Jedi Archive
Thread: Focus Thread: Force Enhancer
MsNiL wrote:
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.
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.
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
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
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!
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.
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
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.
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.
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.)
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.
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
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.