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Klassenänderungen 2.10


Eskadur

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Quelle: http://www.swtor.com/community/devtracker.php

Jedi Knight

Sentinel

 

Combat•Opportune Attack now triggers 50/100 percent of the time when Ataru Form deals damage

•Hand of Justice now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.

Watchman•Mind Sear no longer has a rate limit of 6 seconds.

Sith Warrior

Marauder

 

Carnage•Execute now triggers 50/100 percent of the time when Ataru Form deals damage

•Slaughter now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.

Annihilation•Pulverize no longer has a rate limit of 6 seconds.

Imperial Agent•Explosive Probe's base cooldown has been reduced to 18 seconds (down from 30 seconds).

•Explosive Probe's damage has been reduced by 11%.

Sniper

 

Engineering•Imperial Auto Loader now reduces the Energy cost of Snipe by 2/4/6 Energy, in addition to its other effects.

•A target can now only be impacted by a maximum of 2 Scatter Bombs per Covered Escape. Damage per Bomb has been increased by 50%.

•Plasma Probe has been redesigned!•Plasma Probe no longer has a cooldown. An Engineer can only have one Plasma Probe deployed at a time.

•Damage is now distributed evenly throughout the Probe’s duration, and is dealt every 1 second.

•Overall damage dealt by the Probe has been increased by 22%

•A target under the effect of Interrogation Probe who is hit by any Plasma Probe damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.

 

Smuggler•Sabotage Charge's base cooldown has been reduced to 18 seconds (down from 30 seconds).

•Sabotage Charge's damage has been reduced by 11%.

Gunslinger

 

Saboteur•Jury-Rigged Mods now reduces the Energy cost of Charged Burst by 2/4/6 Energy, in addition to its other effects.

•A target can now only be impacted by a maximum of 2 Scatter Bombs per Hightail It. Damage per Bomb has been increased by 50%.

•Incendiary Grenade has been redesigned!•Incendiary Grenade no longer has a cooldown. A Saboteur can only have one Incendiary Grenade deployed at a time.

•Damage is now distributed evenly throughout the Grenade’s duration, and is dealt every 1 second.

•Overall damage dealt by the Grenade has been increased by 22%

•A target under the effect of Shock Charge who is hit by any Incendiary Grenade damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.

 

Jedi Consular

Sage

 

Seer•Master Speed now places a Hindered effect on enemies around the Sage when Force Speed is activated.

•Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.

Shadow

 

Infiltration•Force Breach now properly calculates damage based on the current number of Breaching Shadows. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.

•Clairvoyant Strike now has a base cost of 23 Force (down from 25).

•Clairvoyance now increases the chance to trigger Shadow Technique by 12.5% per Clairvoyance stack, in addition to its other effects.

•Profundity can now occur once every 9 seconds (down from 10 seconds).

•Potent Shadows now has a 100% chance to grant 1/2 stacks of Breaching Shadows when Force Potency is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Force Potency upon exiting combat.

Sith Inquisitor

Sorcerer

 

Corruption•Corrupted Speed now places a Hindered effect on enemies around the Sorcerer when Force Speed is activated.

•Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.

Assassin

 

Deception•Discharge now properly calculates damage based on the current number of Static Charges. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.

•Voltaic Slash now has a base cost of 23 Force (down from 25).

•Voltage now increases the chance to trigger Surging Charge by 12.5% per Voltage stack, in addition to its other effects.

•Saber Conduit can now occur once every 9 seconds (down from every 10 seconds).

•Electric Ambush now has a 100% chance to grant 1/2 stacks of Static Charge when Recklessness is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Recklessness upon exiting combat.

 

viel Spaß beim lesen

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Wächterbuff...

Kampf: Sieht sehr schön aus, denke ich, Zeit mal wieder was umzubursten :cool:.

Wachmann: Möglichkeit, Kauterisieren auf mehrere Ziele zu hauen? hmmm...

 

Revo/Sniper-Buff(Mittlerer Baum)...

macht ihn für mich mal interessanter, werde mal demnächst meinen 40er Sniper umskillen.

 

Hexler/Gelehrter-Buff...

Heiler besser im PvP, okay, Arenatauglich weiß ich nich einzuschätzen.

 

Edit: Okay, 25% höhere Chance auf Ladung bei zweimal Volt. Hieb zusätzlich, geht schon

Edited by Verpinenshooter
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  • Take Unnatural Preservation/Force Mend off the global cooldown.
  • Take Consumption/Noble Sacrifice off the global cooldown, and give it a 1.5 second cooldown (so Sorcerers/Sages will not be able to use it any more often than before, but this allows them to use other abilities immediately after using Consumption/Noble Sacrifice).
  • Change the 4-piece PvP set bonus to make Consumption/Noble Sacrifice no longer consume health, rather than restore 3% of max health over 6 seconds after use.
  • In addition to increasing maximum Force, Force Attunement/Force Studies will now also increase armor rating by 20%.
  • In addition to the bonus healing increase, Penetrating Darkness/Clairvoyance will now also have a 20/40/60% chance, whenever the Sorcerer/Sage takes damage, to make the Sorcerer’s/Sage’s next Dark Heal/Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal/Benevolence is activated, and will not be able to occur more than once every 10 seconds.

 

sage und hexer bekommen noch weitere buffs

der Hindered effekt hält übrigends 4 sek.

Edited by Trayon
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kleine Erklärung

Currently, we have the Hindered effect from Master Speed/Corrupted Speed set up to last 4 seconds, and it can affect up to 8 enemy targets within 8 meters of the Sage/Sorcerer when Force Speed is used. The Hindered effect is hit-checked as a Force ability, so things that can cause Force attacks to miss can be used to counter the application of the Hindered effect.

 

As Tait has already mentioned, the Hindered effect prevents the use of high mobility actions while it is active (which means it prevents the use of all the same abilities that the Mercenary's/Commando's Electro Net does). But the Hindered effect itself does not slow or deal damage to the targets it affects (those are additional effects provided by Electro Net for Mercenaries/Commandos). The Hindered effect is not broken by damage and has no effect on resolve.

 

The goal with this addition to the Master Speed/Corrupted Speed skill is to give Sage/Sorcerer healers a little more breathing room in PvP (and this particular Hindered effect will not generate any threat in PvE, because we did not want PvE Sages/Sorcerers to be afraid to take the skill). We have the duration currently set at 4 seconds, which could admittedly be too long or too short. We want it to last just long enough that the Sage/Sorcerer is able to get away and hide behind some line-of-sight blocker before getting jumped on by an enemy that was in hot pursuit when Force Speed was used.

 

Versteh ich das richtig, dass der Effekt wie das Elektronetz funktioniert? Also kein Anspringen? kein Rollen? keine Angstblase? AE Elektronetz ohne Schaden und ohne verlangsamen sozusagen?

Edited by Eskadur
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kleine Erklärung

 

 

Versteh ich das richtig, dass der Effekt wie das Elektronetz funktioniert? Also kein Anspringen? kein Rollen? keine Angstblase? AE Elektronetz ohne Schaden und ohne verlangsamen sozusagen?

 

So wie ichs verstanden hab hat man nur den Effekt, dass im Umkreis niemand mehr die starken Deffs zünden kann, und einen Anpsringen kann etc.

Der Schadenseffekt vom E-Netz wird glaub ich nicht angewendet.

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Versteh ich das richtig, dass der Effekt wie das Elektronetz funktioniert? Also kein Anspringen? kein Rollen? keine Angstblase? AE Elektronetz ohne Schaden und ohne verlangsamen sozusagen?

 

Exakt, für 4 Sekunden auf allen Gegnern in 8 Meter Umkreis um den Sage/Hexer..

Edited by Commander_Fox
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Jedi Wächter Kampf

 

#Hand der Gerechtigkeit , Schaden der Ataru Form hat eine 33/67/100 Prozent Chance Hand der Gerechtigkeit auszulösen.

 

#Günstiger Angriff , Ataru Form Treffer haben eine Chance von 50/100 Prozent Günstiger Angriff zu gewähren.

Is das ungefär richtig übersetzt ?

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Jedi Wächter Kampf

 

#Hand der Gerechtigkeit , Schaden der Ataru Form hat eine 33/67/100 Prozent Chance Hand der Gerechtigkeit auszulösen.

 

#Günstiger Angriff , Ataru Form Treffer haben eine Chance von 50/100 Prozent Günstiger Angriff zu gewähren.

Is das ungefär richtig übersetzt ?

 

Jupp, nur, dass letzterer Effekt nur alle 16 Sekunden auftreten kann.

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Für die allgemeine Verständnis

 

Hello Sages and Sorcerers!

 

Currently, we have the Hindered effect from Master Speed/Corrupted Speed set up to last 4 seconds, and it can affect up to 8 enemy targets within 8 meters of the Sage/Sorcerer when Force Speed is used. The Hindered effect is hit-checked as a Force ability, so things that can cause Force attacks to miss can be used to counter the application of the Hindered effect.

 

As Tait has already mentioned, the Hindered effect prevents the use of high mobility actions while it is active (which means it prevents the use of all the same abilities that the Mercenary's/Commando's Electro Net does). But the Hindered effect itself does not slow or deal damage to the targets it affects (those are additional effects provided by Electro Net for Mercenaries/Commandos). The Hindered effect is not broken by damage and has no effect on resolve.

 

The goal with this addition to the Master Speed/Corrupted Speed skill is to give Sage/Sorcerer healers a little more breathing room in PvP (and this particular Hindered effect will not generate any threat in PvE, because we did not want PvE Sages/Sorcerers to be afraid to take the skill). We have the duration currently set at 4 seconds, which could admittedly be too long or too short. We want it to last just long enough that the Sage/Sorcerer is able to get away and hide behind some line-of-sight blocker before getting jumped on by an enemy that was in hot pursuit when Force Speed was used.

 

We understand that it also can and will be used offensively by Sage/Sorcerer healers that seek to maximize the performance of their class. Based on the current performance of Sage/Sorcerer healers in ranked play, we feel that this offensive use of the Hindered effect will probably be fine, but we are still open to your feedback. We are also interested in your thoughts about the duration of the effect. We felt that 4 seconds was just long enough to allow the Sage/Sorcerer healer some room to escape, but extending this duration any longer could be rather dangerous when considering that the Hindered effect can be applied every 20 seconds by a single Sage/Sorcerer healer.

 

Is 4 seconds too long? Is it not long enough? Is an 8 meter radius too large? If you feel the whole concept is far too powerful, then please feel free to give us your thoughts on exactly why that is the case.

 

The addition to the Amnesty/Reverse Corruptions skill was again a PvP focused change. Yes, it also increases total healing in PvE, but the primary reason for this change was to give Sage/Sorcerer healers more time to be immune to interrupts and pushback in PvP. We did not want to change existing abilities for Sage/Sorcerer healers to activate instantly, because we feel that is one of the things that actually causes Scoundrel/Operative healers to over-perform in PvP.

 

Regarding the request for better Force management, we feel that giving Noble Sacrifice/Consumption no health cost would trivialize PvE healing for Sages/Sorcerer. And making it a PvP set bonus would not solve that problem either, because then PvE healers would just feel like they had to PvP to get the set bonus they want.

Edited by Serahfia
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Jupp, nur, dass letzterer Effekt nur alle 16 Sekunden auftreten kann.

 

Wo hast du das mit den 16s her? Im aktuellen PTS Build steht nix von 16s beschränkung und am Dummy procct das jedes mal wenn ich Blade Rush/MAsacre nutze. Der einzige Timer ist auf Hand of Justice/Slaughter und der liegt bei 20s. Von den Devs hab ich auch nix gelesen bezüglich eines Timer bei Opportune Attack/Execute den sie im kommenden Refresh testen wollen wie die zusätzlichen Buffs vom Sage/Sorc.

 

Btw würde ich das gerne mal mit dem Hindered Effekt testen, was geht bzw was nicht mehr geht. Jemand lust und nen Char auf dem PTS? Ich kann bis auf Shadow und Slinger alles anbieten für etwaige tests. Könnt euch bei interesse per PM melden.

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Wo hast du das mit den 16s her? Im aktuellen PTS Build steht nix von 16s beschränkung und am Dummy procct das jedes mal wenn ich Blade Rush/MAsacre nutze. Der einzige Timer ist auf Hand of Justice/Slaughter und der liegt bei 20s.

Hand of Justice meinte ich doch und okay, er liegt dann wohl bei 20 sec..

Mir war so, als ob im ersten Post diesbezüglich 16 gestanden hätte.

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