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Showing posts with label sets. Show all posts
Showing posts with label sets. Show all posts
Monday, 18 June 2012
Imperial Tier 3 Preview!
During E3, Bioware showed some new gear set and probably, this is the 3rd tier for the Imperial classes.
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Monday, 19 March 2012
1.2 Republic PvE & PvP Gear Preview!
1.2 bring new set of PvP and PvE gear. Here, I give you the looks of the sets as well as the prices for each piece. PvP gear sets have the same set bonuses as the previous tier. No bonus are yet implanted to PTR for the new PvE gear tier.
PvE Gear
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BELT
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35 BLACK HOLE COMMENDATIONS
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BOOTS
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50 BLACK HOLE COMMENDATIONS
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BRACERS
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30 BLACK HOLE COMMENDATIONS
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GLOVES
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50 BLACK HOLE COMMENDATIONS
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HEADGEAR
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60 BLACK HOLE COMMENDATIONS
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LEGGINGS
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55 BLACK HOLE COMMENDATIONS
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EARPIECE
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35 BLACK HOLE COMMENDATIONS
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IMPLANT
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35 BLACK HOLE COMMENDATIONS
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CHESTGEAR
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60 BLACK HOLE COMMENDATIONS
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OFF HAND
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50 BLACK HOLE COMMENDATIONS
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PvP Gear
There are two tiers of PvP gear, the War Hero and the new Rated Gear. They have the SAME stats and rating but rated gear requires a good rating in ranked matches so it's harder to be acquired. Below are the prices for the standard War Hero PvP gear:
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BELT
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1250 RANKED WARZONE COMMENDATIONS
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BOOTS
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1800 RANKED WARZONE COMMENDATIONS
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BRACERS
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1100 RANKED WARZONE COMMENDATIONS
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GLOVES
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1800 RANKED WARZONE COMMENDATIONS
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HEADGEAR
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2150 RANKED WARZONE COMMENDATIONS
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LEGGINGS
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2000 RANKED WARZONE COMMENDATIONS
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EARPIECE
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1250 RANKED WARZONE COMMENDATIONS
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IMPLANT
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1250 RANKED WARZONE COMMENDATIONS
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CHEST
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2150 RANKED WARZONE COMMENDATIONS
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OFF HAND
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2275 RANKED WARZONE COMMENDATIONS
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MAIN HAND
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3475 RANKED WARZONE COMMENDATIONS
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RELIC
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1100 RANKED WARZONE COMMENDATIONS
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Ranked gear is more of a prestige reward and requires a specific rating and the standard piece of gear before the ranked one is bought. Here are the prices for Ranked gear:
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BELT
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1200 RATING AND 250 RANKED WARZONE COMMENDATIONS
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BOOTS
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1600 RATING AND 360 RANKED WARZONE COMMENDATIONS
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BRACERS
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1200 RATING AND 250 RANKED WARZONE COMMENDATIONS
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GLOVES
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1400 RATING AND 360 RANKED WARZONE COMMENDATIONS
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HEADGEAR
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RATING AND 430 RANKED WARZONE COMMENDATIONS
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LEGGINGS
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1800 RATING AND 400 RANKED WARZONE COMMENDATIONS
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That's all for now, when I have the time, I would do the same for the Empire side.
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Thursday, 8 March 2012
PvP Changes in 1.2
With the introduction of 1.2 a
lot of changes will come in PvP
CHANGES IN DAILIES AND REWARDS
CHANGES IN DAILIES AND REWARDS
Right now, daily missions require players to win 3 matches. From 1.2 daily missions will require players to win a certain
number of medals. That will make a lot of
people happy, as people that don't play WZ in groups, tend to
get steamrollered from premades. One day, a friend of mine that was
PvPing solo had 9 consecutive loses... It took him more than 5 hours
to get 3 victories. I know he's excited about this change.
Now, remember that winning and losing both reward medals. Hopefully this will address the
situation where people that had a bad group would just leave the WZ. They said that they will be some restrictions for people abandoning the WZ before it finish but they din't give any details. I speculate that they'll do something like a penalty for leavers that would prevent them to queue for another WZ that would last for some minutes.
Luckily
for us, there are 18 new medals, many of which are objective based,
like scoring a goal in Hutball or defusing a bomb in Voidstar. Healers right now are in disadvantage against other classes about wining medals, the new ones will boost them too. Like if an ally you are healing gets a killing enemy point, the healer will get one too. Now, to prevent medal's
farming by dragging out matches, there's a cap of medals that can be earned in every match. To encourage faster games and more activity
from players, finishing a match fast gives more medals. For
example, finishing Huttball under 5 minutes will give you one more metal,
finishing it under 4 will give two more metals. Now, there's a lot of AFKers in
PvP, especially in Civil War and finally we have some good news: In order for players to earn medals, a minimal
level of activity is required and Vote to kick inactive players is in 1.2
where the open spots would be filled by players in the queue. There are
measures in place to prevent abuse, like kicking someone because his level 10.
RANKED WARZONES AND RANKED GEAR
Ranked warzones will be introduced in 1.2. There will be a ranking system for bath group and solo play. For 1.2 Ranked Warzones will be SERVER SPECIFIC ONLY, cross-server matches will come later. Coming in the future will have cross-server queueing. When the new feature will be implemented will have a pre-season period. Each ranked game will reward a specific currency that would buy the new PvP gear. There going to be more than one tier of gear but all tiers will have the same stats. Gear that require a higher rating are going to have different colours, only for prestige reasons.
NEW PvP GEAR AND VALOR CHANGES
Valor system will not be centralized from now on. It will still be in game and will also provide titles but will not be fundamental for acquiring the PvP gear. A new intro PvP set for new 50 players will be introduce to fill the gap in gear. More emphasis on expertise will be given on PvP to make it less powerful in PvE as they want to address issues where people with Battle Master gear were raiding Eternity Vault and Karagga's Palace.
NEW WARZONES AND SAME FACTION MATCHES, NEWS ABOUT ILUM AND WORLD PvP
The new warzone will be Novare Coast. It can also be played with two teams of the same faction. It would be object orient and would has 3 points of focus. Two out of three must be captured from a team to 'do damage' to the object. Existing Warzones will be made same faction. That would either happen in 1.2 or 1.3. For now the matches will be from same servers. Sometime in the future cross-server matches will be introduced. They want to introduce Tournament brackets to allow for mini-tournaments between PvP teams. Another new feature that would make a lot of people happy, YOU CAN NOW QUEUE WITH A FULL 8 PERSON GROUP AND YOUR GROUP WILL NOT BE DISBANDED AFTER A MATCH. They also enlightened us about some world PvP changes. They will pull back Ilum for a while to redesign it as they are not very pleased with it's current state and there were some technical difficulties. PvP in Outlaw's Den will be supported from now on. For world PvP in general, they said that they'll add a reward drop for world kills.
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Thursday, 1 March 2012
Republic Gear Sets Preview!
For the past two days I've spent my time playing a fresh Scoundrel. When I got to the Republic Fleet, I though to spent some time and take some pic of the republic gear sets. Hope you like it!
PVP JEDI KNIGHT GEAR
PVP SMUGGLER GEAR
PVP TROOPER GEAR
PVP JEDI CONSULAR GEAR
FINALLY, THE PVE RAKATA SETS
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Monday, 13 February 2012
PvP Juggernaut Rage built!
PvP Juggernaut Rage
Yo, fellow SWTORians!
For the past few day I have focused my play time to Jugg PvP. I used to be specced up to Vengeance tree for PvE. After checking the two DPS tree I decided to go Rage.
SPEC
This is the spec that I use now: 0/10/31
Now, let's break it down. I didn't take Strangulate as the pushback for a channelling ability that stuns for a melee class is not a priority for me. I didn't take Unbreakable Rage as Ravage in general is not mandatory to your dps rotation. I would come to this later. I put to Interceptor just one point just for filler. My other option was Brutality but I rarely use Vicious Slash and I think of it as a waste of rage in most situations. Interceptor is not to mandatory to juggs as the class is very mobile.
For my final 2 points at Vengeance tree I was in a dilemma. Playing Rage you'll find yourselves with less rage than playing Vengeance (pun intended). Unyielding would be my original choice but as to right now, geared half centurion, half champion I don't have enough accuracy to reach 100%. For that reason I decided to put my last 2 points to Accurecy. If you have enough accuracy choose Unyielding.
ABILITIES
DPS ABILITIES
Retaliation. hit it as soon as it procs.
Assault. Builds 2 rage, weak but mandatory
Sundering Assault. Use it to build 2 rage and stack 4% armor reduction up to 5 times
Vicious Throw. Our finisher move. Only usable on target's at or below 20% max health. Deadly indeed.
Smash. Main AoE ability hits up to 5 enemies STRONGEST ABILITY for Rage Juggs
Force Scream. Hitting like a truck and has 10m range.
Force Crush. Our point 31 talent, slows our enemies, puts a DoT that last seconds and at the end, deals more damage.
Ravage. 3 secs channel ability. Interrupted when moving or pressing another attack.
Vicious Slash. Use it as filler when you got rage to dumb and all of your main abilities are on cd.
Obliterate. Small charge (only 10m) costs 3 rage. Mostly a dps ability, use it with a snare to catch up ranged opponents that try to get away.
Saber Throw. You generate 3 rage, use it before you charge.
Sweeping Slash. AoE damage in a front cone a la Chuck Norris roundhouse kick. Still, pretty weak.
Enrage. Generates 6 rage. Use it after your burst and when you are under 6 rage.
STUNS AND SLOWING ABILITIES
Chilling Scream. Slow AoE ability.
Disruption. Use it to interrupt your target and lock their interrupted ability for 4 secs. In comparison to WoW, SWTOR's interrupts don't lock school abilities. That means, only the ability that you interrupt is locked.
Unleash. Removes all of your incapacitating and movement-impairing effects.
Force Choke. 3 sec channel ability. To stun and generate rage.
Intimidating Roar. 6 secs AoE fear
MOBILITY ABILITIES
Force Push and then use charge.
Force Charge. No description.
Intercede. Use it on friendly player to jump to him.
FORMS AND DEFENSIVE ABILITIES
Shii-Cho Form Dps form,
Soresu Form Tanking form. Use it only when you know that a lot of damage is incoming and you can't be on target to dps. Also, soresu form is needed to use Guard. Switching forms resets your rage to zero!
Threatening Scream. Use it to reduce the damage all enemies around you do to every other except you.
Taunt. Don't use it on PvE! Only in PvP to reduce the targeted enemy damage on every other except you.
Saber Ward. Main defensive cooldown. Increase your defence by 50% for 12sec. The passive ability Blade Turning makes the 2 first secs a 100% defence
Endure Pain. Main defensive cooldown. Increase your healthpool by 30% for 10sec.
Guard. Only usable when Soresu Form is active. I only use it on pvp.
SECONDARY ABILITIES
Channel Hatred. Your off battle recovery ability.
Sprint. Keep it always on.
Unnatural Might. BUFF UP!
PvP SET BONUSES
- Bonus for 2: Intercede heals you for 8% of your total health.
- Bonus for 4: Increases all damage dealt by 10% for 5 seconds after using Force Charge.
DPS ROTATION AND PRIORITY LIST
To begin with, Rage's dps is based on Smash crits. So, let's analyse Smash.
-Smash is a Force ability
-Smash with the Shockwave skill stacks up it's damage up to 100%
-Smash with the Decimate skill increase it's damage by 30% and decrease it's CD by 3secs
-Smash with the Dominate skill makes your next Smash used within 15 seconds an automatic critical hit.
-Smash with the Dark Resonance increase the critical multiplier for or Force abilities by 30%
-Smash has a 9sec CD if you're specced
That means that with no surge considered your smash will have 100% critical chance (after a charge), 130% stronger (if you have 4 stacks of Decimate) plus 30% increase to the critical multiplayer to the total of 80% (base critical multiplier is 50%). In my warrior, the tooltip says that Smash hits for 1410-1501 kinetic damage. Let's say that my attack is 1450, we will add the 130% of it. That's 3335. Plus we will calculate the critical multiplier of 80% and we have 6003 kinetic damage. Now, add more surge, a relic usage, an adrenal, the expertise buff. Smash can do up to 9k damage easily and it can hit up to 5 people in a 9sec CD. (For each opponent it strikes, different base damage is calculated).
Our rotation must be build around Smash to maximise it's huge crit hits. So our basic rotation goes like this,
Saber Throw ---> Charge ---> Force Crush ---> Sunder ---> as soon as 4 stacks of shockwave are up Smash ---> Enrage ---> Force Scream ---> Sunder
To be more exact my priority list is:
1. Enrage on CD if you have less than 4 rage
2. Saber Throw
3. Charge
4. Smash if you have 4 stacks of shockwave
5. Vicious Throw
6. Force Crush
7. Sunder Assault
8. Force Choke
9. Force Scream
10. Obliterate
11. Vicious Slash
12. Assault
13. Ravage
So, to sum it up, you goal is build your Smash hit. Get 4 stacks of shockwave by either Force Choke or Force Crush and try to Smash as soon as possible after you Charge or Obliterate. I would suggest to use it after you Charge as Charge will make the next Smash used in the next 15sec a crit, plus your 4 set bonus from your PvP gear give you an extra 10% bonus to your damage. After that, keep your rage high enough to be able to burst.
STATS
You don't have to be a genius to know that Strength and Stamina is your main stats. After that you should check for your secondary stats. Expertise is the strongest stat for PvP. It will increase the damage you deal and decrease the damage you take. Expertise should always be on your gear. After that, go for Surge and Critcal ratings. That way your abilities and especially your Smash will hit harder. My experience tells me not to get more than 40% of either of those two stats as you'll need much more to achieve bigger percentages. After that, go for power. Power is a straight increase to your base damage of your attacks. That includes the base damage that your criticals are calculated.
TIPS
As we talk about PvP, your opponent will try to react to you. That's why you have to be use the correct abilities in the right moment. Here some tips for you:
-Apply your Chilling Scream to slow them for starters. Keep them slowed all the time.
-As you built up your Smash hit, they will hit you as hard as they can. I suggest you pop Saber Ward as soon as the opponent starts to fight back.
-Don't use Unleash (trinket for WoWers) if it's not a really need. More people will increase your Resolve with their knockbacks than their stuns. If your Resolve bar is filled you will be immune in every CC. Unleash will reset your Resolve bar so be careful!
-Have with you relics and adrenals with crit/surge and power. Use them in pairs, pop power relic and crit/surge adrenal and then pop crit/surge relic with power adrenal. That way you more burst damage.
-If your opponent pops his defensive or CDs from the beginning of your battle, try to sabotage his advantage as much as you can. Choke him, Push him, Charge him, Fear him. That way, his burst or his defences would have expired with no benefits for him. Remember, in most cases the one that uses his CDs first, is the one that loses.
-Your set 2 bonus from your PvP gear will make you heal after you use Intercede. To maximise the profit, first use Endure Pain and then Intercede. That way, you'll heal for more.
-Don't interrupt all the time. Your interrupt will lock for the interrupted ability only. For 4secs. Interrupts should only be used on spammed ability like Tracer Missiles and Force Strike or to interrupt the healer from healing himself.
-Beware of your surroundings. Most people will try to knock you back as soon as you charge them. Don't put yourself between your opponent and the edge of the ledge, or the acid pit or the fire.
That's all for now. I will update my guide with more informations and more tips in future. Stay tuned!
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Friday, 3 February 2012
Gear Progression for each Imperial Class!
Here's the gear progression of each Imperial Class starting with the level 20 PvP gear then the level 40 PvP and at the level cap, level 50 PvP and PvE gear. Enjoy:
BONUS: SOCIAL ARMOR!
BOUNTY HUNTER
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| Left is Mercenary, Right is Powertech |
IMPERIAL AGENT
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| Left is Operative, Right is Sniper |
SITH INQUISITOR
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| Left is Sorcerer, Right is Assassin |
SITH WARRIOR
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| Left is Juggernaut, Right is Marauder |
AND THE FINAL SPECIAL SUPER BONUS!
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