Jedi Archive

Thread: Improving Force Defender

Ghert
Sun Oct 16, 2005 5:36 pm
#1



With the upcoming changes toavoid incapacitation,I feel it's necessary to tweak defender in order to improve balancing and fulfill its role. When the AI tweak goes live,the ability will truly lose its tanking purposes.


For example: If I were to join a spin group with me as their tank. AI will become dead useful when dealing with 20 or so cl 82 pickets. However, when the tweak comes, you will break all aggro and your group will be the ones who suffer.


That is why I propose this:


  • Remove avoid incapacitation from defender and implement it in Master Healer.


    • Reason: AI will no longer be useful for tanking. However master healer would greatly benefit from this since their role is to heal and assist.

  • Implement advance force dominate mind(s)


    • Reason: Defender should be the ultimate tank, with that they should be enabled to aggro many NPC at once.

    • Definition: This is an AOE version of dominate mind. (15 meter radius)

  • Implement advance force aura


    • Reason: As the best tank of the game, this should be greatly improved in order for defenders to peak "Improved center of being," a non-Jedi melee ability.

    • Definition: This ability lasts for 120 seconds and gives the user +600 defensive bonus.

With these new abilities I'm confedint that Master Defender will be able to fulfill it's role as the ultimate tank.


/discuss






Ghert
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rickaf29
Sun Oct 16, 2005 6:21 pm
#2

actually the first good and practical suggestion i heard for avoid incap. Fits more to the healer role to avoid agro. Im not even MH.


*****


iacou
Sun Oct 16, 2005 6:47 pm
#3

Just playing Devil's Advocate here, but what good is another 100 defense with diminishing returns? If I remember, improved aura is already +500, no?


I have wanted nothing morethan to be a M. Defender since I heard of its implementation into the game. I always wanted to be the front line Jedi, swatting laser bolts to protect my brethren in some epic battle. The Jedi who fears no foe, and happily wades into the stickiest of situations without pause. Sadly, we are reduced to hitting the lair first so padawans can get xp. Talk about a broken dream...


My suggestion would also be to ditch Avoid Incap. Give us something like more saber block or an infusion of valor and aura in one shot with the force cost of using only one and perhaps a longer duration. Although the ideas above are good, I think there is more to this game than tanking piket lairs. We have to take into consideration PvP as well.


Call me strange, but MLS should deal the damage, M. Enh should mezz, M. Healers should heal, M. Powers should control the crowed, and M. Defenders should ... well, Defend. I don't want to be invincible, but simply put there should be NO amount or combination of skills that comes close to the abilities to absorb damage the way a M. Defender should be able to.













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Cincy
Sun Oct 16, 2005 6:48 pm
#4

Good idea, master defender should be able to tank several number of creatures without losing the aggro.
Skwall
Sun Oct 16, 2005 6:52 pm
#5






Cincy wrote:

Good idea, master defender should be able to tank several number of creatures without losing the aggro.






how do you plan on doing that w/ the current defenses and healing?


A pikeman does a better job at tanking, etc....





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Cincy
Sun Oct 16, 2005 6:53 pm
#6






iacou wrote:

I don't want to be invincible, but simply put there should be NO amount or combination of skills that comes close to the abilities to absorb damage the way a M. Defender should be able to.






Very well put, M. Defender should be the outright person in game that could take tons of damage. Not really take tons of damage cuz that would mean to have a huge 10k health but be able to resist and minimize the damage taken, which in turn would be able to last much longer then ANY other profession in combat.
Cincy
Sun Oct 16, 2005 6:54 pm
#7






Skwall wrote:





Cincy wrote:

Good idea, master defender should be able to tank several number of creatures without losing the aggro.






how do you plan on doing that w/ the current defenses and healing?


A pikeman does a better job at tanking, etc....







What I am trying to say is that master defender should be the BEST tank in game not a pikeman.
lazyazz01
Sun Oct 16, 2005 6:55 pm
#8

Force Aura needs to last longer, like Force Armor. I hate rebuffing every 45 seconds. And if I make a macro it screws up my combat moves in battle.



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Skwall
Sun Oct 16, 2005 6:56 pm
#9






Cincy wrote:





Skwall wrote:





Cincy wrote:

Good idea, master defender should be able to tank several number of creatures without losing the aggro.






how do you plan on doing that w/ the current defenses and healing?


A pikeman does a better job at tanking, etc....







What I am trying to say is that master defender should be the BEST tank in game not a pikeman.






i'm not disagreeing, but how do you go about implementing that?


75% armor break mitigation armor, capped 8k+ resists... super healing...no force bar.... how exactly do you compete w/ that?


The only proposed change is that healing will require action, and using up action will eventually kill you if you heal enough, especially if you're attacking + healing.





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Ghert
Sun Oct 16, 2005 7:12 pm
#10






Cincy wrote:





Skwall wrote:





Cincy wrote:

Good idea, master defender should be able to tank several number of creatures without losing the aggro.






how do you plan on doing that w/ the current defenses and healing?


A pikeman does a better job at tanking, etc....







What I am trying to say is that master defender should be the BEST tank in game not a pikeman.




My thought exactly, I tried not to get carried away with advance force aura. I was thinking around 700 overall defensive bonuses but most professions will scream unbalanced.



Ghert
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ppisleet
Sun Oct 16, 2005 7:14 pm
#11



lazyazz01 wrote:
Force Aura needs to last longer, like Force Armor. I hate rebuffing every 45 seconds. And if I make a macro it screws up my combat moves in battle.


but force aura doesnt take any force when your hit, just apply it.



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ksiazek7
Sun Oct 16, 2005 7:15 pm
#12



Skwall wrote:


Cincy wrote:


Skwall wrote:


Cincy wrote:
Good idea, master defender should be able to tank several number of creatures without losing the aggro.



how do you plan on doing that w/ the current defenses and healing?

A pikeman does a better job at tanking, etc....




What I am trying to say is that master defender should be the BEST tank in game not a pikeman.



i'm not disagreeing, but how do you go about implementing that?

75% armor break mitigation armor, capped 8k+ resists... super healing...no force bar.... how exactly do you compete w/ that?

The only proposed change is that healing will require action, and using up action will eventually kill you if you heal enough, especially if you're attacking + healing.






I don't think adding action cost to heals is the answer, just increase mind cost and decrease action cost for attack for everyone jedi and non-jedi. While this doesn't pertain to the post really I figured i'd throw my 2cents in on the dev's backwardness.



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Ghert
Sun Oct 16, 2005 9:30 pm
#13






Cincy wrote:

Good idea, master defender should be able to tank several number of creatures without losing the aggro.





QFE



Ghert
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