Jedi Archive
Thread: Focus Thread: Force Enhancer
Not based on skill
Enhancerskills dont grow with the enhancertree, so it's easy to pick up the best and currently working stuff for any template.
Channel Force
* Thanks to the massive drainage caused by Channel Force you can now loose fights simply by channeling. It just cripples you too much.
Force Meditate
* There's little gain in using Meditate to regain force. At least not when you have Channel Force.
Force Resist States
* Force Resist States gives +25.00. Do any of you have any actual idea how extremely little that is for a forcepower that cost 250fc to activate? Defenders have +65 static no-cost state defense, and on top of that an additional +500 defense added to it. A high-cost forcepower that costs 20 skillpoints to get, that is exclusively a defense against states should be more than that.
Force Run
* Force Run have an old nerf upon it (minus to damage output). Now there is an excellent and very commonly used / widely available counter known as ROOT. The x000 Enhancer line is even starting to become FotM again, so you do not get far by FR.
Also, ForceRun is now pretty slow, only about x1.3 regular burstrun, and that's about as fast as a 4000 scout.
It's time to remove the old nerf as it's severly crippled now.
Force Speed
Another thing is that Force Speed no longer speed up heals, like it did pre-cu.
Force Absorb / Force Feedback
* When Force Absorb/Force Feedback is re-used the forcepower is turned off. Buffs such as Force Aura is recharged when re-used. It was said that all buffs should be extended upon re-use, not turned off.
Force Wave
* Force Wave is way weaker than Force Suppression, so I kinda question it's usefulness when they have the same duration.
Regain Conciousness
* Force Regen penalty with Regain Conciousness Stacks
Using RC frequently can make you end up with several hours of weak regeneration.
Stasis
* A nice trick to avoid Stasis is to duel. This way you can simply strike your friend to make her snap out of it.
* Stasis breaks on auto-attack. It should ensure that auto-attack does not happen against the stated person once Stasis is effectively applied.
* The power costs force-power and breaks itself if you accidently re-use it on the sameopponent. It should give an error message instead.
Message Edited by MsNiL on 07-19-200505:31 AM
Message Edited by MsNiL on 07-19-2005 05:31 AM
Other than that, Enhancer is a VERY good discipline.
Currently, aside from the force and force regen abilities at master, few if any masteries are really worth it. That being said, since this is an enhancement talk...
1) Different versions of force run accessable to the higher lvls of the mastery
2) reduced damage cost for FR2 and 3
3) Stasis needs to be fixed, unless there is an "I win" for each profession there should not be an "I win" for one
4) Gonna offer this one up but not sure if it belongs in enhancer or healer "JEDI SKILL TO BREAK ROOT" We have shorter ranged abilities, healing now costs FORCE AND MIND, FR2 and 3 have severe Damage reduction. DOES THIS MAKE SENSE, let alone we need to WAI T to be attacked before we can respond.
2) Fr2/3 should have damage reduction removed.
3) Meditate should have a much higher regen rate
4) Channel force should use about 1/10th the action it current consumes
Shendrin
Sheridan'
Here are mine in no particular order, some are repeated from earlier posts
1) RC force regen needs to be lowered to 5-10 minutes and stacking of the timer removed. PVP battles usualy last shorter then 30 minutes. Force debuff should stay as some form of penalty so it isn't over used.
2) Stasis, people can /sit while stasis'ed and they can also have others duel them to break out of it. 45sec is fine as it's the same as Concussion shot and Paralyze last just as long.
3) FR2/3 it would be nice to have DR removed, but we can turn it on/off now. Only problem is FR3 takes 400 force, force cost needs to be lowered on both FR2/3 since to do damage we have to turn it off and use it again spend another 400 force.
4) Force Armor would be nice if armor break didn't effect it as much since the force is protecting us, not our bodies or armor.
5) Force Resists line needs to be increased in time and they need to be useful. I was really disapointed when I saw that it was +25 with no asorb. I still get hit with states often with it on, heal all states would be more useful to use then this. Also posion/disease/bleeding is not as useful as it once was as bleeds do 40 damage or so per hit and nothing to notice. Since states are broken so is our resists tier 4 box.
6) Force meditate should be increased to 5x instead of 3x and should give us a short term force regen buff like meditate does for TKM. It shouldn't heal wounds as that is needed for healer. (As if they wern't nerfed enough) DOn't remove the looping animatyion, teh animation is awesome. If anything make it slower.
7) It would be nice for more then +25 at imp and +15 at normal, but not needed.
8) Armor break resistance added to the resist line or master box (So everyone doesn't have to pick up 0040 for it, but master has enough)
Overall, Enhancer seems to be fine, but tweaks would be nice, not nessesary except for a few things)
Message Edited by RDX1 on 07-18-2005 09:16 PM
Message Edited by RDX1 on 07-18-2005 09:17 PM
increase the value of state resist above 25.whatever accuracy stasis, wave and suppression uses, it needs to be adjusted.
allow meditation while in combat. it says it leaves you in a vulnerable state, then so be it, let me be vulnerable but still let me meditate.
give mods that separate masters from nonmaster in every 4th box skill, not just for enhancers but for all. for example, make it so that wave is more effective when used by a master than a non.
no armor break for force armor...I like that
Damon123 wrote:
The FORCE ARMOR is a shield generated by the force - AND THUS SHOULD NOT be hampered by a PHYSICAL attack like armor breach. Thtas what FORCE BREACH is for.
It also would give enhancers a viable defense (having NO valor/aura [which are ENHANCEMENTS technically]) AND force costs for each hit it should be IMMUNE to armor breach.
D.
WorriedViper wrote:
no armor break for force armor...I like that
Damon123 wrote:
The FORCE ARMOR is a shield generated by the force - AND THUS SHOULD NOT be hampered by a PHYSICAL attack like armor breach. Thtas what FORCE BREACH is for.
It also would give enhancers a viable defense (having NO valor/aura [which are ENHANCEMENTS technically]) AND force costs for each hit it should be IMMUNE to armor breach.
D.
i dont like that.folks complained about force armor using too much force so they changed it up making it give innate armor and allowing it to stack with our other innate defender armor if we have it. the downside to it,innate armor can be broken and its a necessary downside in my opinion. if it wasnt able to be broken and still was able to be stacked then it would make all those dabblers of our force armor branch that much morepowerful. i sayif it didnt stack then make it immune to armor break otherwise dont.
1. There needse to be a timer/icon showing how long the force regen debuff lasts after you use Regain Consciousness. This debuff should drop like all other buffs/foods do when you die - this would also prevent the debuff from 'stacking' (if used multiple times) and rendering the Jedi useless until next server reset. Also, the 20+ minutes for the debuff need to be shortened considerably. 5-10 minutes is plenty enough to keep the jedi out of the battle. Please make RC a useful ability for those of us who choose to go Master Enhancer.
2. The damage reduction on fr3 needs to go away - or let us use fr1. It's actually a con of being a master enhancer. In battle you have to run around slow. And even if not in battle you have to worry about it because if you run around with it on, you risk forgetting to 'toggle' it off and be gimped in a fight.
3. How does 'a barrier of the Force' become 'broken' (by armor break) ?