Jedi Archive
Thread: Focus Thread: Force Defender
Zorrion wrote:
Stasis shouldn't cause 300-400 dmg when applied. It should be 1 point just like every other mez.
Stasis is an Enhancer skill. Please move this over to the Enhancer focus thread.
Defender is ment to be a tanking profession, and AI makes it the best tank ever. Granted you can't run, but if you wanted escape skills, go Enhancer. You shouldn't have 30 seconds of compelete godlyness for running away.
And AI is still the best tanking skill in PvE, so don't complain about it or it will get nerf even more.
1.Make dominate mind work better.
2.Area dominate mind would be nice.
3.State defences are not defending agaisnt states very much.
4.Slightly reduce force cost & Snare effect of AI.
5.Can we get at least 75% armour break reduction (although i say it should be 80% as we are the elite tank).
mauvros wrote:
anigav wrote:
Move improved aura to master box. I can't really think of anything else to do lol. Maybe add a new skill.
Why? because your template includes Master Defender and you want everyone to lose it who doesnt have MDEF?
Yep lol. I don't get force run 3 the best version from dabbling in enhancer. What about statis? Master defender has no really helpful skills. AI is ok, but still only one skill where other trees get a couple.
jedimasterluck wrote:
its fine....
hummm dont know if ppl like this, but maybe put force aura like force run..... on / off
Make this guy a dev, I'm all for this idea. It should be a lot like force armor and force runin having the ability to toggle it on and off. In heavy pvp macros can run over each other sometimesand having aura on toggle would be very nice. Also possibly tweaking the states defenses they don't seem to be resisting a whole lot. Other than that defender is fine and shouldn't be changed very much more than that, its the closest to being balanced out of all of them.
Defender issues
Ah... Defender... the black sheep of the Jedi community. Not only are they 'made' good by a flaw in the non-revamped design by having the only armor/defense, they do not even have enough defense themselves... and their skillset isseverly limited.
More than any discipline a Defender needs attention.They need to be upgraded to fit in the CU system just like Pikeman/TKA was.
The following are my ideas for Force Defender in a possible revamp.
Issues:
1. Role: "Tank"; Mind Dominate is underpowered
2. Avoid Incap is too vulnerable against mezzes.
3. Defender's do not have enough defense to rely on it in combat.
4. Force Defense and State Defense needs attention.
5. Defender is a limited/boring/pointless discipline.
Role: "Tank"; Mind Dominate is underpowered
Non-Defenders cannot rely on a Defender to tank right now, becouse Mind Dominate is not reliable. Mind Dominate needs to be seriously improved in power, to make sure a Defender definitely can keep a foe's attention. I also suggest to add an Area Dominate in the Master Box.
Avoid Incap is too vulnerable
Make a Jedi with Avoid Incap immune against all mezzes. Come-on! They are snared already!
Defender's do not have enough defense to rely on it in combat
No way in heaven a Master Defender can tank Ancient Krayt Dragons and other super pve opponents like a non-Jedi can! Not even in pvp their defenses are near enough.
Issues:
a) Defender must rely on Heal 4000 to upkeep their role.
b) Defender are extremely vulnerable against armorbreak.
c) Defender do not have enough Defense.
d) Defender are 'made' good by a flaw in the non-revamped design, not by CU design.
Suggestions:
a) Implement tailor-made Jedi robe's which grant all Jedi +4000 Armor (this robe may decay as armor).
b) Now makeInnate Armor immune or partially immune against Armor Break!
c) Give each discipline skillset 100-200 defense, where Defender templates should max out at around 300-350 defense (not counting Aura) and non Defender max out around 200-250 defense. Note that with Aura this means 800-850 defense for defender's.
b) Read my suggestions in the bottom for "completing" the Force Defender as Tank's, thanks to tanking abilities.
Force Defense and State Defenses need attention
Force Defense
... is currently overpowered. Force Wielder's needs a proper way to breach through Defender defenses, not having their powers reduced like that. A Force Defender and Force Wielder needs to make equal in combat.
Jedi State Defense
... do not protect against all new CU states such as Thyroid Rapture, Binding Strike, Warning Shot etc.
Defender is a limited/boring/pointless discipline
Theese are suggested Post-CU abilities to make Force Defender real Combat Upgrade Jedi "Tanks" without being hated by everyone.
Area Dominate
As mentioned in '1'.
Force Push/Pull
Allow a Defender to "push"/"pull" enemies. Force Push can be used to push an enemy away from him to halt them from attacking him in melee. A more important ability is to allow a Defender toForce Pull an enemy close to him. Force Pull is best used when Rooted or Snared (perhaps when using "Avoid Incap"). Force Pull ensures that a Defender is not a sitting duck in combat, and even allows for pvp tanking, removing opposing players who is currently attacking his weaker friends.
An alternative is to make Mind Dominate work on other players...
Force of Will
A Defender needs a way to quickly recover from Incapacitated State, especially when combined with A.I. To be the one who do not stay down fits the role as Defender. This is also a counter to the rather tricky "Daze the A.I guy" tactic.
WarCry
Give Force Defender's a WarCry ability that temporary reduces the opponents attack speed, slowing down their damage output. This is to be used while tanking.
Force Valor
Allow Force Valor to reflect bolts instead of blocking them (25% to reflect). At least when they are standing still. This ensures that a rooted Defender is not a sitting duck.
Area Stun
Allow a Defender an instant area daze for a very short duration (5 seconds). This gives enough time to react, such as start up forcepowers, heal or do other things.
Message Edited by MsNiL on 07-29-2005 05:14 PM
Message Edited by MsNiL on 07-29-2005 06:33 PM
Allow Wielder Breach a small percentage chance to debuff AI, say perhaps 20%.
Every ability should have a counter, even this one.
Uninformed wrote:
Allow Wielder Breach a small percentage chance to debuff AI, say perhaps 20%.
Every ability should have a counter, even this one.
Breach has a chance although it is very small.
MrDecipher wrote:
Uninformed wrote:
Allow Wielder Breach a small percentage chance to debuff AI, say perhaps 20%.
Every ability should have a counter, even this one.
Breach has a chance although it is very small.
Actually Dcyfr it has 0 chance right now. It cannot remove AI. It is not considered one of the abilities that can be removed by breach.