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You are joking!!


Shaggggy

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Scoundrel

 

A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. not as useful as the slingers version

 

A new passive ability, Street Tough, has been added which increases Energy regeneration rate. Goes a little way to help us increase damage in sustained combat

 

Lucky Dodge has been removed from the game. This effect is now incorporated into Dodge by default.

 

Blaster Volley is now trainable at level 12.

 

Kolto Pack has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds. Nerf

 

Pugnacity is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Upper Hand. Instead, this ability now has a 2-minute cooldown, grants Upper Hand, and increases alacrity for a short duration. Nerf

 

Upper Hand now causes the character to giggle the first time it is applied if Upper Hand is not already active.

 

Diagnostic Scan is now trainable at level 18.

 

Smuggle can now only be activated while Stealth is active. Additionally, Smuggled group members can now use Sneak and Blackout.

 

Smuggle now provides a visual effect that shows the stealth field projected around the Scoundrel.

 

Smuggle now reduces movement speed by 15% (down from 30%).

 

For a toon that completly relies on stealth, movement, crut and high burst I think i just got shafted...again. You give Snipers stealth detection so I can no longer sneak up on them and burst them (crit going to 20%) and their 'roll out of there' goes further, removes all movement impairs and pops them behind their shield. . Not sure if pugnacity is only available every 2 mins or you can still use upper hand as well.

 

No one will want scoudrels for any part of this game

 

Doesn't look too good for me :eek:

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Your opinion. Here is my mine. I have tested out my toon on the live and the test back to back. I can easily do sustained healing as Imperial Operative with the nes system and energy management is better than on live.

 

I have my 50 in the Shadowlands server. If you do not believe me, join me in a group and watch me heal constantly back to back. Then we can jump into the test server and look at it there. I noticed they cut the cost for some heals and entering and exiting stealth now gives me free tactical advantages. So much simpler to manage.

 

I cannot speak for damage because I have not leveled a operative/scoundrel from 1-50 while playing in flashpoints and pvp. I have healed in Flashpoints and pvp matches. I like the test server version so much better that I do not play my Operative anymore. I am waiting for the update.

 

BTW, I hope you did not just paste from the patch notes. You have to look into the skill trees and compare to get the true sense of the changes. It is also better to test it out in the server as well. That will give you a more valid and reliable opinion.

 

I think? Either do or do not, there is no try.

 

Scoundrel

For a toon that completly relies on stealth, movement, crut and high burst I think i just got shafted...again. You give Snipers stealth detection so I can no longer sneak up on them and burst them (crit going to 20%) and their 'roll out of there' goes further, removes all movement impairs and pops them behind their shield. . Not sure if pugnacity is only available every 2 mins or you can still use upper hand as well.

Edited by SentinelDranoel
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I have a 50 shadow but not geared her yet and won't be having read about it.

 

We had a good chance of hurting snipers alot but now they will totally rinse me before i can get away/kill them....Say i do sneak up on 1, SF/FR then BB as it will be the only time i will get chance to get behind them, they will then roll away 18m. Now either I try to close the gap but being the squishiest out there that is not an option, so run at what will be 50% speed due to movement impairs or roll for 6m (now 24m total) roll again (now 30m away with no energy left due to opener)...DEAD!!!

Edited by Shaggggy
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A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. not as useful as the slingers version

 

There is a cooldown on the slinger/sniper version. NO cooldown on the scoundrel/Op version. And it can be used in stealth.

 

Kolto Pack has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds. Nerf

 

Nerf? Are you joking? Have you ever healed? Giving it a hot will actually make me want to use it, rather than mostly ignoring it.

 

Pugnacity is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Upper Hand. Instead, this ability now has a 2-minute cooldown, grants Upper Hand, and increases alacrity for a short duration. Nerf

 

That is not really a nerf. Alacrity now increases energy regeneration.

 

You give Snipers stealth detection so I can no longer sneak up on them .

 

The stealth detection only works in a frontal cone. Sneak up behind them.

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I have a 50 shadow but not geared her yet and won't be having read about it.

 

We had a good chance of hurting snipers alot but now they will totally rinse me before i can get away/kill them....Say i do sneak up on 1, SF/FR then BB as it will be the only time i will get chance to get behind them, they will then roll away 18m. Now either I try to close the gap but being the squishiest out there that is not an option, so run at what will be 50% speed due to movement impairs or roll for 6m (now 24m total) roll again (now 30m away with no energy left due to opener)...DEAD!!!

 

Two comments:

 

1) Class capabilities change over time in MMO PvP. What was one day, won't be somewhere down the line.

 

2) PvP is not tuned and designed for 1v1 gankage.

 

So if you rolled a class just so you could pwn some other class, you made an error in judgement IMO.

 

Good MMO PvP is all about rock/paper/scissors and team play. You can't be a rock, paper, and scissors all at once.

 

PS: this probably belongs over in the PTS forum since you are talking about things that are not live yet.

Edited by Andryah
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That is not really a nerf. Alacrity now increases energy regeneration.

 

 

It is kind of a nerf though, since it has a 2 min cd, right? right now you can keep stim up all the time, as long as you have TA, cuz by the time it times out, the cd is ready for you to use again

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Two comments:

 

1) Class capabilities change over time in MMO PvP. What was one day, won't be somewhere down the line.

 

2) PvP is not tuned and designed for 1v1 gankage.

 

So if you rolled a class just so you could pwn some other class, you made an error in judgement IMO.

 

Good MMO PvP is all about rock/paper/scissors and team play. You can't be a rock, paper, and scissors all at once.

 

PS: this probably belongs over in the PTS forum since you are talking about things that are not live yet.

 

OK, this is twice in an hour that I've agreed with Andryah. Can someone please check the temperature in....the downstairs furnace please? ;-)

 

There's an old saying in the military: "If you find yourself in a fair fight, you've screwed up big time!" That principle applies to MMO PvP. If you're finding yourself in alot of 1v1 while doing warzones, etc. then you're doing it wrong. As for me, when I look at my experience healing up to Terror for my old guild on my Scoundrel and then read those notes...I'm like Holy Crap! Healing the main tank as a scoundrel before was ridiculously easy (and people who know me will you tell you I NEVER complain about something being too easy!). Now it appears that Scoundrel healers are going to be even more ridiculous.

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It is kind of a nerf though, since it has a 2 min cd, right? right now you can keep stim up all the time, as long as you have TA, cuz by the time it times out, the cd is ready for you to use again

 

It's hard to say exactly without looking at some deeper testing, but it's also a buff that it no longer consumes tactical advantage, but rather, grants it. You won't have access to it 100% of the time, but also keep in mind that stacking alacrity will now increase energy regeneration, which was not possible before.

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It's been over a year. If you haven't figured out by now that you should be playing a sent/mara, I'm not sure what to say. They get buffed pretty much every patch, despite having been the most powerful class for the last 10 months.
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T

1) Class capabilities change over time in MMO PvP.

Not in this one they don't. The strongest classes on month 3 are the strongest classes now.

 

2) PvP is not tuned and designed for 1v1 gankage.

I find this is generally only said by players of the current best 1v1 class in an MMO.

 

So if you rolled a class just so you could pwn some other class, you made an error in judgement IMO.

See above

 

Good MMO PvP is all about rock/paper/scissors and team play. You can't be a rock, paper, and scissors all at once.

Sure you can, do what I did and roll a marauder. You're the rock, paper and scissors.

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It is kind of a nerf though, since it has a 2 min cd, right? right now you can keep stim up all the time, as long as you have TA, cuz by the time it times out, the cd is ready for you to use again

 

I thought that's what this was for: "A new passive ability, Street Tough, has been added which increases Energy regeneration rate."

 

Instead of having Stim be something that simply eats upper hand occasionally they gave it an actual use, while keeping the regeneration increase. That said, I haven't tested the regen increase by Street Tough compared to stim in live.

 

As for alacrity I'm not really sold on it being the be-all end-all of energy management that people seem to be throwing around since the changes were announced. It seems like its purpose is to be more energy-neutral than anything.

Edited by MillionsKNives
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It is kind of a nerf though, since it has a 2 min cd, right? right now you can keep stim up all the time, as long as you have TA, cuz by the time it times out, the cd is ready for you to use again

 

Its not though, because energy regen rate is faster to begin with, so stim boost is needed less.

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