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KinAster

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Everything posted by KinAster

  1. Abilties that I feel make the Sentinel Unique: Twin Saber Throw - One of the new additions to the class that really made me fall in love with it way back in ROTHC. This is also one of the few abitlies we have that can be used at range beyond the 4m - 5m that most of our abilties have. Rebuke - One of the few DCD's that isn't stupidly OP *cough* God Bubble *cough* that still provides a minor attack back at whomever is attacking you. Pacify - Very few people seem to use this in PvP, it's a great way to negate the insane burst that a SS Slinger/MM Sniper dishes out, or other Sent/Mara's running Conncetration/Combat Camouflage - Not as rediculous as straight up stealth, but one of the key 'Oh shoot!' abilities Sentinels have when things go south, doubles as a threat dumper and cleanser if you take the utlitiy. Trancendance - A favorite speed buff, though it wasn't available from the choices I was using during the PTS testing. This should be baseline for all Sentinels, not a choice we have to make/sacrifice for. As it stands there is way too much mobiltiy for Range DPS classes compaired to melee. I feel baseline should be the 30s CD and root breaker, not costing Centering. Guarded by the Force - Another key DCD that we have, again another aibltiy that wasn't available from the selectoins I was using in PTS. While it did provide us a way to 'cheese' certain mechanics in FPs and the like, I still feel it is a very important DCD to the Sentinel toolkit. Inspiration - One of the best Raid Buffs in the game, the one that only existed for the better half of the games life till other classes were given Raid wide buffs as well. From what I tested in the PTS, I was still able to deal damage, and the mobs on Onderon went down decently enough. I felt my mobility was lacking without transendance, especially in the Conncetration spec. Overall I'm somewhat concerend about the changes coming, taking away abilties that make the Sentinel unique, wihle forcing us to pick between one of two abitlies or passives that are important to the overall class. It doesn't look good, and I know this is just the early first look, but it is still concerning.
  2. How do you leave Tython and go to Odessan? There is no terminal.
  3. Hey Eric, The current set bonus we have doesn’t need to be changed in my opinion. However if there was a second set bonus option with the possibility to mix and match, some minor things could be used, nothing drastic either. I am also going to assume these tactical items are used in both PvP and PvE or will one only be useable in PvP/Warzones? Tactical 1: If Focused Burst is used on a target affected by Force Exhaustion, Focused Burst also hits up to 3 targets within 10 meters, dealing 50% of the damage. Original target still takes the full 100%. (Brings back a little more of the AoE feel the class had.) Tactical 2: If Concentrated Slice hits a target affected by damage over time abilities, your own or another players, all current DoT’s refresh, additionally, applies Burning Slices if not already present. (Might be interesting to refresh others DoT’s, how would others and healers handle it in PvP?) Set Bonus ideas: No particular set bonus number for these, but here are a few that could be useful in both PvE and PvP a.) Zealous Leap has an increased range of another 5 meters (max of 15). Force Leap no longer has a minimum range. (Make Zealous Leaps range a little longer without it being ridiculous. And of course, the always missed Force Leap having no min range.) b.) Dual/Twin Saber Throw now applies a stack of armor reduction on the first target it hits. Additionally, Dispatch can be used instantly if Dual/Twin Saber Throw critically hits. (Gives Sentinels another option to use while at a distance from target.) c.) Saber Ward, Rebuke, Guarded by the Force can all be used while stunned. (Would really help with their survivability with all the stuns the game has.)
  4. Yeah, can't log into any of my characters at the moment, I just get a never ending loading screen.
  5. We've already seen that Senya's LIghtsaber Pike was on put on direct sale, when can we expect to see her one-handed lightsaber put on direct sale? Been waiting on this for awhile!
  6. Yes! I would love to see Sateele Shan's hairstyle as an option at character creation!
  7. I'd like to see some of the old gear return. I like how some of the original 1.x gear can be found in the Alliance Crates, and recently added back was the 2.0 Oboran/Brutalizer style end game gear found in the Dark/Light Token vendors. I'd like to see the Dark Reaver end-game gear from 3.0 make a return somehow, either bought from a reputation vendor, crafted or some other way to obtain them. Just as long as it's legacy bound at the least unless craft-able.
  8. Same here. I really hope this issue is fixed before server merges, it's getting ridiculous.
  9. Was just in a server login que for the Ebon Hawk, even though the website says it is light as far as population goes. o.O
  10. Seems to be working fine if Merc, a ranged class, is doing less damage then a melee class. They are suppose to because they don't have to stay within 0-10m to actually deal damage like a Jug or Operative has to. You are also forgetting you got a big boost in survivability so of course your DPS has to drop down to reflect that. Arsenal is no longer a 'glass cannon' type spec now that they have great self-healing.
  11. Will the patch notes mention the total cost of tier 1 (230 raiting) gear with command tokens by chance? If not would it be possible to include it at all?
  12. I believe you need tier 2 in order to get tier 3 gear if you are using the components method, then tier 3 for tier 4. As far as rotation goes: Here is a dulfy guide from 4.0, rotation hasn't changed that much other then ravage being an instant and no longer a 3 second channel.
  13. They added the ability to save keybinds in 3.0 or 4.0. When in game go to your preferences, there will be four tabs on the bottom, Game, Key Binds, Starfighter Keybinds and Keybind Import/Export. Click on the Keybind Import/Export, this is where you save keybind setups.
  14. Anyone else having issues staying connected? I keep getting booted to server select only there are no servers to select. I am trying to run missions on Coruscant on the Ebon Hawk server but I keep getting booted. My internet is working perfectly fine too.
  15. Scrapper Scoundrel and Concealment Operative DPS has been pretty much the same as 4.x the only difference is now everyone has over 110k health. Not to mention their burst isn't that good. Powertech and Vangaurd DPS needs fixing, even their tank spec needs better DCD's when you compare them to Sins/Shadows and Guardian/Juggernaut. Overall their is way too much survivability on DPS classes, coupled wtih over the top healing makes 70s a bit boring when both sides have little to no kills.
  16. Arena's I either give it to healer, Tank if they did nice guard swapping. If there is no healer or tank I give it to either most kills or damage. In warzones I go by objective. If we loose by close matches I'll vote based on the above. If we get blown out, no votes.
  17. On my Scrapper Scoundrel I run 0 accuracy or alacrity. I am in full ranked and augmented with a mix of crit/power augs. I went for 40% crit/70% crit multi then focused power. I'm not on right now to give you exact numbers, but once I get on later I can edit this post with my stats. Edit: Using the Master/Power stim and with all buffs active my stats are: Mastery: 4444 Endurance: 5423 Power: 2949 Critical: 1671 Alacrity: 137 Accuracy: 0 so it looks like I have some alacrity in my earpiece, but it's not that noticeable. Here are my tech stats: Bonus Damage: 2372.7 Bonus Healing: 1717.2 Accuracy: 101% (1% from companion buff) Crit: 40.34% Crit Multi: 70.91% Energy Regen Rate: 6.1 Alacrity: 1.67%
  18. We should be receiving an email with a code granting 1050 CC, you can use it or give it away. We will also get another code which we can give to a friend, granting them a free 60 and access to the first chapter in KOTFE.
  19. I was getting this error with about 187MB of main assets 225 left. I went in and deleted my patching folder 'assets_swtor_main_223to224' to completely restart the patch and it seems to be working....for now.
  20. When Oricon and the dread masters daily zone was released in 2.x. pvp gear went from conqueror -> obroan to obroan -> brutalizer.
  21. EMP Detonate for Operative, EMP Grenade for Scoundrel.
  22. Not be able to 1v1 a healer? Are you serious? A player should be able to 1v1 regardless of spec, it's called balance. Being able to 1v2 a healer/tank? Only if they aren't geared/or suck. Healing is way too OP in PvP right now, they either need to nerf it or buff damage.
  23. You can slow people even at full resolve, and if you can't beat someone who has full resolve you should stop PvPing.
  24. Overall PvP Changes - Arenas have been removed from the game - Level 60 Warzones no longer have bolster - Reduce the amount of resolve received by all stuns by 70% - Roots now add to the resolve bar - Full resolve now lasts till death - Trauma Abilities that deal -20% healing now lasts 45s. In addition, the debuff now reduces healing received instead of healing dealt.* - 8v8 Ranked Season 1 begins - Warzone Ques have been revamped • Cross Faction and Server now applies to warzone Ques • There is now a separate solo and group que for regular warzones • Warzone Que HUD has been changed, and now shows all warzones currently being hosted on your server to show you what wz's you'd join in. • Warzone teams can now no longer consist of more then 2 tanks and 2 healers. In addition, there can now no longer be more then 2 of the same advanced classes in an ops group. (I.E no more then two Sages, regardless of spec.) Class Changes Sith Sorcerer/Jedi Sage - Base Class Changes • Reduces the healing dealt across all abilities by 15% • Increased the duration of Forcequake and Force Storm by 3s (now a 6s channel) and its damage has been increases by 2.5% • Force Mobility has been removed from the game - Madness/Balance Changes • Reduced the damage of all Balance/Madness abilities by 20% including base dots. • Death Field/Force In Balance has had its force cost reduced to 40. (Down from 50) Sith Assassin/Jedi Shadow - Base Class Changes • Force Shroud/Resilience now has a 1 minute cool down. • Phase Walk is now an instant cast. (Down from 0.5 sec) • Maul/Shadow Strike has had its Force cost reduced by 10, and is now trained at level 10. • Discharge/Force Breach are now trained at level 10. - Hatred/Serenity Changes • Total Damage across all abilities has been reduced by 15%. • Total healing across all abilities has been reduced by 10% • Death Field/Force In Balance now cost 40 Force. (Down from 50) In addition, they now spread Hatred/Serenity dots.* - Deception/Infiltration Changes • The damage dealt by Voltaic Slash/Clairvoyant Strike has been increased by 10%. • Recklessness/Force Potency now correctly grant a critical hit with Discharge/Force Breach. - Darkness/Kenetic Combat Changes • Depredating Volts/Cascading Debris can no longer be channeled on the move. • The base charges of Dark Ward/Kenetic Ward has been increased to 18. (21 with armor set bonus) Mercenary/Commando Changes - Base Class Changes • Thrill of the Hunt/Forced March have been removed from the game. • Hydraulic Override/Hold the Line now has a 1 minute cool down. • Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%. - Innovated Ordinance/Assault Specialist Changes • Superheated Gas/Superheated Plasma is now the following: Increases the damage dealt by Combustible Gas Cylinder by 20% and its chance to trigger by 15%. In addition, burns will heal for 3% health every 2.5 seconds. • Speed to Burn/Blazing Celerity now make Serrated Shot/Bolt critically hilt. • The damage of Serrated Shot/Bolt has been decreased by 5%. - Arsenal/Gunnery Changes • Ligh 'Em Up/Gravity Surge now additionally increase defense chance by 50% when Heatseeker Missile/Demolition Round hit a target. This can not occur more then once every 30 seconds. - Powertech/Vanguard Changes - Base Class Changes • Hydraulic Override/Hold the Line now has a 1 minute cool down. • Rocket Launcher has an additional 2 rockets loaded. (Up from 4) however, the damage has been reduced by 10%. • Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%. - Shield Specialist/Shield Tech Changes • Oil Slick/Riot Gas now only slows targets down by 50% (down from 70%). In addition, its cool down has been decreased to 45s (down from 1 minute.). - Pyrotech/Plasmatech Changes • Overall damage of the disciplines abilities has been increases by 5%. • Heated Tools now additionally has a 25% chance to heal you for 5% of the your total health. This affect can only activate once every 20 seconds. - Advanced Prototype/Tactics Changes • Gut/Retractable Blade no longer deal kinetic damage. Its bleed damage has been increased by 5%. • Thermal Detonator/Assault Plastique has had its damage reduced by 10%. In addition, its range has been decreased to 10m (down from 30m). • Sonic Defense now lasts 10 seconds. (Up from 6.) but increases defense chance by 20%. (Down from 30%). Sith Juggernaut/Jedi Guardian Changes - Base Class Changes • Vicious Throw/Dispatch are now trained at level 36. • Unstoppable/Unremitting now only has a 50% chance to trigger. • Enraged Defense/Focus Defense now only heals up to 75% health and can not exceed passed 75%. - Vigilance/Vengeance Changes • Brawn/Robust and Eviscerate/Burning Purpose have switched passive spots on the discipline path and only has a 50% chance to trigger. • Shien Form is now trained at level 10, Shatter/Plasma Brand at level 26, and Impale/Overhead Slash at level 41 with in the discipline tree. Sith Marauder/Jedi Sentinel Changes - Base Class Changes • Vicious Throw/Dispatch is now trained at 36. • Dual Saber Throw/Twin Saber Throw is now trained at level 42 and grants two focus. • Brooding is now a base class passive • The Expunging Camouflage passive now cleanses dots as intended - Annihilation/Watchmen Changes • Deadly Saber/Overload Saber has had its damage increases by 5% - Carnage/Combat Changes • Force Vigor/Force Health now cause Dual Saber Throw/Twin Saber Throw to build a total of 4 Focus. • Frenzied Saber/Saber Screen now increase Melee, Ranged, Force and Tech defense chance by 3% and stacks 4 times for 12 seconds. Sniper/Gunslinger Changes - Base Class Changes • Covered Escape/Hightail It is now trained at level 36. • Energy has been increases to 125. (Up from 110) • Ballistic Dampers has been redesigned: Entering Cover grants 10 charges of Ballistic Dampers. Each stack absorbs 20% of incoming damage. (Down from 30%). This affect can only occur once every 1.5 seconds. In addition, Ballistic Dampers has a 45% chance to heal you for 5% of your total health when it absorbs damage. Charges persist through leaving cover. This affect will trigger every time you go into cover if you are out of charges. • Damage has been decreased across all Sniper/Gunslinger abilities by 5%. - Marksmanship/Sharpshooter Changes • Penetrating Blast/Rounds has had its damage decreased by 10% and its cool down decreased by 3 seconds. (Down from 15.) - Dirty Fighting/Virulence Changes • Cull/Wounding Shots damage is increased by 2.5% and additionally deals an extra 2% tech damage if dots are applied to the target. • Hemorrhaging Blast/Weakening Blast now lasts till the target is defeated. Operative/Scoundrel Changes - Base Class Changes • All Healing abilities have had there healing reduced by 10% • Exfiltrate/Scamper are now trained at level 36. In addition they cost 20 energy for the first roll, free for the second if used with in the next 10 seconds. Then this ability goes on a 15 second cool down. (Up from 10) • Diagnostic Scan can not be used while moving. - Concealment/Scrapper Changes • Collateral Strike/Flying fist passive has been removed, and is now added to the Lacerate/Sucker Punch ability. • New passive to replace Collateral Strike/Flying Fists: Infiltration Training/Underworld Connections: Increases armor penetration by 5%, armor rating by 5% and total endurance by 5% - Ruffian/Lethality Changes • Lethal Proliferation/Black Market Mods now spreads your dots with Shrap Bomb/Corrosive Grenade instead of Carbon Burst/Blaster Volley. New Warzone Yavin 4 Conquest: - Two teams of 8 begin at opposite ends of map at a command post. - 4 other command posts are up for conquering. Remain within 10m of them to slowly bring it to your factions control, the more guarding it the faster it will go. It will not go to one faction or another if enemies are within 10m. - On death you choose what command post you respawn at, if any are controlled by your team. - first team to conquer all command posts till time runs out wins.
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