Nar Shaddaa Nightlife - The Nightlife event returns with new Missions and rewards! Get your credits ready for July 14th - August 11th.
At last, maybe I'll finally get to spend those casino chips that I forgot to use last year! Then again, it's only a month - requiring me to remember to spend my chips within such a short time frame is asking quite a lot, you know...
The following set bonus has been added to the game at level 75, available for all Guardians:
Fulminating Defense
(2) +2% Endurance
(4) Challenging Call gets two charges.
(6) Enure increases Elemental and Internal damage reduction by 75% for 3 seconds.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.
That four-piece set bonus looks mighty sweet for flashpoint tanking... but of course the main source of this is Dxun master mode, which I'm unlikely to ever clear. I do wish there was more of a connection between where you get certain sets and what they're good for - then again, having no clue what the encounters look like in Dxun master mode, maybe having two stacks of your AoE taunt is really vital in there.
The following set bonus has been added to the game at level 75, available for all Sages:
Undying Protector
(2) +2% Mastery
(4) Activating Force Barrier heals all allies around you.
(6) Activating Force Barrier puts a barrier on nearby allies, absorbing damage for up to 8 seconds and granting them an additional 25% elemental damage reduction while active.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.
This is a very odd-sounding set bonus to me, in that I could imagine it being quite useful in a small number of specific fights where you can already use Force Barrier in a calculated manner instead of as an emergency cooldown (such as Dread Guards in TFB). Or it could be useful in PvP as well, where you use Force Barrier more than anywhere else after all. I wonder how useful that set bonus will be in master mode Dxun...
The following set bonus has been added to the game at level 75, available for all Shadows:
Ballast Point
(2) +2% Endurance
(4) Deflection grants Ballistic immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.
(6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.
Did Shadows really need another way of making themselves immune to things? (Insert PvP-inspired sigh here.) Again, this sounds more like something that would be useful in PvP more than anywhere else.
The following set bonus has been added to the game at level 75, available for all Gunslingers:
Ballistic Concentration
(2) +2% Mastery
(4) When you deploy Scrambling Field, each group member within it grants a stack of Ballistic Concentration, increasing your energy regeneration rate by 1 for 20 seconds. Max 8 stacks.
(6) Each stack of Ballistic Concentration also increases the damage you deal by 5%.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.
This set continues a trend Bioware started in 6.0 of giving defensive cooldowns a damage-increasing effect. Personally I find these a bit annoying because they kind of encourage you to make these defensives part of your dps rotation instead of saving them for when you might actually need them to survive, but this particular example is one case I don't mind too much if it actually encourages Gunslingers to use their domes more often. (In my experience they rarely do unless you actively yell at them to do it.) Then again, once again this would only apply to Gunslingers doing Dxun master mode anyway (so nobody that I play with on a regular basis).
The following set bonus has been added to the game at level 75, available for all Commandos:
Rapid Response
(2) +2% Mastery
(4) Activating a healing ability has a 15% chance to cause your next Medical Probe to be critical.
(6) Healing an ally with Medical Probe applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.
I don't know how good this is numbers-wise, I just know that there's already another set called Rapid Response (and it's still there, unchanged - I checked), which is unnecessarily confusing if you ask me.
The Rocket Fuel Vapors tactical item has been redesigned:
Kolto Pods heal for an additional 5% and last a second longer, gaining an extra tick of healing.
The HP-5 Dart Device tactical item has been redesigned and renamed to SC-4 Treatment Scanner:
Successive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel.
The Running Rapid Restoration tactical item has been redesigned and renamed to Running Restoration:
Increases the healing output of Advanced Medical Probe by 15% and allows it to be activated while moving.
This just highlights again that I'm not a fan of Bioware redesigning what Tacticals and set bonuses do after the fact. I freaking loved the old Rocket Fuel Vapors and it significantly changed my rotation... now that they changed it I feel I need to re-learn how to best do AoE healing all over again. Plus the new functionality just sounds incredibly boring and lacklustre, even if I'm not yet sure how it works out numbers-wise.
Running Rapid Restoration was my Tactical of choice in more single target focused fights, but they changed it so that the "cast while moving" now only works on a different ability with a cooldown. Also a nerf if you ask me.
Finally, the HP-5 Dart Device was complete rubbish and people basically binned it all the time if they got it, but now it sounds like it might actually be somewhat decent? Made me glad that I had left one lying around in my legacy bank, but at the same time "make sure to save one of every Tactical and set bonus item just in case Bioware ever decides to make it good" frankly doesn't sound like the greatest system to me (and very casual-unfriendly).
The Unidentified Boxes from the Spoils of War Vendor now grant the correct Set Bonuses based on the player’s Class.
I had a guildie report that he got things like gear for knights when shopping there on his trooper... while funny, it wasn't very productive.
Corrected an issue where the entire Rapid Response Set was available from the Unidentified Helmet Box.
So they do know that there's already another Rapid Response set! Come on, Bioware!
If a character is at the weekly or global cap for a reputation, reputation items will no longer be auto-consumed. Instead, they will be granted as normal items that can be used later or vendored.
Yes! I was not a fan of the tokens just not being granted if you're already at the reputation cap, so I'm pleased to see this.
The Plasma Emitters in the Iokath Daily Mission “Systems Go” have been fixed. They will now appear in an inactive state, allowing players to complete the Mission.
I only ran into this bug fairly recently - I thought I was just having bad luck with someone else already having used all the emitters and them being super slow to respawn. Glad they fixed that.
Players who choose to flirt with Elara Dorne in the “Squared Away” Mission no longer find themselves on top of a table in the cantina when the scene ends.
I have no idea what this is about but it sounds hilarious. Must have been quite a racy flirt to end with you waking up on top of a cantina table afterwards!
Corrected an issue where the Conquest timer showed too many digits in the seconds section.
Haven't seen that in a while, but when I did it was rather funny to see that a Conquest event had exactly 12.93882374842792932692736 seconds left to go.
The “Makeb: Defeat Enemies 2” Conquest Objective now properly appears in the Objectives list after players complete the “Makeb: Defeat Enemies 1” Conquest Objective.
Oh! I was wondering why there was only one for Makeb!
Increased the requirement of planetary Mission Complete Conquest Objectives to require 2 Mission completions (up from 1).
That... seems fair. It should cause my class missions to advance a little faster too.
Conquest Objective point Decreases:
Credits for Junk – Daily Repeatable, decrease from 2000 to 1750
Amp Reroll – Daily Repeatable, decrease from 2000 to 1750
Take a Taxi – Daily Repeatable, decrease from 2000 to 1750
Harvesting Pinnacle – Weekly Repeatable, decrease from 9750 to 5800
Utility Point – Daily Repeatable, decrease 2000 to 1750
Credits for Junk – Daily Repeatable, decrease from 2000 to 1750
Amp Reroll – Daily Repeatable, decrease from 2000 to 1750
Take a Taxi – Daily Repeatable, decrease from 2000 to 1750
Harvesting Pinnacle – Weekly Repeatable, decrease from 9750 to 5800
Utility Point – Daily Repeatable, decrease 2000 to 1750
Again, that seems quite fair. I don't mind having these objectives, but they probably shouldn't be quite so lucrative compared to others that require actual gameplay.
New Conquest Objectives:
Play PvP 2 – Daily Repeatable, 2000 points
Play PvP 3 – Daily Repeatable, 3000 points
Win Arenas 2 – Daily Repeatable, 3000 points
Win Arenas 3 – Daily Repeatable, 4000 points
Play PvP 2 – Daily Repeatable, 2000 points
Play PvP 3 – Daily Repeatable, 3000 points
Win Arenas 2 – Daily Repeatable, 3000 points
Win Arenas 3 – Daily Repeatable, 4000 points
More objectives for PvP = win.
Reduced the amount of lower rating items players can receive from Ranked and Unranked Warzone Lockboxes while at an overall item rating of 306.
Finally! That only took them... what, eight months? I hope nobody's tried to actually gear up via PvP in that time, because it basically didn't work.
Players are able to modify their Utility Point selections and swap out
pieces of equipment (which includes Tactical items) while waiting in the
queue for a Warzone or Arena.
Yes! Another good change, as the fact that this was locked the moment you entered the queue used to drive many of my guildies who change their utilities a lot to distraction whenever we did PvP as a group.
All in all, lots of good/interesting stuff in there. There's already another patch queued up for tomorrow, but that one's only small and simply meant to fix a few bugs. More importantly, we'll see the start of the new swoop racing event! I'm sure I'll have things to say about that.
I really liked the pvp changes, and I'm usnure about the changes in gear, but all the commandos I know were complaining... Oh well.
ReplyDeleteYeah... one of my guildies said the new Running Restoration tactical felt pretty clunky. My own merc luckily(???) hasn't got her set-gear yet, and I had a grand total of (1) day with the old Rocket Fuel Vapors tactical. It was amazing. Now it's just taking up space in legacy storage. Oh well.
ReplyDeleteSo, kind of a mixed bag of a patch all around. I really want to see how long it takes for them to fix the "Rapid Response" naming though. It's driving me crazy xD
I AM ANGRY ABOUT THE ROCKET FUEL VAPOURS TACTICAL NERF!!!!
ReplyDeleteLet it all out, lol! I do wish they could have just reduced the numbers if it was too powerful instead of getting rid of the effect completely...
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