to add to this, the blackwing jewelry should make an attempt to make the pet feel more like an elite beast. something that raises its defenses and dmg high to a point that it actually makes a difference. in pvp a pet gets instantly deleted by any AoE. even with full BM points. I remember suggesting a Beast Master profession to be added to actually make beasts more viable. but improvements on the blackwing jewelry would be niceBoost the dmg/health bonus blackwing 7pc set
Add Attack speed to the 7pc
After testing it has almost little effect even with full bm expertise its about a 3k-4k hp and 100/150 dps increase which is insanely low with now how much damage players now have and legendary content.
For them to lower the damage on pets this would require them to add a Armor bonus to the 7pc set as Pets get half of what we do and it makes them super squishy to Any damage inc just a simple AoE.to add to this, the blackwing jewelry should make an attempt to make the pet feel more like an elite beast. something that raises its defenses and dmg high to a point that it actually makes a difference. in pvp a pet gets instantly deleted by any AoE. even with full BM points. I remember suggesting a Beast Master profession to be added to actually make beasts more viable. but improvements on the blackwing jewelry would be nice
2% isnt enough if normal damage is 3% on exotics then i think this need to be 3% or better 4%. no way its worth 2% for 3 tokens LOL.New Mods added to the Legendary heroics vendor need changing:
All values appear to be set to a value of 1%. This is an unviable alternative to the standard mods currently available such as weapon crit (3%) and weapon damage (2%) ect.
Advise to increase force electric damage mod from 1% to 2%.
Increase Officer AoE damage mod from 1% to 2%.
Blaster burst/razor Slash damage from 1% to 4%.
Lethal beam damage from 1% to 4% damage. Rework lethal beam damage as it currently does slightly less damage than focus beam and is on a 15s CD with 400 action burn compared to Focus beams 6s cd. Advise to remove the action burn as this is ineffective and increase the base damage on lethal beam so it does more than focus beam.
Additional Commando changes:
Remote detonator is extremely buggy and often cannot be detonated, recommend to change it to explode on 4s delay similar to officers core bomb or have it trigger on proximity like a hx2 mine.
Most of the grenadier expertise line is not viable even for grenadier rifleman spec.
Sweeping fire attack is slightly too weak for rifleman spec.
Rifleman Commando spec overall too weak an alternative to heavy weapons although has higher ease of use.
Rip the bandate off and allow heavy weapons commando to throw grenades without swapping to a rifle - workaround auto cancel auto attack when throwing grenades. This frees up a slot on the toolbar as well.
Devastation chance unlinked from position secured line.
Position secured line provides additional defense to the commando and group. AoE defense moved and added to position secured line.
Fuel cannisters revised - action cost reduction is very poor for a final tier expertise box, should be changed to devastation chance or focus beam/lethal beam damage increase.
Strongarm - grenadier tree allows throwing grenades with a heavy weapon without cancelling the auto attack. Increase range of grenades.
heavy weapon shotguns - less range but higher dps than heavy weapons or same range but single target with higher dps.
New kinetic elemental proc - causes internal bleed DoT or alternative causes concussive root that removes 20% block/parry/evasion/dodge for 3s.
New energy elemental proc - causes additional elemental damage 1 hit.
Devastation chance added to entertainer buff options - Strikethrough not as viable to commando.
Commando run ability - currently the class is unable to break a basic snare and needs kill meter points for a very poor movement boost, advise double time to break basic snares and roots and gives slighly more movement speed.
Jedi Changes:
Force electrical damage can be made into a power up.
Jedi force slicing - allows jedi to slice force specific items such as their lightsabers.
More jedi/sith appearance items - there is currently very little choice for outfits and robes especially headwear - especially for male characters.
Jedi lack of range is their main detriment to the class in large group PvP - advise revison to the range of abilities.
Force shockwave moved to the profession tree - shockwave damage in expertise tree adjusted to either be much higher or move the skill box to earlier in the skill tree.
Force choke should root the target.
Range attacks added to LSJ - telekinesis and force pull.
PvP Changes:
Classes either need improved or added defensive cooldowns and an increase to overall hitpoints. Case in point in a standing duel between 2 DSJ the fight is over even while saber block is still active. So saber block wont even allow you to survive that well in a 1 vs 1 scenario let alone against multiple targets. Probably need significant increase to overall hitpoints by around 5k+ and improvements to all def cd's plus additional def cd's for all classes to make any fights last.