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Les Gardiens d'Anachore

Bienvenue chez LES GARDIENS D'ANACHORE!!


Salut salut, nous y voila, l'heure de la disparition des gardiens d'anachore en tant que tel a sonnée. C'est donc le cœur lourd que je vous annonce qu'après un peu plus de 3 ans d'existence nous migrons sur Darth Nihilus et fusionnons avec les amnésia pour la création d'une nouvelle structure. Merci à tous les protagonistes de ces 3 belles années, c'était fun et je retiens que des belles choses de notre aventure. De très belles rencontres ont forgé le caractère et l'avancée de notre guilde, et je suis heureux d'avoir participé à cela, comme je suis heureux de participer au nouveau challenge qui s'annonce pour ceux qui font le déplacement dans notre nouvelle structure. Bon courage à ceux que nous verrons maintenant bien moins souvent et qui restent sur Mantle, et au plaisir de rejouer avec vous un de ces 4. See you, et might the Fist be with you
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Changement 2.10 Pts (Enlèvera le Nightmare Power)

+3
mif
Xagarr
Loni
7 participants

Aller en bas  Message [Page 1 sur 1]

Loni

Loni
Vétéran
Vétéran

Star Wars™: The Old Republic™ PTS
Game Update 2.10: Galactic Strongholds Early Access

Last Updated: August 8th, 2014


All content and features on the Public Test Server are not final and are subject to change.


Highlights
Nightmare Power has been removed! The Nightmare Power buff has been removed from Nightmare Mode Dread Palace, and the Deposer of the Dread Masters title can no longer be obtained. Congratulations to all who overcame this challenge!

Classes + Combat
Jedi Knight
Sentinel

Combat
Opportune Attack now triggers 50/100 percent of the time when Ataru Form deals damage
Hand of Justice now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.
Watchman
Mind Sear no longer has a rate limit of 6 seconds.
Sith Warrior
Marauder

Carnage
Execute now triggers 50/100 percent of the time when Ataru Form deals damage
Slaughter now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.
Annihilation
Pulverize no longer has a rate limit of 6 seconds.
Imperial Agent
Explosive Probe's base cooldown has been reduced to 18 seconds (down from 30 seconds).
Explosive Probe's damage has been reduced by 11%.
Sniper

Engineering
Imperial Auto Loader now reduces the Energy cost of Snipe by 2/4/6 Energy, in addition to its other effects.
A target can now only be impacted by a maximum of 2 Scatter Bombs per Covered Escape. Damage per Bomb has been increased by 50%.
Plasma Probe has been redesigned!
Plasma Probe no longer has a cooldown. An Engineer can only have one Plasma Probe deployed at a time.
Damage is now distributed evenly throughout the Probe’s duration, and is dealt every 1 second.
Overall damage dealt by the Probe has been increased by 22%
A target under the effect of Interrogation Probe who is hit by any Plasma Probe damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.
Smuggler
Sabotage Charge's base cooldown has been reduced to 18 seconds (down from 30 seconds).
Sabotage Charge's damage has been reduced by 11%.
Gunslinger

Saboteur
Jury-Rigged Mods now reduces the Energy cost of Charged Burst by 2/4/6 Energy, in addition to its other effects.
A target can now only be impacted by a maximum of 2 Scatter Bombs per Hightail It. Damage per Bomb has been increased by 50%.
Incendiary Grenade has been redesigned!
Incendiary Grenade no longer has a cooldown. A Saboteur can only have one Incendiary Grenade deployed at a time.
Damage is now distributed evenly throughout the Grenade’s duration, and is dealt every 1 second.
Overall damage dealt by the Grenade has been increased by 22%
A target under the effect of Shock Charge who is hit by any Incendiary Grenade damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.
Jedi Consular
Sage

Seer
Master Speed now places a Hindered effect on enemies around the Sage when Force Speed is activated.
Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.
Shadow

Infiltration
Force Breach now properly calculates damage based on the current number of Breaching Shadows. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.
Clairvoyant Strike now has a base cost of 23 Force (down from 25).
Clairvoyance now increases the chance to trigger Shadow Technique by 12.5% per Clairvoyance stack, in addition to its other effects.
Profundity can now occur once every 9 seconds (down from 10 seconds).
Potent Shadows now has a 100% chance to grant 1/2 stacks of Breaching Shadows when Force Potency is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Force Potency upon exiting combat.
Sith Inquisitor
Sorcerer

Corruption
Corrupted Speed now places a Hindered effect on enemies around the Sorcerer when Force Speed is activated.
Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.
Assassin

Deception
Discharge now properly calculates damage based on the current number of Static Charges. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.
Voltaic Slash now has a base cost of 23 Force (down from 25).
Voltage now increases the chance to trigger Surging Charge by 12.5% per Voltage stack, in addition to its other effects.
Saber Conduit can now occur once every 9 seconds (down from every 10 seconds).
Electric Ambush now has a 100% chance to grant 1/2 stacks of Static Charge when Recklessness is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Recklessness upon exiting combat.
Flashpoints + Operations
The Nightmare Power buff has been removed from Nightmare Mode Dread Palace.

Xagarr


Vétéran
Vétéran

Et le Trooper avec une portée de 40 mètres, c'est pour quand ?

Loni

Loni
Vétéran
Vétéran

Moi je trouve qu'un pack de Kolto gratuit sur le malfrat ce serait bien car en manque de puissance.

mif

mif
Ambassadeur
Ambassadeur

pendant ce temps là en gardien, http://www.torparse.com/a/738382/1/0/Damage+Dealt

Loni

Loni
Vétéran
Vétéran

Ah ah ah vantard ça y est Holmes fait la gueule.

Lynhdia

Lynhdia
Officier
Officier

Xagarr a écrit:Et le Trooper avec une portée de 40 mètres, c'est pour quand ?

Jamais, même les heal sont à 30 mètres -_-

Tigroou

Tigroou
Vétéran
Vétéran

Le Nouveau FT hybride tournerait à 3900 poteau avec des taux de critiques correct.
J'ai fait plusieurs 3800 avec des taux de crit bas qui m’empêchent d'insérer des rafales chargées supplémentaires.

Keros

Keros
Ambassadeur
Ambassadeur

Clair que la charge du saboteur up toutes les 18 secondes c'est tout bon pour l'hybiyde ça Smile

Tigroou

Tigroou
Vétéran
Vétéran

Bon au final ca ne se fera pas. Il retourne sur le format 30secondes pour le FT / Malfrat.
Ca sera toutes les 18 en spé sabotage via des points sur l'avant dernière ligne.

Loni

Loni
Vétéran
Vétéran

Hello again Sorcerers and Sages!

Thanks for the feedback that you all have provided so far. What is now on the PTS will be there until the next refresh, which will hopefully occur next Thursday. We are planning to include the following changes in the next refresh:
Take Unnatural Preservation/Force Mend off the global cooldown.
Take Consumption/Noble Sacrifice off the global cooldown, and give it a 1.5 second cooldown (so Sorcerers/Sages will not be able to use it any more often than before, but this allows them to use other abilities immediately after using Consumption/Noble Sacrifice).
Change the 4-piece PvP set bonus to make Consumption/Noble Sacrifice no longer consume health, rather than restore 3% of max health over 6 seconds after use.
In addition to increasing maximum Force, Force Attunement/Force Studies will now also increase armor rating by 20%.
In addition to the bonus healing increase, Penetrating Darkness/Clairvoyance will now also have a 20/40/60% chance, whenever the Sorcerer/Sage takes damage, to make the Sorcerer’s/Sage’s next Dark Heal/Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal/Benevolence is activated, and will not be able to occur more than once every 10 seconds.

We are currently planning to keep the original 2.10 PTS changes for Sorcerers/Sages as they are, but we will keep our eye out in case more players feel that the radius or duration of the Hindered effect is too large or too long, respectively. Thanks again for your feedback, and please keep it coming!

Pour les ERUDITS Smile

mif

mif
Ambassadeur
Ambassadeur

érudit op plz nerf


ps : si on suit la liste des modif/up le gardien devrait prendre un truc correct ... ou pas mdr

Maolie

Maolie
Vétéran
Vétéran

1er avril ?

mif

mif
Ambassadeur
Ambassadeur

non le 1er avril ça sera

Sage/Sorcerer can no longer grip guardian/juggernaut during their master strike/ravage

Smile

Maolie

Maolie
Vétéran
Vétéran

Ptain j'ai presqu'une larme Smile.

Si c'est maintenu ça va chouiner sec, plus en pvp qu'en pve mais c'est juste énorme, difficile d'y croire.

J'aurais troqué le grip pour le 1/4 de ce qui est énoncé :p.

mif

mif
Ambassadeur
Ambassadeur

Loni

Loni
Vétéran
Vétéran

Ouais j'avais vu les thread perso.

Encore une news concernant les sages:

Thanks again for your continued feedback, Sorcerers and Sages! Due to your feedback, we now plan to implement the following changes to our previously suggested changes:
Change the 4-piece PvP set bonus to make Consumption/Noble Sacrifice no longer consume health when used with a stack of Force Surge/Resplendence, rather than restore 3% of max health over 6 seconds after use.
Corrupted Speed/Master Speed will now apply the Hindered effect to targets damaged by Overload/Force Wave, rather than enemy targets that are within 8 meters when Force Speed is activated.
Leave the global cooldown on Consumption/Noble Sacrifice, or increase the cooldown to something higher than 1.5 seconds. Currently, we are leaning heavily towards keeping the global cooldown, because increasing the cooldown beyond 1.5 seconds could make it difficult to spend all of your Force Surge/Resplendence stacks on Consumption/Noble Sacrifice (assuming you might not want to spend any of those stacks on Revivification/Salvation in various situations). We definitely do not want to make Consumption/Noble Sacrifice a button that you macro or constantly push between ability uses, but instead, prefer it to be something that you use intelligently when none of your allies are in need of healing and your resources could use a boost. We think that keeping it on the GCD will encourage its use in this manner. Damage dealing Sorcerers/Sages are designed in a way that should not require Consumption/Noble Sacrifice usage, except in the direst of circumstances (not saying they should never use it, or that they do not ever use it, but our hopeful intent is that they use it rarely).
In addition to the bonus healing increase, Penetrating Darkness/Clairvoyance will now also have a 20/40/60% chance, whenever the Sorcerer/Sage activates a healing ability, to make the Sorcerer’s/Sage’s next Dark Heal/Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal/Benevolence is activated, and will not be able to occur more than once every 10 seconds.

We had to tweak the design of Penetrating Darkness/Clairvoyance for technical reasons. If the effect were triggered at the wrong time from taking damage (while the Sorcerer/Sage was activating Dark Heal/Benevolence), it could leave your character in a broken state. Fortunately, changing what causes the skill to trigger solves this issue.

Somebody also asked about needing to grind a new set of PvP gear because of the set bonus change. That will not be necessary if you already have 4 pieces of the PvP set (it will be updated automatically).

For the sake of clarity, here is a full list of all proposed Sorcerer/Sage 2.10 changes up to this point rolled into a single list together (because it can be confusing when there are multiple posts saying conflicting things):

Sorcerer
In addition to increasing maximum Force, Force Attunement will now also increase armor rating by 20%.
Unnatural Preservation no longer causes a global cooldown.

Corruption
Corrupted Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sorcerer's Overload.
Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.
In addition to the bonus healing increase, Penetrating Darkness will now also have a 20/40/60% chance, whenever the Sorcerer activates a healing ability, to make the Sorcerer’s next Dark Heal activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal is activated, and will not be able to occur more than once every 10 seconds.
The 4-piece PvP healing set bonus has been modified to make Consumption no longer consume health when used with a stack of Force Surge, rather than restore 3% of max health over 6 seconds after use.


Sage
In addition to increasing maximum Force, Force Studies will now also increase armor rating by 20%.
Force Mend no longer causes a global cooldown.

Seer
Master Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sage's Force Wave.
Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.
In addition to the bonus healing increase, Clairvoyance will now also have a 20/40/60% chance, whenever the Sage activates a healing ability, to make the Sage’s next Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Benevolence is activated, and will not be able to occur more than once every 10 seconds.
The 4-piece PvP healing set bonus has been modified to make Noble Sacrifice no longer consume health when used with a stack of Resplendence, rather than restore 3% of max health over 6 seconds after use.

Maolie

Maolie
Vétéran
Vétéran

Mouais ils ont déjà fait demi tour :p, à défaut d'avoir compris la problématique du 8 pve en érudit, un "cheat up" comme le sacrifice sorti du gcd permettait au moins de compenser (voir plus) sa faiblesse, mais pour l'instant à priori y'a rien à se mettre sous la dent.
Je sais pas qui leur a soufflé l'idée de la macro comme excuse piscine mais pour une fois y'en a au moins un qui connait un peu la classe c'est presque censé, mais pas assez pour savoir que comme ils l'expliquent pour en sortir une utilisation "intelligente"  il aurait de toute façon fallu s'en servir hors macro (je fais un soin suivi d'un sacrifice auto > youpi dans un combat nightmare...) et jamais n'importe quand.

C'est bien pour le pvp, c'est très bof pour le pve. Et fuck le pvp pour healer on prend un malfrat point barre.

De toutes façon ces modifs interviendront après le debuff du nightmare donc seront d'un point de vue pve totalement useless. Si j'ai bien compris la prochaine instance se fera après une extension donc je fais confiance à Bioware pour nous sortir des supers skills du genre barrière de force totalement indispensable en pve (pour tuer les malfrats ou ombres qui veulent échapper au wype :p).

Bioware > bande de cons.

NB : j'aurais mieux fait de ne pas lire ce post :p, c'est du genre à me désespérer :p.

Loni

Loni
Vétéran
Vétéran

Oui effectivement les modifs serviront a rien en pve si ce n'est a la 3.0 ou l'équilibre sera de nouveau revu. Tas carrément raison la dessus. Désespéres pas! Wink

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