Jump to content

Datamined Inquisitor changes for RotHC!


Kindran

Recommended Posts

I saw these supposed leaks a while ago, and contrary to some of the posters here, my first reaction was that the surging charge/ discharge changes are a nerf to the upfront burst of deception specs. If I'm reading it correctly, you won't do any damage with discharge unless you've first built up surging charges (on a 4.5 sec cooldown without voltaic strike). So 1 stack does 1/3 the damage of 3 stacks, rather than being a 30% buff.

 

That means no upfront discharge in Wakajinn, and in 31 pt deception, if they manage to defend against your discharge after your voltaics, you have a 15 sec cooldown and more stacks to build rather than a buffed shock on six sec cooldown. Of course, it all depends how much damage this thing does now to make up for it.

 

On the other hand, the new abilities seem OP for Huttball.

Link to comment
Share on other sites

I saw these supposed leaks a while ago, and contrary to some of the posters here, my first reaction was that the surging charge/ discharge changes are a nerf to the upfront burst of deception specs. If I'm reading it correctly, you won't do any damage with discharge unless you've first built up surging charges (on a 4.5 sec cooldown without voltaic strike). So 1 stack does 1/3 the damage of 3 stacks, rather than being a 30% buff.

 

That means no upfront discharge in Wakajinn, and in 31 pt deception, if they manage to defend against your discharge after your voltaics, you have a 15 sec cooldown and more stacks to build rather than a buffed shock on six sec cooldown. Of course, it all depends how much damage this thing does now to make up for it.

 

On the other hand, the new abilities seem OP for Huttball.

As a Infiltration Shadow, that are my thoughts as well. Especially on Huttball... Go to the endzone, help your mates take the ball, and TP back in the endzone.

 

By the way, most of the change are either too good, too fantasque, sometimes too stupid to look credible. Add to that the fact that the source is a mysterious guy who gives datamined to a website specialised in datmining meaning that could have found these data themselves...

But still, it hurts nobody to talk about it... Wait maybe it does in fact. People should keep their fantasy in control, as they're are chances that their hopes to be crushed when the real patch notes will release.

Edited by Altheran
Link to comment
Share on other sites

I wonder if the new barrier will allow us to bubble other players?

I am still torn if I like the ability or not given that mos likely we can't attack because its a channeled ability. I mean I already find myself playing defensively.

 

I just don't know if we get the teleport too I am completely happy, I would feel like I can walk into any fight and win if I play right.

Link to comment
Share on other sites

Assassins are already the undisputed kings of Huttball so BW give them a teleport.. hurhurhur

Meh, Assassin and Sorc are my two main chars I play so i'm happy with either.

 

Can't really judge the datamined info without percentages, timers, cooldowns etc.

 

I can already imagine multiple assassins using phase walk at a turret on Alderaan then just leaving it, soon as it gets capped they can teleport back in and smash whoever is gaurding it and recap leaving the opponent(s) not having the slightest clue what happened.

 

Not sure what the force barrier ability is going to be like to be honest, I can't imagine it's a long channel or Sorcs would be basically unkillable, but then a short channel is practically useless. Anyone with common sense would just wait for the channel to end rather than decide 'oh I can't damage him I better swap targets'

Edited by WaldoA
Link to comment
Share on other sites

While looking over the Sorc changes I've noticed two peculiar things that escaped my attention the first time through. First Revivification is being nerfed by roughly 10% due to the changes in Force Suffusion. While overload becoming a heal seems interesting, I wonder if the bonus healing from Suffusion will be moved directly into the Revivification talent since it too is being changed. The second and probably most shocking thing is that Static Barrier (stun bubble) isn't receiving a definite nerf. While it is being changed, the changes appear to be percentage wise not anything solid.

 

Even though this is datamined and the accuracy cannot be 100% it still is interesting.

Link to comment
Share on other sites

The second and probably most shocking thing is that Static Barrier (stun bubble) isn't receiving a definite nerf. While it is being changed, the changes appear to be percentage wise not anything solid.

 

Even though this is datamined and the accuracy cannot be 100% it still is interesting.

 

"Backlash: Static Barriers you place on yourself have a <<1>>% chance to collapse in a Backlash when they end, incapacitating all nearby enemies for 3 seconds. This effect does not break on damage.

 

Look the underlined part. Probably the only supposed change here.

Edited by Altheran
Link to comment
Share on other sites

What I don't like about it, is :

Life Ward: Your Static Barrier and Force Barrier heal you for <<1>>% of your total health every second for as long as they last.

It says : "You can't touch me, but I'm healing myself, and you can't even stop me."

 

WORD

Link to comment
Share on other sites

* Force Barrier: Projects a Force Barrier about you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled.

 

* Phase Walk: Activating this ability marks your current location for <<1>> seconds. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds. Does not break stealth.

 

Sorcerer

 

New abilities for Corruption

 

* Amnesty: Reduces the duration of Consumption's Force degeneration effects by <<1>> seconds. In addition, Force Barrier now purges Consumption's Force degeneration effects.

 

* Force Gift: Increases alacrity by <<1[%d/%d/%d]>>%.

 

* Force Warden: Innervate channels and ticks <<1>>% faster.

 

* Humility: Targets stunned by your Electrify suffer Humility when Electrify wears off, which reduces all damage dealt by <<1>>% for 10 seconds.

 

* Life Ward: Your Static Barrier and Force Barrier heal you for <<1>>% of your total health every second for as long as they last.

 

* Master Speed: Increases the duration of Force Speed by <<1[%d seconds/%d second/%d seconds]>>. In addition, when Force Barrier ends, the active cooldown of Force Speed is finished.

 

 

Talent tree changes to Corruption

 

* Penetrating Darkness: Increases your bonus healing by <<1>>%.

 

* Fadeout: Force Speed has a <<1>>% chance to grant Fadeout, removing all movement impairing-effects and granting immunity to all movement-impairing effects for the duration.

 

* Dark Mending: Reduces the activation time of Dark Infusion by <<1[%d/%d/%d]>> seconds and the Force cost of Dark Heal by <<2>>.

 

* Efficacious Currents: Reduces the Force cost of Static Barrier by <<1>> and reduces the duration of De-ionization by <<2>> seconds.

 

* Force Suffusion: Overload has a <<1>>% chance to heal you and affected allies for <<2>>.

 

* Revivification: Heals up to 8 allies that remain within 8 meters of the targeted area for <<2>> over <<3[%d/%d/%d]>> seconds.

 

* Life Surge: Increases Force critical chance by <<1>>% and damage reduction by <<2>>%.

 

Wait so Force Barrier makes us immune to damage when channeled? Does that include AoE damage? Because if that means I can just channel through a short AoE phase then that would be sweet.

 

Does Phase Walk allow us to teleport during the TFB fight? If so I could just teleport from my healing platform to almost 1 platform away from where I heal the final phase. That would be so nice.

 

Life Ward says that my Static Barrier heals me for 1%/second when it's up. Is that accurate? Because that's actually quite useful.

Link to comment
Share on other sites

from what I gather from it its even better,

 

Static Barrier heals for a % while active, then when it is broken it refreshes force speed, the new bubble on channel ending refreshes force speed.

 

Lightning strike reduces the active CD of Polarity Shift by X "per cast" and polarity shift also increases movement by 50% as well as alacrity by 20%, as well as giving forked lightning x2 proc chance with instant "0" force cost chain lightning once every 10 seconds.

 

Chain Lightning roots then snares for 50% with this ^^^

 

So here is your situation, "your already bubbled" your healing and you notice ctp cavesmash heading your way so you activate phase walk and mark your place, and force speed away, he sabre throws you then leaps, this breaks your bubble and refreshes force speed, you speed away again, he persues you then you activate phase walk again and "poof" your back where you started and now the guy after you is effectivly out of the fight for 15 seconds while he runs back.

 

or

 

your dpsing and do this same thing except every time he beats your barrier off you then your @ max range again or "poof" your at max range again tearning his azz up with polarity shift running. Starting with Thundering blast and spamming lightning strike.

 

( that now has a % chance to double attack for 30% dammage, while lowering your cooldown on polarity shift each time you cast it )

 

I believe I also seen traited change to lower the CD on polarity shift even more, as well as traited change to lower the active lockout to apply Static Barrier by x seconds, its 15 now - 3 seconds from PvP set bonus = safe to assume 7-10 sec on Static Barrier....that on ending refreshes force speed .

 

Be nice to see the official changes on PTS

Edited by Jarlaxb
Link to comment
Share on other sites

Huttball starts. Tank sin takes the ball and scores and pops phase walk. Tank sin gets the ball back, jumps into the pit, phase walks and scores. Rise, repeat, GG.

 

Voidstar. Inquisitor places Phase walk on one door, and heads over to the other. Uses phase walk when incs are called. GG

 

Civil War. Same as Voidstar, but a little less useful.

 

Novare Coast. Same as Voidstar, but a little less useful, considering the space between the two, you'd have to place it and run a bit before you TP.

 

Hypergate. Place it at pylon and at mid. Run orbs fast and respond to incs.

 

GG any team with multiple inquisitors.

Edited by Luckeyduckey
Link to comment
Share on other sites

There will most likely be a very apparent graphic where ever phase walk is placed on the ground. Will require some smart thinking from the player to place it behind pillars or somewhere so not to make it obvious, will be fun, but yeh annoying for others to deal with.
Link to comment
Share on other sites

from what I gather from it its even better,

 

Static Barrier heals for a % while active, then when it is broken it refreshes force speed, the new bubble on channel ending refreshes force speed.

 

Lightning strike reduces the active CD of Polarity Shift by X "per cast" and polarity shift also increases movement by 50% as well as alacrity by 20%, as well as giving forked lightning x2 proc chance with instant "0" force cost chain lightning once every 10 seconds.

 

Chain Lightning roots then snares for 50% with this ^^^

 

So here is your situation, "your already bubbled" your healing and you notice ctp cavesmash heading your way so you activate phase walk and mark your place, and force speed away, he sabre throws you then leaps, this breaks your bubble and refreshes force speed, you speed away again, he persues you then you activate phase walk again and "poof" your back where you started and now the guy after you is effectivly out of the fight for 15 seconds while he runs back.

 

or

 

your dpsing and do this same thing except every time he beats your barrier off you then your @ max range again or "poof" your at max range again tearning his azz up with polarity shift running. Starting with Thundering blast and spamming lightning strike.

 

( that now has a % chance to double attack for 30% dammage, while lowering your cooldown on polarity shift each time you cast it )

 

I believe I also seen traited change to lower the CD on polarity shift even more, as well as traited change to lower the active lockout to apply Static Barrier by x seconds, its 15 now - 3 seconds from PvP set bonus = safe to assume 7-10 sec on Static Barrier....that on ending refreshes force speed .

 

Be nice to see the official changes on PTS

 

That is only if we get phase walk we will have all the tools to win if u play smart. Phase walk is overpowered for assassins I think cause they can get in kill their target and phase walk out a lot of ppl will be getting immortal medals

Link to comment
Share on other sites

Huttball starts. Tank sin takes the ball and scores and pops phase walk. Tank sin gets the ball back, jumps into the pit, phase walks and scores. Rise, repeat, GG.

 

Voidstar. Inquisitor places Phase walk on one door, and heads over to the other. Uses phase walk when incs are called. GG

 

Civil War. Same as Voidstar, but a little less useful.

 

Novare Coast. Same as Voidstar, but a little less useful, considering the space between the two, you'd have to place it and run a bit before you TP.

 

Hypergate. Place it at pylon and at mid. Run orbs fast and respond to incs.

 

GG any team with multiple inquisitors.

 

i would assume phasewalk has a shorter range than ur implying here, but the huttball scenario is HRM

Link to comment
Share on other sites

idk, i dont see the need for an assassin to have a pre set up teleport,

 

i thought they were getting a shadowstep type ability, not that assassins have mobility issues

 

Maybe if you TANKED a few hard or nightmare mode 16 mans you would understand.

 

An example, firebrand tank battle, two otehr tanks force leap to get back into comabt....assassin ..force speed if its up and then jump..jump..ohh ok almsot ther enow reposition and hope u didnt lose agro and raid wipe or turn turret wrong..

 

Assassins long ago in closed beta had a force leap, back when you could walk with channeled spells.

 

It is the clsoest thing to a force leap without the leap. More for pve boss's than anything.

 

Sure any skill you can use in pvp, well enarly any. So this will have some useses but pve a leap/boss clsoer was needed for a reasonable number of boss's. Add to the fact that more end game content comming, who knows how many more boss's we will need to leap to and not have a leap.

Link to comment
Share on other sites

Huttball starts. Tank sin takes the ball and scores and pops phase walk. Tank sin gets the ball back, jumps into the pit, phase walks and scores. Rise, repeat, GG.

 

Voidstar. Inquisitor places Phase walk on one door, and heads over to the other. Uses phase walk when incs are called. GG

 

Civil War. Same as Voidstar, but a little less useful.

 

Novare Coast. Same as Voidstar, but a little less useful, considering the space between the two, you'd have to place it and run a bit before you TP.

 

Hypergate. Place it at pylon and at mid. Run orbs fast and respond to incs.

 

GG any team with multiple inquisitors.

 

60 meters, the total length of teh ability, makes not the field or half the field of hutball.

 

60 meters, dble a normal skill range....short indeed.

Link to comment
Share on other sites

 

* Force Warden: Innervate channels and ticks <<1>>% faster.

 

* Dark Mending: Reduces the activation time of Dark Infusion by <<1[%d/%d/%d]>> seconds and the Force cost of Dark Heal by <<2>>.

 

 

 

So Sorc healers are getting a boost to single target healing. Nice. And finally seems you won't feel like you're shooting yourself in the foot by casting Dark heal, lol

Link to comment
Share on other sites

×
×
  • Create New...