New 3 Piece Set Bonuses

Rezec

Polarizing Figure
Staff member
Jan 21, 2023
199
61
28
Please submit ideas for 3 piece set bonuses coming with our update that adds Hardmode instances. These are two earrings and a stated rebreather.

We are looking at having generalized sets that are not tied to skill trees but are tied to supplement specific roles.
 
Tank style
Agility and precision
100 in element resistance

Set bonus
Aoe resist 1% and/or chance to 700 to all resistance.

DPS set
Strength and precision
Action cost reduction

Bonus for set
Grants a chance to ice block someone.

Healing

Luck and agility
Increase healing on heal over time.

Bonus add more to healing potency.

Crafter
Luck
Amazing success chance increase

Set bonus
A power damage attack

CH and BM
More health for pets
Damage output.

Dot resist/damage set.
Agility and precision
1 percent to dot damage/resist.

Action set
stamina and luck
whatever percent you feel if good A chance to proc action
 
Last edited:
Even if not a set bonus, something to allow traders/crafters to either set up installations/structures or even just hand sample over water would be neat. Plenty of times there have been very high concentrations of resources that are underwater and as a result inaccessible.
 
I like the idea of jewelry sets that can really reshape, reinvent, or redefine a variety of builds. Few ideas to play around with...


General purpose:
  • Jack of All Trades - "Your generalist knowledge allows you to bend a few rules..."
    • Allows you to equip any 5 piece Aurilian set without mastering the class
    • +30 core stats
  • Altrusit - "I will protect them, no matter the cost."
    • +50 Healing Potency
    • Healing yourself is 25% less effective (Permanent 25% self heal cut)
    • Threat (agro) generated by healing increased by 40%
    • Heal over Time abilities tick 3x as fast (every second instead of every 3 seconds)
    • If you die, your group is buffed with Charge, Inspiration, and Toughen
  • Shot Caller - "You can make soldiers out damn well any ragtag group."
    • New ability: "Get 'em!" - 20 sec cooldown
      • Group members within 32m of your target switch aim to your target. (Ally's target will not be redirected if they have you on /addignore to reduce abuse)
      • Applies "Panicked" debuff to target - "Adrenaline surges through you as you clumsily flee this new unwanted popularity" - Immune to stuns (kick, pistol whip, flashbang) but -5% dodge and -5% parry
  • Enigma - "They can't figure out your strengths or weaknesses"
    • Your buffs become hidden (Ideally only to enemies but everyone is fine if thats easier)
    • You no longer appear on radar (Mirror Armor effect)
    • +10% critical hit reduction
    • +10% strikethrough reduction
    • +15% punishing blow reduction
  • Phantom - "You move like a shadow, avoiding the worst of it"
    • Debuffs applied to you only last 50% their normal duration (If thats challenging, maybe 50% debuff resistance could be easier)
    • +30% DoT damage reduction
    • +100% evasion chance, but evasion value locked at 50%
  • Meat Head - "Hehe, that tickles!"
    • +2000 Constitution
    • -10% dodge, parry, block, evade, glancing blow, and crit hit reduction
  • Berserker - "Never. Count. Me. Out."
    • While below 30% health, gain 30% instant cooldown chance
  • Life Giver - "Hey, I can't have you guys sleeping around on the job now."
    • Downed players revive with 66% health (up from 33%), with all DoTs and Debuffs cleared, and receive "Get Back In There" buff - 8 second duration - +100% snare/root resist, +25% move speed, +15% healing received
    • +6m corpse drag range
    • +15% chance to swift revive
  • Saboteur - "You excel at confusing your enemies into doing your job for you."
    • New ability: "Disorient" - Redirect damage from the selected enemy to their nearest ally - 5 second duration - 15 second cool down
    • +300 Precision
  • Transcendent - "You know not the bounds of mere mortals."
    • +8 Expertise Skill Points

Non-Jedi Specific
  • Really Heavy Weapons - "Oh you got a few friends, huh? Let me show you mine."
    • Increase the radius of all circular effect heavy weapons from 5m to 10m
    • Increase the cone angle of flame throw attacks from 14° to 130° (This may seem extreme at first, but I did the trig functions to determine this as a proportional area increase as the previous circular increase since flamethrowers only have a 20m range. And both would only effect default attacks.)
    • +8% Passive DoT application
    • +10% Devastation Chance
    • -10% movement speed
Jedi Specific:
  • Forms Experimentalist - "At first they mocked you. But now they're starting to wonder..."
    • Allows user to simultaneously use 2 Jedi Forms
  • Sentry - "They're going to have to go through you first...if they can."
    • -50% cooldown on Saber Intercept
    • Circle of Shelter and Saber Intercept now also grants +20% damage reduction
    • +2000 Armor while snared/rooted (similar to You'll Regret That)
    • +100 chance to detect hidden enemies (same as Experimental Electrobinoculars)
 
Last edited:
  • Like
Reactions: SideshowBob
The stats for these would need to be optimized/ might be too high, but here are some concepts:



Tank Set

+300 Constitution

+300Agility

10% Crit Hit Reduction

10% Glancing Blow

5% Block Chance

+300 Block Value

+25% Hate Generation

20% Damage Output Reduction

Ability: Hold the Line (AOE Aggro Pull, plus damage mitigation shield for 6 seconds, 5-minute cooldown)



Support Set

+150 Constitution

+150 Stamina

+150 Agility

+150 Strength

5% Crit Hit Reduction

5% Glancing Blow

5% Healing Potency

Ability: All Rise (In combat area rez, that puts a 10 second HOT on each grouped player)



Healer Set

+200 Constitution

+200 Stamina

+200 Strength

15% Healing Potency

10% Damage Mitigation

20% Damage Output Reduction

Ability: The Bail Out (Single target heal with a high base heal, that puts a 5-second damage reduction shield on the recipient, 5-minute cooldown)



Damage Set

+200 Strength

+200 Precision

+200 Luck

10% Weapon Damage

10% Crit Chance

Ability: Suppressing Fire (Essentially a channeled version of cover fire, that slows the user through the duration, 5-minute cooldown)



Jedi Specific



Jedi Tank


+500 Constitution

+250 Strength

+250 Agility

10% Crit Hit Reduction

10% Glancing Blow

+25% Hate Generation

20% Damage Output Reduction

Ability: Force Shield (Channeled damage mitigation in a cone effect, slows the Jedi while casting)



Jedi Healer

+250 Constitution

+250 Stamina

+250 Strength

+250 Agility

15% Healing Potency

10% Damage Mitigation

20% Damage Output Reduction

Ability: Force Mend (Essentially Jedi’s version of ampule, that’s cooldown is three times longer than traditional ampule).



Jedi Wizard

+250 Stamina

+250 Strength

+250 Precision

+250 Luck

10% Weapon Damage

10% Crit Chance

Ability: Force Rage (Channeled version of Maelstrom, that slows the jedi while casting)



Jedi Saber Centric

+500 Strength

+250 Precision

+250 Luck

10% Weapon Damage

10% Crit Chance

Ability: Force Resolve (Essentially what razor cat accomplishes with snares, but add some increased speed)



Crafter

+500 Luck

+10% Amazing Success Chance

+10% RE

Ability: No Such Thing as Luck (Guarantees an amazing success on next experiment, potentially once a day cooldown, but at least one hour cooldown)
 
/Bump please get your suggestions in for the 3-piece jewelry sets. Hard mode testing is nearly complete and we want to get these sets done ASAP.
 
Rifleman

3-Piece Set Bonuses


  • +Accuracy
  • +Critical damage
  • +Increased weapon range with rifles
  • Reduced action cost on rifle special attacks


Bounty Hunter

3-Piece Set Bonuses


  • +Accuracy
  • +Critical chance
  • Cooldown reduction on Bounty Hunter abilities
  • +Bonus damage versus Jedi targets


Assassin

3-Piece Set Bonuses


  • +Critical damage
  • +Reduced detection range
  • +Bonus damage from behind
  • +Increased stealth effectiveness or an additional stealth-related ability


Entertainer

3-Piece Set Bonuses


  • +Buff duration
  • Reduced fatigue accumulation
  • +1 additional buff point to spend


Trader / Artisan – Crafting Mastery Set

3-Piece Set Bonuses


  • +Assembly success chance
  • +Experimentation effectiveness
  • +Additional assembly points (profession-specific)
  • +Additional experimentation points (profession-specific)


Sampling Specialist – Resource Acquisition Set

3-Piece Set Bonuses


  • +Sampling efficiency
  • +Sampling speed
 
Jedi healer set
Time off on cooldown 5-10 sec. Per skill.
+15 in Healing Potency
Set bonus skill stun all in a 7m for 6 sec.
 
Grenadier Set - +15% crit damage +evasionchance/value "stickybomb" attack attaches to target.

Squad Leader Set - Make the lvl87 trooper a lvl90 with a pet bar like beastmaster, generic skills except one slot that is changeable, choice of heal/debuff/big hit/taunt. Chance to spawn lvl87 troopers for 30seconds like the smuggler call a friend ability.

Teras Kasi set - Meditate as it was pre-cu. Powerboost for +500 con and a bonus to hate generation for 10 mins, Force of will to come back from being incapped. A "Chi" meter much like commando kill meter. Let it build up for a defence buff, cash it in for a damage buff.

Commando Set - A supply drop skill, instead of tacs/stims, the old consumable mando heavy weapons, big big damage low low accuracy, so u cant pvp 1 shot people. Done as a supply drop to easier balance than allowing crafting

Medic Set - A 2 min cooldown ability that acts like killing spree except for your flash heal, heals up to 4 targets in range, or 1 target 4 times, lasts 15 seconds, 10% chance for crit heals

Smuggler Set - Dual weild pistols, off hand gets reduced damage for balance, off the cuff can apply to your class heal, +100 luck
 
Jedi Healer set - +10 heal Pot +5 Heal Free shot + 50 Luck Ability ( I'm One with the Force") 1-2 Min Cool down -+60% ALL Healing/ -50% Outgoing Damage and Group Cleanse Channeled for 7 sec Caster is Rooted while channeled.
 
Crafter sets (plural - unless you can make "generic" experimentation points like we get with the assembly ent buff)

Should be matched with the current trader jewelry sets to make 6 / 7 / 8 piece bonuses

Starting with Weaponsmith, since it's KNOWN that you need 5 more experimentation points to hit 18 points of experimentation (with everything else) and hard cap all of the dual line items.

Left Earring +1 experimentation / +1 assembly / +1 amazing success roll
Right Earring +1 experimentation / +1 assembly / +1 amazing success roll
Rebreather +1 experimentation / +1 assembly / +1 amazing success roll

6 piece set bonus (adding to what exists on the 5 piece bonus)
+2 amazing success roll
+50 luck

7 piece set bonus (adding to what exists on the 6 piece bonus)
+1 experimentation
+2 amazing success roll
+50 luck

8 piece set bonus (adding to what exists on the 7 piece bonus)
+1 experimentation
+2 amazing success roll
+50 luck



You can use that as a template for all of the other...however the goal is to get another point of experimentation (+10 experimentation) beyond what the 5 piece set gives you.
So the jewelery sets would go from +25 (current 5 piece total) to +30 (new proposed 8 piece total)

That keeps all the new 3 piece sets "equal" on their face....but....maybe not in effectiveness


The shipwright 3 piece set would need to look different. I'd honestly just worry about the experimentation. Rather than make Left earring for Engines/Chassis/Weapons (similar to how the existing jewelry is setup) you would need to have all 7 types on each piece, otherwise NEEDING to complete the set for the full bonus isn't as much of a priority.
So each earring would be +1 to all 7 experimentation for SW, the rebreather would need to be +1 for all 7. Then the 7 piece and 8 piece bonuses to round out the +5 (for +30 total).



(That's a lot of potential for bad RNG if the drops are going to be the actual jewelry instead of tokens to buy the jewelry. are the drops going to be tokens?)
 
Last edited:
Generic Sets hmm.

Set Variety 1
+50 Base Stat choice example of +50 Strength, or +50 Agility, or +50 Luck, or +50 Block Value. Set +150 Total w/ added 3 Piece Bonus of +50 All Stat.

Set Variety 2 Defense
+2 Sub Base Defense Stat such as Dodge, Parry, Evasion w/ Evasion Value, Block w/ Block Value, Glancing Blow. Set +6 Total, w/ 30 Evasion Value or 150 Block Value if including Block Chance or Evasion Chance.

Set Variety 3 Offense
+3 Sub Base Offense Stat such as Critical Chance or Strikethrough Chance. Set +9 Total.

Set Tank Role 1
+5% Critical Hit Reduction. Set +15% Critical Hit Reduction Total.

Set Tank Role 2
+2% Damage Decrease. +6% Damage Decrease Total.

Set Tank Role 2 Alternative (I suggest this over the above Tank Role because Strikethrough can still bypass innate armor).
+600 Innate armor. Set +1800 Innate Armor Total.

Set Damage Role 1
+5% Damage Increase. +15% Damage Increase Total.

Set Damage Role 2
+100 Base Weapon Damage. Set +300 Base Weapon Damage Total.

Healer Role
+6% Heal Potency. Set +18% Heal Potency Total.

Heal Compensate
+3% Heal Potency, Base Heal Cooldown Reduced by 2 seconds. Set +9% Heal Potency, Base Heal Cooldown Reduced by 6 seconds.
(Goal is to make the cooldown to be equivalent to Bacta Ampule)

Action Cost Management
+5% Action Cost Reduction. Set +15% Action Cost Reduction Total.

PVP DPS Role
+2% Dodge Reduction, +2% Parry Reduction, +2% Evasion Reduction, +2% Block Reduction, +2% Glancing Blow Reduction. Set +6% Reduction Total on all of them.

PVP Doctor Role
? Cooldown Reduction to Resurrect Abilities. Set ? Total.

Entertainer Role
Ability to enhance players anywhere no restrictions.

Crafting Role
See Dolanolos Comment above

Grenadier Role
(Something to bring grenadier to 15% more damage with there AOE, above Set Damage Role may already provide this idea.)
 
Last edited:
I'd suggest that the 3pc sets don't come with any direct stat bonuses, but rather a passive or active ability/buff. SWG has a shit load of buffs, stat increases, modifiers etc and the more that are added, then all other content needs adjusting to account for the increased PC stats that ultimately nullify some aspects of the game.

For example:
Melee Tank 3pc set: Grants ability Enfeeble (or other similar style damage reduction ability) at varying ranks based on # of equipped items. Rank 1, 2, 3 etc.

DPS +damage: Your next 3 single target attacks strike in a cone (45 second CD) (polearm anyone?)

Generic: Razor cat snare resist/immunity. (snares aren't fun, use your preferred 5pc and get the razor cat immunity as well!)

Generic: Shield, similar to Jedi Guardian/BH Shield/Last stand, just a defensive that can be used, regardless of the class you're running, allowing for additional build diversity

Entertainer: Grants buff "Stupid Clankers": Buffs you provide are better than the entertainer bots

i'll add more if i think of something to add but this is the general idea, give flexibility rather than % increases that will continue the snowball of stat increases/buff stacking and give options to be able to play different builds and have the abilities that everyone has come to know and love (or similar abilities).
 
  • Like
Reactions: Cheatmeal
Hell Storm 3 piece set
Reduce superior firepower cooldown 10sec per piece
Increase critical damage of AOE's by 5% per piece
The 3 piece set give them Hell Diving Run, an aoe attack based on the bombing run animation from old officer that has base damage a little higher than the orbital bombardment.