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[SWTOR] Outfit designer is out now. Playable Togruta coming on 3.3, late July.

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    NEO|PhyteNEO|Phyte They follow the stars, bound together. Strands in a braid till the end.Registered User regular
    That referral speeder is so good. Between that and improved speeder piloting I, you are set for life at level 10.

    It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
    Warframe/Steam: NFyt
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    Mild ConfusionMild Confusion Smash All Things Registered User regular
    Yeah, now I need to equip my Trooper with a a bowcaster...

    light1.jpg

    And a Casual Armor set...
    swtor-casual-vandal-armor-set-hotshots-starfighter-pack-male_thumb.jpg

    steam_sig.png

    Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    Damn, I didn't realize the super-mount was at the first one. Now I'm extra annoyed that the one time I got someone to use a referral link, it didn't work!

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    ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    Just had a thought. If we're reaching level 60 in 3.0, maybe the maximum number of crew members that can be sent on tasks will be bumped to 6?

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    There won't be any new companions, so I doubt it. I wouldn't be surprised if they eventually add it to the cartel market, though.

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    CambiataCambiata Commander Shepard The likes of which even GAWD has never seenRegistered User regular
    But even without new companions with the current expansion, we should have gotten a bump by now! A lot of my toons have both HK and Treek, making for a total of 8 companions. We should have gotten a bump when Treek came out.

    "If you divide the whole world into just enemies and friends, you'll end up destroying everything" --Nausicaa of the Valley of Wind
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    ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    My reaction to your post, Strikor? That was the sound my dreams just made!

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    Damn, I was aiming for crackle. I always aim for crackle.

    (I don't know what that means, either).

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    Mild ConfusionMild Confusion Smash All Things Registered User regular
    As it happens, there's a Jedi NPC at Wardpost Duuval on Alderaan. He has a lightsaber and a shotgun!

    Why in the fuck can't I do that?

    steam_sig.png

    Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
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    ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    As it happens, there's a Jedi NPC at Wardpost Duuval on Alderaan. He has a lightsaber and a shotgun!

    Why in the fuck can't I do that?

    He's clearly an ancestor of Kyle Katarn.

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    DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    It's clearly a shotgun that shoots lightsabers.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
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    OwenashiOwenashi Registered User regular
    A Sabersplosion(!!!) if you will?

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    jdarksunjdarksun Struggler VARegistered User regular
    Finished IA. That was... hm. Really loved Chapter 1. Chapter 2 had me mad and wanting to go forward. Chapter 3 was... almost lampshading the entirety of the game? I also feel like I missed out on a quite a bit by playing a female agent.

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    RollsavagerRollsavager Registered User regular
    jdarksun wrote: »
    Finished IA. That was... hm. Really loved Chapter 1. Chapter 2 had me mad and wanting to go forward. Chapter 3 was... almost lampshading the entirety of the game? I also feel like I missed out on a quite a bit by playing a female agent.

    Oh man, IA chapter 2 was my favorite experience in this game so far. I found it well-paced and loved the hell out of the climax. I'm not familiar with the female agent's seduction options, so I can't say whether you missed out there.
    One of my favorite things about the IA story is that nobody who fucks with you necessarily gets away with it. Nobody.

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    At one point, during chapter 2, I felt bad for a guy and wasn't going to kill him.
    ...but then he fucked with me.

    You could say he got...calibrated. 8-)

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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    I know exactly who you're talking about.

    newSig.jpg
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    jdarksunjdarksun Struggler VARegistered User regular
    jdarksun wrote: »
    Finished IA. That was... hm. Really loved Chapter 1. Chapter 2 had me mad and wanting to go forward. Chapter 3 was... almost lampshading the entirety of the game? I also feel like I missed out on a quite a bit by playing a female agent.

    Oh man, IA chapter 2 was my favorite experience in this game so far. I found it well-paced and loved the hell out of the climax. I'm not familiar with the female agent's seduction options, so I can't say whether you missed out there.
    One of my favorite things about the IA story is that nobody who fucks with you necessarily gets away with it. Nobody.

    Dude, I know. I was livid that
    they would allow brainwashing me. Being a prisoner in your own mind and working to subvert that was great!

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    Jesus McChristJesus McChrist Registered User regular
    JUbiHyF.jpg

    I have no idea how this happened to me.

    if you can read this i hope you have a good day partner
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    Mild ConfusionMild Confusion Smash All Things Registered User regular
    It's cause your Wonkavator is false false, duh!

    steam_sig.png

    Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
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    EnclaveofGnomesEnclaveofGnomes Registered User regular
    edited November 2014
    What a horrifying thought, a wonkavator with no flying ability. Was probably in the first draft of the remake.

    EnclaveofGnomes on
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    ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    And your wooded approach is undefined? Pffft. Nub.

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    WolveSightWolveSight Registered User regular
    253J736.png
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    jdarksunjdarksun Struggler VARegistered User regular
    Unavailable in my area and no shipping?

    Maybe I can get Amazon to price match.

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    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    Ditto (Washington area)

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    WolveSightWolveSight Registered User regular
    amazon also had a deal on them a couple days ago, but not quite as good as the best buy price.

    253J736.png
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    OwenashiOwenashi Registered User regular
    If it's alright, I thought I'd post the 3.0 class changes announced by Bioware since no one's yet bothered to post it yet. First ones listed this week are the Trooper and BH.

    Trooper:
    Dulfy.com wrote:
    Many Trooper abilities have had their resource costs and damage values slightly adjusted to make Energy Cell resources more manageable. Usually, this means the cost of an ability was slightly reduced along with its damage or healing, but for some abilities, the opposite may be true. For example, many abilities that formerly required 16 Energy Cells now require only 15 and damage or heal for slightly less, but many abilities that formerly required 8 Energy Cells now require 10 and damage or heal for slightly more. The 3.0 changes to channeled abilities have also aided Troopers with their Energy Cell management. Since channels now charge resources with each tick of damage or healing, that means Troopers can begin using channeled abilities at lower Energy Cell levels without slowing their resource regeneration rate.

    Commando

    All Commandos are getting three additional passive abilities in the 3.0 update:

    Target Lock: Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target’s armor. In addition, the critical chance of Advanced Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase alacrity by 3% for 6 seconds.

    Special Munitions: Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%, and increases the effects of your cells while they are active:
    Combat Support Cell: Increases tech critical chance by 3%.
    Plasma Cell: Increases ranged critical chance by 5%.
    Armor-piercing Cell: Reduces the energy cells depleted by High Impact Bolt Grav Round by 5.

    Supercharge:Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts up to 60 seconds. Requires an active cell.

    Commandos will have two abilities that they can use Supercharge stacks to activate:

    Supercharged Cell: Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and empower your active cell:
    Combat Support Cell: Increases healing done by 5% for 10 seconds. While active, Advanced Medical Probe has no cooldown and depletes 5 fewer energy cells.
    Plasma Cell: Increases periodic damage dealt by 10% for 10 seconds and causes the next successful ranged attack on a target affected by your Incendiary Round’s burn to apply Supercharged Burn to the target, which deals elemental damage over 5 seconds.
    Armor-piercing Cell: Increases armor penetration by 10% for 10 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.

    Supercharged Celerity: Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds.
    Additionally, some changes have been made to basic Commando healing capabilities. Hammer Shot can no longer heal friendly targets while Combat Support Cell is active. Instead, Commandos now have Med Shot, a weak instant heal that depletes no Energy Cells and can be used regardless of which Cell is active. Medical Probe and Kolto Bomb are now restricted to the Combat Medic discipline, but all Commandos will be able to use Bacta Infusion.

    Combat Medic


    Commandos that want to heal should feel at home in the Combat Medic discipline. It is rather similar to the old Combat Medic skill tree, but it has a few changes and improvements that should make healing feel a bit more streamlined. With the new discipline system, only Combat Medic Commandos have access to Medical Probe, Kolto Bomb, and Trauma Probe. Kolto Bomb now heals up to 8 targets in its radius, and Combat Medics have gained a new healing ability:

    Successive Treatment: Heals a friendly target over the channel duration, and heals one new friendly target within 20 meters with each tick, healing up to four total targets with the final tick. 28 energy cells are depleted over the duration of the channel.

    Gunnery

    The Gunnery Commando kit still contains Grav Round and Demolition Round, and the discipline gets two new active abilities:

    Vortex Bolt: Fires a vortex bolt that deals weapon damage, and if it successfully hits the target, allows your next Grav Round to activate instantly.

    Boltstorm: Fires a continuous blaze of blaster bolts at the target, dealing weapon damage and depleting 16 energy cells over the duration. Weak and standard enemies caught in the blaze of bolts are stunned for the duration. Shares a cooldown with Full Auto.

    Commandos should find that the Gunnery play style has not changed significantly, but that it is now a little more mobile than it was before the 3.0 update.

    Assault Specialist

    The Assault Specialist kit still contains Incendiary Round and Assault Plastique (though the burning effect has been removed from Assault Plastique), and this discipline also gets two new active abilities:

    Serrated Bolt: Fires special serrated blaster bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds.

    Mag Bolt: Fires a very powerful shot at the target that deals weapon damage. Shares a cooldown with High Impact Bolt.
    Commandos will find that this discipline is also a little more mobile than it used to be, with a new skill that allows the Commando to trigger an instantly activating Charged Bolts or Serrated Bolt every so often and another skill that turns Explosive Round into a powerful execute ability.

    Utilities

    Most of the utility choices available to Commandos will be familiar to experienced players, but the great thing about the discipline system is that many utilities that were specifically tied to one skill tree or another can now be chosen by any discipline. In addition, there are a few new utility skills that can be chosen, two of which are the following:

    Supercharged Reserves: Reduces the cooldowns of Field Aid and Disabling Shot by 3 seconds each. In addition, you build up to 10 stacks of Supercharge over the course of using Recharge and Reload. This effect cannot occur more than once every 30 seconds.

    Forced March: Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.

    Vanguard

    All Vanguards are getting two additional passive abilities in the 3.0 update:

    Focused Impact: High Impact Bolt ignores 60% of the target’s armor and Stockstrike or Shockstrike deals 10% more damage.

    Blaster Augs: Increases the effect of your cells while they are active:
    Plasma Cell: Increases the damage and critical hit chance of elemental attacks by 3%.
    Ion Cell: Increases the damage dealt by Ion Cell by 10%.
    High Energy Cell: Further increases all energy and kinetic damage dealt by 2%.

    Diversion has been removed from the Vanguard ability kit. Sonic Round will now reduce threat for Vanguards that do not have Ion Cell active, but continue to be an area taunt for Vanguards that do. Ion Cell also now increases accuracy by 10%, but it causes the Vanguard to do 10% less damage as well. Neural Jolt and Sonic Round can now miss, but the accuracy granted by Ion Cell offsets this for tanks, while damage dealers will need to continue to gear for some accuracy to keep all of their abilities from missing.

    High Energy Cell now increases energy and kinetic damage instead of elemental and internal damage. This change makes more sense when viewed with the changes to the Tactics discipline.

    Shield Specialist

    The Shield Specialist discipline will be rather familiar to Vanguard tanks. No drastic changes have been made to Vanguard tanking, but there is a new ability:

    Ion Storm: Sprays waves of ionizing energy in a 10-meter cone, depleting 28 energy cells and dealing elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Shares a cooldown with Pulse Cannon.

    Plasmatech

    The Plasmatech (formerly Assault Specialist) discipline has undergone significant changes. Assault Plastique has been traded for Fire Pulse, and many other passive skills have followed suit – being traded for elemental skills that were formerly in the Tactics skill tree – with the end result being that the Plasmatech now feels like the pyromaniac’s dream discipline. The Plasmatech also has two new abilities:

    Plasmatize: Drenches the target with a blast of plasma, melting them for elemental damage over 30 seconds. Plasmatize also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize will jump to the closest enemy target within 10 meters that is not already affected by your Plasmatize.

    Shockstrike: Strikes the target with an overcharged rifle butt, dealing kinetic damage and releasing a powerful discharge that deals elemental damage. Shares a cooldown with Stockstrike.

    Tactics

    The Tactics discipline still has Gut, but now has Assault Plastique instead of Fire Pulse. The periodic burning damage caused by Assault Plastique has been removed, while the damage of the initial kinetic blast has been increased to compensate for this change. Additionally, this discipline has two new active abilities:

    Tactical Surge: Fires a concentrated surge of energy at an enemy target, dealing energy damage. This ability has no cooldown and effectively replaces Ion Pulse for this discipline.

    Cell Burst: Unleashes your High Energy Cell’s stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Cell is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.

    On the whole, the new Tactics discipline can be summarized as having a play style similar to the old Assault Specialist without all of the burning, while the new Plasmatech can be summarized as having a play style similar to the old Tactics with a lot more burning.

    Utilities

    The Vanguard has many utility choices that will be familiar to players from the old skill trees, along with quite a few new utility choices. Here are a few of the new choices:

    Sonic Rebounder: Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

    Charge the Line: Hold the Line increases movement speed by an additional 45% while active.

    Re-energizers: When Reserve Powercell is activated, it recharges 10 energy cells over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Cell is active, or reduces threat towards all current enemies if Ion Cell is not active.

    Bounty Hunter:
    Dulfy.com wrote:
    Many Bounty Hunter abilities have had their resource costs and damage values slightly adjusted to make Heat resources more manageable. Usually, this means the cost of an ability was slightly reduced along with its damage or healing, but for some abilities, the opposite may be true. For example, many abilities that formerly required 16 Heat now require only 15 and damage or heal for slightly less, but many abilities that formerly required 8 Heat now require 10 and damage or heal for slightly more. The 3.0 changes to channeled abilities have also aided Bounty Hunters with their Heat management. Since channels now charge resources with each tick of damage or healing, that means Bounty Hunters can begin using channeled abilities at higher Heat levels without slowing their resource regeneration rate.

    Mercenary

    All Mercenaries are getting three additional passive abilities in the 3.0 update:

    Advanced Targeting: Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target’s armor. In addition, the critical chance of Healing Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase alacrity by 3% for 6 seconds.

    Upgraded Arsenal: Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%, and increases the effects of your cylinders while they are active:
    Combat Support Cylinder: Increases tech critical chance by 3%.
    Combustible Gas Cylinder: Increases ranged critical chance by 5%.
    High Velocity Gas Cylinder: Reduces the heat generated by Rail Shot by 10 and Tracer Missile by 5.

    Supercharge: Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts up to 60 seconds. Requires an active cylinder.

    Mercenaries will have two abilities that they can use Supercharge stacks to activate:

    Supercharged Gas: Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your active cylinder:
    Combat Support Cylinder: Increases healing done by 5% for 10 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.
    Combustible Gas Cylinder: Increases periodic damage dealt by 10% for 10 seconds and causes the next successful ranged attack on a target affected by your Incendiary Missile’s burn to apply Supercharged Burn to the target, which deals elemental damage over 5 seconds.
    High Velocity Gas Cylinder: Increases armor penetration by 10% for 10 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.

    Supercharged Celerity: Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds.

    Additionally, some changes have been made to basic Mercenary healing capabilities. Rapid Shots can no longer heal friendly targets while Combat Support Cylinder is active. Instead, Mercenaries now have Kolto Shot, a weak instant heal that generates no Heat and can be used regardless of which Cylinder is active. Rapid Scan and Kolto Missile are now restricted to the Bodyguard discipline, but all Mercenaries will be able to use Emergency Scan.

    Bodyguard


    Mercenaries that want to heal should feel at home in the Bodyguard discipline. It is rather similar to the old Bodyguard skill tree, but it has a few changes and improvements that should make healing feel a bit more streamlined. With the new discipline system, only Bodyguard Mercenaries have access to Rapid Scan, Kolto Missile, and Kolto Shell. Kolto Missile now heals up to 8 targets in its radius, and Bodyguards have gained a new healing ability:

    Progressive Scan: Heals a friendly target over the channel duration, and heals one new friendly target within 20 meters with each tick, healing up to four total targets with the final tick. 28 heat is generated over the duration of the channel.

    Arsenal

    The Arsenal Mercenary kit still contains Tracer Missile and Heatseeker Missiles, and the discipline gets two new active abilities:

    Priming Shot: Fires a priming shot that deals weapon damage, and if it successfully hits the target, allows your next Tracer Missile to activate instantly.
    Blazing Bolts: Fires a continuous blaze of blaster bolts at the target, dealing weapon damage and generating 16 heat over the duration. Weak and standard enemies caught in the blaze of bolts are stunned for the duration. Shares a cooldown with Unload.

    Mercenaries should find that the Arsenal play style has not changed significantly, but that it is now a little more mobile than it was before the 3.0 update.
    Innovative Ordnance

    The Innovative Ordnance (formerly known as the Pyrotech) kit still contains Incendiary Missile and Thermal Detonator (though the burning effect has been removed from Thermal Detonator), and this discipline also gets two new active abilities:

    Serrated Shot: Fires special serrated blaster bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds.

    Mag Shot: Fires a very powerful shot at the target that deals weapon damage. Shares a cooldown with Rail Shot.

    Mercenaries will find that this discipline is also a little more mobile than it used to be, with a new skill that allows the Mercenary to trigger an instantly activating Power Shot or Serrated Shot every so often and another skill that turns Missile Blast into a powerful execute ability.

    Utilities

    Most of the utility choices available to Mercenaries will be familiar to experienced players, but the great thing about the discipline system is that many utilities that were specifically tied to one skill tree or another can now be chosen by any discipline. In addition, there are a few new utility skills that can be chosen, two of which are the following:

    Supercharged Reserves: Reduces the cooldowns of Cure and Disabling Shot by 3 seconds each. In addition, you build up to 10 stacks of Supercharge over the course of using Recharge and Reload. This effect cannot occur more than once every 30 seconds.

    Thrill of the Hunt: Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.

    Powertech

    All Powertechs are getting two additional passive abilities in the 3.0 update:

    Puncture: Rail Shot ignores 60% of the target’s armor and Rocket Punch or Flaming Fist deals 10% more damage.

    Prototype Cylinders: Increases the effect of your gas cylinders while they are active:
    Combustible Gas Cylinder: Increases the damage and critical hit chance of elemental attacks by 3%.
    Ion Gas Cylinder: Increases the damage dealt by Ion Gas Cylinder by 10%.
    High Energy Gas Cylinder: Further increases all energy and kinetic damage dealt by 2%.

    Chaff Flare has been removed from the Powertech ability kit. Sonic Missile will now reduce threat for Powertechs that do not have Ion Gas Cylinder active, but continue to be an area taunt for Powertechs that do. Ion Gas Cylinder also now increases accuracy by 10%, but it causes the Powertech to do 10% less damage as well. Neural Dart and Sonic Missile can now miss, but the accuracy granted by Ion Gas Cylinder offsets this for tanks, while damage dealers will need to continue to gear for some accuracy to keep all of their abilities from missing.

    High Energy Gas Cylinder now increases energy and kinetic damage instead of elemental and internal damage. This change makes more sense when viewed with the changes to the Advanced Prototype discipline.

    Shield Tech


    The Shield Tech discipline will be rather familiar to Powertech tanks. No drastic changes have been made to Powertech tanking, but there is a new ability:

    Firestorm: Incinerates everything in a 10-meter cone, generating 28 heat and dealing elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Shares a cooldown with Flame Thrower.

    Pyrotech

    The Pyrotech discipline has undergone significant changes. Thermal Detonator has been traded for Immolate, and many other passive skills have followed suit – being traded for elemental skills that were formerly in the Advanced Prototype skill tree – with the end result being that the Pyrotech now feels like the pyromaniac’s dream discipline. The Pyrotech also has two new abilities:

    Scorch: Ignites the target with a blast of fire, burning them for elemental damage over 30 seconds. Scorch also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Scorch dies, Scorch will jump to the closest enemy target within 10 meters that is not already affected by your Scorch.

    Flaming Fist: Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals kinetic damage and elemental damage. Shares a cooldown with Rocket Punch.

    Advanced Prototype

    The Advanced Prototype discipline still has Retractable Blade, but now has Thermal Detonator instead of Immolate. The periodic burning damage caused by Thermal Detonator has been removed, while the damage of the initial kinetic blast has been increased to compensate for this change. Additionally, this discipline has two new active abilities:

    Magnetic Blast: Fires a blast of electromagnetized energy at the target, dealing energy damage. This ability has no cooldown and effectively replaces Flame Burst for this discipline.

    Energy Burst: Unleashes your High Energy Gas Cylinder’s stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Gas Cylinder is active, Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once.

    On the whole, the new Advanced Prototype discipline can be summarized as having a play style similar to the old Pyrotech without all of the burning, while the new Pyrotech can be summarized as having a play style similar to the old Advanced Prototype with a lot more burning.

    Utilities

    The Powertech has many utility choices that will be familiar to players from the old skill trees, along with quite a few new utility choices. Here are a few of the new choices:

    Sonic Rebounder: Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

    Overdrive: Hydraulic Overrides increases movement speed by an additional 45% while active.

    Liquid Cooling: When Thermal Sensor Override is activated, it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active, or reduces threat towards all current enemies if Ion Gas Cylinder is not active.

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    DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Supercharge:Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts up to 60 seconds. Requires an active cell.

    Oh yeah baby

    That 1% extra damage at ten stacks sure feels Supercharged all right

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
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    jdarksunjdarksun Struggler VARegistered User regular
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    YukiraYukira Registered User regular
    Supercharge:Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts up to 60 seconds. Requires an active cell.

    Oh yeah baby

    That 1% extra damage at ten stacks sure feels Supercharged all right

    Adequate Charge didn't have the right ring.

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    DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Also just want to reiterate that this tendency to just add 3-4 skills to every spec that "replace" existing skills, by which we mean "they share a cooldown, but New Skill is better in every way than Old Skill, so you'll never use Old Skill in this spec, but good luck finding room for it on your crowded-ass bars"

    is really fucking dumb.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
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    ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    edited November 2014
    Yyyyyeah.

    Feeling distinctly underwhelmed.

    Also, you know what's great game design? Taking two distinct kits and making them feel more like each other.

    Shadowen on
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    MyDcmbrMyDcmbr PEWPEWPEW!!! America's WangRegistered User regular
    Hmmm... not sure how I like the changes to my Trooper. I have been rolling around doing ranged Vanguard stuff with tank passives and Ion Cell to make me more survivable. Seems like this is going to push me more into be a melee DPSer.

    Honestly, with changes this drastic, they should let us change Advanced Class as well.

    Steam
    So we get stiff once in a while. So we have a little fun. What’s wrong with that? This is a free country, isn’t it? I can take my panda any place I want to. And if I wanna buy it a drink, that’s my business.
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    DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Shadowen wrote: »
    Yyyyyeah.

    Feeling distinctly underwhelmed.

    Also, you know what's great game design? Taking two distinct kits and making them feel more like each other.

    Yeah this boggles my fucking mind.

    Let's make Tactics play like Assault, and Assault play like Tactics! Also rename Assault for one AC but not the other! Does Commando Assault play like VG Tactics, or only VG Assault Pyro?

    WHY

    whyyyyyyyyyyy

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
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    MyDcmbrMyDcmbr PEWPEWPEW!!! America's WangRegistered User regular
    You know what... this makes me worried for my 3.0 Sniper lol, the class that I really came back to this game for. Considering I am already playing what is considered a non-optimal build (ALL THE MARKSMAN!) I really hope they don't make it terrible.

    All I want is my Sniper to be a sniper and my Vanguard to be ranged DPS, is that so wrong?

    Steam
    So we get stiff once in a while. So we have a little fun. What’s wrong with that? This is a free country, isn’t it? I can take my panda any place I want to. And if I wanna buy it a drink, that’s my business.
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    DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    If by "ranged DPS" you mean ducking in and out of melee range to, at most, 10 meters from the target, then YEAH! Vanguard Ranged DPS!

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
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    kmzkmz Registered User regular
    Tactics and Assault are not becoming more similar to each other, they're basically swapping, with a few things switched around to make more sense. I main a Vanguard and I'm super excited about the changes.

    And Vanguard has never ever ever ever been a ranged class, in any spec.

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    kmzkmz Registered User regular
    (To be fair, Vanguards certainly have more options from ranged than say, a Sentinel or Guardian or Shadow, so we can still do things like help with NiM Subteroths a bit, but that's just for certain specific situations and staying ranged severely cuts effectiveness.)

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    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    The 12x XP boost is going to be clashing with Valkyria Chronicles (dropping for the PC tomorrow) and DA:I (a week).

    Too many games. D:

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    MyDcmbrMyDcmbr PEWPEWPEW!!! America's WangRegistered User regular
    Orca wrote: »
    The 12x XP boost is going to be clashing with Valkyria Chronicles (dropping for the PC tomorrow) and DA:I (a week).

    Too many games. D:

    Yeah, DA:I, which I have pre-ordered, is just going to have to wait until I get my Vanguard, Sniper, and Jugg to 55. The Jugg will be easy (52) and the Vanguard and Sniper are both at 35 I think.

    Steam
    So we get stiff once in a while. So we have a little fun. What’s wrong with that? This is a free country, isn’t it? I can take my panda any place I want to. And if I wanna buy it a drink, that’s my business.
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    DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    kmz wrote: »
    Tactics and Assault are not becoming more similar to each other, they're basically swapping, with a few things switched around to make more sense. I main a Vanguard and I'm super excited about the changes.

    And Vanguard has never ever ever ever been a ranged class, in any spec.

    I think it's just silly as hell because, why make Assault play like Tactics? There's already a spec that plays like Tactics. It's called Tactics.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
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