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Datamined Inquisitor changes for RotHC!


Kindran

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Taken from http://mmo-mechanics.com/swtor/forums/thread-1175.html

 

Sorry if this was posted somewhere else but I did not see anything.

 

This is for both sorcerers and assassins, and I cleaned/translated it to help those who don't know republic vs imperial ability names.

 

 

New abilities overall:

 

* 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.

 

 

Assassin

 

Changes

 

* Overcharge Saber: Readies yourself with the Force, immediately restoring 15% of your max health, increasing the damage and healing dealt by all Techniques by 100%, and increasing the chance to trigger their effects by 35%. Lasts <<1>> seconds.

 

* Discharge: Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber or electrostaff.

Lightning Charge: Deals <<2>> periodic kinetic damage over <<3>> seconds.

Dark Charge: Strikes up to 5 nearby enemies, dealing <<5>> internal damage and decreasing the targets' melee and ranged accuracy by 5% for the next <<4>> seconds. Generates a high amount of threat. Puts Discharge on cooldown for 6 seconds.

Surging Charge: Deals <<1>> internal damage per Breaching Shadow consumed.

 

 

New abilities for Madness

 

* Lambaste: Lacerate now automatically triggers Lightning Charge on affected targets on a separate rate limit.

 

* Mental Defense: Reduces all damage taken while stunned by <<1>>%.

 

* Rippling Force (Shadow): When your Lightning Charge deals damage, it has a <<1>>% chance to apply Rippling Force to the target, which deals <<2>> kinetic damage over <<3[%d seconds/%d second/%d seconds]>>

 

 

Talent tree changes to Madness

 

* Claws of Decay: Increases the critical strike damage dealt by Thrash by <<1[%d/%d/%d]>>%.

 

* Haunted Dreams: If your Whirlwind breaks early from damage, the target is stunned for <<1[%d seconds/%d second/%d seconds]>>. In addition, reduces the activation time of Whirlwind by <<2>> seconds.

 

* Sith Defiance: Increases damage reduction by <<1>>%.

 

* Devour: Increases the amount of healing generated by Death Field and Parasitism by <<1[%d/%d/%d]>>%.

 

* Creeping Terror: Weakens the target, freezing it in place for <<2[%d/%d/%d]>> seconds and dealing <<1[%d/%d/%d]>> internal damage over <<3[%d/%d/%d]>> seconds.

 

* Crackling Charge: Increases the damage dealt by Lightning Charge's Discharge effect by <<1>>%.

 

* Exploitive Strikes: Force critical hits increase your melee critical chance by <<1[%d/%d/%d]>>% for <<2[%d/%d/%d]>> seconds.

 

* Fanaticism: Reduces the Force cost of Death Field by <<1>>.

 

* Torment: Reduces the Force cost of Thrash, Spike, and Voltaic Slash by <<1>> and Shock by <<2>>.

 

 

New abilities for Deception

 

* Impose Weakness: Low Slash and Spike have a 100% chance to automatically trigger your Duplicity on a separate 10-second rate limit.

 

* Judgement: Increases all damage dealt to targets below 30% of max health by <<1>>%. Additionally reduces the Force cost of Spike by <<2>>.

 

* Nerve Wracking: Targets controlled by your Spike or Electrify take <<1[%d/%d/%d]>>% more damage from all sources.

 

* Shadow's Mark: Increases the accuracy of melee and Force attacks by <<1>>% and the damage dealt by Maul by <<2>>%.

 

* Whirling Edge: Reduces the Force cost of Lacerate by <<1>> and increases its damage dealt by <<2>>%.

 

 

Talent tree changes to Deception

 

* Charged Strikes: Increases the critical strike damage dealt by Maul by <<2[%d/%d/%d]>>%. In addition, Thrash, Maul, Lacerate, Spike and Voltaic Slash have a <<1>>% chance to grant Charged Strikes while Surging Charge is active, reducing the Force cost of your next Shock by 25%. Stacks up to 2 times.

 

* Voltaic Slash: Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Penetrating Darkness, which gives Shock a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.

 

* Duplicity: Direct damage attacks have a <<1>>% chance to grant Duplicity, causing your next Maul to deal 30% more damage and cost 75% less Force. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds.

 

* Saber Conduit: When your Surging Charge deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.

 

* Surging Charge: Assumes a surging charge, giving your attacks a 25% chance to deal <<1>> internal damage and build 1 Breaching Shadow. Breaching Shadows stack up to 3 times and increase the damage dealt by your next Discharge. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

 

 

New abilities for Darkness

 

*Kinetic Bulwark: Consuming a charge of Dark Ward increases shield absorption by <<1>>%. Stacks up to 8 times. This effect lasts for 20 seconds or until Dark Ward is reactivated.

 

* Martial Prowess: Spike can now be used while out of stealth mode.

 

* Shadow Wrap: Thrash and Spike have a <<1>>% chance to grant Shadow Wrap, which makes your next Maul cost <<2>>% less Force and usable when face-to-face with your target. This effect cannot occur more than once every 10 seconds.

 

* Shadow's Shelter: Increases all healing received by <<1>>%. In addition, deploying Phase Walk also deploys Shadow's Shelter, increasing the healing done by those within 5 meters of the Phase Walk by <<2>>%.

 

 

Talent tree changes for Darkness

 

* Electrify: Increases the threat and damage dealt by Shock by <<1[%d/%d/%d]>>%.

 

* Hollow: Increases your shield absorption by <<1>>%. In addition, when you activate Overcharge Saber while Dark Charge is active, damage reduction is increased by <<2>>% for the duration.

 

* Dark Ward: Erects a Dark Ward with 8 charges that increases your shield chance by 15% for <<1[%d/%d/%d]>> seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth.

 

* Energise: While Dark Charge is active, damage dealt by Thrash, Maul, Lacerate and Spike has a <<1>>% chance to finish the cooldown on Shock and make your next Shock a critical hit. Accelerated Accelerated Shocks that consume a charge of Fanaticism deal an additional <<2[%d/%d/%d]>>% critical damage.

 

 

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>>%.

 

 

New abilities for Lightning

 

* Cascading Force: Chain Lightning has a <<1>>% chance to immobilize all affected targets for <<2[%d seconds/%d second/%d seconds]>> and slow all affected targets by 50% for <<3[%d seconds/%d second/%d seconds]>>.

 

* Flowing Force: Forked Lightning is twice as likely to trigger while Polarity Shift is active. Additionally increases the duration of Polarity Shift by <<1>> seconds and reduces its cooldown by <<2>> seconds.

 

* Force Haste: Reduces the cooldown of Force Speed by <<1>> seconds, Force Slow by <<2>> seconds, and Force Barrier by <<3>> seconds.

 

* Mental Momentum: Crushing Darkness has a <<1>>% chance to tick twice. In addition, when you activate Thundering Blast, there is a <<2>>% chance the ability will produce a second blast that strikes the same target for 30% damage.

 

* Metaphysical Alacrity: Polarity Shift increases your movement speed by 50% while active.

 

Talent tree changes for Lightning

 

* Suppression: Reduces the activation time of Whirlwind by <<1>> seconds and increases the lockout duration of Jolt by <<2[%d seconds/%d second/%d seconds]>>.

 

* Electric Bindings: Overload has a <<1>>% chance to unbalance its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.

 

* Electric Induction: Reduces the Force cost of Force attacks and healing abilities by <<1>>% and increases Force accuracy by <<2>>%.

 

* 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.

 

* Reverberating Force: Increases the critical damage bonus of your Lightning Strike, Chain Lightning and Thundering Blast by <<1[%d/%d/%d]>>%.

 

* Lightning Effusion: Force attacks that critically hit have a <<1>>% chance to grant Lightning Effusion, lowering the Force cost of your next two Force attacks by 75%.

 

* Forked Lightning: When you activate Lightning Strike or Chain Lightning, there is a <<1>>% chance the ability will produce a second attack that strikes the same targets for 30% damage.

 

* Lightning Storm: Lightning Strike and Thundering Blast have a <<1>>% chance and Force Storm has a <<2>>% chance when dealing damage to cause Lightning Storm, immediately finishing the cooldown on Chain Lightning and making your next Chain Lightning activate instantly and cost no Force. This effect cannot occur more than once every 10 seconds.

 

* Conduction: Forked Lightning and Mental Momentum issue Conduction, increasing your Force bonus damage by <<1>>% for <<2>> seconds. Stacks up to 3 times. In addition, each Forked Lightning and Mental Momentum has a <<3>>% chance to reduce the active cooldown of Polarity Shift by 1 second.

 

New abilities for Madness

 

* Crush Spirit: Increases the damage dealt by Death Field and periodic effects by <<1[%d/%d/%d]>>% on targets below 30% of max health.

 

* Rippling Force: Damage dealt by Force Lightning has a <<1>>% chance and damage dealt by Lightning Strike has a <<2>>% chance to apply Rippling Force to the target, which deals <<3>> kinetic damage over <<4[%d seconds/%d second/%d seconds]>>.

 

* Telekinetic Focal Point: Damage dealt by Force Lightning has a <<1>>% chance and damage dealt by Lightning Strike has a <<2>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts <<3>> seconds.

 

* Mental Defense: Reduces all damage taken while stunned by <<1>>%.

 

 

Talent tree changes for Madness

 

* Haunted Dreams: If your Whirlwind breaks early from damage, the target is stunned for <<1[%d seconds/%d second/%d seconds]>>. In addition, reduces the activation time of Whirlwind by <<2>> seconds.

 

* Sith Defiance: Increases damage reduction by <<1>>%.

 

* Devour: Increases the amount of healing generated by Death Field and Parasitism by <<1[%d/%d/%d]>>%.

 

* Creeping Terror: Weakens the target, freezing it in place for <<2[%d/%d/%d]>> seconds and dealing <<1[%d/%d/%d]>> internal damage over <<3[%d/%d/%d]>> seconds.

 

* Deathmark : Deathfield now places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by <<1[%d/%d/%d]>>%. Lasts <<2[%d/%d/%d]>> seconds.

 

* Will of the Sith: Increases total Willpower by <<1[%d/%d/%d]>>%.

 

* Lingering Nightmares: Increases the duration of Crushing Darkness by <<1[%d/%d/%d]>> seconds.

 

* Disintegration: Increases the critical chance of Force Lightning and Lightning Strike by <<1[%d/%d/%d]>>%.

 

* Force Horrors: Increases all periodic damage dealt by <<1[%d/%d/%d]>>%.

 

* Wrath: When your Force Lightning deals damage, you have a <<1>>% chance to gain Corrupted Flesh, causing your next Lightning Strike or Crushing Darkness to activate instantly and deal 35% more damage.

Edited by Kindran
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* 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.

 

Probably a nice PvP ability, don't think it has much PvE value for deception/madness builds

 

Assassin

 

Changes

 

* Overcharge Saber: Readies yourself with the Force, immediately restoring 15% of your max health, increasing the damage and healing dealt by all Techniques by 100%, and increasing the chance to trigger their effects by 35%. Lasts <<1>> seconds.

 

seems about the same. added a 35% trigger, which for the deception build, seems like it's unneccesary (will get into that later). Also don't know what effect lightning charge has, so unless the duration changed, the change only effects darkness builds.

 

* Discharge: Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber or electrostaff.

Lightning Charge: Deals <<2>> periodic kinetic damage over <<3>> seconds.

Dark Charge: Strikes up to 5 nearby enemies, dealing <<5>> internal damage and decreasing the targets' melee and ranged accuracy by 5% for the next <<4>> seconds. Generates a high amount of threat. Puts Discharge on cooldown for 6 seconds.

Surging Charge: Deals <<1>> internal damage per Breaching Shadow consumed.

 

As long as the kept the same damage (used to be 5 stacks at 6%, equaling 30%+) then this is a huge win for deception.

 

Talent tree changes to Madness

* Sith Defiance: Increases damage reduction by <<1>>%.

* Exploitive Strikes: Force critical hits increase your melee critical chance by <<1[%d/%d/%d]>>% for <<2[%d/%d/%d]>> seconds.

* Torment: Reduces the Force cost of Thrash, Spike, and Voltaic Slash by <<1>> and Shock by <<2>>.

 

I have to see the values for Sith Defiance (2% damage reduction if you use both points) and Explosive Strikes (9% for 10 seconds if you use all 3 points) before I can say if this is good. I can't see either going down but can't really say either needed to go up either.

 

But now that Torment reduces the cost of Voltaic Slash, this skill is much more usefull. I currently didn't have it because a reduction in just shock likely didn't out weigh the +6% Voltaic Slash damage or the 6% armor pen, but now it may.

 

New abilities for Deception

 

* Impose Weakness: Low Slash and Spike have a 100% chance to automatically trigger your Duplicity on a separate 10-second rate limit.

 

* Nerve Wracking: Targets controlled by your Spike or Electrify take <<1[%d/%d/%d]>>% more damage from all sources.

 

PvPers have got to love this. But Operation and FP bosses are immune (however you can likely still do low slash, just for the effect) so PvE players gain little from this. Same for Nerve Wracking. Gonna make those Mauls the hardest hitting attack in warzones, but this does little for PvE players

 

* Judgement: Increases all damage dealt to targets below 30% of max health by <<1>>%. Additionally reduces the Force cost of Spike by <<2>>.

 

Awsome....all i can say....is Awsome :)

 

* Shadow's Mark: Increases the accuracy of melee and Force attacks by <<1>>% and the damage dealt by Maul by <<2>>%.

 

I would've preferred if they added the +Willpower talent, but this will do. Likely can drop 1 or 2 accuracy enhancements and add more power. Plus you can't argue with more damage to Maul.

 

* Whirling Edge: Reduces the Force cost of Lacerate by <<1>> and increases its damage dealt by <<2>>%.

 

Devs are trying to make this ability viable, but I just don't see the use. In solo PvE, I use it to keep agro off my companion, but even them I could just taunt. IMO, Devs should be adding upgrades to lacerate to the tanking tree. I know other tanks cry over how many aoe abilities tankasins have now, but that's where this belongs.

 

Talent tree changes to Deception

 

* Charged Strikes: Increases the critical strike damage dealt by Maul by <<2[%d/%d/%d]>>%. In addition, Thrash, Maul, Lacerate, Spike and Voltaic Slash have a <<1>>% chance to grant Charged Strikes while Surging Charge is active, reducing the Force cost of your next Shock by 25%. Stacks up to 2 times.

 

Ok, long story short, all your attacks besides saber strike grant the cost reduction of Shock.

 

* Surging Charge: Assumes a surging charge, giving your attacks a 25% chance to deal <<1>> internal damage and build 1 Breaching Shadow. Breaching Shadows stack up to 3 times and increase the damage dealt by your next Discharge. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

 

* Voltaic Slash: Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Penetrating Darkness, which gives Shock a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.

 

Let me start with Surging Charge. Most of it is the same, 25% chance to deal "x" damage. What's different is there is no seperate skill that causes surging charge damage to stack, which inturn buffs our discharge. Again, if the 3 stacks still equal +30% damage, then this is huge.

 

Now on to Voltaic Slash, we lost the 15% damage buff to shock (stacks twice), but we gained a 50% chance (stacks twice adding up to 100%) to trigger a surging charge. This Surging Charge works on a seperate time limit than the original one, so if your playing the class correctly, each Shock you deliver (2 in between discharges) will give you one stack of penetrating darkness. That also means that the 4 seperate Voltaic Slashes (8 if you count seperate strikes) and the 1 maul in between discharges, only need to build 1 stack for you to get a full powered discharge every time.

 

* Duplicity: Direct damage attacks have a <<1>>% chance to grant Duplicity, causing your next Maul to deal 30% more damage and cost 75% less Force. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds.

 

* Saber Conduit: When your Surging Charge deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.

 

Have to see percentages, because the descriptions all look the same. Duplicity is really fine where it is. With a 9 second lock out, upping the percentage won't do much. Making it more rare would be harmfull in the sense that there is already a 9 second lockout and a 30% chance on a 3 point skill is fine.

 

Would like to see the percentage for Saber Conduit upped. Honestly with a 10 second lock out, I don't see why every Surching Charge shouldn't give 10 force.

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From what I've seen of the other datamining, it's clear the sorcerers won't be the new FOTM class in 2.0... but it's rather difficult to predict unless we get the right numbers.

 

* Telekinetic Focal Point: Damage dealt by Force Lightning has a <<1>>% chance and damage dealt by Lightning Strike has a <<2>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts <<3>> seconds.

 

* Mental Defense: Reduces all damage taken while stunned by <<1>>%.

 

C'MON! These abilities sucks...

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* Mental Defense: Reduces all damage taken while stunned by <<1>>%.

C'MON! These abilities sucks...

 

You don't know how much is "<<1>>%". Advanced Prototype Powertech have a similar talent which gives 15/30% damage reduction, it won't be surprising to be the same values.

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i strongly dislike both of the new abilities

 

especially force barrier, a "get out of being focused free" card just seems tactless and lazy. Even if it is changed so that it can't be channeled while controlled or whatever I still don't like it. I hope the ability is scrapped.

 

My mind is open on this one. As long it is not an ability that can be used too oftenly, I'm fine. (2-3min CD)

I think that it fits pretty well the style of Sorcerers and Sages. (If you ended the Consular Story, there is one of the final cinematics where your character use this ability)

 

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."

Edited by Altheran
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You don't know how much is "<<1>>%". Advanced Prototype Powertech have a similar talent which gives 15/30% damage reduction, it won't be surprising to be the same values.

 

What I meant was that we're suppose to be glass cannon. We don't need damage reduction while stunned.... we will die anyway. The Alacrity boost is a joke... seriously in madness tree?? All our ability is about mobility (I use force barrier, overload, affliction, creeping terror, whirwind, shock, force speed, jolt and crushing darkness (on wrath) and all are instant cast!), we use only force lightning that is channeled. 4% won't change much.

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What I meant was that we're suppose to be glass cannon. We don't need damage reduction while stunned.... we will die anyway. The Alacrity boost is a joke... seriously in madness tree?? All our ability is about mobility (I use force barrier, overload, affliction, creeping terror, whirwind, shock, force speed, jolt and crushing darkness (on wrath) and all are instant cast!), we use only force lightning that is channeled. 4% won't change much.

 

I agree this kind of "buff" (alacrity) are a bit... useless.

 

I don't think that Sorcerer are the glass cannon that people suggest nor I think they are supposed to be one. I know that in most MMO, "light armor" equals "glass cannon", but I think that in SWTOR, it's not true.

Frankly, my low Sorcerer has more survivability than my lvl 50 Sniper. Yes, when I'm a Sorcerer, I'm a victim of leaps, but even with more incoming damage because of these leaps, I last as long as with my Sniper, if not longer. From this, I end to the conclusion that my Sorc is more survivable. On the other hand, when I'm a Sniper, if someone attack me, my survival chance lies in killing him/them before I'm killed. Trying to lengthen my life span is most of the time near inefficient. Even if I can't be leaped, I'm much more vulnerable when attacks land on me and I have better "on-demand" and bursty damage. For me my Sniper is more likely to be called "glass cannon".

Edited by Altheran
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the bolded are very important changes to lightning badly want to play test it lighting strike being given a 50% crit bonus :), thunder blast can proc chain lightning and chain lightning has a slow and stun to it. it just maybe enough for lighting to be viable

 

New abilities for Lightning

 

* Cascading Force: Chain Lightning has a <<1>>% chance to immobilize all affected targets for <<2[%d seconds/%d second/%d seconds]>> and slow all affected targets by 50% for <<3[%d seconds/%d second/%d seconds]>>.

 

* Flowing Force: Forked Lightning is twice as likely to trigger while Polarity Shift is active. Additionally increases the duration of Polarity Shift by <<1>> seconds and reduces its cooldown by <<2>> seconds.

 

* Force Haste: Reduces the cooldown of Force Speed by <<1>> seconds, Force Slow by <<2>> seconds, and Force Barrier by <<3>> seconds.

 

* Mental Momentum: Crushing Darkness has a <<1>>% chance to tick twice. In addition, when you activate Thundering Blast, there is a <<2>>% chance the ability will produce a second blast that strikes the same target for 30% damage.

 

* Metaphysical Alacrity: Polarity Shift increases your movement speed by 50% while active.

 

Talent tree changes for Lightning

 

* Suppression: Reduces the activation time of Whirlwind by <<1>> seconds and increases the lockout duration of Jolt by <<2[%d seconds/%d second/%d seconds]>>.

 

* Electric Bindings: Overload has a <<1>>% chance to unbalance its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.

 

* Electric Induction: Reduces the Force cost of Force attacks and healing abilities by <<1>>% and increases Force accuracy by <<2>>%.

 

* 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.

 

* Reverberating Force: Increases the critical damage bonus of your Lightning Strike, Chain Lightning and Thundering Blast by <<1[%d/%d/%d]>>%.

 

* Lightning Effusion: Force attacks that critically hit have a <<1>>% chance to grant Lightning Effusion, lowering the Force cost of your next two Force attacks by 75%.

 

* Forked Lightning: When you activate Lightning Strike or Chain Lightning, there is a <<1>>% chance the ability will produce a second attack that strikes the same targets for 30% damage.

 

* Lightning Storm: Lightning Strike and Thundering Blast have a <<1>>% chance and Force Storm has a <<2>>% chance when dealing damage to cause Lightning Storm, immediately finishing the cooldown on Chain Lightning and making your next Chain Lightning activate instantly and cost no Force. This effect cannot occur more than once every 10 seconds.

 

* Conduction: Forked Lightning and Mental Momentum issue Conduction, increasing your Force bonus damage by <<1>>% for <<2>> seconds. Stacks up to 3 times. In addition, each Forked Lightning and Mental Momentum has a <<3>>% chance to reduce the active cooldown of Polarity Shift by 1 second.

Edited by warstory
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* 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.

 

?????

 

i hope BW is trolling us,

 

from a person who played a warlock main in warcraft for 6 years and begging blizz for an escape, they trolled us with Demonic circle, a big shiney circle that took a second to cast that everybody could see and couldnt break stuns, it was worthless outside of arena...

 

what we need is a STUN,ROOT,MEZZ breaking teleport ability without a setup, straight up YO

 

 

* 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.

 

is almost perfect to counter when these melee tards focus me as a sorc...

if i could add one thing... that it regens force as its channeled and its perfect

Edited by wwkingms
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I'm liking the lightning changes. Not sure how much dps it'll add but it seemed Bioware actually took some advice that was given to them. Also I am intrigued by that Alacrity boost in the corruption tree. I wonder if it'll be low enough to grab. Hell even if it turns out to be a +3% overall increase I can see it being worth the points.

 

I think I am misreading the skill but with Mental Momentum, does Crushing Darkness have to be applied to the target in order to receive the second Thunder Blast hit? If it doesn't YAAAY that's a nice boost. If it does, well its a burst thing and I'll still be happy to get it.

 

Not too sure about Phasewalk and Force Barrier. The two of them seem like too much. I think they'll be great at first. But then the smashers will complain yet again and it'll be nerfed badly :rolleyes:

 

Overall this leak has made me hope that Bioware is finally giving us sorcs some love. But I hope that my hopes and dreams aren't shattered :(

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I'm liking the lightning changes. Not sure how much dps it'll add but it seemed Bioware actually took some advice that was given to them. Also I am intrigued by that Alacrity boost in the corruption tree. I wonder if it'll be low enough to grab. Hell even if it turns out to be a +3% overall increase I can see it being worth the points.

 

I think I am misreading the skill but with Mental Momentum, does Crushing Darkness have to be applied to the target in order to receive the second Thunder Blast hit? If it doesn't YAAAY that's a nice boost. If it does, well its a burst thing and I'll still be happy to get it.

 

Not too sure about Phasewalk and Force Barrier. The two of them seem like too much. I think they'll be great at first. But then the smashers will complain yet again and it'll be nerfed badly :rolleyes:

 

Overall this leak has made me hope that Bioware is finally giving us sorcs some love. But I hope that my hopes and dreams aren't shattered :(

 

the thing with force barrier as im understanding it, is that to use it we must be stationary AND channel it, therefor not self healing, not doing dmg..

 

think of it as a channeled iceblock (if u played wow)

 

not op at all imo.. a 1 min cooldown would be nice

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i strongly dislike both of the new abilities

 

especially force barrier, a "get out of being focused free" card just seems tactless and lazy. Even if it is changed so that it can't be channeled while controlled or whatever I still don't like it. I hope the ability is scrapped.

 

yes it must be nice to hit your "oh sh*t" button and vanish or become immune to force/tech

 

but for sorcs this is fking needed

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the bolded are very important changes to lightning badly want to play test it lighting strike being given a 50% crit bonus :), thunder blast can proc chain lightning and chain lightning has a slow and stun to it. it just maybe enough for lighting to be viable

 

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Personally, I think that Thunder Blast should rather proc Lightning Barrage instead of Lighning Storm. Lightning Barrage has a proc rate way too low unless you spread the DoT, which isn't really a solution.

 

* 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.

 

?????

 

i hope BW is trolling us,

This ability is unlikely to be a Sorc one, but an Assassin one. Just like Assassin are unlikely to get Force Barrier.

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Personally, I think that Thunder Blast should rather proc Lightning Barrage instead of Lighning Storm. Lightning Barrage has a proc rate way too low unless you spread the DoT, which isn't really a solution.

 

 

This ability is unlikely to be a Sorc one, but an Assassin one. Just like Assassin are unlikely to get Force Barrier.

 

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

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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

 

Utility #1 : escape unwanted fights and AoEs

Utility #2 : go behind someone whose back isn't easy to get

Utility #3 : swap targets instantly.

 

By the way, the list of changes doesn't sort changes for Assassins from the ones for Sorcerers, and if I'm not mistaking, they said each AC will have one new ability. It makes less sense if it isn't Assassins the ones to get Phase Walk but Force Barrier, regardless of which one have better uses of these abilities. Force powers is Sorcerer's identity, Stealth and sneaky moves is Assassin's identity... Force Barrier is pure Force power, Phase Walk is a sneaky move.

 

BioWare can decide to give the Sorc a Phase Walk ability, and Assassin Force Barrier, but i doubt it. Really.

Edited by Altheran
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Coming from the point of view on an assassin, I already feel like I have at least a good chance of beating every other class out there in pvp, it looks to me that some of these changes like face-to-face mauls and what appears to be another force shroud in force barrier could pretty easily make this class ridiculously overpowered in pvp.

 

Then again, it's not like the source is anything close to legit, so who knows...

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the thing with force barrier as im understanding it, is that to use it we must be stationary AND channel it, therefor not self healing, not doing dmg..

 

think of it as a channeled iceblock (if u played wow)

 

not op at all imo.. a 1 min cooldown would be nice

 

That would make more sense then. Initially I took it as something like static barrier, cast once and cast something else. But if it were a channel then I agree with you, it wouldn't be op. it would be nice during the do nothin phases in raids.

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