Jump to content

kylexnorton

Members
  • Posts

    6
  • Joined

Reputation

10 Good
  1. I hope this is okay for me to plug here. I have recently published a cross-faction written guide for Annihilation and Watchman, as well as a video counterpart. I won't say that I've "completed" it, as I'm constantly editing and adding information as it becomes apparent, and will continue to as we move through changes within 7.X! Written Guide: https://lithistoswtor.com/2022/03/watchman-sentinel-annihilation-marauder.html YouTube Counterpart: Edit: I removed the URL as it wasnt working for some reason, but the link is correct!
  2. Average players dont need gold augs. nobody needs them period. theyre only a 1% crit chance and crit multiplier gain as a dps. havent done the math for healers or tanks yet
  3. Is there any chance of an increase on the Weekly Caps to the various currencies? The limit of HMCs/Op-1s has been oppressive to say the least in my gear grind, as well as everyone else's that I know. I usually hit the cap on Tuesday just from my stored drops and any unclaimed HM weeklies from the past week, since I was already at 999/999 for that entire week as well. I also always seem to be at 14 Medals of Commendation/Conquest Medals left when I'm at the weekly cap, so I'm literally just 1 short of another upgrade as well which are usually 15 Medals a piece. Its just bothersome to feel like my playtime is being limited or or slowed by a currency cap. However, I get that I may be an outlier here as this is the main game i play and spend 99% of my time gaming on SWTOR, so I may be more affected than others. But, I do know a lot of my HM/NiM raiding friends also feel strongly that the currency caps have halted our collective gearing process collectively.
  4. This is mostly for Sentinels and Guardian, and mostly PvE related. Nimble Master - i never really understood this set bonus in 6.0 honestly. I usually pop Saber Ward to continue to do damage while taking damage, so the movement speed buff wasn't really useful to my play style. Maybe lower the CD of Saber Ward instead? This also could really be done away with, and make Saber Ward a 50% movement buff (instead of 100%) by default if the movement buff is something that is desirable to be kept around. But, a cooldown reduction for Saber Ward would be really nice since we're having to pick and choose defensives, and I think being situationally forced to choose a more survivability focused build would be beneficial. Vicious Thirst - Really only good for Heroics. Laughable otherwise. Fearless Victor - this is going to be such a hard META that I think this bonus should just be a passive for all Sentinels and maybe Guardians, especially since Force Clarity is gonna be optional, while other classes like PT/VG are retaining their "New in 6.0" ability that are damage buffs. If Fearless Victor becomes a passive, I wouldn't even want a Descent clone for 7.0 since flat damage buffs to any/every ability could just be worked into the class in balancing. Dispatcher - This one looks really really strong! I would note that having Twin Saber proc a free Dispatch at any health % would be really nice for Watchman/Concentration and could add a little bit to the skill required for the class, and would essentially fix the problem with Culling Blade in 6.0, where you need to waste your only Force Clarity stack to get a free Dispatch, which I think was a big drawback to using Culling Blade and just didn't provide the DPS boost that was intended. Berserker's Call - Pretty good. Champion's Precision - this one should affect Combat Focus as well as Burning Focus for Vigilance. Retaliators Package - Love this one. I hope its possible to get one that has DPS stats so I can continue to use it as a Skank in PvP. I swap between a few sets for Guardian Skanking in PvP, and Flawless Riposte is one of them. I know this is also great for threat gen as Guardian Tank while raiding. Other Classes Aggressive Treatment - I'm really glad this one is sticking around. I wanted to try this set with Ruffian DPS for PvP but never got around to it. I can even see where this might be desirable in PvE as well as DPS Scoundrel. Force Resistance Package - I really enjoyed this bonus from the Ballast Point set for Shadow Tanks in 6.0, and I felt like it offered better overall mitigation than using Spike as a DCD with Efficient Termination. That being said, Efficient Termination really made you work on predicting upcoming Spike damage and using Spike to mitigate it. Oh, and nice pun. Locked and Loaded - Haven't gotten a chance to play with this but it looks awesome. A general feedback I also have, which was a gripe i had in 6.0 as well: Make the tooltips say which advanced class/combat style they apply to. In 6.0, we had Cauterized Coronary for Concentration/Fury Sent/Mara, that was also the META for Focus/Rage Guard/Jugg, but the tooltip only ever said Conc Sent / Fury Mara and I think some more casual players never wrapped their heads around it working for both. So, for example, make Dispatcher and Berserker's Call's tooltips specifically say Sentinel / Marauder, while Fearless Victor and Nimble Master can just say Jedi Knight / Sith Warrior, that kind of thing. Not a huge deal, but it would be nice! Last thing, are Legendary Items going to be available to carry different stats than what they have now on PTS? As far as DPS classes go, it would be great to be able to change them between critical and alacrity for some basic min-maxing purposes since most gear won't be modifiable for a long time. For tanks, most of us don't run Mitigation stats in pvp, or only a very small amount of it in the way of Augments or relics. I'm sure with the class changes going out, some Mitigation stats may be necessary for Tanks in PvP. If this question is answered somewhere that I have missed, please link it to me Thanks for reading!
  5. Predation/Transcendence should not cost 30 stacks. I don't know of a single sentinel/marauder that doesn't take Ardor/whatever its called imp side currently. if we have to choose it for a boss fight that its needed, its wrong to make us waste a frenzy for it since it will really disrupt rotations unless centering can be built above 30 stacks since likely we'll be somewhere between 1 and 30 at the time transcendence/predation is needed. i thought we all said we didnt like predation being an option we had to pick, now it *has* to cost 30 stacks again AND only be 50% instead of the 80% that it was previously on PTS for sentinel? please listen to us, we dont like these changes!
  6. The abilities that i feel are unique to Sentinel are mainly Transcendence and Inspiration: I take Ardor and Fleetfooted 100% of the time. It is a great mobility buff and the little bit of defense it gives does help too and I think it would really gut the class if we had to actively choose between Transcendence and Zen. Making Inspiration a choice is annoying too, and my negative feeling about this is based solely around the current raid utility of a Sentinel vs what it might become. No Transcendence, which has a small amount of defensive buff as well as mobility, and possibly no Inspiration as well as other missing defensives could make burn phases impassable. I don't want to swear this new system off. I was a little let down by what possible changes there are to Guardian, but I'm not a Guardian main. But removing some pretty key abilities in any class is going to lower our enjoyment of said class. A lot of these other choices are really cool sounding in all honesty as far as damage dealing goes. But these encounters we get into aren't 100% about dealing damage or 100% about staying alive, its a mix and a balancing act. My hopes are that the Path A and Path B thing are just example builds, and that in the future we will be able to pick anything we want, limited to 1 of each tier or something. Maybe that's how it is and I am misunderstanding how the new system will work a bit. Thank you for taking the time to read this. I love the sentinel class and main a Watchman and I want to see it still have a viable place in raiding.
×
×
  • Create New...