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Thread: Easy fix for sabs

  1. #1
    Shield of Telara
    Join Date
    Dec 2010
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    675

    Default Easy fix for sabs

    Make detonate and all charges 50% DD/50% dot

    No more one shots and it now becomes healable, the damage stays the same
    Last edited by Bejita; 02-26-2011 at 04:33 PM.

  2. #2
    Rift Chaser Shatteredstar's Avatar
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    Feb 2011
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    Quote Originally Posted by Bejita View Post
    Make detonate a 50% DD/50% dot

    No more one shots and it now becomes healable, the damage stays the same
    Detonate alone isn't what does the damage, it is the charges that do the damage detonate just 'releases' the damage and has its own damage component as well.

    Code:
    A Finisher that deals weapon plus Physical damage and detonates the Charges you have attached onto the enemy. Energy Cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. This attack never misses, and cannot be parried, dodged or blocked.
    1 Point: 9 damage
    2 Points: 15 damage
    3 Points: 21 damage
    4 Points: 24 damage
    5 Points: 30 damage
    Vs

    Code:
    Attaches a Charge onto the enemy, dealing weapon plus 9 to 11 Physical damage per Charge when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded if the Rogue is out of combat. Awards 1 Combo Point.
    Note, detonate less damage in relation to the charges when added together (since basically you're multiplying the charge damage by 5, at level 1 it isn't noticable really, at level 20 charges are easily outstripping the detonate damage.

    Doing that change to charges would render the full DoT charge and the full DD charge effectivly obsolete as they would be half doing what the other does and they'd have to come up with a new ability or two for sabos.

    Please be aware of what does what of a class before suggesting fixes at least somewhat.
    Last edited by Shatteredstar; 02-26-2011 at 04:37 PM.

  3. #3
    Soulwalker
    Join Date
    Feb 2011
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    9

    Default

    well range
    Last edited by jtype01; 02-27-2011 at 05:21 AM.

  4. #4
    Plane Touched
    Join Date
    Feb 2011
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    222

    Default

    Or just make charge boost a reasonable boost, instead of a 1-point = double damage talent.

    If you dont care about the side effects, all you have to do is throw one bomb of each high-dmg type and if enough crit, 1 shot.

    It could be like capping the number of stacks it can effect to 2, or making it a 5 point - 1 possible stack boost per point, or making it the top tier ability, I'd rather deal with something like carpet bombing in tier 2.

    Better yet, just make it so it causes the side effects to act as if they were 1 charge higher, but maybe retaining 50-70% of the dmg for the DoT charge, the aoe blast charge, and basic charges, which would keep the damage increase within a manageable level.

    As is it boosts them into the highest single target damage output, and burst damage output, while bombs still provide every kind of CC in AoE, except root, which is on a trap.

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