Jedi Archive

Thread: Focus Thread: Force Enhancer

MsNiL
Wed Jul 20, 2005 10:46 am
#105

I gotta say this again...


Nerfing Transfer Force was nothing but silly.

Now it takes ages to fill up a friend. 150-200 force every 10 seconds...

It takes like 5-6 minutes to fill someone up with 6k force.


This is boring.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Orowaw
Wed Jul 20, 2005 10:57 am
#106






seneeca wrote:


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.






You dont need to worry about your mind if you consistently have your opponent in stasis. The only thing you need to do is take breaks and channel until your opponents force is gone.



-Orowaw-

Dark Jedi Knight
Firestorm-Lowca
Wed Jul 20, 2005 12:14 pm
#107






Baciacca wrote:
Focus Thread: Force Enhancer



OkEnhancers this is your chance to let me and the rest of the community know what is going on with your profession. I realize that there are certain issues that may or may not be considered exploits that have recently brought up, please send me PMs if you have any questions about this. DONT post them in this thread!

Message Edited by Baciacca on 07-18-2005 07:31 PM




/woot



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Airflare21
Wed Jul 20, 2005 12:16 pm
#108


I think it's balanced aswell.


Improving the regen rate of meditation could be a good idea though.


but this tree is balanced (by far)compaired to Powers and Healers.




oh, I forgot to mention. Force run should be fixed so that we can access all 3 different levels of it.

Message Edited by Airflare21 on 07-20-2005 12:18 AM



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EnderStarfall
Wed Jul 20, 2005 1:02 pm
#109

Meditate needs a definate improvement and possibly move the "ability" to meditate to the Novice Enhancer Box and then rework it so that it improves the regen rate as you gain the 0004 Synergy tree skill boxes. Kinda like how the TK Meditate works with 4000 Meditation skill mods.



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Antilles98
Wed Jul 20, 2005 1:36 pm
#110

- Master Enhancer has the same protection as a enhancer dabbler with 0400. There needs to be an Advanced Force Armor for the Master level.

- Force Armor should have even more of a force cost reduction for each hit.

- Entire tree of Enhancer is useless at the moment

- Redundancy when it comes to protection from Force attacks, (Force shield, absorb, etc).

- NEW Master Enhancer skill: Force Reduction (reduces cost to all force attacks while this ability is activated). This will help make a Master Enhancer truly identifiable and more powerful than an enhancer dabbler as the current master abilities are rather limited (Stasis works on the same timer as root; FR3 has a dmg reduction; Debuff used in regain conciousness).
Bobaku
Wed Jul 20, 2005 4:21 pm
#111

I commend all the people who come here agreeing with me that FR2/3 do NOT need to have damage reduced completely and are for being able to toggle FR1 on and off. Especially after the "Know it all" debate from MsNiL about how everyone wants her opinions and I am a fool...





Bobaku
Master Weaponsmith (Semi Retired)
Slash_DPC
Wed Jul 20, 2005 4:32 pm
#112

Just wondering Baciacca, do you support removing the damage reduction from Force Run 2 and 3?





Xaznak - Level 22 Undead Mage
Tichondrius

SlashDPC on AIM
Bobaku
Wed Jul 20, 2005 5:26 pm
#113






Metalsaber wrote:
i support dmg reduction removal. Why do you feel the need to keep it when everyone has some sort of snare/root?

Message Edited by Metalsaber on 07-20-2005 05:22 PM




Because I played when there was no damage reduction on FR and it was so broke it wasn't funny. I have FR2 and I know how easy I would eat anyone up who didn't have FR2 or better if I had not DR on it. Also, the devs have said the nerf is coming on root so that when rooted, if you take damage, root will break. Finally I do not want to see the reduction removed, because someone with FR2/3 will NEVER take force run off, ever.As is, people with fr1 never turn it off.



Bobaku
Master Weaponsmith (Semi Retired)
HermanTheGerman
Wed Jul 20, 2005 7:18 pm
#114

One last thing... that armor break has NO effect on FA.



--------------------

Rhad Jones
NorEd_Kolev
Wed Jul 20, 2005 7:30 pm
#115






OmniReaperr wrote:


Master Enhancer here, just for reference...anywho;


Advanced Force Armor in the Master Box

Advanced Force Shield in the Master Box

Force Resist Fire in the Master Box

Advanced Force Speed in the Master Box


Ability to use FR1 at Master

Force Regen while meditating increased

Fix resist line

Allow enhancers to use "Force Resist (blah)" on other players.

Increase timer on Force Absorb and Force Feedback (on regular and improved versions)

Stasis less force cost

Remove force regen penalty from regain conciousness, put it on a timer

Better descriptions on enhancer abilities

Some sort of an aura skill that allows the abiltiy to enhance other players within a certain diameter.




I agree with the above.




Gilford Navaer ¤ Jedi Master
Sirron Niwde ¤ Mandalorian SuperCommando
Nored Kolev ¤ Lean Green Healing Machine
Born June 6th, 2004
Exiled July 15th, 2006


SpaceLana
Wed Jul 20, 2005 7:46 pm
#116

-Allow a choice of which FR you want to use.


-Add an Advanced form of FA and FS. Put them together in one power with reduced fc per hit. Keep protection at the improved levels.


-Faster meditate regen rate.


-Improve or do away with the xx4x tree.


-Advanced Force Speed. Around 35.


-Add the ability to Enhance others.

BloodravenII
Wed Jul 20, 2005 10:21 pm
#117



  • First, and most importantly, Force Run. We should be able to use the lesser forms. We, as Masters, should not be punished because we have become more powerful with our abilities.

  • Resist States, Resists Bleed etc. etc. They all suck. This makes an entire line of the Enhancer tree absolutely worthless. I pretty much never use these things because putting them up takes a massive chunk out of my Force. Make them actually worthwhile to utilize.

  • Meditate, could it regen a little faster please? It's painfully slow as it stands and pretty much useless if you expect to get back into PvP anytime within the next 10 minutes. Which, for PvP, that's a frickin lifetime.

  • Force Armor, this really needs to either be immune to armor break (of any kind) or reduce the Force cost. One of the two.

  • Force Speed, I did not grind enough xp to master doctor (and that's just in one tree) to have Force Speed work as well as a Doctor Buff. Bump it up to 40 or 50 and make it so it doesn't stack with the Doc Buff. It's plain ridiculous.

  • Force Shield, I've no clue why Armor Break is affecting this ability. It makes no sense at all.

  • Toning down the Health cost for Channel would be really nice. Sure Defenders can use it all day w/o having to worry too much. But for us non-defenders it's pretty much a useless skill unless you have 10-15 minutes of extra time on your hands.

  • Regain. Add an icon letting us know that we've been debuffed and how long we can expect to SUCK.

  • Stasis, I dunno why people who are stasis'd can heal themselves and/or meditate/force meditate.


As for the dumb shmucks who are complaining about Stasis... I dunno why you retards aren't over in the smuggler forums griping about Concussion Shot. What about the Combat Medic's forum? They have paralyze. Oh yes, that's right, because you people are idiots, that's why.



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