Old School Jedi Tanking- Does It Still Exist?

Posted by on Jul 22, 2014 in discussion, jedi Knight, tanking | 0 comments

It isn’t very often that a moment in a video game catches us off guard again, makes us appreciate the true value of our game experiences and makes us want to tell others about the experience. But when they do happen, they usually remain in our memories for awhile. Such is the case with Massively writer Jef Reahard when he played with a “real Jedi” named Nayelii

Read More

Concealment / Scrapper Proposed Survivability Changes

Posted by on May 3, 2014 in forum post, jedi Knight, Sith Warrior | 0 comments

  The below 2 posts are posts by a developer, not suggestions by players.: Hey Folks, This is the list I’m looking at to put in, mostly based on the feedback y’all have given here (using Imperial names because that’s what I have in my notes, don’t hate!) Add an Interrupt to Jarring Strikes 50%/100% chance to activate (So you can interupt an active cast with Hidden Strike) Add 10%/20% DMG Reduction to Revitalizers to the duration of Stim Boost (this is IN ADDITION to the healing) Add 15%/30% AOE Damage Reduction to Shadow Op Elite Hit me with your feedback based on this list! Original Dev Post: Hey Gang, So something we want to do in 2.8 is see if we can’t add a bit of survivabilty into the Concealment/Scrapper trees, with possibly a focus on events happening as you exit stealth. We’ve got a couple ideas, but nothing concrete yet so we want to see what y’all would like. Things to keep in mind as we discuss: No Brand New Abilities: At this point in time, we aren’t looking in adding a whole new ability No Crowd Control: It is extremely unlikely that we will be up for adding in (or adding back in) more crowd control (I’m looking at you old Jarring Strike) Moving on to the discussion, here is my current entry into the brainstorm: I sort of like the idea of having Hidden Strike/Jarring Strike adding either a debuff to the target or a buff to the Op/Scoundrel that offers some defense for a short time, to help prevent that “I pop out from stealth and immediately get exploded” feeling. Maybe in the vein of crowd control protection for the Op himself, or just some flag damage/accuracy defense. Thoughts on this by ChilastraRanger: Operative/Scoundrel is currently the only 4-meter DPS class in this entire game without talented 30% AoE DR. So that must be added. In addition — we need at least 2 of these suggestions, or something similar to those suggestions implemented. Don’t add 20% DR to Revitalizers, that’s a joke. Nobody takes Revitalizers as a talent. If you do (god forbid) add DR to Revitalizers, then you need to lower the 2 minute CD to something reasonable like 1.5 min or 1 min. Nobody will waste those precious 2 points on 20% DR every 2 minutes when they NEED those points in other skills in order to be viable, namely in things like Slip Away, etc. I’m referring to PvP here mainly. Please do add the 20% DR (maybe something more like 25% or 30%, if its on a longer CD) — just not to Revitalizers. Pick a different skill talent to add it to, preferably one that people actually take — such as Inclement Conditioning, or Advanced Cloaking, for example. Personally, the buff we NEED (in order to help make us more equal, not overpowered) would be a buff (maybe tacked on to Advanced Cloaking, Infiltrator, or Ghost) in which we get 5/8% DR and/or CC immunity upon exiting stealth/entering combat for 2/4 seconds. Of course, this is a rough example, and the Combat Team would know far more about the percentages/math to make this reasonable. This also would be in addition, preferably, to the other suggestions. I understand the Combat Team/Designers want to move away from the stuns/CCing that currently ruin the game. I support that move. Hidden Strike doesn’t need to stun anyone, I guess. However, Hidden Strike should ALWAYS be an interrupt. That only makes sense, given the nature of the ability (surprise attack from stealth + root). However, if the Combat Team continues to move away from stuns/CC, especially in PvP, then it is finally time to REMOVE POSITIONAL REQUIREMENTS from Backstab, Hidden Strike, etc. Less stunning = less opportunities to use your best abilities often. Doing this would actually improve our survivability, and it requires no new skills or damage increases. If you can’t CC people effectively, then you can’t even use your hardest-hitting abilities, meaning simply that you die faster in all encounters. No other class has such rigid restrictions on their (only) top-tier damaging abilities. Sins have more DR, and several other high-damage options other than Maul. Conc. Operatives, however, rely on two skills: Backstab + Hidden Strike, to really hit hard. Acid Blade only works with those skills too, so if can’t regularly get behind your target — you can’t even use Acid Blade as regularly as you realistically need to. Or, do things like improving our stealth level, or allowing Acid Blade to work with more abilities. Let me make this as utterly rudimentary as possible, BioWare: Make us at least roughly as viable in PvP as Sins, and make us at least roughly as viable in endgame PvE as Snipers. At 55/Ranked in the current end-game meta, Operatives aren’t picked for stuff 99% of the time, and it needs to stop. Despite our PvE parses, it’s obvious we are actually towards the bottom of the barrel. I don’t want to be “Overpowered.” I want to be equally viable to the other classes in this game. It’s shame, given the fact that this class has arguably the best class story , aesthetics, etc. in the game. 55 Operative, Valor 70 55 Scoundrel, Valor...

Read More

SWTOR Jedi Knight Sentinel Leveling Build for Game update 2.0

Posted by on Apr 29, 2013 in build, jedi Knight, jedi sentinel | 0 comments

Here is a new build from the swtorsavior.com guys. This is a leveling build for the Jedi Knight Sentinel advanced class in SWTOR.   The Jedi Knight Sentinel builds listed below, focus on talents and abilities with potential for burst and utility and/or talents that augment Focus generation. These talent builds perform best with both instant and channeled abilities. You can check out the full build here. 3/3 Focused Slash 2/2 Valour 3/3 Juyo Mastery 2/2 Merciless Zeal 2/2 Searing Saber 1/1 Overload Saber 2/2 Blurred Speed 1/1 Repelling Blows 2/2 Close Quarters 2/2 Watchguard 2/2 Focused Leap 3/3 Mind Sear 2/2 Force Fade 3/3 Plasma Blades 2/2 Weakening Wounds 2/2 Burning Focus 1/1 Inexhaustible Zeal 1/1 Merciless Slash 3/3 Insight 2/2 Swelling Winds 1/1 Swift Slash 3/3 Steadfast 1/2 Defensive Forms   If you want a COMPLETE set of builds for 2.0 for ALL classes, video guides and an EXTENSIVE Leveling guide, check out http://www.swtorsavior.com/...

Read More

Jedi Knight Class Changes in RotHC

Posted by on Apr 17, 2013 in jedi Knight | 0 comments

Continuing yesterdays class updates, BioWare posted the class changes for the Jedi Knight that comes with game update 2.0 Rise of the Hutt cartel. If you missed yesterdays update, We have the smuggler class changes here and the Imperial Agent Class Changes in RotHC here. This time BioWare Senior Designer on Star Wars: The Old Republic Austin Peckenpaugh shed some light on the changes to the Jedi Knight class in Game Update 2.0. Check out the original article here or read our copy pate below: If you missed any of the other class updates posted this week, you can check the out here: Smuggler Class Changes in RotHC Imperial Agent Class Changes in RotHC Jedi Knight Class Changes in RotHC Sith Warrior Class Changes in RotHC Trooper Class Changes in RotHC Bounty Hunter Class Changes in RotHC   Hello everyone. My name is Austin Peckenpaugh, and I’m a Senior Designer on Star Wars™: The Old Republic™, responsible for class design and combat systems. As such, I’m here to shed some light on the changes to the Jedi Knight class in Game Update 2.0. We’ll be writing about recent class changes coming to The Old Republic, but this time we’re going a little more in depth and taking on one class (for both factions) at a time. If we haven’t covered your class yet, do not despair; it will be covered in the coming days. Combat Systems Alacrity Improvements: One of the big changes to combat systems is the way that Alacrity works. Prior to this update, Alacrity came with a tradeoff for some classes, and it was nearly useless to other classes. The faster you attacked, the more resources you would spend, and that only worked if you had channeled abilities or abilities with activation times. Now, Alacrity will increase the activation speed of all abilities, including instants. We haven’t just shortened the global cooldown, either. When activating any ability quicker, its animation will also play quicker. This makes some attacks look and sound very cool. Furthermore, Alacrity increases resource regeneration by the same rate, helping you to recuperate resources more quickly as you spend them more quickly. For Knights and Warriors specifically, attacking faster means generating resources faster. Now more Alacrity is strictly a good thing. DoT Improvements: We’ve changed the way we evaluate damage over time effects, so it should now be less costly to keep your DoTs up and to spread them around. Shield Improvements: We’ve changed the way shields work to allow them to absorb any incoming kinetic or energy damage regardless of the source (melee, ranged, Force, tech – doesn’t matter). This has significantly increased the importance of shields, and the game has been rebalanced to account for such a major adjustment. Accuracy Matters: In 2.0, all Elite (gold star) and tougher enemies will have additional defense chances against Force and tech attacks. As a result, Accuracy Rating will play a pivotal role in optimizing your sustained damage in boss fights. Prior to 2.0, Accuracy Rating was valued very differently from class to class (or even spec to spec), and while it’s still different for each class or spec, that difference is now much smaller. In effect, all damage-dealing roles will find Accuracy Rating much more useful than before. Sentinel Twin Saber Throw (New ability): This ability throws both sabers forward, dealing high damage to everything in their path. Upon striking a target, that target is additionally slowed by 50% for 6 seconds. 18-second cooldown. Below are some additional details on changes made to the Sentinel’s skill trees. Many more skills than the ones mentioned here have changed; these are really just the highlights. Watchman Watchman has always had a strong rotation with good sustained damage and utility. We didn’t want to mess with the formula to Watchman’s success, so we just made them better at doing what they already do. Weakening Wounds: This new utility skill causes your burning targets to deal less damage. Zealous Ward: This new utility skill causes you to heal for a percent of your maximum health when attacked while Saber Ward is active. Inexhaustible Zeal: Increases the maximum stack size of Juyo Form and Merciless Slash by 1. With this skill, Juyo Form stacks up to 6 times and Merciless Slash stacks up to 4 times, ultimately giving Merciless Slash a 6-second cooldown. Burning Focus: Burning Focus will help give you the Focus you need to fuel more Merciless Slashes. Your direct damage attacks that critically hit a target have a chance to build 1 Focus. Combat Combat has been criticized for being a little too simple to play. While they have lots of fun utility, their core rotation was a little boring. However, some players like a more relaxed playstyle, so it’s important to us that we don’t change things too much. To that end, we’ve helped unlock Combat’s most fun utility (Transcendence, right?), and livened up their core rotational gameplay with a deadly new proc effect. Saber Screen: Sentinels in general have great survivability tools, but their passive survivability is very low. In large part, this is intentional, but Combat receives very few survivability boosts even for a Sentinel. With Saber Screen, each time your Ataru Form procs, you gain a stacking damage reduction buff. Contemplation: With this new skill, whenever you use a “rest” ability (Introspection, Carbonite Chamber, etc), you generate Centering over the channel duration. This lets Combat front-load a Zen, Transcendence, or Inspiration without having to use Valorous Call! Hand of Justice: When your Ataru Form triggers, you have a chance to gain Hand of Justice, which finishes the cooldown on Precision Slash and Dispatch and makes your next Dispatch free and usable on any target at any health level. Focus (Sentinel) Our intentions with Focus Sentinels in 2.0 are to continue to support their viable sustained damage, but to lessen the burst potential of Force Sweep. This isn’t solely about correcting issues though, so we’ve also added some gameplay improvements and better utility to Focus. Changes to Force Sweep: Force Sweep hits for significantly less in 2.0, reducing Focus’s on demand...

Read More

SWTOR Jedi Knight Guardian Leveling Build 2.0

Posted by on Apr 14, 2013 in build, builds, jedi Knight | 0 comments

  This guys over at swtorsavior.com have send us a new build. This time it’s a leveling build for Jedi Knight Guardian. The Jedi Knight Guardian builds listed below, focus on talents and abilities with potential for burst and utility and/or talents that augment Focus generation. These talent builds perform best with both instant and channeled abilities. Here are the points used: 3/3 Insight 2/2 Momentum 2/2 Swelling Winds 2/2 Zephyrean Slash 1/1 Swift Slash 2/2 Pulse 2/2 Saber Strength 2/2 Intervention 1/1 Zealous Leap 2/2 Felling Blow 3/3 Singularity 1/1 Force Lash 1/1 Agility Training 1/1 Gravity Defiance 3/3 Focused Resonance 2/2 Shi-Cho Mastery 2/2 Through Peace 3/3 Heightened Power 1/1 Force Exhaustion 2/2 Master Focus 2/2 Victory Rush 3/3 Single Saber Mastery 2/2 Improved Sundering Strike 1/2 Perseverance Rotations: Single Target: Sundering Strike > Zealous Leap > Force Sweep > Force Exhaustion > Force Stasis > Dispatch > Blade Storm > Master Strike > Saber Throw You can use Saber Throw, Sundering Strike or Strike if you are below 7 Focus. Try and use Force Exhaustion to build up the Singularity buff. Multiple Target: Sundering Strike > Force Sweep > Cyclone Slash > Strike Survival Options: Endure Saber Ward Resolute Focused Defence Saber Reflect Stat Priority: Strength > Accuracy  > Power > Surge > Crit Jedi Knight Guardian 2.0 Leveling Build If you want a COMPLETE set of builds for 2.0 for ALL classes, video guides and an EXTENSIVE Leveling guide, check out http://www.swtorsavior.com/...

Read More
Page 1 of 5123...Last »