage reduction by 10%, shield chance by 25%, and Ammo/Heat regeneration by 5 ammo/heat per second. In addition, while No Surrender/Coolant is active, the active Cool down of Second Wind/Kolto Overload and Reactive Shield/Energy shield has a 50%/100% chance to be reduced by 2s when attacked. This may occur once every 1.5 seconds.

 

I would also like to see Adrenaline Rush renamed to Second Wind and changed back to it's 2.0 version.

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  • 4 weeks later...

1:30 CD, 30% movement speed reduction (Storm would balance this out) and 6 second duration. Absorbs 60% of incoming damage, and grants Riot Control, finishing the cooldown on Stockstrike and Riot Strike each time you are hit (1.5 second rate limit). Tool tip:

 

Draws a temporary Riot Shield for 6 seconds. When Ion Cell is active, the riot shield absorbs 60% of incoming damage and reduces movement speed by 30%. Incoming damage grants Riot Control, finishing the cooldown on Riot Strike and Stockstrike, and regening 8 energy. This can only occur every 1.5 seconds. 1.5 Minute Cooldown. Shielding attacks can still occur while active. While HEC and PC are active, the Vanguard's draws a stun gun parallel to his shield, increasing defense by 30% and reducing movement speed by 30%. While active, the Vanguard fires his stun gun, dealing 25% of incoming direct damage as internal damage. Cannot occur more than once every 1.5 seconds.

*PT*

Activates temporary Gauntlet Shields for 6 seconds. While Ion Gas Cylinder is active, Gauntlet Shields absorbs 60% of incoming damage and reducesmovement speed by 30%. Additionally, incoming damage grants Overloaded Gauntlets, finishing the cooldown on Quell and Rocket Punch, and venting 8 heat. This can only occur every 1.5 seconds. 1.5 minute Cooldown. Shielding attacks can still occur while active. While HEGC and CGC are active, the Powertech's Gauntlet Shields becomes charged with flames, increase defense by 30% and reducing movement speed by 30%. While active, the powertech reflects 25% of incoming damage back to the attacker as elemental damage. Cannot occur more than once every 1.5 seconds.

 

Complicated? Yes. Another idea would be to grant a passive 30% defense for 30% movement speed, than add the rest into the trees. Thoughts?

Edited by Luckeyduckey
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