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Morthwyll

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  1. About the Gore giving stacks instead of timed buff Easily fixable with Berserk/Zen giving one more stack to it - "If used under Berserk/Zen it will grant 4 stacks instead." - the effectiveness stays the same.
  2. I'm no expert, but alacrity seems to be usefull for healers in both PvP and PvE. I would go for something like 25-30% crit chance, ~70% surge, rest in power and alacrity.
  3. Pretty much ^this^ but I would additionally like to see: ad. 1 Carnage/Combat - a bit longer Carnage/Precision (1 or even 0.5sec should suffice), so we could actually use Ravage/Master Strike comfortably with it. ad. 2 Extension of anti-kiting tools seems to be proper idea too. CC immunities (anti-snare/root mostly) count toward these tools though. ad. 3 More survivability but gained not by more defensive cooldowns or self heals, but mostly by ways to counter CC. TBH Maras/Sent are pretty tough, if played properly, but they can't use their tools when locked in stuns. IMHO we just need to get some nice utilities with ways to counter CC and maybe some small tweaks here and there (like changing part of the utility passives to core) to get pretty balanced class in PvP. I'm not big on PvE though, but the static dps (on dummy) seems ok, maybe a bit subpar compared to other melee/short range classes, but it's more consistent because of how Maras/Sents manage their resources, therefore in longer fights performs well enough (if Mara/Sent can stay in range ofcourse).
  4. Click me But seriously - if they fix them in 3.1.1, probably I will, until then there are other dps that outperform Maras. Maras are still nice in premade, but even there Sin, PT or Jug can do better.
  5. You can add: Jedi Sentinel Combat discipline Immaculate Force Passive "Execute now additionally increases the critical chance of Blade Storm and Clashing Blast by 100%". Sentinels does not receive "Execute" buff or proc (Marauders do) - it should say "Opportune Attack" instead. It's just a tooltip bug, the passive works as intended.
  6. Damage reduction for Shii-Cho form is buffed only by default 3%, instead of 5%, as it should with Defensive forms utility obtained. This happens only for Jedi Sentinel, on Sith Marauder it works as intended. Screenshots attached. That additional 2% of damage reduction comes from Combat discipline Force Health passive and I checked, it does stack with Shii-Cho buff and even with Concentration discipline active, the Shii-Cho damage reduction bonus still doesn't work properly. Shii-Cho form not active: http://oi59.tinypic.com/t65i8m.jpg Shii-Cho form active: http://oi57.tinypic.com/2mg5vte.jpg
  7. Also, Defensive forms still doesn't work properly for Shii-cho, will make new thread.
  8. Another patch went live and the tooltip bugs are still here. I understand they're not the top priority (if it's really only tooltip bug and the effect works fine), but come on, how much time and work force it takes to fix small mistakes in description of couple passive skills?.. Bumping with a little hope to get a fix, eventually.
  9. Accidentally necroed the topic, but maybe some1 still cares Closest thing to what you propose are Item modification station avaible for Stronghold, although you cannot buy it directly from legacy, you can either get it from Cartel Market or from GTN for reasonable price. I believe they moved most utility to Stronghold (only the Training dummies stay for-ship-only, which is a pity tbh, I'd like to see a kind of gym/training room in Strongholds).
  10. I also have noticed couple events like this - either on door or pylon ppl wasn't interrupted by direct dmg. Once it was so bad, that the guy died and still wasn't interrupted, we lost pylon 1sec after he was already dead, I've noticed that his corpse still had the channel bar visible on it. Let's just hope it gets fixed with todays maintance.
  11. Mara/Sent is also my favourite class, and I played it a lot. I agree with most of the proposed by OP changes, although I don't see that much of need to change UR, but maybe because I learned not to rely on it so much, since it works like it does. IMO there should be few important changes in current Mara's utilities. We should get utility: to increase range of snare to 10m (let's say instead of rooting effect in Inescapable or additionally to Interceptor) to reduce Unleash cooldown by 30sec (most classes have that kind of utility) giving stun immunity - either short buff after Force Charge like Vengeance Jug (which I'd prefer) or as OP wrote for the duration of Saberward, like Sin's utillity (I'd see it instead of Blood Ward) reducing damage by 30% when stunned would also be more than welcome (PT in one of the DPS paths have both 30% less from AoE and 30% less when stunned and they have higher survivability than Mara even without it and PTs don't even need to spend utility point for it), but I agree that if both Unleash cd reduce and stun immunity gets implemented it will feel like too much anti-stun stuff. giving root/snare immunity for a short duration (or longer duration but with longer cd) - after all melee classes are hurt the most by snares/roots. The last one should replace or expand one of the already exisiting utilities - I personally would see it as part of Phantom - so instead of increasing movement speed bonus of Force Camo it would make us immune for movement-impairing effects for it's duration, and this effect should not be removed by dealing dmg. Another option is to change how Predation works so Unbound would be more usefull for Maras (i.e. Predation should be a group or self buff with longer cooldown and not using Fury). Also I personally think that Cloak of Rage and Defensive forms should be put together and, instead of one of them, Unleash cooldown reducing utility should be available (Sin for e.g. have a Skillfull utility Avoidance that reduce the CC-breaker cd by 30sec, interrupting ability by 2sec and additionally reduce the Force Speed cd by 5sec, also Force Speed with additional utility breaks all snares/roots - so it is powerfull for a Skillfull utility). Cloak of Rage is currently a must have for solo/PvP and is even usefull in some group PvE content. Other classes received Core passive buffs, that were in one of the skill trees pre-3.0, for e.g. PT have extra buffs to their Cylinders as Core passive but Mara have Defensive forms as utility. Given the above I propose to make the Defensive forms extra buffs to Mara's forms as Core passive and have the Fury building effect attached to Cloak of Rage. Then we could receive Unleash's cooldown reducer in place of Defensive forms. I'd also would like to see a change (maybe as part of an utility) of how Maras detaunt works - it should be more in line with Sin and PT detaunts, so we could use it while still staying in combat and not just too escape/sneak. IMO Force Camo should have two effects - one, removed when dealing direct damage, and one that would stay for full duration even when dealing direct dmg. The first one should be the "difficult to detect" part, the other should be "reducing all damage taken" (maybe it would feel right to tune down this buff to 30-35% instead of 50%). Not sure where to put the speed buff, maybe in 1st part, even though it would be much better for Maras in the 2nd one (obviously). If the snare/root immunity would be add to it (by utility) it should ofcourse be in the 1st part, as I wrote before. Just make Mara utilities more in line with Sin's and it should be fine
  12. Hmm, for me the Force stasis says 1,46s channel time (in ataru form) and it stuns for 4sec like it should, works ok. I also tried switching between forms and Juyo increases proper Damage reduction while Shi-cho only increases it by 3% (instead of 5% since I have Defensive forms bought), you're right about that. Not sure if the Ataru speed bonus works, 15% is hardly noticable tbh. For Marauder they seem to work correctly.
  13. 2nd maintaince, with lots of tooltips changes and yet those are still there...
  14. To be clear - I'm OK with waiting because I choose not to pay extra, I just wish to know if and when I'll have access to it. (Please read OP, possibly with understanding, when joining the discussion). And I think that it would be better if they put minimal amount of "work and effort" (which is putting already exisiting unlock, which I believe is not directly linked to new content via program code, as seperate buyable expansion) and make it avaible to buy <-(important word) the lvl cap increase and access to gear without paying for the content I choose not to use (because I won't enjoy it enough to make it worth that extra money). I don't see how exactly they would loose this way - players enjoying all of the game modes would buy the full expansion like they did now, and ppl who doesn't enjoy PvE would pay for the partial unlock. Unless the PvP-only player base is big enough to earn a lot on making them buy a content they won't use just so they can enjoy competetive modes developers took away from them... but treating them this way is not really good for business if this is really that big group. Also if they wouldn't like to differ between PvP-only and PvE-only player base, they would make the PvE and PvP gear interchangeable, so players could gather PvP usefull gear in PvE and the other way, but they obviously don't want it, so there always be many players who doesn't have time or will to farm both modes.
  15. 1st - I know that, I choose how I use my time in game and I'm OK with my choices, I just don't like having something I already have limited, because I choose not to pay extra for not having it limited. 2nd - you can't do 55 PvP - no more rankeds avaible for lvl 55 and you get to que in lvl 30-59 bracket, which is not "55 PvP" by my understanding. New content for PvP could be new warzone modes, organised open PvP areas or, by definition, anything that rewards you and let you develop your character through competition with other players (not fighting against NPC like in PvE). And I was obviously being sarcastic about being ganked in starter areas (that supposed to be sanctuary) as content - it's obviously a failure, not content... TSW is a niche game, but it's because of the specific gameplay and not how they treat their consumers, and for a niche game it's doing pretty well, have at least couple of bigger content packs / expansions and few smaller ones a year and faster balancing changes / fixes than SWToR, but that's not the point.
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