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KnightTyler

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Posts posted by KnightTyler

  1. Not true really, the passive mitigation of the other tanks is far better due to Shield/Absorb being more beneficial in this tier for Ops and most flashpoints. They do have some of the best passive mitigation if you take into account other classes like DPS and so on, but for tanks, they're pretty bottom of the barrel.

     

    He was referring to Active Mitigation (i.e. "Cooldowns") and on that part he is correct. Guardian/Juggernauts do have some of the best in the game (for now...).

     

    Good tanks keep an eye on their teams health bars.

     

    I agree with this statement because personally, these shoulders are broad and were made for carrying. :cool:

    I keep an eye on all my teammates health bars because if I HAVE the opportunity to Guardian Leap to them, or apply a bubble shield, or a speed boost to help get their :rak_02: out of trouble then I do so. It makes the healers life easier and as a Tank, I believe you should have the mindset to do whatever it takes to protect those not as mighty as thee... :D

     

    Threat *is* easy.

     

    Anyone remember the days before 2.0 brought Daunting Presence and Saber Reflect...

     

    Guardian's used to have problems gaining threat when facing multiple adds and you could always tell a beginner Guardian Tank from a Master. Instead of being more imaginative and getting to the root of the problem, we got an easy fix new talent that caused Saber Reflect to automatically generate High threat on all engaged enemies pretty much making threat for Guardian's simple. (Although, Guardian's are still the hardest Tank to pick up multiple adds IF Saber Reflect and Challenging Call are not available.)

  2. What roles are most needed in PVE pugs?

     

    Tank's and Healer's are the most needed roles by far. The majority of people play DPS roles and there are usually more Healer's around than there are Tank's, therefore Tank's are the most needed. (At least, this has been my experience in not only this game but in all the other games I've played as well.)

  3. Here's an idea. You know how healing done to you is visible to you in green numbers, along with the name of the healer who did it? I think that's a great thing that helps give healers credit for healing their teammates. It certainly helps me, as a tank, identify who I want to guard and protect in a warzone, and it very probably helps healers earn more MVPs at the end, because you get a real good look at who's been doing the healing.

     

    So what if we had something similar for tanks? Show players exactly how much damage they DIDN'T take because the tank is there throwing taunts.

     

    Yeah, that sounds like a lot of extra visual noise. So what if it only occurred for players the tank is guarding, because of the guard?

     

    Or: tanks get a medal for preventing 2.4K damage - what if the player got a notification of that whenever it happens?

     

    I am sensitive to shoving more visual clutter onto the screen, and to the possible programming difficulties. And I'm not taking anything away from healers, or complaining about not getting enough credit as a tank (although more credit is always welcome). Just an idea I thought I'd throw out there.

     

    I've suggested "Protection" flytext before as well. If you press ESC in game, then click Preferences, go to Flytext, you will see all of the Flytext options are able to be toggled on and off. If they added "Protection" flytext, I don't think visual clutter would really be much of a problem considering we can toggle on or off whatever it is that we want to see.

     

    I always thought it should be blue colored numbers that people can see flying up so they know they have a tank protecting them, similar to how when you see green numbers flying around you know that you have a healer putting in work.

     

    Anyways, nice suggestion! Maybe one day we will get them.

  4. Hey everyone,

     

    Concluding our threads that lend insight on recent Marauder/Sentinel design choices, we’re continuing with a discussion regarding Annihilation/Watchman self healing changes and a discussion on improving set bonuses.

     

    Hungering/Merciless Zeal Changes:

     

    The new design for Hungering/Merciless Zeal is intended to drastically improve the self healing potential of Annihilation/Watchman players depending on their offensive involvement and multi-target coordination. On a single target, the HPS has been slightly decreased. This is by design to counterbalance the vastly improved self healing provided by DoTing multiple targets. With the new Hemorrhaging Smash/Burning Sweep Smash/Force Sweep cooldown reduction, spreading DoTs is easier and more fluid than on Live. This should drastically increase the self healing and DPS potential of Annihilation/Watchman players combating multiple targets.

     

    Set Bonus Improvements:

     

    We also want to take this opportunity to ask the Marauder/Sentinel community about expanding the ability trigger options for the Weaponmaster’s/Challenger’s Critical Bonus set bonus. At present, only Ravage/Master Strike can trigger the Weaponmaster’s/Challenger’s Critical Bonus. To allow for greater rotational flexibility across all Marauder/Sentinel Disciplines, we want to discuss the potential to add additional abilities as trigger activators. At present, we are considering adding Dual Saber Throw/Twin Saber Throw to the Weaponmaster’s/Challenger’s Critical Bonus trigger. What are your thoughts on this? We want to reduce the rotational constraints of some set bonuses, and felt that this was an appropriate opportunity to discuss strategies with you all.

     

    Thanks to all for the constructive feedback. Please feel free to share your perspectives on the proposed changes outlined above. We will continue to monitor and test thread feedback as we move forward.

     

    Cheers, all!

    John

     

    Though I have made a post in the other topic discussing Defensive Form's which details what I think about some of the changes, I have to say that I actually like the changes to Merciless Zeal and Force Sweep's dotspread. Keeping Force Sweep as the dotspread maintains the sentinels identity as a melee class and the cooldown reduction helps us in the situations where Force Sweep wants to act a little wonky. One thing I think needs to be said is the reduction of self heals on single target will affect the survivability of watchman in encounter's where there is only a single target to beat on. I would like to see some additional damage reduction or defense chance tacked on to Blazing Ward or thrown in somewhere if their passive survivability begins to suffer.

     

    Also John, you have spoken about the design philosophy behind the damage profile and difficulty of each Sentinel discipline, but you haven't spoken about which spec is intended to be more survivable than the others. Would you mind telling us which Sentinel discipline is the most/least survivable and the defenses that are inherent to each spec because of their damage profiles? I'm curious to hear the Combat Team answer this because its not something you often see talked about concerning damage classes.

  5. Hey everyone,

     

    We’ve been following the discussions regarding the Annihilation/Watchman changes since the last PTS patch, and I wanted to take a moment to lend some insight on a few points and discuss potential improvements. We will start by discussing the 3.2.1 changes to Defensive Forms.

     

    Defensive Forms:

     

    We know that this has been a sensitive topic for some time and found it pertinent to reassess the Utility and expand its functionality. By dividing the original buffs among multiple Utilities and removing the stance requirement, we aim to bolster the intrigue of other Utilities and provide the opportunity for all Disciplines and stances to utilize these defensive and utility buffs as they see fit.

     

    We understand that many of you have been calling for Defensive Forms to be made baseline, but we need to maintain choice within the Utility system. The three previously Form-restricted effects tied to the original Defensive Forms (damage reduction, internal and elemental damage reduction, and movement speed) are all great defensive and utility skills that should be player driven options in the Utility system. While the Fury/Centering generation applied by Defensive Forms (and the new Brazen/Stoic) improves the DPS and defensive output of Marauders/Sentinels who are being actively attacked, it does nothing for those who are avoiding damage or attention and allowing their team/companions to draw the target’s ire. Due to this fact, we are leaving this Fury/Centering generation skill as a player choice and not moving it to a class-baseline passive.

     

    We will be releasing threads concerning Marauder/Sentinel updates over the next few hours in stages. They will offer insight on Annihilation/Watch Rotation changes, Hungering/Merciless Zeal changes, and an open address on improving set bonuses to reduce their impact on limiting rotation flexibility. We are staggering the release of these posts to allow you all time to respond on individual topics and keep the discussions focused.

     

    Cheers, all!

    John

     

    Hey there John.

     

    I was impressed when you first began to go into detail about changes and the reasoning said changes were being looked at, etc... but now I feel as if there has been a decline in feedback. One of the most important things I learned this semester was in a Creative Marketing class which dealt with the handling of customers and building relationships. Long story short, the key to selling your product is to first build a relationship with the consumer, and in return that relationship will sell your product for you. Your consistency to maintain those relationships will increase popularity and reputation, which in turn will bring in more relationships through word of mouth.

     

    With that said, I feel as if we need to see a change in Bioware Austin as a whole and the way things are handled. I do not know all the details involved with the size of the team, what people are working on, budget, etc... but I believe each class needs a dedicated Bioware Community Representative so that each and every classes voice can be echoed throughout the development process. Its an idea similar to what was done with the Player Representatives a while back but instead of having a player be the representative, we have a Bioware employee assume the role because they would be able to make a much bigger difference than a player would ever be capable of.

     

     

    • For instance John, lets just say you love to play Sentinels. You would take on the role of managing the Sentinel/Marauder community and all the responsibility involved with getting Sentinel/Marauder voices heard to the Combat team. Say Tait loves to play Scoundrel. He assumes the role of Scoundrel/Operative Community Manager, in addition to his current role at the company. The list goes on and on to include each class but hopefully I have painted the picture clear enough.

     

    I believe this will lead to better and more consistent updates throughout patches and it will allow Bioware to more actively engage with the community in a two-way process. The community manager of each class needs to be someone who is seasoned with that class, and is passionate about the overall progress of their main class as the game continues on. That's just my 2 cents, but take from it what you will.

     

    Now in regards to Defensive Forms, I have to say that I do not like the way the DIscipline system is extracting all flavor from each individual spec and making it a Utility point. I feel as if each and every spec in the game is having their flavor and uniqueness removed in the process of making things more streamlined. There is nothing wrong with streamlining things a bit, but I am worried about the identity of every Discipline being destroyed. Take a look at Sentinel's Combat discipline Ataru Form for instance. Ataru Form in the lore is supposed to be fast, aggressive, and graceful.

     

    "An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged combat and confined spaces. Also, it was not recommended for use against opponents wielding blasters. Ataru was characterized by Force-assisted acrobatics, such as somersaults and leaping strikes, both for attack and defense. Another characteristic of the form was its fast, powerful strikes from multiple directions."

     

    The change to Defensive Form's now makes it so the 15% movement speed is just going to be thrown out for all disciplines to take, and Ataru is just as "speedy" as the rest when it is supposed to be the fastest. This broken case of identity is not exclusive to Sentinel's either. Nearly every Discipline has lost their flavor and the only thing that makes them different is their rotation/priorities. Look at Defense Guardian's for example: used to have Guardianship, spammable free Freezing Force, Battlefield Command, 5 second Saber Reflect for tanks only, and more but now its all available to every Guardian. The only thing that makes these classes unique now is their abilities and rotation, and I personally feel like that is the improper way to go.

     

    Don't get me wrong, sometimes certain things are needed for ALL specs to improve quality of life for those disciplines such as the case with Unremitting being given to all Guardian's, BUT a point should be made to include or add on unique traits/flavor to the disciplines that get their flavor removed. Unremitting should be a passive for the ENTIRE KNIGHT class in my personal opinion, simply because it improves the quality of life of all Knight's, and it fits into the "theme" of a Jedi Knight. Like I said, its not just any one spec/discipline that was affected by this... many disciplines no longer have any flavor left to them and it just makes the game feel less, for lack of a better term, bad@ss.

     

    I am curious John, when deciding what to add to a class/discipline, what stance do you and the Combat Team take? Do you look at the theme of the class or the lore involved with that discipline? Do you have a guideline you follow for what can/cannot be added? I would be interested in hearing the design process behind implementing changes to classes if you would be open to speaking about it. I highly recommend that you share the philosophy behind ALL of the changes as you guys are working on a discipline. If we knew exactly where you and the combat team's thought process was when designing the classes, we as a community could offer much more productive and accurate feedback. I ask only that you consider this, and do not overanalyze thoughts of "repercussions" of how some in the community may not like this or that. Just be transparent and tell us what is going on.

     

     

    Suggestions:

     

    Remove Ardor/Relentless Utility and make Transcendence/Predation a baseline 25s cooldown that does not require Centering/Fury.

     

    Remove Defensive Form's as a utility and make Defensive Form's a baseline Sentinel/Marauder passive.

     

    Make Guarded by the Force/Undying Rage have a base cooldown of 2 minutes. With the Enduring/Undying talent, Sentinel/Marauder's could bring this down to 1 minute 30 seconds which is a reasonable cooldown considering the effects and cooldowns of similar talents (i.e. Resilience/Force Shroud, Saber Reflect, etc...)

     

    The Centering/Fury resource granted for just becoming a Sentinel/Marauder now has the "centering/fury building" effect of Contemplation/Brooding tacked on to it.

     

    Sentinel

    Skillful

     

    • Jedi Enforcer - Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
    • Debilitation - Master Strike immobilizes the target for the duration of the ability.
    • Jedi Crusader - While Rebuke is active, it generates 1 focus whenever you are attacked. This effect can not occur more than once every 2 seconds.
    • Adamant - You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Resolute is reduced by 30 seconds.
    • Valorous Command - getting attacked reduces the cooldown of Valorous Call by (X) seconds. This effect can not occur more than once every (X) seconds.
    • TrailBlazer - Cyclone Slash deals 25% more damage
    • Incisor - Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for 6 seconds.

     

    Masterful

     

    • Reining Reach - increases the range of Leg slash to 10m and causes Leg Slash to immobilize the target for 3 seconds. Additionally, Leg Slash now consumes 2 less focus.
    • Force Sprint - reduces the cooldown of Transcendence by 5 seconds and grants immunity to movement impairing effects for 3 seconds when Transcendence is activated.
    • Defensive Roll - Reduces damage taken from Area of Effects by 30%.
    • Watchguard - Reduces the cooldown of Pacify by 15 seconds and Force Kick by 2 seconds. Addtionally causes Pacify to affect all enemies within 5m of the target.
    • Pulse - Reduces the cooldown of Force Stasis and Awe by 15 seconds.
    • Displacement - Increases the range of Pacify by 6 meters and allows Rebuke to be used while stunned.
    • Jedi Sentry - While Force Camouflage is active, every second you remain camouflaged you gain a 5% damage bonus to your next attack that consumes focus. This effect can stack up to 6 times and lasts 10 seconds.

     

    Heroic

     

    • Fleetfooted - When Transcendence is applied or refreshed, it purges movement impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.
    • Expunging Camouflage - increases the duration of Force Camouflage by 2 seconds and removes all cleansable effects when Force Camo is activated. Additionally increases the movement speed bonus of Force Camouflage by 20%.
    • Jedi Promulgator - Each use of Strike, Zealous Strike, Leg Slash, Overload Saber, Clashing Blast, and Zealous Leap reduces the active cooldown of Rebuke by 3 seconds.
    • Force Saber Throw - Twin Saber Throw knocks the primary target back several meters and immediately finishes the cooldown of Force Leap.
    • Enduring - Reduces the cooldown of Guarded by the force by 30 seconds and increases the duration of Guarded by the Force by 2 seconds.
    • Zealous Ward - Getting attacked while Saber Ward is active heals you for 3% of your maximum health. This effect can not occur more than once per second.
    • Force Fade - Valorous Call immediately finishes the active cooldown of Force Camouflage.

     

    Marauder

     

    Skillful

     

    • Cloak of Carnage - Increases the damage dealt by Cloak of Pain by 15% and increases its duration by 4 seconds.
    • Overwhelm - Ravage immobilizes the target for the duration of the ability.
    • Cloak of Rage - While Cloak of Pain is active, it generates 1 focus whenever you are attacked. This effect can not occur more than once every 2 seconds.
    • Inexorable - You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
    • Agitated Frenzy - getting attacked reduces the cooldown of Frenzy by (X) seconds. This effect can not occur more than once every (X) seconds.
    • Path Carver - Sweeping Slash deals 25% more damage
    • Interceptor - Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds.

     

    Masterful

     

    • Maiming Reach - increases the range of Crippling slash to 10m and causes Crippling Slash to immobilize the target for 3 seconds. Additionally, Crippling Slash now consumes 2 less focus.
    • Maddening Charge - reduces the cooldown of Predation by 5 seconds and grants immunity to movement impairing effects for 3 seconds when Predation is activated.
    • Defensive Roll - Reduces damage taken from Area of Effects by 30%.
    • Subjugation - Reduces the cooldown of Obfuscate by 15 seconds and Disruption by 2 seconds. Additionally causes Obfuscate to affect all enemies within 5m of the target.
    • Strangulate - Reduces the cooldown of Force Choke and Intimidating Roar by 15 seconds.
    • Displacement - Increases the range of Obfuscate by 6 meters and allows Cloak of Pain to be used while stunned.
    • Sith Stalker - While Force Camouflage is active, every second you remain camouflaged you gain a 5% damage bonus to your next attack that consumes focus. This effect can stack up to 6 times and lasts 10 seconds.

     

    Heroic

     

    • Unbound - When Predation is applied or refreshed, it purges movement impairing effects. Additionally, the movement speed bonus of Predation is increased by 30%.
    • Expunging Camouflage - increases the duration of Force Camouflage by 2 seconds and removes all cleansable effects when Force Camouflage is activated. Additionally increases the movement speed bonus of Force Camouflage by 20%.
    • Cloak of Annihilation - Each use of Strike, Zealous Strike, Leg Slash, Overload Saber, Clashing Blast, and Zealous Leap reduces the active cooldown of Rebuke by 3 seconds.
    • Furious Saber Throw - Dual Saber Throw knocks the primary target back several meters and immediately finishes the cooldown of Force Charge.
    • Undying - Reduces the cooldown of Undying Rage by 30 seconds and increases the duration of Undying Rage by 2 seconds.
    • Blood Ward - Getting attacked while Saber Ward is active heals you for 3% of your maximum health. This effect can not occur more than once per second.
    • Phantom - Frenzy immediately finishes the active cooldown of Force Camouflage.

     

     

    With the changes I propose above, I have done exactly the same thing that you have said you wanted which is to maintain choice with the utility system. You want to play your Sentinel on the front lines jumping head first into conflict? Pick up things like Enduring, Defensive Roll, Jedi Promulgator, etc... Oh, you want to play your Sentinel a little bit more stealthy lurking in the shadows ready to strike at the most opportune moment? Pick up Jedi Sentry, Force Fade, etc... You like to have more options to protect your team and control the enemy? Pick up Force Saber Throw, Pulse, Watchguard, etc...

     

    I hope that you take the time to read all of our feedback and consider the current state of classes and the overall state of the game.

  6. Robust grants immunity to interrupts, stuns, knockdowns, and incapacitating effects while also providing 20% damage reduction.

     

    Unremitting grants immunity to movement-impairing effects and effects that push and pull you around.

     

    To get full immunity like before, you have to take both talents. Note that if you take the Gather Strength utility along with Unremitting utility, Unremitting's immunity prohibits the building of Gather Strength for the duration.

  7. Unfortunately, that's the case with every single game out there nowadays. :(

     

    Aside for some of my favorite video game series, I no longer bother with collector's editions or anything of the sort, but rather just wait for the inevitable "GOTY Edition" or "Ultimate Edition".

     

    Yeah I learnt the hard way about getting "Collector Edition's" when I got this game. I expected to get all these in-game goodies that would be unique to CE owners, but then everything I paid for became available as a $5 "digital upgrade package" lol. Only thing I still have that is unique is the free V.I.P. room access and the CE vendor, which doesn't have anything UNIQUE in it.

     

    Still have to get the Imperial Edition of ESO for Xbox One when it comes out though unfortunately. It looks like that's the only way to play as the Imperial race. Probably will be added a month later for $5 after I buy the Imperial Edition but... cant really risk not being able to play Imperial race so... what's a man going to do?

  8. All the times I have seen Roll bug out has been when on a incline/decline or when jumping. Leap on the other hand bugs out all the time no matter the position. I was playing a novare coast on my Sentinel 2 or 3 days ago and for some ridiculous reason, my ally decided to leave south unprotected and head west. I noticed this so I diverted from west where everyone was fighting to head south and I just got there in time to twin saber throw and leap to interrupt the capper. Well instead of leaping to him, I fall through the damn map and am stuck in a white room below the map until it eventually kills me lol. So he got the cap because Leap wanted to be a little (insert profanity). Happens all the time on my Guardian as well, just this was my most recent experience.
  9. The holonet seems to have been forgotten!

     


    • Flashpoints haven't been updated since level 50
       
      The operations page hasn't been updates since TFB
       
      Warzones page hasn't been updated
       
      There's nothing about GSF!
       
      Planets and galaxy map hasn't been updated
       
      Poor Treek hasn't been added to companions list
       
      Crew skills only show up to level 400
       
      "Elder game guide" still shows 168 gear as the top gear

     

    How do you expect to bring new players in when your website is out of date? What if people think about retuning to the game and check out the holonet and see nothing has been updated the last time they were here??

     

    Seriously, from an AAA MMO that has had major success from the cartel market you'd at least expect their website to be updated!

     

    I do agree that the website should be regularly updated. It would make Bioware look more professional as a whole, and allows both current and future members to access information about the game.

  10. I've been thinking of a way to help Commando's/Merc's under focus fire, without making them OP or effecting PvE survivability. Here's what I have got so far (names are just placeholders):

     

     

    • Epinephrine Cell/Epinephrine Infusion- passive trainable at lvl 59 that causes Adrenaline Rush/Kolto Overload to also hinder targets that deal damage to you while it is active for (X) seconds, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts.
       
      Or
       
       
    • Commitment/Dedication - passive trainable at lvl 59 that causes Hold the Line/Hydraulic Overrides to hinder targets that deal damage to you while it is active, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts (X) seconds. Additionally, while stunned you heal for (2%) of your maximum health every second.

     

    I prefer the Adrenaline Rush/Kolto Overload version, because it would make Adrenaline Rush/Kolto Overload more effective as a defensive cool down. The hinder effect is perfect to fit the Commando/Merc theme, considering they are the only ones with Electro Net and it creates a choice for the enemies. Do you keep attacking the mando/merc, possibly preventing the use of your own mobility/escapes, all the while the mando/merc heals? Or do you drop focus on the mando/merc until Adrenaline Rush/Kolto Overload is over? It is more potent against melee classes, especially when combined with Hold the Line/Hydraulic Overrides, but it also poses a risk for ranged classes who may come under focus and not be able to use their escapes since they attacked the mando/merc.

     

    Thoughts? Opinions? Not a Commando/Merc main here, but I do play all classes and I want to see each class have fun and be viable in all content, without becoming FOTM.

  11.  

    1.) Knight - The true "hero" and the most powerful class if a class had to be chosen as the canon hero. You truly feel like a Jedi Knight, fighting the forces of darkness and protecting your allies in the honor of all that is good and right. You command the armies of the republic against the empire, not from a chair in an office, but on the front lines leading the charge. Dark side puts an "Anakin" twist on it that is also great. You wind up defeating the Emperor in head to head combat, destroying his physical form, and before Shadow of Revan expansion the Emperor is thought to be dead. After the Emperor's destruction at your hands, he is now in a corporeal form that wants to get back into a physical form so that he can overthrow the entire galaxy, both republic and empire. The mere fact that the Knight is the only being capable of destroying a seemingly indestructible being further pushes the point that the Knight is the strongest character. We will see how this plays out leading into Ziost and beyond.

     

    2.) Inquisitor - Unraveling the mysteries of the force, all the while rising to power from a mere slave, to a member of the dark council. The story puts you in the middle of the conflict of powerful individuals, and takes you through your rise to power as those around you try to take you out. You learn many ancient secrets of the force that were long thought gone, and with this knowledge you ascend from slave to Darth.

     

    3.) Warrior - Light side makes you feel exactly like Anakin, wanting the power but always being held back by your good morals. You give into your hate and rage when necessary, and for the greater good, where as dark side just makes you feel like a pure brute. It takes an emphasis on the "rule of two" between master and apprentice, although it takes a plot twist towards the end. Your power allows you to overthrow your master and assume your place on the dark council.

     

    4.) Consular - The story of the Consular is surrounded with gathering knowledge of the force. This takes you through the other side of the Knight's life. Story starts off with you searching for a force technique that will allow you to cure your master, and in the process you begin to unravel one of the emperor's plots to destroy the republic. You will fight some of the Emperor's most powerful disciples, and even the "Voice of the Emperor" himself. Though you do not bring down the Emperor directly, you do weaken his influence. Also has a nice touch of commanding allies to victory, though not as potent as the Knight story was in this regard.

     

    5.) Trooper - Puts you into the boots of a Special Operations soldier, portraying what its like to be a republic trooper. You take orders from General Garza who is a hardass, and you are sent out on top priority missions that are vital to the continuation of the republic war effort.

     

    6.) Bounty Hunter - You are a hired mercenary, and light side/dark side chooses what type of mercenary you are altogether. Light side makes you a mercenary with honor, while Dark side makes you at the beck and call of the highest bidder. Had an overall good story, and in the end you have some pretty cool options to choose from.

     

    7.) Smuggler - The story was full of humor, and catchy lines. Always flirting with women, and just being a Han Solo. You are out for yourself mostly but if you go Light Side you do have a goodness about you. Dark side just had a lot of unnecessary "evil" thrown in just for the hell of it. The "rebel" who wants them credits.

     

    8.) Agent - Overall this was my least favorite story, which is directly contradictory to popular opinion. The Agent story makes you feel like a helpless agent of the empire, just a pawn to play with nothing of true importance to do considering the greater scheme of things.You are slam deep in the middle of imperial politics, along with the subversion and treachery included with it. It finally got better around Act III but it just wasn't my type of story. If you prefer to be a follower, instead of a leader, then this story will be perfect for you. After all, you can't be a chief without there being Indians.

     

     

    Opinions in spoiler above.

  12. The Poll's are now closed and the results are:

     

     

    Faction Results out of 149 voters

    Most popular Faction: Empire with 86 out of 149 total votes. Percentage = 57.72%.

    Least popular Faction: Republic with 63 out of 149 total votes. Percentage = 42.28%

     

    Discipline Results out of 362 voters

    Most popular melee discipline: Infiltration/Deception with 21 votes

    Least popular melee discipline: Concentration/Fury with 11 votes

     

    Most popular ranged discipline: Telekinetics/Lightning with 24 votes

    Least popular ranged discipline: Assault Specialist/Innovative Ordinance with 13 votes

     

    Most popular Tank discipline: Is a tie between Kinetic Combat/Darkness and Defense/Immortal with 11 votes

    Least popular Tank discipline: Shield Specialist/Shield Tech with 10 votes

     

    Most popular Healer discipline: Seer/Corruption

    Least popular Healer discipline: Sawbones/Medicine

     

    Other:

     

    Ranking of role popularity (Note: There are 18 disciplines for damage, 3 for tanking, and 3 for healing):

    1st = Damage Dealer with 287 votes

    2nd = Healer with 43 votes

    3rd = Tank with 32 votes

     

    Ranking of class popularity:

    1st = Sage/Sorcerer with 55 total votes

    2nd = Gunslinger/Sniper with 51 total votes

    3rd = Shadow/Assassin with 46 total votes

    4th = Commando/Mercenary with 45 total votes

    5th = Scoundrel/Operative with 44 total votes

    6th = Guardian/Juggernaut with 43 total votes

    7th/8th = Is a tie between Sentinel and Vanguard with 39 total votes each

     

    Ranking of discipline popularity:

    1st = Telekinetics/Lightning with 24 votes

    2nd = Infiltration/Deception with 21 votes

    3rd/4th = Is a tie between Vigilance/Vengeance and Sharpshooter/Marksmanship with 20 votes each

    5th = Gunnery/Arsenal with 18 votes

    6th/7th/8th = Is a tie between Scrapper/Concealment, Saboteur/Engineering, and Seer/Corruption with 17 votes each

    9th = Plasmatech/Pyro with 16 votes

    10th/11th = Is a tie between Ruffian/Lethality and Combat/Carnage with 15 votes each

    12th/13th/14th/15th = Is a tie between Combat Medic/Bodyguard, Dirty Fighting/Virulence, Serenity/Hatred, and Balance/Madness with 14 votes each

    16th/17th/18th = Is a tie between Tactics/Advanced Prototype, Assault Specialist/Innovative Ordinance, and Watchman/Annihilation with 13 votes each

    19th/20th - Is a tie between Sawbones/Medicine and Focus/Rage with 12 votes each

    21st/22nd/23rd = Is a tie between Defense/Immortal, Concentration/Fury, and Kinetic Combat/Darkness with 11 votes each

    24th = Shield Specialist/Shield Tech with 10 votes

     

    Ranking of Vanguard/Powertech discipline popularity:

    1st = Plasmatech/Pyrotech with 16 votes

    2nd = Tactics/Advanced Prototype with 13 votes

    3rd = Shield Specialist/Shield Tech with 10 votes

     

    Ranking of Commando/Mercenary discipline popularity:

    1st = Gunnery/Arsenal with 18 votes

    2nd = Combat Medic/Bodyguard with 14 votes

    3rd = Assault Specialist/Innovative Ordinance with 13 votes

     

    Ranking of Scoundrel/Operative discipline popularity:

    1st = Scrapper/Concealment with 17 votes

    2nd = Ruffian/Lethality with 15 votes

    3rd = Sawbones/Medicine with 12 votes

     

    Ranking of Gunslinger/Sniper discipline popularity:

    1st = Sharpshooter/Marksmanship with 20 votes

    2nd = Saboteur/Engineering with 17 votes

    3rd = Dirty Fighting/Virulence with 14 votes

     

    Ranking of Guardian/Juggernaut discipline popularity:

    1st = Vigilance/Vengeance with 20 votes

    2nd = Focus/Rage with 12 votes

    3rd = Defense/Immortal with 11 votes

     

    Ranking of Sentinel/Marauder discipline popularity:

    1st = Combat/Carnage with 15 votes

    2nd - Watchman/Annihilation with 13 votes

    3rd = Concentration/Fury with 11 votes

     

    Ranking of Shadow/Assassin discipline popularity:

    1st = Infiltration/Deception with 21 votes

    2nd = Serenity/Hatred with 14 votes

    3rd = Kinetic Combat/Darkness with 11 votes

     

    Ranking of Sage/Sorcerer discipline popularity:

    1st = Telekinetics/Lightning with 24 votes

    2nd = Seer/Corruption with 17 votes

    3rd = Balance/Madness with 14 votes

     

    An interesting thing to point out is that even though the poll was only open for 1 week, the results mimic a few things that I have experienced personally on The Shadowlands server. The population of this poll is very small in comparison to the entire game, so it does not offer an entirely accurate result of classes/disciplines/factions played. Take all of this with a grain of salt if you will, and remember (This is NOT an overall representation of classes, disciplines, or faction balance in the entire game. This is simply for informational purposes.)

     

     

    • Empire outnumbers the Republic. This is widely known and remains true in-game from my personal experiences.
       
       
    • The "middle tree" disciplines are more popular than the other disciplines for most classes assuming "closely balanced" and excluding Sharpshooter/Marksmanship. Although I never really paid attention to it before, this remains true in-game from my personal experiences.
       
       
    • Tanks are the least popular role, followed by Healers who are slightly more popular, and Damage dealers are in abundance. This remains true in-game from my personal experiences.
       
       
    • Ranged classes/disciplines are more popular in comparison to melee classes/disciplines. This has remained true in-game from my personal experiences, even before the current Operations made it hard on melee classes.
       
       
    • Burst Stealth specs are more popular in comparison to sustained stealth specs. Although Ruffian/Lethality is close behind Scrapper/Concealment, Infiltration/Deception is 7 votes ahead of Serenity/Hatred. This was true from my experiences in-game, until Serenity/Hatred became a FOTM.
       
       
    • Vigilance/Vengeance is the most played Guardian/Juggernaut discipline with a 20 vote lead in comparison to Focus/Rage's 12 votes. This remains true from my experiences in-game as well.
       
       
    • I was surprised to see Sentinel/Marauder's only had a total of 39 votes, considering they have the eye-candy of 2 saber's I figured they would have been better represented. Despite Sentinel/Marauder's current "shape", the poll was asking people to vote for the discipline they would play if the game was closely balanced and they still remain under-represented. I think this would fall into my disclaimer about the results not being a "true" representation of how things are for the entire game, since I remember Sentinel's used to be a much more popular class. I was also surprised that Watchman/Annihilation wouldn't be the most "popular" if things were closely balanced, and Combat/Carnage leads ahead despite their burst being redesigned in 3.0. Combat/Carnage has been the most widely seen spec from my experiences ever since 2.0 dropped.
       
       
    • I normally see Tactics/Advanced Prototype folks running around, so I was surprised to see Plasmatech/Pyrotech showing up as more popular if classes were "closely balanced." Tactics/AP have grrrrrreeat! Burst and are a FOTM right now, so if things were "closely balanced" we may see a shift to more Plasma/Pyro folks running around.
       
       
    • Sage/Sorc healers appear to be the most popular healer if things were "closely balanced." I found this interesting because I haven't seen many Sage/Sorc healers running around since 3.0 dropped. I assume its because they used to be the best AoE healer's, but now they are considered to be lagging behind in that department.
       
       
    • Gunnery/Arsenal leads ahead with 18 votes in comparison to Assault Specialist/Innovative Ordinance's 13 votes. I was surprised to see this considering how well Assault Specialist/Innovative Ordinance has been parsing. I think this will also fall under the disclaimer about the results of this poll not being a "true" representation of how things are for the entire game.

     

     

    Anyways, it was a fun poll and I thank each and everyone who voted! Time to watch some Game of Thrones :cool:

  13. Because it says +35% defense chance - as opposed to +50% MELEE/RANGED Defense chance that other long duration defense-based DCD tooltips state (e.g. Saber Ward). In other words, unless the tooltip specifically states Melee/Ranged, it also works on force/tech. Oh and if you open your stat sheet on a PT tank and hover over defense chance while explosive fuel is active, it says 35% Force/Tech resist.

     

    Finally, oil slick specifically states in the tooltip its only melee/ranged accuracy that is reduced

     

    I can confirm this, although Battle Focus/Explosive Fuel is bugged (I assume from the recent changes to Adrenaline Rush/Kolto Overload someone must have also accidentally changed the Battle Focus/Explosive Fuel effect to 40% from 35%). Soldier's Grit/Coolant states it grants 40% now, but it is actually only giving 35% like it was before.

  14. For some reason many voters have only voted on the Discipline poll and not the Faction poll. I want to encourage everyone who is interested in this to vote in both polls. I will keep the polls open for 2 more days, making it a week that they have been opened altogether. I will post the results of the following: Most/least popular melee damage discipline, most/least popular melee class, most/least popular ranged damage discipline, most/least popular ranged class, most/least popular healer, most/least popular tank, and most/least popular faction. Remember, the results are not "the whole picture" nor are they the proportions of classes/faction's played overall. This is simply for informational purposes and does not indicate whatsoever any conclusions that may or may not be drawn from it.

     

    P.S. This was kind of a /bump post :D

  15. Empire has pulled ahead by four votes.

     

    At this point in time the top 3 are: Telekinetics/Lightning leading with 10 votes, followed by Infiltration/Deception with 9 votes, and Gunnery/Arsenal with 8 votes.

     

    Keep voting and commenting so that we can get more of an idea of representation!

  16. Defense Chance includes the following components:

    • Melee Parry/Dodge
    • Ranged Deflect/Dodge
    • Force Resistance
    • Tech Resistance

     

    Increases to "Defense" = an increase to all listed above unless specifically stated its for a certain type, i.e. Saber Ward granting 50% melee/ranged defense or Dodge increasing your chance to Dodge melee/ranged by 200%. So when it doesn't specifically state that it increases a certain type, and it just says something like +2% Defense, THEN it increases Melee Parry/Dodge, Ranged Deflect/Dodge, Force Resistance, and Tech Resistance.

     

    Increasing "Defense Rating" = an increase to just Melee Parry/Dodge and Ranged Deflect/Dodge from above.

     

    Increasing "Resist Rating" = a stat that we do not have yet, therefore we cant gear for it. If we did have it, I assume it would allow us to gear for increases to just Force/Tech Resistance.

     

     

    Note: Only Saber wielding classes (i.e. Force Users) have Melee Parry and Ranged Deflect. Everyone else (i.e. Non-Force Users) has Melee Dodge and Ranged Dodge. They both function the same, just there for thematic purposes I assume. Also could be there for the fact that this game has "lightsaber" clashes and deflection, while classes with Dodge will sway to the sides when they Dodge something, so they needed a way to determine the difference in the two.

     

    Also, you may be talking about a bug right now with Battle Focus where Soldier's Grit is supposed to be granting 40% Defense now instead of 35%. It is still however, only granting 35% despite Soldier's Grit stating it to be 40%.

     

     

    TL;DR:

     

    Abilities/talents that state they increase Defense, increase all the components under Defense Chance.

     

    Abilities/talents that state they increase Melee/Ranged defense, increase only Melee Parry/Dodge and Ranged Deflect/Dodge.

     

    Abilities/talents that state they increase Resistance, increase only Force/Tech Resistance.

  17. So far Republic is leading by 2 votes. Not enough have voted to form a decision about disciplines yet.

     

    Make sure to comment so that the post can kept being seen. After I get enough votes I'll close it and post the results. To view the results in the meantime, just click View Results in the link, or it should automatically show them to you after voting.

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