SwifterzDark Lord (Sr.Officer)
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re: 1.2 Patch Notes
by Swifterz on 2012/03/17 12:11 am
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BarfollomewDark-HelmetzDark Lord (Sr.Officer)
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Joined: 13 Apr 2010 Posts: 324
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re: 1.2 Patch Notes
by Dark-Helmetz on 2012/03/17 12:33 am
Wow, sorcs just got shit on. Longevity as a healer is pretty much shot and dps from my madness/lightning hybrid spec looks to be taking an approximate 7% nerf. Time to completely learn to play my class over again >.<
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SwifterzDark Lord (Sr.Officer)
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Joined: 04 Mar 2012 Posts: 142
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re: 1.2 Patch Notes
by Swifterz on 2012/03/17 2:19 am
And merc healing got nerfed to fuck as well. But guess what my kolto missile now hits 4 people instead of 3!!!!
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re: 1.2 Patch Notes
by Lazermuffin on 2012/03/17 8:01 am
And whats this shit about switching tracer and fusion missile animation "by popular demand" who the hell wanted that?
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Outlaw=Outlaw=Master (Jr.Officer)
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Joined: 15 Dec 2008 Posts: 563
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re: 1.2 Patch Notes
by =Outlaw= on 2012/03/17 9:13 pm
Quote: | Tracer Missile has been rebalanced in order to encourage more active gameplay rotations. |
![](images/smiles/icon_lol.gif)
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CimosMaster (Jr.Officer)
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Joined: 12 Dec 2011 Posts: 46
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re: 1.2 Patch Notes
by Cimos on 2012/03/18 12:40 am
My class got changed the least. All they did was add a sound effect .
_________________ PvP....it's a way of life.
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re: Re: 1.2 Patch Notes
by Drummergirl on 2012/03/18 1:31 am
SWEET buffs
Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point.
Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point.
Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1.
![envy](images/smiles/icon_mrgreen.gif)
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re: 1.2 Patch Notes
by Enan Darksky on 2012/03/18 12:34 pm
Lazermuffin wrote: | And whats this shit about switching tracer and fusion missile animation "by popular demand" who the hell wanted that? |
Tracer missile looks like a giant squat down ass rocket. Fusion is a wrist rocket. Fusion> greater than tracer
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re: 1.2 Patch Notes
by Lazermuffin on 2012/03/18 1:10 pm
Enan Darksky wrote: | Lazermuffin wrote: | And whats this shit about switching tracer and fusion missile animation "by popular demand" who the hell wanted that? |
Tracer missile looks like a giant squat down ass rocket. Fusion is a wrist rocket. Fusion> greater than tracer |
I guess that proves I'm in the minority, the squat rocket was awesome to me. Seems like there is some power behind a full body squat rather than it shooting out of my limp wrist. To each their own ![Happy](images/smiles/icon_smile.gif)
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re: 1.2 Patch Notes
by =Isera= on 2012/03/21 1:58 pm
Georg Zoeller updated on the automatic upgrades for Rakata/BM issue. Looks like original mods will automatically upgrade, even if the originals are put back into that piece of specific Rakata/BM gear. Modified mods will not.
Be sure to restore your Rakata/BM gear to the originals before 1.2 goes in!
http://www.swtor.com/community/showthread.php?t=370385
Quote: | Hey, some answers.
1. Yes, we have updated the stat distribution on Rakata gear with 1.2.
2. If you have not modified your gear, it will seamlessly update the mods inside when you log into the game the first time after the patch has been applied.
3. If you have modified your gear, it will retain any changes you have made. Any mods you didn't change out will update.
4. Restoring the original mods into the item, before 1.2, will cause them to upgrade at the time of the patch.
The problem, of course, is that if you hand modified your gear, we ultimately have no way of knowing what your intention was. Maybe you wanted to use the mod you removed somewhere else, maybe you just wanted to replace it. We cannot make any assumption as to the intention of individual users when modding the item, preventing us from upgrading already modified items post fact.
TL;DR: Any 'original' mod in an updated item will upgrade with the patch. Any 'foreign' mod added to an item will be left untouched.
Hope that answers your questions.
Georg "Observer" Zoeller
Principal Lead Combat Designer |
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dysfxalChosen (Adv.Member)
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Joined: 15 Nov 2011 Posts: 80
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re: 1.2 Patch Notes
by dysfxal on 2012/03/21 6:42 pm
^^ Very interesting post Isera
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