With 1.2 being live for a couple of days now, it's time to talk about the state of PvP. To be clear from the beginning, I won't go through classes' nerfs and buffs as I've done it in a previous post. So, let's start.
One big change is the adjustment to the expertise rating. They have changed the curve of the diminishing returns and now, expertise gives a hell bigger advantage in PvP making PvP gearing up a true upgrade. If we add the healing reduction for all healing classes, you understand that damage dealt means more right now. Melee classes seem to have gotten an overall buff, as they stand better toe-to-toe against ranged dps. Overall, fights are faster and more bursty and for me, Bioware hit in the nail in the head with those changes as their battle system has been accused many times for being clunky and slow.
Sadly, they let a of people down as they didn't solve the low population servers problems. They could either allow cross-server queueing or/and allow server transfers. The second big dissapointment is the withdraw of the rated warzones. Let's hope that they make the correct changes and make rated PvP a smooth and enjoyable feature.
As far as the new warzone, Novare Coast, I'm having a blast and Ι have to admit that it's now, along with Huttball, my favourites. I really really hope, they add some new warzones soon, even if they are different stadiums for Huttball.
To coclude this post, I can't say that I'm dissapointed with 1.2 but I feel that they could do better. Giving free game time is a way to appease the subscribes but if they don't solve the problems, especially the low population servers ones, soon, people are just gonna lose their faith in BW and leave the game.
Showing posts with label the old republic. Show all posts
Showing posts with label the old republic. Show all posts
Sunday, 15 April 2012
1.2 state of PvP
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Friday, 13 April 2012
Bioware Rewards Subscribers with 1.2!
I've just received a new mail from BW that awards their subscribers, old and current. First of all, I'll begin with the e-mail.
If you visit the official site you can find the conditiotion for the rewards:
In order to make sure that you receive your in-game Legacy Tauntaun Ram, your account must meet the following criteria by April 12, 2012 ,12:00PM CDT, 5:00PM GMT or April 21, 2012, 12:00PM CDT, 5:00PM GMT:
You must have purchased the game and redeemed an official Game Product Registration Code at the Code Redemption Center.
You must have signed up for a recurring subscription using a valid payment method OR redeemed a Game Time Code.
Your account must not be banned.
You can still obtain the pet if your account is inactive, as soon as you purchase and activate your account before the 21th of April.
For any active account with a level 50 character, BW provides a month free! The month will be added at the end of the current subscribtion plan.
Finally, I think Bioware just won some points from the mmo community when they also announced that they will give 7 days (from 13th of April to the 19th of April) free game time for their inactive subscribers.
Obviously, with Mist of Pandaria and Guild Wars 2 in the corner waiting to steal the subscribers, Bioware's Devs try their best to win the race before it begins. Will see if that will work
You are one of our most active and valued high level players and we know you have been waiting patiently for Game Update 1.2: Legacy. To show our appreciation, check out all the great new features this update has to offer-on us. We will be adding an additional 30 days of game time to your account at no charge*. The free 30 days will appear on your account by April 24, 11:59PM CDT, April 25, 4:59AM GMT.As an added bonus, we will be awarding all active subscribers an in-game Legacy reward, the Legacy Tauntaun Ram Pet**, as our way of saying thanks for your support. The Tauntaun Ram Pet will be delivered to you via in-game mail by April 24, 2012, 11:59PM CDT/ April 25, 2012, 4:59AM GMT.
If you visit the official site you can find the conditiotion for the rewards:
In order to make sure that you receive your in-game Legacy Tauntaun Ram, your account must meet the following criteria by April 12, 2012 ,12:00PM CDT, 5:00PM GMT or April 21, 2012, 12:00PM CDT, 5:00PM GMT:
You must have purchased the game and redeemed an official Game Product Registration Code at the Code Redemption Center.
You must have signed up for a recurring subscription using a valid payment method OR redeemed a Game Time Code.
Your account must not be banned.
You can still obtain the pet if your account is inactive, as soon as you purchase and activate your account before the 21th of April.
For any active account with a level 50 character, BW provides a month free! The month will be added at the end of the current subscribtion plan.
Finally, I think Bioware just won some points from the mmo community when they also announced that they will give 7 days (from 13th of April to the 19th of April) free game time for their inactive subscribers.
Obviously, with Mist of Pandaria and Guild Wars 2 in the corner waiting to steal the subscribers, Bioware's Devs try their best to win the race before it begins. Will see if that will work
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Friday, 30 March 2012
1.2 Changes, Buffs and Nerfs and my Verdict
1.2 Brings a lot of changes in most of the classes. Overall, the style of the game is going to change, PvP mostly. First of all, healing is getting reduced. Damage would now mean more in PvP. Also, that way, PvE content is going to be harder if the damage dealt by bosses is unchanged. Secondly, players will live longer due to high expertise and more endurance; they will do less damage and less healing. In general, most damage dealing specs have their rotation changed.
I would also want to add those are MY OPINION. You are free to disagree and comment. My reason for posting this is to summarize the incoming changes. This post summarizes the patch notes up to the 03/30.
SITH WARRIOR/JEDI KNIGHT
Buff: Termination phase. Can now use their execute ability at or below 30% up from 20%.
Buff: Ravage/Master Strike damage is increased by 10%.
Buff: Ravage/Master Strike damage is increased by 10%.
JUGGERNAUT/GUARDIAN
Buff: Interrupt don't cost rage/focus anymore.
Buff: Termination phase. Can now use their execute ability at or below 30% up from 20%.
Buff: Termination phase. Can now use their execute ability at or below 30% up from 20%.
Buff: Single Saber Master now applies for all Forms.
Buff: Ravage/Master Strike has its damage increased by 15%.
Buff: Self healing has been added.
VERDICT:
VERDICT:
RAGE/FOCUS: BUFFED
VENGEANCE/VIGILANCE: EVEN~BUFFED
IMMORTAL/DEFENSE: EVEN~NERFED
PvP PERFORMANCE: INCREASED
PvE PERFORMANCE: INCREASED
TANKING PERFORMANCE: EVEN
To be honest, Juggernauts/Guardians needed those changes. They got self healing, an ability that would turn the tables in PvP and an increase to AoE damage for all trees. Rage/Focus has now more mobility and control and an extra burst, perfect for PvP. Vengeance/Vigilance were slightly buffed, they already got what was needed for PvE. Finally, Immortal/Defense would now build threat easier with their abilities and would now depend less to their AoE taunt ability. Some people consider this a nerf but overall, the spec has now more appropriate and class, dps rotation.
MARAUDER/SENTINEL
Buff: Ravage/Master Strike has its damage increased by 15%.
Buff: Trauma cannot be dispelled.
Even: Ataru Form's proc'ed attacks changed to physical damage from force damage and increased the damage dealt by 10%. Overall, no change for PvE, for PvP the attacks can now be blocked/parried.
Buff: Decimate/Swelling Winds has been moved to the Shared tree, that means a potential increase to AoE damage if it's spec'ed.
VERDICT:
RAGE/FOCUS: BUFFED
CARNAGE/COMBAT: EVEN
ANNIHILATION/WATCHMAN: EVEN~BUFFED
PvP PERFORMANCE: INCREASED
PvE PERFORMANCE: EVEN
Annihilation/Watchmen, the PvE tree changed only a little as it was balanced anyway. It’s PvP ability were nerfed and would be avoided from PvPers. The other two trees are dealing a little less damage with more survivability and mobility. Rage would finally be viable for PvP Marauders/Sentinels.
SITH INQUISITOR/JEDI CONSULAR
ASSASSIN/SHADOW
Not touched at all, nothing to comment.
SORCERER/SAGE
Even~Nerf: Redesign of the Force Bending/Conveyance buff. It now applies to fewer abilities but has increased the performance of the remaining ones.
Nerf: Force Surge/Resplendence no longer removes the health cost from Consumption/Noble Sacrifice.
Nerf: Reduced the critical chance of Force Lightning, Lightning Strike/Project, Weakened Mind.
Nerf: Wrath/Presence of Mind now affects Lightning Strike, Crushing Darkness/Disturbance, Mind Crush only.
Buff: Dark Resilience/Valiance now reduces the health spent by Consumption/Noble Sacrifice by 2% per point (up from 1% per point).
Buff: Dark Resilience/Valiance now reduces the health spent by Consumption/Noble Sacrifice by 2% per point (up from 1% per point).
VERDICT:
MADNESS/BALANCE: GREATLY NERFED
CORRUPTION/ SEER: NERFED
LIGHTNING/TELEKINETICS: EVEN
PvP PERFORMANCE: EVEN~NERFED
PvE PERFORMANCE: NERFED
TANKING PERFORMANCE: EVEN
HEALING PERFORMANCE: GREATLY NERFED
Bioware decided to nerf the most overpower spec’ed of the game. Most Madness/Balance would expect those changes even though the nerf-bat hit them hard. A bitter taste is left for Sorcerer/Sage healers though, as they see their burst healing to shrink. Lightning/Telekinetics was almost left the same and now is on par with Madness/Balance.
IMPERIAL AGENT/SMUGGLER
Buff: Cover Mechanic. When immobilized, can now crouch and cannot be pushed out of cover via the "cover integrity" mechanic.
OPERATIVE/SCOUNREL
Nerf: Backstab/Backblast has it's CD increased by 3sec and its damage done increased by 5%.
Nerf: Hidden Strike/Shoot First now has a CD (7.5 sec).
Even~Buff: Changes in Culling/Turn the Tables produces almost the same dps.
Nerf: The introduction of Flanking and the change of Waylay/Sawed Off will make Backstab/blast more energy expensive.
Buff: Laceration/Sucker Punch will now be more used in our rotation. It would really show its potential at prolonged fights.
Buff: Lingering Toxins/Nice Try is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart/Vital Shot and Corrosive Grenade/Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
Buff: Lingering Toxins/Nice Try is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart/Vital Shot and Corrosive Grenade/Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
Nerf: Decrease by 2% the critical chance that was obtained via ability.
Nerf: Shiv/Blaster Whip has its damage done decreased by 1%. This ability was obtained via ability.
Buff: Tactical Advantage/Upper Hand that is obtained by healers is getting buffed a lot. Abilities now increases the TA/UP stack limit if you heal an ally with your basic healing ability and he has 30% of his life or less. Also, if spec'ed, TA/UP has its duration increased by 2sec.
Buff: Recuperative Nanotech/Kolto Cloud has its CD increased by 3sec, healing done increased by 10% and its duration decreased by 9sec.
Buff: Weaking Blast/Haemorrhaging Blast no longer costs energy.
VERDICT:
MEDIC/SAWBONES: GREATLY BUFFED
CONCEALMENT/SCRAPPER: GREATLY NERFED
LETHALITY/DIRTY FIGHTING: EVEN~NERFED
PvP PERFORMANCE: NERFED
PvE PERFORMANCE: NERFED
HEALING PERFORMANCE: GREATLY BUFFED
Long story, short: Operatives/Scoundrels got FUCKED! Concealment/Scrapper is now unplayable for PvP. Their essential burst is gone; their dps is now more sustained but still lower than what it was. No more, killing an enemy in a lockdown. Only the new combat logs will show us if it’s now viable for PvE. Lethality/Dirty Fighting got some utility and is now viable for PvP. Overall, this class is not the same anymore. The only bright light at the end of the tunnel comes for Operatives/Scoundrels healers. They now have the best healing burst in the game. Their allies cannot die, as they have increased performance when they heal targets that have very low health and finally, their AoE healing has got much, much better.
SNIPER/GUNSLINGER
Buff: Snipers/Gunslingers can now inflict Trauma, a decrease to healing received debuff.
Buff: A new ability decrease the damage received when they use Entrench/Hunker Down. Now they can stay longer still when others have to move.
Buff: Sniper Volley/Burst Volley has been redesigned. Can now be triggered by doing damage; additionally, it increases Alacrity and energy regeneration by 10% for 10sec.
Nerf: Calculated Pursuit/Hot Pursuit now makes the next Overload Shot/Quick Shot cost no energy instead of having 50% change to use Snipe/Charge Burst in any situation.
Buff: EMP Discharge/Sabotage has it's ranged increased by 30m.
Buff: Plasma Probe/Incendiary Grenade has been greatly improved. Can now snares anyone that is inflicted, deals more of its damage in the first seconds and stuns anyone that also suffers from your Interrogation Probe/Shock Charge.
Nerf: Cull/Wounding Shots costs 5 less energy and deals 15% less damage.
Buff: Points can be spent to make Cull, Series of Shots/Wounding Shots, Speed Shots to deal 4% per point. (It was 2% per point).
Buff: Interrogation Probe's/Shock Charge's cooldown now resets if a target is defeated while under its effects.
Buff: Interrogation Probe's/Shock Charge's cooldown now resets if a target is defeated while under its effects.
VERDICT:
MARKMANSHIP/SHARPSHOOTER: BUFFED
ENGINEERING/SABOTEUR: EVEN~BUFFED
LETHALITY/DIRTY FIGHTING: EVEN
PvP PERFORMANCE: BUFFED
PvE PERFORMANCE: BUFFED
Markmanship/Sharpshooter is now what they were intended to be: a living turret, with high defense and little movement requirements. Additionally, the addition of Trauma would help them in their fight and would also make PvP in general more balanced, as Trauma was a debuff provided from Marauder/Sentinel only. The tree is based on RNG as it can do fairly good contained damage in general but can also be quite bursty, if buffs are stacked. Engineering/Saboteur has some few changes, mostly towards a control and utility direction. Lethality/Dirty Fighting stays almost the same. Overall it seems that Bioware plans to make Markmanship/Sharpshooter the PvE spec, Engineering/Saboteur the PvP spec. Both are viable for both activities, it seems though that Markmanship/Sharpshooter leans more to high damage and high defense, mostly for solo PvP whereas Engineering/Saboteur has more area denial abilities and more control over the battlefield, a more preferable playstyle for group PvP. Lethality on the other hand is still good, but benefits more Operatives/Scoundrels that want to play PvP.
BOUNTY HUNTER/TROOPER
MERCENARY/COMMANDO
Buff: Cure now costs 8 heat/ammo less.
Buff: Jet Boost/Concussion Charge now also snares the inflicted enemies.
Nerf: Power Shot, Tracer Missiles/Charged Bolts, Grav Round cost less but needs 1 more second to be activated and also deals 10% less damage. Also, the ability Muzzle Fluting has redesigned and no longer decrease the cost for Power Shot, Tracer Missiles/Charged Bolts, Grav Round and it decreases their activation time.
Buff: Barrage/Full Auto now has a greater chance to occur.
Buff: Heatseekers Missiles/Demolition Rounds has its damage done increased by 10%.
Nerf: Power Barrier/Charged Barrier now provides 1% less damage reduction per stack.
Nerf: Critical Efficiency/Field Triage now reduces the cost of Rapid Scan/Medical Probe by 8 (down from 16)/1 Ammo (down from 2).
Buff: Cure Mind/Psych Aid no longer reduces the cost of Cure/Field Aid. It now causes Cure/Field Aid to heal the target for a small amount.
Nerf: Hired Muscle/Field Training now increases critical chance by 1% per point (down from 2%).
Buff: Kolto Missile/Kolto Bomb now affects up to 4 targets (up from 3).
Nerf: Kolto Residue now increases all healing received by 3% (down from 5%).
Nerf: Kolto Shell/Trauma Probe now has a cost when it's activated.
Nerf: Supercharged Gas/Supercharged Shell now vents 8 Heat (down from 16)/1 Ammo (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile/Kolto Bomb now reduces damage taken by 5% (down from 10%).
Buff: NEW ABILITY Onboard AED/Emergency Medical Probe is a new level 50 ability that allows the Mercenary to revive an incapacitated ally. It is usable in combat.
VERDICT:
ARSENAL/GUNNERY: EVEN~NERFED
BODYGUARD/COMBAT MEDIC: GREATLY NERFED
PYROTECH/ASSAULT SPECIALST: EVEN
PvP PERFORMANCE: NERFED
PvE PERFORMANCE: NERFED
Arsemal/Gunnery has its rotation changed a lot. To be honest, that spec was in need of a change as its playstyle was a one-button-spam. As it seems right now, the main abilities have their damage done reduced and their overall rotation would now be more engaging. We don’t know how much more often Barrage/ would now occur so it’s hard to say if the spec would be nerfed and how much its performance would affect it. 1.2 is bad news for Bodyguards/Combat Medic as they are straightly nerfed. Finally, they got a combat resurrection but most of their healing abilities are now weaker and more expensive. The only good change is that their AoE healing now affects one more target. Pyrotech/Assault Specialist has no change.
POWERTECH/VANGUARD
Buff: Interrupt don't cost heat/ammo any more.
Nerf: Self healing has been removed and the skill has been replaced by one that gives slowing effect to one of your abilities.Buff: Heat Screen/Power Screen is a new 2-point skill that causes Flame Burst and Heat Blast/Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
Even~Nerf: Energy Blast/Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by 15%.
Buff: Smoke Grenade/Oil Slick is no longer limited by the global cooldown.
Buff: Prototype Particle Accelerator/Ionic Accelerator now requires Combustible Gas Cylinder/Plasma Shell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
VERDICT:
SHIELD TECH/SHIELD SPECIALIST : BUFFED
ADVANCED PROTOTYPE/TACTICS: EVEN~NERFED
PYROTECH/
ASSAULT SPECIALST: EVEN
PvP PERFORMANCE: EVEN
PvE PERFORMANCE: EVEN
PT/Vanguard tanks will be buffed at 1.2. New mitigation system and some of their abilities are now out of the GCD. Advanced Prototype/Tactics would see their self healing gone and would lose some considerable power in PvP. Finally, the Share Tree doesn't see many changes. Overall, 1.2 would not be a bad patch for PT/Vanguard.
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Wednesday, 28 March 2012
1.2 Legacy Unlocks, final part
The final part of the Legacy Perks unlocks
ALIGNMENT
Legacy of Sacrifice: Grants use of Sacrifice ability to all characters. Sacrifice inquires your companion to instant heal yourself.
Requires Dark V or above. Requires Level 50. purchased250,000 credits. Requires Legacy Level 10.
Legacy of Unity: Grants use of Unity ability to all characters. Unity reduces damage taken by you and your companion for a short duration.
Requires Light V or above. Requires Level 50. purchased 250,000 credits. Requires Legacy Level 10.
Legacy of Equilibrium: Grants use of Equilibrium ability to all characters. Equilibrium increases damage and healing done by you and your companion for a short duration.
Requires Neutral or above. Requires Level 50. purchased 250,000 credits. Requires Legacy Level 10.
SHIP UPGRADES
Repair Droid. Purchase Requirements:
1,000,000 credits.
Requires Legacy Level 7.
Ship Mailbox. Purchase Requirements:
500,000 credits.
Requires Legacy Level 10.
Operations Training Dummy. Purchase Requirements:
500,000 credits.
Requires Legacy Level 10.
Warzone Training Dummy. Purchase Requirements:
500,000 credits.
Requires Legacy Level 10.
Galactic Market Kiosk. Purchase Requirements:
5,000,000 credits.
Requires Legacy Level 25.
CONVENIENCE
Legacy Fleet Pass: Has three ranks and reduces the cooldown of the Emergency Fleet Pass by 1h/2h/3h. Cost 100,000/200,000/300,000 credits and requires Legacy Level 5/10/15.
Legacy Quick Travel: Has three ranks and reduces the cooldown of the Quick Travel by 1m/2m/3m. Costs Cost 100,000/200,000/300,000 credits and requires Legacy Level 5/10/15.
Rocket Boost: Unlocks use of personal rocket boosters on all characters. The rocket boost provide a brief, intense burst of speed for a short duration. It costs 2,000,000 credits and requires Legacy Level 8. It also has two ranks that decrease the cooldown of the rocket boost by 30sec/60sec . Cost 1,000,000/1,500,000 credits and requires Legacy Level 10/12.
SOCIAL
Companion Dance: Your companion dances with you. Requires Social II or above to unlock it and costs 25,000 credits. Requires Legacy Level 3.
Tech Emotes: Unlocks use of the /datapad, /holocom, and /map emotes. Requires Social IV or above to unlock it and costs 50,000 credits. Requires Legacy Level 8.
Tool Emotes: Unlocks use of the scanred, /scangreen, /binoculars and /wield emotes. Requires Social VI or above to unlock it and costs 100,000 credits. Requires Legacy Level 12.
Double Lasers Emote: Unlocks use of the /doublelasers emote. Requires Social X or above to unlock it and costs 150,000 credits. Requires Legacy Level 15.
VALOR
Legacy of Combat - Punch. Requires Valor Rank 5 and Legacy Level 5.
Legacy of Combat - Jab. Requires Valor Rank 10 and Legacy Level 8.
Legacy of Combat - Uppercut. Requires Valor Rank 15 and Legacy Level 10.
Legacy of Combat - Bash. Requires Valor Rank 25 and Legacy Level 15.
Those moves are unarmed combat moves that can be used as brawling attacks
ALIGNMENT
Legacy of Sacrifice: Grants use of Sacrifice ability to all characters. Sacrifice inquires your companion to instant heal yourself.
Requires Dark V or above. Requires Level 50. purchased250,000 credits. Requires Legacy Level 10.
Legacy of Unity: Grants use of Unity ability to all characters. Unity reduces damage taken by you and your companion for a short duration.
Requires Light V or above. Requires Level 50. purchased 250,000 credits. Requires Legacy Level 10.
Legacy of Equilibrium: Grants use of Equilibrium ability to all characters. Equilibrium increases damage and healing done by you and your companion for a short duration.
Requires Neutral or above. Requires Level 50. purchased 250,000 credits. Requires Legacy Level 10.
SHIP UPGRADES
Repair Droid. Purchase Requirements:
1,000,000 credits.
Requires Legacy Level 7.
Ship Mailbox. Purchase Requirements:
500,000 credits.
Requires Legacy Level 10.
Operations Training Dummy. Purchase Requirements:
500,000 credits.
Requires Legacy Level 10.
Warzone Training Dummy. Purchase Requirements:
500,000 credits.
Requires Legacy Level 10.
Galactic Market Kiosk. Purchase Requirements:
5,000,000 credits.
Requires Legacy Level 25.
CONVENIENCE
Legacy Fleet Pass: Has three ranks and reduces the cooldown of the Emergency Fleet Pass by 1h/2h/3h. Cost 100,000/200,000/300,000 credits and requires Legacy Level 5/10/15.
Legacy Quick Travel: Has three ranks and reduces the cooldown of the Quick Travel by 1m/2m/3m. Costs Cost 100,000/200,000/300,000 credits and requires Legacy Level 5/10/15.
Rocket Boost: Unlocks use of personal rocket boosters on all characters. The rocket boost provide a brief, intense burst of speed for a short duration. It costs 2,000,000 credits and requires Legacy Level 8. It also has two ranks that decrease the cooldown of the rocket boost by 30sec/60sec . Cost 1,000,000/1,500,000 credits and requires Legacy Level 10/12.
SOCIAL
Companion Dance: Your companion dances with you. Requires Social II or above to unlock it and costs 25,000 credits. Requires Legacy Level 3.
Tech Emotes: Unlocks use of the /datapad, /holocom, and /map emotes. Requires Social IV or above to unlock it and costs 50,000 credits. Requires Legacy Level 8.
Tool Emotes: Unlocks use of the scanred, /scangreen, /binoculars and /wield emotes. Requires Social VI or above to unlock it and costs 100,000 credits. Requires Legacy Level 12.
Double Lasers Emote: Unlocks use of the /doublelasers emote. Requires Social X or above to unlock it and costs 150,000 credits. Requires Legacy Level 15.
VALOR
Legacy of Combat - Punch. Requires Valor Rank 5 and Legacy Level 5.
Legacy of Combat - Jab. Requires Valor Rank 10 and Legacy Level 8.
Legacy of Combat - Uppercut. Requires Valor Rank 15 and Legacy Level 10.
Legacy of Combat - Bash. Requires Valor Rank 25 and Legacy Level 15.
Those moves are unarmed combat moves that can be used as brawling attacks
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Friday, 23 March 2012
New Legacy Abilities Coming at 1.3!
In the new interface of the Legacy System, there a tab of the upcoming bonus that'll come at 1.3. Some amazing things that many people would love. Those characters perks are traits that would be available to obtain once you hit hit certain legacy levels.
In the section ADVANCEMENT:
FLASHPOINT XP BONUS: Increase xp gains from killing major enemies in flashpoints. (has 5 ranks)
SPACE XP BONUS: Increase xp gains from completing space missions. (has 5 ranks)
WARZONE XP BONUS: Increase xp gains from completing warzones. (has 5 ranks)
In the section TRAVEL:
CELERITY: Increase sprint speed. (has 2 ranks)
LEGACY SPEEDER LICENSE: Grants the ability to use lvl 25 speeders at lvl 10.
In the section COMPANION:
LEGACY OF ALTRUISM: Increase affection gains from gifts to companions. (has 3 ranks)
LEGACY OF PERSUASION: Increase affection gains from conversation options. (has 3 ranks)
LEGACY OF CRAFTING: Increase chance of critical success while crafting. (has 3 ranks)
LEGACY OF LEADERSHIP: Companions sell junk faster. (has 2 ranks)
In the section CONVENIENCE:
REPAIR DROID: Creates a repair droid that players and their allies may use to repair items in the field. (has 3 ranks)
PRIORITY MEDEVAC: Returns at increase health after dying and respawning at a medical center. (has 2 ranks)
FIELD RESPEC: Reset your skill tree in the field.
PORTABLE MAILBOX: Drop a mailbox in the field for you and your allies to use.
Awesome perks, BW shows that has great plans for the Legacy System.
In the section ADVANCEMENT:
FLASHPOINT XP BONUS: Increase xp gains from killing major enemies in flashpoints. (has 5 ranks)
SPACE XP BONUS: Increase xp gains from completing space missions. (has 5 ranks)
WARZONE XP BONUS: Increase xp gains from completing warzones. (has 5 ranks)
In the section TRAVEL:
CELERITY: Increase sprint speed. (has 2 ranks)
LEGACY SPEEDER LICENSE: Grants the ability to use lvl 25 speeders at lvl 10.
In the section COMPANION:
LEGACY OF ALTRUISM: Increase affection gains from gifts to companions. (has 3 ranks)
LEGACY OF PERSUASION: Increase affection gains from conversation options. (has 3 ranks)
LEGACY OF CRAFTING: Increase chance of critical success while crafting. (has 3 ranks)
LEGACY OF LEADERSHIP: Companions sell junk faster. (has 2 ranks)
In the section CONVENIENCE:
REPAIR DROID: Creates a repair droid that players and their allies may use to repair items in the field. (has 3 ranks)
PRIORITY MEDEVAC: Returns at increase health after dying and respawning at a medical center. (has 2 ranks)
FIELD RESPEC: Reset your skill tree in the field.
PORTABLE MAILBOX: Drop a mailbox in the field for you and your allies to use.
Awesome perks, BW shows that has great plans for the Legacy System.
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Tuesday, 20 March 2012
1.2 Novare Coast PvP video!
I've played my Sage in the PTR for the last days and I've spending my time on PvP and Class Quests only as I want to finish Act 1 and see the new features. I have to say that the changes in medals have made matches more fast paced and that something I really, really like. Needless to say, I've tried Novare Coast and I LOVE it! This WZ has a lot of fighting, as the objectives are close to the bases and it's easily to turn the table. I've recorded a full match, hope you'll enjoy it; I know I did. Expect a guide coming soon, so stay tuned!
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Sunday, 18 March 2012
SWTOR PTR: 1.2 Patch UI Changes Video Guide
1.2 has hit PTR for a some hours now and I'm rushing myself to more future contend. I want to hit level 10 ASAP to try the new Warzone so, instead of a big article, I've created a video about the changes in the UI.
Hopefully you'll find this guide helpful, stay tuned for more information about 1.2.
Hopefully you'll find this guide helpful, stay tuned for more information about 1.2.
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Tuesday, 6 March 2012
PvE Tier 2 Preview!
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Legacy and Racials!
I hope you are as excited as I am for yesterday's Guild Summit. A lot of things were showed for the first time and some theories and guesses came true. I will post as often as I can for the days coming to give you as much informations I can.
For now, I would give you some insight of racial attributes that would be added in the future.
Daniel Erickson revealed that reaching level 50 with a species will unlock that species for all other classes. Like having a level 50 Sith Pureblood would allow us to make a new Sith Pureblood of all other classes, regardless of faction. Like a Sith Pureblood Bounty Hunter or a Sith Pureblood Jedi Knight. He also said something about new racials. He said that reaching level 50 with a human, would give to all humans in that Legacy a new passive bonus to the presence attribute (to those that don't know about it, presence increase the performance of your companions). Those kind of racial where introduced back to October's beta testing along with the social racial abilities that are now in the live version.
So, this is the list of the beta stat racials:
Human: 3% Bonus to Presence
Miraluka: +1 Stealth Detection
Twi’lek: 5 Minute Reduction on Rapid Travel
Zabrak: Increase healing given and taken by 1%
Miralian: Increase precision of Force and Tech powers by 1%
Cyborg: Increase precision of Force and Tech powers by 1%
Sith Pureblood: 1% force damage and force healing.
Chiss: +1 stealth bonus and +1 stealth detection
Rattataki: 2% Crit Damage
For now, I would give you some insight of racial attributes that would be added in the future.
Daniel Erickson revealed that reaching level 50 with a species will unlock that species for all other classes. Like having a level 50 Sith Pureblood would allow us to make a new Sith Pureblood of all other classes, regardless of faction. Like a Sith Pureblood Bounty Hunter or a Sith Pureblood Jedi Knight. He also said something about new racials. He said that reaching level 50 with a human, would give to all humans in that Legacy a new passive bonus to the presence attribute (to those that don't know about it, presence increase the performance of your companions). Those kind of racial where introduced back to October's beta testing along with the social racial abilities that are now in the live version.
So, this is the list of the beta stat racials:
Human: 3% Bonus to Presence
Miraluka: +1 Stealth Detection
Twi’lek: 5 Minute Reduction on Rapid Travel
Zabrak: Increase healing given and taken by 1%
Miralian: Increase precision of Force and Tech powers by 1%
Cyborg: Increase precision of Force and Tech powers by 1%
Sith Pureblood: 1% force damage and force healing.
Chiss: +1 stealth bonus and +1 stealth detection
Rattataki: 2% Crit Damage
Those abilities where in the creation page and where soon deleted. It seems that some of them would be introduced in Live at 1.2. Miralians and Cyborg were sharing their racial stat bonus, something that would most likely change in the future. Also Precision is a not existent stat right now but I wouldn't be surprised if accuracy takes it's place in 1.2.
To summit up, race selection WILL matter after 1.2. They also said that they WON'T allow race change in the future. So, for all of you that want to max their performance, I suggest you roll a new character, of a different race than the level 50 you already have.
If the racials are going to be introduced unchanged from the beta, I suggest, those race combinations:
Human and Twi'lek: Shitty racials, I would avoid them for every class.
Miraluka: A small benefit. I would avoid this race for every class.
Zabrak: Great for tanks and healers. Every tank should be Zabrak as it's the only racial that benefits them. Zabrak healers are also in an advantage but Jedi Sages/Sith Sorcerers have the same benefit from Pureblood's racial.
Miralian and Cyborg: If we presume that precision is accuracy in not that good racial. Force and Tech abilities seems to reach accuracy cap easier from talents. Still, with tanking stats changes for PvP in 1.2, it would probably help killing enemy tanks. Should be avoided from healers.
Sith Pureblood: All Force User classes, disregarding their role should be Sith Purebloods.
Rattataki: The best racial right now. I presume that they gave it to boost this underplayed race.
Chiss: PvP boost for stealthers. A good choice for Assassins/Shadows and Operatives/Scoundrels that are damage dealers in PvP. Not that great in PvE, still it has it's uses.
Those are my though right now, things could change in the future. I'll be in the testing of 1.2 and I would see how BW will implant this system. I would update this guide as soon as possible.
Until then, see you online
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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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Add-ons, Combat Log, Cross-Server, Ranked PvP coming soon in SWTOR!
Game Amatangelo gave an interview to an Australian site and said this things:
Gear/Warzone/Commendation Changes
-Lesser end-game commendations (Champion, Centurion, etc.) will not be exchangable.
-There will be two levels of warzones. Regular and Ranked warzones.
-Regular warzones will give out regular WZ commendations, and Ranked warzones will give out ranked WZ commendations.
-New intro PVP set for new level 50 players to fill gap in gear.
-There will be some “fun” uses for commendations you dont need anymore.
Ranked PVP
-Phase one will be server specific.
-Phase two (coming in the future) will have cross-server queuing.
UI Changes & Add- ons
-Combat log coming soon.
-DPS meters/Parsers will be done by 3rd party addons via combat log.
-Free/Paid Server transfers are being worked on but no date provided. They want to make sure the process is perfect before releasing this.
Cross-Server Queuing
-Coming in phase two of pvp changes
-Priority is on playing with people from your own server.
-As soon as you start choosing certain things (which warzone, ranked, etc.). It becomes more difficult for you to get a WZ with server players so you go into the cross-server
When he says phase two he means after patch 1.2 that is meant to come this month. I don't know about you guys but I'm very excited about this changes! Especially for Add ons that were much needed from hardcore players
Gear/Warzone/Commendation Changes
-Lesser end-game commendations (Champion, Centurion, etc.) will not be exchangable.
-There will be two levels of warzones. Regular and Ranked warzones.
-Regular warzones will give out regular WZ commendations, and Ranked warzones will give out ranked WZ commendations.
-New intro PVP set for new level 50 players to fill gap in gear.
-There will be some “fun” uses for commendations you dont need anymore.
Ranked PVP
-Phase one will be server specific.
-Phase two (coming in the future) will have cross-server queuing.
UI Changes & Add- ons
-Combat log coming soon.
-DPS meters/Parsers will be done by 3rd party addons via combat log.
-Free/Paid Server transfers are being worked on but no date provided. They want to make sure the process is perfect before releasing this.
Cross-Server Queuing
-Coming in phase two of pvp changes
-Priority is on playing with people from your own server.
-As soon as you start choosing certain things (which warzone, ranked, etc.). It becomes more difficult for you to get a WZ with server players so you go into the cross-server
When he says phase two he means after patch 1.2 that is meant to come this month. I don't know about you guys but I'm very excited about this changes! Especially for Add ons that were much needed from hardcore players
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Sunday, 26 February 2012
SWTOR UI Suggestions!
Waiting for 1.2, there aren't many things to write about right now so I decided to do something else. I decided to write some suggestions for the game. This time, I'm presenting my though for the UI. Don't forget to comment, I really want to hear your ideas.
UI
Changes
Right
now, SWTOR’s UI is nothing more than a basic UI. I was positive surprised when
I saw how fast you implanted more options for the UI in weekly and major
patches. There are things that need to be changed though.
1.
Threat and Aggro.
When
I’m tanking with my Juggernaut, I want be able to know if I have enough aggro
from the mobs I’m fighting. Please, if you can implant add a bar above the
enemies’ portrait with the percentage of the thread I’m generating. Even
better, make the mobs’ portrait that are attacking me red, the mobs’ portrait
that I’m losing aggro yellow and mobs’ portrait that are not attacking me grey.
An additional flash of screen’s corners could help dps know that have pulled
aggro. I really hope that this addition would be implanted soon.
2.
Visual Procs.
It’s a
little frustrating figuring out that your abilities have procced. To begin with
most classes’ rotations are based on buffs. Even though the current place of
the buffs are convenient (much better above the portraits than the upper corner
of the screen) it’s hard to track it down. I would really really want my procs
to be visually highlighted to the middle of my screen when they are up. I’ve
made a small example, sorry for the bad Windows Paint skill. I’ve attached the
photos. Some classes will benefit a lot by visual proc indicator more than
others. Operatives would know how many stacks of Tactical Advantage they have
and if after using Lacerate they regain their stack when Tactical Opportunity
procs, Mercenaries would better track how long the Supercharge Gas last. Also
display targets’ and focus’ buffs and debuffs as duration
bars. That way I’ll know if the tank has the buff Kolto Residue that would
increase my healing done to him and how much is left. That would also help dps
that would be able to calculate their rotations easier, knowing how much they
got left before their DoT drops from their target. I really think this as one of the top priority
additions and I really hope to be applied as soon as possible.
2. Move
bars.
Please
allow us to determine both the size, the position of the quickbars. Plus, let
us make the two sidebars horizontal and then to be able to stack them on top of
the center ones. I want to have all of my quickbars stacked so I will be able
to track the cds of my abilities easier.
3. Raid
UI.
Raid UI
is actually pretty good. That doesn’t mean that couldn’t be better, especially
for healers. Please make it so that I can know how much my healing abilities
would heal my allies. Keep the current health red in the bars and make the
incoming healing being indicated as a darker red. That way I would know if
other healer is casting his heals to my target and if his heals will top his
health so I can either cast him a weaker healing spell or heal another person.
On top of that, I would love the raid bars to change color when someone is
affected by a negative effect. That way I would be able to know to whom I have
to use my Cure ability (my merc’s ability).
4.
Casting Bar.
The
casting bar is doing its job fine; just make it so I can adjust the size of it.
Plus make displayable the amount of time spent between cast
send and start events, in the form of a bar at the end of your casting bar,
with optional text that displays the actual duration of the lag. That way I would know how to queue my abilities and
would also help avoiding canceling channeling abilities that are interrupted by
me because I had a lag spike that prevented me from seeing the proper time left
to my ability’s activation time.
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Tuesday, 21 February 2012
PvP Suggestion for Arena and Warzones
SWTOR's PvP is quite good right now. Open world PvP in Ilum is good, excluding the bugs and exploits that benefit some player, is actually what it was advertised. Big, open war. The truth is, Rated WZ will do wonders for the game and will attract more players. Even better, a small scale PvP that would be ranked would provide a big time sink and also create a good competitive environment that'll push the game to a better experience. I suggest an arena ranked and unranked battleground where people will fight in a deathmatch.
Only one bracket should be made. A 3v3. You can balance the whole game around arenas and most of the times what is balanced in a small scale it will also be balanced in the large scale. 2v2 is too individualistic and very limited. Instead of creating some healthy competitive arena, 2v2 would be actually be a combination vs combination that decreases the skill and creativity required from the player and would lead to a huge flaming and crying forum outbreak where people will demand from the developers to adjust the game to their class' combination. 4v4 even though would be ideal since the whole game was build in the number 4 in mind it would not work in arenas. 2 healers and 2 dps or 1 tanks 2 healers and 1 dps would make really slow and long fight. On the other hand 1 healer and 3 dps would make zerg battles that would be frustrating and unsatisfying. 5v5 and more is just overcrowded, zergy and messy. 3v3 is optimal, the base of the mmo genre and the holy trinity. Tank, dps and healer or 2 dps and a healer would make a fight last enough, won't be crowded and every member of each team can coordinate without problem.
Balance the PvP around 3v3. The problem for the developers is the performance some classes have between PvP and PvE. Instead of nerf and buff every time, just give a bolster to dps in PvP if healers are overpower or on the other hand put a debuff of the healing received. Exactly what the devs did with the Trauma debuff. It's obvious that you can't balance a game around PvP and PvE at the same time with the same damage and healing multipliers for both.
As for the maps, don't make anything more than a basic, normal arena map. Avoid eruptic cannons, flame that rise every 5sec. No RNG elements in general. Let the best team win, with no luck involved. The winner should be decided by his skill, timing and coordination. Also avoid a map with many different leveled platforms. Being knockback to the ground to run up to the platform to be knockback again is not fun. Put some platforms that are easily accessible, some crates or other items that could get in the line of sight and maybe a pit of acid like in Huttball. Please make functional maps that will allow for competitive play.
I have to add here a little something. Make interrupts/knockbacks/standing up instant! Make it happen at the beginning of the animation so it would land as soon as the player wanted. The server lag, the internet lag, the human reaction time are already making it hard to land a interrupt. Having to wait for the animation to end, that means almost a second- only makes the things worst. Also, sometimes if I'm knockdown from an Operative in to the pool of acid in Huttball, I find myself dying not because of his attacks, neither for the damage from the acid. He throws me down for 1.5 sec and it gets 0.5-1sec to stand up. Please, make it so I can react instantly to the attacks of my opponent and not be restricted because of animation. A lot of people are raging about giving Imperials a lead. For example, It seams that Telekinetic Throw has the object that is threw to hit the target for the damage to be dealt where as the sorcerer's counterpart Force Lightning is instant. Same goes for some Bounty Hunter's abilities in comparison to the Trooper's ones. If it's just an animation thing, it's easy for you to correct it. To be honest, almost all of the abilities should has damage be dealt at the end of the animation. Especially for PvP, gameplay should be an priority over animation, so please, make it so.
My final suggestion for PvP is an introduction of two new type of Warzones. The first should be Team Deathmatch. People really like Ilum because it gives them the chance to play against other players without any other goal than killing or be killed. I believe it can be easily constructed and would be a huge hit from the community. Two teams of 8 people, 100 tickets, each death cost a ticket, first team to reach 0 tickets lose, no PvE element involved. Simply enough. You can add two chokepoints, like a bridge or a cliff and if you believe that would be helpful for more strategically playstyle, add two bases that would provide a 5% bonus to all damage and healing done to the group that controls them. The second one could be a map like League of Legends or DOTA. Two bases, each with an Inner Sanctum to the center, and only two or three different paths that connects them. Every faction has 3 turrets along the paths to their base to protect them. The winner is the team that gets to destroy the Inner Sanctum of the enemies' base. I'm not sure if it can be implanted into SWTOR but would totally make a lot of people happy and willfull to try PvP.
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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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