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Derpy
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PostSubject: Re: Class Representative Answers   Tue Feb 11, 2014 7:36 pm

Better late than never right?

http://www.swtor.com/community/showthread.php?p=7199122

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Fluttershy
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PostSubject: Re: Class Representative Answers   Tue Feb 11, 2014 7:59 pm

I guess? I can already see what almost each class is going to discuss. Allow me to foreshadow:

  • Please explain to us why you fucked up on Flyby/Orbital Strike so bad?
  • DOTsmash is making me feel bad, it needs to go. Also, Watchman/Annihilation needs a buff because Pyro/Assault Merc/Commandos are beating us. I thought melee were designed to be the big swinging dicks?
  • Curtain of Fire. Fix it sometime this near future?
  • Let Vanguards use all cells at the same time, getting ability restricted is lame. Why don't you want anyone to like this class any more?
  • Guardian tank threat is shit, why do you hate us?
  • Why can't you get Shadow tank right?
  • Thanks! - Love Scoundrels + Operatives P.S. We're still too squishy and can't heal to full.
  • mntabtjpabjapobnga[gdjm[bagmd[ajb[gjib[si[fdksbm[? - Sage/Sorcs.


The only reason the first round was semi-productive were due to the representatives that filtered content and organized votes. I feel a lot won't want their job in round two and some derp will get it and everything will tumble downhill, fast. However, that's pretty negative of me and I'm generally positive. Here's hoping KBN, Paowee, and Cashology are forced to do all the work!

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Skarkdahn
Colt
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PostSubject: Re: Class Representative Answers   Wed Feb 12, 2014 5:32 am

Seems like a pretty fair representation of what could very possibly happen this time around...

Yeesh...

Some times it is apparent that the class is at fault for being too unpredictable and spiky to be considered reliable. Some times it's the scenarios in which those classes find themselves (Shadow tanks and Raptus). Most times, it's the people wanting BioWare to cater to their needs and not bothering to learn how to play the class that BioWare designed.
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Derpy
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PostSubject: Re: Class Representative Answers   Wed Feb 12, 2014 6:10 pm

Eric wrote:

Hey Adrian!

This is a good question! My goal would be to not provide new meme ammunition in the answers . However, there are some changes coming to Sorcs/Sages in Game Update 2.7 which we are aiming to post about tomorrow. My hope is that the community feels that they are good changes and feel it addresses the feedback provided!

I will have more info tomorrow.

-eric

PS - Other classes are receiving changes as well, look for that info tomorrow.

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Shinjiro
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PostSubject: Re: Class Representative Answers   Thu Feb 13, 2014 3:05 pm

http://www.swtor.com/community/showthread.php?p=7204678#edit7204678

Pretty big changes list,seems good . Didn't think they can manage to make force sweep to deal full damage to 1 main player target and less damage to others target.
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Fluttershy
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PostSubject: Re: Class Representative Answers   Thu Feb 13, 2014 3:50 pm

Shinjiro wrote:
http://www.swtor.com/community/showthread.php?p=7204678#edit7204678

Pretty big changes list,seems good . Didn't think they can manage to make force sweep to deal full damage to 1 main player target and less damage to others target.
I foresee one very buggy ability in 2.7...

These changes are... interesting to say the least. The Sage ones sound good, Scoundrels are understandable, Sentinel/Guardian Focus changes are a bit too much in my opinion (at least this doesn't effect PvE), Gunslinger/Sniper changes are strange as few people complained about survivability.

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Derpy
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PostSubject: Re: Class Representative Answers   Thu Feb 13, 2014 4:26 pm

Sage changes:

Ye you didn't really need any of these but there you go. No, Egresss or Balance Force Management, bad Sage, bad.

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Fluttershy
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PostSubject: Re: Class Representative Answers   Thu Feb 13, 2014 8:39 pm

Derpy wrote:
Sage changes:

Ye you didn't really need any of these but there you go. No, Egresss or Balance Force Management, bad Sage, bad.
That was my feelings on it as well, and seems to be the general consensus from what I read. Nothing that the Sage really need, but thanks for the though. I can already hear the QQ over the Slinger/Sniper changes.

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Derpy
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PostSubject: Re: Class Representative Answers   Thu Feb 13, 2014 10:48 pm

I actually though of how it can be fairly useful in PvP

http://www.swtor.com/community/showthread.php?p=7206797#post7206797

The idea is VERY rough and needs testing/optimising, but it's interesting nevertheless.

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Shinjiro
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PostSubject: Re: Class Representative Answers   Fri Feb 14, 2014 12:06 am

They also seem to be moving away from RNG , Merc/Com and others classes's turn is soon i think. Rolling Eyes 
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Fluttershy
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PostSubject: Re: Class Representative Answers   Fri Feb 14, 2014 12:19 am

Derpy wrote:
I actually though of how it can be fairly useful in PvP

http://www.swtor.com/community/showthread.php?p=7206797#post7206797

The idea is VERY rough and needs testing/optimising, but it's interesting nevertheless.
I can see how it could be very effective on paper, so I'm excited to see how people utilize hybrids if these changes go to PTS.

As Shin said they seem to be systematically eliminating RNG, which is interesting considering BW draws skill caps from RNG in many builds. As Shin stated, I'm curious to see what happens to Commando.

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Derpy
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PostSubject: Re: Class Representative Answers   Fri Feb 21, 2014 3:08 pm

YEEEEEEEEEEEES!

-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.

In other news http://www.swtor.com/community/showthread.php?p=7228981#edit7228981

Smash sort of unerfed, nerf to slinger CC, buff to Scamper

Also guardians get threat drop as their AoE taunt if not in tank stance and still work as debuff in pvp

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Shinjiro
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 11:58 am

Quote :
Hey folks,

Here is a list of the currently planned changes for the Commando in 2.7:

General

   Tech Override now has a base cooldown of 60 seconds.
   Full Auto will now deal 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 will do slightly less than before.


Combat Medic

   Combat Shields is now a Tier 2 Skill.
   Efficient Conversions is now a Tier 3 Skill.


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 will now reduce the cost of High Impact Bolt by 3/6/9 Heat/Ammo while in Armor Piercing Cell.


Thanks everyone, see you on PTS!

-eric

As expected , next one Combat Sentinel please  Rolling Eyes
http://www.swtor.com/community/showthread.php?p=7242534#edit7242534
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Fluttershy
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 1:13 pm

That's almost everything Commandos/Mercs were asking for. They said that if they changed CoF they'd increase the internal cooldown, but the change to CoF doesn't state that there's a change to the current 6 seconds. If this is true Gunnery will see a big increase in sustainable DPS.

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Shinjiro
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 2:52 pm

Quote :
Just as a heads up, the Barrage proc can only occur once every 8 seconds. I forgot to mention that in the original post.

-eric

6 -> 8 seconds now.
Also , HM and NiM op will have seperate lockouts in 2.7.
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Skarkdahn
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 4:00 pm

Holy...

Shit...

All the non-inconsistencies, everywhere!


Well, that almost makes me want to reconsider banishing Ziodus into semi-retirement.
Almost.
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Fluttershy
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 4:51 pm

Shinjiro wrote:
Quote :
Just as a heads up, the Barrage proc can only occur once every 8 seconds. I forgot to mention that in the original post.

-eric

6 -> 8 seconds now.
Also , HM and NiM op will have seperate lockouts in 2.7.
That's a decent trade off for a higher consistency, however the rotation may be a bit more awkward/spammy now due to that two additional seconds of weight. I'm also surprised that BW overcame their technical difficulties and separated the lockouts.

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Derpy
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 6:07 pm

Just gonna leave this here.

http://www.torhead.com/skill-calc#8000MZrffRrzokcZfhMbdo.3

Along with the Sage hybrid this will be one sweet patch

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Fluttershy
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PostSubject: Re: Class Representative Answers   Wed Feb 26, 2014 6:12 pm

Derpy wrote:
Just gonna leave this here.

http://www.torhead.com/skill-calc#8000MZrffRrzokcZfhMbdo.3

Along with the Sage hybrid this will be one sweet patch
That's pretty similar to what I came up with: http://swtor.askmrrobot.com/skills/commando#200-31110012212232322-100122003223

However, Cell Charger is a throwaway as for hybrid as you'd be in Plasma Cell and won't receive the extra benefit. I just move those two points to Tenacious Defense, and the two points in combat stims could be moved to Soilder's Endurance depending on fight mechanics/survivability need. I'm not quite sure what this rotation would look like but it could play interestingly. Ammo may be barely manageable.

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