Jump to content

Jedi Sentinel on the PTS!


JackieKo

Recommended Posts

  • Dev Post

Hello everyone,

 

A new patch is available for PTS which includes a high level look into the Jedi Sentinel Combat Style. In case you missed it, we go through a bit of the philosophy behind the updates we’re making to Combat Styles in this article.

 

As with the Jedi Guardian, we are still focused on two main goals: Streamlining ability sets in order to enable more player choice and maintaining the unique identity of the class. The following spoiler tag will house the breakdown for the ability paths that are available for the Jedi Sentinel. I have included the breakdown for all three Disciplines, so it’s easier to see the ability paths.

 

 

 

This will follow the same format that was provided for Jedi Guardian, however, a breakdown of all three Disciplines will be provided instead. Please keep in mind that this is all very initial and we expect this will change a lot between now and launch based on your feedback (so please share your thoughts). When choosing your Discipline you will get the option to select one of two defaulted sets of choices. "A" focuses on more offensive abilities while "B" will lean more on defense. Review the info below to see exactly which skills and passives you will receive based on your selection. In future PTS patches, you will be able to change these choices and play around with the class possibilities. Until that interface is ready, these default choices are available:

 

*Levels tied to ability grants in PTS are not set in stone and subject to change*

*The A and B markers indicate the two ability path options that are chosen for this phase of PTS. *

 

Watchman - Attacks single targets with burn attacks, dealing significant damage over a short period of time

 

  • Level 1-5
  • Strike (1)
  • Slash (1)
  • Force Leap (1)
  • Blade Storm (4)
  • Blade Barrage (5)

 

~Level 10

Gain Zen and Force Melt

 

~Level 15

Gain Saber Ward and choose one passive (applies to Force Melt)

  • [A] Melting Center - Force Melt’s initial damage is quadrupled when it consumes a Zen charge.
  • Critical Melt - While Force Melt is on a target, the crit chance of all your burn attacks on that target increases
  • Juyo Melt - Force Melt immediately builds 6 Juyo Form stacks. Force Melt damage is increased per Juyo Form stack.

~Level 20

Choose one starting ability to upgrade

Slash + Snaring Slash - Slash now slows the target by 50% for 10 seconds.

[A] Blade Barrage + Burning Barrage - Blade Barrage deals additional burning damage on each hit and immobilizes the target for 3 seconds.

Transcendence - Requires Centering. Grants raid-wide speed and defense buff. Also breaks roots and snares

 

~Level 25

Gain Cauterize

 

~Level 30

Gain Dispatch and choose one (applies to Cauterize)

  • Force Lash - Direct Force attack that’s damage and crit chance are scaled by the number of burns currently on the target
  • [A] Cauterizing Focus - When activating Cauterize consumes a Zen charge, it immediately refunds 2 Focus. Applies trauma.
  • Flaming Wave - Cauterize procs a Flaming Wave version of Force Sweep when activated.

~Level 35

Gain Valorous Call and choose one passive

  • Burning Center - Build Centering even during Zen. Consuming a charge of Zen builds 1 Centering.
  • [A] Burning Zen - Activating Zen immediately maxes out your Focus and makes your next direct attack critically hit. Periodic burn damage no longer consumes Zen charges.
  • Force Clarity / Furious Power - Next attack deals 25% more damage

~Level 40

Gain Merciless Slash

 

~Level 45

Gain Twin Saber Throw

 

~Level 50

Choose one passive

  • [A] Adamant - Builds Focus when crowd controlled
  • Intercessor -Charge grants extra charge, now grants 2 Centering.
  • Defensive Roll - Reduces AOE damage taken.

~Level 55

Gain Overload Saber

 

~Level 60

Choose one option

  • Jedi Crusader - While Rebuke is active, it generates 1 Focus whenever you are attacked.
  • [A] Trailblazer - Increases certain AOE damage.
  • Zealous Ward - Getting hit during Saber Ward heals you and grants crowd control immunity.

~Level 65

New ability granted but there is no choice to be made and it is not discipline specific

 

~Level 70

Choose one Ability.

  • Blade Blitz - Quickly rush forward and deal weapon damage to enemies and increasing your defense change by 100% while blitzing
  • [A]Guarded by the Force - Reduces damage taken for a short time.
  • Force Camouflage - Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 30%. Removes all cleansable effects when activated.

~Level 75

New ability granted but there is no choice to be made and it is not discipline specific

 

Level 80

Choose a passive

[A] Stoic - Increases damage reduction, builds centering when attacked.

Contemplation - Resting increases Fury/Centering.

Incisor - Adds snare to certain attacks.

 

Combat - Speed and precision. Use attacks to buff themselves and deal damage before they unleash their strongest attacks

 

  • Level 1-5
  • Strike (1)
  • Slash (1)
  • Force Leap (1)
  • Blade Storm (4)
  • Blade Barrage (5)

~Level 10

Gain Abilities

Lance and Zen

 

~Level 15

Gain Saber Ward and choose one option (applies to Lance)

  • [A] Zen Lance - Whenever Lance consumes a stack of Zen, its cooldown is reset.
  • Driving Lance - Lance now leaps to target, deals more damage and deals additional damage for each 10% of movement speed you have over 100%.
  • Puncture - Lance deals force energy damage in a straight line behind the target, piercing through multiple enemies.

~Level 20

Choose one starting ability to upgrade

  • Slash - Slash now slows the target by 50% for 10 seconds.
  • [A] Blade Barrage - Now deals additional force energy damage on each hit.
  • Transcendence - Grants raid-wide speed and defense buff. Breaks roots and snares

~Level 25

Gain Blade Rush

 

~Level 30

Gain Dispatch and choose one option

  • [A] Valor Blade - Activating Blade Rush reduces the cooldown of Valorous Call by 2 seconds and its critical hit chance is increased.
  • Rush Down - Blade Rush deals more damage for each 10% movement speed you have over 100%.
  • Defensive Flourish - Activating Blade Rush increases your damage reduction slightly after each use.

~Level 35

Gain Valorous Call and choose one passive

  • Swiftness - Whenever you critically hit, your movement speed increases by 5% and crit chance by 2%, stacking up to 5 times.
  • [A] Quickness - Dealing energy damage reduces the cooldown of each of your Focus spending attacks by 1 second.
  • Force Clarity - Next attack deals 25% more damage

~Level 40

Gain Ability

Precision

 

~Level 45

Gain Twin Saber Throw

 

~Level 50

Choose one

  • Adamant - Build 4 Focus when crowd controlled.
  • Intercessor - Charge grants extra charge, now grants 2 Centering.
  • [A] Defensive Roll - Reduces AOE damage taken and increases damage reduction.

~Level 55

Gain Clashing Blast

 

~Level 60

Choose one option

  • Jedi Crusader. While Rebuke is active, it generates 1 Focus whenever you are attacked.
  • Trailblazer. Increases certain AOE damage.
  • [A] Zealous Ward. Getting hit during Saber Ward heals you and grants crowd control immunity.

~Level 65

New ability granted but there is no choice to be made and it is not discipline specific

 

~Level 70

Choose one option.

  • [A] Blade Blitz - Quickly rush forward and deal weapon damage to enemies and increasing your defense change by 100% while blitzing
  • Guarded by the Force - Reduces damage taken
  • Force Camouflage - Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 50%.

~Level 75

New ability granted but there is no choice to be made and it is not discipline specific

 

Level 80

Choose a passive

  • Stoic - Reduces damage taken and builds centering when attacked.
  • Contemplation - Resting increases Centering.
  • [A] Incisor - Adds snare to certain attacks.

Concentration - Burst damage and control. Incredibly high damage abilities and also generate Focus quickly

 

  • Level 1-5
  • Strike (1)
  • Slash (1)
  • Force Leap (1)
  • Blade Storm (4)
  • Blade Barrage (5)

~Level 10

Gain Focused Burst and Zen

 

~Level 15

Gain Saber Ward and choose one option

  • [A] Zenith - Modifies Heightened Power to also increase crit chance by 20% in addition to increasing damage by 5%.
  • Focusing Strike - Focused Burst deals more damage the more Focus you have and applies trauma.
  • Unstable Focus - Focused Burst does AOE damage to enemies around the primary target.

~Level 20

Pick one starting ability to upgrade

  • Slash - Slash now slows the target by 50% for 10 seconds.
  • [A] Kinetic Barrage - Blade Barrage deals additional Force kinetic damage.]
  • Transcendence - Requires Centering. Grants raid-wide speed and defense buff. Also breaks roots and snares

~Level 25

Gain Zealous Leap

 

~Level 30

Gain Dispatch and choose one option

  • Zealous Discovery - Zealous Leap immediately builds 10 Centering.
  • [A] Zealous Annihilation - Killing an enemy within 3 seconds of dealing damage with Zealous Leap resets its cooldown and increases its damage by 25% for 6 seconds.
  • Zealous Defense - Zealous Leap puts a mini Saber Ward on you for 2 seconds.

~Level 35

Gain Valorous Call and choose one passive

  • [A] Focused Meditation - Each time you deal damage with a force energy attack, you generate 1 Focus.
  • Criticality - Critically hitting with a force energy attack builds 1 Centering. You can build Centering even during Zen.
  • Force Camouflage. Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 30%.

~Level 40

Gain Force Exhaustion - Slow the target and apply a high damage DoT.

 

~Level 45

Gain Twin Saber Throw

 

~Level 50

Choose one option

  • [A] Adamant - Build 4 Focus when crowd controlled
  • Intercessor - Charge gets an extra charge, now grants 2 Centering.
  • Defensive Roll - Reduces AOE damage taken and increases damage reduction.

~Level 55

Gain Concentrated Slice

 

~Level 60

Choose one passive

  • Jedi Crusader - While Rebuke is active, it generates 1 Focus whenever you are attacked.
  • [A] Trailblazer - Increases certain AOE damage.
  • Zealous Ward. Getting hit during Saber Ward heals you and grants crowd control immunity.

~Level 65

New ability granted but there is no choice to be made and it is not discipline specific

 

~Level 70

Choose one Ability.

  • [A] Blade Blitz - Quickly rush forward and deal weapon damage to enemies and increasing your defense change by 100% while blitzing
  • Guarded by the Force - Reduces damage taken
  • Force Camouflage - Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 50%.

~Level 75

New ability granted but there is no choice to be made and it is not discipline specific

 

Level 80

Choose a passive

  • [A] Stoic - Increases damage reduction, builds centering when attacked.
  • Contemplation - Resting increases Centering.
  • Incisor - Adds snare to certain attacks.

 

 

 

Special notes regarding this patch:

 

  • Just like with the Jedi Guardian, this is super high level and not a deep dive
  • Jedi Guardian is still available to test
  • All three Jedi Sentinel Disciplines will be available; however flexibility in ability choices will be heavily restricted for this first phase of testing. Please see the breakdowns provided above
  • Each Discipline has two ability paths available and you can select one of the two options to get a taste for different playstyles
  • Your character will be capped at level 75 still.
  • Reiterating from a previous post that Breakers and Interrupts are added back in
  • The companion provided is at a higher influence level

 

Please take your time in familiarizing yourself with all the data provided and let us know your thoughts.

 

  • If this is your first time experiencing PTS, be sure that you read up on how to access the server by reading this post.
  • For details on how to try out the Jedi Guardian/Sentinel, please go here.
  • Jedi SENTINEL feedback can be provided here
     
  • Jedi GUARDIAN feedback can still be provided here

Thanks all.

 

EDIT: Slight ability change for levels 35 and 70.

Edited by JackieKo
Link to comment
Share on other sites

Choose one Ability.

[A] Inspiration - Requires Centering. Grants a raid-wide damage and healing buff.

Guarded by the Force - Reduces damage taken for a short time.

Force Clarity / Furious Power - Next attack deals 25% more damage. 4 charges.

 

Sorry but straight up this seems like a bad move. If you're culling abilities to simplify this isn't achieving this. You're taking away class utility, and not offering meaningful game-play differences based off this. Sentinel is really reliant on the damage from force clarity right now, while in PVE it has one of the only "useful" raid buffs. Undying keeps the mara balanced in PVE in terms of survivability.

 

But force rend got buffed and you still have predation so balanced. What is the point of us testing this?

 

If you were making actual changes to balance stats across classes, and modify abilities to give a more fun gameplay I would be totally on board with this. These changes aren't that.

 

If you go ahead I will try the story and then unsub. The majority of PVE players I know and play with feel the same way. Bioware has a track record of not listening, I hope this time this won't be the case.

 

EDIT: I appreciate the effort you guys are putting into being transparent. Just not happy with the changes being made!

Edited by OfirekittenO
Link to comment
Share on other sites

 

A new patch is available for PTS which includes a high level look into the Jedi Sentinel Combat Style. In case you missed it, we go through a bit of the philosophy behind the updates we’re making to Combat Styles in this article.

 

 

Choose one passive

 

Choose one Ability.

 

[*]Your character will be capped at level 75 still.

 

 

Thanks Jackie (and devs) for the UPDATE ....even though i'm personally not a big fan of these particular revamps. Nevertheless, i'm trying to maintain hope & perspective....and....well...i did have one question please:

Realizing of course that all internal BioWare discussions/decisions are potentially fluid and "subject to change" , is there any possible way we (the community) can get a bit more details regarding what skills/passives/advances you have planned for level 75-80 ?

 

Because, imho, it might help calm some of our fears & concerns (and "rage" ) if we could become more aware of the EXTENT of these pending changes (and all forthcoming content implications therein) .

 

Just a thought from a loyal beta-test 'founder' who still enjoys SWTOR (flaws & all) even after all these years. :cool:

Edited by Nee-Elder
i would love to HELP test with your QA Team ( i might apply to the 'Austin' position soon) ...
Link to comment
Share on other sites

This one same as the jedi knight seems like a horrible execution of a good idea.

Please Do not Prune anything But do give us some of these choices in a talent tree that we can swap around.

Simmilar to how specilizations work at the moment. Add some extra weapon choices for classes/specs that are viable blaster rifle for a merc or something like that. And DON'T over think it.

 

Pruning set WoW on its current path look where that has led that game to.

 

Please do not do it here!! .

Link to comment
Share on other sites

Hello everyone,

 

A new patch is available for PTS which includes a high level look into the Jedi Sentinel Combat Style. In case you missed it, we go through a bit of the philosophy behind the updates we’re making to Combat Styles in this article.

 

...

 

Thanks all.

 

Thanks for the update and improved formatting for the ABC options.

 

Initial impressions are that the Sentinel will retain more of its survivability than the Guardian but is losing a lot of personal and raid utility + movement. Once again, the passives look fun but abilities should not be a choice.

 

Now, time to do some in depth testing!

 

Also, it was mentioned that the Guardian had some balance changes, is there a post about that? (I'll hop back on the Guardian too to see what's changed regardless.)

Link to comment
Share on other sites

I haven't had the chance to get on the new PTS yet, but read over the summary of each spec and its current choices. Thank you for providing this.

 

A clear design choice to reconsider for the BW team: DPS classes should not have to make a choice for their raid buff and threat drop.

 

These should be basic abilities given to a dps spec, as they are essential to being able to play the class properly, especially the threat drop.

 

A dps does damage. In the case of a Sentinel, they have no other role to spec into if remaining a Sentinel (taking into account 7.0 Combat Style-respec options). As such, a dps needs to be able to drop threat when necessary during FPs and Ops.

 

I'm not sure what the design philosophy is behind making raid buffs a choice, but these also are a basic part of why a given class is useful. The Sentinel's raid buff, Inspiration, has been uniquely useful since 1.0, and even after other classes gained their own raid buffs. Players shouldn't have to choose to retain it.

 

A different, considered choice for dps specs can be given in its place, perhaps something that involves group utility in PVE vs. PVP that is new, or a small combat choice that is useful in group PVE vs. PVP vs. solo PVE.

 

Since there are many causal players who may not know how to use either a threat drop or raid buff, or don't involve themselves in situations that would use them, please consider providing an updated tooltip or some kind of description making clear what these abilities do and when they are useful.

 

This way, a very casual solo player would know they don't need to put these 2 abilities on their bars, and folks who play FPs and Ops or PVP can have a better choice inserted instead, one which preserves threat drops as a given for every dps class spec, and raid buffs for the classes that have them currently.

 

Please pass this feedback on to design folks to consider while class design for 7.0 is still being finalized. It's things like this I think veteran players can actually help with to make the new system better around the margins.

Edited by arunav
Link to comment
Share on other sites

This is really disheartening. There are several choices here that bother me (having to choose between DPS passives or our threat dump, having to choose between DPS passives or Transcendence, etc), but moving Contemplation to a level 80 choice in competition with Stoic of all things absolutely takes the cake. You've had feedback for years to make both of these passives baseline to the class because Stoic is essential and a non-choice for all Sentinel/Marauder builds and Contemplation is a QOL passive that other classes get for free (lookin' at you, Tactics Vanguard). Instead of trying to alleviate that even a little bit, you made it worse by pushing them to level 80 and making players have to choose between them. Why?

 

I'll reserve judgment to see how you're hitting other classes, but my initial feedback here is that the amount of feedback you continue to ignore is sucking any excitement I had for this update right out. You've made no effort to show you're actually listening to feedback and you keep making things worse. Please, Bioware, come out and explain some of these choices. Because right now, I'm not getting a great impression of this system and I was really excited for it when you announced it. This is Galactic Seasons all over again and it's a massive shame.

Link to comment
Share on other sites

  • Dev Post
Hi all, I received some updated info and wanted to point out that levels 35 and 70 were slightly adjusted. Essentially Force Clarity and Force Camouflage were switched and Blade Blitz is available at level 70. Edits have been made to my original post.
Link to comment
Share on other sites

there is no point in writing something here because no one is interested anyway. I find it admirable that players still voluntarily take the time to test the pts.

 

no matter what was uploaded there for testing and no matter what the players said (meaningless and / or unnecessary changes that no one needs) the result was always if it was on the pts it was online. so why should you test something there? in my eyes a pure waste of time.

 

It doesn't matter whether the dissatisfaction with innovations is posted here or not because the developers are not interested anyway. if you want to achieve the same result, then yell at your wall, the effects are the same = namely ZERO

 

and it doesn't seem to matter if subscription players for years cancel the subscription. the main thing is that new free to play players come and play for 2 weeks. not mastering the class due to the fast leveling (it's too easy a story with 50 companions without class understanding and mastering the class was also totally easy to be at 75 in 3 days - hc and nim will not be demanding) and then want to logically not sm but hc or nim run. Then wonder that they will not come along because they just lack the class understanding and then stop after a maximum of 3 weeks. long-term profit is of course much more effective: D than with players who have had a subscription for 8 years. logical right?

 

if the creative minds would really deal intensively with the forum and take care of various errors / bugs then they would have no time to program something like that from pts, then they would be busy for the next 2 years and the players would be grateful .

 

But gratefulness is not wanted here that various innovations on the pts and the associated not enthusiastic forum post from players have shown more than once, it is ignored and implemented.

Edited by Schwarzkoop
Link to comment
Share on other sites

 

~Level 20

Gain Blade Rush (replaces Slash) and choose one starting ability to upgrade

  • Slash - Slash now slows the target by 50% for 10 seconds.
  • [A] Blade Barrage - Now deals additional force energy damage on each hit.
  • Transcendence - Grants raid-wide speed and defense buff. Breaks roots and snares

~Level 25

Gain Blade Rush

 

 

Blade is granted at both level 20 and 25? I assume this is an error and hopefully there is a another skill added at 25?

Link to comment
Share on other sites

I strongly, strongly disagree with your belief that the number of keybinds/abilities for marauder- or for any of the other classes- needs to be reduced. Having to choose between losing certain integral abilities and losing other integral abilities is just completely unacceptable. It seems to me that no one asked for this- for you to just neuter and dumb down the classes this egregiously. All you need to do this expansion is to add these new ability-specific passives for zealous leap, lance, cauterize, etc. Those are actually cool. Could even add in a brand new ability too. But if anything resembling these "you get to choose which half of your class's existing abilities you get to keep" changes go through when 7.0 actually hits, me and everyone I've been talking to about this will just be unsubbing. It just won't be the same game that we love. Don't do this. Edited by KittyKat_Karrot
Link to comment
Share on other sites

Having played a bit of all the specs, first of all, it is extremely buggy right now as switching specs doesn't remove abilities and passives correctly.

I'll post general thoughts here then go to the other thread to answer the specific questions.

 

After playing watchman, I switched to concentration and combat and found that I still had a whole host of passives and force lash for some reason. This made testing somewhat futile as I have no idea what passives are intended - especially as a bunch of old utilities are now baked into certain specs (which hasn't been documented anywhere so we don't know if that's intended or not).

 

Just as an example, as a concentration sentinel I have:

Force lash, juyo melt, melting center etc.

I also had some passives buffing lance - the concentration ability.

 

At least the speeders are faster and companions feel more like they are on live.

 

 

As a very high level look, I'll give some high level feedback here:

 

Watchman and Concentration play about the same in terms of doing damage. The lack of mobility, stuns and missing defensives stings. I got slowed as a Watchman by a normal enemy and because I didn't have Transcendence, Force Camouflage or Blade Blitz, I had to walk at them. Slowly. As a melee class.

This is not the Sentinel I know. I think Sentinel, I think raw speed.

 

That brings me to Combat - Combat feels amazing. Even without all the utilities and movement tools, the sheer amount of synergies with blade rush and increased movement from critting feels really fun. This spec goes fast and hits hard - exactly how sentinel should feel. It's still missing a lot and the Sentinel feels like it had its kneecaps shattered, but the Combat passives are great.

 

So, once again. I love choosing passives, I hate choosing between abilities and passives. Give us more of these interesting passives instead of forcing us to choose between abilities ( like transcendence) that make the Sentinel what it is on live. For me, Transcendence is to the Sentinel as Saber Throw is to the Guardian. It's a key ability of the class and should be baseline.

 

I saw someone talking about having a button that switches between story and hard mode. Story mode would give you the basic things you need to complete story, while hard mode would unlock all your abilities you have on live so you can do harder content.

 

There is time to change things, but it's running out. Please don't over-prune, it will push away veteran and hardcore players while reducing the skill ceiling overall. If you want to reduce the amount of defensive abilities, fine, have one single ABC choice be about defensives, but don't force us to choose between cool new passives and the abilities we already have.

Link to comment
Share on other sites

Having played a bit of all the specs, first of all, it is extremely buggy right now as switching specs doesn't remove abilities and passives correctly.

 

Try logging out and back in for this, I noticed the same thing and I *think* that fixed it. I didn't look too hard since I was in a hurry, but I definitely lost abilities when I logged back in.

Link to comment
Share on other sites

Try logging out and back in for this, I noticed the same thing and I *think* that fixed it. I didn't look too hard since I was in a hurry, but I definitely lost abilities when I logged back in.

 

Thanks for the tip! I'll see if that works tomorrow. Thankfully some of the passives don't really matter as they affect abilities I didn't have and even if a passive duplicates its effect, this is a high level look, not a balance pass.

Link to comment
Share on other sites

Why do we need to choose between so many critical abilities? Or are the choices ONLY between A and B, and the third without letter is guaranteed gain? It doesn't really explain, just says "pick one" then lists three abilities so I'm a bit confused.

 

Putting a choice between more damage, single slow or Transcendence seems like a nobrainer.

As well as a choice between a good defensive or a threat drop. DPS should ALWAYS have access to threat drop without having to sacrifice an entire ability.

 

 

Keep the utility point system with passives to choose from. It was a great system imo and removing it to force player into picking between activate-able abilities rather than passive buffs is no fun at all. If you want to simplify and lessen button amounts, don't make nonsense choices, just remove or combine some abilities completely:

 

Some suggestions:

- Delete ALL raid buffs from all classes (having the debuffs clutter healer UI constantly is annoying anyway). We have plenty of buffs and cheese reflects not originally in vanilla to make up for the dps loss from raidbuffs in current game anyway.

- Delete Valorous Call and just have regen give you centering automatically by default, deleting raid buff deletes biggest use for Valorous Call anyway.

(- If you really want to get rid of Camo and leave dps with no threat drop, then lessen taunt cooldown for tanks.)

Edited by Kiesu
Link to comment
Share on other sites

Hey BW,

 

thanks for the amazing new Update, that propably won't backfire at all.

 

It's nice to see, you're going the Blizzard way of pushing updates, the community knows, will be very bad for the game, all with the attitude "If there are problems, we still can fix them later". But really, we all know, you can't and you won't.

 

So I beg you, to watch

nice little video and I mean REALLY watch it, or at least sent it to whoever is calling shots on this dumpster fire and reconsider what you are about to do to this game, beloved by many and propably one of the reasons you wanted to work with BW in the first place.

 

I know this is still a sUpEr HiGh LeVeL pReViEw, but wow, what's been shown until now, it's terrifying and I can only imagine what's yet to come and I sure most people think the same (at least if they are somewhat interested in what all this means).

 

+ The point of "there are too many dcds over the years" is utter bs, since most were here from the beginning(or close to), some aren't, but that's clearly not the majority.

Link to comment
Share on other sites

Speaking as an Annihiliation mara / Watchman Sent

 

If your goal is to reduce skill bloat, then adding a skill in Force Lash into the must have rotation seems rather non-sensical to me. You just added a skill that I have to press when I have applied 3 burns. What is the point of that? You have a skill in Blade Barrage already that does absolutely nothing beyond hard damage on a rather long CD that you could have given this effect as a passive to make it feel more in tune thematically.

 

Some of your choices simply are not choices at all. You don't seem to understand the approach players take at all.

 

What is the choice between Force Melt and Melting center (and you can also choose Critical Melt?)?

The choice is determined by whatever provides you with the most DPS. And that's what everyone will take if they're seriously playing this game (ops and ranked PVP).

 

Transcendence is a good buff because you can remove the cost, otherwise it's not only highly situational but also relies on you just having 30 stacks at the time it's needed. So, if you really need it - must have it for some mechanic - then you have to gimp your DPS in order to provide it. But that was all a Marauder did - provide speed buff for the raid without any loss. If that's not there - why take a Marauder on? I could make things go fast and survive a bunch of stuff with defensive cds - that's my argument for bringing my class into your ops group. Now I can only do one of those things thus there is no argument for me to be in your ops group.

 

Snaring Slash only has value in PVP, everyone else takes BB. Everyone. Transcendence with a cost is simply a crap utility and you don't take a crap utility.

 

The Force Lash / Cauterize Focus is virtually the same - in PVP (or choice encounters), take heal debuff unless another class has a better ability. FL for max dps (probably), Flame Wave for AE heavy encounters. This is not a choice, this is just choosing whatever you have to for the given fight, meaning constantly respeccing.

 

Unless the Set Bonus is changed, Force Clarity is not something you can simply not have. Without Rebuke reflecting damage constantly, we're already behind many classes, we can't just throw away 10% of our DPS to have a few more centering stacks or reduce our own damage output - which is what the other choice does by making the burn based spec not synergize with the utility of the burn spec.

 

You cannot - under any circumstance for the vast majority of all encounters - not choose an AE dmg reduce. Defensive role is not optional. If you don't have this, do not bother showing up. End of discussion. Same with force camo - why give up a defensive cd that is also a self cleanse and threat dump for an equally long cd avoiding a single attack or a short CD doing the same?

 

If there ever was a defensive CD to remove, then it was Saber Ward because just being super tanky against melee just doesn't ft all that well with a class that is supposed to be highly mobile and have some gimmicks like ae soft stun / single target stun / combat stealth / run speed buff - just general mobility. You took away the mobility and left the tankiness. That is not what the Marauder is about at all. You basically build a ****** Juggernaut here.

 

Your level 80 passive is idiotic. Adds snares to attacks? You already gave the class a snare for the most spamable attack there is. Why would you need another snare? Contemplation is just bad and thus everyone takes passive damage reduce - of course, because avoiding damage in any serious setting is 2nd only to maximizing your DPS.

 

Again, you either choose the PVP utility with the heal, the max DPS ability for either single or ae. There is no 'build' here, there is just non-optimal choices for specific encounters.

 

Not only did you add another ability I'd have to use thus increasing skill bloat, you have taken any utility the Watchman had away, took away her survivability and just created poorly thought out choices. You also destroyed the one aspect the class had going for itself - the super mobility. The ability to just jump and dash and sprint between targets. You just slowed the Marauder down to a crawl, basically creating a Juggernaut with 2 light sabers that has no defence. Do you even know what the hell a Marauder is supposed to be? That was a rhetoric question because you have screamed out loudly that you have no clue with these asinine hard nerfs.

Link to comment
Share on other sites

Jedi Sentinel- Combat-Load Out A

It seems to be about as well as the one I am used to. Forgive the chart but that is the way I compare the abilities.

Note: I am using the Descent of the Fearless Gear and I also went and upgraded the gear to 306. Yes, I had to start a chapter, but it was worth it to see how it stacks against my gear on live. As stated before, I only have 2 characters (out of 14) that is not in set gear or 306 in live so an accurate testing I needed to upgrade. (You should have this gear in 306 and easier for people to upgrade than having to accept a chapter and then going to Odesson)

Please answer the following questions:

 

• What abilities make the Sentinel unique to you?

One of the abilities that I have always loved is the twin saber throw and thankfully it is still there so I will give you a +100 on that. (This is the reason I play sentinel and the combat one)

• Do these ability paths feel effective against enemies?

• I did some chapters and various other items that I normally do, and it really didn’t seem like a problem. In some ways it seem that it worked better.

• If you have feedback on the different disciplines and loadouts, please note your feedback accordingly so we can track it.

Did Loadout A

 

 

Thank you!

 

(Sorry for the messed up chart. It was neater when I typed it in word but for some reason can't copy a chart from word to here)

 

Abilities:

ABILITIES OLD ONE NEW LOADOUT (A) LOADOUT (B)

ATARU MASTERY No Yes Yes

ATARU SAVVY No Yes Yes

AWE Yes No No

BLADE BARRAGE Yes Yes Yes

BLADE BLITZ Yes Yes Yes

BLADE RUSH Yes Yes Yes

CENTERING Yes Yes Yes

CLASHING BLAST Yes Yes Yes

COMBAT TRANCE No Yes Yes

CONTEMPLATION No No Yes

CYCLONE SLASH Yes Yes Yes

DEFENSIVE FLOURISH No No Yes

DEFENSIVE ROLL No Yes NO

DISPATCH Yes Yes Yes

DUAL WIELD Yes Yes Yes

ENERGY BARRAGE No Yes NO

EXCISE No Yes Yes

FORCE CLARITY Yes Yes Yes (Check the note below)

FORCE KICK Yes Yes Yes

FORCE LEAP Yes Yes Yes

FORCE MIGHT Yes Yes Yes

FORCE STASIS Yes NO No

FORCE SWEEP Yes Yes Yes

FOCUSED SLASH Yes Yes Yes

FORCE CAMOUFLAGE Yes Yes Yes (Check Note below)

GUARDED BY THE FORCE Yes Yes Yes (Check the note below)

HEROIC MOMENT Yes Yes Yes

IMMACULATE FORCE No Yes Yes

INSPIRATION Yes Yes Yes

INTERCESSOR No No Yes

INTROSPECTION Yes Yes Yes

JEDI ENFORCER No Yes Yes

LANCE Yes Yes Yes

LEG SLASH Yes No No

PACIFY Yes NO NO

PRECISION Yes Yes Yes

PUNCTURE No No Yes

QUICKNESS No Yes No

REBUKE Yes Yes Yes

RESOLUTE Yes Yes Yes

RIGHTEOUS ZEAL No Yes Yes

SABER STORM No Yes Yes

SABER WARD Yes Yes Yes

SNARING SLASH No No Yes

STRIKE Yes Yes Yes

SWIFT BLADES No Yes Yes

SWIFTNESS No No Yes

TRANSCENDENCE Yes Yes Yes (Check the note below)

TRAIL BLAZER No No Yes

TWIN SABER THROW Yes Yes Yes

VALOR Yes Yes Yes

VALOR BLADE NO Yes No

VALOROUS CALL Yes Yes Yes

ZEALOUS STRIKE Yes Yes Yes

ZEALOUS WARD No Yes No

ZEN Yes Yes Yes

ZEN WARD No Yes NO

 

 

 

Note:

Some abilities you must choose from:

 

Level 20 Choices:

Slash

Blade Barrage

Transcendence

 

Level 35 choices:

Swiftness

Quickness

Force Clarity

 

 

Level 70 Choices:

Blade Blitz

Guarded by the Force

Force Camouflage

 

 

For my playstyle on the abilities I need to choose from (since I refuse to do pvp so that is not a factor for me and therefore it does not have anything to do with my playstyle)

 

Level 20:

Blade Barrage

Transcendence

 

I would choose Blade Barrage over Transcendence but if Transcendence could be added in without having to choose from one of the others that would be great.

 

Level 35

Swiftness

Quickness

Force Clarity

 

Not sure about the other two but Force Clarity might be the one I choose on live even though I used Loadout A this time and I used quickness as there wasn't a choice right now. It seemed to be okay.

 

Level 70 Choices:

Blade Blitz

Guarded by the Force

Force Camouflage

 

For my choice I am not sure which I would use the most: Blade Blitz or Force Camouflage. I have rarely used Guarded by the Force and Force Camouflage I like at time to by pass some mods but as that is really not that big of a deal to me, I would most likely chose Blade Blitz.

Link to comment
Share on other sites

hi i thought it would be different than what it was. i do know what you are trying to make it simple but they are jedi it is like learning something that u spend years learning then you lose it but bad memory i wish it could a point system allowing you chose abilities but not the case. i find it too simple it is more like slash and grab game now
Link to comment
Share on other sites

  • Dev Post

Hi all,

 

If you have feedback to leave about the Jedi Sentinel, please leave it in the feedback thread. It's easier for us to track, log, and consolidate for the rest of the team to review. If there are multiple threads and/or various places where feedback about the Sentinel or Guardian are posted and they live outside the intended threads, that feedback could potentially get lost. Please keep info as consolidated as possible.

 

Thanks!

Link to comment
Share on other sites

Greetings all, I'm saddened to see what is going on, as a solo player that has played each class, each advanced class, and the different trees. This appears to be nothing more Than an attempt to redo NGE. It killed SWG and already after playing am at a loss seems from my point of view that everything is nurffed to heck.

Oh ever jumping form to 75 does not help, I get my joy out of building and learning the specs, bosses and trees. Not building from the ground up really does not help. But anyways I gave it a try. and I will continue to try but if this is a repeat of swg. I am gone. No joy in the game after that.

Would have preferred a new few new races or at least some work on the interpersonal stories of the companion characters

Have done both the A and B side and find them both lacking and not up to par with the standing game am sorry to say.

Link to comment
Share on other sites

×
×
  • Create New...