In addition, Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP.īattle rezzes in general are now healer-only, but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown. These changes don’t affect Sentinels in PvE very much at all and were clearly aimed at reducing their power in PvP. Sentinels permanently lost access to 3 abilities: In addition, many extremely situational abilities were pruned entirely. This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. The 3 abilities are almost always the same for each discipline. The third option is less consistent, it seems to be there as an extra balance lever for BioWare since some abilities that got locked away are more impactful than others. Another of the abilities is the movement ability with the longest cooldown. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun.
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