![]() ![]() ![]() Including tweaking Operative / Scoundrel choices to where they get Tactical Overdrive / Hot Streak as a baseline ability and have to choose to take the raid buff instead and swapping Predation / Transcendence with Bloodthirst / Inspiration for Marauders / Sentinels. I really like this idea and hope they do this sort of thing for all of the raid buffs. It also means that players don’t get stuck with an ability they can’t use in Ranked PvP. ![]() This lets the other players get a small bonus instead while the person who does take the raid buff isn’t missing out on too much. It seems the rationale here is to make it less wasteful when you have multiple copies of the same raid buff since you only need one group member to have it. The other passives seem pretty minor, either offering some sort of damage mitigation or a tiny DPS / HPS increase. Sorcs and Sages also have to choose between Unlimited Power / Force Empowerment (raid buff) and 2 other passives. It really kind of defeats the purpose of having that be a choice though The options you have for passives instead of Cloud Mind are all garbage, which is fine considering how important that ability is to Sorc / Sage defensively. Thankfully, we will still be able to use our pull for trolling whenever we like since we will be able to switch individual choices on the fly rather than need to reset and reapply all of the choices.Ĭloud Mind now has the 25% DR built in, but you now have to “choose” between that ability or 1 of 2 passives at level. The only time Extrication / Rescue sees actual consistent use in combat is in Huttball matches, but even then it’s only valuable with bad players since you can still just pass the ball.Įverywhere else, it’s extremely situational and really difficult to effectively use, so there’s no reason to ever take it over the other two more reliably useful options. Even with the 25% DR from the Dark Resilience / Valiance utility built in, it will be extremely hard to justify ever taking that ability over Force Barrier or Volt Rush / TK Blitz. The real loser here is Extrication / Rescue. Force Barrier will still be better when you face insurmountable odds or just need to stall, but I don’t think the choice will always be so clear cut, especially for Lightning / TK. In PvP, Volt Rush / TK Blitz offers improved mobility and grants you a decent amount of survivability while allowing you to simultaneously deal damage. The DPS loss over Lightning Bolt / TK Burst is insignificant and results in a net DPS gain if it allows healers to then spend a GCD on dealing damage rather than healing. Meanwhile, Volt Rush / TK Blitz with the healing component has the potential to be far more consistently useful. ![]() In PvE, Force Barrier does have specific use cases as a cheese in some fights, but most of the time, it goes completely unused. At first glance, you might think that this is an obvious choice to always pick Force Barrier, but the fact that Storm’s Succor / Metaphysical Mender’s healing effect is built into Volt Rush / TK Blitz makes this choice a bit more complicated. I’ll certainly miss the animation, it was really cool to finish enemies off with that ability, but it’s not like it was ever actually consequential to damage output, so whatever.Īt level 70, Sorcs have to choose between Force Barrier, Extrication / Rescue, or Volt Rush / Telekinetic Blitz. The only ability that Sorcs and Sages will outright lose is Force Slow. I have also included translations so Republic players can still follow along. Time to outline and analyze the changes to the Combat Style as a whole and individual Disciplines! SWTOR 7.0 PTS Sorcerer Changes are up now. ![]()
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