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Emperor_Cain

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  1. Is changing a force user's primary combat style based on alignment only a thing for pre 7.0 characters? I have an Assassin that I created after 7.0 launched that I've played to light 5. I was going to switch them over to a Shadow, but I don't get the option, even after having completed the main story. I know on older characters created before the expansion I was given the option, so I'm thinking this may be the case, which if so is kind of disappointing.
  2. Vitiate: “There is no death, only the Force, and I am its master.” I very much enjoyed the dialogue between the Knight and the Emperor in the original story. The whole conversation hits the right tone, but this line in particular stuck with me. Honorable mention:
  3. What abilities make the Sentinel unique to you? - Speed and volume of attack. Combat used to be my favorite sentinel spec for this reason before it was nerfed into mediocrity. Do these ability paths feel effective against enemies? - I guess? It's hard to say based on Onderon. I would be concerned with the quality of PvP and Operations, though, as much of the thinking and reactivity required to be successful has been removed. Seems to me it might get very boring. With Awe, Stasis, Clarity, Pacify, Guarded by the Force and Transcendence all gone, there's really nothing to do but hack and slash through the simple rotation over and over and over. Perhaps that kind of simplicity is what you're going for, but it seems like a sharp downgrade to someone who's put in the time to get good at this game. If you have feedback on the different disciplines and loadouts, please note your feedback accordingly so we can track it. - I tried both loadouts for Concentration, as that's what I play the most, and loadout A for Combat. I REALLY miss Transcendence in all of these rotations. Like I said above, speed is one of the key elements that makes Sentinel fun and you feel it's absence as you plod along from enemy to enemy. Especially painful if you've had a slow applied to you and now have very few options other then to absorb blaster fire. As for just the offensive rotation: Concentation A feels about right, though no blade blitz AND no transcendence makes it a slog. Concentration B is about the same, though the AOE on Focused Burst seems a bit unnecessary. I found myself not really using Sweep at all since it wouldn't make much sense to use one or the other without the proc. I don't know if FB does more or less AOE damage, but if it does more, why even have sweep? If it doesn't, why ever use it in an AOE situation over Sweep? Combat A the attacking is fast, which is always great, but again, mobility when you're not on the target is an issue. Even more then Conc, as you don't have Zealous leap to close the shorter gaps quickly. It might actually be worth using in PVP if no one has any stuns anymore, but if slows are still a thing, the whole class could be a hard pass. Overall Impressions: I was very excited when I learned about loadouts. The ability to have a smuggler with a sniper rifle, or a bounty hunter with an assault cannon, and to be able to have my light side Marauder use Jedi abilities is something I had wished for and wanted for a long time. Not to mention the possibility this could open up for adding brand new combat paths to the game easily, without having to go build an entire new character story.. all very exciting. After testing and seeing how you're planning to execute it... not as exciting. Deflating, actually. It's a dumbed down, more boring, and even frustrating at times version of what we have now. It is for Sentinels, at the very least. My other favorite class is Shadow, and what makes them unique is the control they have over opponents. The mez/stun purge here has me very worried, but I'll withhold judgment there until I can test. My advice would be keep the loadouts, dial it way back on the ability pruning. There are a few instances where baking in abilities would be very welcome. For example, utilities like Stoic, Defensive roll and Zealous judgment I never spec out of, so having them as passive or part of the rotation is great. Even button abilities like Clarity and Rebuke are kinda nice to have baked into the rotation as you sort of just mindless refresh them off of cooldown anyway. But that's about as far as I would go. What you're doing now is fundamentally changing how combat works to favor facerollers over veteran players. It's been 10 years. I'm still here because I enjoy this game (and I imagine I'm not alone in that). You don't need to reinvent the wheel. Go gently, I beg you.
  4. I don’t post very often, but I definitely want to add my voice to this topic. Merging the brackets is completely inexplicable to me. Essentially what this does is create an environment where your games are essentially determined by group finder and not the players themselves (especially if you want to queue under lvl 50). On its own this is bad, but combined with the requirement for wins in order to progress dailies/weeklies, it becomes a joke. Lowbies are where you’re supposed to learn how pvp works. Anyone hoping to learn who stumbles into this will learn “can’t win, don’t try.” At the very least return the daily/weekly requirements to what they were if there’s to be any point to queuing before lvl 50.
  5. So, a few points to help with healing a vet flashpoint at lower levels based on my own experience: 1. Know your class. The Scoundrel, for example, relies heavily on heals over time, which means it's a lot less forgiving than the other two healer classes, especially at lower levels. To really be effective you need to anticipate who is going to be taking damage and when so you can have your HoTs on them and ready... which brings me to the second point. 2. Know the flashpoint. This is important at all levels of healing, but can really make up for some deficiencies at lower levels. Knowing which mob pulls do lots of damage, what attacks the boss uses that need to be cleansed, etc. will give you a huge leg up. This, again, is especially true for Scoundrels who need to have their HoTs ready to mitigate incoming damage. 3. You can't help everyone. The unfortunate truth is, no matter how savvy you are there's only so much you can do yourself as a low level healer. Maybe with all your tools at level 75 you could drag a bad group kicking and screaming over the finish line, but at lower levels if you have a group that's never heard of a DCD, or is constantly pulling everything they stumble into, you're gonna have a bad time. A healer's main job is to prop up the group, so you can only be as good as the group you're propping up. EDIT: I was reading another thread on the forum and it reminded me of one more important point; Don't worry about doing damage. At low levels your resource management is going to be a real pain. One of the most common mistakes I've seen from healers in flashpoints is going into a pull with a "fight first, heal when there's trouble" mentality. To fulfill your role properly at these levels doing damage is a waste of your resources. I would even say, when your resources are low, it's better sometimes to even do nothing for a GCD then to waste it on an attack. You should only worry about doing damage when you're confident in your own abilities and your teams ability to survive.
  6. So rather than try to make the best out of a bad situation, you're going to attempt to ruin the warzone for the rest of the people on team who may actually want to play? And for what, because you'd rather waste everyone else's time then sit out 15 minutes of your own time? Or, god forbid, just play the wz to the best of your ability if you're going to be there anyway? I'll never understand this kind of thinking.
  7. Seeing as how they've not figured out how to toggle hoods on and off yet, I wouldn't get my hopes up for this.
  8. I agree. I'd much rather have the weapon on the hip rather than over the shoulder. Hip is where a lightsaber should be, in my opinion. Obviously we don't all agree on this, but I do hope over the shoulder isn't going to be the default moving forward. Switching it up every now and then would be acceptable. Or maybe even a toggle (won't hold my breath for that).
  9. It's nice that Charge was fixed, but Fade utility still doesn't effect the cooldown on Force Cloak (tooptip says 1m30s, but still takes 2 minutes). Oh well... one thing at a time I guess...
  10. Also, I've noticed that abilities that have "charges" now no longer display cooldown text when you have that setting active. Not as major as some others, but definitely annoying.
  11. Similarly, Force Cloak for assassins now has charges and has a 2 minute cooldown despite having the Fade utility which should reduce the CD by 30 seconds. Tool tip still says 1m30s, but it actually takes the full 2 minutes.
  12. This is more what I meant when I said "as a Shadow this hurts my soul". I'm not sure exactly how competitive Shadows will be in 6.0, but regardless it makes zero sense to not return this ability to us, but give it to snipers. Even if you're not giving it back to Shadows, there are other classes that could use a disengagement ability like this long before snipers. I'd love to hear the thinking behind this.
  13. More force regen would be extremely pointless for Deception. Hatred might have some use for it, though...
  14. Deception is kind of "meh" right now. Still a difficult class to deal with 1v1 in the right hands due to a high amount of control, but you'll find your damage output and burst a bit underwhelming. At least, that's been my experience with it. If you enjoy the play style it can still be fun to play, though. So don't let me dissuade you if that's the case.
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