Jedi Archive

Thread: Focus Thread: Force Defender

KeeferKman
Fri Jul 29, 2005 1:50 pm
#92


Give an AB counter or less reduction in master, take snare off orleast remove mezzes while AI(force cost fine, we don't want spammers either) This way a defender can be equal to a MLS (one by defense, the other by offense) Balance, balance, balance...


thats about it...but those are some BIG its Dolly.





No Gaming Enjoyment
cyrdax
Fri Jul 29, 2005 1:54 pm
#93

didnt read the thread, dunno if this was mentioned. the only problem with defender right now balance wise is 1 tree completely throws a powers user out the window, and also adds huge defensive bonuses (aura).


something needs to be done with the aura line... either move aura to the same line as valor, move force power defense to the valor line, or spread force power defense throughout the defender tree so powers isnt completely useless against someone with xx4x defender.



X'Raided
KeeferKman
Fri Jul 29, 2005 1:59 pm
#94

Sorry man, but that wouldn't help you. Power just sux horribly...period.


You need severe intervention and love







No Gaming Enjoyment
jalia
Fri Jul 29, 2005 2:05 pm
#95


Defender Forever!



Ok, having got that part out of the way...I read the past 5 pages and think the following about sums up the sensible posts so far...



FOUR BIG ISSUES NEEDING IMMEDIATE ATTENTION:


1) Dominate Mind needs to STICK and needs to have an AREA EFFECT.

This is essential to our role as an elite tank.

2) Armor Break requires a counter as any non-jedi with properly sliced armor has.

Lacking a counter to AB severely diminishes our role as an elite tank.

3) State defenses need to apply to ALL CURRENT states implemented post-cu.

4) AI as the primary skill granted at master has weaknesses now outweighing its usefulness.

Snare is currently excessive combined with no defense vs MEZ making it a suicide tactic in PvP.



FOUR GOOD SUGGESTIONS FOR GENERALY IMPROVING THE PROFESSION:


1) Incap Recovery along the lines of Force of Will.

This would not only be fitting of an elite tank but would counter the AI/MEZ issues nicely.

2) Riposte like stance to reflect damage similar to the BH Duelist Stance.

This is again befitting of a jedi tank, who have always been seen reflecting damage back.

3) Warcry like effect to slow the opponents combat speed.

Just as our tanking cousins the pikemen have, such an ability would fit nicely into our trees.

4) A short-term area or even single target daze effect lasting at elast a few seconds.

Especially coupled with an adjustment to dominate mind this would greatly improve our tanking ability.



/2cents



____________________________________________

Jalia Tresko | Following her destiny...
Juli'ana | Medical Field Tactician
Jundan Tresko | Mayor, SYN City, Talus
Bria Native| Born & Raised, Here to the last breath
____________________________________________

cyrdax
Fri Jul 29, 2005 2:05 pm
#96

actually, im 1 of the powers guys who thinks a few minor tweaks and it wouldnt be all that bad.


ive fought mls/enhancers and tore them to shreads, 44xx defenders, dead. the only problem that ever arises is the xx4x defender line.... which if it was reduced it really wouldnt be that bad... but the resistance brings the damage down by like 75%, which is way more then the innate jedi armor does for melee or ranged dmg.



X'Raided
JediMasterCarlito
Fri Jul 29, 2005 2:08 pm
#97

Before I throw in my suggestions, I have to say to the folks wanting the snare removed from AI and a damage reduction instead: ARE YOU NUTS? You do realize that doing the most damage on the mob is what holds their agro to you? Throwing a damage reduction on AI would basically be pointless then. You're no longer "sacrificing yourself for the group". Sometimes I don't think people think things through properly.


Well let's take a look at Defender:


  • Avoid Incap: works fine as it is, though the force cost should come back down to 750ish and keep the snare. Having that snare seems to make sense.

  • Aura:fine as it is.

  • Dominate Mind:this needs work! Not only does it need to be more effective, but an area version would be nice too. However, I would ONLY want an area version if we could keep the single version as well. Nothing like inviting all the mobs in the area to you when you only wanted one.

  • Innate Armor: fine as it is, though there should also be higher innate armor in the Padawan box (+35 perhaps). I know this takes away from us, but we're still left with half of the armor you can possibly get in our tree. I don't think this is a big deal really.

  • Force Valor: this skill should also deflect damage back to the attacker (basic saber block ability should grant this period).

  • Force Defense: perhaps we should tone this down just a little? I hate to call for a nerf on us, but whenever I see a Powers user throw something my way, I can't help but chuckle.

  • State Defense: does it really work? I think it doesn't. Head to a place where mobs will actually place states on you, and you can't seem to avoid them. Perhaps this should be looked at.

  • Melee/Ranged Defense: I think the Padawan box should have +100 ranged and melee defense in it. Again, I know this takes away from us, but we're left with over half of what you can possibly get.

People are going to think I'm insane regarding the armor and melee/ranged defense issues. I'm a very long time Master Defender in the sense, and realistically, we have a huge advantage over others in Defense.I think giving a little armor and melee/ranged defense to the Padawan box is sensible. Realistically, who goes 44xx Defender? I personally don't know anyone! If you've gone that far, you're going to master it. People only dabble in Defender for Aura, not armor and melee/ranged. This gives other people at least a decent chance to stand up in a fight again Jedi and non-Jedi alike, and still makes us 2x better tanks at least (right now we're what, 4x at least better tanks? That's insane.)





Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

KeeferKman
Fri Jul 29, 2005 2:13 pm
#98






JediMasterCarlito wrote:

Before I throw in my suggestions, I have to say to the folks wanting the snare removed from AI and a damage reduction instead: ARE YOU NUTS? You do realize that doing the most damage on the mob is what holds their agro to you? Throwing a damage reduction on AI would basically be pointless then. You're no longer "sacrificing yourself for the group". Sometimes I don't think people think things through properly.


Well let's take a look at Defender:


  • Avoid Incap: works fine as it is, though the force cost should come back down to 750ish and keep the snare. Having that snare seems to make sense.

  • Aura:fine as it is.

  • Dominate Mind:this needs work! Not only does it need to be more effective, but an area version would be nice too. However, I would ONLY want an area version if we could keep the single version as well. Nothing like inviting all the mobs in the area to you when you only wanted one.

  • Innate Armor: fine as it is, though there should also be higher innate armor in the Padawan box (+35 perhaps). I know this takes away from us, but we're still left with half of the armor you can possibly get in our tree. I don't think this is a big deal really.

  • Force Valor: this skill should also deflect damage back to the attacker (basic saber block ability should grant this period).

  • Force Defense: perhaps we should tone this down just a little? I hate to call for a nerf on us, but whenever I see a Powers user throw something my way, I can't help but chuckle.

  • State Defense: does it really work? I think it doesn't. Head to a place where mobs will actually place states on you, and you can't seem to avoid them. Perhaps this should be looked at.

  • Melee/Ranged Defense: I think the Padawan box should have +100 ranged and melee defense in it. Again, I know this takes away from us, but we're left with over half of what you can possibly get.

People are going to think I'm insane regarding the armor and melee/ranged defense issues. I'm a very long time Master Defender in the sense, and realistically, we have a huge advantage over others in Defense.I think giving a little armor and melee/ranged defense to the Padawan box is sensible. Realistically, who goes 44xx Defender? I personally don't know anyone! If you've gone that far, you're going to master it. People only dabble in Defender for Aura, not armor and melee/ranged. This gives other people at least a decent chance to stand up in a fight again Jedi and non-Jedi alike, and still makes us 2x better tanks at least (right now we're what, 4x at least better tanks? That's insane.)






I noticed you made no comment about Armor Break reducing the point of being a defender. when you absorb 200 out of 1000 points of damage, whats the point of being a defender. Did you just overlook this? Given your statements of being a long term defender, I would expect you have noticed the imbalance when you do less damage and take more damage than, say, and MLS combo..





No Gaming Enjoyment
JediMasterCarlito
Fri Jul 29, 2005 2:17 pm
#99






KeeferKman wrote:



I noticed you made no comment about Armor Break reducing the point of being a defender. when you absorb 200 out of 1000 points of damage, whats the point of being a defender. Did you just overlook this? Given your statements of being a long term defender, I would expect you have noticed the imbalance when you do less damage and take more damage than, say, and MLS combo..





Yes I did overlook this! If you saw MsNil's thread (not post in this thread) about Armor Break protection, I mentioned it there. There should be simple modifiers that scale up the higher you go in Defender to protect against this for sure.




Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

tableman
Fri Jul 29, 2005 2:20 pm
#100

MDEF seems perfectly fine, but maybe some sort of resists to roots/snares? like at master box get like a 15%-35% chance to resist a snare/root? such as statis cuncusion shot...


and btw, isnt def buged? like if your defenses is higher than ur oponets accuracy they will miss more often?



Varvo The Great
Dark Jedi Elder

and now introducing!!!!
DA-JUGGERNAUT
The Fishy Bounty Hunter
after all... there is still war.






KeeferKman
Fri Jul 29, 2005 2:22 pm
#101






JediMasterCarlito wrote:






KeeferKman wrote:



I noticed you made no comment about Armor Break reducing the point of being a defender. when you absorb 200 out of 1000 points of damage, whats the point of being a defender. Did you just overlook this? Given your statements of being a long term defender, I would expect you have noticed the imbalance when you do less damage and take more damage than, say, and MLS combo..





Yes I did overlook this! If you saw MsNil's thread (not post in this thread) about Armor Break protection, I mentioned it there. There should be simple modifiers that scale up the higher you go in Defender to protect against this for sure.







Cool. I appreciate the response. I just feel so strongly about this particular issue, I like to know what others think about it.







No Gaming Enjoyment
Dakccoathania
Fri Jul 29, 2005 2:23 pm
#102



jalia wrote:
Defender Forever!
Ok, having got that part out of the way...I read the past 5 pages and think the following about sums up the sensible posts so far...
FOUR BIG ISSUES NEEDING IMMEDIATE ATTENTION:
1) Dominate Mind needs to STICK and needs to have an AREA EFFECT.
This is essential to our role as an elite tank.
2) Armor Break requires a counter as any non-jedi with properly sliced armor has.
Lacking a counter to AB severely diminishes our role as an elite tank.
3) State defenses need to apply to ALL CURRENT states implemented post-cu.
4) AI as the primary skill granted at master has weaknesses now outweighing its usefulness.
Snare is currently excessive combined with no defense vs MEZ making it a suicide tactic in PvP.
FOUR GOOD SUGGESTIONS FOR GENERALY IMPROVING THE PROFESSION:
1) Incap Recovery along the lines of Force of Will.
This would not only be fitting of an elite tank but would counter the AI/MEZ issues nicely.
2) Riposte like stance to reflect damage similar to the BH Duelist Stance.
This is again befitting of a jedi tank, who have always been seen reflecting damage back.
3) Warcry like effect to slow the opponents combat speed.
Just as our tanking cousins the pikemen have, such an ability would fit nicely into our trees.
4) A short-term area or even single target daze effect lasting at elast a few seconds.
Especially coupled with an adjustment to dominate mind this would greatly improve our tanking ability.
/2cents





100% agree!



Dak'ccoanthia
I am no slave to time. There is day and there is night.

VPittou
Fri Jul 29, 2005 2:30 pm
#103



tableman wrote:
MDEF seems perfectly fine, but maybe some sort of resists to roots/snares? like at master box get like a 15%-35% chance to resist a snare/root? such as statis cuncusion shot...
and btw, isnt def buged? like if your defenses is higher than ur oponets accuracy they will miss more often?





melee defense yes , but with food that adds +110 and aura , everyone has the same almost
MetallicaJunkie
Fri Jul 29, 2005 2:38 pm
#104

I'm not a defender but either are a lot of the people posting here, since we're playing a group game and I have a few defender friends I'll list their issues from my own perspective and what they've told me.


Dominate Mind should have an area of effect at improved or possibly an advanced verion with area of effect.

Innate resistance to armour break or hardcaps installed to prevent innate armour from dropping too low.




And my own personal issue, innate armour and force defence need to be broken up and split among all 18 skill boxes to ensure balance, currently Master Powers is useless due to Improved Aura (one of the best defensive skills in the game) just happening to give +80 force defence. By splitting up the mods (like force damage/accuracy in wielder) you encourage mastery of the discipline and prevent inbalance from a 28 skill point dabble. (I recognise that armour break has a similar effect on defender innate armour, 28sp > 89, possibly move improved armour break to MLS?)
Page 8 of 10