<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Make Master Officer and Generals Aspect more relevant *suggested adjustments*]]></title><description><![CDATA[<p dir="auto">A note before the suggestion: Care should be taken to make officer true to its nature and not make it the meta for all builds. With this in mind i would suggest locking some of these changes separately behind the master box and the generals aspect jewelry set</p>
<p dir="auto">Intent: With generals aspect just a flat proc change when doing any combat action, the ability to get the non active officer buffs easily using the buffing robot (which i do think is a good add) the actively played officer has become almost irrelevant. With this in mind i'd love to see some changes that reward the presence of a squad leader type role in a group, but not make it a higher dps potential character so we see the role as a support force multiplier, not as top of the meta</p>
<p dir="auto">What i'd change with the master box: make all the buffs officer has affect all members of the group (with a range limit). This will allow clense of dots, breaking of root/snare an effect that master officers can add as utility for their group. This change would be synaptic stimulation and environmental purge having an affect on all group members in certain range. This i think is relevant for any master officer. I do also think it should break any snare/root that isnt a dire type (not sure it does today)</p>
<p dir="auto">What i'd change with the generals aspect: I'd like to see more cd reduction and duration on the generals aspect, enough time to make it you apply a buff all the time to the group. For example, i choose charge or i choose scatter and that is up for the entire duration of its cooldown (they already override each other so no problem there). i would leave the other aspects of GA alone, just cooldown time and duration increases by wearing it</p>
<p dir="auto">The outcome i'm going for: As both a master officer and wearing a generals aspect i should be able to buff a groups action, set the group to defense or offense at will and be able to actively control effects on a group from distance (such as root, snare, dots etc). Officers should be force multipliers for a group but not powerful by themselves (just like squad leader back in the day). Dabbling in some officer to get certain buffs of action cost cooldown can remain for those that want stats, but hiding the two effects behind both the master box and the jewlery set separately means the player is sacrificing dps or defense potential in favor of a group support role, thats why its essential to house it behind them</p>
<p dir="auto">I welcome comments!</p>
<p dir="auto">DZ</p>
]]></description><link>https://swgevolve.com/forums/topic/1137/make-master-officer-and-generals-aspect-more-relevant-suggested-adjustments</link><generator>RSS for Node</generator><lastBuildDate>Sat, 15 Aug 2026 22:14:24 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/1137.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 02 Jan 2026 17:54:31 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Make Master Officer and Generals Aspect more relevant *suggested adjustments* on Sat, 03 Jan 2026 17:20:25 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Cailener1234, post: 3946, member: 548 wrote:</strong></p>
<p dir="auto">I think you’d be interested in seeing the suggestion I made a few months back regarding Squad Leader with a theoretical expansion.</p>
<p dir="auto">I didn’t recommend any changes to the core of General’s Aspect because it’s already a mainstay when it comes to action management for large groups and with what we have planned, action management is going to be a major thing that will be needed in the upcoming harder content.</p>
<p dir="auto">Feel free to see if some of the suggestions you made here are echoed by my previous one.</p>
<p dir="auto">[EMBED content="thread-1357"]<a href="https://www.swgevolve.com/index.php?threads/1357/%5B/EMBED%5D" rel="nofollow ugc">https://www.swgevolve.com/index.php?threads/1357/[/EMBED]</a></p>
</blockquote>
<p dir="auto">Interesting suggestions!</p>
<p dir="auto">Here's the crutch of what i'm going for here with tying stuff to master box and ga set separately, we want "master squad leader" to have relevance and seriously avoid having power in the dabbling of squad leader, otherwise we'll have folks dabbling into it for the neat stuff and we'll create a hybrid meta rather than making the combo of master and the jewlery set where the relevance is improved. Some of the stuff you're mentioning in your previous post is interesting, particularly to do with paint target <img src="https://swgevolve.com/forums/assets/plugins/nodebb-plugin-emoji/emoji/android/1f642.png?v=ef0d8104f08" class="not-responsive emoji emoji-android emoji--slightly_smiling_face" style="height:23px;width:auto;vertical-align:middle" title=":)" alt="🙂" /></p>
<p dir="auto">what im hoping here is the changes im suggesting should be relatively minor in terms of the game code to achieve and will create relevance with what exists already, rather than creating an additional variant, changing the relative values on a jewlery set for example, the making skills affect a whole group are a little tougher im sure.</p>
<p dir="auto">it does sound like there is some desire to make officer more relevant in a played role though, rather than a bot (which is all i ever see today)</p>
]]></description><link>https://swgevolve.com/forums/post/3347</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3347</guid><dc:creator><![CDATA[darkzero]]></dc:creator><pubDate>Sat, 03 Jan 2026 17:20:25 GMT</pubDate></item><item><title><![CDATA[Reply to Make Master Officer and Generals Aspect more relevant *suggested adjustments* on Fri, 02 Jan 2026 22:30:16 GMT]]></title><description><![CDATA[<p dir="auto">I like the ideas brought out, few personal takes.</p>
<p dir="auto">Experienced Leadership<br />
Experienced Leadership near the beginning makes sense for easy access for new players, for veterans no so much as we have Evolve Buff Bots.</p>
<p dir="auto">Reinforcement<br />
Personal opinion I would like to see the Reinforcement to work more like Decoy, take the heat off of the squad leader for a few seconds, it would have more relevance to PVP. Having reinforcement as you suggest would have little value in PVP as it would more likely heal the attacking player then hurt them.</p>
<p dir="auto">Paint Target<br />
like the suggested improvement to paint target which in PVP would give everyone an edge to take out the target, but I would wait a little while as everyone I think is still sorting out 4.9 update changes to parry and dodge, I know I am.</p>
<p dir="auto">Jewelry Set<br />
The "Reduction in group buff cooldowns" suggested for the Jewelry Set, would that apply to High Yield and Toughen, if so that is sweet. I know Toughen is very beneficial in World Boss in assisting the Tank. I never payed close enough attention to know if those 2 buffs are applicable to group or single player, which is part of the problem I think with Squad Leader is its a nice support but few play it actively.<br />
Shifting the Swift Heal Chance to only apply to Squad Leader Heals would make it a more role specific and more logical, as is the present jewelry set is the better choice in my opinion over that of the First Responder Set if you have both Doctor and Squad Leader on the same character.</p>
]]></description><link>https://swgevolve.com/forums/post/3346</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3346</guid><dc:creator><![CDATA[Yatoya]]></dc:creator><pubDate>Fri, 02 Jan 2026 22:30:16 GMT</pubDate></item><item><title><![CDATA[Reply to Make Master Officer and Generals Aspect more relevant *suggested adjustments* on Fri, 02 Jan 2026 19:13:05 GMT]]></title><description><![CDATA[<p dir="auto">I think you’d be interested in seeing the suggestion I made a few months back regarding Squad Leader with a theoretical expansion.</p>
<p dir="auto">I didn’t recommend any changes to the core of General’s Aspect because it’s already a mainstay when it comes to action management for large groups and with what we have planned, action management is going to be a major thing that will be needed in the upcoming harder content.</p>
<p dir="auto">Feel free to see if some of the suggestions you made here are echoed by my previous one.</p>
<p dir="auto">[EMBED content="thread-1357"]<a href="https://www.swgevolve.com/index.php?threads/1357/%5B/EMBED%5D" rel="nofollow ugc">https://www.swgevolve.com/index.php?threads/1357/[/EMBED]</a></p>
]]></description><link>https://swgevolve.com/forums/post/3345</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3345</guid><dc:creator><![CDATA[Cailener1234]]></dc:creator><pubDate>Fri, 02 Jan 2026 19:13:05 GMT</pubDate></item><item><title><![CDATA[Reply to Make Master Officer and Generals Aspect more relevant *suggested adjustments* on Fri, 02 Jan 2026 18:00:53 GMT]]></title><description><![CDATA[<p dir="auto">Still new to the build variety that is Evolve but this looks interesting. As someone that mained GA Officer on live and on Legends I do miss it and from what I've seen it's almost pointless in playing one here unless you REALLY want too.</p>
<p dir="auto">Anything that makes GA Officer a viable option is a good change in my book.</p>
]]></description><link>https://swgevolve.com/forums/post/3344</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3344</guid><dc:creator><![CDATA[Cheatmeal]]></dc:creator><pubDate>Fri, 02 Jan 2026 18:00:53 GMT</pubDate></item></channel></rss>