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La_Frite

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Everything posted by La_Frite

  1. Tout est dans le titre bande de plows! on se revoit in-game que je puisse faire de nouvelles vidéos sur vos échecs en bg. CourgeteTV
  2. You are wrong, 5.6 is an up for Carnage PvP Players, now you can't lose your burst.
  3. I've put some ideas for Marauders Utility Points, "Mister Will", a great Marauder from TRE, gave me some advices for these changes. Baseline for Marauders : “Crippling Slash” range is increased to 10 meters and now cost 1 Rage to be used. Make « Brazen » Utility Point an Ability for Marauders (replaced by “Strangulate”). “Maiming Reach” Utility Point is canceled (replaced by “Thirst for Rage”). “Strangulate” becomes a Skillful Utility Point. “Interceptor”: (Masterful Utility point) Crippling Slash immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds. Additionally, Force Charge, Force Rend, Devastating Blast and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds « Cloak of Annihilation »: (Heroic Utility Point) Each use of Assault, Battering Assault, Crippling Slash, Annihilation, Devastating Blast and Furious Strike, reduces the active cooldown of Cloak of Pain by 2 seconds. “Thirst for Rage”: (becomes an Heroic Utility Point) When you attack, you heal for 1% of your maximum health. “Blood for Blood”: (new Legendary Utility Point) When you take damage, the active cooldown of Saber Ward and Undying Rage are reduced by 2 seconds. This effect cannot occur more than once every 3 seconds. “Blood Ward”: (Legendary Utility Point) Activating Saber Ward grants immunity to stun, sleep, lift and incapacitating effects for 6 seconds. For all Saber Ward duration, you heal for 3% of your maximum heath every second. “Ruthless Aggressor”: (Legendary Utility Point) Vicious Throw refunds 2 Rage when used on a target affected by your Obfuscate and can be used on any target affected by your Obfuscate, regardless of remaining health Additionally, activating Obfuscate grants you Ruthless Aggressor, granting immunity to all controlling effects and increasing your Force and Tech damage reduction by 60%.
  4. Bonjour tout le monde, Je suis Christian, 32 ans
  5. Marauder/Sentinel had their survivability improved with Ruthless Agressor, i take it all time but it's RNG dependent and i hate RNG like that GC crates. To improve our survivability i suggest: 1) Healing on "Thirst for Rage": 8% (or 10%) healing when Berserk is activated. To have a healing on demand could help us for ex. 8% or 10% isn't huge and could make a difference between life and death like in 1vs1 scenario. We built Fury/Zen when we attack and been attacked (with Brazen), more we take damage, more Fury stacks gained, faster we could have that healing. 2) Change on "Ruthless Agressor": give us CC immunity and 60% (or 70%) damage reduction on Force/Tech attacks for 6 seconds. The actual Ruthless Agressor is a very performant tool but sometimes to have a 100% resist from Force/Tech attacks is a bit OP and sometimes you eat big hit like 30k Heatseeker Missile. IMO having a X% damage reduction from Force/Tech attack is more effecient than a RNG resist.
  6. Many Marauders/Sentinel friend players and I think self-healing from "Thirst for Rage" / "Inspired Focus" is a bit too low to be an attractive PvP utility point. Increase the self healing to 1.5% max health could be nice, or change the self-healing mechanism, like a self-healing based on Fury / Centering, example: "you are healed for X% of your maximum health whenever you activate Berserk / Zen." What is your opinion about "Thirst for Rage" / "Inspired Focus" self-healing utility point?
  7. My last post on SWTOR forums for saying: "Bye Bye SWTOR" Jácques Daniel's (The Red Eclipse)
  8. My last idea for "Renewing Darkness", it is an enhanced version of the original utility point: "Renenwing Darkness": When entering stealth with Force Cloak, immediately restore X% (ex: 25%) of your maximum health and generate Y (ex: 5) stacks of Renewing Darkness. Whenever you take direct damage a stack of Renewing Darkness is consumed to heal you for Z% (ex: 5%) of your maximum health. The pros of this new "Renewing Darkness" give you a real up in term of survivabilty: 1) You don't need to break your stealth to maximize the self healing. 2) If you are tanking, you could vanish then immediately go into fight helping your allies. 3) The Renewing Darkness stacks are permanent until they are consumed, that gives you a modified version of the Juggernaut Enraged Defense.
  9. New idea for "Renewing Darkness" utility point: All healing effects from Overcharge Saber are increased by 100%. Additionaly, each use of Ball Lightning, Eradicate and Wither heals you for 4% of your maximum health. This effect cannot occur more than once every 9 seconds. Actually, I think the healing from Overcharge Saber is laughable, and that idea could change it as a decent self-heal.
  10. I agree with the author, Trauma Regulators should be a PT utlity. and the self healing from Shield Cannon is laughable to be a Legendary point, his place is in Heroic with an increased healing effect. A reworking of Powertech Utility points could be nice, my idea: - Include Torque Boosters (Heroic tier) in Pneumatic Boots (Masterful tier). - Put Shield Cannon from Legendary tier to Heroic tier with an up of healing effect from 3% to 5% on Shoulder Cannon. - Add Trauma Regulators (Mercenary utility point) in Legendary tier.
  11. I would prefer a leech life effect on 50% Lance/Gore damages instead that 1.5 sec hindering effect.
  12. Hi all, What do you think about a Toxic Haze DoT spread based on the Lethal Proliferation discipline passive point. Lethal Proliferation: Toxic Haze spreads your Corrosive Dart to the target it damages, as long as it damages at least one target already affected by your Corrosive Dart. Additionaly, Toxic Haze no longer requires or consumes Tactical Advantage (and his cooldown is reduced by 3 seconds). Lethality is the only DoT spec hasn't a 360° DoT spread mechanic, a free Toxic Haze (with optional idea of a reduced cooldown) could be the solution.
  13. Seriously, what did you expect? EA has been very transparent during the E3 2016, their main devlopment is the new Star Wars from Visceral Games studio. they don't care about SWTOR, for them SWTOR is dead and is used only to make money with Cartel Market. To keep you sub they will announce you two new operations will be up in April-May and after that it'll be the end, if you like the Star Wars universe, unsubb SWTOR and wait and see for this new Visceral game.
  14. Hi, i main a Lethality Operative in ranked on TRE, and it works well. Why? It's the perfect compromise between sustained DPS and sustained off-heal. Most of the arenas, i make more healing than DPS. 1) Play Operative needs cold blood, when you have 10% hp, don't panic, you can heal you at 50% hp in few seconds. If you are low in heath, spam Kolto probe, it's more efficient than using Diagnostic Scan, more healing and you can spam it while moving. 2) Be patient, when you are in danger, root/snare people and use environment to heal you. Time is the best ally of the Operative, longer is the fight, higher is your chance of winning. For example when i'm playing in Concealment spec, for healing, i use my crippling slice then use my Kolto Infusion (with Concealment i like use the Imperial Tactics utility point) 3) Don't be selfish, use your kolto probes and your instant Kolto Infusion on your mates. Identify, the best burst DPS player of your team and keep him alive with off-healing. For me it's an important part, most of the time if you make good off healing, PT/Jugg put on you Protection and Sorc/Merc off heals you during hard time. Lethality is the best spec to make friends in solo ranked 4) Playing Lethality, for DPS, don't waste your time to put your three DoTs on the enemy to start using Corrosive Assault, just put Corrosive Grenade and Corrosive Dart and burst with Corrosive Assault, after that you can use Toxic Blast then Shiv/Lethal Strike (if you have enough Tactical Adavantage), and burst again. Since 5.0, i most enjoying Lethality than ever, RIP Concealment i hope to help you in your quest of Operative gaming in solo ranked. PS: english isn't my first language ^^
  15. I've accomplished my goal, reach level 70 and finish KOTET chapters, now for me: 1. Throw all my video games through the window 2. Go to Cantina Tour to troll Musco and Bioware team 3. Finish my study 4. Find a nice job 5. Find a nice girl 6. Found a nice family 7. Build a house with an architecture based on Sith Academy 8. Become the best light saber duelist 9. Throw all sex-toys of my wife through the window 10. Find a new wife
  16. Salut Briochon Tout comme toi, je suis un fan de viennoiseries et pour "rendre à la praline ce qui est à la praline" dixit Sweety-Jésus, la meilleure solution serait que tu crées une guilde intitulée "Pas de Pitié pour les Croissants" d'ailleurs j'ai déjà deux persos à guilder mon maraudeur Jacky et mon agent Corbier. Bien amicalement Jácques Daniel's
  17. La p'tain de sa mère la chauve Signé Jácques Daniel's
  18. Hi, I'm a PVP player and i think the mechanic of Renewing Darkness utility is clunky at many points: for example 1) 10 seconds after vanishing, it forces you to exit from stealth to maximize the self-healing (from 20% to 40% hp). 2) If you are tanking an ally, you must remove your protection to profit of that self-healing, and during 10 seconds you can't help your mates. Renewing Darkness isn't attractive. I asked many level 70 Assassins PVPers and no one uses that utility point, they answered me "it's totally useless, I prefer vanish, then Force Speed and use out of combat regen". Dev need to rework that utility point with an instant 40% hp healing or find an other self healing mechanic. What is your opinion about Renewing Darkness?
  19. That could be great if Bioware could replace "Shield Cannon" utility point by "Trauma Regulators" for Powertech/Vanguard
  20. The actual mechanic of "Renewing Darkness" is clunky: - not efficient for DPS spec, because mainly we use Force Cloak, regen out-combat and go back in fight. - force us to quite stealth to maximize the healing. - force us to remove Guard on mate while stealthing and our mates are unguarded during some seconds. I would prefer an instant self-healing when we use Force Cloak in order to maintain Guard on our mates or an other self-healing mechanic.
  21. Playing an Assassin in PVP, I used Phase Walk like an anti-focus tool to escape from very dangerous situations. I think we need a new defensive cooldown to compensate for the loss of Phase Walk. For example: “X”: New Assassin/Shadow ability (with a cooldown): Surrounds you in a shield that lasts Y seconds, absorbs a high amount of damage, and heals you for Z% of your maximum health when it collapses. (Can be used while be stunned).
  22. Since 4.0 Sorcerers have our Phase Walk, for 5.0 my Assassin wants their Unnatural Preservation.
  23. I agree with you mate, i prefer the pre. 3.0 update gameplay . I would have: - DoT spreading removed. - a return our Raze every 7.5 seconds and up single target damage. - remove self-healing from DoTs for an increased one from Leeching Strike and Death Field. Snave in his recent interview with Musco, had asked for separate Utilities System for PVP and PVE in order that class balance don't affect both gameplays. Musco answered that idea isn't planning by SWTOR dev.
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