Jump to content

New Ability Suggestions (all advanced classes accounted for)


DarthPilatus

Recommended Posts

Here are some suggestions (or at least ideas that I would like to share) for abilities that could possibly be included with the next expansion.

 

Most of them are borderline ridiculous, but useful in some situations.

If any adjustments seem necessary, please say so.

 

 

Sith Assassin

 

 

Spinning Barrier

 

Channeled: 4.5 seconds

Force: 50

Cooldown: 2 minutes

Rapidly twirls your lightsaber, dealing X damage every 0.5 seconds and making you immune to all melee and ranged attacks for the duration of the ability. If the ability is fully channeled, your melee and ranged defense will be increased by 5% for 3 seconds.

 

(low damage)

 

 

 

 

Jedi Shadow

 

 

Protective Whirlwind

 

Channeled: 4.5 seconds

Force: 50

Cooldown: 2 minutes

Spins your lightsaber around in a whirlwind of defense, dealing X damage every 0.5 seconds and making you immune to all melee and ranged attacks for the duration of the ability. If the ability is fully channeled, your melee and ranged defense will be increased by 5% for 3 seconds.

 

(low damage)

 

 

 

 

Jedi Guardian

 

 

Protective Strikes

 

Instant

Focus: 4

Cooldown: 8 seconds

Range: 4m

Strikes the target twice, with each hit dealing X weapon damage. This ability increases the amount of threat you deal by 25% for 5 seconds.

 

(mid damage)

 

 

 

 

Sith Juggernaut

 

 

Distracting Strikes

 

Instant

Rage: 4

Cooldown: 8 seconds

Range: 4m

 

Strikes the target twice, with each hit dealing X weapon damage. This ability increases the amount of threat you deal by 25% for 5 seconds.

 

(mid damage)

 

 

 

 

 

Jedi Sentinel

 

 

Surprise Strike

 

Instant

Focus: 2

Cooldown: 12 seconds

Stabs the opponent with both weapons for X weapon damage and causes the target to receive 5% more damage from your DoT effects for 15 seconds.

 

(very low damage)

 

 

 

 

 

Sith Marauder

 

Deceptive Slash

 

Instant

Rage: 2

Cooldown: 12 seconds

Delivers an upward slash with both weapons for X weapon damage and causes the target to receive 5% more damage from your DoT effects for 15 seconds.

 

(very low damage)

 

 

 

 

 

Gunslinger

 

 

Perfect Shot

 

Activation Time: 5 seconds

Range: 35 m

Energy: 100

Cooldown: 2 minutes

Lines up both of your blasters for the perfect shot, dealing X weapon damage and reducing the target’s armor by 100% for 3 seconds. Only usable on targets with less than 30% health.

 

(very low damage)

 

 

 

 

 

Sniper

 

 

Assassination

 

Activation Time: 5 seconds

Range: 35 m

Energy: 100

Cooldown: 2 minutes

Loads your rifle with an armor-piercing power cell, dealing X weapon damage and reducing the target’s armor by 100% for 3 seconds. Only usable on targets with less than 30% health.

 

(very low damage)

 

 

 

 

 

Commando

 

 

E-WEB

 

Instant

Ammo: 32

Cooldown: 2 minutes

Deploys an E-WEB turret at your current location, which deals X energy damage to up to 5 targets in front of it every 2 seconds. Additionally immobilizes each target for 0.5 seconds. Lasts 30 seconds.

 

(low-mid damage)

 

 

 

 

 

Mercenary

 

 

Probe Droid

 

Instant

Heat: 32

Cooldown: 2 minutes

Deploys an imperial probe droid at your current location, which deals X energy damage to up to 5 targets in front of it every 2 seconds. Additionally immobilizes each target for 0.5 seconds. Lasts 30 seconds.

 

(low-mid damage)

 

 

 

 

 

Vanguard

 

 

Bayonet

 

Instant

Ammo: 16

Cooldown: 1 minute

Attaches a bayonet to your rifle, causing your next Stockstrike to deal an additional strike that damages your target for 50% of the original damage. The second strike reduces the amount of damage your target deals by 10% for 5 seconds.

 

 

 

 

 

 

Powertech

 

 

Foot Knife

 

Instant

Heat: 16

Cooldown: 1 minute

A small blade emerges from your foot armor, causing your next Rocket Punch to additionally make you to kick the target for 50% of the original damage. The kick reduces the amount of damage your target deals by 10% for 5 seconds.

 

 

 

 

 

 

 

Scoundrel

 

 

Fragmentation Round

 

Instant

Energy: 15

Cooldown: 3 minutes

Loads a grenade round, causing your next Shoot First or Back Blast to deal 50% of the original damage to up to 3 targets within 4m of the original target.

 

 

 

 

 

 

 

Operative

 

 

Rapid Strikes

 

Instant

Energy: 15

Cooldown: 3 minutes

Your next Hidden Strike or Backstab causes you to cleave up to 3 additional targets within 4m of the original target for 50% of the original damage.

 

 

 

 

 

 

 

 

Jedi Sage

 

 

Kinetic Storm

 

Instant

Force: 150

Cooldown: 1 minute

Releases a massive wave of force energy, dealing X damage to up to 5 targets in front of you and increasing all damage and healing you deal by 5% for 20 seconds.

 

 

 

 

Sith Sorcerer

 

 

Unlimited Power

 

Instant

Force: 150

Cooldown: 1 minute

Unleashes a large storm of electricity , dealing X damage to up to 5 targets in front of you and increasing all damage and healing you deal by 5% for 20 seconds.

 

 

Again, these are just ideas that emerged out of curiosity. Let me know what you think. :D

Edited by DarthPilatus
Link to comment
Share on other sites

Most of the abilities you listed here are either ridiculously overpowered,or near useless. The only thing that comes off as reasonable is the bayonet/foot knife, which is right in line with the tank roles. Not sure that they really need something like that though.
Link to comment
Share on other sites

If an ability is overpowered enough, strapping a long CD on it doesn't change the overpowered part. And frankly a lot of these abilities are just like that, so no!

Any other suggestions on altering them?

Edited by DarthPilatus
Link to comment
Share on other sites

got a proper aoe move for sins, but like discharge, in that each version of it has a different effect

 

(no idea on name) cd: depends on charge

Plunges saber into the ground, with the effect depending on the charge

Surging charge-electrifies the ground, causing all those in radius to tick x damage over 4 seconds (could be less)

Lightning charge- defiles the ground, causing the targets to get more and more stacks of x dot per second in the radius

Dark charge-idk on this one

Link to comment
Share on other sites

Well for the shadow/assassin, as a rule of thumb, defensive cooldowns should not cost energy. Secondly, if dramatically increasing the amount of defensive cd time available to a tank changes the game's PvE balance significantly. Moreover, in PvP, shadows/assassins as a stealth class already have significant ability to stop node capping. A very strong defensive cd like that makes it take even longer to cap nodes against them.
Link to comment
Share on other sites

got a proper aoe move for sins, but like discharge, in that each version of it has a different effect

 

(no idea on name) cd: depends on charge

Plunges saber into the ground, with the effect depending on the charge

Surging charge-electrifies the ground, causing all those in radius to tick x damage over 4 seconds (could be less)

Lightning charge- defiles the ground, causing the targets to get more and more stacks of x dot per second in the radius

Dark charge-idk on this one

 

How about:

 

 

Electric Judgement

 

Plunges saber into the ground, with the effect depending on the charge

Surging charge-electrifies the ground, causing all those in radius to tick x damage over 4 seconds (could be less)

Lightning charge- defiles the ground, causing the targets to get more and more stacks of x dot per second in the radius

Dark charge-plagues the ground with dark side energy, reducing the amount of damage all enemies deal within it by 10%.

 

 

And maybe the Jedi Shadow variant can have an orange/red lightning color.

Google "Electric Judgement".

Edited by DarthPilatus
Link to comment
Share on other sites

I wouldn't mind the Unlimited Power on my Sorc. But then complete with Palpatine's voice and Forcegasm from the movie :D

 

But I don't think Sorcs (and Sages) need another AOE. We already have 3 if specced hybrid :)

How about a single-target channeled stun and a knockback at the end. Y'know, to set the mood.

Link to comment
Share on other sites

one thing ive always missed on the assasin/shadow is a channel ability where you spin your lightsaber around. when i first started playing the game i was expecting there to exist such an ability further down the line that would be similar/idendical to ravage/master strike. so i was abit dissapointed when there was none. i wouldnt care much if it was an offensive or defensive ability(ofc whatever it would be it would have to be within reasonable power though), i would simply like the feel and animation of something acrobatic like that. so i like your suggestion about that atleast.
Link to comment
Share on other sites

First on, I know my suggestions are mostly very bizarre, so no need to come and tell they're OP, I know it well:D

 

But:

Sage: Force Touch

Cast: 1.5 sec

Heals up to 8 targets closer than 15 meters from you for 6000 (with 34 gear)

Cooldown: 2 minutes, lowered to 30 secs if heal specced

Link to comment
Share on other sites

First on, I know my suggestions are mostly very bizarre, so no need to come and tell they're OP, I know it well:D

 

But:

Sage: Force Touch

Cast: 1.5 sec

Heals up to 8 targets closer than 15 meters from you for 6000 (with 34 gear)

Cooldown: 2 minutes, lowered to 30 secs if heal specced

 

Minus the cast time, this reminds me of the Commando/Mercenary Kolto Bomb/Missile. That heal is probably the only one I ever use outside of heal spec. With that being said, this suggestion is actually a very good idea. Just lower the healing and cooldown a little bit, and remove the cast time, you have a heal that I would frequently use. That is, if I still had a Sage/Sorc.

Edited by DarthPilatus
Link to comment
Share on other sites

Sniper

 

 

Assassination

Activation Time: 5 seconds

Range: 35 m

Energy: 100

Cooldown: 2 minutes

Loads your rifle with an armor-piercing power cell, dealing X weapon damage and reducing the target’s armor by 100% for 3 seconds. Only usable on targets with less than 30% health.

(very low damage)

Most useless thing ever.

Edited by byteresistor
Link to comment
Share on other sites

Most useless thing ever.

 

Alright, how about this?

 

Activation Time: 2 seconds

Range: 35 m

Energy: 20

Cooldown: 1 minute

Loads your rifle with an armor-piercing power cell, dealing X weapon damage and reducing the target’s armor by 100% for 3 seconds.

 

(low-mid damage, a little bit more than Shatter Shot)

 

 

Better?

Edited by DarthPilatus
Link to comment
Share on other sites

/signed

 

Would add,

 


  • Oneness for JK

 

A defensive skill, that makes the knight to have 60% more speed, and 70% defense for 1 min.

 

That reminds me of the Battle of Dantooine. Imagine a Sentinel running around a WZ and killing everything in its path.

 

It would need a very long cooldown.

Link to comment
Share on other sites

That reminds me of the Battle of Dantooine. Imagine a Sentinel running around a WZ and killing everything in its path.

 

It would need a very long cooldown.

 

Yep left that to devs, the rest thought it through :D

 

This would be the counter for that inquisitor bubble, just that JK are on the move!

Link to comment
Share on other sites

The Jedi Knight needs no more lightsaber strike powers.

 

What it needs is more Force burst type powers.

 

 

I would suggest Force Pulse.

 

A pbaoe centered on your character. The Force pulses outward from your character damaging and knocking back and down all foes in a 360 degree area. Generates high threat.

 

(basically...a 360 degree aoe version of Force Push)

 

1 minute cooldown just like Force Stasis and Force Push...but a focus cost of 10 or more.

 

 

The idea is something like what is seen here at 3:10...

http://www.youtube.com/watch?v=ZROBkyot8Hs

Edited by VitalityPrime
Link to comment
Share on other sites

The E-Web cannon is riduculous but long as we're speculating, I'd like to add two abilties to the list:

 

Commando / Mercenary :

 

Fragmentation Mine / Shrapnel Trap :

 

Duration: 1 minute

Cooldown: 1 minute

Cast: 3 seconds

Cost: 25 Ammo / Heat

Damage: Moderate / Weapon

 

Lays an anti-personnel mine / trap at your location that detonates for X damage when an enemy steps on it. Hits targets in a 10 meter radius. Has 3 charges by default, charges can detonate once every second until exhausted. The mine is undetectable by default but is revealed once the first charge explodes. The mine cannot be detonated with damage and disappears after one minute. Does moderate, white, weapon damage (similar to the damage of Hail of Bolts).

 

Modifier Talents:

 

Tungsten casing / Tripwire : Gunnery/Arsenal; 2 pt talent

 

Each point increases the number of charges your Fragmentation Mine / Shrapnel Trap can hold by one to a maximum of five.

 

Incendiary explosives / Phosphorous charge : Assault Specialist/Pyrotech; 2 pt talent

 

Each point adds a 50% chance that mine's/trap's incendiary explosion catches targets on fire and places an elemental DoT effect on them that deals low damage and lasts five seconds. Can enable a High Impact Bolt / Rail Shot.

 

This would finally give Commandos/Mercenaries some much needed utility in PvP and could situationally be used in PvE as well by cunning players. Also, because it's not directly targeting enemy players, it wouldn't upset the existing DPS balance. It would be really easy to spot and interrupt a Commando/Mercenary trying to place the mine/trap, but once set, it remains undetectable until somebody steps on it.

Edited by CommanderKeeva
Link to comment
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.