Update on 3.3 PTS Sorc/Sage Healing Changes

Posted by on Jun 9, 2015 in Jedi Consular, Public Test Server, Sith Inquisitor | 0 comments

  Due to player feedback, the SWTOR Combat Team has a few changes comming up for Sorcerer and Sage on the public test servers. Check it out below: Update on 3.3 PTS Sorc/Sage Healing Changes | 06.08.2015, 10:48 PM Hey everyone, Thank you all for the continued feedback over the weekend. We wanted to take a moment to give you all a preview of Sorcerer/Sage changes that we have planned for the next PTS patch based on your feedback. Below are our intended changes. Sith Inquisitor Sorcerer Consuming Darkness now activates instantly, restoring 50 Force (up from 30). The healing component has been removed. The original design of the ability was never intended to provide significant healing, and by removing the healing component entirely, we are able to restore a greater amount of Force (which helps us address concerns over low Force return). We also hope that removing the healing component from this ability with prevent confusion regarding the purpose of the ability (which is to restore Force). Corruption The Revivification effect of Force Surge now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. Following community feedback, we wanted to improve the viability of Revivification through a reduced Force cost. The Consuming Darkness effect of Force Surge has been redesigned: Consuming Darkness restores an additional 10 Force and consumes 1 charge of Force Surge. To keep the Revivification effect of Force Surge relevant and ease the expense of Force Surge charges, we have reduced the Consuming Darkness effect back to a single charge. Alongside the increased base Force restoration of Consuming Darkness, this should improve the worth and utility of both Force Surge and Revivification. Reverse Corruptions has been redesigned: Consuming a charge of Force Surge grants Reverse Corruptions, increasing your Force Regeneration Rate by 2 per second for 10 seconds. Following the removal of the healing component of Consuming Darkness, we have decided to have Reverse Corruptions offer a Force Regeneration Rate increase to bolster resource management. Roaming Mend now has a base Force cost of 65 (up from 60) and its healing has been increased. To make sure that it is still strong enough to be viable in single target burst healing situations, we improved the healing, and respective cost, of Roaming Mend. Jedi Consular Sage Vindicate now activates instantly, restoring 50 Force (up from 30). The healing component has been removed. The original design of the ability was never intended to provide significant healing, and by removing the healing component entirely, we are able to restore a greater amount of Force (which helps us address concerns over low Force return). We also hope that removing the healing component from this ability with prevent confusion regarding the purpose of the ability (which is to restore Force). Seer The Vindicate effect of Resplendence has been redesigned: Vindicate restores an additional 10 Force and consumes 1 charge of Resplendence. Following community feedback, we wanted to improve the viability of Salvation through a reduced Force cost. The Salvation effect of Resplendence now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. To keep the Salvation effect of Resplendence relevant and ease the expense of Resplendence charges, we have reduced the Vindicate effect back to a single charge. Alongside the increased base Force restoration of Vindicate, this should improve the worth and utility of both Resplendence and Salvation. Amnesty has been redesigned: Consuming a charge of Resplendence grants Amnesty, increasing your Force Regeneration Rate by 2 per second for 10 seconds. Following the removal of the healing component of Vindicate, we have decided to have Amnesty offer a Force Regeneration Rate increase to bolster resource management. Wandering Mend now has a base Force cost of 65 (up from 60) and its healing has been increased. To make sure that it is still strong enough to be viable in single target burst healing situations, we improved the healing, and respective cost, of Wandering Mend. We have not had the time to thoroughly test these changes, however, and you all may see some adjustments in the live PTS patch update. Initial testing has shown that these changes are over-performing on targets. While we are pleased with the playstyle, you can all expect some scaling back for the final release. Feel free to share your opinions in the meantime. Cheers, all! The SWTOR Combat...

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Patch notes for 3.1.2a

Posted by on Apr 9, 2015 in Jedi Consular, Patch 3.1, Patch notes | 0 comments

Servers are back online after today’s Maintenance.  Below are the patch notes: Classes + Combat Jedi Consular Shadow Low Slash is no longer repeatedly activated after its initial use. I think we all saw this one coming 😉

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Inquisitor/Consular SWTOR 3.0 Changes – Livestream Notes

Posted by on Nov 18, 2014 in Jedi Consular, Shadow of Revan, Sith Inquisitor | 0 comments

What changes will we see to Inquisitor/Consular with Game Update 3.0? Well, now we have some information to help us answer this question. Most of the livestream went over utilities and disciplines and Dulfy has a great breakdown of the whole thing for us. You can see SWTOR Disciplines Calculator built by swtor_miner. This calculator currently only displays Classes and Disciplines that have been shown on Official Livestreams. See it here.   Utilities Overload now heals a max of 8 targets. It is a smart heal (picks the lowest HP % targets to heal). There is a trait now to allow Cloud Mind to increase your damage reduction by 25% for 6 seconds. Bubble stun is now an utility and available to all sorcs. Lighting Barrier – increases your Force Barrier amount by 10% only (down from 20%). Corruption Roaming Mend is the new Corruption ability and grant 3% internal and elemental damage reduction Animation: http://i.imgur.com/JzntnUD.gif Dark Infusion is now in the discipline path for corruptions so DPS sorcs no longer get them. Resurgence will give the target an armor buff Force Surge now reduces activation time of Revification by 0.25s (down from 0.33s) for the first two charges or make it activate instantly with three charges Will consumption trigger Roaming Mend? It does not since technically you are spending health and not taking damage. Lightning Lighting Flash, new ability at level 41 Animation: http://i.imgur.com/5T6OvEz.gif Lightning Bolt, new ability at level 57. Replacement for Lightning Strike and slows the target by 30% Animation: http://i.imgur.com/iqSi8PO.gif Burst damage spec, it is suppose to do lower overall damage than Madness but not down to our target values yet. Thundering Blast casts a bit faster now with base cast of 1.5s. Applies Vulnerable debuff with Crushing Darkness – make target take 5% more force damage for 45s. If you are casting Lighting Bolt and get interrupted and locked out. Will you also get locked out of Lightning Strike? No you will not get locked out of Lighting Strike. Madness Force Leech is the new ability for Madness at level 41 Animation: http://i.imgur.com/H7BABxR.gif Demolish is the new ability for Madness at level 57 and replaces Crushing Darkness. Also applies Vulnerable debuff that make target take 5% more force damage for 45s. Animation: http://i.imgur.com/WzxxzaT.gif Death Field heals you now for 10% of the damage dealt, affects 8 targets max (up from 5 targets on live). Wrath now requires 4 stacks to make Lighting Strike/Demolish/Crushing Darkness instant cast. Creeping Terror no longer has a cooldown but cannot immobilize your target more than once every 9s. Q&A What armor you wearing? Revanite – 198 armor http://i.imgur.com/DHL6Mzw.jpg Is overload 360 or still a cone? Still a cone Death Field charges still go off on other player’s DoTs? Only on other sorc’s DoTs. We want to make it go off on your DoTs only but don’t have the techchology to do it for 3.0. Why is Wrath increased to 4 ticks from 3 ticks? We don’t like people to clip. Force Lightning is only a 2s channel now for Madness so you get your 4 stacks a lot faster. Is vulnerable debuff cleanseable? Yes if you can cleanse force debuffs. Also purgeable (i.e. force shroud, evasion). Revifification/Salvation heals too little We will probably make a change so where the first 8 people that goes into it get a HoT and it disappears. It has to heal for less because it is too effective. The healers are healing too effective and it trivialize the content in both PvP and PvE. Some healing need to come down a bit maybe, not sure if Revification/Salvation will get reduced even further. Roaming mend – whole raid gets hit by an AoE, what happens? 5s delay everytime it lands on a target. A single AoE hitting the raid will only cause it to travel one time. There is also a travel time in addition to the 0.5s delay. It takes at least 3s for all the heal ticks from Roaming Mend to land. Assassin Mass Mind Control is a now a detaunt if you are not in tank spec. Madness Assassins deleted off the game. Hatred Assassin is the new name Utilities Electric Bindings, the trait that allow Overload to immobilize targets is now available to assassins (previously sorcs only) All assassins can now get the Assassin’s shelter as an utility which increase healing done by 5% for those standing within 5 meters of the phase walk. Darkness Thrash and Lacerate now afflicts Trauma on its targets. Lacerate now costs the same as Thrash so you can use it as part of your rotation without eating all your force. Wither causes Weakened debuff on your target, causing them to deal 5% less melee and ranged damage. This is the second raid debuff assassins get after trauma. Recklessness now grant 30% shield absorption for 20 seconds while Dark Charge is active. Depredating Volts is the new ability at 57 that replaces Force Lightning. http://i.imgur.com/Lg9tqDY.gif Deception Deception generally remains the same from pre 3.0 with some small rotation changes. Discharge applies the Vulnerable debuff for 45s which cause targets to take 5% more force damage. This is the first raid debuff that deception assassins get. Maul will sunder targets and sundered targets have their armor reduced by 20%. This is the second raid debuff. Ball Lighting is a new ability granted at level 57 that replaces Shock. Animation: http://i.imgur.com/dgcpJyt.gif Deception assassin have a target DPS of 4125 in 198 gear. Hatred If you have Creeping Terror on a target and you spread it via Death Field, will the immobilize component of Creeping Terror also spread or just the damage? Just the damage Force Leech and Demolish are the new abilities at level 41 and 57. They have identical animations to the Madness sorc abilities. Hatred has two raid debuffs. Death Field places Overwhelm, and there is also the Vulnerable debuff. Sage Seer Wandering Mend, clone of Roaming Mend. Animation: http://i.imgur.com/eRUQhmw.gif Telekinetics Telekinetic Burst, replacement for Distrubance at level 57 Animation: http://i.imgur.com/rhCj9bT.gif Telekinetic Gust, new ability at level...

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Game Update 3.0 Class Changes: Sage + Sorcerer

Posted by on Nov 18, 2014 in Jedi Consular, Jedi sage, Shadow of Revan, Sith Inquisitor, Sith Sorceror | 0 comments

The latest update from the SWTOR blog gives us news about some Game Update 3.0 class changes to Sage and Sorcerer. It’s not surprising that this update will bring changes to the various classes in the game but previously, we were not sure what those would be. Now, as we draw closer to the date, we get more information on just what we can expect. For the base Class changes, please see the Shadow blog here. As for Sage, here is a snippet from the post: Sages have seen some changes to their baseline ability package. Deliverance is now only accessible to Seer Sages, but all Sages now have Rejuvenate. Force Studies now increases the Sage’s maximum Force pool up to 600, rolling in the extra 100 Force from the now cut Mental Longevity skill. All Sages can now train the following passive ability: Inner Strength: Reduces the Force consumed by Force abilities by 10%. And as part of the operation group utility being added to all classes in the 3.0 game update, Sages also gain the following new active ability: Force Empowerment: Increases Strength, Presence, Aim, Cunning, Endurance, and Willpower for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. And then if you read down further and get all the details, you’ll also see an overview of the Sorcerer changes.Here is a snippet: Sorcerers have seen some changes to their baseline ability package. Dark Infusion is now only accessible to Corruption Sorcerers, but all Sorcerers now have Resurgence. Force Attunement now increases the Sorcerer’s maximum Force pool up to 600, rolling in the extra 100 Force from the now cut Reserves skill. All Sorcerers can now train the following passive ability: Electric Induction: Reduces the Force consumed by Force abilities by 10%. And as part of the operation group utility being added to all classes in the 3.0 game update, Sorcerers also gain the following new active ability: Unlimited Power: Increases Strength, Presence, Aim, Cunning, Endurance, and Willpower for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. For the base Class changes, please see the Assassin blog here. Again, be sure to read the full page for all of the changes that will take place with Game Update...

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Star Wars Facts: The Three Branches of the Jedi Order

Posted by on Mar 22, 2014 in Jedi Consular, jedi guardian, Jedi Order, jedi sentinel | 0 comments

The Jedi Order was an ancient and noble monastic peacekeeping organization unified by its belief and observance of the Force. The Jedi were the guardians of peace and justice in the Galactic Republic, and became the most famous of the various groups that relied on the Force for their power. Led by a series of Jedi Councils, the Order grew over the millennia despite facing many trials, most often threats from the Sith, wielders of the dark side of the Force. For a full reading about the Jedi order check out our article about them here. Below is a walk through of the Three Branches of the Jedi Order: The Sentinels Jedi Sentinels were often considered a blend between the Consulars and the Guardians. However they were more than that. Whilst the other branches focused on what they could achieve with Force powers or Lightsabers Sentinels realised that the Force could only achieve so much and employed other skills and their related fields including security, computers, stealth techniques, demolitions, repair or medicine. Whilst a Guardian may kick in a door and a Consular knock, Sentinels would pick the lock. Whilst many of the Order were hunted to extinction during the Great Jedi Purge, Darth Sidious believed that many of the survivors would be Sentinels because of their unique skill sets and ability to go undetected for so long. Whilst the New Jedi Order didn’t reinstate the title, Grand Master Luke Skywalker considered some of his Jedi filled the role. When many of the Order were slaughtered during the reign of Darth Krayt the Sentinels that survived felt personally responsible for the failing to see the rise of the Sith and began to hunt down members of the One Sith (The New Sith Order). Sentinel Roles: Jedi Combat, through years of training these Sentinels mastered the art of wielding dual lightsabers in combat. Jedi Investigator, Specialised trackers and spies the Investigators worked with law enforcement to track down criminals, investigate crimes and went undercover within criminal organizations. Jedi Recruiter, Their primary responsiblity was to track down other Force users, and to test newborns for Force sensitivity. Jedi Shadow, Going further than the Investigators the Shadows were responsible for hunting down and destroying anything and everything related to the Dark Side of the Force and it’s users. The closest thing the Jedi had to assassins. Jedi Watchman, Took on responsibility for whole planets or Systems ensuring that there was peace and helping better the societies found there, protecting the rights of it’s citizens. Tradtionally Sentinels used yellow Lightsabers and often dual wielded. Noteworthy Sentinels include Bastila Shan, Visas Marr, Atton Rand, Kam Solusar and Kyle Katarn.   The Guardians Guardians was the name given to the branch of the Jedi Order who’s skill lay in battle and warfare whether as a soldier or a leader of men. Their role within the order has remained consistent through the Orders history. Guardians concentrating on combat training and more martial pursuits, took part in battle more than the other branches of the Jedi. Able to trace their beginnings back to the Orders founders on Tython they took it upon themselves to defend the weak and uphold the law of the Galactic Republic. As a result they often wore their lightsaber openly. It was recommended that Guardians spend up to three hours a day training, honing and practiscing their skills. A policy that was necessary during the early days of the Republic, because of the instability of it’s members and the organization. After the Ruusan Reformation the Guardians took on a greater role when the Republic Army was disbanded and the Jedi were entrusted with the role of Defenders of the Republic. Working closely with militia and police forces of the Outer Rim Territories and the borders of Wild Space, the Guardians worked hard to curb the slave trade and the smuggling operations. They often carried wrist binders as a result. Guardian Roles: Exotic Weapons Specialists, Often trained to use weapons other than the traditional lightsaber, though they were rare in the order, they often used double-bladed lightsabers, lightsaber pikes, flails, whips, and blasters. Lightsaber Instructors, responsible for teaching the use of Lightsabers and combat to the Initiates, Younglings and Padawans of the Temple. They also recommended Jedi for the role of Instructor to the Jedi High Council. Jedi Ace, A member of the Jedi Starfighter Corps, the Aces were gifted pilots and dogfighters. A variety of starfighters were used depending on the Orders history and the individual skills of the pilot. They often worked with local defence fleets and the Republic Navy. Jedi Peacekeepers, Exactly as they sound, the Peacekeepers kept the peace, especially along the Outer Rim. They assisted local police forces and militias and as a result were probably the most recognisable members of the Jedi Order. The Peacekeepers on Coruscant made up the Temple Security Force, protectors of the Jedi Temple and the Temple Precinct. Guardians traditionally used blue lightsabers, as a symbol of solidarity and uniformity, though it was not required. Noteworthy Guardians include Luke Skywalker, Anakin Skywalker, Qui-Gon Jin, Obi-Wan Kenobi, Mace Windu, Plo Koon and Juhani. The Consulars Jedi Consulars are lead by the Council of Reconciliation, seeking diplomatic means of spreading peace and harmony through the Galactic Republic in accordance with the Jedi way. Refusing to draw their lightsabers except as a last resort many Consulars were considered as good as the Guardians when it came to swordplay. Consulars roles have remained consistent within the Order throughout it’s history. Many of the Councils members and Grand Masters have been drawn from the ranks of the Consulars including Yoda. It is said what the Guardians could achieve through combat the Consulars could achieve with words. With a focus on mental refinement, studying the mysteries of the Force and meditation the Consulars believed they could calm tense situations and mend broken relationships via civil discourse, reasoning, and parley, rather than resorting to combat. As a result of their focus on...

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