Jedi Archive
Thread: an old idea for jedi defender
Here is an old post i found on the jedi fourms by Msnil. What do you guys think about it?
The ideas in this post was posted in the Focus: Defender thread. I have been thinking about this for awhile, and it deserved a thread on it's own. Even if I know any comment except "Defender is working as intended" is often met with flames, I hope this one is seen as what it is: philosophic entertainment and not life & death.
DISCLAIMER:
This mixed bag of ideas are meant for PHILOSOPHIC ENTERTAINMENT, and not as a proposal written in stone.
If the topics within makes you angry, or you feel compelled to reply only to say things are fine, skip it.
Defender issues
Defender is a black sheep of the Jedi community. Not only are they 'made' good by a flaw in the non-revamped design by having the only armor/defense; they do not even have enough defense themselves... and their abilities are severly limited/boring.
Jedi eventually need to be "put in scope of the cu" and revamped to fit in the new CU system, just like non-Jedi where (they have this in common with Creature Handlers and Rangers, maybe even Bio-Engineers and Droid Engineers).
When this happens, Defender is going to need alot of attention, as currently a Defender is awful in upkeeping their role as Tank...
The following are my thoughts about Defender issues, and my ideas for a Force Defender revamp.
Vision: A Defender should be a Jedi tank throughout the use of abilities, just like non-Jedi. They need at least 9 abilities (2 per skilline) that supports "tanking". Yet a Defender needs to be equal to non-Defenders in 1on1.
What to do with the Jedi Defense
No way in heaven a Master Defender can tank Ancient Krayt Dragons and other super pve opponents like a non-Jedi can! Not even in pvp their defenses are near enough. Still they got 'all' the defense due to a design flaw, caused by a non-revamped skillset.
Issues:
a) Defender cannot rely on their defenses alone but must rely on Heal 4000 to upkeep their role.
b) Defender are cancelled against armorbreak.
c) Defender are 'made' good by a flaw in the non-revamped design, not by CU design, causing a balance rift between defender/nondefender.
Suggestions:
a) Implement tailor-made Jedi robe's which grant all Jedi +2000 Armor.
b) The Jedi Robe might be customized by Armorsmith built upgrades, adding up to an additional +2000 armor (6000 in total). Read more about this idea here: http://forums.station.sony.com/swg/...essage.id=10594
c) Remake Innate Armor into a skillmod that make the Defender immune or partially immune against armorbreak.
d) Give each discipline skillset 100-200 defense divided into melee/ranged/weapon defense. In a total a Master Defender template should max out around 300-350 defense (800-850 with Aura). Non-Defender's should max out around 200-250 defense.
e) Read my suggestions in the bottom for "completing" the Force Defender as Tank's, thanks to tanking abilities.
Existing Abilities that needs attention
Avoid Incap
... needs to give immunity against all mezzes while active.
Force Aura
... is overpowering for dabblers. To limit access to non-Master, Improved Force Aura needs to be moved to the Master Box and regular moved to 0040.
Force Defense
... is currently overpowered. Force Wielder's needs a proper way to breach through Defender defenses, not having their powers reduced like that. A Force Defender and Force Wielder needs to make equal in combat.
Force Valor
... should reflect incoming bolts back on the attacker rather than just block them. This is to reduce the Defender's appearence as a "Sitting Duck", especially while using Avoid Incap. Force Valor also needs to be moved to 0400 "Ranged Defense".
Jedi State Defense
... do not protect against all new CU states such as Thyroid Rapture, Binding Strike, Warning Shot etc.
Jedi Innate Jedi Armor
Innate Jedi Armor should act as a natural defense against Armor Break rather than armor.
Mind Dominate
... is not powerful enough for it's use. Mind Dominate needs to keep a foe's attention and an Area Mind Dominate needs to be implemented in the Master Box.
Defender is a limited/boring/pointless discipline
Over all:
1. Force Defender receives around +100 defense compared to non-defender.
2. Unique to Defender is the ability to shrug off armorbreak, partially or completely.
3. Force Defender should receive at least 2 abilities per skilline to fit their role as a tank.
Novice
Dominate Mind
Skilline 1: Melee Defense
1: Force Push
2: Improved Dominate Mind
3: Improved Force Push
4: Advanced Dominate Mind
Skilline 2: Ranged Defense
Ability 1: Force Pull
Ability 2: Force Valor
Ability 3: Improved Force Pull
Ability 4: Improved Force Valor
Skilline 3: Force Defense
Ability 1: Force Stun
Ability 2: 'Force of Will'<---- This should be moved to master or ability 4
Ability 3: Improved Force Stun
Ability 4: Force Aura
Skilline 4: Prenatural Defense
Ability 1: Force Blind
Ability 2: Force 'WarCry'
Ability 3: Improved Force Blind
Ability 4: Improved Force 'WarCry'
Master
Ability 1: Avoid Incap
Ability 2: Improved Force Aura
Ability 3: Area Dominate Mind
Descriptions:
The Defender Area of Effect is a short (melee range) effect that only effects someone who have the Defender as target. <------ Great Idea, this means That a defender can block incoming shots to those in his group and have him targeted.
Force Blind
Force Blind applies the state "Blind" on an opponent.
The Improved version is a "Defender Area of Effect".
'Force of Will'
Fitting for a Tank, a Defender needs a way to quickly recover from Incapacitated State. To be the one who do not stay down fits the role as Defender. Remember though that "Force of Will" is based on luck. It have a chance of failing. Sometimes by filling your health with wounds, sometimes by just extending your incapped timer.
Force Push
Force Push is a way to push enemy away from him to temporary halt them from attacking in melee. The improved version is an Area of Effect, pushing away all opponents that currently have the Defender as a target a moderate amount of meters.
The Improved version is a "Defender Area of Effect".
Force Pull
Allow a Defender to Force Pull an enemy close to him. Force Pull is to be used on ranged professions when Rooted or Snared (perhaps when using "Avoid Incap"). Force Pull ensures that a Defender is not a sitting duck in combat, and even allows for pvp tanking, removing opposing players who is currently attacking his weaker friends. The reach of this ability needs to be pretty far, at least around 35m.
Force Stun
Allows a Defender a daze a target for a very short duration (5 seconds). This gives enough time to react, such as start up forcepowers, heal or do other things.
The Improved version is a "Defender Area of Effect".
Force 'WarCry'
This is a primary tank ability, giving Force Defender's a WarCry ability that temporary reduces the opponents attack speed, slowing down their damage output. This is to be used while tanking.
The Improved version is a "Defender Area of Effect".
Message Edited by MsNiL on 07-29-2005 07:41 PM