Poll | | What game does everyone play now? | Starcraft 2 | | 26% | [ 8 ] | Warcraft 3 | | 35% | [ 11 ] | League of Legends | | 19% | [ 6 ] | World of Warcraft | | 0% | [ 0 ] | Diablo 2 | | 0% | [ 0 ] | No games at all | | 10% | [ 3 ] | Other game not listed | | 10% | [ 3 ] |
| Total Votes : 31 |
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| Star Wars: The Old Republic | |
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Author | Message |
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Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Fri Jan 31, 2014 9:55 am | |
| - Quote :
- The galactic spacefighter patch came out awhile ago, just tried it today
It adds aerial dog fighting into the game in space ships (not the ship you get from your story, a smaller one that presumably is launched from your main one even though thats never mentioned or shown) That ship has all its own items and abilities separate from your main ship Its PvP only and you have to queue up for it like the other PvP modes gahh i wanna try it. is each ship solo or do they have bigger battleships (with multiple seats) like in Star Wars Battlefront space missions? - Quote :
- 2. The geometry of the maps makes it very very easy to defend, once a team caps a point its probably going to stay that teams point for the rest of the game, theres only like 1 point in 1 map that is open, so whoever caps 2 points first almost always wins
this has always been a problem on most of their maps. on any of the pvp areas that involve defending points, there's usually a landslide victor. im not totally sure why, why is the symmetry the biggest cause on these maps? - Quote :
- because at some point i got a new speeder (i cant remember when why or how, it was like 4-5 months ago the last time i played
i fucking made it for you, you unappreciative prick. it cost a lot too. | |
| | | Pat1487 Moderator
| Subject: Re: Star Wars: The Old Republic Mon Feb 03, 2014 4:57 pm | |
| - Serenity09 wrote:
gahh i wanna try it. is each ship solo or do they have bigger battleships (with multiple seats) like in Star Wars Battlefront space missions? Its solo, that would be cool though - Serenity09 wrote:
- this has always been a problem on most of their maps. on any of the pvp areas that involve defending points, there's usually a landslide victor. im not totally sure why, why is the symmetry the biggest cause on these maps?
Its not the symmetry, its the design of the cap points, you can hide in a spot where its really hard to shoot at, and some of the points have choke points and since you can see where people are through walls it makes it really easy to stop people from getting close enough to even try to cap the point Also once you have a point you can fly around through the stuff thats around the point and as long as you stay withing capture range the other team cant cap it, and you can evade people for an incredibly long time by doing that to get as many points as possible (rather then actually fighting people will just evade for as long as possible) - Serenity09 wrote:
- i fucking made it for you, you unappreciative prick. it cost a lot too.
I never got one from you, the one i have is the orlean patriot, its a cash shop one (i looked it up to be sure), i probably saw it on the auction house for really cheap and bought it | |
| | | Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Tue Feb 04, 2014 9:35 am | |
| - Quote :
- Its not the symmetry, its the design of the cap points, you can hide in a spot where its really hard to shoot at, and some of the points have choke points and since you can see where people are through walls it makes it really easy to stop people from getting close enough to even try to cap the point
:/ being able to see people coming was a really bad design choice. defenders always have the advantage of numbers, especially because of how the respawn system works. even with the element of surprise, attackers are usually at a disadvantage (also because of the system). why make it even more of a disadvantage - Quote :
- I never got one from you, the one i have is the orlean patriot, its a cash shop one (i looked it up to be sure), i probably saw it on the auction house for really cheap and bought it
it was one of the last things i crafted and mailed to you. it must have been returned since you didnt take it. either way, you suck. | |
| | | Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Wed Apr 09, 2014 1:00 pm | |
| patch 2.7 came out a few days ago - 2.7 notes:
Game Update 2.7: Invasion Highlights
New Story Arc: Forged Alliances! Start this story arc by speaking to a droid on the Fleet near the new Outbound Mission Hangar.
New Flashpoints! Beginning the next major storyline of Star Wars: The Old Republic, the Korriban Incursion and Assault on Tython Tactical Flashpoints are now available to players at level 55.
Nightmare Mode is now available for the Dread Fortress! Even greater horrors await those who wish to challenge the bastion of the Dread Masters, and the Operation provides even greater rewards in the form of new Dread Master equipment!
Ranked Warzone Season 1 has ended! Characters that had a qualifying rating have been mailed their rewards. We are currently in Pre-Season 2 and Season 2 will begin with 2.7.1! Giradda congratulates the winners and looks forward to the bloodshed in Season 2! Ranked Arenas are still active for teams to prepare for the next season.
Quesh Huttball Pit, a new Warzone, is available for play! Baron Deathmark hosts the latest Huttball match on the toxic planet Quesh. Join the Warzone Queue and Go Berserk!
New Galactic Starfighter Domination Map: Denon Exosphere! An ongoing space battle featuring massive capital ships is ongoing in the exosphere of the ecumenopolis Denon. Wreckage from the battle is scattered around the area as forces fight to control a strategic space station. This map features two permanent spawn points for each team, adding more strategic spawning and attack possibilities.
Bounty Contract Week is back! The In-Game event runs from April 8th to April 15th, starting and ending at 12:00PM GMT. General
New options are available for the Ground Target Area of Effect reticle: Sticky Ground Target Reticule - When active, this option makes it so your Ground Target Reticule doesn't disappear if the target location is out of range or the ability otherwise fails. Example: Bounty Hunter attempts to activate Death From Above, but their target location is out of range. With this option active, the GTAoE reticule will persist and allow the player to instantly attempt to use the ability again. If this option isn't active, then the reticule will disappear and the player will have to click again. Quick Ground Target Activation - When active, pressing a hotkey that belongs to a GTAoE twice will use the ability at the feet of the Player's target. Example: The Player has the Pass the Huttball ability saved to Hotkey #3. The Player targets an ally and then presses 3 two times. The Huttball Pass will be activated at the feet of the targeted ally. If this option is turned off, then there are no changes to the existing behavior. All equippable gear pieces have their Item Rating displayed in the tooltip. Weapons and armor have not changed. In the equipment tooltips, mods/enhancements now display their Item Rating in parentheses instead of their Item Level. While unequipped, mods/enhancements display their Item Rating in their tooltip. The “Species: Weequay” Codex Entry can be obtained via a Lore Object on Nar Shaddaa. The “Species: Trandoshan” Codex Entry can be obtained by killing a Trandoshan on Belsavis.
Cartel Market
New Starfighter Pack: The Hotshot's Starfighter Pack! The Hotshot’s Starfighter Pack items can now be previewed in Collections. The Hotshot’s Starfighter Pack will be available on May 6th. Cost: 320 Cartel Coins Hypercrates containing 24 Hotshot’s Starfighter Packs will be available on May 6th. Discounted by 10% for a limited amount of time! Cost: 6912 Cartel Coins. New bundles of Imperial and Republic Galactic Starfighter cosmetic items are available in the Cartel Market. Discounted by 30% for a limited amount of time! Cost: 2037 Cartel Coins The new “Data Entry” Rest and Recharge item can now be previewed in Collections. Many items that were previously missing temporary bind timers have had them added. After an extensive summit meeting, a council of Dark Side elders has decreed that silent theatrical mediums are no longer considered “inherently not dark” and players with Dark Side alignment can now use “Emote: Mime.” The M8-3R Astromech Droid and Model FT-6 Pike now have entries in the Promotional Items category of Collections. The Weekly Pass: Operations is now a level 15 item. This allows non-subscribing players below level 50 to use the Weekly Pass to gain access to appropriately-leveled Operations during Events that feature them. Level restrictions on Operations still apply. The description of the item in its tooltip and on the Cartel Market has been updated to reflect this change. The Charcoal Dewback can now be unlocked through Collections.
Classes +Combat Jedi Knight General
Force Sweep now requires a primary target to activate.
Guardian
Focused Defense has been redesigned: It now empowers the user with 10 charges of Focused Defense, lasting up to 30 seconds. Whenever the user takes damage, a charge of Focused Defense is consumed to heal the user for a moderate amount. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health. Cooldown increased from 45 seconds to 2 minutes. Enure now has a 60 second cooldown (down from 90 seconds). Challenging Call now immediately reduces threat by a moderated amount while not in Soresu Form.
Vigilance
Commanding Awe now applies its 7%/15% damage resistance while Enure is active (instead of Focused Defense).
Focus (Guardian)
Through Peace reduces the cooldown of Focused Defense by 15/30 seconds. The bonuses from Felling Blow and Singularity now only apply to players if they are the primary target of Force Sweep. Non-player targets are always affected if they are inside the Force Sweep radius.
Sentinel
Focus (Sentinel)
The bonuses from Felling Blow and Singularity now only apply to players if they are the primary target of Force Sweep. Non-player targets are always affected if they are inside the Force Sweep radius.
Sith Warrior General
Smash now requires a primary target to activate.
Juggernaut
Enraged Defense has been redesigned: It now empowers the user with 10 charges of Enraged Defense, lasting up to 30 seconds. Whenever the user takes damage, a charge of Enraged Defense is consumed to heal the user for a moderate amount. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health. Cooldown increased from 45 seconds to 2 minutes. Endure Pain now has a 60 second cooldown (down from 90 seconds). Threatening Scream now also immediately reduces threat by a moderate amount while not in Soresu Form.
Vengeance
Deafening Defense now applies its 7%/15% damage resistance while Endure Pain is active (instead of Enraged Defense).
Rage (Juggernaut)
Through Passion reduces the cooldown of Enraged Defense by 15/30 seconds. The bonuses from Dominate and Shockwave now only apply to players if they are the primary target of Smash. Non-player targets are always affected if they are inside the Smash radius.
Marauder
Rage (Marauder)
The bonuses from Dominate and Shockwave now only apply to players if they are the primary target of Smash. Non-player targets are always affected if they are inside the Smash radius.
Jedi Consular Sage
Force Barrier now has an additional effect. While protected by Force Barrier, charges 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 5 seconds after Force Barrier ends. Force Barrier now has an additional rank to train at level 55, so visit your trainer! Mental Alacrity also gives 100% pushback resistance in addition to its other effects.
Seer
Healing Trance is now immune to pushback. 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.
Telekinetics
Psychic Projection now has a 50%/100% chance to grant a Psychic Projection charge when using Disturbance on a target affected by the user's Weaken Mind. The Psychic Projection charge causes the user's next Telekinetic Throw to channel and damage twice as fast. The chance to trigger Tidal Force is now 100% (up from 60% for Disturbance and Turbulence and 20% for Forcequake) and is based on ability activation rather than dealing damage with Disturbance, Turbulence, or Forcequake. The 10-second rate limit remains, and Forcequake now shares a rate limit with Disturbance and Turbulence. Concentration now decreases the pushback from Turbulence by 50%/100% (up from 35%/70%).
Balance (Sage)
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 activated instantly and deals 35% more damage. Telekinetic Focal Point now also decreases the force cost of Disturbance by 15% per stack.
Shadow
Spinning Kick is now a stun rather than a knockdown against players and stronger enemies.
Sith Inquisitor Sorcerer
Force Barrier now has an additional effect. While protected by Force Barrier, charges 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 5 seconds after Force Barrier ends. Force Barrier now has an additional rank to train at level 55, so visit your trainer! Polarity Shift also gives 100% pushback resistance in addition to its other effects.
Corruption
Innervate is now immune to pushback. 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.
Lightning
Lightning Barrage now has a 50%/100% chance to grant a Lightning Barrage charge when using Lightning Strike on a target affected by the user's Affliction. A Lightning Barrage charge causes the user's next Force Lightning to channel and damage twice as fast. The chance to trigger Lightning Storm is now 100% (up from 60% for Lightning Strike and Thundering Blast and 20% for Force Storm) and is based on ability activation rather than dealing damage with Lightning Strike, Thundering Blast, or Force Storm. The 10-second rate limit remains, and Force Storm now shares a rate limit with Lightning Strike and Thundering Blast.
Madness (Sorcerer)
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 activated instantly and deals 35% more damage. Focal Lightning now also decreases the force cost of Lightning Strike by 15% per stack.
Assassin
Spike is now a stun rather than a knockdown against players and stronger enemies.
Deception
Voltaic Slash no longer requires spending points in Impose Weakness.
Smuggler General
Defense Screen has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per use. Flash Grenade now blinds a single target.
Gunslinger
Hunker Down is no longer removed when leaving cover. However, the player must return to cover to gain the protections offered by Hunker Down.
Dirty Fighting (Gunslinger)
Hold Your Ground now reduces the cooldown of Defense Screen by 2/4 seconds (down from 7.5/15 seconds).
Scoundrel
Street Tough now allows Flash Grenade to blind up to 5 targets within 5 meters. Scamper has been redesigned. Using Scamper grants a charge lasting 10 seconds that allows the player to Scamper again within a 10 second window, after the second roll the ability goes on a ten second cooldown. If the charge is not used during this ten second window the ability remains off cooldown to be used again at a later time. In addition the energy cost has been removed making the ability free to use and the player no longer Scampers a shorter distance if snared.
Sawbones
Emergent Emergencies' now grants Upper Hand when Emergency Medpac is used regardless of the target’s health, but this effect can only occur once every 10 seconds.
Scrapper
Slippery Devil now gives the Scampering Scoundrel a short window of defense against all attack types (which stacks with Scamper's normal defense bonuses). K.O. now grants a buff that makes Backblast not require being behind the target after using Shoot First for 10 seconds and now immobilizes the target 3 seconds instead of knocking them down.
Dirty Fighting (Scoundrel)
Smuggled Defenses now reduces the cooldown of Defense Screen by 2/4 seconds (down from 7.5/15 seconds). Scurry now has a 50%/100% chance to make the next Kolto Pack activate instantly, cost no energy, and not require or consume Upper Hand.
Imperial Agent General
Shield Probe has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per use. Flashbang now only blinds a single target.
Sniper
Entrench is no longer removed when leaving cover. However, the player must return to cover to gain the protections offered by Entrench.
Lethality (Sniper)
Hold Your Ground now reduces the cooldown of Shield Probe by 2/4 seconds (down from 7.5/15 seconds).
Operative
Preparedness now allows Flashbang to blind up to 5 targets within 5 meters. Exfiltrate has been redesigned. Using Exfiltrate grants a charge lasting 10 seconds that allows the player to Exfiltrate again within a 10 second window, after the second roll the ability goes on a ten second cooldown. If the charge is not used during this ten second window the ability remains off cooldown to be used again at a later time. In addition the energy cost has been removed making the ability free to use and the player no longer Exfiltrates a shorter distance if snared.
Medicine
Surgical Precision now grants Tactical Advantage when Surgical Probe is used regardless of the target’s health, but this effect can only occur once every 10 seconds.
Concealment
Shadow Operative Elite now gives the Exfiltrating Operative a short window of defense against all attack types (which stacks with Exfiltrate's normal defense bonuses). Jarring Strikes now grants a buff that makes Backstab not require being behind the target after using Hidden Strike for 10 seconds and now immobilizes the target 3 seconds instead of knocking them down.
Lethality (Operative)
Escape Plan now reduces the cooldown of Shield Probe by 2/4 seconds (down from 7.5/15 seconds). Quickening now has a 50%/100% chance to make the next Kolto Infusion activate instantly, cost no energy, and not require or consume Tactical Advantage.
Trooper General
Full Auto now deals 4 ticks of damage instead of 3, with the first tick of damage occurring at ability activation. The total damage of the ability is unchanged, so each new tick of damage does slightly less than before.
Commando
Tech Override now has a base cooldown of 60 seconds.
Gunnery
Overclock now reduces the cooldown of Tech Override by 7.5/15. Steadied Aim now prevents 50%/100% of pushbacks towards Full Auto, Charged Bolts and Grav Rounds.
Curtain of Fire now has a 33%/67%/100% chance to occur when using Grav Round or Charged Bolts. Special Munitions now reduces the cost of High Impact Bolt by 3/6/9 Ammo while in Armor Piercing Cell.
Combat Medic
Combat Shields is now a Tier 2 Skill. Efficient Conversions is now a Tier 3 Skill.
Bounty Hunter General
Unload now deals 4 ticks of damage instead of 3, with the first tick of damage occurring at ability activation. The total damage of the ability is unchanged, so each new tick of damage does slightly less than before.
Mercenary
Power Surge now has a base cooldown of 60 seconds.
Arsenal
Power Overrides now reduces the cooldown of Power Surge by 7.5/15. Stabilizers now prevents 50%/100% of pushbacks towards Unload, Power Shots and Tracer Missiles. Barrage now has a 33%/67%/100% chance to occur when using Tracer Missile or Power Shot. Upgraded Arsenal now reduces the cost of Rail Shot by 3/6/9 Heat while in High Velocity Gas Cylinder.
Bodyguard
Power Shields is now a Tier 2 Skill. Heat Dampening is now a Tier 3 Skill.
Flashpoints +Operations Flashpoints
The Korriban Incursion and Assault on Tython Flashpoints have been added to the Tactical Flashpoint category at level 55. Added the Outbound Missions Hangar level to the Imperial and Republic Fleets with access to the Assault on Tython and Korriban Incursion Flashpoints. These new Hangars can be accessed via the Mission Departures elevators. Adjusted the health and damage of the bosses of the Czerka Corporate Labs and Czerka Core Meltdown Flashpoints to bring them in line with other Tactical Flashpoint bosses. Reduced the radius of Security Chief Zokar’s Rocket Launcher ability in Czerka Corporate Labs. Added two more Kolto Stations to the Security Chief Zokar encounter in Czerka Corporate Labs. The CZ-2X Infiltrator Droids in Czerka Corporate Labs have had their weapons upgraded and now have increased range.
Operations
Nightmare Mode is now available for the Dread Fortress! Even greater horrors await those who wish to challenge the bastion of the Dread Masters, and even greater rewards in the form of new Dread Master equipment!
This iteration of Nightmare Mode is a little different than others. The usual additional mechanics are present, as well as a new buff on the enemies called Nightmare Power. This buff grants the usual additional health and damage that has been added to previous Nightmare Modes. Anyone powerful and coordinated enough to defeat Dread Master Brontes while she is under the effect of Nightmare Power will be granted a new unique title!
At a future date, we will remove this buff, leaving the new mechanics in place but the health and damage dealt will return to usual Hard Mode values, and the title will no longer be possible to obtain. Hard and Nightmare mode Operations no longer share the same lockout. Completing a Hard Mode Operation does not prevent the completion of the Nightmare version of the same operation. You can check the status of your lockouts in the Lockouts tab of the Mission Log.
Galactic Starfighter General
The cooldown on Koigran Turn, Snap Turn, and Retro Thrusters has been increased. The Power cost of Power Dive has been reduced. The cooldown and Power cost of Barrel Roll has been increased. Upgrades relating to the cooldown times and Power costs of these abilities have been rebalanced to account for the changes. Missile lock breaking effects now consistently evade Cluster Missiles with the "Double Volley" upgrade. Shield Projector's visual effects now show up properly on all ships in the ability's radius. Icons for EMP Field’s accuracy debuff and Sensor debuff now show up on affected targets. Bombers can no longer drop Drones inside of structures or asteroids.
Ships + Hangar
Two new Scout ships, the Spearpoint and the S-SC4 Bloodmark have been added. These support ships have access to new components designed to improve the effectiveness your squadron: Combat Command – This system component increases weapon accuracy and power generation for all nearby allies (including the user) Tensor Field – This system component increases the speed and turning rate of all nearby allies. These ships can also equip a Repair Drone as their shield. (Identical to the Repair Drone found on the Bomber) Two new Strike Fighters, the FT-7B Clarion and the FT-3C Imperium have been added. These command ships only have one primary and secondary weapon, but have system components that improve the effectiveness of your allies: Combat Command – Increases weapon accuracy and power generation for all nearby allies (including the user) Repair Probes – Attaches a repair probe to all nearby allied ships, which slowly restores hull over 20 seconds. Remote Slicing – Transmits a slicing code that disables a ship’s system ability, and slowly drains shield power, making the ship vulnerable to your allies.
Component + Crew
The Dustmaker, Comet Breaker, and Demolisher Gunships can now equip Thermite Torpedoes. Missile Sentry Drone concussion missiles and Seeker Mines are no longer launched at ships that are immune to missile locks. EMP Field’s “Missile Lock Immunity” upgrade now cancels in-progress missile locks when it is activated. Seeker Mines now have a proper in-game model. Seismic Mines and Hyperspace Beacon have ended their ongoing battle for dominance and no longer share an icon. Seismic Mines now has a new icon. The amount of weapon and engine Power drained by Ion Railgun hits is now linearly scaled by the current charge level of the Railgun. For example, a Railgun hit at minimum charge (25%) that previously drained 60 units of power, now only drains 15 units. EMP Missiles now have sound effects when launched. Scourge and Jaesa (both Light Side and Dark Side versions) no longer have their names and descriptions hidden in the Galactic Starfighter crew list.
Items + Economy
Brutalizer is a new tier of PvP gear obtained via Ranked Warzone Vendors on the Republic and Imperial Fleets. It requires Ranked Warzone Commendations as well as the associated Obroan piece. Warzone & Ranked PvP gear vendors have had their items updated: Ranked vendors now sell Brutalizer gear. Warzone vendors now sell Obroan gear. Warzone & Ranked Enhancement Vendors have been updated with new enhancements. The effect of the Obroan Relic of Shield Amplification now occurs in PvP areas. Many head slot items that were missing voice modulation have been given voice modulation. Dread Master gear now drops from Nightmare Mode bosses. Dreadforged gear is now craftable. New Legacy Offhands are now available from the Gree Enclave Galactic Reputation Vendor. All Czerka Weapons sold by the Ordanance Acquisition Corps (Empire) and The Adjudicators (Republic) vendors have had their costs reduced to 120 Elite Commendations. A new “Galactic Starfighter” category has been added to the Galactic Trade Network. All Starfighter ship unlocks and customization unlocks have been moved into this new category.
Missions + NPCs
“[WEEKLY] Tactical Flashpoints” is a new Mission available on the Priority Mission Terminal which provides rewards for completing five level 55 Tactical Flashpoints each week. Certain Companions no longer jump into frame during the cinematic on the Mission “A Family Matter.” The Mission “The Heart of Darkness” in Act II of the Bounty Hunter chain now properly updates even if players choose the Dark Side option. The Ship Training Dummy is no longer hogging the camera and doesn't obstruct the view during the conversation with Risha in the Smuggler Mission Beryl’s Bargain.
Warzones
The Leaderboards have been reset for the end of Season 1 and preparation for Season 2. Archived data for Season 1 can be found on the main Leaderboard page. Quesh Huttball Pit has been added to the Warzone rotation. The normal Warzone queue has been temporarily adjusted to increase the amount of times the Quesh Huttball Pit will be selected. Power-up icons (Healing 'plus', Speed 'run', etc.) have been added underneath power-ups in all Warzones to show which power-up respawns at that position. Daily and Weekly PvP Missions have been updated to include credit for the new Warzone. Added the Mission Terminal that begins each of the various PvP Missions to the spawning area of each Warzone. Corrected an issue that would cause combinations of lower level mods (such as the popular 46 Prototype mods) and higher level color crystals (including those from the Cartel Market) to result in a higher Bolster bonus than intended. Corrected an issue that prevented weapon damage ranges from being properly bolstered. This results in an increase in damage coming from abilities that deal weapon damage. Bolster has been updated to account for the new tiers of gear, and now provides additional Expertise to elder game PvE gear. Bolster still caps at a level slightly below Obroan gear. Characters who do not wield weapons with Expertise mods and crystals are now capped at 1936 Expertise instead of the full 2018.
for the first time in 3-4 patches they changed my character (jedi shadow). they always do huge redesigns on other characters but mine has stayed the same. it was a debuff though, and a pretty bad one, so i wish they left it. they also added a new flashpoint and operation which is pretty cool of them there's a few more zones for different pvp modes. huttball got a new one, but it's a pretty good chance that it won't reconcile the pile of shit that is the mode as a whole. starfights got a new zone too. i still want to try this mode, im hoping they fixed some of the issues pat described in the layout of the new zone - patch notes wrote:
- After an extensive summit meeting, a council of Dark Side elders has decreed that silent theatrical mediums are no longer considered “inherently not dark” and players with Dark Side alignment can now use “Emote: Mime.”
| |
| | | Pat1487 Moderator
| Subject: Re: Star Wars: The Old Republic Wed Apr 09, 2014 5:16 pm | |
| Most of the changes to my class either dont apply to me or are changes to things that i havent gotten yet I like the change to enure, although that skill is super dangerous, basically it adds 30% of your max hp to your current hp, but only for a few seconds, if you drop below 30% hp while this is up as soon as it wears off you have 1 hp and will die instantly I also like Focused Defense, its a skill i havent gotten yet so i dont know what it used to do but i like what it does now
I dont like that force sweep needs a target now, its an aoe that hits everything in an arc in front of you, it shouldnt need a target and not having a target lets you use it quickly
Do you intend to play this soon? | |
| | | Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Wed Apr 09, 2014 5:27 pm | |
| - Quote :
- I dont like that force sweep needs a target now, its an aoe that hits everything in an arc in front of you, it shouldnt need a target and not having a target lets you use it quickly
that's so obnoxious. i wonder if it was somehow glitching and they couldnt figure out why. it just doesnt make sense otherwise - Quote :
- Do you intend to play this soon?
asap. which may be never. tomorrows my 4 month anniversary | |
| | | Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Fri Jun 13, 2014 9:51 pm | |
| patch 2.8 came out - patch notes:
Game Update 2.8: Spoils Of War Soovada ("Spoils of War" in Huttese) is an annual celebration of total extravagance in Hutt culture, originally celebrated in the summer season of Varl after successful military campaigns. Rival clans compete to prove their superior wealth, attempting to sponsor the most parties, pit fights, bounties, gambling, and every other public display of fortune and excess imaginable.
Popularized among outside cultures during visits to Nar Shaddaa, this exuberant holiday is now celebrated on hundreds of worlds across the galaxy, where it's simply known by its Huttese name; any connection to ancient wartime looting is largely ignored.
Highlights New Event: Spoils of War! Players can earn double Ranked Warzone Commendations, Warzone Commendations, Fleet Requisition, and Credits from PvP participation, and can try their hand at the slot machines on Nar Shaddaa for exclusive rewards during the Nar Shaddaa Nightlife celebration.
Earn double Fleet Requisition and Credits in Galactic Starfighter battles from Game Update 2.8 to 2.8.1. Earn double Ranked Warzone and Warzone Commendations and Credits from 2.8.1 to 2.8.2. Keep an eye out for intriguing advertisements for the Club Vertica and Star Cluster casinos for more information on the Nar Shaddaa Nightlife celebration! Earn Golden Certificates from Smuggler's Luck and Kingpin's Bounty machines and redeem them for prizes. Earn exclusive mount prizes directly from Kingpin's Bounty machines. Smuggler's Casino Chips can be purchased with Credits or Warzone Commendations. Kingpin's Casino Chips can be purchased with Credits or Cartel Market Certificates, or won from Smuggler's Luck slot machines. Nightmare Mode Dread Palace is now available! Return to Oricon to face off against Dread Masters Bestia, Tyrans, Calphayrus, and Raptus, who are now more powerful than ever before! Defeat this new difficulty while Nightmare Power is active to earn a new title!
Group Finder Operations have been redesigned! Story Mode Operations are now more accessible to endgame players (levels 50 – 55). The Operations section in the Group Finder window will list available Operations on a predetermined schedule, rotating in different Operations every few days. Players who meet the level requirement of the Operation will be Bolstered, removing the requirement for endgame gear. Rewards have also been improved, making this a great opportunity for players to earn Ultimate Commendations and experience new content!
Bounty Contract Week returns! The event runs from June 10th 12:00 GMT to June 17th 12:00 GMT.
Progress faster with a Double XP Week! Get twice the experience from July 1st 07:00 GMT to July 8th 07:00 GMT.
The Gray Secant has returned from its travels! Participate in the Relics of the Gree event from July 22nd 12:00 GMT to July 29th 12:00 GMT.
General Added Shadow Map options to the Preferences graphics tab: Shadow Map Cascades: Increases the number of shadow maps used by the shadow system. Increasing this will improve quality but reduce performance. Shadow Map Resolution: Increases the effective resolution of the shadows. Applies to interior and exterior shadows. Increasing this will improve quality but reduce performance. Removed 6 Location and 1 Bestiary Codex entries that were erroneous and not obtainable through gameplay. Corrected an error that caused /say messages to not send as expected. System Messages are now able to have their location moved with the Interface Editor. Cartel Market New Nightlife Pack now available: The Star Cluster Nightlife Pack! Cost: 320 Cartel Coins. Hypercrates containing 24 Star Cluster Nightlife Packs are now available! Cost: 6912 Cartel Coins (Discounted 10% for a limited time!) The Star Cluster Nightlife Pack items can now be previewed in Collections. Several Pets and Emotes from the Hotshot’s Starfighter Pack are now in Collections as intended. Moods now have a description indicating which slash command they unlock (ex: /goofy). The item “Holographic Disguise” now indicates in its tooltip that the effect will break when performing any action besides moving. Classes + Combat General Fixed an issue that would occasionally allow abilities to affect targets, even if those targets had a 100% or greater chance to defend against attacks. Jedi Knight Sentinel Watchman
Merciless Slash now deals more damage and costs 4 Focus. Dispatch and Merciless Slash now have a 25/50/75 percent chance and Slash now has a 15/30/45 percent chance to trigger Mind Sear, which finishes the active cooldown of Cauterize. Inexhaustible Zeal now also makes the Damager Over Time effects from Cauterize and Overload Saber uncleansable. Overload Saber now requires Juyo Form to be active. Plasma Blade now increases the damage dealt by burning effects by 7/14/21 percent (up from 2/4/6 percent). Guardian
Focused Defense now lasts a maximum of 10 seconds (down from 40). Sith Warrior Marauder Annihilation
Annihilate now deals more damage and costs 4 Rage. Vicious Throw and Annihilate now have a 25/50/75 percent chance and Vicious Slash now have a 15/30/45 percent chance to trigger Pulverize, which finishes the active cooldown of Rupture. Indefatigable Onslaught now also makes the Damager Over Time effects from Rupture and Deadly Saber uncleansable. Deadly Saber now requires Juyo Form to be active. Hemorrhage now increases the damage dealt by burning effects by 7/14/21 percent (up from 2/4/6 percent). Juggernaut Enraged Defense now lasts a maximum of 10 seconds (down from 40). Jedi Consular Sage Balance (Sage)
Sever Force now deals slightly more damage. Telekinetic Focal Point now grants a 9% per stack bonus to the damage of Rippling Force. Mental Scarring now increases the damage done by Telekinetic Throw to targets affected by the player’s Sever Force by 8.3/16.67/25 percent. Containment now reduces the activation time of Force Lift by 0.5/1.0 second (up from 0.25/0.5). Shadow Shadow’s Training now decreases the activation time of Force Lift by 1 second in addition to its other effects. Mass Mind Control now taunts NPCs when Combat Technique is active, and lowers threat when Combat Technique is not active. Reduced the activation time of Phase Walk to 0.5 seconds (down from 1.5 seconds) and increased the maximum duration to 5 minutes (up from 2 minutes). Combat Technique, Force Technique, and Shadow Technique no longer require 100 Force to activate, and instead use all available Force regardless of amount. Force Technique’s Force Breach now deals slightly more damage. Balance (Shadow)
Sever Force now deals slightly more damage. Mind Warp now increases the damage of Mind Crush by 16.5/33 percent instead of extending its duration. Sever Force now also triggers the damage and Force regeneration of Rippling Force. Containment now lowers the activation time of Force Lift by 0.5/1.0 second while Force Technique is active. Mental Defense now enables Mass Mind Control to grant a 15/30 percent reduction in damage taken by 6 seconds. Force Strike now has a 100% chance to activate on melee attacks (up from 60%). Crush Spirit now grants a 15/30 percent chance for periodic damage over time effects to trigger Crush Spirit, which finishes the cooldown of Spinning Strike and makes your next Spinning Strike usable on a target of any health level. Sith Inquisitor Guard damage no longer cancels the effects of Whirlwind. Sorcerer Madness (Sorcerer)
Creeping Terror now deals slightly more damage. Focal Lightning now grants a 9% per stack bonus to the damage of Lightning Burns. Creeping Death now increases the damage done by Force Lightning to targets affected by the player’s Creeping Terror by 8.3/16.67/25 percent. Haunted Dreams now reduces the activation time of Whirlwind by 0.5/1.0 second (up from 0.25/0.5). Assassin Assassin’s Training now decreases the activation time of Whirlwind by 1 second in addition to its other effects. Mass Mind Control now taunts NPCs when Dark Charge is active, and lowers threat when Dark Charge is not active. Reduced the activation time of Phase Walk to 0.5 seconds (down from 1.5 seconds) and increased the maximum duration to 5 minutes (up from 2 minutes). Lightning Charge, Dark Charge, and Surging Charge no longer require 100 Force to activate, and instead use all available Force regardless of amount. Lighting Charge’s Lightning Discharge now deals slightly more damage. Madness (Assassin)
Creeping Terror now deals slightly more damage. Lingering Nightmares now increases the damage of Crushing Darkness by 16.5/33 percent instead of extending its duration. Creeping Terror now also triggers the damage and Force regeneration of Lightning Burns. Haunted Dreams now lowers the activation time of Force Lift by 0.5/1.0 second while Lightning Charge is active. Shapeless Spirit now enables Mass Mind Control to grant a 15/30 percent reduction in damage taken by 6 seconds. Raze now has a 100% chance to activate on melee attacks (up from 60%). Bloodletting now grants a 15/30 percent chance for periodic damage over time effects to trigger Bloodletting, which finishes the cooldown of Assassinate and makes your next Assassinate usable on a target of any health level. Smuggler Scoundrel Scrapper
K.O. now allows Shoot First to interrupt the target. Slippery Devil now offers a 15/30 percent reduction in area of effect damage in addition to its other bonuses. Surprise Comeback now grants a 10/20 percent reduction in damage received while Stim Boost is active in addition to its healing effects. Fixed a bug that prevented Surprise Comeback from healing a fifth time. Imperial Agent Operative Concealment
Jarring Strike now allows Hidden Strike to interrupt the target. Shadow Operative Elite now offers a 15/30 percent reduction in area of effect damage in addition to its other bonuses. Revitalizers now grants a 10/20 percent reduction in damage received while Stim Boost is active in addition to its healing effects. Fixed a bug that prevented Revitalizers from healing a fifth time. Trooper Commando Tech Override now grants 6 seconds of interrupt and pushback immunity after it has been used to activate an ability immediately. For Commandos with Overclock, the immunity is triggered after the second use. Vanguard Shield Specialist
Shield Cycler now also regenerates Energy Cells when an attack is defended against in addition to shielding. Static Shield now has a chance to finish the cooldown on Stock Strike when an attack is defended against in addition to shielding. Assault Specialist (Vanguard)
Riot Augs now increases the damage of periodic elemental damage by 35% in addition to its other effects. Rapid Recharge has been replaced by Critical Recharge. Critical Recharge increases Critical Hit chance by 1/2 percent, and reduces the cooldown of Recharge Cells and Reserve Powercell by 15/30 seconds. Bounty Hunter Mercenary Power Surge now grants 6 seconds of interrupt and pushback immunity after it has been used to activate an ability immediately. For Mercenaries with Power Overrides, the immunity is triggered after the second use. Pyrotech (Mercenary)
Superheated Rails no longer gets damage from both Primary Hand and Off-hand Rail Shot attacks. Powertech Shield Tech
Shield Vents now also vents Heat when an attack is defended against in addition to shielding. Rapid Venting now has a chance to finish the cooldown on Rocket Punch when an attack is defended against in addition to shielding. Pyrotech (Powertech) Power Bracer now increases the damage of periodic elemental damage by 35% in addition to its other effects. Rapid Venting has been replaced by Critical Venting. Critical Venting increases Critical Hit chance by 1/2 percent, and reduces the cooldown of Vent Heat and Thermal Sensor by 15/30 seconds. Flashpoints + Operations The effect of Nightmare Power has been removed from Nightmare Dread Fortress, and the “Conqueror of the Dread Fortress” Title can no longer be obtained. Congratulations to those who overcame this challenge! Nightmare Mode is now available for the Dread Palace Operation. Dread Master Brontes and the Dread Council now drop a Dread Guard Cranial Scan for each member of the Operation. Players who are defeated in an Operation now have the option to spawn inside of the instance when all other players in the group are out of combat. Players accessing Operations through Group Finder will now be Bolstered to an appropriate gear rating while inside the Operation. This Bolster effect will also provide increased incoming healing and increased shield chance and shield absorb. Operations in Group Finder will now group players for the 16-Player Story Mode version of the Operation. The Operation category of the Group Finder now rotates through a different available Operation every 2 or 3 days. The currently available Operation, the time remaining and the next available Operation can be accessed through the Group Finder panel. Dread Fortress and Dread Palace have been added to the Operation rotation. Mass Manipulator Generators no longer drop from every boss in Hard Mode Dread Fortress, and now only drop from Dread Master Brontes as intended. Enemies outside of boss encounters in the Dread Palace now correctly follow players when engaged in combat. Added additional gating to the Dread Fortress to block access to unintended areas of the map. The Sovereignty buff players receive after claiming a Dread Master’s throne is now properly dispelled when leaving the Dread Palace. Rewards for completing content via the Group Finder have been improved! Operations: Upgraded to 30 Ultimate Commendations at Level 55. Upgraded to 25 Elite Commendations between Levels 50-54. Hard Mode Level 55 Flashpoints: Upgraded to 10 Ultimate Commendations. Tactical 55 Flashpoints: Upgraded to 10 Elite Commendations. Galactic Starfighter General Spawn locations are now chosen randomly for players by default. Players can override this from the Map screen by manually selecting a spawn location. Ships + Hangar A new Gunship variant has been added! The SGS-S1 Condor (Republic) and the GSS-4Y Jurgoran (Empire) are now available via Fleet Requisition. These Skirmisher Gunships are a more up-close-and-personal Gunship with a Railgun and Missile-focused loadout, including an option for the new Interdiction Missile. A new Bomber variant has been added! The Sledgehammer (Republic) and the B-5 Decimus (Empire) are now available via Fleet Requisition. These Assault Bombers are heavily armored Bombers that are best in the thick of the battle, and are able to deploy Drones or Mines for maximum effectiveness. Components + Crew Interdiction Mine damage has been increased, but no longer has Shield Piercing. Feedback Shield’s damage has been increased and now correctly activates off of Primary Weapon attacks. Fortress Shield now increases shield strength by 130%. Mine area of effect now obeys line of sight. Items + Economy Serendipitous Assault, Focused Retribution, and Devastating Vengeance Relics no longer activate from both dealing damage and healing within the same rate limit. Scrap Peddler Lockbox has been added to the PvP Items vendor on the Republic and Imperial Fleets for 600 Warzone Commendations. This Lockbox gives a random Jawa Scrap item that can be exchanged at the Scrap Peddlers in the Cartel Bazaar. Master Hunter’s Headgear has been given voice modulation. The Imperial version of the Battlemaster Force-Mystic’s Headgear has been given a more appropriate voice modulation. The inventory of Fleet Commendation vendors has been updated: All PvE Starship Upgrades have been moved to the Starship Upgrade vendor. The Pilot Suits sold by this vendor no longer have Social Level requirements. Reduced the cost of the Legacy Item Kits sold by this vendor. Merged Grade 6/7/8 crafting Lockboxes into a single “Level 50” crafting Lockbox containing 3 random types of crafting materials. Removed Level 50 Premium and Prototype Equipment Lockboxes. Reduced the cost of the Level 50 Artifact equipment Lockbox. Added a new Lockbox that contains a Rating 144 Prototype Item Modification, identical to the one purchased from the Makeb Planetary Commendation vendor. Added a new Lockbox that contains a Rating 140 Item Modification, identical to the one purchased from the Makeb Planetary Commendation vendor. This Lockbox is weighted so that it is more likely to contain Modifications appropriate to your class. Added a new Level 55 Crafting Lockbox that contains 3 random types of Grade 9 or 10 crafting materials. Missions + NPCs Slicing Missions now grant the correct grade of Lockbox. The Starship Upgrade vendors S-1A0 (Empire) and S-4S0 (Republic) have been changed to Fleet Commendation vendors. The Galactic Starfighter Daily Mission now additionally rewards 40 Fleet Commendations. The Galactic Starfighter Weekly Mission now additionally rewards 90 Fleet Commendations. The French voiceover for Darth Arkous in Assault on Tython and Korriban Incursion has been updated. Warzones The Acid Trap Burn effect from the Toxic Sludge in Quesh Huttball Pit is now applied faster, and is no longer avoidable by using abilities that increase the player’s speed.
i almost thought about adding the bullet points in for just half a second but no that's crazy pretty big patch, im especially happy. they basically just all around minorly buffed my class. yay we're in the middle of one of those bounty mission event weeks. like with the cartel and cascading rewards. it goes until june 17th; i'm starting today and gonna play it through then i think. plus instances unless pat gets on or anyone else wants to play w new characters there's also going to be a double xp week (full) starting july 22nd that im definitely going to play if anyone wants to join a lot of the recent content looks like it's been well received by their forums EDIT: I can't believe i missed this the first time around and the fucking event the patch is named for http://www.swtor.com/gameupdates/spoils-of-warbasically a gambling / arena matches kinda event with cool prizes & double xp + rewards for space pvp from now through the end of the month & then double xp + rewards for warzone pvp for 20 more days + some cool operations that might be achievable with great motivation | |
| | | Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Wed Sep 10, 2014 9:00 am | |
| since pats giving this another try, ill finish actually writing a post on some of the recent changes http://www.swtor.com/patchnotes/8192014/game-update-2.9-galactic-strongholds-early-access- 2.9:
Game Update 2.9: Galactic Strongholds Early Access Highlights Galactic Strongholds Early Access! Subscribers can now purchase a Galactic Stronghold on Nar Shaddaa, Tatooine, Dromund Kaas, and Coruscant by visiting the Stronghold Directory on the Fleet or on the Stronghold’s planet.
Guild Flagships now available! Guilds can now purchase a Flagship and use it to compete with other guilds and conquer the galaxy! Visit the Flagship Directory on the Fleet for more information.
Battle for control with Conquest! Conquest events are now available in the Mission Log! Each week a new Conquest event will become active with new objectives. Complete your personal point target to earn special rewards – or if you’re in a guild with a Flagship, invade a planet and compete with other guilds for planetary domination. Special perks are available to those who conquer a planet by placing at the top of the Guild Leaderboard at the end of the event.
New Flashpoint: Depths of Manaan! Continue the Forged Alliances storyline with a new Level 55 Tactical Flashpoint set on the water-covered planet of Manaan.
Ranked Arena Season 2 has come to a conclusion! Congratulations to all the reward winners! In preparation for Season 3, Ranked stats have been reset and the Leaderboard for Season 2 has been archived.
General The GSI Satellite Support Service is now in open beta testing on Makeb. Once registered with the GSI support satellites, GSI will track your every move and provide you with the following support services: Gear is now bolstered to a 156 rating while on Makeb, increasing all stats! When combat is detected, a Medical Probe will be deployed to administer long-lasting, refreshing Kolto, healing you for 2% every 3 seconds while you remain in combat. There is now a 250% boost to exploration Experience while on Makeb. Pets now occasionally make noises. Victorious Battler Headgear now has voice modulation. The Czerka Executive Speeder now tilts appropriately when turning. The World Map window now blocks right-click interactions like other windows. Oricon’s Galaxy Map appearance now accurately reflects that the moon is actively on fire. Cartel Market The first Stronghold Packs for Shipment Five - The Builder’s Stronghold Pack and The Gatekeeper’s Stronghold Pack – are now available in the Cartel Market! Shipment Five Reputation – Binary Star Realty – available now! Decorations and Decoration Bundles are now available for purchase! Corrected the Rarity Icons of several Cartel Market items. Galactic Strongholds Galactic Strongholds on Nar Shaddaa, Tatooine, Dromund Kaas and Coruscant are now available to Subscribers. Strongholds can be purchased by going to the Stronghold Directory on either Fleet or on the respective Stronghold planet. An introductory Mission that grants a set of starter Decorations is offered by the Stronghold Commissioner, who can be found on either Fleet or on either Capital planet. Mounts, pets, and companions can be placed as decorations in your Stronghold. Guildmasters can purchase a Guild Headquarters at any Stronghold Directory. This purchase requires a Guild Bank with enough credits. Decoration items can now be donated to your guild through the Guild Bank interface (this will consume the decoration unlock). Decorations that cannot be physically donated may be purchased for your guild through the decoration collection window (you will not lose the decoration). Guildmasters can now purchase a Guild Flagship by visiting the Flagship Directory on the Fleet. Flagship room expansions can be unlocked with a combination of credits and Framework items: Frameworks come in three varieties: Engineering, Command, and Logistical. They can be obtained either by crafting and exchanging Dark Projects at the Flagship Commissioner, by earning the guild reward in a Conquest Event, or by defeating enemy Sith and Jedi Commanders on planets across the galaxy. Conquest events are now accessible in the Mission Log! You can view the current Conquest event in the Conquest tab of the Mission Log. Each week a new event will appear with a new set of objectives and contested planets. You can participate and earn rewards even if you aren’t in a guild. If you are in a guild with a Flagship, your Guildmaster can choose to invade one of the contested planets and compete on the guild leaderboard! The top guild on each leaderboard will take control of the planet at the end of the event. Guild members who meet their point contribution target and place on the leaderboard will earn special guild-exclusive rewards. You will control the planet until your guild conquers another, or until another guild conquers it when it next becomes contested. Conquering planets will earn your guild special privileges. Your guild will be advertised in a banner on the planet, your guild members will be displayed as ‘Conquerors’, your Flagship Orbital Support will have its effect doubled, and you will have access to special equipment, including the Commander Walker mount! New Schematics are available on all Crew Skill trainers, under the “Strongholds & Conquests” category. Industrial Prefabs can be crafted by Armormechs, Armstechs, and Cybertechs. Synthetic Prefabs can be crafted by Artificers, Biochems, Synthweavers. Universal Prefabs and their material components can be crafted by any crafting profession. Prefabs are divided into three tiers: MK-1, MK-2, and MK-3. These schematics may be trained at skill levels 150, 300, and 450 respectively. War Supplies are a new type of crafted item used to earn points in Conquest events. They may be exchanged for special decorations, Conquest equipment, and Flagship items. Each type of War Supplies may be crafted by the professions that specialize in the associated materials. All crafting professions may train the Invasion Force and Dark Project schematics. Prefabs may be exchanged at the Fabricator Droids in the Strongholds & Crew Skills quadrant of either Fleet for a wide variety of Decorations. Decorations now drop from every Flashpoint and Operation. Many Flashpoint and Operation Achievements now provide special Trophy Decorations that can be placed on the walls of your Stronghold. You can view them in the Achievement Reward Window. These Decorations will be automatically unlocked when the Achievement is earned. You can also right-click the item icon to unlock it once the Achievement is earned. Decorations may be purchased for Warzone Commendations and Fleet Commendations at the Starfighter & PvP Decorations Vendor on either Fleet. Jawa scrap materials can now be obtained by earning Conquest rewards. Flashpoints + Operations Nefra, Who Bars The Way has a new “Frustrated Howl” ability, and now deals damage to all players participating in her Dread Fortress encounter if she reaches 80% health and is unable to reach a target. The Achievement “Defeating Colonel Vorgath” is now properly granted when defeating him in 8-Player Story Mode Explosive Conflict. Missions + NPCs The density of enemies on Makeb has been reduced. The Jedi Knight Mission “Doomsday” has had its difficulty reduced. The Jedi Consular Mission “Chaos and Harmony” has had its difficulty reduced. The Trooper Mission “The Battle of Corellia” has had its difficulty reduced. Corrected the items that the Jawa Scrap Vendors have available, and they no longer sell unused Materials. Group scaling has been removed from the following Missions, and the difficulty of the boss encounter no longer scales based on the number of players in the group: Stealing Thunder (Imperial) Revenge of the Archon (Imperial) Hitting the Hutts (Republic) Taking on Toborro (Republic) Warzones It is no longer possible to escape behind the series of pipes in the Tatooine Canyon Arena. http://www.swtor.com/patchnotes/992014/game-update-2.10-forged-alliances-patch-notes- 2.10:
Game Update 2.10: Forged Alliances Patch Notes Highlights New Flashpoint: Legacy of the Rakata! The Forged Alliances storyline culminates on the remote, tropical world of Rakata Prime in this thrilling Level 55 Tactical Flashpoint. Bounty Contract Week Returns! Hunt wanted criminals in this returning event. The event begins September 9th at 05:00 PDT/12:00 GMT and ends September 16th at 05:00 PDT/12:00 GMT Welcome to Ranked Warzone Arena Season 3! Join the brutality in the Ranked Warzone Arena queue as we begin our third season of carnage. The Leaderboards have been updated for Season 3, and the Season 2 results have been archived. Nightmare Power has been removed! The Nightmare Power buff has been removed from The Dread Palace, and the “Deposer of the Dread Masters” title can no longer be obtained. Congratulations to all who overcame this challenge! General Conquest Objectives can now be tracked by checking the “Track” option in the Conquest UI. Warzone Conquest Objectives have been redesigned: “Ranked Warzones: The Proving Grounds” now requires playing 10 matches. Its point value has increased to 3,000 and it is no longer repeatable. “Unranked Warzones: The Killing Fields” now requires playing 10 matches. Its point value has increased to 3,000 and it is no longer repeatable. “Unranked Warzones: The Front Lines” now awards 250 points for any single unranked warzone match and is repeatable. “Warzones: Total Domination” now awards 500 points for any single warzone match victory and is repeatable. “Warzones: Destroy the Enemy” now awards 2,000 points (up from 1,000). If a guild that controls a planet disbands, the leaderboard now updates to say that “No guild controls this sector.” Guild Strongholds now properly receive double Prestige after the Guild that owns it conquers a planet. The Codex entry “Organizations: Tomb Raiders” is now obtainable by Imperial Agents and Bounty Hunters on Korriban. The Codex Entry “Species: Flesh Raiders” is now obtainable by Smugglers and Troopers on Tython. The Codex Entry “Persons of Note: Satele Shan” is now obtainable by Smugglers and Troopers on Tython. The Codex Entry “Organizations: Twi’lek Pilgrims” has been removed from the Codex of Smugglers and Troopers. The Codex Entry “Carrick Station” is now obtainable by Republic players. The Codex Entry “Vaiken Spacedock” is now obtainable by Imperial players. Officer Notes are once again available in the Guild UI. Players can now click through the World Map while in motion. Players who join or leave a guild while on a planet with Orbital Support now have the Orbital Support effect granted or removed as required. Players are now notified if a Flagship Rename fails due to an invalid name. Cancelling a Flagship Rename no longer resets the Flagship’s name to default. Using a Flagship Rename item without initially naming the Flagship no longer consumes the provided Flagship rename. Cartel Market The Decoration “Republic Voss Embassy Sign” is no longer available on the Binary Star Realty vendor. The Weekly cap for Binary Star Realty reputation has been removed. Corrected an issue that rendered Emotes introduced in the Nightlife packs unusable. Classes + Combat Jedi Knight Sentinel Combat
Opportune Attack now triggers 50/100 percent (up from 15/30 percent) of the time when Ataru Form deals damage. Hand of Justice now triggers 20/40/60 percent (up from 15/30/45 percent) of the time when Ataru Form deals damage and no longer finishes the cooldown of Precision Slash. This effect can only occur once every 20 seconds. In addition to its other effects, Saber Storm now reduces the cooldown of Precision Slash by 1.5/3.0/4.5 seconds. Watchman
Mind Sear no longer has a rate limit of 6 seconds. Sith Warrior Marauder Carnage
Execute now triggers 50/100 percent (up from 15/30 percent) of the time when Ataru Form deals damage. Slaughter now triggers 20/40/60 percent (up from 15/30/45 percent) of the time when Ataru Form deals damage and no longer finishes the cooldown of Gore. This effect can only occur once every 20 seconds. In addition to its other effects, Sever now reduces the cooldown of Gore by 1.5/3.0/4.5 seconds. Annihilation
Pulverize no longer has a rate limit of 6 seconds. Jedi Consular Sage In addition to increasing maximum Force, Force Studies now also increases Armor rating by 20%. Force Mend no longer causes a global cooldown. Noble Sacrifice now has a 1.5 second cooldown (to keep it from being used more than once every 1.5 seconds in situations where it has no global cooldown). Seer
Master Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sage's Force Wave. Using Noble Sacrifice with a stack of Resplendence no longer causes a global cooldown. Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects. In addition to the bonus healing increase, Clairvoyance now also has a 20/40/60% chance to make the Sage’s next Benevolence activate instantly whenever the Sage activates any healing ability other than Benevolence. This effect lasts up to 10 seconds, gets consumed when Benevolence is activated, and cannot occur more than once every 10 seconds. The 4-piece PvP healing set bonus has been modified to make Noble Sacrifice no longer consume health when used with a stack of Resplendence, rather than restore 3% of max health over 6 seconds after use. Shadow Infiltration
Force Breach now properly calculates damage based on the current number of Breaching Shadows. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same. Clairvoyant Strike now has a base cost of 23 Force (down from 25). Clairvoyance now increases the chance to trigger Shadow Technique by 12.5% per Clairvoyance stack, in addition to its other effects. Profundity can now occur once every 9 seconds (down from 10 seconds). Sith Inquisitor Sorcerer In addition to increasing maximum Force, Force Attunement now also increases Armor rating by 20%. Unnatural Preservation no longer causes a global cooldown. Consumption now has a 1.5 second cooldown (to keep it from being used more than once every 1.5 seconds in situations where it has no global cooldown). Corruption
Corrupted Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sorcerer's Overload. Using Consumption with a stack of Force Surge no longer causes a global cooldown. Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects. In addition to the bonus healing increase, Penetrating Darkness now also has a 20/40/60% chance to make the Sorcerer’s next Dark Heal activate instantly whenever the Sorcerer activates any healing ability other than Dark Heal. This effect lasts up to 10 seconds, gets consumed when Dark Heal is activated, and cannot occur more than once every 10 seconds. The 4-piece PvP healing set bonus has been modified to make Consumption no longer consume health when used with a stack of Force Surge, rather than restore 3% of max health over 6 seconds after use. Assassin Deception
Discharge now properly calculates damage based on the current number of Static Charges. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same. Voltaic Slash now has a base cost of 23 Force (down from 25). Voltage now increases the chance to trigger Surging Charge by 12.5% per Voltage stack, in addition to its other effects. Saber Conduit can now occur once every 9 seconds (down from every 10 seconds). Smuggler Gunslinger Saboteur
Jury-Rigged Mods now reduces the Energy cost of Charged Burst by 2/4/6 and the cooldown of Sabotage Charge by 4/8/12 seconds (up from 1.5/3.0/4.5 seconds), in addition to its other effects. A target can now only be impacted by a maximum of 2 Scatter Bombs per Hightail It. Damage per Bomb has been increased by 50%. Incendiary Grenade has been redesigned! Incendiary Grenade no longer has a cooldown. A Saboteur can only have one Incendiary Grenade deployed at a time. Damage is now distributed evenly throughout the Grenade’s duration, and is dealt every 1 second. Overall damage dealt by the Grenade has been increased. A target under the effect of Shock Charge who is hit by any Incendiary Grenade damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds. Imperial Agent Sniper Engineering
Imperial Auto Loader now reduces the Energy cost of Snipe by 2/4/6 and the cooldown of Explosive Probe by 4/8/12 seconds (up from 1.5/3.0/4.5 seconds), in addition to its other effects. A target can now only be impacted by a maximum of 2 Scatter Bombs per Covered Escape. Damage per Bomb has been increased by 50%. Plasma Probe has been redesigned! Plasma Probe no longer has a cooldown. An Engineer can only have one Plasma Probe deployed at a time. Damage is now distributed evenly throughout the Probe’s duration, and is dealt every 1 second. Overall damage dealt by the Probe has been increased. A target under the effect of Interrogation Probe who is hit by any Plasma Probe damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds. Flashpoints + Operations Tactical Flashpoint: Legacy of the Rakata is now available. Major Travik’s and Major Imos’ Advanced Absorption Shields are now removed during their Assault on Tython encounters, regardless of which order the other enemies are defeated.
my specific class/talent got a buff so that's cool, but it doesnt effect me until i get the final talent in my tree 2.9 is completely irrelevant for now unless youre a subscriber, which is kinda annoying. its only less annoying since it means patch 3.0 is coming out soon which should make it worth it. theyve promised a teaser before 9/15 and full desc before 10/1. until then im just going to pretend it doesnt exist. but... flagships could be cool... when i started playing again after getting my computer back it had lowered my graphic settings into the ground awww yea there's a bounty week running, it started yesterday. i cant remember if you tried this event already pat. i think you have but - Spoiler:
every day you can pick up a contract at the republic fleet bazaar. the place took me fucking forever to find the first time. eventually i saw a dude on a carbonite slab in front of an elevator with like the two most archetypal bounty hunters id ever seen so i tried riding it down and there it was. anyways, i said every day you can pick up a contract but thats not quite right. every day you can turn one in and you can only have one at a time. there are also kingpin contracts which are different. you have to buy a kingpin contract by completing 5 regular contracts. you can only do each kingpin once per bounty week. i think that they carry over event to event, though -- so each week you unlock a new kingpin letting you do more the next time around
there are 2 parts of a regular contract, the first is boring and the second can suck part 1 has so far just been: run to loc X, do action Y, proceed to loc Z part 2: fight guy X, turn in quest the guy in the 2nd part is invariably a little bitch. my character is terrible in 1v1 fights since if i cant get behind someone im basically a very mediocre dual wield jedi
idk about kingpin since i havent gotten any. which also means to take my earlier description w a grain of salt...
the normal contracts have sucked so far for me. every time it's just me getting my ass handed to me by some dick who yells the same lame insult over and over. ive had one that was kinda funny. a lvl 47 shadow was having the same problem as me so we decided to just team and try it. that mech that scales you up to lvl 50-55 for special events? yeah that only applies in special situations. also. the level of the bounty depends on the party. i ended up just setting off fireworks while they fought and my heal follower buffed him im hoping it will be more fun w two equally leveled players. the gather info part will be less of a chore and the fight might actually be good/close. most of the reason we should do it though is to try the kingpin component. and some of the rep items look pretty cool and we might as well join some rep faction theres also a few new things since i last played in pvp there's a team deathmatch mode. it's a 4v4 best of 3 with one life each. it can actually be really fun. the first match they stealthed up to a cat walk above us pinning us down. i stealthed up and used my nova/knockback thing to push half of em off into the rest of my team. i got stunned before i could get away cleanly so had to split off from everyone else to heal. it was 3v2 us, the two found me while i was circling around and i died in a bloody mess. the rest of my team was close enough that they cornered em and won theres also a flashpoint for levels 15-50. it's composed of randomly swapped parts which is kinda cool. ive fought 3 of the different bosses and seen 2 of the different side objectives. im not totally sure if anything effects how the quest progresses the only reward that drops is a special purple item and idk what it does. i think it might be involved in starfighter | |
| | | Serenity09 Moderator
| Subject: Re: Star Wars: The Old Republic Fri Sep 12, 2014 11:49 am | |
| i forgot to mention the biggest change to PvP. unranked PvP is now literally scrimmages within your own faction. almost all my frustration with PvP before was due to every single coordinated try-hard seeming to be on empire. more specifically, the buff system only worked for relatively similar gear. how good my thing is for my lvl vs how good your thing is for your lvl. end game gear has a reasonable advantage, but fully spec'd gear is just out of your league. apparently its been a fairly consistent problem that fully spec'd empire players like to play unranked random warzones and just stomp everyone i miss the diversity and interest of having the similar but a bit different characters, but leveling the player pool has made every warzone match so far really fun just because of how even it is
after writing this, i feel like my 4v4 deathmatch might have been against sith. it actually took me a really long time to notice i was fighting jedi, so i probably wouldnt have noticed at all if it went back to sith | |
| | | Pat1487 Moderator
| Subject: Re: Star Wars: The Old Republic Fri Sep 12, 2014 2:45 pm | |
| I didnt realize bounties only ran for a limited time, every time ive played theyve been going on so i thought they were just a daily thing that always happened, i didnt do mine yesterday because i figured missing a day wouldnt matter since they are always happening
We should do the modular flashpoint that you talked about, it sounds similar to maps from PoE or fractals from gw2, but more random/modular
Also theres im not really a fan of PvP in this, tanks arent good at PvP, especially when crits ignore half your defense, since people base dps on crit a lot i would need a special set of PvP armor that doesnt waste stat points on absorption, also i only have 1 CC breaking ability and it has a long CD, so even if i am an effective tank and am too difficult to kill, they just CC and ignore to kill everyone else so im just stuck standing there watching the fight happen, sometimes i can delay everyone's death with challenging call/taunt/guard, but its rarely good enough
Huttball is the only game where its ok, mainly because dps isnt so important in that and because freezing force/force leap/force push is really good there Maybe it would be better against own faction players, id be willing to try the 4v4 mode, but id rather just keep playing PvE/flashpoints | |
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