Jedi Archive

Thread: Proposal for jedi

larryburns
Sat Oct 22, 2005 10:14 am
#1

As far as jedi is concerned here is what I think would help out balance somewhat.
To begin, lets go and look at the force pool. A double mastery 44XX jedi has 7kish forcepool. This gets deducted as saber specials and powers are used. Next lets look at defender, which has 4 potential specials, avoid incap, aura, valour, and a taunt. Then we look at enhancer, which is heavy on force. It has force armor, force wave, force supression, stasis, force resists (bleed/disease/states/poison), and force speed. Next, we have healer, which includes wound,DoT,State, and two health heals at master. This is heavy on mind and force. Last but not least, onto force powers, which is the heaviest for force then any other dicipline. This profession drives heavy and hard on the force pool. Finally, lightsaber, which has 30 or so attacks in it that all cost action/mind/force.
So here is what I propose. I believe that if you remove the force cost from any non force special except for heals, it will increase jedi. In other words lightsaber will only cost action and mind, and healing will cost some force and only a minute amount of mind (2-3%). Force power regeneration should recover the forcepool like any other pool but perhaps slightly slower maybe by 2-5 seconds longer for full recharge. Force powers should be adjusted accordingly. Force channel should turn into a buff for health action and mind, increasing regens as well and lasting for a minute or so, but at the same time capping the forcepool at 60%. Force meditate should give a sort of inspiration buff to ones force pool, possibly increasing the maximum (110%) and regens, sort of like powerboost except no health downer, and how long you meditate helps to cap the duration on the buff. Defender should get an aoe taunt and while in avoid incap have NO SNARE, give a damage/speed bonus, but removes all of the player's health, mind, and action upon activation, allowing action and mind to regen, but not health. This allows them to do their "last stand" bit. Powers should get action and force costs adjusted so they don't blow out and die. Enhancer force armor should remain the same, taking hits to the force pool for a percentage. ON the other hand, enhancer is the only profession in the game that literally gets weaker as it advances. Force run should lose it's damage reduction.

So overall this is what I propose :
1. forcecost changed to be like any other pool (action etc)
2. meditate/channel changed to force enhancementbuffs/hp buffs@ cost of force
3. Enhancer force run without damage reduction
4. force powers modified so to the above force pool change
5. Defender AI removes all HP/mind/action, and allows regen capping at 1hp, 100% mind, 100% action, but has no snare and gives a large damage bonus.
6. Lightsaber specials cost only mind and action.
7. heals cost force and a slight amount of mind.

Please no flaming, but constructive criticism is appreciated.
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