Yes it’s off-topic, but I doubt anyone would argue that Dr Who isn’t a story driven experience. The BBC have just released a teaser for the next series, and here it is:
What did you think?
[With thanks to Ken for the heads-up!)
MMOs, Console Games and anything else with buttons
Yes it’s off-topic, but I doubt anyone would argue that Dr Who isn’t a story driven experience. The BBC have just released a teaser for the next series, and here it is:
What did you think?
[With thanks to Ken for the heads-up!)
Fleet Pass is a weekly review of the SWTOR community, a small and non-comprehensive collection of the funny, the insightful, the controversial and any other interesting picks found anywhere but generally in the SWTOR Forums. Have a suggestion? Send it in to us with a source link if available, and the name you’d like to be credited with.
Warning: Article may or may not contain spoilers relating to SWTOR, or any of its variants.
Threads
GrimaIdi – PTS Forum
Juggernaut 1.2 Changes
…
With Full battlemaster gear, I only have 15600 HP. Furthermore, I have Saber Ward as my only real damage mitigation ability endemic to my class. A DPS geared and specd Juggernaut does not have high survivability, to be honest a DPS Mercenary has more HP. The AC merely offsets the HP differential. So for this conversation we should take the premise that a DPS Rage Juggernaut is indeed a DPS class and more importantly the most viable DPS Juggernaut spec in the game, and as it stands the Vengeance Tree past tier 2 is not viable for anyone truly seeking to be competitive in endgame PVP as a DPS class. The patch notes themselves confirm that.
…
I would wholeheartedly give up any buffs to my shockwave and crit timer to keep the reduced timers on Force Scream & Smash to maintain my viability in PVP.
Dmasterr – PvP
operatives and 1.2 (lolpatch)
The only thing they are good for is to jump on someone that is about half health with no stun breaker and is already engaged in fighting someone else and they get nerfed lmao.
Thing is, when those ppl die, all they can think of is “damn those pesky operatives” /spit.
Not only that i am the only operative(scoundrel) that i ever see in wz (not healer), i do get about a dozen /spit on me each game, just because of what i said above.
That being said, i will probably continue to be the only operative in the game(lol), ( im surprised they didnt just remove the class entirely) , but please …
DO NOT TAKE AWAY MY GIGGLE 10101.
p.s. the game revolves around warrior/guardian (both AC), and other classes better learn their place as support classes mmmk?
VertisReaper – PvP
1.2 Balance changes – Right direction
The 1.2 balance changes are definitely a step in the right direction, hitting all major items that were out of line. As much as people cry about it, 1.2 is much more balanced than it currently is on live.
Pyro burst was out of line – Addressed
Tracer rotation – Addressed
Rage Jugg burst too high – Addressed
Hybrid Sorcs – Addressed
Operative 2x opener cheese – Addressed
Merc Healing – Addressed
All in all these are positive changes, I really don’t understand why everyone is complaining about the fixing of things that were clearly broken and toxic to gameplay.
Busterbone – PvP
Why the proposed 1.2 Pyrotech changes are poorly thought out
This post aims to clear up a lot of the misinformation surrounding the proposed 1.2 changes to the Bounty Hunter Pyrotech specialization (and Trooper Assault Specialist). I believe the proposed changes are poorly designed, and in the following paragraphs I will do my best to explain why I have come to this conclusion. I’ve posted this in the PvP forums because the Pyrotech changes are largely due to PvP concerns.
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(Very long, very informative, well thought out, and the discussion is good as well, Trooper/BH Players should read)
JTGS – PTS Forum
1.2 Sorc Nerfs
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Well there goes hybrid chain lightning spec and awesome force regen for healers. Do you guys feel that either of those were needed? The 31 in lightning is kind of garbage because of how slow it is. And as for healing, should we now waste talents in reducing how much consumption takes from our health?
After testing it on the PTS, the changes arent that bad for healing. Consumption did need a fix and i feel what they did is fine. You have to be more aware when you go to use it, but no other class can regen at anymore moment like that without using a CD.
The force bending change will bring balance and will take getting use to. But it isnt class breaking and we will still do fine in raids. IMHO
Quotes
xGBox – General Discussion
Hi, I have difficulty adapting and resent any kind of change that may or may not affect me. As a result of the release of the 1.2 patch notes, I am unsubscribing as we speak. However, I will continue to post on the official SWTOR forums despite not playing it and will inform other users that I’ve unsubscribed in every post.
Other
(This is a preview of the legacy system in 1.2, especially useful for those without a Chp. 1 Complete Character)
Iwipe – PTS Forum
http://mmo-mechanics.com/news.php?article=1-2-legacy-system-preview
Hey everyone, this is Dulfy from dulfy.net, I am very excited to give you the first preview of the legacy system in 1.2! I want to give a huge thank you to Petrus & Dread from <The Sundered Guard> on Warrior’s of the Shadow server. They tirelessly powerleveled a bunch of characters on the PTS to gather the screenshots and information on the legacy system. Here you can see the “handsome” Petrus with his Taunta pet! (p.s. they are looking for a powertech tank for 1.2 content!)
Ravendax – Fan Art
The points of discussion still come in thick and fast and it’s difficult to get past the upcoming 1.2 update but we manage it. The reason for the title of this podcast will become apparent – my apologies for the interference of my hiccups during parts of the podcast.
Points of discussion:
– 1.2 Update highlights (user interface, space combat, combat log)
– People leaving SWTOR complaining about end-game content
– Lore Update: Twi’lek
– Final shout-out for our TOROZ Reader Survey (please fill it in if you have time!)
– Shout outs for our forums, Facebook page, Oceanic Guild listing, Google Plus page and Twitter account
Listen via iTunes or right here:
Podcast: Play in new window | Download (Duration: 39:23 — 18.0MB)
Subscribe: Apple Podcasts | RSS
Around six weeks ago we put out a call for writers to join the TOROZ team. Since then we’ve welcomed Tim (covering Inquisitors and Consulars), Kate (Agent/Smuggler), Tim (Weekly SWTOR roundup) and Rick (Guilds) on board.
It’s a growing family but it still feels like there’s someone missing and it might be you. We’re looking for a healer who’s willing to have a crack at a weekly column tackling everything heals. Preferably someone who plays both Empire and Republic characters, although if you’re Empire only you’re still in with a big chance.
So if you’d like to express interest, here’s what you do:
1. Use our contact form and provide the following info:
– ideally submit a sample of your writing or at least a pitch on what you’d like to write and why
– tell us a little bit about yourself – similar in vein to the bios on our About page.
– what day and time of the week is best for you to submit a column
2. Wait patiently for us to get back to you – it should only take a day or two.
3. See points 1 and 2.
Don’t hesitate – do it now. You know it makes sense 😉
BioWare have posted the latest answers to community questions. There’s not a lot of gobsmackingly new info there but there is a good range of topics covered. Have a read for yourself below. I’m just about willing to roll a Smuggler to be able to Punish Corso Riggs as a Sith Pureblood (I got to know and hate Corso in beta).
Anyway, onto the Q&A:
Mksaccount: Are there any plans on adjusting rage timers in hard mode Flashpoints?
Gabe Amatangelo (Lead Endgame & PvP Designer): The team continues to tune Flashpoint bosses based on metrics and feedback. Bosses that are a ‘spike’ in the progression curve (e.g. when a second boss might be more difficult than the last) are being addressed in one way or another, be it increasing their enrage timer, decreasing their health, extending the cooldown of control abilities, etc.
Bendog: Are there any plans to make the lower level planet commendations ‘Bind to Account’? It would be nice to hand them off to another character.
Damion Schubert (Principal Lead Systems Designer): We’ve talked about it, sure. It’s something we considered as we added in the Legacy System. However, right now we know that other aspects of the Legacy System will act to speed up the leveling experience for alternate characters. We want to see the state of the game in terms of leveling speed and itemization power after the core Legacy System goes live with Game Update 1.2 before we potentially make that change.
BurdoThePious: Is there a reason why the Commando / Mercenary Advanced Classes do not have an interrupt ability (eg. Mind Snap, Distraction, Force Kick)?
Georg Zoeller (Lead Combat Designer): Yes. The lack of an interrupt ability on these Advanced Classes is a purposefully designed weakness in their ability arsenal. At the current time, adding an interrupt to the Commando/Mercenary would increase their combat utility, especially in PvP, beyond what we are comfortable with.
That said, this issue is one we’ve re-evaluated with every major patch and will likely continue to revisit in the future. It is not inconceivable that an interrupt may be added to these Advanced Classes in a future update, especially if more PvE content is introduced that relies on a certain number of interrupts being available in a group.
Niktika: Can you please explain some of the reasoning behind the healing nerfs? It almost seems like every healer is up in arms regardless of their class.
Georg: Sometimes it’s hard to hear this, but the change to healers you’re referring to was, quite simply, a result of them being too good. When one healer is close to target performance and the others aren’t, it’s natural to think that the logical course is to buff the underperformer and leave the over-performers alone. I want to dispel that notion and explain why it isn’t always possible.
All specs for all roles have a target performance. This is what drives the balance of the game: soloing, Heroics, PvP, Flashpoints, Operations… everything. When those targets aren’t hit, we can’t just ‘bring everyone up’ to the highest performer without negatively impacting the balance of the game and creating unsustainable inflation in our combat system. Frankly, it’s also a lot more work to change all end game content in the game to compensate for an over-performing role than to bring the role back in line. The hard but simple truth is that Sorcerers and Sages had better Force management than we intended (e.g. a well-played Sage was almost incapable of running out of Force) and Mercenaries and Commandos were significantly over target in their healing performance.
After considerable testing, we’re more confident than ever that all healing roles are both closer to target performance and closer to one another than ever before, leading to a much tighter balance on end game content. The community will be able to confirm this using the new combat logging feature in Game Update 1.2.
I know trying to ‘sell’ a downwards adjustment (AKA nerf) to anyone affected is like selling the need for a tax increase to people. When you are on the receiving end of it, you’re not going to be happy about it. It may appear massive to you, even if the overall impact is limited. You likely won’t care that it’s ‘for the greater good of the game’ and, if you decide to disagree with our action, there’s little we can do to sway you.
Based on the feedback brought to us so far from testers playing on PTS along with metrics and combat logs gathered from our guild testers, we are going to make additional adjustments before Game Update 1.2 is promoted to the live servers. For example, we reopened the internal debate about having an in-combat resurrect ability for Mercenaries/Commandos based on PTS feedback regarding the new Operations, in light of the higher utility value this ability brings to the table in 1.2. We’re listening to your feedback, too, and rebalancing some of the changes made to healing based on data gathered from PTS. Look out for a future update to PTS for more details.
Pzljug: When are you guys going to finish the Timeline on the Holonet?
Stephen Reid (Senior Community Manager): When the Timeline series was begun we weren’t entirely sure how many timelines would be needed to detail relevant backstory for The Old Republic and left ‘blank spaces’ on the Timeline that, we thought, would all be filled in with Timeline entries. Ultimately, we feel we’ve detailed all the relevant backstory required, so no more Timeline entries going back into earlier history are planned. However, we know how much players enjoyed the lore details, style and presentation of Timelines, so we’re planning to continue that with a different series (currently unscheduled!) which will detail other aspects of the lore of The Old Republic.
Suzume_Bachi: If I unlock the Pureblood Sith species for all my future characters via the Legacy System, will I be able to create a Republic Pureblood Sith Smuggler, and will that Smuggler have Punish to I can smack around Corso Riggs?
William Wallace (Senior Designer): Players creating characters with the new species/class combinations allowed by Legacy will get that species’ unique ability. So yes, your new Sith Pureblood Smuggler will have the Punish ability, and can use it on Corso Riggs as much as you like. Poor Corso….
DevTheSith: Can Bounty Hunters get a [Name] The Mandalorian title (or if it’s already in game, where is it)?
Daniel Erickson (Lead Game Designer): Currently, there is no such title available for Bounty Hunters. It may be added as part of a future content update, but we’ve got no current plans to add it to the existing game.
Alericus: I am wondering how the ‘vote to kick’ system for PvP matches will work. I have a concern it will be abused by pre-made teams who want to control the team. Can you clarify how this system will work?
Gabe: Any player can vote to kick an AFK player through the Ops frame context menu. This will not initiate a vote prompt, but rather must be actively sought out by multiple players. Once a player has received several votes they will receive a prompt indicating that they’ll be kicked from the Warzone in a few seconds if they do not engage in combat or defend an objective. A player who is kicked from the Warzone in this manner will be returned to their original location before they queued, and will not be able to queue up again for several minutes. We’ll continue to fine tune the detection logic, but gradually, with an eye towards protecting the innocent bystander player.
Mataoh: A lot of guilds have a second alt guild for the opposite faction – is there any plan to allow some sort of cross-faction chat so both guilds can communicate with each other in game?
Damion: This was something that came up a lot during the Guild Summit and is an idea we’re taking seriously. However, no design is locked down in stone and I don’t have any sort of ETA as of yet for when something like this might happen.
joetacticSW: Can we have a ‘Loop music’ feature or some other way to make our experience less quiet?
Damion: Interesting idea. Let me give it some thought!
Welcome again to The Order, where we talk about raiding and guilds on the oceanic horizon. If you’ve got a topic you’d like covered, drop Rick a line and we’ll work on it for a future column.
Tonight I sit here writing my post for TOROZ with a lot of game rants on my mind. 1.2 is incoming with some amazing changes to come into place, but in reality we already knew all these goodies were coming. It wasn’t about what was coming, it was about WHEN it was going to get here. Rather than write the cliche – this is whats going to affect guilds and progression with changes etc etc blah blah – instead I sit here with a Corona in my hand (Corona with Tabasco Sauce – you should try it!) recognizing the bigger picture that is on all our minds. How the hell to stay motivated but at the same time prepare your guild for radical changes in guild focus and progression so that it survives the holy holy saviour patch of our beloved game without fading away! And believe me, there will be guilds out there that will do just that – simply fade away in the progression stampede. That is of course, if 1.2 actually drops in time to save it entirely.
Part 1 – Motivation
I was on a Facebook group of oceanic players today and an interesting “debate” sparked from a certain player expressing his concerns for the future of SWTOR.. mainly fuelled by the fact that his guild had cleared all content and had nothing else to look forward to. Sadly, this is a common scene for many people. When people get bored, that’s when fights start. But through the trolling and fighting, a common theme did become apparent – people are dropping off the game because of the lack of objectives and focus and things to do.
If you are a GM like me, you will most likely be in the same boat and thinking that it aint all that bad. Im not bored. Why? Because we are hard at work preparing, researching and helping others to prepare. But unfortunately, not everyone is a GM. People need focus and objectives to be motivated. So here are some ideas that I believe will assist you not only to bond your guild closer together before the cataclysm (no WoW pun intended) but at the same time, bring your guild benefits all the while giving people motivation to keep playing.
1. You want it harder? Make it harder.
Do HM’s with 2 people. Do 8 man Hard Mode Ops with 6 people. 16 with 12. You get the gist. Make it harder for yourselves for no better reason but bragging rights. Why? Because although you are fully geared and you know the fights like the back of your hand, it gives people a sense of fulfillment. All the while, the gear that drops will fund your new guild bank. Also, change your spec and loot gear for dual spec, if you haven’t already. Why, you ask? Well when dual spec of some form comes in, youll be ahead already with multi sets of gear.
2. Crew Skills strategically dispersed.
Your “professions” are getting changed, dramatically, so it makes sense to put together a group of people in the guild to cover every type of crew skill, mission and gathering type and make sure it’s all at 400. One of the core intentions of the changes to crew skills is to inject the in-game economy with more variety than just biochem products – and to also make MONEY to pay for all the other shiny things!! You might have 6 million credits but with new credit sinks coming into the game, you will need to save all of it. Get a group together, and while you do your elite 6 man Operations, collect the schematics and start creating them all. Save the gear, and inject the GTN with it when 1.2 drops. You’ll thank me later, and so will your guild bank when it’s getting leeched dry from repairs when Explosive Conflict HM drills you (yes we hope so!).
3. Kill all the world bosses as a whole Guild – All levels.
I know they are easy, but theyre fun. Nothing screams “These guys are amazing and I want to join this guild” more than running through every planet killing World Bosses as a 20-30 man unit and having fun along the way. Don’t forget to close recruitment and make it by application only before you do it, because everyone who sees you will want to be in your guild and you will never need to advertise for members again. While you are there, get all the datacrons and matrix cubes too. Then if you do all the, raid an enemy faction citadel. Operations are so serious at times when you group. Take the time to parade around as a unit and have some fun. Why else do you think even Armies march, Police have parades etc, it’s all about feeling good and bonding and being seen. Psychologically it will help your boredom, motivation and of course, the presence and morale of the guild.
4. Last but not least, PVP as a unit.
Ranked warzones will come in with 1.2 and the 8 man unit for PVP will become a common theme. Learn to put together strategic units to PVP with and move as a group. Not only will you become more in tune with each other but being oceanic and all, you probably feel the stagnant lack of PVP Warzones popping during our evenings on US servers. By grouping up, you make Warzones pop more frequently so its good for everyone to get ahead! So get in your groups of 4, make sure you click join queue as a group at the same time as each other so that the chances that your groups end up in the same Warzone is enhanced, and makes the most of the extra valor and commendations. By doing it in groups together, even scheduling it in your calendars, you won’t only be preparing your guild for the new inevitable PVP Warzone beast when 1.2 drops, but you’ll be killing time and giving your Ranked Groups better opportunities to succeed too.
So these are the 4 main things I know I will be doing to maintain motivation and focus in “The Order”. If you have any more ideas, feel free to share. But rather than do something negative like share your already apparent and mutually shared disdain for the lack of things to do… spreading this negativity to your oceanic brothers and sisters, why not take the time to assist yourself, your guild and the game in general by making the most of the situation. 1.2 will be here very soon. Personally I don’t think it can wait till end of April, do you?
This is what I told my guildies last week: “I will be very very surprised if 1.2 drops this coming Tuesday. However, I will not be surprised at all if it drops the following week.”
What are your thoughts? – Part 2: Key Points in Preparing for 1.2 will be soon to follow – that is of course if 1.2 doesn’t drop before then, but if it doesn’t, and you do even some of the things above, you probably won’t care if it doesn’t anyway 😉
Cunning Ambitions is dedicated to everything Smuggler and Imperial Agent. If you’d like to see our resident guru Kate cover anything in particular, drop her a line!
I had planned to write about the thing that tends to make or (more often) break opinion about Smugglers and Agents: the cover mechanic. However, it was starting to grow into something much bigger than what I could handle in a week. Rest assured, I will talk about Cover soon, but it’s going to need a lot more time and research than I can give it in a week. Luckily, the good people at Bioware have dropped patch 1.2 onto the public test server, and as you may have already noticed, it is MASSIVE.
Here at TOROZ, we’ve got a full listing of the entire 1.2 patch notes, broken down by category. You can find the major highlights as well as links to each category over here.
At first glance it can be overwhelming, so I’m going to try to sift out the parts relevant to us Smugglers and Agents, to make it a bit more manageable and easier to understand. It’s also good to remember that the patch notes posted for 1.2 are not final, and that the patch itself is still several weeks away from hitting live servers. There is every likelihood that some changes listed will not make it into the final draft, especially if issues crop up during the testing phase.
In order to better understand how this update will impact upon Smugglers and Agents, I’ve set up a few characters on the test server, and started to play around with some of the new features. Due to the sheer volume of updates for these two classes, I’m going to start off by looking at some of the more general changes that 1.2 offers. In the next few weeks, I’ll start to go into a bit more depth about ability changes and the extensive skill tree reshuffles and rebalancing.
First things first: character creation. Due to the upgrade to the Legacy system, 5 extra races can be unlocked for both Smugglers and Imperial Agents. In order to unlock these extra races, you must have a level 50 character of that race on the same server (and hence part of the same Legacy).
We all want to make Sith of everything, I know. However, I am kind of fascinated by the idea of a Chiss Smuggler, and the Zabrak should be able to be awesome at everything. Also, a gun-toting Miraluka? You can’t tell me that isn’t utterly badass! Roleplay-wise, I’m sure some great stories can come out of these new options.
In addition, this update might serve to explain the rumours of Legacy-enabled use of Force abilities for non-force classes – I would expect naturally force-sensitive races like the Miraluka and Sith to be able to use them, even if their lives have taken them down the path of the blaster rather than the blade.
Crew Skills
Armourmechs will now be able to learn schematics to make Aim/Cunning/Shield and Absorb augments.
The Cunning and Shield ones will be particularly useful for us as Smugglers and Agents.
Armstechs will be able to learn schematics for Endurance, Surge, Critical, Accuracy, and Power Augments.
Here, Endurance and Critical augments will be of most use.
Synthweavers will now learn schematics allowing the creation of Strength, Willpower, Defence, Alacrity, and Presence Augments.
And here, the Defense, Alacrity and Presence are probably best, though I don’t really recommend Synthweaving if you want to make things for yourself. Armormech and Armstech are much more useful to us.
In addition to the new schematics, the above three crew skills will also allow reverse engineering of the Augments to give Prototype and Artefact quality schematics (presumably these are Augment schematics, though it is not stated in the patch notes). As a result of Augments moving to the crafting skills, they have been removed from Slicing as mission rewards. Instead, Slicing missions can now reward tech parts that are needed by the new Augment schematics.
Companions & NPCs
Other than cosmetic changes to some of the Companion codex entries, and fixing a few companion quests that weren’t working properly, the only really important change for us is that Kaliyo’s storm ability has gone from a range of 5-20m, up to 5-30m. (Which isn’t huge, but it is a boost and not a nerf, so hurrah!)
One change that I’m particularly excited about, which I actually haven’t seen listed in the 1.2 patch notes at all, concerns the Smuggler companion Corso Riggs. If you’ve played Smuggler (or watched Zero Punctuation’s SWTOR review) you’ll know that Corso has an ability called Harpoon Shot, that pulls enemies right up close. It has to be the most counter-productive skill ever invented for a ranged class. Luckily, it was possible to switch it off, and since there was a patch that allowed abilities to remain switched off through logging, I haven’t given it another thought until now…
Illegal Jet Pack! Gone is the useless Harpoon Shot – now Corso flings himself at the enemy, and keeps them far away from you. Brilliant. Of course, it’d be better on a melee character, but if Corso is happy using a Blaster Rifle at close range to keep the enemies off me, then I’m a happy Smuggler indeed. Illegal Jet Pack is now pretty much the same skill as Kaliyo’s Storm, and is probably also why Storm gets a range increase in 1.2, as well.
Also note the much more streamlined look to the Abilities window – no more cluttering of tabs across the bottom. Unfortunately, you can also see here how silly Corso looks. It seems Companions won’t be getting the rather cool “unify to chest colour theme” option that our own characters have. Hopefully this is something that will follow soon after 1.2, if it isn’t actually part of it at release.
Strong and Elite humanoid enemies no longer throw grenades at or use Headshot on targets in cover.
This should prevent some horrible wipes from a few enemies that other classes can beat much easier at the same level. I’m actually finding that I can fight much more level appropriate enemies on the test server than I could with the same-level character on live. Though, it could also be that I know what I’m doing now, more so than I did when I first started playing SWTOR.
That’s all for this week, so thanks for reading! Next week, I’ll start to tackle the new abilities and skill tree for Gunslingers and Snipers, and the week after it’ll be Scoundrels and Operatives. In the meantime, I’ll be levelling on the test server like mad to try and see as much of it as I can. As always, leave a comment if you have any questions or comments, or if there’s something in particular that you want me to discuss.
Unfortunately your Friday night SWTOR playing time is going to be a little fragmented, with a four hour patch downtime tonight. And no – it’s not the 1.2 update being deployed.
Time conversions:
AEDT: 6pm to 10pm
AWST: 3pm to 7pm
NZDT: 8pm to Midnight
The details from BioWare:
Upcoming Patch
Date: Friday, March 23rd, 2012
Time: 2AM CDT (12AM PDT/3AM EDT/7AM GMT/8AM CET/6PM AEDT) to 6AM CDT (4AM PDT/7AM EDT/11AM GMT/12PM CET/10PM AEDT)
All game servers will be offline during this period. This deployment is expected to take no more than four hours.
Welcome to our weekly column dedicated to everything Consular and Inquisitor. If you have a suggestion for a topic you’d like covered in this column, drop Tim a line!
This week I want to talk a little about the changes coming in Patch 1.2 for SWTOR, and specifically how they apply to Jedi Consulars and Sith Inquisitors. This patch is currently available to play on the Public Test Server (PTS), but it should be noted that the functionality for this patch is not yet finalised. In other words, some features they have reported in the patch notes may not end up in the final 1.2 that is deployed to live servers. So keep this in mind when reading below!
I expect it will be several weeks before the change is rolled out, so for the next few weeks I’ll focus on some of the benefits (and drawbacks) to the patch, with an emphasis on how it affects Sith Inquisitors and Jedi Consulars. Do you find it amusing like I do when people are getting upset about how nerfed “XYZ” class is with the 1.2 patch? All I can say is at least wait until it has been finalized!
Not possessing much patience, I decided I would try out the new changes now, and connected back to the PTS (Public Test Server) and gave the patch (in its current state) a run. If you decide to use the PTS, you have to start your character from scratch again, and due to time constraints I ran out of time to get my newly created Sith Inquisitor off Korriban and to their advanced training, so I’ll report more on that next week. At this stage I am thinking it’s time for an assassin as I’ve played the Inquisitor and its Jedi equivalent quite a bit.
As an aside, if you are considering using the public test servers, note that characters are NOT deleted, but rather remain. They will have things happen to them (like reseting of advanced skills when required, etc) but the point is, you don’t have to continually start from level 1 with every patch version. Yes, it’s relatively safe to create a character and leave it there, and just login and try out new patches from time to time. Famous last words I know – I’ll probably login and find my characters gone!
Interestingly enough, I actually joined a guild on the test server, and saw a level 37 guy running around. There were a surprisingly high number of people online actually and I was in heaven because there was no trolling in general chat ! If it wasn’t for the aussie swtor lag issue, I’d consider making this my main server!
I did notice some a cool new interface editor for SWTOR where you can now customize your interface (see picture below), a nice target of target option, and some nice animation sequence fixed. The more I played it, the more I liked it, quite honestly it almost felt like a new game again.
My frame rate seemed to be notably quicker as well. So this is quite a major patch that Bioware have put together.
On the down side, there was a lot of problems with sound chopping in and out, and I had a bugged quest when I had to defeat someone and I couldn’t due to faulty line of sight indications. But it is a test server after all, so you have to expect that, and they will no doubt fix it before it goes mainstream.
Moving on, lets talk about some useful features for light saber wielding classes in 1.2. Color Crystals are being revamped in this update – Bioware’s thinking was to allow players to not have to be stressed by the numbers (stats) when choosing. As a result all colour crystals will have top end crystals which eliminates a big problem. The ability to create Magenta crystal is also being added as is an entire activity chain which is cool.
The “mandatory crew skill” award for Jedi Consulars and Sith Inquisitors goes to…..
*drumroll* … 🙂
Artifice. At least I think so because of what they have changed in the 1.2 patch. You can now do dedicated PvP Crafting with Artifice. You can earn crystal schematics of various colours in PvP, as well as the required materials, and with the 1.2 patch Artifice is the only crew skill that offers a permanent expertise bonus! This adds another cool element for those of you who only do PvP, but the benefits are also there if you, like me, only do PvP some of the time.
I’ve usually chosen Artifice as one of my three crew skills anyway, but with these changes I’d have to say for Inquisitors or Consulars this should be mandatory once the patch comes out. One other cool thing I’d like to add is that s an artificer you can make willpower-based shields for the Sith Assassin/Jedi Shadow tanks – a welcome addition.
Ok thats it for me for another week – I’ll be back next week and thanks for watching!
After last weekend’s Weekend Pass initiative, BioWare have announced a repeat of the initiative for this weekend:
The Weekend Pass Free Trial opens Thursday, March 22nd at 12:01AM CDT / 5:01AM GMT and ends on Monday, March 26th at 2:00AM CDT / 7:00AM GMT. To learn more, visit www.StarWarsTheOldRepublic.com/weekendpass and come back on March 22th to create your account, download the game, and begin your free trial! Some in-game restrictions apply. Visit the Weekend Pass Free Trial FAQ for more details.
So the time conversions are:
AEDT: Thursday afternoon 4pm through to Monday evening at 6pm
AWST: Thursday Midday through to Monday 2pm
NZDT: Thursday 6pm through to Monday 8pm
Over to you: did you have any friends jump in last weekend? Do you have any likely to do so this weekend?
You’re looking at a five-hour standard downtime this week, which is still plenty of time to browse through an enormous amount of SWTOR stuff we’ve covered over the last week:
1. Have a look through the SWTOR Update 1.2 Patch Notes – to say there’s a lot in there is an understatement.
2. Check out the Combat Log coming soon.
3. Have a browse through the latest instalment of Fleet Pass, our weekly SWTOR forum roundup
4. Jump into our newly minted Oceanic Server forums.
5. Debate the melee vs ranged options for Consulars / Inquisitors
6. Read a fascinating piece on SWTOR haters
7. Finally – if you haven’t already we’d still LOVE you to take part in our Reader’s Survey so we can continue to improve in what we do.
It’s maintenance time, so here’s the breakdown:
AEDT: 7pm-Midnight Tuesday night
AWST: 3pm-8pm
NZDT: 9pm-2am
The full details from BioWare (now with built-in AEDT conversion!):
Scheduled Maintenance
Date: Tuesday, March 20th, 2012
Time: 2AM CDT (12AM PDT/3AM EDT/7AM GMT/8AM CET/7PM AEDT) until 7AM CDT (5AM PDT/8AM EDT/12PM GMT/1PM CET/12AM AEDT)
All game servers will be offline during this period. This maintenance is expected to take no more than five hours.
Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.
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