Jedi Archive
Thread: Enhancer/Powers abilities on TC
MsNiL wrote:
Taqwus wrote:
With force heal and 9% and Infusion at 12% jedi will now be as week as a novice
how do these stack up with compareable talents from combat medics and doctors in terms of cost
Bactashot: 11m, A4% M10%, 6 sec cooldown
Bactajab: 11m, A2% M5%, 6 sec cooldown
Bactatoss: 35m, A6% M10%, 17 sec cooldown
Bactainfusion: 11m, A9% M15%, HoT each 5 sec x8 times (45 sec)
Bactaspray: 15m, A8% M12%, 18 sec cooldown
This is from live.
This will be BH/CM weakness.
I am telling you that there wont be any BH/MCM's after ToOW go live.
hockeyguy586 wrote:
This will be BH/CM weakness.
If I ever met a dev that'd be his last day on this earth...seriously can we pull our heads out of our rear-ends and do something good for powers...you know just this once?
Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Force Powers:
Force Cloak- Snare not yet applied to it. CM abilities still can be done to Cloaked Jedi. /Exam, /Follow, and emotes still work as well.
Force Breach- This abilitydoes remove NPC Force abilities such as Aura and Speed.
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
Guys your pretty much waisting your breath, the devs are not listening, the first page of the beta boards is over half about jedi and getting no answers from devs, iver 90 percent of the jedi on beta are non jedi on live, these people havent even thebasic knowledge of our skills or much less how to use them. So were guaranteed to not get a good shake bug report wise. The consinsus there is that you shoudlnt test jedi, your there to test teh quests, but the people that are saying this are the ones that are testing the beta in there own profs or they already have been able to create a jedi there as in Zina, totally bashing anything anyone says aboutwanting a jedi on the beta by the way.. Also there has been another cloak found same stats as the one posted but in black, and ofcourse its non wearable to wookies as is 100 percent ofALL the loot rewards.
The quests are one time do able and the loot is 90 percent no drop, so you have a choise to put it in the house or carry it in your inventory since you cant put it in backpacks. The result of quests are idiotic, spend 2 hours or doing an avatar like situation to get a composite helm, no specials no special stats no special graphics. Pretty much this expansion as a whole is useless. The drink they introduced to counter teh electro lite drain has been tested with resource deed supplies to amout to 1 minute duration with 0 speed bonus thats at a 17 fill also. Being that cm snare can be spammed till lands and has a 2 minute duration at master, its useless. Anyway I really dont care if they ban me from beta, so ask any qeustions you want pm or posts and ill try to answer as good as possible.
hockeyguy586 wrote:
MsNiL wrote:
Taqwus wrote:
With force heal and 9% and Infusion at 12% jedi will now be as week as a novice
how do these stack up with compareable talents from combat medics and doctors in terms of cost
Bactashot: 11m, A4% M10%, 6 sec cooldown
Bactajab: 11m, A2% M5%, 6 sec cooldown
Bactatoss: 35m, A6% M10%, 17 sec cooldown
Bactainfusion: 11m, A9% M15%, HoT each 5 sec x8 times (45 sec)
Bactaspray: 15m, A8% M12%, 18 sec cooldown
This is from live.
This will be BH/CM weakness.
The Combat Medic Snare lasts for 2 minutes. What on earth would they need to heal when they're 60 or even 80 meters away?
Skwall wrote:
ROFL.
Be prepared to see the last few Master Defender's exploiting w/ those given "fixes", its only a matter of time.....
Message Edited by Gamesanator on 10-13-2005 07:13 PM