Jedi Archive

Thread: Master Enhancer: My synopsis.

AdiWanTinova
Thu Sep 15, 2005 1:46 pm
#27








HermanTheGerman wrote:


Have you played master enhancer?


no really... it looks like you have NO idea what enhancer is... i dropped enhancer after being one for almost a year now... why? because stasis can be broken with the freaking duel command.. you cannot hit 2 targets with stasis one after the other which makes it totally worthless... you can't outrun a speeder so you will get killed if you have more people in... really... Enhancer at the moment is gimped and broken...


They need to fix so that you can stasis multiple people one after the other and not miss 100% the second time and that you can stasis one and root the other .... and also that you can't use stims while stasised... i was a freaking joke with stasis, they always "had my number" and where always dueled when i came to battle... got killed QUITE fast.... simple suppression ALWAYS hits you and you are rooted.. here they come... 2 v 1 unable to stasis one of them... you are always in the cloner...








Are you kidding me? Yes, I've played Enhancer. There's no question that it's effectiveness since the CU has been questionable - but, if the individual that plays this template is committed to learning the finer intracacies of the Jedi practice, you can win effectively.


I have recently taken out 2-on-1 odds (both Jedi, one master defender, the other a master enhancer himself), 3-on-1 (all non-Jedi) and 4-on-1 odds (1 Jedi, three non-Jedi) - and lived to tell the tale. It sounds to me that you don't know of what you're speaking. The fact of the matter is that combat is balanced now. Enhancers before have troubles in the CU, but so does Powers, Defender, and especially Healer. The simple fact of the matter is that Turan is correct in his assumption that you wish to be the "all-powerful" Jedi ... and don't care to work at learning how to be.





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
Kquaki
Thu Sep 15, 2005 1:55 pm
#28






AdiWanTinova wrote:



I recently read a post on these forums asking for a Lightsaber toughness for Master Enhancer/Healer in the Jedi profession so that they can 'stand against a defender.' I wanted to take a moment to share with you some thoughts about this profession, and especially shed some light into this profession that are thinking of potentially mastering this fine art within the Jedi realm.


Enhancer is a great profession within the Jedi skill trees. It allows for more "Jedi-Like" play with a multitude of different abilities learned/gained throughout your path to mastery. I have been a Master Enhancer since pre-CU, and in the CU, have found out many things about how to play this profession. There are a few things that you should be warned/informed if you are interested in this profession as one of (if not THE Force Mastery of your choice).


Below are a few of my observations:



  1. Master Enhancer provides Force Armor. Which if not broken (with an armor break, not bug) is highly effective to defend you against incoming damage, PvE as well as PvP (more so PvP). You will not be a 'tank' of the group with this defense, but it provides you the ability to have a sort of 'light' armor that should protect you well in the fray of combat.

  2. You are not the tank. The tanks of this game are Defenders. If you had a melee-stacked defense template that did adequate damage in your pre-Jedi template, I would not recommend this profession for you. You have to understand the role of the Enhancer on the battle field is for CONTROL, more so than damage intake protection for oneself, and/or groups.

  3. It is alright to run. Occasionally, you will get hate /tell's from those that are upset that you decided that living to fight another day was more wise than dying a foolish death to overwhelming odds. You are built to withstand 2-on-1 odds, 3-on-1, or in some cases 4-on-1 odds … not any more than that, if you see that onslaught coming, start rooting and/or stasis’ing targets at will, and move swiftly.

  4. Do not rely upon Enhancer to be your best defense. You must understand the fact that you are wearing aforementioned ‘light’ armor. It will break easily and then your damage intake will be too much for you to bear. Over my time playing this profession, I’ve come to understand that Enhancer’s Force Armor is nothing more than a slight advantage from a defensive perspective … but that my OFFENSE is my best defense. If your adversaries are consumed with healing themselves, they can’t do damage to you. If they have no action, they can’t inflict damage upon you. Note: My recommendation for the best Master Enhancer template is: MLS / MENH / Healer: 4040 – focus upon offensive power to provide your defense (in-line with this bullet point).






Stasis:
Stasis can be used as offense, or defense. With the recent removal of chainable “daze state” attacks (i.e. Stasis/Daze), you no longer can hit with stasis endlessly as you want, and then easily defeat someone like a Defender … but, you can use this as a strategy effectively.



Offensive Stasis:



  1. Jedi-heals (and things like bacta toss, etc.) are combat moves that are negated when in a daze (Stasis) state. If you inflict enough damage, you can throw someone’s heals off by putting them in stasis when you “feel” they are about to heal. Throw off their timing.

  2. People use macros … especially the “Yin” to your “Yang” – Master Defenders. Force Aura/Infusion looped macros usually are fired in tandem, as the timers are relatively close in longevity. Keep in mind that stasis lasts for 45-seconds. Interesting thought, right? If you notice that a Defender (or your adversary) is using timed macros … stop them from working properly. Hit with a stasis when you see his “Infusion” and “Aura” icons are blinking to prepare to “fall off.” Leave them sitting idle for about 10-15, when they least expect to be hit again … just for fun.

  3. Quick attack that does about 550 points of damage. I’ve actually incapped people with low health trying to stasis them.

  4. Stasis a Master Defender with Avoid Incapacitation on … and it’s curtains.

    Note: People can heal with stims through stasis … keep that in mind. Anyhow, when AI falls off … they drop incap (if there’s no health on the health bar).

Defensive Stasis:



  1. Its Stasis … use it to hit the target to buy yourself some time. Keep in mind that if you’re in a long fight, this is a good tool to buy yourself 45-seconds of “cool down time.” Running low on mind, force or action? Hit them with Stasis, and untarget them … in about 10 seconds, the music stops, and you can /sit, /forcemeditate – even CHANNEL your force back, if you want. Stand up before Stasis wears off … and continue fighting.

  2. Don’t feel like fighting anymore? Stasis … and head for the hills. Can’t be anymore simple than that.




In Summary:
I hope this helps all of you new Jedi that are wondering about Master Enhancer. To summarize, every Jedi template is worth standing against any other Jedi template … you have just as much right to win the fight as anyone else. Knowledge leads to control. Control leads to victory. Master Enhancer can lead to victory if you understand your limitations, and play by the guidelines in which you’ve been give.


A great saber doesn’t hurt to have either …


Message Edited by AdiWanTinova on 09-14-2005 07:08 AM




im headed for a MEnh template. what do you think of it?


MENh, 4404 LS, 0040 def, 4100 healer. like? dislike?





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"Everyone dies... but since no one has paid me to kill you... sleep well"
-Boba Fett
AdiWanTinova
Thu Sep 15, 2005 7:19 pm
#29






Cendoth wrote:


I'll never give up Master Enhancer. I love it to much. Parts of it are fairly broken atm like the 0040 line which is all but worthless. I would like to see us be able to toggle the individual force runs as well. Channel force and meditate could also use work. However when it comes down to it I still love enhancer and any tweaking or fixing that happens to it will just be like a bonus to me. I would recommend anyone going Master enhancer have a good saber or consider master lightsaber.






I agree COMPLETELY with the final two sentences. Anything to do to fix/enhance current capabilities will only make me stronger as a Jedi. I feel completely comfortable with my template, and will willingly step upon the battlefield against anyone that dares to oppose a true master of his template.





Kquaki wrote:

im headed for a MEnh template. what do you think of it?


MENh, 4404 LS, 0040 def, 4100 healer. like? dislike?








See the previous quote/reply. I think it hinges on your saber statistics. If you can have a saber with damage in the range of: 500 - 600, you should be decently well off - but with Master Saber. If you're not to master sabers, I would recommend that you seriously consider it, and/or investing heavily into CA's that will enhance both your speed an accuracy. You run the risk of potentially not dealing as much damage as you need to to be effective.


What are the stats on the saber that you are going to be using in combat?






" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
Kquaki
Thu Sep 15, 2005 7:28 pm
#30






AdiWanTinova wrote:






Cendoth wrote:


I'll never give up Master Enhancer. I love it to much. Parts of it are fairly broken atm like the 0040 line which is all but worthless. I would like to see us be able to toggle the individual force runs as well. Channel force and meditate could also use work. However when it comes down to it I still love enhancer and any tweaking or fixing that happens to it will just be like a bonus to me. I would recommend anyone going Master enhancer have a good saber or consider master lightsaber.






I agree COMPLETELY with the final two sentences. Anything to do to fix/enhance current capabilities will only make me stronger as a Jedi. I feel completely comfortable with my template, and will willingly step upon the battlefield against anyone that dares to oppose a true master of his template.





Kquaki wrote:

im headed for a MEnh template. what do you think of it?


MENh, 4404 LS, 0040 def, 4100 healer. like? dislike?








See the previous quote/reply. I think it hinges on your saber statistics. If you can have a saber with damage in the range of: 500 - 600, you should be decently well off - but with Master Saber. If you're not to master sabers, I would recommend that you seriously consider it, and/or investing heavily into CA's that will enhance both your speed an accuracy. You run the risk of potentially not dealing as much damage as you need to to be effective.


What are the stats on the saber that you are going to be using in combat?







i havent made my final saber yet as im not close to full template, but it should be something around 480-580 damage and 12ish fc. if thats gonna be a problem is there a better template you could suggest that would be as fun? i do have my token respec so this is really only gonna be until FRS, so i can be a little flexible.






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"Everyone dies... but since no one has paid me to kill you... sleep well"
-Boba Fett
HermanTheGerman
Thu Sep 15, 2005 7:55 pm
#31

No, its not a matter of being all powerful... is that things work as intended... if you were able to beat 3 on 1 with stasis means they were not dueling to break it....





--------------------

Rhad Jones
Shisli
Thu Sep 15, 2005 9:11 pm
#32


Rhad, your complaining over the /duel trick. i agree in a few ways that is a cheap way to get out of a ME move

but knowing most pvpers you've most likely used /duel to break stasis or concussion shot at some point

sounds to me like you just didn't like the lack of defense and not being able to tank as ME like pre-cu

maybe ME just isnt the temp for you.


and most the ME i know are very useful in group pvp

Adi-wan and Turan and the other enhancers of rotj all know the extent of what they can do and know not to try and run out and tank cuz thats not what ME is made for ME is a support skills not a tanking skill.



HermanTheGerman
Thu Sep 15, 2005 10:10 pm
#33






Shisli wrote:


Rhad, your complaining over the /duel trick. i agree in a few ways that is a cheap way to get out of a ME move

but knowing most pvpers you've most likely used /duel to break stasis or concussion shot at some point

sounds to me like you just didn't like the lack of defense and not being able to tank as ME like pre-cu

maybe ME just isnt the temp for you.


and most the ME i know are very useful in group pvp

Adi-wan and Turan and the other enhancers of rotj all know the extent of what they can do and know not to try and run out and tank cuz thats not what ME is made for ME is a support skills not a tanking skill.









not precisely... pre-cu i couldn't tank either and a good pike would kill me in 5s... jaja...



thing of it is.. i have never used the duel trick.... i dont mind not being able to tank.. but i do mind that my skills the ones that let me survive are "bypassable". and that FR3 is not faster as pre-cu was... The idea of master enhancer was that you could choose the fights you thought you could win and if not run away, and crowd control... oh well... i hope that after the FRS some good mods appear for it that really make it worthwhile..



that is all...




--------------------

Rhad Jones
Stuwie
Thu Sep 15, 2005 10:22 pm
#34

Right now im the "Jedi Guardian Temp" I really want to switch to something like mls mench 4040 heal, or something i know for sure i want MLS, MENCHANCE, 4xxx HEAL, which healing bar would be best.


Stasis really calls to me.... im going to regrind to it


HermanTheGerman
Thu Sep 15, 2005 10:25 pm
#35

actually.... stasis is REALLY fun AND powerful when they fix the duel thing... i remember being 2v2 on TS.... calling it..stasis bam! while FR3 its really powerful and i give up tanking for it! but if it can be broken... then i rather take tanking for the moment... i regrinded to mls 3402 enh def 4040 healer 4000 which i am 10x better at war... i can help more, die less often... not to pisz on defender guys but aura should be on enhancer... maybe defender people should get the 500 defense outright and we can get aura as it is an "enhancer" ... and get force jump.. i would really love to see that.



if the FRS is good with enhancer i will respec to it.





--------------------

Rhad Jones
jonzi
Fri Sep 16, 2005 6:06 am
#36






DrendalKahn wrote:
Low defense or not, stasis is, in my opinion, the single best Jedi skill in the game. A very fair tradeoff, although it should be of note that Master Enhancer has a very high learning curve compared to MDef/MLS or more generic templates.





Vivat Drendal Kahn!


Pity you couldn't get the real name, would be well cool





Zypha () Dark Hoods - Bounty Hunter ()
MsNiL
Fri Sep 16, 2005 7:06 am
#37



Many flaws, some advantages...


That's my verdict of Enhancer.


Yes, there are at least a pair of good and useful abilities gained by master enhancer, but if you check up the percentage of abilities that do not work as intended you will find that many even most of the 19 enhancements are rather bad.


First lets examine the role of playing an Enhancer. I am talking about a real enhancer now, someone who actually dedicated 89 skillpoints to define their character as a Master of the Enhancer discipline.


The Theories: The Role of Master Enhancer


The "Support" Theory

Now this is an interesting one. Out of 19 abilities there are 4 attacks and one "heal". Three of theese attacks where added in the CU. To thoose saying Enhancer are "Support" I want to ask the following:

1. The refered to abilities Suppression, Wave and Stasis where added in the CU. What was an Enhancer prior to that if they are support now and did not have thoose abilities before that?

2. If we are "stand by someone else" supporters; who are we "supporting" against Bounty Hunters who comes for us?

3. If we are supporters, why are 79% of our powers not support powers?


The "Dabbler" Theory

If Enhancer is just there to dabble in, why fooling people to take up master?


The "Strengthened Individual" Theory

I believe this where the original plan behind Enhancers, as it can be read in the novice and masterbox:

"You are learning to use the force to enhance your own abilities, making you a stronger individual than you where before"

"You have mastered the ability to enhance your own physical prowess as you have grown strong with the force"

From what I know, theese lines reminds me of Light Side in the StarWars RPG and later on KOTOR, where Enhancers are the other side of Powers. Enhancers are supposed to be strong warriors who on top of that uses the Force to defend themselves against attacks. An Enhancer should thus be a "stronger individual" in melee, at least as long as they picked up MLS/MEnh.

Unfortunate, since the CU left us with less Defense than Master Doctors, the Jedi doesnt follow the design anymore. All the other professions had their toughness removed and replaced with armor. For Jedi, it was only removed.



The Issues


So lets have a look at what works and not...


The Dabblers


Let's begin with our greatest overall issue: The Dabblers.

I dont care if they love dabbling. Dabbling doesnt work in a game meant to support grouproles. When a player can replace most other roles in his group, then he is overpowered.


Enhancer is a really unbalanced discipline, becouse lots of the strongest powers are accessible in as low as Tier II.

My permanent suggestion is to remove all "Improved" and "Advanced" powers and base all the powers on a skillmod called something like "Enhancement Power". For each new box taken in Enhancer, all enhancements should be improved. This would solve alot of the balancing issues surrounding Enhancer right now.


And that would still allow for dabbling to continue. Not just as overpowering as it is now. Maybe then you can also STOP NERFING ENHANCER OVER AND OVER AGAIN!!!


Skill by Skill


Channel Force

The greatest boon of Enhancers, and also the greatest flaw. Up to the CU this power was awesome, by many considered essential.

With the CU system and mindcost for heals however, Channel Force have been nerfed down to something you only use to recover your force outside combat.

Considering the high cost of all Enhancer's powers, the design "use up all your force and then pay with your health to stay up some more" doesnt work anymore. Now it's just "use up all your force and then run if you can".


Suggested improvements: Lower the cost for gods sake.


Drain Force

This is one of thoose powers that proves that Dabbling doesnt work, and why dabbling destroys the game. Perfectly balanced for a Master Enhancer who spent 89 skillpoints to get it, but dabbled for only 18 skillpoints, used, abused and then nerfed to oblivion. This is the sad and very repetitive story of Enhancer. Get dabbled in, and nerfed. Enhancer have the highest nerfrate of all skillsets since the CU. That should tell you something.

Another issue I have with Drain Force is that it feels I waste more action to use it than I gain force, and most likely I am about to run out of action before my force.


Suggested improvements: Lower the action a bit more if you intend to let it stay at 10s cooldown.


Force Absorb

First the interesting part, Absorb and Feedback are not consistent with how buffs should work. This 1minute power is turned off when reused. By system design all buffs are supposed to be EXTENDED when reused. This does not. Force Aura does, making me believe this is overlooked and not by design. This is an issue becouse holding up a 1-minute buff is a nuisance.

Anyway, if you believe you will earn enough force from force attacks to refuel your forcebar while staying alive, forget it. Absorb is the first power you are likely to never use at all.

Suggested improvements: Need to work againstother kinds of attacks such as Suppression/Wave etc, and need to gain more force. Fix the re-use issue.


Force Armor

Force Armor is a good power, as it do exactly what it is supposed to do, and becouse of the GREATER FLAWS CAUSED BY LACK OF DESIGN the only reason why people even consider to bring non-defenders to combat. Now lets discuss why there's an issue with the whole thing. First up, as I already said before, Channel Force is really crippling. So recovering from the forcecost is a no-no as long as Channel Force is as costly as it is. Second, there are no defenses that comes along with it, it's just armor. A Master Enhancer will not be able to rely on Force Armor alone, especially when it's as costly as it is. Some would even say that all Force Armor does for a Master Enhancer is to postpone the inevitable. But none of theese issues is becouse of Force Armor itself. If you do not speak in context, Force Armor is unquestionably the best Enhancement in the game.

Suggested improvements: For balancing reasons, considering moving basic to Tier IV and improved to Master, and add something similar to Healer/Wielder.


Force Feedback

As we discussed in Absorb, the Feedback buff is inconsistent with regular buffs. Read Absorb for more.

Feedback does exactly like it's said to do. Only issue is, who cares? While Powers are so rare as they are, Force Shield remove most of their damage anyway, and even when you meet someone they are most likely to cancel Feedback with Breach anyway. Feedback is a power that if you are a very frequent pvp player might remember to turn on when it can do good (which is extremely seldom). Most likely feedback is a power you will just forget becouse it's so rarely effective, and never use.

Suggested improvements: Bouncing other kinds of attacks, such as Force Suppression/Wave etc. Fix the re-use issue.


Force Meditate

Ah, meditate. Ok, when sitting down, Health, Action and Mind is regenerated at x4 speed. When meditating Force is regained at x3 speed. You recover around 70 force per 10 seconds, and you recover around 250 mind at the same time. That's 210 force when meditating, 1000 mind when sitting down. Would you like to tell me why a Tier IV force-regain ability is not better than it takes 5-6 minutes of gametime to recover a forcebar emptied in two? Are there any balancing reasons at all why this couldnt be like x5? x10? Most likely you will meditate and then use channel until you are full, not really gaining anything from meditate.


Suggested improvements: Too slow to be a Tier IV ability. Increase the regain, alot, or move it to Novice. Maybe replacing it with something cool like Battle Meditation.


Force Resist Bleeding

Does exactly what it say but A) Bleed is broken B) -25% dot damage is not much for a forcepower only Jedi can use. In fact, it's barely noticeable. And you WILL get hit by the dot. Force Resist may postpone the inevitable 1-2 strikes but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use!


Suggested improvements: Fix bleed gdmnit, for Enhancers, Healers, Doctors, 1h-saber users, Fencers and Bounty Hunters. And bump up the absorbation/defense, or consider to reduce the forcecost alot, like down to 25-50 or something.


Force Resist Disease


Does exactly what it say but A) Disease is broken B) -25% dot damage is not much for a forcepower only Jedi can use. In fact, it's barely noticeable. And you WILL get hit by the dot. Force Resist may postpone the inevitable 1-2tries but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use!


Suggested improvements: Fix disease gdmnit, for Enhancers, Healers, Doctors and Combat Medics. And bump up the absorbation/defense, or consider to reduce the forcecost alot, like down to 25-50 or something.


Force Resist Poison

Does exactly what it say but-25% dot damage is not much for a forcepower only Jedi can use. In fact, it's barely noticeable. And you WILL get hit by the dot. Force Resist may postpone the inevitable 1-2 tries but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use!

Suggested improvements:Bump up the absorbation/defense, or consider to reduce the forcecost alot, like down to 25-50 or something.


Force Resist States

Can anyone guess how useful 25% chance to dodge a state is? Let me tell you, it's barely noticeable. You will get hit by the State. Force Resist may postpone the inevitable 1-2 tries but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use! Another grief is that Force Resist States do nothing against most of the new states such as Hemorrhage, Crippling Strike etc. Another issue here is thatBlind/Dizzy are pretty crappy at Level 80.


Suggested improvements:Bump up the defense to 50-75% to motivate that forcecost, or consider reducing it alot, like down to 25-50 or something. Also give it support against the new states in the game. Also consider to beef up Blind/Dizzy.


Force Run
Ah, Force Run. Only a Master Enhancer seems to know how crippled this one is. 480 force, 15% action, not useable in combat. Add up to the massive force used by all the other powers mentioned and you may realise that this baby is not something you just enable/disable just like that. So what do we get? We run 1.3 faster than regular burstrun. We run as fast as a 4000 Scout (BH) burstrunning. And Root stops us as once, often forcing us to disable ForceRun to stand a chance, and if we turn it on again, well, another 480 force down the drain. As it is, Force Run doesnt work as defense due to root, and it doesnt work in combat. It have only 2 advantages: It makes you reach the pvp first and it speeds up shopping.


Suggested improvements:Reduce the forcecost alot, down to ~100, and remove the silly actioncost, else lift the damage penalty, or create some form of defense against root when you use it.


Force Shield

Force Shield is overpowered but not used enough. Like discussed in Absorb and Feedback, it only protects against forcepowers which is rare. It doesnt protect against powers such as wave/suppress/stasis/sap/drain etc however. You may keep it on with a macro, but most likely you will not even note any practical use for it.


Suggested improvements:Make Force Shield work against debuff attacks and all other forceattacks that doesnt necessary do damage. Also, for the sake of Powers, considering moving basic to Tier IV and improved to Master.


Force Speed
First let me express my anger against nerfing this power over and over and over again. It's totally unfair that Force Speed is nerfed due to people using other stuff to beef it up. I never exploited docbuff or that mushroom to boost this one up.

Besides that, Force Speed like Force Armor is one of thoose abilities that actually does what an Enhancer is supposed to do, strengthening the individual. Like Force Armor, Force Speed is one of the best Enhancements in the game.


Suggested improvements: For balancing reasons, considering moving basic to TierIII and improved to Master. AND STOP NERFING IT!


Force Suppression

Great power. CU power. Works as intended and all that, yay. If all Enhancements would be as nice as the ones added in the CU, there wouldnt be any issues. Only major issue is the easy access to basic suppression, causing many people to dabble in it. This is unbalancing as it gives away one of the no#1 Enhancer roles to regular dabblers.


Suggested improvements: For balancing reasons, considering moving basic to TierIV and improved to Master.


Force Wave

See Force Suppression. Not as unbalancing as Supression though. Maybe even a bit underpowered.

Suggested improvements: Consider bumping the duration some more.


Regain Conciousness

I cannot help but feeling that this is a band-aid for all the punishments an Enhancer needs to take for being master. It would fit better in Master Healer though, considering what it does.

Suggested improvements: Fix the stacking debuff issue that causes regeneration to be superslow for over a day if you use RC often.


Stasis
I believe this post describe Stasis very well:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1206710


Transfer Force

Ok, why was this one nerfed. It currently takes 6 minutes to refill a drained jedi up to full. Before the nerf it took 1:30-2:00minutes to do the same. I see no reason at all for nerfing it. It's so dreadfully slow and tiresome now that it really lost it's practical use. I barely want to waste the time it takes to refill 2 friends back after some pve.


Suggested improvements: 1. Unnerf 2. Find the documentation on the Enhancer Design 3. Roll it 4. Smack the nerfer with it over and over and over again. THIS POWER DID NOT NEED A NERF AND NOW IT'S NOTHING BUT A BORING TIMEWASTER!!!

Message Edited by MsNiL on 09-16-2005 04:09 PM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
HermanTheGerman
Fri Sep 16, 2005 7:22 am
#38






MsNiL wrote:



Many flaws, some advantages...


That's my verdict of Enhancer.


Yes, there are at least a pair of good and useful abilities gained by master enhancer, but if you check up the percentage of abilities that do not work as intended you will find that many even most of the 19 enhancements are rather bad.


First lets examine the role of playing an Enhancer. I am talking about a real enhancer now, someone who actually dedicated 89 skillpoints to define their character as a Master of the Enhancer discipline.


The Theories: The Role of Master Enhancer


The "Support" Theory

Now this is an interesting one. Out of 19 abilities there are 4 attacks and one "heal". Three of theese attacks where added in the CU. To thoose saying Enhancer are "Support" I want to ask the following:

1. The refered to abilities Suppression, Wave and Stasis where added in the CU. What was an Enhancer prior to that if they are support now and did not have thoose abilities before that?

2. If we are "stand by someone else" supporters; who are we "supporting" against Bounty Hunters who comes for us?

3. If we are supporters, why are 79% of our powers not support powers?


The "Dabbler" Theory

If Enhancer is just there to dabble in, why fooling people to take up master?


The "Strengthened Individual" Theory

I believe this where the original plan behind Enhancers, as it can be read in the novice and masterbox:

"You are learning to use the force to enhance your own abilities, making you a stronger individual than you where before"

"You have mastered the ability to enhance your own physical prowess as you have grown strong with the force"

From what I know, theese lines reminds me of Light Side in the StarWars RPG and later on KOTOR, where Enhancers are the other side of Powers. Enhancers are supposed to be strong warriors who on top of that uses the Force to defend themselves against attacks. An Enhancer should thus be a "stronger individual" in melee, at least as long as they picked up MLS/MEnh.

Unfortunate, since the CU left us with less Defense than Master Doctors, the Jedi doesnt follow the design anymore. All the other professions had their toughness removed and replaced with armor. For Jedi, it was only removed.



The Issues


So lets have a look at what works and not...


The Dabblers


Let's begin with our greatest overall issue: The Dabblers.

I dont care if they love dabbling. Dabbling doesnt work in a game meant to support grouproles. When a player can replace most other roles in his group, then he is overpowered.


Enhancer is a really unbalanced discipline, becouse lots of the strongest powers are accessible in as low as Tier II.

My permanent suggestion is to remove all "Improved" and "Advanced" powers and base all the powers on a skillmod called something like "Enhancement Power". For each new box taken in Enhancer, all enhancements should be improved. This would solve alot of the balancing issues surrounding Enhancer right now.


And that would still allow for dabbling to continue. Not just as overpowering as it is now. Maybe then you can also STOP NERFING ENHANCER OVER AND OVER AGAIN!!!


Skill by Skill


Channel Force

The greatest boon of Enhancers, and also the greatest flaw. Up to the CU this power was awesome, by many considered essential.

With the CU system and mindcost for heals however, Channel Force have been nerfed down to something you only use to recover your force outside combat.

Considering the high cost of all Enhancer's powers, the design "use up all your force and then pay with your health to stay up some more" doesnt work anymore. Now it's just "use up all your force and then run if you can".


Suggested improvements: Lower the cost for gods sake.


Drain Force

This is one of thoose powers that proves that Dabbling doesnt work, and why dabbling destroys the game. Perfectly balanced for a Master Enhancer who spent 89 skillpoints to get it, but dabbled for only 18 skillpoints, used, abused and then nerfed to oblivion. This is the sad and very repetitive story of Enhancer. Get dabbled in, and nerfed. Enhancer have the highest nerfrate of all skillsets since the CU. That should tell you something.

Another issue I have with Drain Force is that it feels I waste more action to use it than I gain force, and most likely I am about to run out of action before my force.


Suggested improvements: Lower the action a bit more if you intend to let it stay at 10s cooldown.


Force Absorb

First the interesting part, Absorb and Feedback are not consistent with how buffs should work. This 1minute power is turned off when reused. By system design all buffs are supposed to be EXTENDED when reused. This does not. Force Aura does, making me believe this is overlooked and not by design. This is an issue becouse holding up a 1-minute buff is a nuisance.

Anyway, if you believe you will earn enough force from force attacks to refuel your forcebar while staying alive, forget it. Absorb is the first power you are likely to never use at all.

Suggested improvements: Need to work againstother kinds of attacks such as Suppression/Wave etc, and need to gain more force. Fix the re-use issue.


Force Armor

Force Armor is a good power, as it do exactly what it is supposed to do, and becouse of the GREATER FLAWS CAUSED BY LACK OF DESIGN the only reason why people even consider to bring non-defenders to combat. Now lets discuss why there's an issue with the whole thing. First up, as I already said before, Channel Force is really crippling. So recovering from the forcecost is a no-no as long as Channel Force is as costly as it is. Second, there are no defenses that comes along with it, it's just armor. A Master Enhancer will not be able to rely on Force Armor alone, especially when it's as costly as it is. Some would even say that all Force Armor does for a Master Enhancer is to postpone the inevitable. But none of theese issues is becouse of Force Armor itself. If you do not speak in context, Force Armor is unquestionably the best Enhancement in the game.

Suggested improvements: For balancing reasons, considering moving basic to Tier IV and improved to Master, and add something similar to Healer/Wielder.


Force Feedback

As we discussed in Absorb, the Feedback buff is inconsistent with regular buffs. Read Absorb for more.

Feedback does exactly like it's said to do. Only issue is, who cares? While Powers are so rare as they are, Force Shield remove most of their damage anyway, and even when you meet someone they are most likely to cancel Feedback with Breach anyway. Feedback is a power that if you are a very frequent pvp player might remember to turn on when it can do good (which is extremely seldom). Most likely feedback is a power you will just forget becouse it's so rarely effective, and never use.

Suggested improvements: Bouncing other kinds of attacks, such as Force Suppression/Wave etc. Fix the re-use issue.


Force Meditate

Ah, meditate. Ok, when sitting down, Health, Action and Mind is regenerated at x4 speed. When meditating Force is regained at x3 speed. You recover around 70 force per 10 seconds, and you recover around 250 mind at the same time. That's 210 force when meditating, 1000 mind when sitting down. Would you like to tell me why a Tier IV force-regain ability is not better than it takes 5-6 minutes of gametime to recover a forcebar emptied in two? Are there any balancing reasons at all why this couldnt be like x5? x10? Most likely you will meditate and then use channel until you are full, not really gaining anything from meditate.


Suggested improvements: Too slow to be a Tier IV ability. Increase the regain, alot, or move it to Novice. Maybe replacing it with something cool like Battle Meditation.


Force Resist Bleeding

Does exactly what it say but A) Bleed is broken B) -25% dot damage is not much for a forcepower only Jedi can use. In fact, it's barely noticeable. And you WILL get hit by the dot. Force Resist may postpone the inevitable 1-2 strikes but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use!


Suggested improvements: Fix bleed gdmnit, for Enhancers, Healers, Doctors, 1h-saber users, Fencers and Bounty Hunters. And bump up the absorbation/defense, or consider to reduce the forcecost alot, like down to 25-50 or something.


Force Resist Disease


Does exactly what it say but A) Disease is broken B) -25% dot damage is not much for a forcepower only Jedi can use. In fact, it's barely noticeable. And you WILL get hit by the dot. Force Resist may postpone the inevitable 1-2tries but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use!


Suggested improvements: Fix disease gdmnit, for Enhancers, Healers, Doctors and Combat Medics. And bump up the absorbation/defense, or consider to reduce the forcecost alot, like down to 25-50 or something.


Force Resist Poison

Does exactly what it say but-25% dot damage is not much for a forcepower only Jedi can use. In fact, it's barely noticeable. And you WILL get hit by the dot. Force Resist may postpone the inevitable 1-2 tries but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use!

Suggested improvements:Bump up the absorbation/defense, or consider to reduce the forcecost alot, like down to 25-50 or something.


Force Resist States

Can anyone guess how useful 25% chance to dodge a state is? Let me tell you, it's barely noticeable. You will get hit by the State. Force Resist may postpone the inevitable 1-2 tries but you will get hit by it, eventually. Also mind you that this power takes a whupping 250 force to use! Another grief is that Force Resist States do nothing against most of the new states such as Hemorrhage, Crippling Strike etc. Another issue here is thatBlind/Dizzy are pretty crappy at Level 80.


Suggested improvements:Bump up the defense to 50-75% to motivate that forcecost, or consider reducing it alot, like down to 25-50 or something. Also give it support against the new states in the game. Also consider to beef up Blind/Dizzy.


Force Run
Ah, Force Run. Only a Master Enhancer seems to know how crippled this one is. 480 force, 15% action, not useable in combat. Add up to the massive force used by all the other powers mentioned and you may realise that this baby is not something you just enable/disable just like that. So what do we get? We run 1.3 faster than regular burstrun. We run as fast as a 4000 Scout (BH) burstrunning. And Root stops us as once, often forcing us to disable ForceRun to stand a chance, and if we turn it on again, well, another 480 force down the drain. As it is, Force Run doesnt work as defense due to root, and it doesnt work in combat. It have only 2 advantages: It makes you reach the pvp first and it speeds up shopping.


Suggested improvements:Reduce the forcecost alot, down to ~100, and remove the silly actioncost, else lift the damage penalty, or create some form of defense against root when you use it.


Force Shield

Force Shield is overpowered but not used enough. Like discussed in Absorb and Feedback, it only protects against forcepowers which is rare. It doesnt protect against powers such as wave/suppress/stasis/sap/drain etc however. You may keep it on with a macro, but most likely you will not even note any practical use for it.


Suggested improvements:Make Force Shield work against debuff attacks and all other forceattacks that doesnt necessary do damage. Also, for the sake of Powers, considering moving basic to Tier IV and improved to Master.


Force Speed
First let me express my anger against nerfing this power over and over and over again. It's totally unfair that Force Speed is nerfed due to people using other stuff to beef it up. I never exploited docbuff or that mushroom to boost this one up.

Besides that, Force Speed like Force Armor is one of thoose abilities that actually does what an Enhancer is supposed to do, strengthening the individual. Like Force Armor, Force Speed is one of the best Enhancements in the game.


Suggested improvements: For balancing reasons, considering moving basic to TierIII and improved to Master. AND STOP NERFING IT!


Force Suppression

Great power. CU power. Works as intended and all that, yay. If all Enhancements would be as nice as the ones added in the CU, there wouldnt be any issues. Only major issue is the easy access to basic suppression, causing many people to dabble in it. This is unbalancing as it gives away one of the no#1 Enhancer roles to regular dabblers.


Suggested improvements: For balancing reasons, considering moving basic to TierIV and improved to Master.


Force Wave

See Force Suppression. Not as unbalancing as Supression though. Maybe even a bit underpowered.

Suggested improvements: Consider bumping the duration some more.


Regain Conciousness

I cannot help but feeling that this is a band-aid for all the punishments an Enhancer needs to take for being master. It would fit better in Master Healer though, considering what it does.

Suggested improvements: Fix the stacking debuff issue that causes regeneration to be superslow for over a day if you use RC often.


Stasis
I believe this post describe Stasis very well:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1206710


Transfer Force

Ok, why was this one nerfed. It currently takes 6 minutes to refill a drained jedi up to full. Before the nerf it took 1:30-2:00minutes to do the same. I see no reason at all for nerfing it. It's so dreadfully slow and tiresome now that it really lost it's practical use. I barely want to waste the time it takes to refill 2 friends back after some pve.


Suggested improvements: 1. Unnerf 2. Find the documentation on the Enhancer Design 3. Roll it 4. Smack the nerfer with it over and over and over again. THIS POWER DID NOT NEED A NERF AND NOW IT'S NOTHING BUT A BORING TIMEWASTER!!!


Message Edited by MsNiL on 09-16-2005 04:09 PM





i agree with you 100%... hence why i dropped master enhancer... they say i want to have an I win button... yeah sure.... I just want enhancer to work as it should...


We should also get something similar to aura... its an enhancement.



--------------------

Rhad Jones
StarDryfter
Fri Sep 16, 2005 7:38 am
#39






hamhamthe3rd wrote:

i do want to say some things about ME. not having defense sucks, it sucks greatly. ME uses a lot of force, i guarantee you will be resting more than anyone with force aura in their template. in pve, you dont get to pick who tanks or not due to the hate system so when you go hunting with friends or whatever, either you dont attack or you use a crappy saber so you wont outdamage anyone in the group. again another bad thing about ME - being forced to tank.







Then I think the Tank is not very good. Your right, some coordination should be made, but assuming your NOT talking about spin attacking a Piket lair, When I see my enhancer or NON Tank friends taking heat from MOB's friends, I put in a Dervish then SPin comboe to grab aggro, then go back to focusing on that one mob everyone else was focused on.


It is a matter of learning your roles, and having a Defender who knows his role.


I played Def for many months, then switched to Enhancer because I felt Defender was "boring." I worked toward Def again though, it is what I am good at..


Again, all a matter of perspective....and learnign yoru group dynamics. On pickup groups, no doubt, you are right though.


Rayn





Raynwalker - Glowing Tickle Stick User (I wish it was THAT strong)

Retired due to SOE's bulldroppings

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