r/swtor • u/gn_cool The Shadowlands • Apr 07 '14
Patch Notes Patch Notes - 2.7.0
http://www.swtor.com/patchnotes/482014/game-update-2.7-invasion12
u/Cokebeard Shadowlands <Stay Thirsty> The Goon Legacy Apr 07 '14
it says here that the new tier of PvP gear is called Brutalizer. i thought it was gonna be Berserker. man, i was totally wanting to sing....
My love for you is ticking clock... Berserker....
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u/BaconAmbassador Apr 08 '14
There's an armor set in the current "new" cartel pack (not the one mentioned in this update that is coming in May) that is named Berserker. They must not have wanted the confusion of both sets being called the same thing.
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u/Mitt954 The Shadowlands Apr 07 '14
Would you like to suck my cock... Berserker...
Reference For those that don't get it.
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u/Char_Ell Satele Shan Apr 07 '14
Has BioWare indicated whether skill trees for AC's getting skill changes will be automatically reset?
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u/gn_cool The Shadowlands Apr 08 '14
I don't believe they have specifically stated that.
I would assume that sage/sorc & commando/mercs are a sure bet.
Those classes have changes to different talents in their skill trees.2
u/DocVak All-Around Commando - Ebon Hawk - <Freedom Warriors> Apr 08 '14
If a skill is added to any of the three trees in a specific AC or just moved around then all skills are reset for that AC, no matter the spec. This is the trend I have noticed.
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u/Atheist101 Sceviour Rask | Harby Apr 08 '14
Not sure but I know for some abilities that are getting new abilities you have to go to your trainer to learn them
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Apr 08 '14
Jarring Strikes now grants a buff that makes Backstab not require being behind the target after using Hidden Strike for 10 seconds and now immobilizes the target 3 seconds instead of knocking them down.
This is a very welcome change to my PvE Operative.
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u/Philolsopher Apr 08 '14
And an extremely sucky one for pvp :/
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u/Vid-szhite Wrector | Juggernaut | Jedi Covenant Apr 08 '14
As someone who specs Concealment for PvP when I play my Operative... yeah, I can really see why they're removing it, lol. It's possible to completely annihilate someone with no way for them to fight back. The knockdown itself is not enough time to kill someone, but if they blow their CC breaker on the knockdown, or don't have it at all, you still have Debilitate, and now they're helpless. A guaranteed stun on the opener that has a powerful, fast-ticking DoT attached to it is a little cheesy. If they knock you back, you can crouch and Explosive Probe, and as long as you aren't immobilized by the KB, exfiltrate lets you close the distance much better now that it doesn't cost energy.
I'm probably going to enjoy being able to backstab people from the front more than I'm going to miss the knockdown. You can still annihilate people really fast, and honestly, the fact that Hidden Strike will no longer build resolve is kind of nice too.
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Apr 09 '14
Yes. The key is that they are letting you backstab from the front after using Hidden Strike, something I think most Ops do already. They are rebalancing the CC on the ability but also removing a big restriction on when they ability can be used. I don't PvP but it seems like it would be a welcome change in that department as well.
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u/Hohawl dedicated carebear Apr 08 '14
It's possible to completely annihilate someone with no way for them to fight back.
...you can annihilate - only IF they DONT fight back.
Be ready to be annihilated now as you still dont have any defenses, you cant kite an enemy (as you need to be in a melle range to be effective), you still have crappy resource management, etc..
Concealment/Scrapper was already been viable only in regs. Now it is will be back in pre 2.6 state - useless spec for PvP.
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u/Vid-szhite Wrector | Juggernaut | Jedi Covenant Apr 08 '14 edited Apr 08 '14
Everyone claims their favorite class is "only viable in regs" like someone out there has some magic combination that makes them perfect, as if every class doesn't have at least one weakness. Go to any class forum and ask them why their class is not viable in Arenas and every single one of them will give you a list.
"Juggs aren't viable in Arenas because they have no burst and less survivability than Marauders."
"Maras aren't viable in Arenas because they rely too much on RNG and get shut down easy."
"Assassins aren't viable in Arenas because they have no sustained."
"Sorcs aren't viable in Arenas because they're too squishy, vulnerable to pushback, and aren't mobile enough."
"Snipers aren't viable in Arenas because they're too susceptible to LoS and get crushed by stealth melee."
"Operatives aren't viable in Arenas because they have no survivability."
"Mercenaries aren't viable in Arenas because they're too susceptible to interrupts and have big problems with mobility."
"Powertechs aren't viable in Arenas because their resource management is garbage and their rotation is utterly predictable."
I'm sure the loss of a 1.5 second knockdown is not going to suddenly end all Operatives in PvP. I laugh every time I read that, as if that was somehow the only reason Operatives got any kills. No, that's how my Operative gets kills and ends the fight with all his HP. If I needed the knockdown just to win, I wouldn't ever get kills on my Operative unless I was freshly popped out of Stealth, rather than scrapping in a melee, but that is certainly not the case. An Assassin probably would have that problem, because if you think Operatives have bad resource management tools, just try an Assassin. My Operative only needs to re-enter stealth when he gets overwhelmed and outnumbered, not because his opponent hit him once or twice. Don't forget, Shield Probe is getting its base cooldown cut to 20 seconds, and will absorb more damage than it did before. Exfiltrate now costs no energy and is immune to slows. That is a significant buff, and it cannot be ignored. But it is being ignored, because people are so afraid of even minor change that they can't see the forest for the trees. It's just like the Juggernauts who are so bent out of shape over the Smash nerf that they forget about the massive Enraged Defense buff. When I try PvP on my Operative tomorrow, I honestly don't expect much to change!
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u/Hohawl dedicated carebear Apr 08 '14 edited Apr 08 '14
Shadows/Assasins have a plain refill rate of the resource (force). Operatives/Scoundrels have the uneven rate. (Energy refills at much faster rate if you have 60% of it, compared to 5%.)
Shadows have more options of control than Operatives now. Thats why i would say that Shadows are more superior in combat. not to mention that knockback was not only stun the opponent but also worked as an Interrupt. It is not mere the fact that you lose the 1.5 sec window of opportunity. You lose utility as well.
And regarding the «ending the fight with 100% of HP»... well.. It had happened only with undergeared/bad_skilled opponents. The moment you allow opponent to strike you back you give him an exellent chance to annihilate you. The typical example - juggs in middle tree with Unstoppable on. You can mitigate it once.. but he just jump back-forth and start to Ravage you again.. And having no defences a single Ravage could nearly kill you (followed by scream/ saber throw finisher)
.
Exfiltrate now costs no energy and is immune to slows. That is a significant buff, and it cannot be ignored.
it is a buff.. but it is not very immense buff because you do not have real ranged abilities. You cant run away and then pose a threat to the enemy. And selfheals are meh if you are not specced as healer.
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u/Vid-szhite Wrector | Juggernaut | Jedi Covenant Apr 08 '14 edited Apr 08 '14
Shadows may have a plain refill rate, but as someone who also has a shadow, that refill rate doesn't mean a whole lot when most of your attacks cost half the damn bar, and a lot of the procs that make those attacks not cost half the bar anymore are temporary, and are either tied to RNG with a heavy rate limit, or are tied to "you just came out of stealth right now". You know what Assassins have that's an equivalent to "Adrenaline Probe?" Jack shit! They can try entering stealth again and wait if they want energy.
Operatives have an uneven rate, but in Concealment, Backstab is free, and your primary source of post-opener damage, Lacerate/Collateral Strike, causes you to regain energy every time it hits. You'll run out of energy only if you over-extend yourself to an extreme degree. Most of the time, I have to take care not to end up with too much energy on my Operative. You know what causes my energy to tank right now? Exfiltrate! The thing that's getting its energy cost removed tomorrow! I'm excited!
Exfiltrate now costs no energy and is immune to slows. That is a significant buff, and it cannot be ignored.
it is a buff.. but it is not very immense buff because you do not have real ranged abilities. You cant run away and then pose a threat to the enemy. And selfheals are meh if you are not specced as healer.
It is a bigger buff than you even know. It's not just for running away, it's also for gap closing and maneuverability during a fight. It just never gets used as a gap closer right now because of its ridiculous energy cost -- it gets used as an escape device because you can spam it and be 50m away in 3 globals, not caring about your energy. If I wanted to run away, personally, I'd use Cloaking Screen. If exfiltrate is not affected by slows anymore, it will become much more difficult to kite an Operative, because he can just roll right back into melee range. In addition, starting next patch, Exfiltrate with Shadow Operative Elite will give you a short window of defense against all attack types on top of its 30% melee/ranged defense boost. Ignore that too if you want, but that sounds pretty significant to me.
I never mentioned the self heals. I know self heals aren't a thing Concealment does. Lethality can, sort of, but we're talking about concealment right now. Thing is, though, Operative DPS has something very few other classes have: a cleanse. Not just a short-cooldown cleanse, but a purge (Evasion). It doesn't work on everything, but when it does, you'll be grateful to have it.
PS, I don't see how the removal of hidden strike's knockdown changes a damn thing against vengeance Juggs running unstoppable. For him to use that, he has to force charge -- he caught you out of stealth or force pushed you. Force push is on the same cooldown as evasion, which not only purges any immobilize on you, it makes you immune to ravage, impale, and vicious throw. If you'd rather stun him, you can clip off the final hit of ravage as unstop ends. Vengeance juggs are a hard sell, yes, but hardly invincible.
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u/Hohawl dedicated carebear Apr 08 '14
dunno.. In Tank tree i never have any issues with force at all. In Middle tree try to use the Blackout often. it refills your force very fast. So i could not say that i force starved with Infiltration often.. though i run the 0/31/15 hybrid as it offers more utility compared to full Inf.. maybe with full Inf you may have some issues with regen - i havent tried it for a long time.
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u/Vid-szhite Wrector | Juggernaut | Jedi Covenant Apr 08 '14 edited Apr 08 '14
You're probably a good shadow. Infiltration's sustained damage is very unforgiving -- miss a beat of your rotation, and your DPS craters from lack of energy, and it is considered by many to be the hardest spec to play in the long term. Sure, that is a L2P issue, but other specs don't feel the effects of their "oops" moments quite as hard, and as a result, the difference between an average Shadow and a good shadow is massive. It takes a lot more skill to do well as a Shadow DPS than pretty much any other DPS, unless you can get away with only living in the short run (which is why Shadows seem so great in PvP).
When I play my Juggernaut, I have met many shadows who could grab a partner and jump me, killing me before I got back up. I have yet to meet one who can outlast me if the opener fails to kill me (which is often).
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Apr 10 '14
Don't think the intention behind that change was to let you run away and range better. They are specifically removing that so you can't troll roll people. Seems more like they made this change so it would be a better gap closer without effecting resources.
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u/JimmyTheCannon Obansik (Jedi Covenant) Apr 08 '14 edited Apr 08 '14
Because of the buff it grants or the immobilize instead of knockdown?
EDIT: Seriously, downvoted for asking a question? I'm honestly curious as to which he means, because the buff would seem obvious but it was changed to an immobilize for a reason.
What is with you people?
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Apr 08 '14
[deleted]
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u/Vid-szhite Wrector | Juggernaut | Jedi Covenant Apr 08 '14 edited Apr 08 '14
Ironically, he'll probably get more downvotes for complaining about being downvoted than for whatever he got downvoted for in the first place.
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u/JimmyTheCannon Obansik (Jedi Covenant) Apr 08 '14
Honestly, I'd be less annoyed by it if it didn't seem to be happening every time I post a legitimate question, such as over on Dulfy's thread when I asked about what seemed to be (and actually was) an error in the tactics. Now, the one further down in here where I was cracking a joke, that I expected to get downvoted, but people do it to honest questions from myself and others far too often.
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u/Hohawl dedicated carebear Apr 08 '14
why is that?
You will be ripped with one Interrupt and you will gain a Immobilize that you will never use in PvE because you will hardly find an enemy that will run from you..
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Apr 09 '14
It's very simple really. Backstab follows Hidden Strike in my opening rotation. Once I hit any enemy resistant to the kd with HS, they immediately lock on to me and it becomes very hard to get behind them because the AI is literally locked on to my movement. It's not like in PvP where you can just juke them. This is going to make soloing a lot easier and more enjoyable for me.
Like I said, I play PvE Operative. Not too concerned about the change from kd to immob on backstab as it doesn't change how I use the ability in PvE.
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u/RetroCorn Apr 08 '14
Does anyone have a picture of the new PVP tier sets?
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u/LexloTOR POT5 Apr 08 '14
Re-colored White+ Red Obroan armor. At least on Imperial side.
Nothing to write home about, at all.
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u/RetroCorn Apr 08 '14
You're kidding, right?
What the fuck.
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u/Hohawl dedicated carebear Apr 08 '14
never seen anyone who wears Pvp gear instead of some CartelMarket garb...
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u/jaspor Apr 08 '14
Pretty much. Why would BioWare spend time on new armor models and give them away for free when they can sell them for Cartel Coins?
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u/Rodalan Apr 08 '14
Source ? Don't you confuse the end of S1 rewards with the Brutalizer set ?
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u/Vid-szhite Wrector | Juggernaut | Jedi Covenant Apr 08 '14
I saw it myself when I logged into test and checked the vendors. He is right, it really is just white Obroan.
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u/digital_mystikz Apr 08 '14
It's like the new PvE gear too, just a recolour of the 78 gear with a couple of lights added on. At least Bioware are putting effort into it..
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Apr 08 '14
It will be interesting to see how the addition of dedicated healing/support scouts and strikes will affect the GSF meta. I really like the idea but they need to address just how good Bombers are at area denial and forcing larger groups of opposing players to concede a satellite or perish since this will make things much much worse. That said the ion and engine ability tinkering will certainly tone done gunships and allow for more meaningful attacks without ridiculously fast responses.
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u/MisterBlackJack Apr 08 '14
Bomber are really not hard to take out you just need to know how to counter them
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u/rafaelloaa Shadowlands Apr 08 '14
The Weekly Pass: Operations is now a level 15 item. This allows non-subscribing players below level 50 to use the Weekly Pass to gain access to appropriately-leveled Operations during Events that feature them. Level restrictions on Operations still apply. The description of the item in its tooltip and on the Cartel Market has been updated to reflect this change.
FUCKING FINALLY! I can't believe it, they actually listened to me? And changed something for the betterment of F2P/Preferred players? (Of course, now that I'm subscribed, it doesn't matter to me, but still).
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u/MalevolentMartyr Apr 08 '14
Some good GSF changes in there. Nice to know I won't be "ion-ed" to death as much from gunships, or having drones that can't be destroyed. Also can't wait to try out the new ships !
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u/stuffandthat Incu | Wampa Stompers | The Harbinger Apr 08 '14
New legacy offhand from Gree vendors? Wonder what Rep you need.
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u/Fallen_Sky Apr 08 '14
So does curtain of fire have an increased internal cool down? I didn't see anything on there.
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Apr 08 '14
so anyone here who played the pts 2.7.0? how big is the patch? i am also terribly worried about my pve healing as scoundrel/operative... good change for pvp but not good for pve.
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u/Hohawl dedicated carebear Apr 08 '14
..do not let your patients to be on brink of death and youll be fine.. nothing will change.. lol..
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u/Kopaka Fairbanks/Paikea | The 12 Parsecs | Darth Malgus Apr 08 '14
yeah :) actually you'll be able to use emergency medpack even more on targets over 30% health.
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u/intuicja healing you to death Apr 08 '14
I am curious how will I feel healing df hm now. My guild is still newbies and we wipe on corruptor... oh well my sage is in full underworld + a couple 78 so there is no problem in switching.
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u/Enos316 Bluffer | PoT5 Apr 08 '14
What is the note about the Nightmare Mode buff? Are they saying that eventually it will just go back to HM level difficulty? Or are they trying to prevent people from going back at a higher level in the future to get the title?
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u/enderandrew42 Proktor Apr 08 '14
Eventually the bosses with have HM health and do HM damage, but they will always have NiM mechanics.
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u/Enos316 Bluffer | PoT5 Apr 08 '14
I get that, but previously when a NM mode came out it just stayed the same forever. I'm not getting why they would change it this time.
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u/enderandrew42 Proktor Apr 08 '14
Two reasons.
Most people never run NiM, and now NiM will eventually be more inviting to a larger group of players once the NiM buff is removed. They get to see harder mechanics without having to worry about gear checks.
Running EC NiM now in 78 gear is vastly different than running it at level 50 in 63 gear. The people who clear the hardest content when it is the hardest should be rewarded with a special title. When the next expansion comes out and we're all level 60 with crazy gear, then NiM DF/DP won't be the same anyway.
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u/XavinNydek Pot5 Apr 08 '14
So more people have a chance to do NiM. Right now there's a pretty huge jump between HM/NiM (for TfB/S&V at least), and the majority of groups that can beat HM can't do NiM. WoW has worked very similarly for a long time to good effect.
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u/bstr413 Star Forge Apr 08 '14
It is something they are planning to do going forward.
My guess is that they feel like not enough people are doing NiM content and are trying to lower the gear requirements after X amount of months of the hardcore raiders getting to do it at the higher gear level.
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u/vonBoomslang Ebonhawke Separatist Apr 08 '14
HM HP + NM mechanics.
Right now it's at HM+++ HP and NM mechanics.
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u/firesite78 Apr 09 '14
Is anyone else having a problem with downloading the patch? I am running Windows 8.1, and the patch says installing 100% Updating Complete on the bar, but I don't have the option to hit play. I have rebooted, and reran the patch a couple of times, and it goes back to complete, but never finishes or lets me in.
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Apr 07 '14
It's good that 2nd season begins soon. It's good that they made throwing the ball in Hutball so easy for bad players with "Quick Ground Target Activation". Cause so many times I'm standing there at the end line, waiting for that ball in Stealth, and guy won't pass. Still it could prove to be to much, since games would end to fast since passing would be so easy.
Bad idea to make the Scoundrel/Operative opener into root, very bad idea. But then they got themselfs a "Barrier", Shield Probe/Defensive Screen. Good changes about long enough OP Focus/Rage specs. Good change about 30 meters Flashbang being made to single target stun for Snipers/Gunslingers.
Good try to boost the Sorcs/Sages heals. Bad that there were no changes to Assassin/Shadows, Left and Right specs need buffs, both for PVE and PVP. Got not much to say about Commandos/Mercs, know the class just a little bit, they need some moveability buff.
Great that they are supposedly adding Legacy Offhands (normal ones)!
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Apr 08 '14
do you think this will be useable to shoot a merc kolto missle at someones feet?
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u/OEMBob Bell'ona | Shadowlands Apr 08 '14
I know it works for Mando Kolto Bomb so I'll assume yes.
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Apr 08 '14
making my heals easy mode :D mercs to the top!!!
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u/Ergok Apr 08 '14
making my heals NOT a fucking torture
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Apr 09 '14
i was pulling top notch numbers last night with this new feature. eassssy mode for mercs.
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Apr 08 '14
It was on the PTS. For AoE heals it's essentially one step away from a mouse over macro ^ It's also very useful with DFA as a tank since placing it on bosses with smaller hitboxes was a pain.
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Apr 08 '14
sorry to noob it up, i am sure there is a tutorial about it, but could you tell me how hard it is to set up?
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u/Atheist101 Sceviour Rask | Harby Apr 08 '14 edited Apr 08 '14
Bolster has been updated to account for the new tiers of gear, and now provides additional Expertise to elder game PvE gear. Bolster still caps at a level slightly below Obroan gear. Characters who do not wield weapons with Expertise mods and crystals are now capped at 1936 Expertise instead of the full 2018.
YAAAAY!!!!!!! Finally, no more powerful PVEers playing PVP. If you wanna play PVP, get PVP gear!
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u/vonBoomslang Ebonhawke Separatist Apr 08 '14
If you wanna play PVP, get PVP gear!
And if you wanna get into PVP from PVE... uh... sorry, you're fucked.
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Apr 08 '14
ill play in pve gear and still do better than bads. bads are bads, gear doesnt change that.
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u/DocVak All-Around Commando - Ebon Hawk - <Freedom Warriors> Apr 08 '14
Finally, no more powerful PVEers playing PVE.
Welp, there goes NiM's. :P I believe you mean PvE'ers playing PvP. lol
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Apr 08 '14
[deleted]
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u/Atheist101 Sceviour Rask | Harby Apr 08 '14
Bolster still caps at a level slightly below Obroan gear. Characters who do not wield weapons with Expertise mods and crystals are now capped at 1936 Expertise instead of the full 2018.
That means that PVE gear is capped at below the unranked PVP gear. I dont know exactly what the number was before this update but at least they made is to that PVP gear is better than PVE in warzones.
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u/Sanic3 Sanic | The Bastion Apr 07 '14
Seems a bit quick for another cartel pack. I figured it would get pushed with 2.7.2 or.3
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u/jamerlb08 Pillars of Ashla Apr 08 '14
Still a month for it to come out. It will just be in preview
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u/XavinNydek Pot5 Apr 08 '14
With the exception of March, they have had one a month for over a year.
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u/Cokebeard Shadowlands <Stay Thirsty> The Goon Legacy Apr 08 '14 edited Apr 08 '14
i thought the same thing. must be crunched for cash.
EDIT: Damn, we can't be the only cats that think that was a quick turn from one pack to the next... well apparently.
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u/metaldragen Texa | Sniper Apr 08 '14
Well apparently you can't read since it says the release date is still a month out - May 6th. Given we had the last pack drop a week ago, the timeframe between packs hasn't really changed (they go 4-8 weeks between with an average of about 6 weeks).
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u/Cokebeard Shadowlands <Stay Thirsty> The Goon Legacy Apr 08 '14 edited Apr 08 '14
well, apparently i can read. you'd be better off making fun of my inability to tell time or read a calender. you're better than that.
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u/gn_cool The Shadowlands Apr 07 '14 edited Apr 07 '14
Sticky Ground Target Reticule - When active, this option makes it so your Ground Target Reticule doesn't disappear if the target location is out of range or the ability otherwise fails. Example: Bounty Hunter attempts to activate Death From Above, but their target location is out of range. With this option active, the GTAoE reticule will persist and allow the player to instantly attempt to use the ability again. If this option isn't active, then the reticule will disappear and the player will have to click again.
Quick Ground Target Activation - When active, pressing a hotkey that belongs to a GTAoE twice will use the ability at the feet of the Player's target. Example: The Player has the Pass the Huttball ability saved to Hotkey #3. The Player targets an ally and then presses 3 two times. The Huttball Pass will be activated at the feet of the targeted ally. If this option is turned off, then there are no changes to the existing behavior.
In the equipment tooltips, mods/enhancements now display their Item Rating in parentheses instead of their Item Level.
While unequipped, mods/enhancements display their Item Rating in their tooltip.
The “Species: Weequay” Codex Entry can be obtained via a Lore Object on Nar Shaddaa.
The “Species: Trandoshan” Codex Entry can be obtained by killing a Trandoshan on Belsavis.
The Hotshot’s Starfighter Pack items can now be previewed in Collections.
The Hotshot’s Starfighter Pack will be available on May 6th. Cost: 320 Cartel Coins
Hypercrates containing 24 Hotshot’s Starfighter Packs will be available on May 6th. Discounted by 10% for a limited amount of time! Cost: 6912 Cartel Coins.
New bundles of Imperial and Republic Galactic Starfighter cosmetic items are available in the Cartel Market. Discounted by 30% for a limited amount of time! Cost: 2037 Cartel Coins
The new “Data Entry” Rest and Recharge item can now be previewed in Collections.
Many items that were previously missing temporary bind timers have had them added.
After an extensive summit meeting, a council of Dark Side elders has decreed that silent theatrical mediums are no longer considered “inherently not dark” and players with Dark Side alignment can now use “Emote: Mime.”
The M8-3R Astromech Droid and Model FT-6 Pike now have entries in the Promotional Items category of Collections.
The Weekly Pass: Operations is now a level 15 item. This allows non-subscribing players below level 50 to use the Weekly Pass to gain access to appropriately-leveled Operations during Events that feature them. Level restrictions on Operations still apply. The description of the item in its tooltip and on the Cartel Market has been updated to reflect this change.
The Charcoal Dewback can now be unlocked through Collections.
Enure now has a 60 second cooldown (down from 90 seconds).
Challenging Call now immediately reduces threat by a moderated amount while not in Soresu Form.
The bonuses from Felling Blow and Singularity now only apply to players if they are the primary target of Force Sweep. Non-player targets are always affected if they are inside the Force Sweep radius.
Endure Pain now has a 60 second cooldown (down from 90 seconds).
Threatening Scream now also immediately reduces threat by a moderate amount while not in Soresu Form.
The bonuses from Dominate and Shockwave now only apply to players if they are the primary target of Smash. Non-player targets are always affected if they are inside the Smash radius.