Getting back to SWTOR
#226
Posté 29 mars 2014 - 12:22
#227
Posté 29 mars 2014 - 12:40
Does anyone know what's the Inquisitor build that has long stuns?
You mean whirlwind? My sorc is a healer, but whirlwind lasts 60 seconds.
#228
Posté 29 mars 2014 - 02:03
You mean whirlwind? My sorc is a healer, but whirlwind lasts 60 seconds.
That's what I meant. So it's a sorcerer ability.
#229
Posté 01 avril 2014 - 07:11
#230
Posté 01 avril 2014 - 07:44
- DeathScepter aime ceci
#231
Posté 01 avril 2014 - 07:52
You sure this isn't an April Fools?
Max Rebo is a very reputable source. Google him out.
- DeathScepter aime ceci
#232
Posté 01 avril 2014 - 07:53
- DeathScepter aime ceci
#233
Posté 01 avril 2014 - 09:49
#234
Posté 05 avril 2014 - 01:31
Should have mentioned this sooner, my bad. SWTOR is having an hourly sale of Cartel Market items. At the moment they're selling the Destroyer armor for 120 cartel coins (they discount one item every hour between 80-90%). Some of the previous items on sale today:
- Treek
- Sienar PR-3
- Eradicator's War Suit
- Carbonite Chamber
According to Dulfy, here's the list of what might go on sale after the Destroyer Armor:
Destroyer Armor set – 8 pm CDT
Character rename – 9 pm CDT
PvP Consumeable bundle – 10 pm CDT
Ashfall Tauntaun – 11 pm CDT
#235
Posté 05 avril 2014 - 02:58
I actually just resumed my SW PC after about a four month absence.
#236
Posté 05 avril 2014 - 03:08
SWTOR is great in the roleplaying department and "meh" in the everything else department.
- Naesaki aime ceci
#237
Posté 05 avril 2014 - 03:30
That's what I meant. So it's a sorcerer ability.
To clarify:
Both Sorcs and Assassassbites get Whirlwind, but only the Sorc version of Whirlwind lasts for 60 seconds. However, the Assassassbite gets its own 60-second CC power, Mind Trap.
Whirlwind can be used on any enemy, but it generates threat and will initiate combat with the rest of a given group of enemies. Mind Trap can only be used on non-droid enemies, but it's a stealth CC and will not generate threat. Mind Trap also cannot be used after combat has begun, whereas Whirlwind can be used at any point before or during a fight.
#238
Posté 05 avril 2014 - 04:41
Should have mentioned this sooner, my bad. SWTOR is having an hourly sale of Cartel Market items. At the moment they're selling the Destroyer armor for 120 cartel coins (they discount one item every hour between 80-90%). Some of the previous items on sale today:
- Treek
- Sienar PR-3
- Eradicator's War Suit
- Carbonite Chamber
According to Dulfy, here's the list of what might go on sale after the Destroyer Armor:
Destroyer Armor set – 8 pm CDT
Character rename – 9 pm CDT
PvP Consumeable bundle – 10 pm CDT
Ashfall Tauntaun – 11 pm CDT
Dang, wish I'd known that sooner. I'd hop back on SWTOR just to get the Destroyer armor in case I ever decided to come back to the game.
#239
Posté 05 avril 2014 - 05:59
There's also going to be another Double Exp Weekend from April 11th-13th.
#240
Posté 08 avril 2014 - 10:44
These are the changes:
Sorcerer
Below you will find our current list of changes slated for Game Update 2.7, again this is not a comprehensive list of all changes and all changes are subject to change. Our goal with these changes was to address the classes survivability/viability along with some "quality of life" for Lightning. Here ya go:Sage
- Force Barrier now has an additional effect. While you are protected by Force Barrier, charges will build up and grant Enduring Bastion. Enduring Bastion is a shield that absorbs an amount of damage based off the charges (1-4) that are present when Force Barrier ends. Enduring Bastion also grants immunity to interrupt and lasts for up to 5 seconds after Force Barrier ends.
- Polarity Shift will now make the caster immune to pushback along with interrupts.
- Innervate is now immune to pushback.
- Lightning Barrage now has a 50%/100% chance to grant a Lightning Barrage charge when using Lightning Strike on a target affected by your Affliction. A Lightning Barrage charge causes your next Force Lightning to channel and tick twice as fast.
- Lightning Storm now builds a charge whenever you deal damage with Lightning Strike, Thundering Blast, or Force Storm. At 2 charges, Chain Lightning’s cooldown is reset and the next cast of Chain Lightning activates instantly and has no Force cost. This effect can only occur every 10 seconds.
- Wrath now builds up a charge whenever the Sorcerer deals damage with Force Lightning. At 3 charges, the next Lightning Strike or Crushing Darkness is cast instantly and deals 35% more damage.
- Fade Out has been moved to Tier 2 in the Corruption Tree. Empty Body has been moved to Tier 1 in the Corruption Tree. Force Suffusion has been moved to Tier 4 in the Corruption Tree.
- Focal Lightning now also decreases the force cost of Lightning Strike by 15% per stack.
Below you will find our current list of changes slated for Game Update 2.7, again this is not a comprehensive list of all changes and all changes are subject to change. Our goal with these changes was to address the classes survivability/viability along with some "quality of life" for Telekinetics. Here ya go:Marauder
- Force Barrier now has an additional effect: while you are protected by Force Barrier, charges will build up and grant Enduring Bastion. Enduring Bastion is a shield that absorbs an amount of damage based off the charges (1-4) that are present when Force Barrier ends. Enduring Bastion also grants immunity to interrupt and lasts for up to 5 seconds after Force Barrier ends.
- Mental Alacrity will now make the caster immune to pushback along with interrupts.
- Healing Trance is now immune to pushback.
- Psychic Projection now has a 50%/100% chance to grant a Psychic Projection charge when using Disturbance on a target affected by your Weakened Mind. A Psychic Projection charge causes your next Telekinetic Throw to channel and tick twice as fast.
- Tidal Force now builds a charge whenever you deal damage with Disturbance, Turbulence, or Forcequake. At 2 charges, Telekinetic Wave’s cooldown is reset and the next cast of Telekinectic Wave activates instantly and has no Force cost. This effect can only occur every 10 seconds.
- Presence of Mind now builds up a charge whenever the Sage deals damage with Telekinetic Throw. At 3 charges, the next Disturbance or Mind Crush is cast instantly and deals 35% more damage.
- Egress has been moved to Tier 2 in the Seer Tree. Pain Bearer has been moved to Tier 1 in the Seer Tree. Psychic Suffusion has been moved to Tier 4 in the Seer Tree.
- Telekinetic Focal Point now also decreases the force cost of Disturbance by 15% per stack.
I wanted to let you know of some changes that were coming to you guys in Game Update 2.7, specifically a change to how Smash deals damage:Sentinel
- Smash now requires a Primary target to activate.
- Secondary player targets are no longer affected by the additional damage granted by Shockwave, or the critical chance granted by Dominate.
- Secondary NPC targets are still affected by Decimate, Shockwave, and Dominate.
I wanted to let you know of some changes that were coming to you guys in Game Update 2.7, specifically a change to how Force Sweep deals damage:Juggernaut
- Force Sweep now requires a Primary target to activate.
- Secondary player targets are no longer affected by the additional damage granted by Singularity, or the critical chance granted by Felling Blow.
- Secondary NPC targets are still affected by Swelling Winds, Singularity, and Felling Blow.
With Game Update 2.7, we are addressing some balancing issues that have been present for a while, the primary of which is the damage of Smash.There are also some other changes coming, which includes a redesign of Enraged Defense and a change for Through Passion:
- Smash now requires a Primary target to activate.
- Secondary player targets are no longer affected by the additional damage granted by Shockwave, or the critical chance granted by Dominate.
- Secondary NPC targets are still affected by Decimate, Shockwave, and Dominate.
Guardian
- Enraged Defense no longer costs Rage to activate, and will hold a number of charges based on if the Juggernaut is above or below 50% health. Every time the Juggernaut takes damage, a charge is expended to heal for 4% of his maximum life.
- Enraged Defense’s cooldown has been increased to 3 minutes.
- Through Passion now reduces the cooldown of Enraged Defense by 15/30 seconds.
- Threatening Scream now immediately reduces threat by a moderate amount while not in Soresu Form.
With Game Update 2.7, we are addressing some balancing issues that have been present for a while, the primary of which is the damage of Force Sweep.There are also some other changes coming, which includes a redesign of Focused Defense and a change for Through Peace:
- Force Sweep now requires a Primary target to activate.
- Secondary player targets are no longer affected by the additional damage granted by Singularity, or the critical chance granted by Felling Blow.
- Secondary NPC targets are still affected by Swelling Winds, Singularity, and Felling Blow.
Sniper
- Focused Defense no longer costs Focus to activate, and will hold a number of charges based on if the Guardian is above or below 50% health. Every time the Guardian takes damage, a charge is expended to heal for 4% of his maximum life.
- Focused Defense’s cooldown has been increased to 3 minutes.
- Through Peace now reduces the cooldown of Focused Defense by 15/30 seconds.
- Challenging Call now immediately reduces threat by a moderate amount while not in Soresu Form.
There are some survivability changes coming to Snipers in Game Update 2.7 that I wanted to let you all know about:Gunslinger
- Shield Probe’s cooldown has been reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
- Hold Position now causes Evasion to give the Sniper a 100% chance to resist Tech and Force attacks for 3 seconds.
- Entrench is no longer removed when you leave cover. However, you must return to cover to gain the protection offered by Entrench.
- Flashbang now only affects a single target.
- Hold Your Ground will now reduce the cool down of Shield Probe by 3/6 seconds. (Down from 7.5/15 seconds)
There are some survivability changes coming to Gunslingers in Game Update 2.7 that I wanted to let you all know about:Operative
- Defense Screen’s cooldown has been reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
- Hold Position now causes Dodge to give the Gunslinger a 100% chance to resist Tech and Force attacks for 3 seconds.
- Hunker Down is no longer removed when you leave cover. However, you must return to cover to gain the protection offered by Hunker Down.
- Flash Grenade now only affects a single target.
- Hold Your Ground will now reduce the cool down of Defense Screen by 3/6 seconds. (Down from 7.5/15 seconds)
Below you will find our currently planned changes for Game Update 2.7. Keep in mind this is not a comprehensive list and they are subject to change. Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:Scoundrel
- Shield Probe has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
- Exfiltrate has been redesigned. Using Exfiltrate will grant a charge that will allow Exfiltrate to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
- Exfiltrate no longer costs energy to use.
- Jarring Strikes now grants a buff that makes Backstab not require position behind the target after using Hidden Strike.
- Jarring Strikes now causes Hidden Strike to immobilize the target instead of knocking them down.
- Surgical Precision can now only grant Tactical Advantage every 6 seconds.
- Flashbang now only affects a single target.
- Preparedness will additionally allow Flashbang to blind up to 5 targets within 5m.
- Shadow Operative Elite will now give the Exfiltrating Operative a short window of defense against all attack types (which stacks with Exfiltrate’s normal defense bonuses).
- Escape Plan will now reduce Shield Probe by 3/6 seconds. (Down from 7.5/15)
Below you will find our currently planned changes for Game Update 2.7. Keep in mind this is not a comprehensive list and they are subject to change. Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:
- Defense Screen has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
- Scamper has been redesigned. Using Scamper will grant a charge that will allow Scamper to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
- Scamper no longer costs energy to use.
- K.O. now grants a buff that makes Backblast not require position behind the target after using Shoot First.
- K.O. now causes Shoot First to immobilize the target instead of knocking them down.
- Emergent Emergencies can now only grant Upper Hand every 6 seconds.
- Flash Grenade now only affects a single target.
- Street Tough will additionally allow Flash Grenade to blind up to 5 targets within 5m.
- Slippery Devil will now give the Scampering Scoundrel a short window of defense against all attack types (which stacks with Scamper’s normal defense bonuses).
- Smuggled Defenses will now reduce Defense Screen by 3/6 seconds. (Down from 7.5/15)
Source: Dulfy
And the official forums where that information came from: http://www.swtor.com...ad.php?t=722297
What do you make of it?
#241
Posté 08 avril 2014 - 11:38
#242
Posté 09 avril 2014 - 12:47
Hm. I actually bought SWTOR when it first came out, but tragically found I didn't have a computer to play it. Now I have a lack of good RPGs I'm interested in to get through.
So... would it be worth it, anyone think? I've wanted to actually play through an Imperial Agent run (after seeing it so many times, I just want it myself), but the biggest obstacle for me would be if grinding is a big deal.
If nothing else it's free except for the time sink. What does actual money get you these days, anyway?
#243
Posté 09 avril 2014 - 01:11
They also get a monthly cartel-coin 'stipend' that can be used to purchase access to useful unlocks (more cargo-hold space, more inventory space, rocket boots, decreased cooldowns on quick-travel passes, etc.) or 'packs' which can have a variety of items (usually a mixture of one-time experience boosts, aesthetic shells for clothing and gear, companion gifts, and crafting materials).
Probably the most annoying aspects of being F2P/Preferred are the cap on credits, the inability to use the best gear tier, and the limited number of character slots. Any in-game money you earn beyond 300,000 or so (I forget the exact cap) goes into escrow, and you have to pay cartel coins to unlock it. You really don't need that kind of money before endgame for anything other than buying aesthetic stuff from the GTN (in-game auction house). Artifact ("purple") gear is unusable for F2P/Preferred without an unlock, but most people consider purples to be a waste of time before level 50+ anyway. F2P only get two character slots; I think that Preferred get six, and subs get 12. Anyone can buy more slots, though.
Most of the unlocks you can buy with cartel coins are usually available on the GTN for credits anyway.
If your only goal is to play through the Agent storyline, then being F2P will work just fine. You don't need to replay any content to level; even with the F2P restrictions on experience, just doing all of the quests in each area will leave you overleveled, and that's without counting flashpoints or warzones. Keeping yourself and your most-used companions in blue gear reasonably close to your level ought to be adequate for anything you'll encounter.
#244
Posté 09 avril 2014 - 01:47
Gracias. Quicker XP gain is the most interesting part of that, since I'm relatively indifferent on equipment and max items/loot, but F2P sounds like it might be worth a shot.
Eventually I'd play through most or all of them- Agent is just one I've heard and seen the most things that appeal to me. I like the evil!James Bond storyline of a mundane who's about as high in a mageocracy as a non-mage can get.
It's weird, but I'm actually pretty familiar with the Agent storyline, as well as some of the others: this is just one of those games that, even when you see others play it, it just makes you want it more to claim it as your own.
Between the Empire and Republic storylines, I've found myself favoring the Empire character stories: not because I think the Empire itself is better, but rather between the hammy villainy and institutionalized sociopath I find the stories of people just pushing to survive and thrive in such a hard environment far more interesting than the 'heroism is the ideal and most rewarded' of the Jedi stories.
It's hard to find a setting in which a neutral-evil character isn't exceptional, but downright reasonable by comparison, and yet is still capable of getting those humanizing relationships and friends.
(That, and something about the Watcher 2 romance arc grabs me- the rarity of a non-companion romance arc, I suppose? Pitty that it's broken up regardless, iirc.)
Another question, while it's on my mind: is it possible to reset your abilities? I'm generally poor at making effective builds in RPGs, having never been good at specializing properly. Are you locked in to your ability choices, or can you buy a reset item?
#245
Posté 09 avril 2014 - 02:09
You can also buy a field respec for individual characters (not a legacy-wide unlock) for something like 200,000 credits or X cartel coins, which will let you respec that character for free anywhere you like.
#246
Posté 09 avril 2014 - 02:11
You can respec on the Fleet and on the capital world; I don't know if F2P have to pay credits or cartel coins for that, though. Subs don't have to pay anything.
You can also buy a field respec for individual characters (not a legacy-wide unlock) for something like 200,000 credits or X cartel coins, which will let you respec that character for free anywhere you like.
It was free when I was F2P
#247
Posté 09 avril 2014 - 02:31
Another question, while it's on my mind: is it possible to reset your abilities? I'm generally poor at making effective builds in RPGs, having never been good at specializing properly. Are you locked in to your ability choices, or can you buy a reset item?
You can reset your skill tree, but that has few abilities, it is more modifiers to your abilities.
You cannot reset your class or your advanced class which is what determines most of your abilities. Those are really important choices.
#248
Posté 10 avril 2014 - 12:47
Well, after figuring out how to fix my monitor and resolution issues, I'm in. Got to level 6 before calling it a night: I need to either grind more or actually work to buy armor/items, as I'm currently at the point of a getting mobbed by enemies in a dungeon. I have a feeling a companion with melee would help me from getting overwhelmed, but I'm not sure whether I can rush the story mission(s) to get K versus needing to grind my way up more.
Starting to get a hang of it, but really need to work on the combat a bit. Is there a quick way to rotate through available targets? I find I'm missing my clicks on melee enemies, which is also taking me out of cover at bad times.
#249
Posté 10 avril 2014 - 02:47
Well, after figuring out how to fix my monitor and resolution issues, I'm in. Got to level 6 before calling it a night: I need to either grind more or actually work to buy armor/items, as I'm currently at the point of a getting mobbed by enemies in a dungeon. I have a feeling a companion with melee would help me from getting overwhelmed, but I'm not sure whether I can rush the story mission(s) to get K versus needing to grind my way up more.
You shouldn't need to buy anything on your starter planet. It's a waste of money and/or commendations; you can finish all the quests fairly handily with gear you get via drops and quest rewards.
Grinding random mobs outside of the actual quests is pretty ineffective; the best way to gain experience is through questing. If you do all the quests, you should never be even remotely underleveled. Now, this can sometimes work oddly on starter planets, because everything's so close together and easily accessible, so you might stumble into a higher-level area by accident. For a newer player, that might be a problem. Pay close attention to the levels of the quests you're doing, and you should be fine.
On Nal Hutta, there's a brace of Heroic quests which are designed to be played by groups of two or more characters. You might be wandering into those quests' areas and getting slaughtered. I'd recommend doing them sooner rather than later, by asking around in general chat for groups ("LFG [shift-click on quest names]"). Should be pretty easy to find others willing to run them, especially at peak hours. I can't recall any other quests that might give you problems without a companion.
Starting to get a hang of it, but really need to work on the combat a bit. Is there a quick way to rotate through available targets? I find I'm missing my clicks on melee enemies, which is also taking me out of cover at bad times.
Tab-targeting rotates between enemies. And hotkeys should be used for your actual powers; there's no autoattack. A fair number of people click on their powers on the bar instead of using the hotkeys, or use a combination of hotkeys and clicking. That's fine if you're doing PvE content, which doesn't require constant repositioning. But you shouldn't need to click to target. That murders your damage.
#250
Posté 10 avril 2014 - 12:14
Tab-targeting rotates between enemies. And hotkeys should be used for your actual powers; there's no autoattack. A fair number of people click on their powers on the bar instead of using the hotkeys, or use a combination of hotkeys and clicking. That's fine if you're doing PvE content, which doesn't require constant repositioning. But you shouldn't need to click to target. That murders your damage.
That aside, you may want to try custom UIs, improve the interface greatly. Personally, I was using the following:
http://www.swtorui.c...ugeneralUI.html
You need to copy the .xml-file of that into C:\Users\< Username >\AppData\Local\SWTOR\swtor\settings\GUIProfiles, which you can then activate in-game via the interface-menu. Have been using it on a now level 43-ish toon, in group-content too, quite satisfied with it.





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