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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 06 Mar 2012, 17:04 
Knight
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Joined: 28 Feb 2011, 21:46
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I think the fact of the matter is that this shows BioWare cares about role players and wants to make them happy.

And I am perfectly ok with Smugglers (i.e. me) can use force choke ;)

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 06 Mar 2012, 20:26 
Master
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Kinda dilutes the coolness out being a Jedi if you ask me. Something like the kick would be okay but suddenly being able to use the force?

Sent from my ThunderShed v1.3 T-Bolt with Tapatalk.

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 06 Mar 2012, 21:17 
MER Contributor
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There are plenty of examples throughout Star Wars history of people not discovering their connection to the Force until later in life. Luke Skywalker being one of those people. Heck, Streen was pretty much an old man when he started his Jedi training.

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 07 Mar 2012, 00:25 
Knight
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But switching classes will NEVER be in this game. Seeing how stringent BioWare is being about not switching advanced class, I don't think anything as mentioned above could happen. But, if smugglers also gain the ability to use a light saber, then I guess we could call that the equilivelent of switching to a Jedi.

Also, could a Sentinel use a light saber in one hand and a pistol in the other with legacy powers?

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 18 Mar 2012, 04:17 
Master
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Joined: 25 Feb 2011, 15:38
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PTR patch notes
http://www.darthhater.com/articles/swto ... -2-3-16-12

I know Alan will like this one: 8-)
"On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship."

/happy dance :D
Vanguard
"Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption."

:lol: :lol: :lol: :lol:
Huttball
"Giradda the Hutt now sees to it that any player standing on the ball stand when the ball respawns are slain."

Kinda curious on how much of a visual difference this will be :geek:
Space Combat
"Large ships more readily display surface damage as the attached hardpoints are destroyed."

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 18 Mar 2012, 10:05 
MER Contributor
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Hmmm. You can have the game dump your combat log into a file. We should be seeing some third-party damage meter programs coming soon then.

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 18 Mar 2012, 16:01 
Master
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Ya, that's why I don't really understand them not wanting to put in a combat log, and yet they want to add mod support eventually. I just know one of the first addons someone will do is a dps meter.

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 19 Mar 2012, 13:28 
Knight
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It will probably just be a site like World of Logs.

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 Post subject: Re: Patch 1.2 Goodies.
PostPosted: 02 Apr 2012, 14:20 
Master
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Gabe Amatangelo explains the PvP changes in 1.2 and I like them!
http://www.swtor.com/news/blog/20120330

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 Post subject: Patch 1.2 Goodies.
PostPosted: 03 Apr 2012, 14:13 
Initiate
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From what I'm gathering, the cross class abilities won't do much. Mostly aesthetic. Long cool downs, low damage, etc. Another interrupt would be nice though, even if it's a long cool down.


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