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Prettyxinf

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Everything posted by Prettyxinf

  1. As a fellow darkness sin, I'm going to toss my 2 cents into the well... The new animation does nothing at all for me except distract my attention from things I should be paying attention to, stack size for example. I do agree with the decision to change the effect because I like the idea of having class or role specific buffs / procs show some visual context to indicate the effect (Very much similar to the effect of saber reflect, force barrier, etc...) that a target should not be attacked, ignored, cc'd or what not. Now, with that, this particular animation is gritty, and is invasive from the perspective of the player playing the class. I do love the glow however, it is something subtle that let's me know it's there by visually looking at a character, which would relate more to PVP then PVE. The idea that the ward is now a datacron / holocron that is disassembled around the assassin reflects inquisitors rather well in my opinion (Even though the style of holocron they chose to use strikes me as a jedi holocron, inquisitors seem more focused on the knowledge over whether it is sith or jedi), but not sith assassins, even though they are an inquisitor (These are my opinions anyways, don't take them as truths). Since is does no good to point out a problem without offering a solution, my preference would be to have either A, Pink or purple swirling globes that spin at a much slower speed, similar to the rocks on Kinetic Ward. B, Some type of circular crackling lightning effect around the assassin's torso similar to the hardened darkness buff but with lightning instead of flames so that both effects are visible. C, (And this one would be least desired by me) Keep the animation used when applying Dark Ward around the hands of the assassin for the duration of the buff so we would have purple glowy hands instead of holocron panels speeding around us at a speed that can induce vomit attacks on anyone who has mild to severe motion sickness issues.
  2. So I have been looking to find a relic upgrade and based on the math above, I see the value in the healing proc relic as a shadow tank. I currently have the Arkanian Relic of Fortunate Redoubt as one of my relics. I am curious to the wording on the healing relic though, I have tended to shy away from playing with the healing relic due to the wording on the tool tip expressing that you must heal an ally to proc the heal effect. Did I take that a bit to literally? Everything I am reading here indicates, as a shadow tank, it will proc from our self healing abilities (Stance heals and 3 stack throw)? Is that correct?
  3. Under that logic, shouldn't the earpieces and implants have been treated the same as relics? I understand why the changes were implemented, and actually am all for the changes compared to a recruit set, I was just curious to the wording of the notes and the lack of removing expertise from that one particular piece of gear, in this case being the relics.
  4. Just kind of curious on the actual notes that were discussed about removing expertise from WH and EWH gear. I noticed all of the WH and EWH relics still currently have all of their expertise values on them. Is this an intentional exclusion, similar to the expertise crystals, and not included on the notes, or an oversight when removing expertise from WH and EWH gear?
  5. The changes to expertise on WH and EWH, I know the crystals are excluded, but what of the relics? The relics still contain expertise, is this an oversight or something that was not included in the patch notes as an exclusion? Just curious.
  6. Can anyone else craft the Hazmat Duelist MK-2 Implant? Been looking to have one crafted but have not seen the listed crafter online and have not gotten a reply to the in-game mail that was sent.
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