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blackthunder

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  • Posts

    45
  • Joined

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10 Good

Personal Information

  • Location
    Stafford, VA
  • Interests
    Computers, Sci Fi
  • Occupation
    Federal Government
  1. 1. Yes, it feels like an operative. We’ll still be stealthing, rolling, and stabbing in 7.0. 2. Yes, the tree is easy to understand. 3. In Medicine, I like the damage reduction attached to kolto injection. The effects for laceration in concealment and the poisons in lethality were also interesting in a good way
  2. 1. Transcendence, zen, and twin saber throw make sentinel unique to me. 2. The ability paths are very effective on enemies from what I saw. 3. I liked the different effects that your burns could have in the Watchman spec
  3. 1. Yes, it feels like a sniper. The majority of abilities are still there or integrated into others. 2. Yes, the tree is easy to read/understand 3. I like/play all 3 specs on the live servers, so it was cool to see the different laze target improvements. I really liked system upgrade and its passives for engineering
  4. 1. Yes, it feels very much like a guardian. I tried all 3 specs and was satisfied with the results. The reset of saber throw and force leap being baseline was a very welcome change. 2. Nothing really out of place. The combat focus changes will take some getting used to, but I like the different effects for each spec. 3. It seems as effective as it is now. There are some choices to be made, but they’re fair in my opinion. 4. I enjoy the changes. They of course will take more getting used to and experience but they are promising. 5. No particular concerns, but thanks for the hard work
  5. I read through all of the abilities in the list and the tree for each spec when I first tried testing the sin. It does say it in a passive called Premonition. It reads: “Increases your stealth detection level by 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Overcharge Saber, damage reduction is increased by 25% for the duration.” For sin, I didn’t notice in my testing any incorrect tooltips or abilities not working as intended. However, there were some for sorcerer.
  6. 1. The way the combat styles are working definitely feels like a Sorcerer imo. The core of the class wasn’t really changed too much and we got some cool new abilities. 2. I tried all 3 specs Corruption I liked the choices of dark infusion hitting multiple targets or applying a hot. The resurgence spread on innervate was also very good Madness The options for death field seemed interesting. I really liked the increased damage reduction on periodic crits, reminded me of the Infiltration Shadow passive that increases DR on crits. Lightning The choices here were good too. With the choice of increased DR on every thundering blast, deionized up, the DR from lightning bolt, and the unnatural preservation DR, my damage reduction was in the 50%’s/60%’s at one point. One thing for all combat styles though: I noticed cloud mind wasn’t applying the extra 25% DR. Based on what I remember from the tooltip it said “increases damage reduction” so it should be additive, I believe. If it is meant to only reduce damage taken by 25% though, I would understand. That and some abilities (Lightning strike/Lightning bolt/¿overwhelming strike?/the damage reduction on thundering blast passive) showing up as separate abilities, instead of replacing them, were the only negative things I noticed. I’m not looking at the names right now, but overwhelming strike, I think, is the ability that causes lightning strike to hit multiple targets. For each class so far (guardian/sent, sniper/op, and sin/sorc), I feel the changes are pretty cool. Looking forward to seeing the new abilities in the future update. Thanks for the hard work
  7. 1. The way the combat styles are working definitely feels like an Assassin imo. The core of the class wasn’t really changed too much and we got some cool new abilities. 2. I tried Darkness and Hatred Darkness I liked that we have the option to get increased crit/threat generation on depredating volts or have it arc to multiple targets. The extra force regeneration when DV hits targets affected by mind control is also noticeable, and can provide a good threat boost. The options for dark ward were decent as well. I really liked the one that gave the accuracy debuff when dark ward breaks from damage. The tooltips/descriptions were informative, accurate, and, as far as I could tell, all worked. Hatred I also enjoy playing Hatred. I’m a fan of Befall, the extra charge on Death Field, and the overall choices of increasing the crit/fdamage of periodic effects. The tooltips/descriptions were informative, accurate, and, as far as I could tell, all worked. For each class so far (guardian/sent, sniper/op, and sin/sorc), I feel the changes are pretty cool. Looking forward to seeing the new abilities in the future update. Thanks for the hard work
  8. I’m sure the KOTFE/KOTET chapters will be doable, but still challenging as usual. We don’t know the extent of the changes yet or new abilities either though, so we’ll see. Same for ops and mmfps. Many were around before we had some of these new abilities anyway. We may just not be able to cakewalk them like now, especially if they scale them all to 80. If you’re concerned with KOTET, try finishing the master mode before the changes, if you can. I did it early on, but have been redoing it as a hatred sin for a challenge.
  9. My Resurrected and Ruussan relics don't appear to be giving the proper stats. I have the Resurrected Relic of Shield Amplification and the Ruussan Relic of Reactive Warding. They give Mastery, Defense Rating, 34 Power and Absorb Rating from my augments. It seems to be completely missing Endurance. I thought this may have been a change, but my guildie still has Endurance from his Relics.
  10. Yeah I didn't like this. I spent a lot of credits buying that C2 droid gifts to get him to 10k affection on my main. I also noticed in my alliance tabs that it says I crushed 2V's hope of a better future on my main: in that convo I told him that I wasn't going to treat him badly.
  11. I thought base Surge was 51%. At least thats what it is on my char with 0 Surge.
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