TheSupaCoopa Posted November 23, 2013 Share Posted November 23, 2013 (edited) 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 November 25, 2013 by TheSupaCoopa Link to comment Share on other sites More sharing options...
CaraExas Posted November 24, 2013 Share Posted November 24, 2013 id be cool with a 20 percent and a increase in threat gen Link to comment Share on other sites More sharing options...
Darth_Dreselus Posted November 24, 2013 Share Posted November 24, 2013 What is the rational behind having 3 damage types and one attack type? Link to comment Share on other sites More sharing options...
BattleGracefully Posted November 25, 2013 Share Posted November 25, 2013 What is the rational behind having 3 damage types and one attack type? i see 4 damage type and 2 attack types Link to comment Share on other sites More sharing options...
TheSupaCoopa Posted November 25, 2013 Author Share Posted November 25, 2013 i see 4 damage type and 2 attack types that was an edit. Link to comment Share on other sites More sharing options...
TACeMossie Posted November 25, 2013 Share Posted November 25, 2013 (edited) 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 November 25, 2013 by TACeMossie Link to comment Share on other sites More sharing options...
Crimson_Paladin Posted November 26, 2013 Share Posted November 26, 2013 A suggestion for the idea: The Powertech's mirror ability could be called "Mandalorian Power Shield," and could be a arm-mounted energy barrier (like those shields some of the Mandalorians had in Star Wars: The Clone Wars). Link to comment Share on other sites More sharing options...
TheSupaCoopa Posted November 27, 2013 Author Share Posted November 27, 2013 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. Link to comment Share on other sites More sharing options...
Going Posted December 23, 2013 Share Posted December 23, 2013 Lets just say this does get implemented.....actually no. **** Link to comment Share on other sites More sharing options...
TheSupaCoopa Posted December 24, 2013 Author Share Posted December 24, 2013 Lets just say this does get implemented.....actually no. **** No comprendo. Repite por favor. (I finally found a use for Spanish III). Link to comment Share on other sites More sharing options...
dakisback Posted December 24, 2013 Share Posted December 24, 2013 Why would it reduce movement speed? All absorb CD's in the game so far absorb like 4k-6k damage. Are you wanting something that absorbs like 15k? LOL. Link to comment Share on other sites More sharing options...
TheSupaCoopa Posted December 24, 2013 Author Share Posted December 24, 2013 Why would it reduce movement speed? All absorb CD's in the game so far absorb like 4k-6k damage. Are you wanting something that absorbs like 15k? LOL. Move speed reduced is to balance out the high absorb. Link to comment Share on other sites More sharing options...
dakisback Posted December 24, 2013 Share Posted December 24, 2013 Move speed reduced is to balance out the high absorb. If you want high absorb the cooldown would need to do something like reduced damage output by 50% Link to comment Share on other sites More sharing options...
TheSupaCoopa Posted December 24, 2013 Author Share Posted December 24, 2013 If you want high absorb the cooldown would need to do something like reduced damage output by 50% Yeah, but VGs already have bad damage output. Link to comment Share on other sites More sharing options...
Luckeyduckey Posted December 24, 2013 Share Posted December 24, 2013 (edited) 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 December 24, 2013 by Luckeyduckey Link to comment Share on other sites More sharing options...
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