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mmerry

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  1. Welcome to update 5.0 : Star Wars the Old Republic: Hope we dont **** This One Up Mechanical changes Mastery has been redisgned! We realize that this was a stupid mistake and Willpower, Cunning, Strength, and Aim has been returned to how it was in 3.0 Mastery now increases the effectiveness of certain abilities depending on class and spec. New stat Multistrike! Attacks have a chance (based on multistrike %) to hit for 30% of base value. All "basic attacks" have been removed. To compensate there is now an "auto attack" has been added and weapons have been scaled to adjust for this. Weapons now have an attack speed and dps value. New Resource! Combo points are now a new resource gained by certain classes that enhance abilities! Caps at 5 combo points. Class Changes Consular Class All consular advanced specs now have access to Benevolance! Costs 40 force to activate and has a 1.5s activation. Jedi Shadow Infiltration Mastery! Now increases effectiveness of finishing moves by 15% (increased by mastery) Shadow strike has been redesigned. It now requires stealth to activate, costs 60 energy and its damage has been slightly reduced. Builds 2 combo points. Clairvoyant strike has been redesigned. Costs 35 force. Hits once, and builds 1 combo point. Force Breach has been redesigned. It is now a finishing move that costs combo points and 25 energy, and now deals damage over time that is increased based on the number of combo points spent at the time of activation. Spinning Strike has been redesigned! It is now a finishing move that deals increased damage based on the combo points spent at the time of activation. Blackout has been redesigned! Now only an infiltration ability. Now grants 10s of pseudo stealth where abilities that require stealth can be used. Abilities that require stealth now cost 20 less force. Shadows training has been redesigned! Shadows now recieve 15% more multistrike from all sources, increases endurance by 3%, and advances the damage over time effect of Force Breach by 2s, thus causing an instant tick. Also refunds 5 energy per combo point spent when activating a finishing move. New ability! Shadow Focus! Increases attack speed by 40%. Costs 25 energy and lasts up to 36s if used at 5 combo points. (less if used at less combo points) New ability! Way of the force! Only usable while stealthed or while under the effects of blackout. Builds 2 combo points. Whirling Blow has been redesined! Now costs 35 force, deals low damage and builds combo points based on the number of targets hit. New ability! Shadows Intuition! Allows for up to 5 combo points to be stored in addition to the normal 5 combo points. Serenity Shadow Force Breach has been removed for Serenity Shadows. Mastery now increases damage of damage over time effects by 16% (increased by mastery) Force in Balance has been redesigned! Costs 20 force and deals no damage. Now increases all melee and damage over time effects by 25%. Duration is 36s if used at 5 combo points. Vanquish has been redesigned! Costs 30 energy and deals increased damage over time based on the amount of combo points at activation. Lasts 24s if used at 5cp. Double Strike has been renamed and redesigned! Now called Shred! Costs 40 energy and builds 1 combo point. Sever Force has been redesigned! Costs 35 energy deals damage over 15s and builds 1 combo point. Serenity Strike has been redesigned! Costs 25 energy and deals damage based on the amount of combo points used at activation and consumes up to 25 extra energy to increase damage up to 100%. Additionally Serenity Strike refreshes your vanquish if the target is below 25% energy. Whirling Blow has been redesigned! Costs 50 energy, deals moderate damage and places a damage over time effect on all enemies hit. (limit 8 targets) New ability! Force Serenity! Finishing moves have a 20% chance per combo point to make your next Benevolence free and castable in Force Technique. New passive! Moment of Serenity! Casting Benevolence causes your next two abilities to deal 40% more damage for their full duration. Shadows Training has been redesigned! Increases endurance by 3% and your auto attacks have a chance to make you next ability cost no force while in Force Technique. Force Potency has been redesigned! Instantly gives you 60 force and increases the damage of all abilities by 15% for their full duration. Lasts 8 seconds. 30s cooldown.p New ability! Battle Meditation! Reduces the cost of all abilities by 50% and increases maximum force by 50 while in Force Technique. Lasts 15s. 3 minute cooldown. ( ͡° ͜ʖ ͡°) srsly tho this might actually make this game enjoyable
  2. mmerry

    Hi m8s

    Yeah I saw the df nerf.. I guess they did it for parity. After playing for about 2 hrs Sunday I realized that nothing had really changed and logged back into wow. At least I get to see the epic conclusion to the kotfe story. /sarcasm
  3. Has anything changed with shadow/sin?
  4. basically this i still heal in a group twice a week and i am usually half asleep by the last boss in any given op (damn you real life and making me wake up @ 5am everyday) and I can literally heal everything HM other than tos/rav with kolto bomb, successive treatment, and the occasional med probe. Plus its always nice to tell your raid leader to **** off I used my cloak to increase my dps not rez the retarded dps that cant do the mechanics properly.
  5. Generally if a tank is doing that kind of damage in PvP they are most likely forgoing defensive stats in favor of endurance, crit, and power. Krea has a guide at the top of the page that goes over his recommended gearing for a PvP shadow tank.
  6. https://gyazo.com/bd20d8fd7fdd3af1a9b58370a92ec49c you can basically maintain this indefinitely on 8 targets... not that adds would be alive for very long in a raid, but im just trying to illustrate the disparity between carnage aoe and deception aoe with regards to sustainability edit - nvm you can bascially do the same thing on a shadow if you just chain your blackout/stealth cycle I have always just run into problems when its mid fight and blackout is on cd. Its probably easier now with the force cost reduction to abilities, but IMO the carnage deal is way easier to pull off. /shrug
  7. Yeah its ok as long as you go in with full force and you have your force regen abilities up. If you have to AOE mid fight w/o blackout up you go out of force so fast. Carnage can literally just beserk and spam the **** out of sweeping slash and get the initial hit and all the ataru hits as well. Its actually quite ridiculous.
  8. Heh yeah I don't think I've uploaded anything from an op since the end of October or beginning November. Not that it really matters most of the top parses end up being fluff anyway. It doesn't really matter anyway since I sent all of my 224 stuff to my sentinel so i can spend the last month of sub time actually doing damage.
  9. I may or may not have a video of a group ranked match from season 1 with him in it. #drunktrolling
  10. at least it's not as bad as the marksmen nerf eh so i finally got around to patching and I forced myself to do an infil parse... Cold parsed a 6500 but at least it felt smoother I guess with the force cost reductions
  11. Sigh.. These devs are just amazing /sarcasm
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