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1.2 and your class

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1.2 and your class Empty 1.2 and your class

Post  Dookie Sat Mar 17, 2012 5:14 am

So as most of you know 1.2 patch notes were released on the swtor website. They made alot of class changes and balances. Seeing as I only play Merc in endgame and PvP, I'm not familiar with the other classes and how they're affected in PvE and PvP but would like to find out. Ill start out

Arsenal : 10% less tracer missile damage but increased damage in other areas, which basically means tracer hits you for less but our other shit hits harder so it pans out in terms of overall damage. Mobility is still crap

Merc healing got minor nerfs. Some of the abilities have increased heat costs and got percentages sliced down. The kolto missile buff is an upgrade but a joke in comparison to a real aoe heal (only hits 4 people, up from 3).

Basically tracer missile (our primary attack everyone hates) hits for less but our other abilities had a damage buff, and merc healing is, by a small margin, getting nerfed and the aoe heals are still kind of lacking compared to that Sorc magic circle of heals.

How about you guys? really curious about how your classes were affected in both PvP and PvE

Dookie

Posts : 22
Join date : 2012-02-10

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1.2 and your class Empty Re: 1.2 and your class

Post  Nae'blis Sun Mar 18, 2012 1:40 am

Sorcerer healing basically just got some animation fixes....

However, they did change one thing significantly:

Currently, the Force Surge talent allows Innervate (channel heal) crits to allow us to use Consumption (replenishes Force at the cost of health and causes a stacking debuff that reduces Force Regen) without costing health or applying the debuff. This allows us to never run out of Force as long as we are pairing Resurgence + Force Bending with Innervate followed by the "free" consumption. Now, we can't always do this as most fights require some more burst healing at times, but if we make sure to go back to the above rotation, we can slowly regen force while keeping healing up.

HOWEVER, in 1.2 they are changing Force Surge so that Consumption will STILL COST 15% of our health (maximum health, NOT base health). Seeing as I have over 19k health, that is a lot of extra healing over the course of a fight. Enough that I might take more damage during trash than tanks just to keep my force from drying up.

We shall see how this works out, but I am not happy with this at first glance.
Nae'blis
Nae'blis

Posts : 30
Join date : 2012-02-17
Age : 34
Location : Idaho

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