Tuesday, 26 June 2012

1.3 Changes, Buffs and Nerfs and my Verdict!

1.3 patch is right now on the PTS and as always, it brings changes in classes. Not a lot of changes like 1.2 did but still...

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 06/25.


Tanks dps and PvP performance has decreased a lot and some hybrid tank specs are now required to a viable PvP performance as their cap abilities are almost useless. Tanking in PvE situation has been made a lot more easier. Gunslingers/Snipers and Commandos/Mercenaries have had their dps and resource management improved greatly.


AoE threat was certainly a big issue for tanking specs and has gotten fixed. Overall, threat generated has been increased by 50%. That would be most welcomed for the group finder as I believe, tanks would be in high demand. Making tanking easier would surely encourages more players to try this role and would in long terms help the community. For even more convenience, they introduced 'smart' AoEs. Now, most of the tanks main AoE attacks that helped them increase their threat, doesn't hit enemies that are in any form of Crowd Control. Another downgrade for tanking difficulty.



Only Combat/Carnage 21-points ability Precision Slash/Gore has changed. It now costs 1 focus/rage and lasts 1.5sec less. It's duration is still the same as it's now out of the GCD and it's cost was reduced by 2 focus/rage. IT'S A BUFF!


Biggest change for all three specs is the redesign of Single Saber Mastery on the Vigilance/Vengeance tree: 
Single Saber Mastery now applies different effects based on your current Form. Shii-Cho Form now increases all Force damage dealt by 2% per point. Shien Form now increases all melee damage dealt by 2% per point. Soresu Form now increases melee and ranged defense by 1% per point and increases the threat generated by Smash and Sweeping Slash by 10% per point.
This is what this talent should have been from the start. Instead of a plain damage increase, it benefits each spec on their perspective field. Those changes really improve and polish the game.
There's no reason to get into details about the changes the made to the Defense/Immortal tree. Overall, they have based the spec's gameplay to stacking armor debuffs and accuracy debuffs. Their damage overall has decreased. The changes on Guardian Slash/Crushing Blow, their big hitter, have decreased their damage a lot and decrease their performance in 1v1 PvP situations.



No changes for Sages/Sorceres.


They decrease the cost of their Ambush ability (Spinning Kick/Spike) by 10 force points and increased their AoE threat generation. Also, they decreased the self-healing of their tanking tree by 4%.
Overall, Shadows/Assassins tanks were OVERPOWERED both for PvE and PvP. Even though the nerf was much needed, we can't say that they were thrown into abyss. It was time and knocked off their Superman socks.



Best change for both AC? The amount absorbed by Shield Probe/Defense Screen now scales properly based on character stats. As they are both classes with very few defensive cooldown, this is a major buff for their survivability. We don't yet know on which stat it scales (hopefully endurance), buffing a short cooldown (45 sec) it's definitely going to increase their performance, especially on PvP.


Survivor's Scars/Survival Training healing received increase has lowered from 3% to 1%. Even though this is a minor nerf all classes with similar talents has been affected. I don't believe it would affect the class' gameplay.


Lot's of changes in the Gunslinger/Sniper trees. First of all, the change to the cap abilities are mostly done to prevent a hybrid spec. Rapid Fire has now become a passive ability providing a 1-second CD reduction per point on bot Ambush/Aimed Shots and Series of Shots/Speed shot, certainly a buff here. Also, casting will be taking a bit of a hit with Target Acquired/Illegal Mod’s switch from Alacrity to Accuracy and Armor Penetration, but Rapid Fire and Sniper/Burst Volleys new traits should help make up for it, as they're effect is enhanced even though their cd has increased. Enginneering/Saboteur has also their DoT's damage increased.




Most Commando/Mercenary changes were made to the Gunnery/Arsenal talent trees. In addition to some talents being shifted to depend on other talents, sustained damage received buffs. Changes to Armor Piercing Cell/High-velocity Gas Cylinder would buff Commando/Mercenary sustained resource management by making energy cell generation and heat ventilation less reliant on critical hits. Sustained damage has been buffed through changes to the Gravity Surge/Light 'em Up  skill, which now applies an extra stack of Charged Barrel/Tracer Lock and Charged Barrier/Power Barrier with each Grav Round/Tracer Missile. Overall, more predictable resource generation is a good change and should help with the resource management difficulty many Commandos/Mercenaries and stacking debuff problens they've experienced after patch 1.2.



Powertech/Tanguard tanks gained a 50% threat generation increase but tank burst has been significantly decreased due to the flame shield and static shield skills changes. The critical chance bonus from these talents now gives 8% critical chance to Stockstrike/Rocket Punch and Explosive Surge/Flame Sweep.
The Flame surge skill has been redesigned so that it provides a free Flame Sweep, to provide Vanguards/Powertechs with more AoE damage even though that decreased their damage against single target fights. 
Overall, they nerfed the crit rate of the classes basic attacks (16% bonus , down from 30%) and cancelled the surge bonus (0% bonus, down from 30%). 
This patch decreased the burst dps and this is why this spec is heavily nerfed for PvP while probably buffed for PvE with the AoE changes.


Thursday, 21 June 2012

The Art of Trolling #3!!!

Hey guys, as I wait for 1.3 I play as more WZs as I get. Having free time and frapsing almost all of my matches. I have some interesting footage and I decided to do another addition to the The Art of Trolling series. I hope you enjoy this! :D

Monday, 18 June 2012

Sunday, 17 June 2012

2 New Videos!

I have 2 new videos to share with you guys.

The first of all is a "romancing a companion" video and shows what happens if you try to romance 2 of your companions at the same time.

The second one is a Scoundrel PvP montage, the first of the series. Even it would not be the best PvP you'll ever seen, I hope you'll enjoy it!

See you around!

Wednesday, 13 June 2012

Additional Servers for Transfers! 06/13 UPDATE!

UPDATE 10:00AM CDT June 13th, 2012

Origin Server --> Destination Server 

NA Server
The Defenestrator --> Jedi Covenant 
Krayiss Obelisk --> Canderous Ordo 
Shien --> The Ebon Hawk 
Rwookrrorro --> The Fatman 
Ajunta Pall --> Jung Ma
Krath --> The Harbinger 
Darth Xedrix --> Drooga's Pleasure Barge 
Vrook Lamar --> Begeren Colony 
Nadd's Sarcophagus --> The Bastion
Sedyn Kyne --> Jedi Covenant
Whitebeam Run --> Canderous Ordo
Sanctum of the Exalted --> The Ebon Hawk
Cho Mai --> The Fatman
Empress Teta --> The Harbinger
Perlemian Trade Route --> Drooga's Pleasure Barge
The Crucible Pits --> The Bastion 

European Server (German)
Handmaidens of Atris --> The Jedi Tower
Cassus Fett --> Vanjervalis Chain
Gnawer's Roost --> Jar'Kai Sword
Dreypa's Oubliette --> The Jedi Tower
The Krath Enchanter --> Jar'Kai Sword

European Server (English)
Ludo Kressh --> The Red Eclipse
Trask Ulgo --> The Progenitor
Senator Contispex --> Tomb of Freedon Nadd
Goluud Corridor --> The Red Eclipse
The Kumumgah --> Tomb of Freedon Nadd

European Server (French)
Kissai Caste --> Mantle of the Force
Dol Grenn --> Darth Nihilus
Vodo-Siosk Baas --> Mantle of the Force
Princess Galia --> Darth Nihilus

Tuesday, 12 June 2012

More Server Pairings for the Transfers!

AS FOR NOW, 06/13


Keller’s Void -----> Jedi Covenant (PVE) 
Hedarr Soongh -----> The Fatman (PVP)
The Courageous  -----> Canderous Ordo (PVE) 
Kath Hound  -----> The Ebon Hawk (RP-PVE) 
Ven Zallow  -----> Jung Ma (RP-PVP) 


Soresu  ----->  The Harbinger (PVE) 
Rakata Mind Prison  ----->  The Bastion (PVP) 
Fa'athra  -----> Drooga's Pleasure Barge (PVE)
Lord Ieldis  -----> Begeren Colony (RP-PVE)


Eye of Ashlanae -----> The Red Eclipse (PVE)
The Shadow Runner  -----> Tomb of Freedon Nadd (PVP)
Shaltin Tunnels  -----> The Progenitor (RP-PVE)

Mecrosa Order ----->  Darth Nihilus (PVP)
Phateem Halls of Knowledge  ----->  Mantle of the Force (PVE)
Kessel Run  ----->  Battle Meditation (RP-PVE)

Stereb Cities  ----->  The Jedi Tower (PVE)
The Restoration Zone  ----->  Jar’Kai Sword (PVP)
Zayne Carrick  ----->  Vanjervalis Chain (RP-PVE)


Server Transfer List!!!

Character transfers are final here! This is the list for the eligible server transfers.

Certain transfers are complimentary at this time:

Between the following servers:

The Shadow Runner to Tomb of Freedon Nadd

Stereb Cities to The Jedi Tower 

The Restoration Zone to Jar'Kai Sword

Phateem Halls of Knowledge to Mantle of the Force 

Mecrosa Order to Darth Nihilus 

Rakata Mind Prison to The Bastion 

Hedarr Soongh to The Fatman 

Eye of Ashlanae to The Red Eclipse 

Keller's Void to Jedi Covenant 

Soresu to The Harbinger 

Sunday, 10 June 2012

Group Finder Preview and Scoundrel PvP Video!

A new video, a Scoundrel PvP Video as I talk about Group Finder


1.3 Group Finder, Details, Feedback and Bugs.


Group Finder is a new tool that would help you find a group to do most of your PvE activities. You can queue for Story Mode Operations, Heroic FP, Normal FP and Planet Heroic Quests. You can select your role: Tank, Healer, Damage Dealer and when your group is assembled you'll be teleported to the field. Daily Quests would award Black Hole Commendations and to be honest, this tool will make gearing up a piece of cake.

To begin with, queueing in a group is bugged. Even 3 people in a group cannot find a fourth member to do a run. This a highly disappointing. Right now, if you lose a player during a run QQ. Even though you are supposed to find a replacement if you requeue. this feature is hardly ever working. I know that some people say that it work for them but I have seen it work once, when we were at the begining of a FP and we hadn't killed a mob or a boss. Vote to kick is something that is needed in a group finder but right now, there is no protection to undergeared/new players. There is no restriction to kicks and I can see it being abused. A solution would be if BW makes it as to not be able to begin a vote for the first 10 minute in the run and only allow a kick 2-3 times per run, with this limit being raised after a couple of wipes. I don't want to be unabled to kick when I'm at the final boss boss of Lost Island and my healer for example is underperforming. Also, Make it so that people that are overusing it, that they use it too many times in a row be prevented to start a vote for the next 30 minutes for example. Finally, 2 or more people would group up and would start kicking people mostly because they are trolling. That's why people in an original group should not be able to kick by themselves an extra player.


Need before Greed looting system for FP is fine. Things should change for Operations. Right now there are no restriction on looting. A Juggernaut can need an Agent item etc. Either make a restriction to class loots or make system closer to the original looting system from the begging of the game. If you are eligible to loot that boss, you'll all get a bag that would have commendations and either a piece of the boss' loot table or some credits, adrenals or stims. That way they'll be no whining about other people wining an item over you and we won't have people grouping together to win rolls for their friends. It would be like a slot machine, where after killing a boss all 8 people could win something or only 1 or 2 gets some loot. Finally, remove the lockouts from Story Mode Ops, even if you can only loot each boss once, it allows those who couldn't complete a raid due to group disband, still have the chance to play from the start, and doesn't punish those who join you because you already killed off some of the bosses.

That's my thoughts about this feature,
See you around, PEACE!

1.3 Loot Changes: Better Loot from Flashpoints!

Apparently, with the introduction of Group Finder, FP runs would be more common and Bioware decided to change the loot that each FP drops, mostly to lure people to play them.
Early today, 06/10 I did a fast run of Heroic Black Talon and I found out that most bosses drop far better loot than the current live patch.

First boss (We kill the droid) dropped a random TIONESE headgear when it used to drop tionese belt. Second boss, Commander Ghuli dropped a random COLUMNI ear piece when he used to drop energized legs. The final boss dropped the same loot than live, a token for COLUMNI bracers.

Obviously this is a rather welcome change, as people would gear up easier and faster. With Black Hole commendations as daily rewards, people would have lot's of reasons to run HM Flashpoints. Finally people would easier participate on Story Mode Operations and experience more of the end game content, faster and without the painful grind. If they manage to introduce more content in a faster pace, subscribers would always have something to do, something that would make this game bounce back.

Group Finder Level Recommendation for Normal Flashpoints!

Black Talon/The Esseles: 10-12
Hammer Station: 15-21
Athiss: 19-25
Mandalorian Raiders: 23-29
Cademimu: 27-33
Boarding Paty/Taral V: 31-37
Foundry/Maelstrom Prison: 35-42
Colicoid War Game: 39-45
The Red Reaper: 43-48
Directive 7: 47-50
The Battle for Ilum: 48-50
The False Emperor: 48-50
Kaon Under Siege: 50
Lost Island: 50

This doesn't mean that you are forced to that level range as those are recommendations for each normal mode flashpoint. For example, my level 47 character on the PTR was allowed to queue for Colicoid War Games, The Read Reaper and Directive 7. The daily reward for Normal FP is 5 Daily Commendations.

Wednesday, 6 June 2012

Server transfers starting on June 12th! Details!

FINALLY! Server transfers are coming on June 12th! A lot of people are waiting for this (myself including) and today we learnt some new informations about this service.

First of all. Server transfer would be TARGETED! That means that transfers would be allowed from a selected number of servers to selected servers! Servers would be chosen and would have a specific destination that would be allowed to transfer a character. By the time, more options would be available and when the free server transfers would be about to end, we will be informed beforehand. In the future, server transfer would allow more options in the choice of server destination and would require a transfer fee. 

That way, Bioware will try to create servers that would be highly populated and balanced, than having one or two overpopulated servers (like Fatman or Tomb of Freedon Nadd). More informations would come in a upcoming FAQ so stay tuned!

Tuesday, 5 June 2012

1.3 PTS would come live at 06/06

It was announced that 1.3 would come on the PTS tommorrow (06/06). Stay tuned as I would try the addition that'll come in the next patch. Videos and photos would be posted as soon as possible.