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Iymurra

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Posts posted by Iymurra

  1. I... actually like Nathema, Copero, Umbara, and the other harder flashpoints.

     

    Are they a little overtuned right now? Yeah, a little bit.

     

    But it's nice to have some harder content which I can't sleep through again. You can always run in to the other flashpoints if you want to run them. Its just group finder which doesn't have them listed. If you want to go spam Hammer Station again, go to the fleet and create a group, then run in.

     

    Group finder being different and having different challenges week to week is something I like.

  2. For the LOVE OF GOD. If I want to play Lethality on trash and concealment on bosses. LET ME

    If I want to swap to Medicine to replace the healer who dropped out. LET ME.

    If I want to queue as a healer or a DPS OR A TANK because we can do that now. LET ME.

     

    Get rid of this lock on swapping loadouts. It completely invalidates the purpose of having access to a second class in the first place.

     

    Please please please make this no longer a thing.

  3. Hiya guys.

    Quick issue I ran into when logging in.

     

    I'm missing a hotbar.

    One of my hotbars had abilities such as: Debilitate, Flashbang, Cloacking Screen, Evasion, Exfiltrate. Etc.

    Those abilities are now gone. And my keybinding import which used to have those keybinds set for that hotbar is now empty for that specific hotbar.

     

    Its fixable, it just takes me time and is something I'm notifying you about.

     

    edit: quickbar 5 is just gone completely from the keybinding import page. 1,2,3,4,6 no 5.

  4. Simple solution:

     

    1: A permanent version of the White Acute Debuff (reduces experience)

    2: A permanent debuff that caps all secondary statistics (Shield, Defense, Critical,etc) at a level sync level. These abilities are what make the characters feel overpowered. (" I take no damage from anything" and " I one shot everything" complaints)

    3: A permanent debuff that lowers your level sync level by 2 and can be stacked for those that want even more challenge.

     

    1: Eh... doesn't really change much but okay

    2: Nah, this isn't the issue at all. I routinely level characters that have horrifically out-of-date gear and absolutely abysmal crit/accuracy/etc %s. The issue is mastery, power, & endurance scaling against enemies which have been nerfed.

    3: this... wouldn't really change most of the issues. It'd fix a couple here and there but the primary issue with difficulty is that strong enemies are too weak. This is primarily due to where the class stories take place (thanaton & baras on korriban) as well as the baked in character power creep.

     

    I don't think most of us would be excited for "skytroppers get a buff" in the patch notes. And truth be told most mooks on most planets should remain stupidly easy. Its the Silvers, Golds, and Champions that deserve a significant buff. The Thanaton fight should take at least 30 second to a minute to complete. Not be one-shottable. Jadus should feel scary (mechanically, not just thematically) as the act 1 villian. Everybody's favorite ship-stealing nerfherder Skavak deserves more of a beatdown.

     

    And disregarding all of that. Companions are the real issue here. Player power has scaled up a bit over time, but Companion power is... astronomically ahead of what it was. As a long-term player. I CANNOT dump enough presence to make companions feel weak. And if I level them for crew skills their combat power increases too...

    If the companions were somewhere between half and a quarter as powerful as they are now, it'd feel a hell of a lot better.

  5. I know, right? How dare other people have fun their own way in playing the game. They're having BadWrongFun. They don't deserve decorations.

     

    For me, its more of a "Solo Mode already exists. Why should people run HM or VM fps if Solo is better rewards/run or same rewards/easier run."

     

    If you want to see solo mode made yet more inviting (its already pretty easy) then I want to see even better rewards in HM so that I'll see more people queueing up for these fun fps I hardly ever see.

  6. Well... lesse...

     

    I think I'll probably keep most of my characters retired for 7.0 because they are currently retired now and I don't really play a lot of them regardless.

     

    For the ones I do play...

    Well, my operatives (yes, I have many) will stay Operatives. Possibly swapping one or two to ruffian instead of lethality. I'll play around with it a bit and see how I like it. I used to be somewhat ambivalent on the animations, but I like the shotgun a little bit more than Lethal Strike. Concealment will always be concealment. I don't like scrapper.

     

    I'll keep a merc in IO. I might add an impside character as assault specialist as I actually like the pub animations for that spec.

     

    Sorcs will stay sorc, because purple. My Assassin tank will probably dps in lightning or madness instead of hatred. I never really liked the dps assassin specs. Jugs and Maras will retire. Not fond of them.

     

    I might un-retire my scoundrel, or I might make a new one. Concealment leveling. No consulars, no knights.

     

    So... nothing is really gonna change for me.

  7. Yes, classes have changed before due to player feedback.

     

    Specifically, changes to Sith Assassin tanking (lightning regens hp to provides dr). When shifting from 1.0 there was a change with dark ward which was widely panned by the community and was changed to allow for sin tanks to be effective in combat and raids.

  8. Yes, there are exceptions (such as the guy who asked for Orbital Strike back on operatives like 90 times in one post), and yes, some of the changes they've made in the past hamper the feel for some players (I still miss using cover on an operative, for example. I've adjusted, but it just felt so right.)

     

    Hey now, if Saber Throw is iconic for Guardians, then Orbital Strike is iconic for Agents.

    'Sides, I said other helpful feedbacky things too.

     

    I miss Orbital Strike, ya know?

     

    (also, cover on operatives was great. Saved my life once or twice while leveling. Hunker down behind some crates, get some hp back with kolto probe and evade all the white damage. I absolutely miss it.)

  9. As I said in another thread, I'm pretty sure trainers have been disabled because we are not meant to be testing the levelling experience. In the getting started on x on the PTS thread (in this case operative and sniper), Jackie gave specific instructions when making a new character:

     

    Trainers are absolutely disabled. Normal leveling progression is not what the pts is testing.

     

    But that being said, I do not believe that we should ignore the leveling pattern introduced by the new trees.

    The new UI clearly spells out when we get new actives and passives (discipline specific ones at least) and we should be looking at things in the UI such as when we get energy management in the spec.

    Or defensives.

    Or passives which affect abilities we don't get yet (i.e. stim boost passive at level 1 for concealment)

  10. Hoooo boy, Operative Feedback.

    I love my operative. I play Concealment and Lethality on the regular (though I raid more in Lethality and PvP more in Concealment).

    Lets do some operative feedback shall we?

     

    I'm going to preface this by saying that none of the changes fulfill my class fantasy. BECAUSE I DON'T HAVE ORBITAL STRIKE. Yes, I'm still salty about that. I know its been years. I STILL WANT IT BACK.

     

    On to business.

     

    Operative 7.0 PTS

     

    Initial Changes:

     

    Missing Abilities:

    • Overload Shot
    • Sever Tendon
    • Debilitate
    • Flashbang
    • Tactical Superiority
    • Tactical Overdrive
    • Sleep Dart
    • Countermeasures

    Some returned by discipline choices.

     

    Lethality: New Discipline Tree

     

     

    10: Corrosive Assault

    15: New Passives

    • Corrosive Return: TA Refund if CA uses last TA, once per 10s. Stim Boost duration + 5s
    • Penetrating Strategies: increase ARpen, Crit Chance, Crit Damage by 10% for CA
    • Corrosive Impair: Increase weapon damage by 10% and slow target by 40%

    20: New Choices

    • Imperial Strategies: Noxious Knives deals 25% increased damage and slows targets by 40%
    • Sly Countermeasures: Evasion decreases threat by a moderate amount and lasts for 2 seconds longer
    • Debilitate

    25: Corrosive Grenade

    30: New Passives

    • Critical Grenade: Corrosive Grenade increases the critical hit damage your periodic effects to (typo in-game) on targets it effects
    • Corrosive Refund: Corrosive Grenade refunds 2 energy for each target it hits
    • Corrosive Defense: Corrosive Grenade does 10% more initial damage and reduces damage taken from affected targets by 10%

    35: New Choices

    • Tactical Stims: Stim boost purges movement impairs and maxes out TAs
    • Tactical Overdrive
    • Tactical Offense: Having a TA increases damage done and healing by 5%

    40: Toxic Blast

    55: Lethal Strike

    60: New Choices

    • Evasive Imperative
    • Endorphin Rush
    • Escape Plan

    70: New Choices

    • Infiltrate
    • Flashbang
    • Holotraverse

    80: New Choices

    • Med Shield
    • Jarring Strike
    • Blow for Blow

     

     

    Listed Passives:

     

    • 1: Lethal Proliferation
    • 10: License to Kill
    • 20: Fatality
    • 30: Toxic Regulators
    • 40: Corrosive Microbes
    • 50: Lethal Purpose
    • 60: Quickening
    • 70: Devouring Microbes
    • 80: Augmented Toxins

     

    Missing Passives:

     

    • Lethal Dose (5% crit chance for periodics)

     

    Present but unlisted:

    • Lethal Injectors (in CD tooltip)
    • Combat Stims (in SB tooltip)
    • Adhesive Corrosives (in CG tooltip)
    • Cut Down (in Shiv tooltip)
    • Acidic Compounds (TB not present? CG in Microbes)

     

     

    Feedback RE: Lethality Discipline changes

     

     

    Firstly: Theres missing information in the discipline path about how lethality alters the behavior of some abilities. Specific note should be taken to the abilities mentioned in the "Present but unlisted" category. Shiv, CG, Stim Boost, CDart, to name a few. Not listing this information is acceptable for old hats like myself who learned most of these changes years and years ago, but is unintuitive and dangerously opaque for newer players who won't understand why the abilities behave differently between disciplines since the ability behavior differences aren't listed as distinct to specific discipline paths.

     

    Secondly: Lets talk about the new passives. Fundamentally I like the idea you're driving towards but I want to call out two passives which do not compete with the other 4.

     

    Corrosive Impair doesn't meaningfully impact damage dealt (white damage is the smallest part of a Corrosive Assault, all the actual damage is in the skill forcing the dots to tick) and the slow is meaningless as Corrosive Grenade applies a permanent 30% slow to all affected targets. The difference between 30% and 40% slow is meaningless, especially when contrasted to the two other passives which meaningfully increase damage dealt.

     

    Corrosive Refund does not help with energy management. I want to specifically call this ability out as energy management in lethality is not easy. Especially sub-level 50 which is where you've moved the energy regen passive to in this build. AoE energy generation is not a problem for lethality. Never has been. If you dotspread you have dart, grenade, haze, and noxious knives all generating at least one energy per tick above level 50. Below level 50 this ability may see some use but its a trap as CG is usually applied BEFORE all the other damage you do, and generating energy while you're at full, before you use all your energy on killing groups of mobs, doesn't actually help with energy management.

     

    Aside from these two... I like the idea behind Corrosive Return. I think that Penetrating Strategies has potential (provided it affects forced dot ticks as well and not just CA). Critical Grenade and Corrosive Defense will both have a use too I think.

     

    Thirdly: Lets talk about the problem choices.

    The level 20 choice between Debilitate and Sly Countermeasures. (no one is going to pick imperial strategies, this isn't how operatives do AoE damage). This is a problem choice. For one: Evasion is a DCD, attaching a threat drop to your DCD is a bad idea. You're creating the choice of either using a threat drop, or holding the DCD for when you need it (i.e. Purges). I think the general thinking behind this plan is to create a utility which functions in PvE (things stop targeting you) or PvP (longer defensive uptime) but what you're doing here is what you did to Stim Boost a while back and adding functionality to an ability which ALREADY had functionality. If you want to get rid of countermeasures, thats fine. Operatives have a threat drop in cloak. We don't need countermeasures to be functional. But the idea behind sly countermeasures is one I take issue with.

     

    In addition we have the problem of the choice between Debilitate and Sly Countermeasures. Here you're putting a DCD up against a method of CC. I honestly don't think this is going to be a choice. Debilitate is just stronger. You can use it defensively (stun for 4s so you don't take damage), offensively (prevent movement or casts)... it just has more use cases. What I would suggest here instead is the choice between Flashbang or Debilitate (and something else I suppose). Flashbang and Debilitate fultill similar roles, control. Choosing one of the other is meaningful. Choosing debilitate or a threat drop for Op... isn't.

     

    The 35 choice looks fine tbh. Nothing really stands out here.

     

    The level 50 choice is... ow. It hurts... but its a fair set of choices. Infiltrator is probably the weakest of the bunch here.

     

    The level 60 choice is... mostly good. Endorphin Rush... doesn't really belong here. But the choice between Evasive Imperative and Escape Plan hurts... (oh how it hurts) but its a fair choice. Endorphin Rush... I'd just bake it into the class already and put med shield here instead. (or some other defensive)

     

    The level 70 choice... I don't understand why infiltrate is here. Its an ability that gets used maybe once in a warzone, flashpoint, or raid. Its a nice class fantasy thing, it hardly ever works, and it has no combat benefit.

    Flashbang I don't feel is fair to put here, its control and it should be competing with debilitate or something similar. Holotraverse is the clear PvE winner here as it currently has the circumvention passive baked in (generating a TA once every 35s). I don't like this choice, and I don't really see it as a choice for PvE at least...

     

    The level 80 passives... I'm going to be honest. No-one takes Jarring Strike anymore except for maybe EC if you're carrying a group which can't find their interrupts on Kephess. Med Shield vs. Blow for Blow is... I'm probably going to take Blow for Blow. This choice doesn't really mean anything to me.

     

     

    Suggestions RE Lethality

     

     

    First Suggestion: Take a long and hard look at energy generation in this spec. Every year you push Lethal Purpose higher and higher in the tree which is a BAD THING. Lethality is incredibly energy hungry. Leveling in lethality below level 40something right now? It sucks. Big time.

    Leveling in lethality below level 50 with these changes? It'll suck. Big time. Starving a class for energy doesn't feel good and I wish you would strongly rethink where in the tree Lethal Purpose ends up. I'd recommend a range between level 25 to 35 so that when you're fighting your Act 1 class boss, you actually feel like the spec isn't starving.

     

    Second Suggestion: Change the way Lethality does AoE.

    Noxious Knives serves 3 purposes: Its filler when everything else is on CD. You can use it to break people out of stealth in PvP, and since its AoE it bypasses Saber Reflect and the Merc reflect (also in PvP).

    Noxious Knives is the absolute lowest priority ability for Operatives. Full stop. I don't even think its effective until you're fighting around 5 or more targets.

    What I'd suggest is this: Give us the option of changing how we play with AoE. Give us a choice between... oh... doubling Noxious Knives damage and reducing energy cost, Having Toxic Haze (15ish seconds CD) and Orbital Strike (45s CD).

    This gives us choices about how we want to work with our kit. Long cooldown, high damage AoE. Shorter CD, stuns weaks, or high damage spammable AoE. (AND IT BRINGS BACK ORBITAL STRIKE! YES!)

    Lethality AoE is potentially quite high (with sustain) but it takes a long time to set up and is often not worth the time to set up properly. Giving us better options here would be welcome.

     

    Third suggestion: critically evaluate Synox Shots and single target energy generation for Lethality.

    Currently Synox Shots makes Lethality energy abundant. Without Synox Shots... the rotation is energy negative and will run into energy problems every minute and a half, at minimum. Properly weaving in basic attacks can help alleviate this, however lethality then suffers from an overabundance of Tactical Advantages, and not enough energy to spend them. One of the problems is that Lethality has only two 'free' attacks. A Corrosive Assault with the Fatality proc, and the basic attack. Everything else costs energy and pushes the spec towards energy starvation. Even Toxic Blast costs energy.

    Energy generation (and stronger attacks) are therefore at the mercy of the 10% chance for dots to tick twice.

    I strongly recommend reviewing energy generation without Synox Shots (on single targets) and deciding if it is in the right place, especially sub level 70 (before you can even acquire Synox Shots).

     

    And lastly: Spec identity. What is the gearing 'goal' of Lethality? Serious question. Augmented Toxins increases your crit chance and damage with a % modifier. This makes crit more valuable.

    Lethal purpose increases energy regen every time a periodic effect ticks. This makes Alacrity more valuable.

    Stim boos is on a shorter cooldown. % modifiers to alacrity benefit alacrity more, allowing us to push into higher alacrity tiers and attack faster. This values alacrity.

    Synox shots increases energy generation by relying on crit. This values crit...

    Toxic Blast has a duration unaffected by alacrity, this allows for higher burst in high-alacrity builds by getting off more attacks in the TB window. This values alacrity...

     

    What is the actual goal of Lethality? High-Alacrity? High-Crit? Somewhere in between? Only lightning sorcs have a similar burst interaction (forcing additional ticks of damage in a high-alacrity window) to lethality, yet lethality doesn't have the same interaction with alacrity that lightning sorcs do.

     

    Would it be too much to propose a new passive... call it... oh... Calculated Furor which increases alacrity by 1% for 6s every time a dot ticks?

     

    Anyways... take the musings on class gearing as a side thought. AoE options should be expanded. Energy generation for the spec needs a look.

    And can we PLEASE have Orbital Strike back? Pretty please?

     

     

     

    Concealment: New Discipline Tree

     

     

    10: Laceration

    15: New Passives:

    • Defensive Stance: dealing damage with lacerate increases DR by 3% for 6s, stacks up to 3 times
    • Roll Knife: Laceration crit chances increased by 10%, activating lacerate reduces cd on stim boost by 10s
    • Relentless Blades: Laceration no longer costs energy, also slows target by 50% for 6s

    20: New Choices

    • Imperial Strategies: Noxious Knives deals 25% increased damage and slows targets by 40%
    • Debilitate
    • Sly Countermeasures: Evasion decreases threat by a moderate amount and lasts for 2 seconds longer

    25: Crippling Slice

    30: New Choices

    • Crippling Throw: (turn crippling slice 10m ranged and generates TA)
    • The Best Defense: Crippling Slice causes you to take 20% reduced damage from affected target for 6s
    • Crippling Wounds: Next attack against target after crippling slice is autocrit, lasts up to 10s

    35: New Choices

    • Tactical Critical: critting with direct damage attack applies tactical critical to you and reduces cd of stim boost by 2s per stack. Stacks last 1.5s and stack up to 5 times. In addition activating stim boost purges movement impairs.
    • Advanced Stealth: While Stealthed, using an attack which generates a TA and breaks stealth will increase your M/R defense by 200% for 3s and make your next direct attack autocrit. Dealing or taking damage breaks active stealth.
    • Tactical Overdrive

    40: Volatile Substance

    50: New Choices

    • Infiltrator: increase stealth level and move speed by 15%
    • Advanced Cloaking: decreases cd on cloaking screen by 30s
    • Chem-Resistant Inlays: increases DR by 5%

    55: Veiled Strike

    60: New Choices

    • Evasive Imperative
    • Endorphin Rush
    • Escape Plan

    70: New Choices

    • Infiltrate
    • Flashbang
    • Holotraverse

    80: New Choices

    • Med Shield
    • Jarring Strike
    • Blow for Blow

     

    Kept Passives:

    • 1: Waylay
    • 20: Tactical Opportunity
    • 30: Culling
    • 40: Acid Blade
    • 50: Prey on the Weak (Now Laceration instead of Collateral Strike)
    • 60: Shadow Operative Elite
    • 70: Revealing Weakness
    • 80: Calculated Frenzy

     

    New Passive:

    • 10: Critical Stimulants

     

    Missing Passives:

    • Deadly Toxins (noxious knives crit chance and damage)
    • Collateral Strike (Baked in?)
    • Scouting (stealth detect +5, dodge +2%)
    • Ghost (countermeasures movespeed +50%)
    • Enhanced Chemicals (VS crit chance and damage +5%)
    • Meticulously Kept Blades (Crit Damage Veiled, VS, Backstab, Laceration 10%)
    • Surgical Strikes (Veiled Strike & Overload Shot 5% damage increase)

     

     

    Feedback RE Concealment Discipline changes

     

     

    Firstly: Same deal here as with Lethality. Changes to the base class abilities aren't all listed. The biggest offender here is Collateral Strike. While the collateral strike to Laceration has been implemented, its not listed anywhere and so I cannot find the damage values within the UI. Additional, the tooltip for Tactical Opportinity doesn't reference Laceration which is a confusing loop for newer players.

     

    Second: Lets hit the new passives again.

    I like all of these.

    I think Roll Knife is probably too strong. Defensive Stance is good. Relentless Blades is interesting but probably weak.

    Crippling Throw is Sever Tendon with the passive... okay. The Best Defense... is probably too weak. Its DR from a Single Target after all, and PvP is usually about getting ganged up on. Crippling Wounds I like. This promotes good rotational awareness.

     

    For the level 35 choices... Oooof. Advanced Stealth is *really* weak. And counterintuitive.

    Advanced Stealth give you an autocrit and Evasion (without actually giving you Evasion) for 3s after you use an ability which generates a TA to exit stealth.

    You have three potential options here. 1). Shiv/Veiled Strike. 2). Backstab. 3) Not-Sever Tendon.

    Of these options, Backstab is the right choice, as it gives you more damage when used from stealth. And then... you get an Autocrit. It doesn't last long enough to use on Volatile Substance. So you use it on Laceration and its pretty meh.

    I'd take this back to the drawing board.

    Tactical Critical is... strong. Very strong.

    Tactical Overdrive is good burst.

     

    For the level 50, 60, 70, and 80 choices I refer you to my feedback from the Lethality section, as these choices are the same.

     

     

    Concealment Suggestions and Concerns:

     

     

    Start this one out by saying that I am concerned.

    Roll Knife, Stim Boost, Critical Stimulants, and Tactical Critical are all very tightly woven together.

    I don't really see any reason to use any of the other passives you've added in. Your stim boost window is your burst window, and these choices all revolve around getting you back to your burst phase as quickly as possible.

     

    Its a good idea for a rotational loop, but I'm worried that its imbalanced, stim boost comes back very quickly with these talents and is responsible for a very large damage increase.

     

    Outside of that concerning (also very fun) loop... uh...

     

    AoE needs a look. Concealment AoE is worse than Lethality.

     

    There are a lot of unidentified and/or missing passives from live that I don't see in Concealment on the PTS. A lot of these are % modifiers to damage, crit chance, or crit damage so its easy to understand why they wouldn't show up if they were baked in as with the lethality passives.

     

     

    A couple general notes and concerns:

    1: Energy generation passives for both DPS specs are a lot higher placed than I think they should be.

    2: Sleep Dart needs to be returned.

    3: I miss Overload Shot, it is my answer to Shroud. But I understand you taking it away. This does raise DPS concerns for Medicine Operatives however.

    4: Gimme back Orbital Strike.

    6: Gimme back Orbital Strike.

    7: I WANT ORBITAL STRIKE BACK. ITS THE AGENTS CLASS DEFINING HEROIC MOMENT ABILITY. GIMME.

    8: Imperial Strategies is not a good talent.

    9: GIVE ME ORBITAL STRIKE! You can have Toxic Haze. I want ORBITAL STRIKE!

    10: Where is the Operatives Raid Buff?

     

    GIVE

    US

    BACK

    ORBITAL

    STRIKE.

     

    Oh, yes. I could run all the dailies on Onderon fine as is. My gear score was about 295 or so. I did have a companion out (as tank).

    But this hasn't been an issue for me in any of the builds. So its not really relevant to the feedback you're looking for.

     

    The ability tree was fairly intuitive for me. But I've been playing this game a long time and I have a good memory for the passive icons for lethality & concealment which gives me more information to work from than a new player would have. i.e. I can immediately identify what are active and passive abilities in the tree, which is something that newer players probably cannot do.

     

    I did not like the new abilities window. I prefer the one on live. This one is unfinished though so I'll hold off ragging on it until I can better see what you're aiming for.

     

    There was one glaring error that I did see however.

     

    ORBITAL STRIKE WAS MISSING FROM OPERATIVES.

  11. I was musing to myself in the shower (as one does), musing about apartments on space stations, and I suddenly thought of a decoration which we do not yet have but which I would dearly love to see.

     

    drumroll please

     

    I request a poster, sized to a medium hook. The design of this poster that I request is an image of the ancient Egyptian god of frustration. A little wink and a nod to a kindred universe.

  12. Sentinel and Guardian are not my preferred classes.

    Having said that, I have given them a look over.

     

    Fundamentally, the specs I tested feel rotationally complete. There are a couple of missing abilities (force clarity for example) but the base spec is functional. It might not be as fluid as it is on live but it works.

     

    However

    I have some concerns.

    Since this is the Sentinel thread I'll focus on the sentinels.

     

     

    Internal Talent Consistency, Watchman.

    • Level 20: Transcendence. This is a raid utility ability. It does not compete with "Burning Barrage". What I mean by that is Transcendence does not directly increase your potential damage in a fight, while Burning Barrage does. 2 out of the 3 options at level 20 are mobility related, burning barrage is the odd one out. If this was changed to "Blade barrage roots the target for 3 seconds" this wouldn't pose an issue for me as you now have all 3 options revolving around mobility, not a mix of mobility and damage. Mobility CANNOT compete with damage on a discipline passive selection. Or that won't even be a choice in 99% of content.
    • Level 35: Force Clarity. I'm a little bit different than most folks here. I don't mind if you get rid of Force Clarity. HOWEVER. It does NOT belong here. Options A and B alter the way you interact with Zen and Centering. Force Clarity has no relation to Zen or Centering. Discipline choices MUST BE INTERNALLY CONSISTENT.
    • Level 60: Trailblazer. Again, internal consistency is needed. Trailblazer is the DPS talent here, its what people are going to take. Crusader is a good talent, but in PvE content you shouldn't be getting hit. Full stop. A more interesting series of choices would be between Adamant, Burning Zen, and Jedi Crusader here. Each alters the way you interact with effects and your focus. Crusader pushes you to play more recklessly (take damage), Adamant helps you with forced downtime, and burning zen lets you play more recklessly with your focus (note: I'd separate the no stacks/direct crit segment and leave that in the level 35 choice).
    • Level 70. THIS IS NOT OKAY. Force Camo is your threat drop. You CANNOT remove this from sentinels. Now, you could remove the damage reduction and cleanse from the baseline ability and add those via a discipline talent, but each class MUST HAVE A THREAT DROP BASELINE. FULL STOP. I'm okay with having the choice between GBTF and Blitz here, but Sentinel MUST HAVE A BASELINE THREAT DROP.
    • Level 80: Stoic. Again, clear outlier here. Passive DR and building centering when attacked (or taking periodic AoE damage) will meaningfully increase your DPS while Incisor will not. Incisor has the potential to reduce your downtime but realistically it belongs in the level 20 talent pool, not in level 80. INTERNAL CONSISTENCY.

     

    Internal Talent Consistency: Combat.

    • Level 20: Blade Barrage. We talked about this in Watchmen, DPS talents competing with snares & roots is not okay.
    • Level 30: Defensive Flourish. Does not belong here as its competing with DPS increasing talents, this is a DtPS talent.
    • Level 50: Again, Defensive roll shouldn't be competing with Adamant or Intercessor.
    • Level 60: Trailblazer. Same as Watchman
    • Level 70. CAMO IS A THREAT DROP, IT CANNOT BE AN OPTION.
    • Stoic doesn't belong in this set. Stoic, Defensive Roll, and Defensive Flourish compete with each other. That is a talent set I support. They don't belong in different places, they compete with each other.

     

    Internal Talent Consistency: Concentration.

    • Level 20, kinetic barrage shouldn't be here
    • Level 30, Zealous Defense. This is less egregious than the other two specs, but again. Defensive Talents should not compete with offensive ones.
    • FORCE CAMO IS A THREAT DROP AND IS MANDATORY BASELINE FOR THE SENTINAL CLASS.
    • Level 50, you know my feeling on this matter by now.
    • Level 60, same thing.
    • Level 70. INSPIRATION IS BASELINE FOR OTHER SPECS. IT MUST BE BASELINE FOR THIS SPEC AS WELL. ADDITIONALLY, RAID DPS UTILITY CANNOT BE LOCKED TO A SPECIFIC SPEC.
    • Level 80. You know my feelings on this matter.

     

    I did not have trouble with silvers and weaks when roaming around onderon with i286 average ilvl. The class changes you're showing us are functional. However, I implore you to look at the internal logic of the sets of talents you are allowing us to choose between. If offensive talents compete with mobility or defensive talents, its as good as those defensive or mobility talents don't exist. In order for us to make a meaningful choice, the choice has to be between different aspects of the same overall goal. You'll note I have no issue with the choices for the level 15 talents. I endorse EVERY SINGLE ONE of your level 15 talent sets. They're all great. You need to apply that same logic to the rest of your talent choices.

  13. Something that bugs me about these threads calling concealment ops overpowered with no counters... is that people don't actually talk about the counter.

     

    Roots

     

    its that simple

     

    They don't build resolve, have low CDs, and prevent operatives from rolling.

    They can be cleansed (uses a gcd), evaded (uses a dcd), broken (stunbreaker or threat drop), or circumvented (utility that no-one takes in PvP). All those things have fairly long cds and will let you wreck an operative in the meantime.

     

    There are a lot of dcds and abilities for which e-net is the hard counter, but to my mind only sorc bubble has no other hardcounter.

  14. For Healing Operatives. Surgical Probe, Kolto Infusion and Toxic Haze all require a Tactical Advantage (TA) to use.

    Kolto Injection, Heal over time effects (Hots), Shiv, Stim Boost, Dropping out of Stealth, and Backstab from Stealth all generate a TA.

     

    Kolto Waves can be made to require and consume a TA but it does not naturally need one.

  15. stat stick.

     

    Glowstick actually.

     

    Personally, I think there are things to trim away, but there are things which should be left in.

    Shiv & Orbital Strike were iconic to imperial agents.

    Thrash was... basically useless, but it was also one of the only skills which actually utilized Sorcerers lightsabers.

    Rocket Punch was a nice instantcast for when you were roaming out in the open world and didn't want to stop moving to cast. It also looked cool.

     

    I strongly disagree (to this day) with the move away from base classes and advanced classes. Having that baseline made the classes feel more unique. Now they all feel like copy-pasta versions of each other with different range.

     

    Part of that was the different way you'd approach the same abilities. For PTs Rocket Punch is rotational, for Mercs its situational. For Ops, Orbital was part of a burst setup or AoE denial. For Snipers Orbital is rotational. Having that shift between necessary and situational made the classes feel more distinct as it changed the way you approached dealing damage with that class.

     

    Also, in case it wasn't clear. GIVE OPERATIVES BACK ORBITAL STRIKE DAMMIT.

  16. Not really.

     

    Theres a 6.0 guide for PvP concealment which has some of the information you're looking for. But I've got no idea where that guide ended up.

     

    Gearing is majorly simplified from how it was in 1.0/2.0.

    Get your alacrity to either 1213 or 3206 (or above, not below). Pick up 1593 points in Accuracy. Then dump the rest of your stats into crit.

     

    If you're running PvE Crit is better than Power for augments. If you're doing PvP I'm not sure but I'd guess its the same.

     

    Which armoring you pick up is less important than the amplifier on the armoring.

    For Concealment you want Tech Wizardry. For Lethality you want Periodic Intensity.

     

    Edit: someone posted this link for the 6.0 concealment guide as I was typing out this message.

    https://docs.google.com/document/d/1hUexZ6tikkhz-n5DMaeo1KcvVxKM1P-r_FONG0afvks/edit

  17. How is the first phase running?

    Are you pushing both tentacles below 10% before killing or are you getting another phase by having mismatched tentacles?

     

    Anyone dying in the second phase?

     

    It sounds like you need around another 1/2 to a full minute more of fight time to kill the boss but the enrage is whats pulling you up short.

    Whats your raid DPS currently at? (and whats the health for 16man TFB, been ages since I checked those values)

  18. I just want to point out that only one Heroic 4 is not soloable, and thats the Shroud.

    Dreadseed is soloable, its just a colossal PITA to solo.

     

    If you want to run these and you are guildless then here are 3 options you could avail yourself of:

    1). Post for help in-game. Fleet chat and whatever lfg channels are on your server.

    2). Post for help on the official forums. Slower than in-game usually, but you can find people to run with this way.

    3). post for help on reddit/discord. There are a couple "server discords" floating around. I know of two, one for SF and one for SS. Reddit is also available to assemble a group.

     

    Group content is good. Not everything should be soloable. In fact, less things should be soloable, more groups would form if there was less soloable content as more people would be driven to group up.

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