News

Class Changes Coming

Roggynoff a posted Jun 23, 17

Note: All changes below are currently in development and are subject to change before being released.

Sniper

Virulence

  • Cull deals 25% less damage
  • Weakening Blast deals 11% more damage, costs 5 energy, and is no longer triggered by weapon damage from Cull
  • Increased Lethal Shot weapon damage by 13% and reduced its poison damage by 35%
  • Toxic Surge deals 20% more damage
  • In addition to its previous effects, Lethal Takedown now also reduces the energy cost of Takedown by 3

Gunslinger

Dirty Fighting

  • Wounding Shots deals 25% less damage
  • Hemorrhaging Blast deals 11% more damage, costs 5 energy, and is no longer triggered by weapon damage from Wounding Shots
  • Increased Dirty Blast weapon damage by 13% and reduced its bleed damage by 35%
  • Bloody Mayhem deals 20% more damage
  • In addition to its previous effects, Dirty Shot now also reduces the energy cost of Quickdraw by 3

DevNotes: The changes to the Virulence Sniper / Dirty Fighting Gunslinger are meant to bring the discipline down to its target DPS. The damage reduction to Cull / Wounding Shots and the changes to Weakening Blast / Hemorrhaging Blast and Lethal Shot / Dirty Blast brought Virulence / Dirty Fighting slightly below its target DPS, so we increased the damage of Toxic Surge / Bloody Mayhem to get it back to the target.

The change to Lethal Takedown / Dirty Shot addressed a situation where it was better to use Lethal Shot / Dirty Blast while the target was under the effect of your Weakening Blast / Hemorrhaging Blast.


Note: All changes below are currently in development and are subject to change before being released.

Sorcerer

  • Reduced the amount of healing done by Dark Heal by 4.86%
  • Increased the base Force cost of Resurgence from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
  • Reduced the amount of damage absorbed by Static Barrier by 5.3%

Corruption

  • Increased the base Force cost of Dark Infusion from 45 to 50 and the amount of healing it does by 3.38%
  • Reduced the amount of healing done by Innervate by 8.74%
  • Reduced the amount of healing done by Revivification by 10%
  • Increased the base Force cost of Roaming Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
  • Force Bending now reduces the activation time of Dark Infusion by 0.25 seconds (down from 0.5 seconds) and the Force cost of Revivification by 20% (down from 30%); all other Force Bending effects remain unchanged
  • Reduced the amount of healing done by Renewal by 14.29%
  • Secrets of the Dark Side no longer increases the healing done by Roaming Mend by 5%, but still reduces its Force cost
  • Reduced the healing done by Sustaining Darkness by 5.3%
  • Twisted Force now makes Innervate channel 10% faster (down from 20%)


Sage

  • Reduced the amount of healing done by Benevolence by 4.86%
  • Increased the base Force cost of Rejuvenate from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
  • Reduced the amount of damage absorbed by Force Armor by 5.3%

Seer

  • Increased the base Force cost of Deliverance from 45 to 50 and the amount of healing it does by 3.38%
  • Reduced the amount of healing done by Healing Trance by 8.74%
  • Reduced the amount of healing done by Salvation by 10%
  • Increased the base Force cost of Wandering Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
  • Conveyance now reduces the activation time of Deliverance by 0.25 seconds (down from 0.5 seconds) and the Force cost of Salvation by 20% (down from 30%); all other Conveyance effects remain unchanged
  • Reduced the amount of healing done by Renewal by 14.29%
  • Erudite Mender no longer increases the healing done by Wandering Mend by 5%, but still reduces its Force cost
  • Reduced the healing done by Soothing Protection by 5.3%
  • Force Warden now makes Healing Trance channel 10% faster (down from 20%)


DevNotes: The slight Force cost increases for Resurgence / Rejuvenate and Dark Infusion / Deliverance and the reducing of the cost reduction for Revivification / Salvation provided by Force Bending / Conveyance were necessary to keep Force management from being completely trivial at low levels of Force. These cost increases allowed an anomaly for Dark Infusion / Deliverance and Resurgence / Rejuvenate in that they both saw at least partial increases to their healing output while all other healing abilities saw a decrease.

The changes to Roaming Mend / Wandering Mend remove it from normal single-target healing usage. It still remains a valuable heal when more than one target requires healing, or when combined with Force Bending / Conveyance in single-target healing situations where the target simply will not survive if forced to wait for a heal with an activation time.

The rest of the changes for Corruption Sorcerers / Seer Sages all have one singular goal: wrangling their HPS down to the healing target while maintaining the Corruption / Seer playstyle with which players have become familiar.


With that in mind, here are the exact changes currently planned for 5.3 in July (subject to change, of course):
Assassin
Hatred

  • Increased Deathmark's periodic damage boost from 10% to 15%
  • Increased Fulguration's damage bonus for Creeping Terror from 10% to 15%
  • Fulguration restores 3 Force (down from 5) when Lightning Charge deals damage
  • Increased Inevitable Demise's low health damage bonus from 15% to 30%
  • In addition to its previous effects, Leeching Hunger now restores 4 Force for each of your damaging periodic effects on a target damaged by your Leeching Strike
  • Clarified the tooltip for Crackling Charge


Shadow
Serenity

  • Increased Force Suppression's periodic damage boost from 10% to 15%
  • Increased Rebounding Force's damage bonus for Sever Force from 10% to 15%
  • Rebounding Force restores 3 Force (down from 5) when Force Technique deals damage
  • Increased Aching Mind's low health damage bonus from 15% to 30%
  • In addition to its previous effects, Serene Poise now restores 4 Force for each of your damaging periodic effects on a target damaged by your Serenity Strike
  • Clarified the tooltip for Force Focus

Note: All changes below are currently in development and are subject to change before being released.

Powertech
Pyrotech

  • Increased the Searing Wave damage bonus given by Superheated Flamethrower from 20% to 50%
  • Reduced the burn damage of Incendiary Missile by 10%
  • In addition to its previous effects, Rain of Fire now increases the damage dealt by Incendiary Missile by 10%
  • Increased the critical damage bonus given by Firebug from 10% to 15%


Vanguard
Plasmatech

  • Increased the Ion Squall damage bonus given by Pulse Generator from 20% to 50%
  • Reduced the burn damage of Incendiary Round by 10%
  • In addition to its previous effects, Rain of Fire now increases the damage dealt by Incendiary Round by 10%
  • Increased the critical damage bonus given by Plasmatic Assault from 10% to 15%


DevNotes: The changes to Pyrotech / Plasmatech are aimed at bringing the discipline up to its intended target DPS. With the change to Superheated Flamethrower / Pulse Generator, we wanted to make Searing Wave / Ion Squall more than just an ability used to buff the next Immolate / Plasma Flare. It can now pack quite a punch of its own.

We reduced the damage dealt by Incendiary Missile / Incendiary Round as part of our changes to bring the Innovative Ordnance Mercenary / Assault Specialist Commando down to its target DPS, but the Pyrotech Powertech / Plasmatech Vanguard did not need this change, so we offset it with the change to Rain of Fire.

Finally, we wanted to give the all-too-predictable Pyrotech / Plasmatech a little more variability with their damage, so we increased the critical damage bonus slightly for some of their abilities with the change to Firebug / Plasmatic Assault. On the whole, Pyrotechs / Plasmatechs should see a significant DPS increase and parse in the realm of the new Hatred Assassins / Serenity Shadows.


Note: All changes below are currently in development and are subject to change before being released.

Mercenary
Arsenal

  • Blazing Bolts deals 4.89% less damage and costs 20 heat (up from 16)
  • Barrage no longer increases the damage dealt by Blazing Bolts, but still finishes its active cooldown
  • Riddle no longer improves Unload
  • The critical damage bonus provided by Target Tracking is now 15% (down from 30%)
  • Decoy now has 2 charges (down from 5)


Commando
Gunnery

  • Boltstorm deals 4.89% less damage and costs 20 energy cells (up from 16)
  • Curtain of Fire no longer increases the damage dealt by Boltstorm, but still finishes its active cooldown
  • Rotary Cannon no longer improves Full Auto
  • The critical damage bonus provided by Deadly Cannon is now 15% (down from 30%)
  • Decoy now has 2 charges (down from 5)


DevNotes: With the changes to Arsenal / Gunnery, we wanted to bring the Discipline down to its target DPS. We also wanted to make heat / energy cell management a little more challenging for the Arsenal / Gunnery player, so we slightly increased the cost of Blazing Bolts / Boltstorm while reducing the damage it deals.

Another goal we had for Arsenal / Gunnery was to tone down its burst damage potential a bit, so we reduced the critical damage bonus granted by Target Tracking / Deadly Cannon to shrink the size of those big Heatseeker Missile / Demolition Round and Rail Shot / High Impact Bolt critical hits.

Finally, we felt that Decoy needed a significant reduction in power, so we reduced the number of charges it provides from 5 down to 2.


my absence

Hanno a posted May 11, 17

Hi Blacklight

Sorry for not being active for the last 2 weeks, work got very overwhelming, and equipment started breaking down durring production so I had to pull long shifts.  The good news is the order is finsihed (yay!!!) and my schedule is now more freed up and I should be able to attend ops again.

Take care all

Hanno

Hi All

Since this week is Easter lnog weekend, I'm cancelling team 4's raid for this week.

-Hanno

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