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4.0 Utilities and New Abilities Wishlist


Arehonn

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So what kind of utilities and abilities do you want to see for the Vanguard/Powertech advanced class in 4.0? These are mine, and I'll be using Vanguard terminology.

 

SHIELDTECH

 

Zipline - Shoots a zipline cord to a friendly target, allowing you to quickly move to their position. 20 second cooldown, 30m range.

 

Toxic Fumes - Enemies caught in Riot Gas now take 10 percent more damage from all AOE sources. Lasts for as long as the target is in Riot Gas.

 

PLASMATECH

 

Incendiary Mine - Places a mine at the Vanguard's feet. When detonated remotely by the Vanguard, enemies caught in the blast radius take X amount of damage over 20 seconds. 10m blast radius, 45 second cooldown. Mines last 30 seconds before defused safely and can be detonated from as far as 60m.

 

Explosive's Expert - Explosive Round deals 30 percent more damage to burning targets. Explosive Expert also delivers the same amount of damage to both primary and secondary targets caught within range.

TACTICS

 

Battering Ram - Charges at and hits your target with your shoulder armor, knocking them back 5 meters, dealing X damage. 10m range, 15 second cooldown.

Edited by Arehonn
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Was waiting for one of these

 

My wishlist?

 

TROOPER

 

ALTERATIONS

 

 

ADRENALINE RUSH

Redesigned (again)

 

"Activate to give yourself fired up for 1 minute. If you drop below 40% health, then you will heal 30% health over 4 seconds, and Adrenaline Rush goes on cooldown for 120 seconds. If fired up falls off, Adrenaline Rush will immediately finish its cooldown"

 

FOCUSED IMPACT

"High Impact Bolt and Plasma Bolt ignore 60% of the targets armor. In addition, increases the damage dealt by Stockstrike and Shockstrike by 10%"

 

UTILITY CHANGES

 

Emergency Stims - Heroic Utility

 

Adrenaline Rush can now be activated while stunned, cleansing the effect. In addition, Adrenaline Rush will now activate at any health level.

 

 

NEW ABILITIES

 

 

New Passive - Cell Charger (Level 56)

Activating High Impact Bolt, Plasma Cell or Ion Cell builds up a charge of Cell Charger. This caps at 4 stacks and each stack increases damage by 0.25%. Using Rest and Recharge will build these stacks up automatically

 

New Ability - Cell Burst (Level 56)

Effect changes depending on stance. Requires 4 stacks of Cell Charger

Ion Cell - Deals moderate energy damage, and Increases damage reduction by 3% for 15 seconds. 10 energy, 15 second cooldown

Plasma Cell - Deals elemental damage about equal to Hammer Shots pre-armor. Only needs those stacks of Cell Charger. Additionally, causes you to deal 10% more damage with DoT effects for 6 seconds after using it

High Energy Cell - See: 3.0-3.X Tactics Spec @ 4 stacks

 

 

DISCIPLINE CHANGES

 

SHIELD SPECIALIST

 

 

Altered Talents

SOLDIERS GRIT - "Adrenaline rush will now heal a further 15% of your health over 4 seconds after finishing. In addition, Battle Focus increases your chance to defend any attack by 40% while active"

 

SHIELD ENHANCERS - "Stockstrike, High Impact Bolt and Energy Burst grant shield enhancers when activated, increasing your shield chance by 1% for 15 seconds. Stacks up to 3 times.

 

New Talent

DEFENSIVE COUNTERMEASURES - Level 64

Every time you shield an attack, the active cooldown on Reactive Shield and Shield Overcharge is reduced by 1.5 seconds. This can only happen every 1.5 seconds.

 

New Ability

SHIELD OVERCHARGE - Level 65

While active, increases your chance to shield attacks by 25%, and allows you to shield internal, elemental, and critical damage. Lasts 15 seconds. 120 second cooldown.

 

 

PLASMATECH

 

 

Altered Talents

HYPER ASSAULT CELL (32 from 36)

While plasma cell is active, using Shockstrike makes your next High Impact Bolt or Plasma Bolt an automatic critical hit.

 

INSULATED AUGS (36 from 32)

Using Sonic Round increases your internal and elemental damage resistance by 100% for 3 seconds.

 

ADRENALINE FUELED

Reduces the cooldown on Adrenaline Rush by 30 seconds. In addition, Adrenaline Rush will provide immunity to all crowd control effects and reduce incoming damage by 50% while active.

 

New Talent - Level 64

EFFICIENT CHARGER (Name could use some improving)

Every time you gain a cell charger, you regenerate 2 energy cells. In addition, Cell Burst will now activate Combustible Gas Cylinder, and cause you to take 5% less damage for 15 seconds.

 

New Ability - Level 65

PLASMA BOLT - Tech attack

Combo Kinetic/Elemental damage attack. Total damage is about 10% ahead of High Impact Bolt, and its Kinetic and Elemental damage portions are a 50/50 split on an ops boss. Makes the target assailable, activates Plasma Cell automatically, 15 energy cost, 15 second cooldown. Shares a cooldown with High Impact Bolt.

 

 

TACTICS

 

 

Altered Talents

 

GRENADIERSHIP - Reduces the cooldown of Mortar Volley by 15 seconds and increases the damage it deals by 10%. In addition, Sticky Grenade and Serrated Grenade deal 50% more damage, their cooldowns are reduced by 6 seconds, and any damage they deal will refresh Gut's bleed if present.

 

RIOT AUGS - Increases the damage dealt by Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, Energy Burst, Serrated Grenade and Blitz by 5%.

 

TACTICAL ACCELERATOR - While High Energy Cell is active, Stockstrike, Blitz, Tactical Surge, Serrated Grenade, Sticky Grenade and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This can only happen every 6 seconds.

 

HAVOC TRAINING - Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, Energy Burst, Serrated Grenade and Blitz by 30%. Additionally, when Assault Plastique damages a target, the target will become susceptible, increasing the damage it takes from tech attacks by 5% for the next 45 seconds.

 

CRITICAL RECHARGE - No longer causes energy lode generation on recharge ability

 

New Ability - Level 56

SERRATED GRENADE

Shares a cooldown and cost with Sticky Grenade, behaves similarly and deals the same damage up front, but causes a bleed for 9 seconds. The bleed does ~50% of the DPS that Gut does.

 

New Talent - Level 64

 

HAMSTRING

Targets effected by your bleeds have their move speed reduced by 15% for each bleed. Does not stack with Entangling Heat, and the slow falls off with the bleed. In addition, Serrated Grenade overwhelms every target hit, causing them to take 10% more damage from AoE sources. Lasts 45 seconds.

 

New Ability - Level 65

 

BLITZ

9 second cooldown, deals ~30% more damage than stockstrike. Melee range.

Can only be used when the target is below 30% health. Uses 15 energy

 

 

 

SET BONUS CHANGES

 

 

COMBAT TECH'S

 

2-Piece

Using Incendiary Round, Incendiary Missile, Thermal Detonator or Assault Plastique causes you to deal 2% more damage for the next 15 seconds. Can only activate every 30 seconds and does not stack with the Eliminator's 2-piece bonus

 

6-piece

High Impact Bolt, Plasma Bolt, Rail Shot and [PYROTECH upgraded Rail Shot] cause your next Fire Pulse, Immolate, Assault Plastique or Thermal Detonator to Automatically deal a critical hit. This can only happen every 60 seconds.

 

 

 

Yeah I overthought this but what the heck, could be fun.

Edited by TACeMossie
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Shield tech

Level 61: "That's flammable!"

Using flame sweep within the radius of your oil slick ignites it, setting it ablaze and causing X damage over the duration of oil slick, does not affect incapacitated targets.

 

Pyrotech

Level 61: "Inescapable"

Increases the spread of flamethrower by 30 degrees and you can now channel while moving.

 

Level 65: "The fire rises"

Each use of flame sweep increases the damage dealt by flame sweep by 15% and reduces it's cost by 11%, stacks up to 3 times

 

Alternative level 65: "super flame sweep"

more powerful flame sweep replacer

 

AP

Level 61: "Spread the love"/ "shrap dart"

Explosive dart spreads your retractable blade bleed, but at 50% less damage

 

Level 65: Another DoT that doesn't refresh

 

Vanguard as a whole

  • Better fire pulse animation (seriously)
  • Replacement for storm (I'm walkin' on sunshine)
  • Replacement for stock/shockstrike (it's super lame)

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Pyrotech

Level 61: "Inescapable"

Increases the spread of flamethrower by 30 degrees and you can now channel while moving.

Now lets think about FT on the move. FT is a from user AoE that is conical from the direction the user is facing. This is rather problematic however considering there are several movement setups where you toon may be moving and facing in different directions than your target. Example being anyone who uses strafe keys.

 

FT on the move would be a very very clucky and difficult to use ability.

Edited by Zoom_VI
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My only objection to Kwerty's post is an execute ability for tactics. I find it has the perfect number of abilities for my key binding strategy which gives me a primary key (non shift/alt on 8) utility (eg I usually float sticky grenade, aoe stun, etc depending in fight situation). Plasmatech having one extra primary rotation ability already knocks it out to shiftland.

 

Not that i couldnt adapt of course.

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My only objection to Kwerty's post is an execute ability for tactics. I find it has the perfect number of abilities for my key binding strategy which gives me a primary key (non shift/alt on 8) utility (eg I usually float sticky grenade, aoe stun, etc depending in fight situation). Plasmatech having one extra primary rotation ability already knocks it out to shiftland.

 

Not that i couldnt adapt of course.

 

Eh, I was like "What the hell is tactics missing?" I mean I could have kept Cell Burst for tactics only, but I like the concept of it and it would be nice to have a variation of it on every spec, and Tactics is a spec that doesn't really have much incentive to go into melee range more than once every 45 seconds, simply because Tactical Surge is pretty much as strong as a Stockstrike (only slightly weaker and with a slightly lower crit chance). Adding a hard-hitting melee execute was the solution.

 

And serrated grenade came from me being frustrated with the slow on Underlurker HM ruining my resource management :p

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I think the Powertech and Vanguard need a complete overhaul now. After the unnecessary removal of full auto ability, they really need to stop pretending this class is a ranged class at all. Its pure melee now. With that said they need to let the vanguard/powertech dual wield non lightsaber melee weapons. Honestly why would it be good for them to keep pretending this class is ranged after removing full auto. It is now far from the words of ranged now, its not even funny.
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I think the Powertech and Vanguard need a complete overhaul now. After the unnecessary removal of full auto ability, they really need to stop pretending this class is a ranged class at all. Its pure melee now. With that said they need to let the vanguard/powertech dual wield non lightsaber melee weapons. Honestly why would it be good for them to keep pretending this class is ranged after removing full auto. It is now far from the words of ranged now, its not even funny.

 

It's not ranged....not sure what you're talking about.

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Shield tech

Level 61: "That's flammable!"

Using flame sweep within the radius of your oil slick ignites it, setting it ablaze and causing X damage over the duration of oil slick, does not affect incapacitated targets.

 

I've always wanted this! Would be amazing. Although I was thinking it would ignite with firestorm, but ether way.

 

I would also love to not have pistols. I do enjoy being able to auto attack from range (lol, so much good it does me, but at least it makes me feel slightly less useless when forced to stand back), but it's the only thing we use blasters for. A staff would be sick. Techblades or whatever they call them. Of course, they might need some prettier ones for that to work :p What would also be cool in general, not that it'll happen what with all the backpacks and jetpacks in game, is if staffs were slung diagonally across the back instead of straight down.

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I'm assuming that the cc immunity on adrenaline rush would only be for the few seconds where it is actively ticking and healing you right? Not the 30 second? prep buff you can do before it starts ticking
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I'm assuming that the cc immunity on adrenaline rush would only be for the few seconds where it is actively ticking and healing you right? Not the 30 second? prep buff you can do before it starts ticking

 

of course - 60 secs of CC immunity is broken as hell. 4 secs of immunity is the perfect amount to fire off a Pulse Cannon / Flamethrower when activating it between IR/IM and PC/FT

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I would also love to not have pistols. I do enjoy being able to auto attack from range (lol, so much good it does me, but at least it makes me feel slightly less useless when forced to stand back), but it's the only thing we use blasters for. A staff would be sick. Techblades or whatever they call them. Of course, they might need some prettier ones for that to work :p What would also be cool in general, not that it'll happen what with all the backpacks and jetpacks in game, is if staffs were slung diagonally across the back instead of straight down.

 

I like the idea of a wrist mounted blaster that the game would default to if you had [insert melee weapon] and were outside melee range; Similar to the assassin's low slash.

 

I've always wanted this! Would be amazing. Although I was thinking it would ignite with firestorm, but ether way.

I figure since flame sweep has no cd it would be more reliable to use.

Edited by xxSHOONYxx
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So what kind of utilities and abilities do you want to see for the Vanguard/Powertech advanced class in 4.0? These are mine, and I'll be using Vanguard terminology.

 

SHIELDTECH

 

Zipline - Shoots a zipline cord to a friendly target, allowing you to quickly move to their position. 20 second cooldown, 30m range.

 

Not a bad idea.

 

Toxic Fumes - Enemies caught in Riot Gas now take 10 percent more damage from all AOE sources. Lasts for as long as the target is in Riot Gas.

 

I'd rather have an AOE DoT from Riot Gas. Call it Ionized Gas.

 

PLASMATECH

 

Incendiary Mine - Places a mine at the Vanguard's feet. When detonated remotely by the Vanguard, enemies caught in the blast radius take X amount of damage over 20 seconds. 10m blast radius, 45 second cooldown. Mines last 30 seconds before defused safely and can be detonated from as far as 60m.

 

Yessss. That would be kickass!

 

Explosive's Expert - Explosive Round deals 30 percent more damage to burning targets. Explosive Expert also delivers the same amount of damage to both primary and secondary targets caught within range.

 

Not a bad idea, but i'd rather have an Execute Skill like IO/Assault

 

TACTICS

 

Battering Ram - Charges at and hits your target with your shoulder armor, knocking them back 5 meters, dealing X damage. 10m range, 15 second cooldown.

 

Another knockback skill, very handy for Revan! I approve!

 

 

We also want 1.5s Channel on Pulse Cannon at 2 Stacks, and a new Fire Pulse Animation for Plasmatech.

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So what kind of utilities and abilities do you want to see for the Vanguard/Powertech advanced class in 4.0? These are mine, and I'll be using Vanguard terminology.

 

SHIELDTECH

 

Zipline - Shoots a zipline cord to a friendly target, allowing you to quickly move to their position. 20 second cooldown, 30m range.

What's the point (especially in PvE)? Guardian Leap/Intercede has utilities, you know

Toxic Fumes - Enemies caught in Riot Gas now take 10 percent more damage from all AOE sources. Lasts for as long as the target is in Riot Gas.

Basically an Overwhelmed buff, but that would be 3rd debuff for discipline, i dont think thats balanced (even though its tied to riot gas)

PLASMATECH

 

Incendiary Mine - Places a mine at the Vanguard's feet. When detonated remotely by the Vanguard, enemies caught in the blast radius take X amount of damage over 20 seconds. 10m blast radius, 45 second cooldown. Mines last 30 seconds before defused safely and can be detonated from as far as 60m.

interesting idea, useful in pve when need to run out of melee distance, but can stop node cap in pvp from 60m? thats OP, if fix pvp part, nice idea)

Explosive's Expert - Explosive Round deals 30 percent more damage to burning targets. Explosive Expert also delivers the same amount of damage to both primary and secondary targets caught within range.

Don't know if it's needed, but it's balanced, no problem with it

TACTICS

 

Battering Ram - Charges at and hits your target with your shoulder armor, knocking them back 5 meters, dealing X damage. 10m range, 15 second cooldown.

Nice idea, useful in pvp, but i fail to see usefulness in pve, needs some buff for that

Thoughts in bold

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Was waiting for one of these

 

My wishlist?

 

TROOPER

 

ALTERATIONS

 

 

ADRENALINE RUSH

Redesigned (again)

 

"Activate to give yourself fired up for 1 minute. If you drop below 40% health, then you will heal 30% health over 4 seconds, and Adrenaline Rush goes on cooldown for 120 seconds. If fired up falls off, Adrenaline Rush will immediately finish its cooldown"

Seems right.

FOCUSED IMPACT

"High Impact Bolt and Plasma Bolt ignore 60% of the targets armor. In addition, increases the damage dealt by Stockstrike and Shockstrike by 10%"

 

UTILITY CHANGES

 

Emergency Stims - Heroic Utility

 

Adrenaline Rush can now be activated while stunned, cleansing the effect. In addition, Adrenaline Rush will now activate at any health level.

It's acceptable I guess

 

 

NEW ABILITIES

 

 

New Passive - Cell Charger (Level 56)

Activating High Impact Bolt, Plasma Cell or Ion Cell builds up a charge of Cell Charger. This caps at 4 stacks and each stack increases damage by 0.25%. Using Rest and Recharge will build these stacks up automatically

Makes me feel unloved (im sent). Either make rest and recharge build only with utility or make ours passive, too, like we are asking it for years.

New Ability - Cell Burst (Level 56)

Effect changes depending on stance. Requires 4 stacks of Cell Charger

Ion Cell - Deals moderate energy damage, and Increases damage reduction by 3% for 15 seconds. 10 energy, 15 second cooldown

Plasma Cell - Deals elemental damage about equal to Hammer Shots pre-armor. Only needs those stacks of Cell Charger. Additionally, causes you to deal 10% more damage with DoT effects for 6 seconds after using it

High Energy Cell - See: 3.0-3.X Tactics Spec @ 4 stacks

Interesting ideas

 

 

 

DISCIPLINE CHANGES

 

SHIELD SPECIALIST

 

 

Altered Talents

SOLDIERS GRIT - "Adrenaline rush will now heal a further 15% of your health over 4 seconds after finishing. In addition, Battle Focus increases your chance to defend any attack by 40% while active"

I think VG/PT tanks have good enough self-healing, this is not really needed

SHIELD ENHANCERS - "Stockstrike, High Impact Bolt and Energy Burst grant shield enhancers when activated, increasing your shield chance by 1% for 15 seconds. Stacks up to 3 times.

I don't think thats so desperately needed, you can already build 3 stacks in 3 GCD, but wouldnt be broken

 

New Talent

DEFENSIVE COUNTERMEASURES - Level 64

Every time you shield an attack, the active cooldown on Reactive Shield and Shield Overcharge is reduced by 1.5 seconds. This can only happen every 1.5 seconds.

Sounds ok

New Ability

SHIELD OVERCHARGE - Level 65

While active, increases your chance to shield attacks by 25%, and allows you to shield internal, elemental, and critical damage. Lasts 15 seconds. 120 second cooldown.

Chance increase and crit inculding is ok, but shielding internal, elemental dmg doesnt make sense+it would make the class OP

 

 

PLASMATECH

 

 

Altered Talents

HYPER ASSAULT CELL (32 from 36)

While plasma cell is active, using Shockstrike makes your next High Impact Bolt or Plasma Bolt an automatic critical hit.

 

INSULATED AUGS (36 from 32)

Using Sonic Round increases your internal and elemental damage resistance by 100% for 3 seconds.

Too OP, make smaller dmg red, with a little longer duration instead.

ADRENALINE FUELED

Reduces the cooldown on Adrenaline Rush by 30 seconds. In addition, Adrenaline Rush will provide immunity to all crowd control effects and reduce incoming damage by 50% while active.

Don't support it, you are not in desperate need of CC immunity, this is purely pvp change

New Talent - Level 64

EFFICIENT CHARGER (Name could use some improving)

Every time you gain a cell charger, you regenerate 2 energy cells. In addition, Cell Burst will now activate Combustible Gas Cylinder, and cause you to take 5% less damage for 15 seconds.

Doesnt sound OP

New Ability - Level 65

PLASMA BOLT - Tech attack

Combo Kinetic/Elemental damage attack. Total damage is about 10% ahead of High Impact Bolt, and its Kinetic and Elemental damage portions are a 50/50 split on an ops boss. Makes the target assailable, activates Plasma Cell automatically, 15 energy cost, 15 second cooldown. Shares a cooldown with High Impact Bolt.

Sounds ok.

 

 

TACTICS

 

 

Altered Talents

 

GRENADIERSHIP - Reduces the cooldown of Mortar Volley by 15 seconds and increases the damage it deals by 10%. In addition, Sticky Grenade and Serrated Grenade deal 50% more damage, their cooldowns are reduced by 6 seconds, and any damage they deal will refresh Gut's bleed if present.

Not sure if it's needed

RIOT AUGS - Increases the damage dealt by Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, Energy Burst, Serrated Grenade and Blitz by 5%.

 

TACTICAL ACCELERATOR - While High Energy Cell is active, Stockstrike, Blitz, Tactical Surge, Serrated Grenade, Sticky Grenade and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This can only happen every 6 seconds.

 

HAVOC TRAINING - Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, Energy Burst, Serrated Grenade and Blitz by 30%. Additionally, when Assault Plastique damages a target, the target will become susceptible, increasing the damage it takes from tech attacks by 5% for the next 45 seconds.

 

CRITICAL RECHARGE - No longer causes energy lode generation on recharge ability

 

New Ability - Level 56

SERRATED GRENADE

Shares a cooldown and cost with Sticky Grenade, behaves similarly and deals the same damage up front, but causes a bleed for 9 seconds. The bleed does ~50% of the DPS that Gut does.

Is it aoe or single target? Who gets bleed?

New Talent - Level 64

 

HAMSTRING

Targets effected by your bleeds have their move speed reduced by 15% for each bleed. Does not stack with Entangling Heat, and the slow falls off with the bleed. In addition, Serrated Grenade overwhelms every target hit, causing them to take 10% more damage from AoE sources. Lasts 45 seconds.

Similar system exists in game, but really, feels like you focus too much on bleeds, but Tactics is not a dotspec

New Ability - Level 65

 

BLITZ

9 second cooldown, deals ~30% more damage than stockstrike. Melee range.

Can only be used when the target is below 30% health. Uses 15 energy

Would be nice to get execute, but with current burst, Tactics is fine imo

 

 

SET BONUS CHANGES

 

 

COMBAT TECH'S

 

2-Piece

Using Incendiary Round, Incendiary Missile, Thermal Detonator or Assault Plastique causes you to deal 2% more damage for the next 15 seconds. Can only activate every 30 seconds and does not stack with the Eliminator's 2-piece bonus

 

6-piece

High Impact Bolt, Plasma Bolt, Rail Shot and [PYROTECH upgraded Rail Shot] cause your next Fire Pulse, Immolate, Assault Plastique or Thermal Detonator to Automatically deal a critical hit. This can only happen every 60 seconds.

 

 

 

Yeah I overthought this but what the heck, could be fun.

 

Thoughts in bold

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Shield tech

Level 61: "That's flammable!"

Using flame sweep within the radius of your oil slick ignites it, setting it ablaze and causing X damage over the duration of oil slick, does not affect incapacitated targets.

Sounds fun, nice idea :D

Pyrotech

Level 61: "Inescapable"

Increases the spread of flamethrower by 30 degrees and you can now channel while moving.

Guess it's ok, considering it's only Pyrotech

Level 65: "The fire rises"

Each use of flame sweep increases the damage dealt by flame sweep by 15% and reduces it's cost by 11%, stacks up to 3 times

 

Alternative level 65: "super flame sweep"

more powerful flame sweep replacer

First idea sounds better

AP

Level 61: "Spread the love"/ "shrap dart"

Explosive dart spreads your retractable blade bleed, but at 50% less damage

Good idea, it's energy consuming to gut everyone.

Level 65: Another DoT that doesn't refresh

It's not a dot tree, don't support it.

Vanguard as a whole

  • Better fire pulse animation (seriously)
  • Replacement for storm (I'm walkin' on sunshine) - What is the problem with jetpacks for troopers, too, seriously? :)
  • Replacement for stock/shockstrike (it's super lame) - I don't think it's super lame, but replacement can't do anything bad

 

Thought in bold

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Thought in bold

 

Well, it's another DoT that you can apply at Range. Meaning you don't have to Gut targets to get the 3% Damage from Triumph/Blood Tracker.

 

Tac's idea of Serrated Grenade/Serrated Dart is actually pretty good. Well, actually... Everything that Tac says is good, because he know's what he's talking about... Seriously, there's like 5 people on these forums that know more about what the classes need than the class devs themselves...

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Shield tech

Level 61: "That's flammable!"

Using flame sweep within the radius of your oil slick ignites it, setting it ablaze and causing X damage over the duration of oil slick, does not affect incapacitated targets.

Love this idea, it could be worked into the rotation making Oil Slick more useful IMO(i dont use it that much as I should)

 

Pyrotech

Level 61: "Inescapable"

Increases the spread of flamethrower by 30 degrees and you can now channel while moving.

I dont play PYRO so im not going to comment in this.

 

Level 65: "The fire rises"

Each use of flame sweep increases the damage dealt by flame sweep by 15% and reduces it's cost by 11%, stacks up to 3 times

 

Alternative level 65: "super flame sweep"

more powerful flame sweep replacer

 

AP

Level 61: "Spread the love"/ "shrap dart"

Explosive dart spreads your retractable blade bleed, but at 50% less damage

maybe instead of ED, use RP/SS to spread the bleed/burn

 

Level 65: Another DoT that doesn't refresh

 

Vanguard as a whole

  • Better fire pulse animation (seriously)
  • Replacement for storm (I'm walkin' on sunshine)
  • Replacement for stock/shockstrike (it's super lame)

 

This time around PLEASE FOR THE LOVE OF GOD MAKE STORM/JET BOOST CLASS BASE!!!!!!

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