Thursday, March 29, 2012

Comprehensive Review and Commantary on Patch 1.2 - Part 5: Sith Inquisitor/Jedi Consular

I have more experience with Inquisitor classes than Warrior ones.  I haven't healed at all as a Sorcerer though, so I won't really have much to say about the healing changes.  I hear the gist of it is that they're getting nerfed.  For the most part there aren't many changes to Assassin.

To distinguish the patch notes from my commentary, all the original patch notes are in italics and my own comments will be in bold.

Sith Inquisitor
-General
--Deflection's effects are now more noticeable.



--Electrocute's visual effects now occur more quickly after activation.



--Energize's effect now triggers a sound effect when it occurs.
---This is specific to Assassins, further specific to the Darkness spec, so it's odd that this is sitting in the general notes.  Anyways, this is certainly welcome since currently it's kind of tricky to detect the Energize proc if you're not watching your buffs like a hawk.


--Force Lightning now correctly plays its sound effects when the initial application of damage kills the target.



--Force Slow visual effects now begin and end at the correct times.



--The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System.



--Shock sound effects have been polished.



-Sorcerer

--Due to changes in Sorcerer skill trees, Sorcerers have had their skill points refunded.



--Corrected an issue with Static Barrier that prevented its visual effects from refreshing when its effects were reapplied.



--Extrication now modifies threat by the correct amount.



--Corruption

---Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%.



---Conspiring Force now refreshes properly when Affliction is refreshed.



---Fadeout now requires Efficacious Currents instead of Dark Resilience.



---Force Surge no longer removes the health cost from Consumption.

----From what I understand this a really nasty nerf.



---Revivification's tooltip now correctly states that the ability affects a maximum of 8 targets. The ability's functionality hasn't changed.



---A display issue that caused the first and second tick of Revivification to appear on top of each other has been corrected.



---Dark Resilience now reduces the health spent by Consumption by 2% per point (up from 1% per point). *UPDATED 3/29*



--Lightning

---Electric Induction now correctly affects Affliction.



--Madness (Sorcerer)

---Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.



---Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.



---Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness's periodic damage now benefits from the 20% damage bonus when it is used to consume the "Wrath" buff.

----This ruins the viability of Chain Lightning in the 0/13/28 build.  However, the jury's still out on whether/how much of a nerf this is; the buff to Crushing Darkness may make up for the damage loss from not having Chain Lightning against single targets, and not having to cast Chain Lightning will be less stress on managing Force.  And anyways, even if it did completely wreck the spec the next best spec is literally only dozens of DPS worse.  Currently, 1/12/28 sims marginally higher than any other permutation of the hybrid spec.  This literally means the only difference between what "should" be your spec now and what "should" be your spec on 1.2 is taking the 1 point out of Chain Lightning and dropping it into Seeping Darkness instead.



---Force in Balance no longer heals the caster if no targets are hit.



---Note that the promised fix to Lightning Barrage is neither in the patch notes or live on the PTS, ie we can still double-cast a double-speed Force Lightning on the proc.



-Assassin

--Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability's functionality has not changed.



--Madness (Assassin)

---Raze's activation effects are now more visible. 



---Force in Balance no longer heals the caster if no targets are hit.


Jedi Consular

-General

--Deflection's visual effects are now more noticeable.



--The Unity ability has been removed from the Jedi Consular class. A similar ability can now be unlocked through the Legacy System. 



--Force Slow's visual effects now begin and end at the correct times.



-Sage

--Due to changes to the Sage skill trees, Sages have had their skill points refunded.



--Corrected an issue with Force Armor that prevented its appearance from refreshing when its effects were reapplied.



--Rescue now modifies threat by the correct amount.



--Seer

---Confound now refreshes properly when Weaken Mind is refreshed.



---Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%.



---Egress now requires Preservation instead of Valiance.



---Resplendence no longer removes the health cost from Noble Sacrifice.



---Salvation's tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability's functionality has not changed.



---A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected.



---Valiance now reduces the health spent by Noble Sacrifice by 2% per point (up from 1% per point). *UPDATED 3/29*



--Telekinetics

---Inner Strength now correctly affects Weaken Mind.



--Balance (Sage)

---Critical Kinesis now increases the critical chance of Telekinetic Throw and Disturbance by 3% per point.



---Empowered Throw now increases the damage dealt by Project, Telekinetic Throw, and Weaken Mind by 2% per point.



---Presence of Mind now affects Disturbance and Mind Crush only. Mind Crush's periodic damage now benefits from the 20% damage bonus when it is used to consume the "Presence of Mind" buff.



---Force in Balance no longer heals the caster if no targets are hit.



-Shadow

--Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability's functionality has not changed.



--Kinetic Combat

---Kinetic Ward's appearance now refreshes properly when reapplied.



--Balance (Shadow)

---Force Synergy's activation effects are now more visible.



---Force in Balance no longer heals the caster if no targets are hit.

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