Jedi Archive

Thread: Focus Thread: Force Enhancer

VPittou
Wed Jul 20, 2005 12:59 am
#92


MsNiL wrote:

VPittou wrote:
Wait wait... did'nt you say Avoid Incap is a getaway?
Well so is Advanced Force Run.
Remove it on Improved Force Run, I can live with that, but not Improved Force Run.
Remove dam reduction on fr3, remove snare on AI also.
Enough said. Ok? Thanks. Bye Bye.

It's not a getaway. Even Advanced Force Run is far too slow and too expensive to be used outside shopping, and a group without ROOT doesnt exist. If you get ganked, Stasis is your only save, and it rarely works.
The only use you have for Advanced Force Run is to outrun people (such as a BH) that keeps rooting you... a practice which is not reccomended since it kills your force in notime.
I would say that Regain Conciousness is the only safe "getaway" in Master Enhancer right now.

I'll take your Avoid Incap ability any day.

Message Edited by MsNiL on 07-19-2005 09:57 PM






on second thought .....


AI+fr2 damage reduction removed , hmm





remove it baccy ! gogo

J/K , go enhancers try and get something for you

Message Edited by VPittou on 07-19-2005 12:59 PM

scoodoobydoo
Wed Jul 20, 2005 12:59 am
#93

wait wait , dident you say AI is a getaway .
well so is fr3

remove it on fr2 i can live with that , but not fr3

remove dam reduction on fr3 , remove snare on AI also

nuff said , kthx byby

QFE


roflmfao..



" jedi should be hard because being a jedi is your reward shouldnt be able to mess around and have fun"
"well this is a game for fun messing around is fun and if your that much of a
pr!ck irl you need to get laid"

"I am Scissors, Paper is fine, but Rock needs to be balanced"

Be careful... remember when Tiggs and Thunderheart acknowledged the pearl drop problem with premium / flawless? Look what came out of that one. *Can't fix it.. so you screw you guys
Maddogg4201976
Wed Jul 20, 2005 1:10 am
#94

Force Meditate - Needs to regen ALOT faster, I can regen just as past in my robes sitting down!

Stasis - The duel trick is ruining Enhancer. As an enhacer you dont have much defence, when you get a mob of players you intend to stasis them to make a get away on Advanced Force Run. Unfortionetly all people do Is duel eachother and there back in the fight or chase!


States Resist - Does nothing, but states do nothing agenst you.







(gnn[[[[[[]nnnWX Jedi Elder


I-Shot
Elder Jedi [I-Shot]


Metalsaber
Wed Jul 20, 2005 3:48 am
#95

Another suggestion:

Move Meditate to the Padawan box so all can get the force regen (maybe at a lower rate than now).
Then Replace it with a special called Force Regen. This move would last say 1min and would speed up the recovery of your force pool, but not require you to be in a Meditative posture. Would also help with Force Armor Costs.



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Rockasocks
Wed Jul 20, 2005 4:45 am
#96

i'd like to see more levels of channel, transfer and drain force. maybe all granted at master. it's saddening already with the huge nerf to transfer and channel but yet i'm master enhancer and transfer just as good as a non-master.
maybe an improved version of all these would work our better:
improved channel-slightly more force gained but also more efficient (meaning takes less HAM)
improved transfer-transfers 500ish force instead of the sucky barely 200
improved drain- well, actually i've been told they screwed this special up by it not actually draining the force anymore. instead of 'stealing' force from your opponent it just takes away their force AND costs you force. i've noticed it gives me about half the force i take off my opponent when i dueled a friend. so maybe the basic version would give you 1/2 the force stolen and the improved version would give you 3/4 the force stolen

also, i'd like to be able to toggle the resists. now it just renews them but i'd like to be able to toggle them. it's the only enhancement that doesn't toggle i belive-even force absorb and feedback toggle hehe.

Edit: oh yeah. force speed and adrenal boost don't synch up properly... that would be cool if we could use those 2 together. now it ends up killing your action so fast but doesn't increase your damage much more at all

Message Edited by Rockasocks on 07-20-2005 07:49 AM



Rockasocks
The deadliest tailor on Bria

Ronid
Wed Jul 20, 2005 7:02 am
#97

ImprovedForcefeedback- The low ammount of damage reflected and the fact that it doesnt lower incoming damage makes this skill useless.



ImprovedForceabsorb- Once again not helping to lower incoming damage. Absorbtion rate seems ok.




Forcemeditate- SPAM!




Forcerun3- It should cost force to activate, but 500?! May be a bit too much.




Stasis- This is missing alot for me, I have 227 accuracy and I use +200 melee accuracy food and still miss most of the time. With the massive mind cost I'm tempted to not use this.






Ugros Polo



Thnx Baciacca
Ragen_Nightstalker
Wed Jul 20, 2005 7:27 am
#98

Stasis is too powerfull, the debuff need's to be increased to 2-3 minute's and allso stasis should cost 1k force each time you use it.


resist states should be increased so that it actually does something.





(gggggggggggggggggggg8WXnn
Rage'n Night-Stalker
Jedi Sentinel of SWAT
[[[[[[[[[[nnWX9gggggggggggggggggggg)
Supertimmy1212
Wed Jul 20, 2005 8:56 am
#99

A few suggestions.

1. Dont remove the attack penalty on FR3 but just reduce the penalty to maybe 50% damage.

2. Fix the resist line in enhancer. I think moving the resists into the healer tree would be the best option, this would give healer a boost that it badly needs(once states are improved). See #4.

3. Reduce the duration of stasis if it's applied when FR3 is active.

4. Enhancer has no enhance 'other' abilities. How about switching the resistance line to a force pool buff line. Max force, Force regen etc.

5. Perhaps a force armor 3 at master(to benefit those who were loyal enough to the discipline to take master). The force armor 3 does NOT give extra armor but a reduced force cost.

6. One ultimate enhance 'self' ability which will activate all of our enhancements at one 'flat rate force cost'(ie. if you got into a fight unexpectedly, instead of activating all our abilities individually at a massive force cost this ability could activate them all at once with a lower force cost and its own single animation[the regain conciousness anim would be good choice]).

7. Remove regain conciousness, it's kind of useless as it stands right now, this ability could be replaced with #4, #5 or #6.

8. Forcemeditate2 in master to give a small boost to people who took the entire discipline(anti-dabbler initiative ).

9. I think all disciplines should get way more from being a master. This is definitely necessary at the moment to reduce the amount of dabbling going on since the CU went live. As it stands anyone can get the benefits of all disciplines by taking a few boxes from each. The best parts of each discipline are too easy to get is what i'm saying.

10. Fix the meditate animation repeating and the way you gotta sit to use meditate(yes i know you can macro this to make a work around but really we shouldnt even have to macro it to work around it, besides it's really annoying).

11. Channel is quite useless unless you're just pveing and regenning force after fighting creatures. If this is intended then forget #11. I suppose it could be intended to be an ability that is not viable in pvp.

12. Have a forcerun 4# but make it so it cannot be activated while moving, while in combat and about 60 seconds after combat(of course this would HAVE to be a seperate ability to force run 1/2/3, 'forcesprint1' maybe, this move could be interrupted easily by other attacks.)



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Dr_Nalio
Wed Jul 20, 2005 9:45 am
#100






Ragen_Nightstalker wrote:

Stasis is too powerfull, the debuff need's to be increased to 2-3 minute's and allso stasis should cost 1k force each time you use it.


resist states should be increased so that it actually does something.








Again... there is nothing wrong with stasis. It's force cost is heavy but not unusable. It is a master level skill, and keep in mind Master Enhancer which you use a lot of force to run effectively anyway. If you increase the force cost at all you'll make it unusable. It's not like this is just some level 4 box. It breaks on damage. It now is unchainable and it misses frequently. The exploit of using duel to get out of it is what needs fixing.



Orowaw
Wed Jul 20, 2005 9:56 am
#101






Ragen_Nightstalker wrote:

Stasis is too powerfull, the debuff need's to be increased to 2-3 minute's and allso stasis should cost 1k force each time you use it.


resist states should be increased so that it actually does something.







Could not agree more! Then as the enhancer channels away they are just refilling the giant force cost they used to use it. Its an escape tool not a lemme get filled up and solo the defender skill...I mean GOD mode

Message Edited by Orowaw on 07-20-2005 01:57 PM



-Orowaw-

Dark Jedi Knight
seneeca
Wed Jul 20, 2005 10:13 am
#102


You can't sit there and channel away, as an enhancer over channeling=dead because we dont have much protection especially if we are ABed. Channel uses ALOT of mind which now is also needed to healing, therefore in combat channel is almost useless. Stasis duel bug needs to be fixed and then stasis needs to be left alone before we nerf every jedi profession into that of a normal player. I'd really like to see the resist row taken away and something more useful added, not sure what but I've seen plenty of good ideas.


I'd also like to see a small increase in the speed of FR3 to make it at least as fast as a swoop again. Would be nice to actually escape with force run=) Regain is fine the way it is I think, but the effect should not stack if used multiple times. I would also REALLY like to see an icon with a timer to tell me when my force regen is back to normal. Other then that I feel that the profession is very balanced, it's force intensive but powerful if used correctly. I would like to see the changes to the resist row to encourage more masters and less dabblers.


seneeca
Wed Jul 20, 2005 10:15 am
#103

PS it's not just an escape tool it's a crowd control tool that helps someone with no defender still manage to hold off multiple players. It is a VERY useful tool in large PvP encountersand not so much a 1v1 tool. I chose this profession because I would be an asset to my team in a PvP fight, not because I would be an uber dueler.

Chrisr137
Wed Jul 20, 2005 10:31 am
#104

If you're a Master Enhancer and get killed by a bounty hunter...should it really count until he's killed you past the point of you being able to regain conciousness?


Should they lose thier mission though since they saw you die? Playing possum would bea good trick/ability.


I would deffinately love to see enhancer actually enhance other players.


I think enhancers should have powers/abilities that are very similar to doctor buffs but also stack with doctor buffs. However these buffs should be short term(~15mins) so we wouldn't have Enhancer buff lines outside coronet starport with an appropriate force cost to apply (maybe even allow them to apply the bonus to the entire group at once, during combat???).


Also it would be very cool ifMEs had abilities/modifiers during combat that would run somewhat like squad leader abilities.


They do also need to make alot of the abilities improve at master.I liked the idea someone else had about a "Force bar force Infusion"to regen force during movement/combat at a high rate.


I'm not too concerned since I am not a ME but furthering the abilities would make me consider it alot more than I would now.


btw the entire states tree is worthless IMO. I vote replace it with the above.

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