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Topics - Sirienn'ti

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Warzones and Ranked PVP / If I was a PvP Dev….
« on: 08/17/15, 07:28:57 PM »
Overall PvP Changes
- Arenas have been removed from the game
- Level 60 Warzones no longer have bolster
- Reduce the amount of resolve received by all stuns by 70%
- Roots now add to the resolve bar
- Full resolve now lasts till death
- Trauma Abilities that deal -20% healing now lasts 45s. In addition, the debuff now reduces healing dealt instead of healing received.
- 8v8 Ranked Season 1 begins
- Warzone Ques have been revamped
   • Cross Faction and Server now applies to warzone Ques
   • There is now a separate solo and group que for regular warzones
   • Warzone Que HUD has been changed, and now shows all warzones currently being hosted on your server to show you what warzone you'd join in.
   • Warzone teams can now no longer consist of more then 2 tanks and 2 healers. In addition, there can now no longer be more then 2 of the same advanced classes in an ops group. (I.E no more then two Sages, regardless of spec.)


Class Changes

Sith Sorcerer/Jedi Sage

- Base Class Changes
    • Reduces the healing dealt across all abilities by 15%
    • Increased the duration of Forcequake and Force Storm by 3s (now a 6s channel) and its damage has been increases by 2.5%
    • Force Mobility has been removed from the game
    • Backlash/Kinetic Collapse can now only occur once every 30 seconds.

- Madness/Balance Changes
    • Reduced the damage of all Balance/Madness abilities by 20% including base dots.
    • Death Field/Force In Balance has had its force cost reduced to 40. (Down from 50)


Sith Assassin/Jedi Shadow

- Base Class Changes
    • Force Shroud/Resilience now has a 1 minute cool down.
    • Phase Walk is now an instant cast. (Down from 0.5 sec)
    • Maul/Shadow Strike has had its Force cost reduced by 10, and is now trained at level 10.
    • Discharge/Force Breach are now trained at level 10.

- Hatred/Serenity Changes
    • Total Damage across all abilities has been reduced by 15%.
    • Total healing across all abilities has been reduced by 10%
    • Death Field/Force In Balance now cost 40 Force. (Down from 50) In addition, they now spread Hatred/Serenity dots.

- Deception/Infiltration Changes
    • The damage dealt by Voltaic Slash/Clairvoyant Strike has been increased by 10%.
    • Recklessness/Force Potency now correctly grant a hard critical hit with Discharge/Force Breach.

- Darkness/Kenetic Combat Changes
    • Depredating Volts/Cascading Debris can no longer be channeled on the move.
    • The base charges of Dark Ward/Kenetic Ward has been increased to 18. (21 with armor set bonus)


Mercenary/Commando Changes

- Base Class Changes
    • Thrill of the Hunt/Forced March have been removed from the game.
    • Hydraulic Override/Hold the Line now has a 1 minute cool down.
     • Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%.

- Innovated Ordinance/Assault Specialist Changes
    • Superheated Gas/Superheated Plasma is now the following: Increases the damage dealt by Combustible Gas Cylinder by 20% and its chance to trigger by 15%. In addition, burns will heal for 3% health every 2.5 seconds.
• Speed to Burn/Blazing Celerity now make Serrated Shot/Bolt critically hilt.
• The damage of Serrated Shot/Bolt has been decreased by 5%.

- Arsenal/Gunnery Changes
    • Ligh 'Em Up/Gravity Surge now additionally increase defense chance by 50% when Heatseeker Missile/Demolition Round hit a target. This can not occur more then once every 30 seconds.


- Powertech/Vanguard Changes

- Base Class Changes
    • Hydraulic Override/Hold the Line now has a 1 minute cool down.
    • Rocket Launcher has an additional 2 rockets loaded. (Up from 4) however, the damage has been reduced by 10%.
    • Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%.

- Shield Specialist/Shield Tech Changes
    • Oil Slick/Riot Gas now only slows targets down by 50% (down from 70%). In addition, its cool down has been decreased to 45s (down from 1 minute.).

- Pyrotech/Plasmatech Changes
    • Overall damage of the disciplines abilities has been increases by 5%.
    • Heated Tools now additionally has a 25% chance to heal you for 5% of the your total health. This affect can only activate once every 20 seconds.

- Advanced Prototype/Tactics Changes
    • Gut/Retractable Blade no longer deal kinetic damage. Its bleed damage has been increased by 5%.
     • Thermal Detonator/Assault Plastique has had its damage reduced by 10%. In addition, its range has been decreased to 10m (down from 30m).
    • Sonic Defense now lasts 10 seconds. (Up from 6.) but increases defense chance by 20%. (Down from 30%).


Sith Juggernaut/Jedi Guardian Changes

- Base Class Changes
    • Vicious Throw/Dispatch are now trained at level 36.
    • Unstoppable/Unremitting now only has a 50% chance to trigger.
    • Enraged Defense/Focus Defense now only heals up to 75% health and can not exceed passed 75%.

- Vigilance/Vengeance Changes
    • Brawn/Robust and Eviscerate/Burning Purpose have switched passive spots on the discipline path and only has a 50% chance to trigger.
    • Shien Form is now trained at level 10, Shatter/Plasma Brand at level 26, and Impale/Overhead Slash at level 41 with in the discipline tree.


Sith Marauder/Jedi Sentinel Changes

- Base Class Changes
    • Vicious Throw/Dispatch is now trained at 36.
    • Dual Saber Throw/Twin Saber Throw is now trained at level 42 and grants two focus.
    • Brooding is now a base class passive
    • The Expunging Camouflage passive now cleanses dots as intended

- Annihilation/Watchmen Changes
    • Deadly Saber/Overload Saber has had its damage increases by 5%

- Carnage/Combat Changes
    • Force Vigor/Force Health now cause Dual Saber Throw/Twin Saber Throw to build a total of 4 Focus.
    • Frenzied Saber/Saber Screen now increase Melee, Ranged, Force and Tech defense chance by 3% and stacks 4 times for 12 seconds.


Sniper/Gunslinger Changes

- Base Class Changes
    • Covered Escape/Hightail It is now trained at level 36.
    • Energy has been increases to 125. (Up from 110)
    • Ballistic Dampers has been redesigned: Entering Cover grants 10 charges of Ballistic Dampers. Each stack absorbs 20% of incoming damage. (Down from 30%). This affect can only occur once every 1.5 seconds. In addition, Ballistic Dampers has a 45% chance to heal you for 5% of your total health when it absorbs damage. Charges persist through leaving cover. This affect will trigger every time you go into cover if you are out of charges.
    • Damage has been decreased across all Sniper/Gunslinger abilities by 5%.

- Marksmanship/Sharpshooter Changes
    • Penetrating Blast/Rounds has had its damage decreased by 10% and its cool down decreased by 3 seconds. (Down from 15.)

- Dirty Fighting/Virulence Changes
    • Cull/Wounding Shots damage is increased by 2.5% and additionally deals an extra 2% tech damage if dots are applied to the target.
    • Hemorrhaging Blast/Weakening Blast now lost till the target is defeated.


Operative/Scoundrel Changes

- Base Class Changes
    • All Healing abilities have had there healing reduced by 10%
    • Exfiltrate/Scamper are now trained at level 36. In addition they cost 20 energy for the first roll, free for the second if used with in the next 10 seconds. Then this ability goes on a 15 second cool down. (Up from 10)
    • Diagnostic Scan can not be used while moving.

- Concealment/Scrapper Changes
    • Collateral Strike/Flying fist passive has been removed, and is now added to the Lacerate/Sucker Punch ability.
    • New passive to replace Collateral Strike/Flying Fists: Infiltration Training/Underworld Connections: Increases armor penetration by 5%, armor rating by 5% and total endurance by 5%

- Ruffian/Lethality Changes
    • Lethal Proliferation/Black Market Mods now spreads your dots with Shrap Bomb/Corrosive Grenade instead of Carbon Burst/Blaster Volley.


New Warzone

Yavin 4 Conquest:

- Two teams of 8 begin at opposite ends of map at a command post.
- 4 other command posts are up for conquering. Remain within 10m of them to slowly bring it to your factions control, the more guarding it the faster it will go. It will not go to one faction or another if enemies are within 10m.
- On death you choose what command post you respawn at, if any are controlled by your team.
- first team to conquer all command posts till time runs out wins.


What are peoples thoughts/opinions?

2
Introductions / [OOC] Hello! Possible Transfer
« on: 08/16/15, 01:16:23 AM »
Hello Begeren Colony!

I am known by most in the guilds I'm in as Siri. I am currently on the Ebon Hawk, but if the guilds I am in continue to be inactive, and depending on the character transfer costs at my next CC payout, I plan to possibly transfer a few characters over here!

A friend from one of the guilds I am in suggested I check out this website, he also said most RP has transfered here/goes on in BC more then EH.

Little about me:
I have been playing SWTOR for about three years and have been RP'ing for about two and a half years. I have 10 60's, 9 of which are on the EH, one is on Harby. Outside of RP I am a HUGE PvPer, PvE is ok, I do enjoy FPs and dailies, but quest grinding is eh (mainly because I've done every story almost).

I am currently taking online classes for game designing all year round, but when I can I am usually on here and there between 1pm and 5:30pm est and on for sure after 10pm till about 2am est.

About my character (this is OOC info):

Sirienn'ti is my level 60 Combat Sentinel that I would plan on transferring over. Originally the plan was for there to be an optional Togruta Tribe RP in the guild she's in, but due to lack of activity that has fallen through. If there's people who have this type of setting or might want to make one, lets do it! As mentioned above I am a HUGE PvPer so she does have nearly full DR gear and everything is almost augmented, just need to augment her weapons.

I might also bring over my 60 guardian and 60 scoundrel, but I am still unsure at this point. I won't go into too much about these two but I do PvP with them as well. My guardian is just in full unranked with nothing augmented, and my scoundrel is in full ranked with everything augmented. They are Vigilence/Scrapper spec'ed.

Anyway, that's enough from me. I look forward to possibly seeing you and RP'ing with you guys soon!

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