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Rebalancing suggestion to some skills

deathray38deathray38 Member Posts: 210 Arc User
[1] Drain Infection

-Ability not worth picking in curent form. Completely useless
=> maybe change it ti DoT variant of Tetryon Glider (something similar to Hirogen Tetryons)?:
[- ~300 DPS to all shields facings (afected by drain expertise, 200 base), pulses every 0,5s
- 5s duration
- Activate on anything drain-related (including Tetryon Glider, Plasmonic Leech and AOE drain abilities)
- Effect is non-stacking, but may be recast just after effect expires]

It will make it interesting addition to drain builds, fitting general concept of drain abilities




[2] Damage Control: +50/85/100 to skill, increases passive repair rate by +50/85/100%.

- Ability not worth maxing in any situation, and putting even single point is highly debatable
- Maybe change it to 60/100 and add extra 1-point ability?
[-Emergency Repairs: Add additional regeneration speed bonus at low hull. Extra passive regeneration scales from +0% at 100% hull to +100% at 0% hull]

Basically putting 3 points is now nearly doubling passive health bonus at low hull, while 2 points give the same result as 3 points before




[3] Shield Regeneration: +50/85/100 to skill, increases passive shield repair rate by +50/85/100%.

- Ability not worth maxing in any situation, and putting even single point is highly debatable
- Maybe change it to 60/100 and add extra 1-point ability?
[-Rapid Regeneration: Sield regeneration pulses happen every 4 (instead of every 6) seconds]

2 points give the same result as 3 points before, while 3 points result 150% value




[4] Scientific/Tactical/Engineering Readiness

- Absolutly not worth maxing, in case of Sci/Tac maybe not even worth picking.
- Maybe change it to -6%/-10% and add extra ability in third slot
[-Science Synergy: Whenever You activate Science ability, you have 25% chance to reduce Eng and Tac abilities cooldowns by 10%]
[-Tactical Synergy: Whenever You activate Tactical ability, you have 25% chance to reduce Eng and Sci abilities cooldowns by 10%]
[-Engineering Synergy: Whenever You activate Engineering ability, you have 25% chance to reduce Sci and Tac abilities cooldowns by 10%]

10% cooldown reduction require 2 points instead of three, and extra ability give players another way of reducing abilities cooldown to globals (to reduce AHOD,Reciprocity and Aux2Batt domination).




[5] Coordination Protocols: +20% Hangar pet Hull and Shield capacity.
Defensive Coordination: +20% Defense and Damage Reduction for Hangar Pets.
Offensive Coordination: +20% Accuracy and Base Damage for Hangar Pets.

Pets in current state are terrible. Damage done by pets is negligible and diference between standard and Ultra Rare pets is minimal. These skils are step into good direction, but are not enough to fix pets. I suggest "compressing" these 3 skills into 2 skills, and adding extra skill adressing other issues (namely: DPS and abilities).

[-Coordination Protocols: +20% Hangar pet Base damage, Hull and Shield capacity]
[-Command Navigation Program: +20% Defense, Accuracy and Damage Reduction for Hangar Pets]
[-Elite Cadre: +10% CrtH and +50% CrtD to all pets. All pets abilities have 20% cooldown reduction]



[6] Tac 5: Starship Stealth/Hangar Weaponry

Terrible choice - most of player have access to neither stealth and hangar, and absolutely no player can use it at this stage of game.

Idea of different abilities:
[-Stealth Specialist: +100 Stealth rating AND +100 Perception]
[-Advanced Combat Protocols: +2% Accuracy and +2% Defense]

In this case both abilities find their niche, and choice is between more specialized Stealth/anti_Stealth and generalist boost to Acc+Def.



[7] Tac 10: Threat Control/Pet Health

After removal of Hangar Weaponry, combining it with Pet Health might be a good idea:

[Advanced Flight Deck: +10% pets Hull capacity and +10% Damage from all sources]




[8] All ultimates:

At this point these abilities are unaccessible for everyone not willing to cripple his build. Access level is to high, while maxing them require part-broken build for no good reason at all. I feel ultimates requirements should be something like this:

lvl 21 - Ultimate unlock [you've already spend almost 50% of Your points on one specialization]
lvl 24 - First ultimate boost
lvl 27 - Second ultimate boost
lvl 30 - Last ultimate boost
+ All ultimates have global cooldown equal to their regular cooldown (so player with access to two ultimates can CHOOSE to use one of them, and cannot use both of them)


What do You think?
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