Jedi Archive

Thread: Focus Thread: Force Enhancer

Miffo
Tue Jul 19, 2005 1:39 am
#40

- Force resist buff line : Remove it , and add Health,action,mind buffs instead. Maybe keep State resist to , but add it to +75 instead of +25. Make state resist do something !


- FOrcerun2/3: THe damage reduction has been lowered its like 75% atm. Allthough i dont really mind not having FR1. I do agree atm that no damage reduction on FR2/3 wouldnt be as much gamebreaking as it was before. but it would put Melee/ranged and FR1 jedi out of the game, which is kinda gamebreaking. The difference between FR2-FR3 is so small... When i race agaiinst some1 with FR2(me FR3) i do 1km , he does900m , so finnish line is the same and he starts 100mbefore me, i can just catch up with him before the finnish line... to slow. Give forcerun3 its original speed back (same speed as swoop , atm we cant even keep up with a speederbike)


-Stasis : Works fine as it is...

- Enhancer attacks (supression(root),forcewave(snare),stasis (paralyze) Misses to much(on lvl 110 mob i miss 3/4).


- Stasis,Supression,wave,drain does not effect Forceshield/force feedbacK/forceabsorb.


- Forcefeedback does not reflect states , kd's(i dont know if it should but i think it should have like say 45% chance to reflect it) like FOrce KD , would make the person doing it KD , Choke will give the person the dot .


- No debuff Icon for the penalty of regain cons.


- Force meditate is worthless. If your Forcebar is empty and you sit /channel and fill ur forcebar then wait till ur HAM is back is faster then actually meditating.


thats all that needs to be focused. I think armorbreak should effect Forcearmor.



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Diable
Tue Jul 19, 2005 2:01 am
#41

Stasis: I've noticed when using stasis sometimes it hits and the effect does not work. this is with no roots or snares cast on the person at all.



Diable Infernus - Starsider
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DeadlyTedly
Tue Jul 19, 2005 3:22 am
#42

fr1 needs to be accessible at higher levels or dmg reduction reduced. Yes FR2 is toggleable, but at a relatively large forcecost + we need that terrain negotiation.

There is currently an exploit where stasis can be chained indefinitely if it is reapplied at a certain point, that needs to be fixed.

Meditation needs to be more effective - atm I used it more for the faster mind/action regen. Would also be good to add some kind of temporary buff like powerboost. Perhaps a temporary bonus to your forcepool or to action/mind regeneration or to healthpool or some combination of them.




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opoko
Tue Jul 19, 2005 4:39 am
#43

A Fire resist buff? since we got poison, disease, bleeding and state - and make state resist buff working

Imp. Force Speed gives +25 speed and Imp. Adrenal Boost from 0004 doctor gives +40 speed!
Let atleast M Enhancer have an Adv. Froce Speed +40

When Defenders use their Aura/Valor, why not give Enhancers something like Force Prediction that gives +500 melee/ranged accuracy.

Activation cost lowerd on Imp. and Adv. Force Run. If I get rooted and want to run up to someone it takes to much force to activate it. Lower activation cost and maybe a slighter higher use cost.

Either take away damage reduction from Imp. and Adv. Force Run or make us be able to use Force Run.

Btw, if a defender needs to use AI in a duel when its not more the fair that an enhancer stasis him to let AI run out. Its both tactical advancments.
DigitalSpider
Tue Jul 19, 2005 5:05 am
#44


MsNiL wrote:

* 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 07-19-200505:31 AM





It takes you what? one sec to unauto an attack before you use Stasis. So why waste the time coding a solution when there is already one in game.
Cerano
Tue Jul 19, 2005 5:11 am
#45


If they only fix one thing please please please Allow FR1 at MASTER! Please!



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BDragon
Tue Jul 19, 2005 5:24 am
#46

Ok, im not an enhancer and never will be but im pretty shocked that more people arent using this as the time to suggest enhancer actually become and enhancer and not some crowdcontrol/buffer/defensive hybird

If i were enhancer i would want it to contain 100% buffs, both for myself and others.

Celerity: Same as now, but remove suppression
Synergy: Make meditate a short-term buff to force pool and force regen(+500, +5 regen), remove wave, move sheild
Resistance: Add sheild. Add resistance to new states under 'resist states' at teir4. Add feedback.
Protection: Add force damage buff. Add 'force focus', a short-term state buff that reduces force cost of all moves while active.

Something along those lines, is what id like if i were an enhancer.



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KyridIce
Tue Jul 19, 2005 6:52 am
#47

1. Keep force run 1 as is.


2. Call fr2 and 3 "force sprint" and "improved force sprint" and give those the dmg reduction. That way you can choose which to activate, the run or the sprint.


3. Stasis (as well as other daze effects) can singlehandedly turn the tides of battle in a large skirmish. I would like to keep the functionality of the move, as it is also great for PvE, but there should be some sort of counter for PvP. My suggestion: add a "daze state heal" in the trees for both CM and Force Healer. This in no way nerfs Stasis beyond usefulness, and it also helps toreinforce the healer role in group combat.


4. The xx4x line is trash, but every profession has some skills they could just as easily do without. If you make that line actually useful, it just opens the door for every template to include master enhancer.





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CommanderFarley
Tue Jul 19, 2005 9:04 am
#48

Masters should have access to FR1


the /duel crap needs to go for any Daze effect


the states line... yeah, it blows


There is difinitely some kind of accuracy issue with suppression/wave/stasis. These fail way too often, particularly against high level mobs.







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MsNiL
Tue Jul 19, 2005 9:58 am
#49

Transfer Force

The transfer cooldown is overwhelmingly tiresome...

I dont see any way it's necessary except making transferforce boring as ----




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Gerad
Tue Jul 19, 2005 10:42 am
#50



sweds ftw /Shrug




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DustusNavar
Tue Jul 19, 2005 10:58 am
#51

Force Run


We need to be able to access lesser tiers of force run, or, even better, would be to remove the damage reducer from FR2 and FR3, since those skill can now be countered several ways.





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Diable
Tue Jul 19, 2005 11:43 am
#52

I am a trandoshan Master enhancer and yesterday during a live event i was chasing down master enhancers with FR3 and actually catching up to them as they were also FR3'ing. Not sure if this is a bug or something but some people thought I was exploiting because of this so wanted to clear it up.



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