Jedi Archive
Thread: Focus Thread: Force Defender
Merc-utio wrote:
im not a defender, but i think if AI is intended to be a means of escape, the snare should be taken off of it...
You know i've never seen a Mdef do that, maybe all these new MDef but all of the ones that I saw pre cu hit AI, and took out as many people with them as they could.
Ok then the counter to AI is get out of range cause there is a snare. Or there is stasis or concision shot. I can tcount the number of defenders that died because we stasised them with 0 health and AI on.
Uninformed wrote:
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.
Uninformed wrote:
Breach should be able to remove this buff like any other, albeit with a smaller chance. You cannot force Wielders to take Enhancer to get the job done. There is simply no good reason not to give Breach this ability and is a balancing move.
Well as I see it the good reason is that AI costs 1000force. To give breach a good chance at removing it would mean breach should cost that same amount. If they made breach cost the amount of force that the buffs removed cost that skill it would be balancing. but a 200 force skill removing a 1000 force skill is rediculous.
Zantzen wrote:
AI is totaly useless
If you use it in pvp its not 1VS1 and itsto escape a large groupand the snare denies this ability. Anyway you will be stasied, rooted or snared so you ll die
In pve? well what mob you would use AI with ? Necro ? certainly not ...
the 111 Dant npc or 94 DJK ? waste of force and you can do as well with 4000 heal if you know what you are doing
Only time AI was usefull was to tank the pre Nerf DJM
normal profs have a similiar ability (Center of Being) which not only does the exact saame thing as aura, but also has a warmup timer associated with it. The idea of a toggle for this skill (when we know devs are moving us closer to a normal prof rather than away from it) I'd be advocating to keep aura how it is, insuring it never gets that warm-up timer.
As a non-Defender looking into the tree, I'd say the following:
1) remove the snare from AI and give it a dmg reducer much like FR2/3 instead.
2) make valor a toggle ability. It lowers the users offense slightly to boost the defense so why not allow it to work on the lines of FR? Toggle would be the besst option for this skill.
3) make dominate mind worth having. From what alot of these defenders have been saying, this is a gimped skill that needs a fix.
alright here is my input after reading through all of these...
- DO NOT remove the snare effect from Avoid Incap, the devs hav clearly told us that the role of the defender profession is to tank, not to run away.
- Increase the effectiveness of the Dominate Mind ability so that a Defender can carry on their role as a tank efficiently.
- Add an Advanced Dominate Mind to the master box that allows fora superb area taunt.
- DO NOT move Improved Force Aura to the master box, that will pretty much force everyone to take Master Defender.
- DO NOT add any defense to armor break because of two reasons. Firstly, those people that got their armored sliced had to pay for their armor in credits and then pay again for the slicing because for a nice slice it will require high end loot on the smuggler's side. Secondly Defender is supposed to closely resemble the Teras Kasi Artist proffession and they do not hav any resist to armor break either.
I'll add as i see fit.
Message Edited by Galbatorix on 07-29-2005 12:04 PM
Defender. In most martial (combat) arts/skills learning and practicing how to "defend" yourself is not just having great stamina and fortitude but learning how to dodge attacks. It is one thing to take damage, which as a Jedi Defender... that is what you are suppose to do. However, keeping in line with any Combat Art (and defense is half of combat) I would like to see some dodge in a defender tree. It does not have to be uber. Perhaps even a +5 Dodge for each box in that tree and a +15 Dodge with Master.
By the way... I am NOT talking about "Aura" nor replacing Aura. I would like to see an Innate dodge to help supplement the Aura. This would be a natural defense that you should not hit a button to use.
The bottomline: being sensitive to the force, your perception is enhanced. You would not see everything coming at you... nor would you "feel" everything coming at you. However, I believe a form of innate dodge would be appropriate in the Defender class.
How does the rest of YOU defenders feel about having a little dodge to your temp? Again, keep in mind... it is not to make a defender or MDef uber... but to help supplement the profession. I hold 3 Black Belt rankings in different martial art styles. Although I am a great blocker and can take my punches and kicks... I find that by not being there to get hit as help me out many of times.
What say you Defenders?
Message Edited by averyshadow on 07-29-2005 06:03 PM
MrDecipher wrote:
Uninformed wrote:
Breach should be able to remove this buff like any other, albeit with a smaller chance. You cannot force Wielders to take Enhancer to get the job done. There is simply no good reason not to give Breach this ability and is a balancing move.
Well as I see it the good reason is that AI costs 1000force. To give breach a good chance at removing it would mean breach should cost that same amount. If they made breach cost the amount of force that the buffs removed cost that skill it would be balancing. but a 200 force skill removing a 1000 force skill is rediculous.
MDEF skillmods are fine for a full templated jedi having MDEF, but should remove some of the skillmods to add them in other trees, having 0 defense if you have no def is just stupid -_-
In a perfect world i'd say without def at all you should have 40 innate and 100 melee/ranged def, not a big deal but still better than 20/0 ![]()