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Re: Update 2.0 Discussion

Posted: Thu Feb 21, 2013 23:07
by pata
They nerfed the smashers. There will be big cry. One singularity stack will not give you +25% only +11% and 3 stacks will be the max.

Re: Update 2.0 Discussion

Posted: Fri Feb 22, 2013 04:34
by Valenth
Raiah wrote:Opps, missed a W there :p

It should indeed be a nice tanking buff in 2.0. Honestly though I wasn't aware it only shielded the default attack, of course, I haven't played tank a lot.
Neh, it used to only shield against attacks of the melee or ranged types, not tech and force.

After attack type you've got damage type (energy, kinetic, elemental and internal) and they basically switched the focus from attack type to damage type.

In other words, a lot more attacks should be shield'able now. In Warzones tanks didn't really bother spending stats in shield because players had a lot more force/tech attacks that completely bypassed the shields, making then less usefull.

Do keep in mind though that the stat formulas have changed greatly (for the worse). where I used to have around 25-27% defense chance on Valenth, I know have 15%, to give you an idea. Crit rate has been massacred as well. :P

Alacrity is a nice stat now, besides increasing resource regen, it also cuts down on the global cooldown. Not that you will see 10%+ numbers, but it can be very handy to know. For example, Seer Sages now have the possibility to put down instant AoE heals because of several alacrity related buffs/procs. :)

Re: Update 2.0 Discussion

Posted: Fri Feb 22, 2013 07:59
by pata
Huh. What is really bad the shadow's phase walk ability at the moment (you can teleport with the ball). It decrease the hutball who has more shadow game. I hope they will fix that ability.

Here is a demonstration video:
http://www.youtube.com/watch?v=y8bedrKwQb8

Here is the vanguard's new ability:
http://www.youtube.com/watch?v=TJugdySvuIg


And one anout the gear:
http://www.youtube.com/watch?v=Xq2sWYMIDQA

As you can see they reset the gears. That means there will be new sets (so it seems, you can not use warhero shell to anything in the future), but they will be not harder than the current. I found two endgame PvP vendor and the rating was like war heo and elite war hero. Of course the stats changed (for example jedi guardian gear has alacricity now).

Re: Update 2.0 Discussion

Posted: Fri Feb 22, 2013 11:32
by Raiah
Seeing how the teleport does leave a small line showing the direction you went, yea you probably should be able to do that with the ball without losing it.

Looks like the channelled shield will be self only, meh, not sure I'll use that a lot.

So Warhero will go away as well? I figured it would be kind of like it is for PvE? The Warhero set stays just like Black Hole does and two new sets added after it?
Valenth wrote:Do keep in mind though that the stat formulas have changed greatly (for the worse). where I used to have around 25-27% defense chance on Valenth, I know have 15%, to give you an idea. Crit rate has been massacred as well. :P
Yea that honestly has me worried. Why change such things? Why make the game play like a different game? I'll reserve judgement for now, see how things are when I get on test server. Would also like to know how things are when you get some higher tier armour, Rakata\Black Hole which is now a fairly high tier will soon be the first tier so that might have something to do with it, don't remember what my crit chance was in Tionese. Considering my main class more or less need a high crit chance this could make me very grumpy :p
A new option has been added to Operation, party, player, and target frames to resize the buffs and debuffs. The Operation frames also now have the option to add spacing between party members to allow room for larger buffs and debuffs. *UPDATED 2/21*
That's nice. Hope they also make it display more buffs and debuffs though, if they don't I'll just use that to disable buffs/debuffs completely since at the moment it basically shows the class buffs and some more things, my smugglers HoT? Nope, need to target to check that...

Re: Update 2.0 Discussion

Posted: Fri Feb 22, 2013 14:46
by Raiah
Dulfy post on commendations: http://dulfy.net/2013/02/22/swtor-comme ... patch-2-0/

Is it just more is "Classic commendations" kind of a stupid name for the lvl 50/campaign tier stuff? Classic? How about using Basic (which is the second tier). Sure it is classic being and old set of gear but it just sounds stupid :p

Sounds like Black Hole gear as well as the separate campaign armouring will be removed, you'll simply buy the Campaign pieces that currently need tokens with the Classic commendations.

Also, maybe it'll change but currently the top tier of gear in 2.0 doesn't have any set bonus...

Re: Update 2.0 Discussion

Posted: Fri Feb 22, 2013 16:37
by pata
FOR ALL PVP MANIAC!

Do not purchase elite war hero gear! Save as many commendation as you can!

Link here:
http://dulfy.net/2013/02/22/swtor-pvp-g ... es-in-2-0/

Re: Update 2.0 Discussion

Posted: Sat Feb 23, 2013 11:57
by Raiah
For those who want to check out the new skill trees and maybe plan ahead a bit without downloading all the PTS date swtor-spy now has a skill tree calculator updated for 2.0.

Wonder what's taking torhead so long with this? They seem like the bigger more popular site to me...

Any way, link.

Re: Update 2.0 Discussion

Posted: Sat Feb 23, 2013 12:17
by Raiah
Looking at the skill trees right now, been through my Smuggler specs now. As a whole I like it, while there was some complete changes to some skills (like Holdeout Defense in Dirty Fighting which now increase your movement speed for two seconds after using Pistol Whip rather than increasing Pistol Whip damage) I had not problem finding something I liked.

Were some places where skills now have room for more skill points but also become more effective, like Flanking in Scrapper which is now a 2 point skill but putting in two point lowers the Back Blast energy cost by 10, the old one maxed at 5. Some skills also required fewer points to max but still have the same effect like Sneaky in Scrapper.

For sawbones scoundrels it seem like we should be a bit more energy efficient in 2.0. Didn't exactly run through the numbers but there are some new energy conserving things in there like the new Puissant Poultices which increases the healing of Slow-release Medpac and Kolto Cloud, increases the duration of Kolto Cloud and lowers the cost of Slow-Release Medpac.

Going to have a look at the other classes now.

EDIT:
Looking at sages. First things first, stunbubbles won't be as annoying, the stun effect is still there but only on bubbles place on yourself.

The Telekinetics tree has changed quite a bit, to be specific a lot of things have moved around but there is some new stuff in lower areas as well. There are several new skills building of Telekinetic Wave. Reverberation is now just a two point skill rather than the old five but still has the same effect, I always thought it was a bit boring how Reverberation sat there alone in its tier. Might give telekinetic another go in 2.0.

Balance looks mostly to be mostly the same. Upheaval is no longer in the balance tree but is instead a tier one Telekinetic skill, Drain thoughts (previously tier 5) takes the place of Upheaval and is replace by a new skill. Once change I really like is that

I can't really speak much for the changes to Telekinetics and Balance since I've been sticking with my good old hybrid build which still looks like it should be viable. A lot of icons have changed, saw some of this on the smuggler but not to this extent.

Seer has a whole bunch of changes, many quite interesting.
  • For starters in tier 1 there is now a skill called Psychic Suffusion which makes Force Wave heal yourself and affected allies, can't tell how much from skill calculator of course but sounds nice.
  • The healing pushback skill is now just one point but just as effective.
  • Since Force Armour no longer has a cooldown Preservation now instead reduces the duration of Force-imbalance.
  • Conveyance remains the same. That's good, relearning how it works was a pain last time.
  • Egrees is no longer dependant on Presevation and is now instead just a separate skill. Instead there is now Life Ward which has Preservation as a pre-requisite, Life Ward makes your force Armor and Force Barrier Heal you for up to 1% of your total health every second for as long as they last. Might be nice.
  • Resplendance works differently. Instead of just making noble Sacrifice activate without degenerating force it now has a 50%/100% chance to build a charge ofResplendance (doesn't say how many is max). When you have charges Noble Sacrifice will activate without degenerating force and consume one charge and Salvation will Activate 33% faster per charge and consumes all charges.
  • Clairvoyance no longer has the extra hit chance.
  • Tier 7 has three new skills which are as follows: Master speed which increase the duration of force-speed by 0.5 (wow!), in addition to this, when Force Barrier (the new active skill at lvl 51) ends any active cooldown of force speed is finished. The next skill is Force Warden which makes Healing Trance channel and tick 6/12/18% faster. The third skill is Amnesty which reduces the duration of Noble Sacrifice's Force degeneration effect by 3 seconds and makes Force Barrier purge the degeneration effect, not all that exciting.

Re: Update 2.0 Discussion

Posted: Tue Feb 26, 2013 05:57
by pata

Re: Update 2.0 Discussion

Posted: Tue Feb 26, 2013 11:14
by Corvinius
https://securecdn.disqus.com/uploads/me ... iginal.jpg

And also they seem to have some reasons hidden for level 50+ players to revisit the old region.

I say only:

Dread seed

;-)