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Force Power Suggestion in KotOR remake using DA:O engine/mechanic


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#1
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Force Powers

Neutral

Force Push – Push enemy in the cone AoE (Activate)
Force Pull – Pull enemy in the cone AoE (Activate)
Force Absorb – Absorb damage from force power attack (Sustained)
Force Shield – Resistance against cold, electric, sonic and fire (Passive
Upgrade)
Force Deflection - X% chance to deflect force power back to enemy (Passive Upgrade)
Force Speed – Enhance 2x attack, defense and movement speed (Activate)
Force Jump - Jump and strike enemy (Activate)
Telekinesis - Manipulate object to use as ranged weapon (Activate)
Force Sense – Sense hidden enemy and hidden trap (Activate)
Dominate Mind – Turn enemy into ally, add option in dialogue path (Activate)
Lightsaber Mastery – Add X to attack, X to defend and X to deflect blaster (Passive)
Lightsaber Throw – Throw lightsaber on single target (Activate)
Advance Lightsaber Throw – Throw lightsaber and it will hit all enemies if more
than one enemy (Passive Upgrade)

Light Side


Heal – Heal X amount of health on self (Activate)
Force Regeneration – Regenerate X amount of health in combat (Sustained)
Force Cleanse – Reduce poison and plague time (Passive Upgrade)
Force Armor – Add X amount of armor (Sustained)
Force Valor – Add X amount to all attribute in duration (Activate)
Paralyze – Paralyze single target (Activate)
Advance Paralysis – Paralyze large number of enemies in forward arc cone AoE (Passive
Upgrade)
Disable Droid – Disable single enemy mechanical and droid (Activate)
Force Pulse – Damage all mechanical and droids in 360 AoE (Passive Upgrade)
Force Mastery – Give upgrade to all Light Side power (Passive)

Dark Side


Drain– Drain enemy health to heal self (Activate)
Leech– Drain enemy force pool (Passive Upgrade)
Fear– Paralyze large number of enemies in forward arc cone AoE (Activate)
Advance Fear - Paralyze large number of enemies in AoE (Passive Upgrade)
Lightning– Damage and destroy force power on single target (Activate)
Storm– Lightning strike in large area in forward arc cone AoE (Passive Upgrade)
Choke– Disable and damage single living enemy over time (Activate)
Kill –Choke give more damage over time (Passive Upgrade) 
Plague – Slowing down single enemy and poison over time(Activate) 
Force Mastery – Upgrade all dark Side power (Pasive)

Specialization

 
Guardian


Duelist– Add X to attack, X to defense and X to deflect blasters (Passive)
Knight Shield – Reduce X% of any damage on self (Sustained)
Force Vitality– Regenerate X amount of health (Passive)
Guardian of Light – Immune to Stun and Knockdown, add X ammount of mental resistence (Passive)

Sentinel

Coup the Grace – Add more damage on disabled enemy
Force Intelligent – Substitute Strength with Intelligent for damage and attack modifier (Sustained)
Force Reflex – Add X% chance to dodge attacks and X% to score critical hits (Passive)
Force Immunity – Add large X amount of mental resistance and physical resistence (Passive)

Consular


Mass Healing - Heal all allies in 360 degree AoE (Activate)
Force Combat – Substitute Strength with Wisdom for damage and attack modifier (Sustained)
Force Wave – Push and damage large number of enemies in AoE (Activate)
Mass Paralyze – Paralyze large number of enemies in AoE (Activate)

Juggernaut


Rage – Add X% of damage, reduce X force per second in combat (Sustained)
Mass Pull - Pull enemies 360 degree toward self (Activate)
Blood Lust – More damage taken converted to damage dealt (Passive)
Destroyer– Immune to Paralysis and Fear, add X ammount of physical resistence

Assassin


Force Stealth – Become invisible, first hit is auto critical (Sustained)
Back Stab – Deal more damage if hit enemy from behind (Passive)
Force Corruption – Enemy cannot heal in period of time (Activate)
Force Shroud – Make allies invisible in AoE for period of time (Activate)

Inquisitor


Mass Fear– Paralyze large number of enemies in AoE (Activate)
Mass Drain – Drain health and force power from all enemies in AoE (Activate)
Mass Choke – Choke all enemies in AoE, reduce enemy health over time, disable(Activate)
Tempest – Summon destructive force of lighting in AoE (Activate)

Secondary Specialization (Elite/Alignment)

Jedi Master


Force Affinity - Reduce all force power cost and longer duration on buff
                        - Add permanent X ammount of Strength, Dexterity and Wisdom

Sith Lord


Force Affinity - Reduce all force power cost and more damage on force attack
                        - Add permanent X ammount of Will Power, Wisdom and Constitution

Modifié par Nizaris1, 04 mars 2012 - 06:32 .


#2
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sorry for the bump, but it seems that this thread is not popular, so i just want to express my new few suggestions Like my suggestion above, it look like a mess if implemented in the game, maybe we can make it more simplified version using DA:O template.

All Jedis no matter light or dark are jedis, so Jedis will have to learn few basic neutral powers no matter what their alignment. So maybe making "Jedi" as the first specialization is a good idea. "Jedi" specialization is Neutral Force power basically all Jedi have.

Using DA:O template :

Jedi

Force Push – Push enemy in the cone AoE (Activate)
Force Pull – Pull enemy in the cone AoE (Activate)
Telekinesis - Manipulate object to use as ranged weapon (Activate)
Force Sense – Sense hidden enemy and hidden trap (Activate)
Dominate Mind – Turn enemy into ally, add option in dialogue path (Activate)
Force Shield – Resistance against cold, electric, sonic and fire (Sustained)
Force Absorb – Absorb damage from force power attack (Passive Upgrade for Force Shield)
Force Deflection - X% chance to deflect force power back to enemy (Passive Upgrade For Force shield and Force Absorb)
Force Jump - Jump and strike enemy (Activate)
Force Speed – Enhance 2x attack, defense and movement speed (Activate)
Lightsaber Mastery – Add X to attack, X to defend and X to deflect blaster (Passive)
Lightsaber Throw - Throw lightsaber and it will hit an enemy or all enemies if more than one enemy (Activate)

So in order it should divided into "School"

Telekinetic School : Force Push - Force Pull - Telekinesis - Force Sense
Mental Prowess School : Dominate Mind - Force Shield - Force Absorb - Force Deflect
Combat School : Force Speed - Force Jump - Lightsaber Mastery - Lightsaber Throw

Light side and darkside power also can be divided into Schools such as Mage spells in DA:O. Some powers need certain requirement to learn or certain level.

Light Side

Heal – Heal X amount of health on self (Activate)
Force Regeneration – Regenerate X amount of health in combat (Sustained)
Force Cleanse – Reduce poison and plague time (Passive Upgrade)
Force Valor – Add X amount to all attribute in duration (Activate)
Force Armor – Add X amount of armor (Sustained)
Paralysis – Paralyze large number of enemies in forward arc cone AoE (Activate)
Destroy Droid – Destroy enemy mechanical and droid in forward arc cone AoE (Activate)
Force Mastery –Upgrade all Light Side power(Passive)

Clarity School : heal - Force Regeneration - Force Cleanse - Force Valor
Active School : Force Armor - Paralysis - Destroy Droid - Force Mastery

Dark Side

Drain– Drain enemy health to heal self (Activate)
Leech– Drain enemy force pool (Passive Upgrade)
Choke– Disable and damage single living enemy over time (Activate)
Kill –Choke give more damage over time (Passive Upgrade)
Fear– Paralyze large number of enemies in forward arc cone AoE (Activate)
Plague – Slowing down single enemy and poison over time(Activate)
Storm– Lightning strike in large area in forward arc cone AoE (Activate)
Force Mastery – Upgrade all dark Side power (Pasive)

Vampiric School : Drain - Leech - Choke - Kill
Chaos School : Fear - Plague - Storm - Force Mastery

Specialization also similar with DA:O in which can be unlocked with certain way and add extra talent tree. For example

Guardian

Duelist– Add X to attack, X to defense and X to deflect blasters (Passive)
Knight Shield – Reduce X% of any damage on self (Sustained)
Force Vitality– Regenerate X amount of health (Passive)
Guardian of Light – Immune to Stun and Knockdown, and add X ammount of mental resistence (Passive)

Duelist - Knight Shield - Force Vitality - Guardian of Light

Juggernaut

Rage – Add X% of damage, reduce X force per second in combat (Sustained)
Mass Pull - Pull enemies 360 degree toward self (Activate)
Blood Lust – More damage taken converted to damage dealt (Passive)
Destroyer– Immune to Paralysis and Fear, add X ammount of physical resistence

Rage - Nightmare - Blood Lust - Destroyer

Modifié par Nizaris1, 04 mars 2012 - 06:31 .


#3
DeathScepter

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interesting Setup. But how would you attract older veterans of Kotor 1 and Kotor 2? There is a major difference between a remake(use the same engine and rules but expanding it a great deal) and a new game. Would your ideas make for a New Star Wars game any good? Yes it would. Keep in mind many of my ideas are expanding the Original Kotor 1 itself that it would attract both old players like myself and newer players.

Being too similar in game mechanics to DAO is a bad thing. Not all DAO players like Star wars and not All Kotor players like DAO. It doesn't mean that Bioware shouldn't take note of DAO and use it within the Remake.

For example, Nemesis(Jedi Sentinel specialization) is a blend of Templar, Berserker and Assassin.

Templar Traits: Drains Force energy from Enemy Jedi and Force users and shuts down any buffs like Dark Rage, Force Speed or Force Armor.

Berserker Traits: Works Well with the more aggressive Lightsaber forms like Juyo, Ataru, Shien and Djem So.

Assassin Traits: Either at Range or close up, Nemesis can do extra damage from flanking.

Ask me For further information.

#4
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well, how to attract veteran players is the job in the marketing department lols

DA still use dice roll mechanic, so i think it is not bad to merge KotOR 1 (and 2) in it. Just some modification in combat style. It is not so much different only on few things.

Lightsaber form can be implement as default auto attack mode. If the player turn on Juyo form, then the auto-attack is Juyo form. if the player learn more than one form they can change mode anytime according to situations.

The special attacks is like DA, Dual Wield, Two Handed, it's a no problem. Maybe add new Staff Combat, can be used with double bladed lightsaber.

Modifié par Nizaris1, 02 mars 2012 - 02:50 .


#5
DeathScepter

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No matter if they favor your ideas or mine. It show be a balance of New and Old. Enough New for it will be to replay.

Game mechanics will be good. New Quests will be important. For how Republic and Sith train their troopers to fight Each other Force users and how their force users to fight Normal people.

As for Sith Academy on Korriban, Different styles of Training that are challenging and more ways to remove other students. For example, One of the challenges would be Unarmed combat between your character and another student. Then two students Then three student and so Forth.

Many martial arts will have one stance for effect the Triceta of Melee Weapons, Lightsabers and Unarmed Melee.

Also Gearset for Force Warriors(unarmed Force Users that study martial arts), Martial artist and Duelist.

I am all for Increasing Content for gameplay, more gear and more quests.

#6
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me too, i want to see KotOR 1 expanded, more quests, more mystery to solve, history and codex entry, more maps to explore, more lively romance option (but no sex, Star Wars is for all age, period)...

As soon as whatevernamed "Revan" arrive on Dantooine and start training, he/she will get "Jedi Specialization" in which the neutral force, the light side and dark side powers are open to learn. Then whatevernamed "Revan" going into the main quests, after that it is the player choice according to alignment to choose other Specialization and lightsaber form, either learn it from the Jedi Masters on Dantooine, from party members or from the Sith Masters on Korriban. Light side alignment player cannot learn dark side Specialization and vice versa, but can learn dark side force with cost penalty and vise versa.

Oh yes, i forgot the crystals...on the first time become a Jedi, Master Dorak just give a basic lightsaber crystal colored white, after learned specialization then he will give the class crystal.

blue-Guardian
red-Sentinel
green-Consular

But the player can change this at any time, it just an "initiation ritual" or something. For dark side players it doesn't even matter right? lols

Gear and items are spread out throughout galaxy, but sure dark side items can be found more in the ruins of Korriban and Yavin 4, Light side items can be found in any places including Korriban and Yavin 4 in some quest related/plot/story.

Oh yes, economy....i hope the economy is more make sense in new remake, not like in old KotOR where the price of a pair of gloves you can buy a ship....

Modifié par Nizaris1, 02 mars 2012 - 12:28 .


#7
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sorry for the bump, but just to give explanation on class specialization here.

As we can see, my idea of Jedi class offer a variety of game-play, the player can fit the role of Tank, Dpser, Nuker, Healer or anything they want. I make the Force division to give freedom to the player.

The basic Neutral, Light and Dark Force set the Jedi as what the player watched in the movie. Master Yoda is considered as Consular but Yoda can sword fencing very well, similar like Darth Sidious/Palpatine, even he rely on Force spamming but he can sword fencing too. Obi Wan a Guardian but he did give tremendous Force Push on general Griveous, and don't forget Count Dooku, a master swordsmen but can spam Force power.

So like my specialization and Force division above :

Guardian and Juggernaut can fit the role of Tank, but also good at Dps and can nuke also

Sentinel and Assasin fit the role of Dpser but also good in combat in their own way. Sentinel will focus on skill with high intelligent and have specific Force intelligent while Assassin will focus on stealth and back stab, with high Intelligent modifier will make Assassin hard to be detected.

Consular and inquisitor can fit the role of Nuker, but they also can melee combat well. Consular have specific Force power to substitute Strength with wisdom, in which will make both their combat prowess and force striking good. Inquisitor have more option on Force spamming but their basic neutral force make them a good fighter too.

Modifié par Nizaris1, 02 mars 2012 - 12:27 .


#8
DeathScepter

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Well Nizaris, there should be a difference between class and class specialization.

All classes should be set up similar to Kotor 1, 2 and DAO when you are choosing out to set up a character. Jolee should stay a Jedi Consular, Juhani should stay a Jedi Guardian and Bastila should stay a Jedi Sentinel. Revan should choose between those classes when he becomes a Jedi.


class:
Jedi Guardian: Strong Combat. Jedi guardian is a Jedi Guardian regardless alignment or specialization. Common abilities are a must.
Jedi Sentinel: Well balanced. Jedi Sentinel is a Jedi Sentinel regardless of alignment or specialization. So common abilities are a must.
Jedi Consular: Strong in the Force. So Jedi Consular is a Jedi Consular regardless of alignment or specialization. common abilities are a must.

class Specialization:
Jedi Guardian class:
Jedi Warblade: Agility based DPSer that favors the Double lightsaber

Jedi BattleMaster: in their class interchangeable passive stance window, They can use the force to support their allies and increase their overall DPS while maintaining their own DPS.

Jedi Sentinel class:
Nemesis: Relentless Killer that uses drains,shutdowns, DPS strengthening, Health Regeneration, stealth and Force resistance in their class passive stance window to track down and stop various enemies.

Bastion: Jedi Defender that uses the force to strengthen himself thru his unique abilities to defend any location.

Jedi Consular class:

1st specialization: it should be based on Master Yoda. Let all of the Jedi Consular players that love Yoda to have A Specialization that is reflective of that.

2nd specialization: For the Palpatine fans and those whom love using offensive force abilities in general, this specialization is for you.


There are several gear sets including Juggernaut for all Dark Jedi Guardians. Assassin for all Dark Jedi Sentinels. Inquisitor are for all Dark Jedi Consulars. Also There are several Gear sets for Dark Aligned Jedi including Bladeborn and Sith BladeMaster.

For training at Jedi Academy and Sith Academy. You can learn an new ability for any character. There is an new ability for Jedi called Force Training. Force training is an new feat that when a Jedi learns it with a trainer or on his or her own, that Jedi will get 4 Force powers in addition to the current selectable force ability of that Jedi class.

There are 3 Force Training feats you can learn and they will boost your Jedi character's overall force abilities in addition to having up to 12 Total new force abilities to play with.

Also with your Jedi class and specialization, there will be new abilities that will unlock overtime that are normal for that class and specialization. Also there are many new abilities that can be learned thru trainers on Sith Academy or Jedi Academy for a Fee or you can learn the new abilities during leveling up. Also buying Datacrons will be normal for all characters. So your character can learn new martial arts, lightsaber forms, passive stances, feats, Improving other abilities and other things.

#9
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Game developer always making claim that the Jedi in their game is like in the movie but actually it is not. Like you say Jedi Consular should be like Master Yoda, but in game Jedi Consular is weak in combat and only spam force power, Master Yoda isn't like that. Watch Star Wars Episode 2, Master Yoda vs Count Dooku and Episode 3, Master Yoda vs Darth Sidious. And in Episode 3 Darth Sidious vs Mace Windu.

It is because of overused mchanic in game, in game it must have Warrior, Rogue and Mage, the same concept being applied in Star Wars game even it is not the case for Star Wars. Every Jedis are Warrior-Mages

proof

Master Yoda Vs Dooku


Master Yoda vs Darth Sidious


Mace Windu vs Darth sidious
http://www.youtube.com/watch?v=W0TFVILS2dg&feature=related

Master Yoda vs Clone
http://www.youtube.com/watch?v=bRV-C9qBaYA&feature=related

Obi Wan vs Grevious
http://www.youtube.com/watch?v=t551KML00no

See, in game Jedi Consular is a Mage like WoW and many other games. Mages are not combat based character but rely on magic. This is sad when Star wars being infected by it in games. game developer claim Guardian is like this, Consular is like that, while in the movie it is not so.

In KotOR only Guardian can Force Jump, but in the movie every Jedi can Force Jump. why Consular cannot jump while Consular is supposed to have lot of Force pool? Master Yoda jumping in every fight. Don't say darth Sidious is bd in fencing, he kill 3 Jedi Masters with single strike.

Modifié par Nizaris1, 03 mars 2012 - 12:55 .


#10
DeathScepter

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That is why we need to unresicted Force Jump, Force Focus and Force Immunity as unique abilities.

With my method, Jedi can learn both lightsabers forms and Force Forms regardless of class or specialization while being different.

1. class/Specialization interchangeable passive stance.

2. Martial arts interchangeable passive stance

3. Lightsaber Form or Unique Ability interchangeable passive stance

4. Force Form or Another Ability interchangeable passive stance

With this 4 windows, More variety for both Non force users and force users alike. So you can have a Very combat friendly Jedi Consular or Force Friendly Jedi Guardian.

My specialization Jedi Guardian: Jedi Battle Master is very much a powerful force user because he uses the force to both strengthen himself and his allies with the force by using Unique stances from 1. class/specialization passive stance. And yes within it, it does have a common Jedi passive stance that is common to all Jedi classes that quickly recovers Health and Forces Points.

Side Note: Jedi Battle Master does function similar to DAO Warrior/Champion because it does have a Jedi verison of War Cry as a 1. class/Specialization stance.

Jedi War Blade is just an acrobatic young Obi Wan/Anakin blend.

Darth Sidious is actually an unique blend of classes despite him being a Dark Wizard archetype. Rule of Two Sith Lords are more jack of all trades Sith than classed focused Sith.

Even Darth Bane, Despite being more of a Sith Warrior/Jedi Guardian archetype, has some of the traits of the Sith Inquistor.

Hell even Darth Malak had both Force Focus and Force Jump and His Sith Title is Sith Magnus. And All Sith Magnus are Sith Sorcerers.

#11
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That is why i make the talent mapping like suggestion above, the Jedi, all Jedi whatever light or dark, whatever class will have the same basic force power, if the player choose to maximize it. Specializations are only extended talent tree, if the player prefer lightsaber combat heavily then choose Guardian or Juggernaut, if prefer sneaky one Sentinel or Assassin, if prefer force spam heavily then Consular or Inquisitor. in anyway, no matter what class, the player are always capable to involve in melee combat and be like any other Jedi/Sith such in the movie.

Jedi Guardian or whatever class is specialization, so there is no need a specialization for a specialization. Just add it up in the basic Force Power if the player want to choose that power.

Modifié par Nizaris1, 03 mars 2012 - 05:47 .


#12
DeathScepter

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well Nizaris, No all of us will argee with your ideas. Within Canon, Jedi Guardian, Jedi Sentinel and Jedi Consular do already exist.

Within Kotor 1, With a proper specced build, Jedi Consular is quite good at combat. And Jedi Guardian is good at force abilities.

Master Two Weapon Fighting+Flurry+Strength 14+Dexterity 16=Quite good for any Offensive Melee build. Also with Strength and Dexterity can be inverse of each other. So Strength 16+Dexterity 14 =Good as well.

Also Other than the Unique Jedi class feats, All the force powers are already avaible for all Jedi classes within the original game.

Jedi as a class of itself will be bland. That is why we have three different classes. Even then Many of the Sith that we encounter with Kotor 1 and 2 are former Jedi. They don't stop being a Jedi Consular when they go to the dark side. Same with the Dark Jedi Guardian and Dark Jedi Sentinel.

Even within DAO, a Rogue doesn't stop being a Rogue when he becomes an Assassin, Duelist, Bard or a Ranger. Those four specialization are 4 different ways to be a Rogue. Also with DAO, Warrior has Reaver, Champion, Berserker and Templar. All 4 of them are still warrior but 4 different ways of playing as Warrior. Mage has Blood Mage, Spirit healer, shapeshifter and Arcane Warrior. But Still your character is still a mage.

Well I am trying to be respectful of Kotor 1's lore and overall Jedi Order's lore. Also Kotor 1 is a based off Star Wars Saga Edition in which has those classes before its shift to reduce the number of classes.

Your verison would make a good star wars game. But I don't think that it will make a good Kotor game.

#13
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i disagree, in kotOR 1 the player will min max their character, you claim Jedi Consular in KotOR 1 is good in melee combat, but the truth is no, Jedi Consular will not have many feat as Jedi Guardian, and lightsaber proficiency is only up to 2 level, not 3 for Consular. The game forced the player to min max Consular to be force spammer, i already told you in PM.

Similar with Jedi Guardian in kotOR 1, the player will max Strength they even deduct Intelligent to -1 modifier, there you have a dumb Jedi running around in the galaxy...that is the weakness of KotOR 1 mechanic, it is because the game developer want to divide into typical Warrior, Rogue, Mage class

What i am suggesting here, is to break the typical, rigidness of these Dungeon and Dragon and WoW typical set up without destroy it at all. If the player found it fun to play such then they can set it up, if not they can make whatever they want, more freedom to the player, the player will not be forced into min max and certain type of role.

That is the quality of DA:O in which i like, even the game mechanic is cliche and overused, i still can set up my characters and party members as i like and experiment with it. There are DA:O players who love to min max, and there are players like me that love to do what we want...

edit : Of course in DA:O a mage will always be a mage, but with proper set up a mage can be a warrior, Arcane Warrior. A rogue can be strength based, a warrior can be semi magical Templar. These are the hybrid i love, in KotOR 1 jedi Guardian is Warrior type, Sentinel is Rogue type, consular is mage type, the player is doomed to one role only.

edit : i like your idea of Battle Master and such, but i think it should be a specialization for every Jedi, light or dark, not specific to Guardian.

edit ; The player will surely play as a normal person in early game, no matter what class the player choose (Soldier, Scout or Smuggler), so the player have a chance to learn non-Jedi specialization, let say pick Soldier class the player can choose Republic Comando specialization, so there will be 2 specialization after becoming a Jedi, let say Jedi Guardian/Sentinel/Consular and Republic Comando There is no need so many specializations, 2 is enough to make a solid character.

Modifié par Nizaris1, 03 mars 2012 - 04:34 .


#14
DeathScepter

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We will disargee on many of each other's ideas but we can argee on that Kotor 1 remake should be made and greatly improved on.

Well In my set up, Jedi Hybrids for the Jedi Traditional classes will be quite easy. Regardless of class or specialization, Martial arts, Lightsaber forms and Force Forms will be unresricted to the Jedi.

You might like the Force Forms due to that they always improve the Force Connection in some fashion.

A Dark Jedi Consular(Palpatine) would love Force Potency due to that it will increase the effectiveness of all offensive force abilities. In my head, it is set up where it can work with both lightsaber forms and martial arts.

So you could have a Jedi Consular to be a master of the martial arts, Juyo and Force Potency.

http://starwars.wiki...wiki/Force_form you might like that link

As for my Jedi BattleMaster, it can be used for Netural, Dark or Light. Many of my specializations are meant to used by the Dark Jedi turned Sith. Taking their knowledge of the Jedi and using against them.

So there will be Dark Nemesis, Dark Jedi Battle Masters and Dark Bastions that you will face. All of them has their own several unique abilities and all of them will be using them generously. Yes They are equal to Nightmare version of Elite Bosses of DAO comes to quality of boss and overall intelligence will be on the high end.

For example, One of the Unique abilities of Bastion is Stance that is blend of Force Potency and Soresu and Heighten Force Regeneration. The Main strength and point of Bastion is both Solid lightsaber defense and Strong Force Regeneration. It is true you can have your Bastion to have any lightsaber she choose but always expect a Solid defense from Both its passive abilities and its Interchangeable passive stances.

#15
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Don't forget that Revan maybe light or dark Jedi depends on the player, to specified something to certain alignment maybe mess up the role-play value...

I have mental block recently...so no idea come out lols

#16
DeathScepter

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that is true. In the Normal game, you can have a Light Jedi with Force Choke, Or a Dark Jedi with Force Heal.

Also There will be trainers in both Jedi Academy and Sith Academy. So If your Revan has requirements, that trainer will teach you for a small price. Also with all trainers, they have all of the requirements for training for that class and Specialization. So you can use a lot of money on one Master Trainer, so you can max out.

New Abilities for classes:

Jedi Guardian: Automatic
Padawan Jedi Guardian at lvl 1 Jedi Guardian,
Knight Jedi Guardian at lvl 5,
Master Jedi Guardian at lvl 10.

Focused Warrior: Requirements: Lvl 1 Jedi Guardian, Padawan Jedi Guardian Feat. Increase Critical Threat:+1
Focused Warrior: Requirements: Lvl 5 Jedi Guardian, Knight Jedi Guardian Feat. Increase Critical Threat:+2. Does Stack with Previous Feat for the total of Critical Threat:+3
Focused Warrior: Requirements: Lvl 10 Jedi Guardian, Master Jedi Guardian Feat. Increase Critical Threat:+3 Does Stack with Previous 2 Feats for the total Critical Threat:+6

Focused Warrior is one of many possible feats that is only for the Jedi Guardian also it is optional.

One of another core abilities that Jedi Guardian.

class/Specialization:(1st window only)

Sidenote: Shien's strength is fighting many enemies at the same time and good blaster deflection.

1: Master Two Weapon Fighting/Shien/Increase Health Regeneration
2: Master Two Weapon Fighting/Shien/Every enemy that surrounds you, you get Damage: +10.
3: Master Two Weapon Fighting/Shien/Increase Blaster deflection: +10
4: Master Two Weapon Fighting/Shien/Increase Critical Threat:+3
5: Master Two Weapon Fighting/Shien/Increase Squad's Damage:+10

Those Stances will learned automaticly for all Jedi Guardians on odd levels from lvl 1-lvl 10.

Even with the Dark Specialization counterparts, their abilities will be netural. For Example with Force Potency, A light Jedi can use it to make Stasis or Destroy Droid work more effectively.

As for Jedi War Blade, It is a Jedi Guardian that its abilities that encourages you to use Force Jump and Force Speed regularly. Nice Bonus it does have for more acrobatic and aggressive combat.

So Bonus to Power Attack, Force Jump and Force Speed. And Jedi War Blade is fan of Ataru and Master Two Weapon Fighting.

One common passive stance will be a Shii Co type passive stance for all Jedi classes and characters.