Bounty Hunter Archive
Thread: Jedi skills that should be in the Master Box
REDLION78 wrote:
As I have said before...
It is possible that some people that play SWG do not want to be a Jedi...I think it is a nice profession but I dont think I would like having Jedi skills for anything other than killing other Jedi. I will always be a MBH. I have been since June of 04 and I always will be. I dont want to nerf Jedi. I want to see balance in a game that is unbalanced. Skills like the ones I mentioned aswell as Improved Armor Break are over-powered and need to be in the Master Box.
lol tanks comes in and mentions Advanced armor break and now that is your target for nerfdom.
You have no idea what you are arguing for. You just want to see your words in type I think.
Well...
It's one of many skills that are really over-powered at this point. Tanks is right, Improved Armor Break needs to be a master box skill. you really have to admit Force Clock, Force Aura, Force infusion and those 1500pt heals could use a little adjusting. Maybe longer cool down timers or something. I mean to have all that healing ability for just 28sp is just not right. It is my hope that others who feel as I do will come forward and express their feelings about how things are and what can be done to make the game better.![]()
REDLION78 wrote:
Well...
It's one of many skills that are really over-powered at this point. Tanks is right, Improved Armor Break needs to be a master box skill. you really have to admit Force Clock, Force Aura, Force infusion and those 1500pt heals could use a little adjusting. Maybe longer cool down timers or something. I mean to have all that healing ability for just 28sp is just not right. It is my hope that others who feel as I do will come forward and express their feelings about how things are and what can be done to make the game better.
28 skill points yes, and dont forget thats 3.4 million jedi XP, or 17 million regular weapons XP.
Seems kinda pricey for heals less than a 4000Doc, or 4000 Cm can do.
if the shoe fits, and in your case the shoes is the exact right size.
REDLION78 wrote:SO...
What have we learned
Master Defender (Force Aura) may not need to be in the master box.
Master Enhancer (Force Infusion) may be able to avoid the master box but needs some adjusting.
Master Healer (1500pt heals) Needs to be divided up across the whole tree or become a master box skill.
Master Powers (Force Cloak) Absolutey needs to be in the Master box.
Master Light Sabers (Improved Armor Break) Needs to find its way into the master box aswell.
In an effort to promote balance into the game in which we all love to play, It is my belief these changes are needed to tone down a few of the more powerful Jedi skills.
THANK YOU.
And youll go to the doc/cm/swordsman/rifleman etc forums now and tell them their versions of the same skills will be moved aswell?
No seriously if you want those ideas then so do i.
Healing for large amounts Mdoc, MCM or spread across the profs.
Armour break in master swords.
Cover in master rifles.
Until you go and tell those professions what youve just said here i cant take you seriously at all. Oh and post links because id like to see them flame you too.
REDLION78 wrote:Well...The problem is Jedi can have all these skills on one template...which makes them over-powered. With other professions this is not possible my friend...You speak of nerfing others but are unwilling to take a look in the mirror.dont be so quick to screem nerf.
From your first post I see that you're the one who speak of nerfing the others and unwilling to look in the mirror... sorry no 'I win' button for you.