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Also......can we get clarification on the legendary earpieces or not? I have heard that they are not actually true and the devs misspoke? And its just 2 implants? I am very confused and the earpieces are not on the vendor.

 

Of the rest of the legendary implants I can read, seem fine. Although if there are any missing, please add them.

 

It's just implants, not ear pieces. A dev post clarified this

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Yeah, I just found this out. VERY upset about this change. And worse? NO COMMUNICATION ABOUT IT. Very sad and disappointing. :mad:

 

Yea I'd really like to know as well... ...what's happening to the Legendary Buff of all 8 character's?

╘ Is going to be a passive, just for yourself like some suspect?

 

Still nothing is communicated about that being removed either... I mean is there even a reason to have 8 character's any more? Perhaps just 1 Force User & 1 Tech class; since they can have 3-6 combat style if Force or Tech; with far less customizing choices with Combat Proficiencies--now removed. I mean hopefully next they won't allow a Force User to choose ANY Discipline like Assassin with Telekinetic? Still even without that, I honestly PREFER how we have it today, because aside from Weapon differences between the CLASS; we also have Combat Proficiencies that allow much more customization than we'll see with 7.0 in fact.

 

They've taken all the FUN out of customizing your Character, before you could have 2-4 of the Same Class (2 Jedi & 2 Sith) example Shadow's & Assassin's and make each very different with Combat Proficiency, Discipline, and also Armor & Tactical (some) that worked together too.

 

I think they are foolish also getting RID of a SET bonus with new 80 Gear, I'm fine they moved 2 bonus to each Implant; yet leave at LEAST one 6/7 Set bonus in the Armor!

 

Still seeming like we lost FAR more than we GAINED with 7.0 in fact. :(:o:mad:

 

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Where is the good news with the 7.0 update, your TEAM need's to be forced to play & listen (below) while they work for the next few weeks... ...so far greatly disappointed with all the work the 7.0 team has done, and was 7-9x more excited by 6.0 despite changing far less.

 

Edited by Strathkin
Grammar
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  • Do you feel there's a good mix of options for each combat style?
  • Does one stand out as a clear best or not so great? Please explain why.
  • Are there any other old set bonuses you'd like to see on Legendaries?

 

Good mix? Not really, because only some of them actually have a bonus right now. Once ALL of them have a bonus, maybe, but not right now. Right now I have ONE choice, that's it.

 

Does one stand out as the best? For me, as a Lightning Sorcerer, currently the only decent one is the Unmatched Haste Package, taking the Gathering Storm 6-p bonus. There is no doubt that I will be using that one over any of the currently available ones, as one is for a healer, another is a simple cooldown reduction on Recklessness and the remaining two listed for Sorcerer has no bonus, just stats.

 

Any other bonuses I would like to see? Yes. More of the 4/6-p stuff from other sets than just "the best" for each specialization. Things like The Entertainer or Taskmaster would be awesome.

 

And now for a little bit of general feedback. I am totally jaded by the term Legendary from other games. When I see that term used, I expect MORE. A lot more. Some stats that are only slightly higher due to slightly higher item rating doesn't cut it for me. Adding a simple bonus from previous sets does make it better, but still not good for me. If there was a setbonus on top of the current effect, then maaaaybe I could consider them Legendary. Example, having any Earpiece and at least 1 Implant would form a 2-p set that gave something good. Not just a +2% to a stat like current setpieces, but another effect of some kind. Maybe a +50% to effects of equipped pieces or something like that. But for that to work, Earpieces would have to be in at launch, like originally stated, so I guess that won't happen.

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Does one stand out as a clear best or not so great?

 

Unmatched Haste. Seriously, it's the only real option we have right now.

 

Do you feel there's a good mix of options for each combat style?

There isn't one Legendary item that makes sense with Madness playstyle and combat style passives. Unmatched Haste is the best option at the moment, but it suites Lightning a lot more. Same for Gathering Storm and Revitalize Legendary items.

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...and now for a little bit of general feedback. I am totally jaded by the term Legendary from other games. When I see that term used, I expect MORE. A lot more! Some stats that are only slightly higher due to slightly higher item rating doesn't cut it for me. Adding a simple bonus from previous sets does make it better, but still not good for me...

 

I mean I think that's also why I'm feeling the same way! My previous comments echo those you've made above even if not fully quoted. The more flexibility claim of SET bonus being customizable, I'm just not seeing it either; maybe it's still a work-in-progress. Yet not excited in the least, about what I'm seeing at all...

 

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The whole Legendary claim is really lackluster at best! I mean here we go from 306 to 320 for most gear, and two Implants go to 326 despite the Legendary claims as you stated above. When they did 70-75 that saw 270-306 (36) new Item Levels--we get half that today that we know of at even 5 Higher Levels, which should be greater increase not far less! Perhaps new Item Level's ONLY start at 318 and go to 355-359 (37-41) in time, yet they've NOT said a thing? Why keep that SECRET, and also why ask us to test at 318 with just two 326 Implants; if that's like testing on LIVE today at all 270 with (2) 278 Implants not 306, who is actually going to do that to compare?

 

3 Tiers of three Combat Proficiencies only few choices remain based on Discipline, so many lost as choices as well making each far more cookie cutter and less FUN to vary. Previously you could have 2 Jedi/Sith (4) who could each be completely different; now you only need 1 unless you want one for each Faction.

 

So several lost Combat Proficiencies, with few that remain than the 9 we got previously. Not to mention lost Class abilities or 2 of 3 now removed.

 

:(

 

And no mention about the missing Legendary BUFF, we worked hard to earn leveling 8 characters in 2 factions; some suspect it may return as yet another PASSIVE, yet only for yourself. Yet no word, despite some having worked very hard to earn that bonus, that used to be applied also to your party or group. :eek:

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Really disappointed! The details show 5-9 less BUFFs, abilities, or others things most will loose--mostly around your ability to customize how your Play Style Works. While they offer a few things to offset a few losses, your ability to customize Play Style is removed.

 

I suspect we'll see a lot of players in time deleting several character's as a result. :o:mad::rolleyes::(

 

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Where is the good news with the 7.0 update, I really think your TEAM need's to be forced to play & listen (below) while they work for the next few weeks... ...so far greatly disappointed with much the work the 7.0 team has done, or whom is leading that team; I was 7-9x more excited by 5.0 & 6.0 despite changing far less!

 

Edited by Strathkin
Grammar
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A few thoughts

 

- lots of missing bonuses on items right now

- just get rid of level 76+ non legendary implants at this point. They will be useless

- you might want to rethink accuracy on legendaries that are likely to be used in pvp or for healing...

Edited by Pricia
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From sage's point of view:

 

1-2. As others said, there're very few items, and half of them aren't working at the moment. It doesn't look like a good mix of options, just "default" bonuses we use now and some others we mostly ignored in 6.n and will ignore in 7.0. E.g., as a TK sage I don't see any reason to use anything but Gathering storm and Haste package - same as now since this combo is universally effective.

 

3. I'd like to see some of the bonuses of the old Force Mystic set, specifically reduced CD on Healing trance. It made seer's "rotation" more fluid, the spec was so much more fun to play. I'd even settle with Healing trance being less effective in terms of healing output, just... bring that -1,5 sec back please.

Edited by Ollmich
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It looks like the Tactical Focus Legendary for Operative, which I would assume is the one which adds an additional tactical advantage and increases damage by 10% when you have a tactical advantage currently does not show a set bonus and does not provide the set bonus I just mentioned.
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Also it seems like these legendary item bonuses are just the same bonuses we currently use just in a different form? If this is meant to be this way it is a little disappointing.

 

Normally when there is a new expansion we get new set bonuses and it shakes up the meta a bit, as it currently stands within the PTS there will be no shake up and it takes some of the fun out of the game, trying/learning to make new things work within the game and getting a different experience from the same classes.

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Do you feel there's a good mix of options for each combat style?

It doesn't look like a good mix of options, just "default" bonuses we use now and some others we mostly ignored in 6.n and will ignore in 7.0. E.g., as a TK sage I don't see any reason to use anything but Gathering storm and Haste package

Normally when there is a new expansion we get new set bonuses and it shakes up the meta a bit

 

This^ Most of Legendary Items are useless and created just for the illusion of choice. Give us something new.

Edited by EmperorRus
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Also it seems like these legendary item bonuses are just the same bonuses we currently use just in a different form? If this is meant to be this way it is a little disappointing.

 

Normally when there is a new expansion we get new set bonuses and it shakes up the meta a bit, as it currently stands within the PTS there will be no shake up and it takes some of the fun out of the game, trying/learning to make new things work within the game and getting a different experience from the same classes.

 

Yea, it looks like many previously SETs in Legendary offerings, were taken from several others removed. They would have been far better to BUILD excitement by being OPEN & show all BUFFs available. Rather than HIDE it behind a veil of secrecy till LAUNCH. What's also sad is seeing several Legendary Implants with no SET bonus at all.

 

So instead by their CHOICE they are seeing people upset, because of NOT showing what might come. As the actual excitement then at LAUNCH will only be realized when you actually EARN all the GEAR you need.

 

Still very disappointed by most things I'm reading about 7.0 so far! :(

Edited by Strathkin
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Please allow us to put our own mods in Legendaries, those default stats may work on some specs but they are useless on others. At the very least remove Accuracy and Defence stats and let us choose between Alacrity and Crit.

 

Some feedback on PT Legendaries:

 

Veteran Ranger Package. Even without Autocannon and heat reduction, this is a nice pick for AP spec but not for the other two, since they have only 4 shoulder rockets instead of 7 buffed AP rockets. Needs some buff on Pyro/ST exclusive abilities to compensate, unless you want it to be used only by AP's.

Shock Trooper Package. This is going to be the BiS pick for most situations.

Specialist Package. Useless in comparison to others. Could be good for tanks with Shock Trooper Package for damage build.

Squad Leader Package. I have no idea how and when I should be using that thing, wasting Energy Shield for 3sec small shield to allies is weird.

Supercommando Package. This is going to be a must-have for tanks and not an option, but probably as rare as Emergency Power set.

Edited by Voroschuk
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I'm disappointed.

 

There has never been anything wrong with collecting set bonus gear in the history of SWTOR until Onslaught. You got us all excited with a 'horizontal gearing' system that turned out to be a complete waste of time. Why? Because unlike every other game with multiple gear sets, you made the decision to make it so we can only have one working set at a time.

 

I reference what I think is a pretty great horizontal gearing system, from the successful MMO Elder Scrolls Online. Gearing in that game is fun. Most of the sets are craftable by players, making crafting actually matter. Anyone can buy those sets and then upgrade themselves. There are also sets that drop from dungeons, raids, and pvp that are focused on those game modes. Best of all, you can have multiple sets active as well, creating opportunities for synergy and theory crafting that are nearly limitless.

 

When Onslaught was announced, this was the expectation I had. Gear set bonuses set to 3 and 6 pieces to allow us to mix and match the 3 piece sets and then the 6 piece bonuses maybe being focused on more specific play to allow theory crafting on the best setups for different game modes and situations. This would give us a reason to have more than one set ready. What we got instead was one or two sets per spec that were worth it and the rest being useless as a result. On top of that, obtaining gear sets has been one of the worst MMO gearing experiences I have ever had. We are at the end of the expansion and I, along with many other players, still don't have some of the gear sets that we wanted to get, due to RNG or being locked behind veteran/master operations that most players don't participate in at all. How is it fair for a PVP Arsenal Merc to not be able to get their set bonus gear set unless they run a operation a bunch of times or spend hundreds of thousands of tech fragments on RNG loot boxes?

 

Now in 7.0 you are giving the option for mixing and matching set bonuses, but throwing out sets? Do you understand that collecting the sets was never actually the problem? It was the mixing and matching that was the problem. It was the horrible gear acquisition mechanics you put in place to emulate the garbage looter shooter system in Anthem. And on top of that I won't have that decision or mixing two '3 piece' bonuses or take the '6 piece' bonus. What else scares me is that the reason you are simplifying the way set bonuses work is because you are going to give us an even more mind numbing ilvl grind than you did in 4.0

 

Then add in Tacticals. What happens with them? Is there going to be synergy with the new legendaries, or are they just going to be for the non combat tacticals from events from now on?

 

I may be wrong, but between class changes and gearing I feel like all of this has nothing to do with delivering a better player experience, and more to do with the game designers wanting to put their signature on the game.

 

If you are willing to consider it. how about keeping the concept of Onslaught's horizontal gearing in place, but with the following changes:

- make all gear sets 3 piece or 3/6 piece (instead of 2/4 and 2/4/6) no need for the 2% bonuses

- make a list of all the set bonuses and decide whether they should be a 3 (good) or a 6 (great) and then apply those to your sets.

- consider extending set bonuses to all gear slots, (like in ESO) to allow for even more mixing and matching!

- when there are set bonuses that would make sense for more than one class, ensure that they are either a 3 piece set or paired with a second bonus that is also good. For instance, sets that have bonuses that boost shared base class (OP/Sniper Shield) or shared role (healing boosts)

- incorporate tacticals and leave the tactical slot free for all the fun ones.

- make acquisition of sets more appropriate to their role, which I am not clear that you are planning to do now?

- al least 50% of sets should be craftable.

- no more RNG drops for gear sets. We get tokens or we craft.

 

My expectation like with every other expansion is that you have already made up your mind on how this is going to roll out, so here's to the Thrill of the Hunt 2022 I guess.

Edited by Baletraeger
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I'm disappointed.

 

If you are willing to consider it. how about keeping the concept of Onslaught's horizontal gearing in place, but with the following changes:

- make all gear sets 3 piece or 3/6 piece (instead of 2/4 and 2/4/6) no need for the 2% bonuses

- make a list of all the set bonuses and decide whether they should be a 3 (good) or a 6 (great) and then apply those to your sets.

- consider extending set bonuses to all gear slots, (like in ESO) to allow for even more mixing and matching!

- when there are set bonuses that would make sense for more than one class, ensure that they are either a 3 piece set or paired with a second bonus that is also good. For instance, sets that have bonuses that boost shared base class (OP/Sniper Shield) or shared role (healing boosts)

- incorporate tacticals and leave the tactical slot free for all the fun ones.

- make acquisition of sets more appropriate to their role, which I am not clear that you are planning to do now?

- al least 50% of sets should be craftable.

- no more RNG drops for gear sets. We get tokens or we craft.

 

My expectation like with every other expansion is that you have already made up your mind on how this is going to roll out, so here's to the Thrill of the Hunt 2022 I guess.

 

I like what you propose 10-15x more than the direction their going in! I also don't even want Combat Style changes offered in 7.0 anymore! Two thumbs down, given all the choices they take away making everything the same and cookie cutter far more! Like removing Combat Proficiencies where we could have 2-4 of the same class, and between that an Armor & Tactical Synergies have something very unique or different now you need 1 at best. And while Combat Style sounds appealing, allowing all Class access to same Weapon's also REMOVES variation from the Class, the REAL damaging part though is removing Combat Proficiencies!

 

Also anyone who earned the Legendary Buff for your Party/Group also loosing that BUFF to party, and some suspect it may comes back as a PASSIVE just for yourself, yet still no word on that!

 

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They could have left all those choices IN especially given 70-75 went from 270-306 (36) Item Level Difference. Here we are going 5 higher levels and most only increase by 14, and the Legendary grow by 20. Most of those differences appear do to the 307-317 (Level 76-79) GAP that occurs. Now as I said earlier is 318 only the Start of that process at 80 who knows, cause all they've said is 320 will be the Standard Gear and 326 is the Legendary Implants. Though they did identify Legendary Implants could be upgraded with Frag's, yet haven't said when or by how much? One might expect (+36) or more like 37-41 New Item Levels at 80. Is that going to be done in phases over three, six months, a year, or perhaps longer they haven't said? :(

 

So while we WAIT for them to give the important details, on how far level 80 Gear will Scale to; so it's no surprise that ONE person said a Vet Flashpoint Felt like Master Mode. Cause it would be possibly like doing a Vet Flashpoint today with entire TEAM in 270 gear except (2) 278 Implants!

 

Combat Style's (Weapon) I really don't see as a big deal, and now it also REMOVES variation of the Class types. While also removing the far greater variation enabled by Combat Proficiencies. :(:o:mad::eek:

 

Very disappointed with everything 7.0 team has done mostly.

Edited by Strathkin
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I hope there are more set boni (in the missing earpiece) - the current ones are so few that there is no choice.

 

As for the old set boni: I´d like the old sorcerer heal set from 4.0 back. The one that gave us 5 more force and 1,5 sec reduction of healing trance.

Force management now is very tedious and sorc/sage heal could use an edge over the tech healers.

 

Thank you.

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I mostly play Sith Assassin (Deception) and Sorc healer. And I noticed two things in their Legacy Items.

 

Dynamic Force Package has the (4 outfit pieces required bonus) set bonus from the Death Knelt outfit-set.

Revitalize Package has the (6 outfit pieces required bonus) set bonus from the Revitalize Mystics outfit-set.

 

Why is there a difference that some Legacy Items only get the set-bonus of what previously needed 4 gear-items, while others get the "full" bonus?

 

I'd say that for this example with the Death Knelt outfit-set should give the Dynamic Force Package the (6) full bonus set > "Whenever you consume a charge of recklessness you gain a stack of reckless slaughter, increasing your melee damage done by 10% for 30 seconds. Stacks up to 3 times."

 

I have yet to check and compare all the other sets. But if you give one legendary item the full current gear-bonus (aka the current gear before 7.0), it also should go for all the other legacy items.

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I play PT tank so I'm happy with the legendaries I have (EP shield is soo good).

 

My feedback is more general. Would it be possible for implants not to drop from content? I have ran MM Hammer station several times, one operation boss on story mode and one operation boss on hard mode, and bosses typically drop one single item. (I'm not complaining about the scarsity of items, that's alright, gives longer gear progression time line and all that). If this one item is an implant (happened twice today), its vendor trash since our set bonuses are on implants. Even if the implant would be lower item rating than the drop, no body would still put it on since the set bonus should (!) be better than item rating upgrade on one item.

 

In short, please disable item drops which are already covered by the legendaries, thanks.

 

P.S. Maybe legendaries are not available right at launch and take some griding to get, so implant drops during this time is alright. But looking forward to patch 7.1 or operations after acquiring the legendaries, implants are just null drops.

Edited by Elofyn
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I really like the 20% damage boost during Polarity Shift for Sorcerer. The 20% damage boost proc is also neat, but I don't like how it's affected by travel time, so it's rare that you actually get the damage boost to apply to Thundering Blast. I also don't like how Force Speed is integrated into both of those effects where you have to use Force Speed to gain the damage boost on an individual ability and reduce the cooldown of Polarity Shift. This is also a problem for Eyrin's Haste. All of these effects promote bad habits with using Force Speed. You don't always want to use it on cooldown, sometimes you need to save it.

 

I would prefer if Force Speed were removed entirely from these effects where Polarity Shift just got a flat cooldown reduction and the damage increase was only 10% but applied only to every single Thundering Blast and Death Field or Force Leech. I guess you could also link all of this stuff to Affliction ticks as well, like high chance on a rate limit. Yeah, it's less flashy, but it causes less problems.

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100% this. Accuracy should be removed from them and it could be added back in through other gear that doesn’t have the bonuses attached. My Sorc doesn’t need accuracy in pvp and neither do healers.

 

Yea, I also echo that thought. More implants with Crit or Alacrity, and several new SET bonus options to explore; many class have wanted to see those greatly expanded. It's likely coming, just not yet...

 

I meant to post this here (below) yet the first quote was pasted into my reply in Sage thread. Still I didn't take it out as it provides important context, especially when running VET mode Flashpoints that may now seem like Master Mode.

 

I experimented on soloing some vet FP and my thoughts:

 

I enjoy to solo MM FPS on live now. On pts vet fp feels like master mode fp on live, for solo players (except bosses harder because kolto stations don't work if you not in group).

 

Well realize 75 (36 New Item Levels) we saw Gear go from 270-306. So 318 is only the start of Level 80, as most of the 307-317 is Level 76-79. Yet they are only going to start us back in green gear again. I mean removing Renown will slow down the increase in Item Level for most gear a lot. They haven't even communicated how many new Item Level's we'll see with 80; I'd suspect it be 38-42 or closer to 355-360 Max Item Level in time.

 

So they'll need to change VET mode Queue, to ensure at least a TANK or Healer is in the Group. Especially with Armor SETs that heal, offer defense, utility, or offensive boost also removed at 80. Not to mention having lost abilities from (several) combat proficiency buff's, or 2 class abilities as well. Not to mention having lost Combat Proficiencies... ...making it easier, yet also less fun. :(

 

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Still I wish we hadn't lost 2 of 3 former Class abilities, they should have left 2 of the 3 based on (which) of the 3 Disciplines selected! Why I said above, a lot of Class will feel slower, and less FUN to play as a result. :(

 

A small % percentage of the player base, thought this was good long term decision to make. I'd generally disagree...

 

...I guess we'll all have to wait and see.

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Edited by Strathkin
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I also don't like how Force Speed is integrated into both of those effects where you have to use Force Speed to gain the damage boost on an individual ability and reduce the cooldown of Polarity Shift. This is also a problem for Eyrin's Haste. All of these effects promote bad habits with using Force Speed. You don't always want to use it on cooldown, sometimes you need to save it.

 

I would prefer if Force Speed were removed entirely from these effects where Polarity Shift just got a flat cooldown reduction and the damage increase was only 10% but applied only to every single Thundering Blast and Death Field or Force Leech. I guess you could also link all of this stuff to Affliction ticks as well, like high chance on a rate limit. Yeah, it's less flashy, but it causes less problems.

Totally agree

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I would prefer if Force Speed were removed entirely from these effects where Polarity Shift just got a flat cooldown reduction and the damage increase was only 10% but applied only to every single Thundering Blast and Death Field or Force Leech. I guess you could also link all of this stuff to Affliction ticks as well, like high chance on a rate limit. Yeah, it's less flashy, but it causes less problems.

 

I agree about force speed. I guess you could tie the effect to something else though, like say, shock ? (adjusting for the lower cooldown, and the lower dps impact of using shock on cooldown)

That would force it into the rotation, so you have to actively do something unusual to benefit from the legendary, while saving force speed for when you need mobility.

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First of all: I really like the idea of having 1-piece bonuses on implants. That gives a lot more chance to mix than the old 6-piece set bonus concept. For the particulars, I mostly play tank in endgame PvE, so that's the place my feedback is coming from.

 

Immortal Juggernaut:

 

Force Resistance seems very nice. Having a baseline 3% increase across all DR is way better than it sounds. It just misses a little bit of style, it's not a very exciting bonus.

The rest of the options seem very mediocre for tanks, the retaliator package could be all right, but honestly it doesn't do that much. Consider adding another tank oriented legendary item for Juggernauts:

- Bring back the 75% I/E DR when using Endure Pain from the Fulminating Defense set.

- Bring back an older set bonus, increased shield amount from Force Scream

- Bring back the increased duration of Blade Turning and Invincible that has been on many set bonuses for Jugg in the past

- Something new, maybe a small Shield or DR after using Enrage

 

 

Darkness Assassin:

 

Sins also get the Force Resistance package, same comment: Good, but not super fun to use. This means imo that they need a more fun legendary item as well. (Consider making this the same item, right now there's one variant for Inquisitors and one for Warriors, but they do exactly the same thing. Can we make one item for inquisitors and warriors?)

The other tank oriented legendary item is missing a description, still here are some good ideas for other ones (as there should be at least three tank oriented legendary items per class, so we have some choice):

- Damage Reduction after using Spike, as one of the current set bonusses has.

- An increased Duration of Force Shroud would be very nice, considering we're losing the utility that does that iirc

- Bring back and oldie: Gain Damage Reduction per target hit with Wither

- A new one: Make Depredating Volts grant you a damage shield or healing for a bit

 

 

Shield Tech Powertech

 

First of all, I'm very happy to see Emergency Power back as a Legendary items. This was one of my biggest concerns when I heard Set Bonuses were going to be removed as it is an absolutely vital defense that Powertechs need to compete with the other two tanks in endgame PvE. Big kudos! Could also be a nice option for DPS, as they are quite squishy.

Squad Leader seems quite weak, especially since I use Energy Shield when I need DR, which might not be when I want to give others a shield. Will have to see how it works exactly, but still I think another defensively oriented Legendary item should be made.

The other options are all damage oriented, but still worth going over:

Specialist Package gives a large damage increase, the best of the bunch for burst damage. Shock Trooper package adds a lot of sustained damage. 10% damage increase with a 50% uptime seems very strong. Veteran Ranger seems only worth it for AP with its 7 rockets. With 4 rockets it just doesn't add enough. (Could be useful in conjunction with Shield Cannon healing for each rocket, but that won't often be useful since Shield Canon competes with Hydraulic Overrides, which are a must on most fights).

Suggestions for new ones:

- The Force Resistance Package that Juggs and Sins get would also be useful on PTs. It would make a somewhat lazy, but effective addition to PT Legendary items.

- Some sort of self cleansing effect. Maybe on Oil Slick (wouldn't put it on Energy Yield since that arleady has a lot of effects tied to it).

- Something to make Oil Slick more powerful. Maybe increase your Damage Reduction by 10% while standing in Oil Slick, this'll make it an actually strong DCD in PvE.

 

 

A general note: Please make sure to have all the options available in all stat variants. If I want to use Shock Trooper Package as a tank, I shouldn't have to give up Absorb/Shield in favor of Alacrity. A vendor which would allow you to swap between stat variants at a small fee would be ideal, since I also don't like the prospect of having to farm for "the right stat variant" of a legendary item with the desired effect.

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