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  • Monday, 5. December 2016 05:24
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28 November
News

Game Update 5.0: Knights of the Eternal Throne Early Access

Valour 0 Comments

Highlights

New Storyline: Knights of the Eternal Throne! Knights of the Eternal Throne continues the Outlander's epic conflict against the evil Eternal Empire with nine new Chapters.

  • New Planet: Iokath! A mysterious and unexplored alien world, built around a star to harness its energy.
  • New Planet: Nathema! The forgotten homeworld of Valkorion, ravaged by a dark ritual and barren of life.

All classes can now reach Level 70!

New System! Dark vs. Light! Players can now toggle whether they are fighting for the dark or light side of the Force™. Players contribute dark and light points to their server's alignment.

New System: Galactic Command! Adventure throughout the galaxy and earn progress towards the most powerful gear regardless of what content your play!

New Repeatable Group Content: Uprisings! Uprisings are fast-paced, powerup-filled adventures for four players featuring two difficulty modes: Story and Veteran.

  • New Uprising: Done and Dusted! Confront the infamous Dust Viper gang in a deadly showdown to stop the criminals from auctioning off the Alliance's greatest secrets.
  • New Uprising: Firefrost! Strike down the White Maw pirates and their ferocious Houk leader before they forge weapons capable of ravaging the Alliance.
  • New Uprising: Crimson Fang! Drive the Crimson Fang pirates off Port Nowhere before they unleash the spaceport's arsenal against the Alliance.
  • New Uprising: Inferno! Storm a fiery volcano base to wage battle with two vengeful Sith Lords and their army of Imperial defectors.
  • New Uprising: Fractured! A rogue Imperial faction has hijacked Vanguard Station, and only you can bring them down—and end their attacks against Alliance settlements.

Start at Level 65! Jump right into the action of Knights of the Eternal Throne with the option to begin the game at level 65!

Choose your Advanced Class at character creation! Existing characters that have not yet chosen an Advanced Class will be prompted to do so after logging into the game.

Ranked Warzone Arena Season 8 has started! Get in there and go berserk!

Knights of the Eternal Throne*

*Knights of the Eternal Throne content is only available to players who are eligible for the two Knights of the Eternal Throne subscriber rewards by having been a Premium player from October 25th to November 27th, 2016. All other Premium players will be able to access the content on December 2nd, 2016. Some features require Premium status. For more information about Knights of the Eternal Throne, visit http://www.swtor.com/eternal-throne.

Dark vs. Light
Players can now choose whether they are fighting for the Dark or Light side of the Force™. Upon doing so, all actions, including killing elite enemies, completing Missions, and making story choices will contribute to the ongoing dark vs. light side war on each server.

These Dark and Light side choices will influence the balance of the two sides of the Force on each server, reflected on the Dark vs. Light side meter shown at the bottom of the Galactic Command interface. As one side begins to dominate, players will begin to see the impact all around them, including new World Bosses that will require a concentrated effort from a large group of players to defeat.

To be declared the winner of the Dark vs. Light side war, one side must reach “Dark 5” or “Light 5”. Upon winning, a few things will happen on the server based on your character’s alignment. If your character is aligned with the winning side (e.g., your character is Dark side, and the Dark side won the war on your server), you will reap the following benefits:

  • Bonus Command Experience points earned
  • Access to a special cosmetic item vendor

If your character’s alignment matches the losing side (e.g., your character is Light side, and the Light side lost the war), they will receive the following benefits:

  • A bonus to all light side points earned

Your galaxy will remain in a “victory state” for a period of time before the war resets. However, this time, the losing side will have an advantage to try to swing the balance back in their favor.

During the “Victory State”, that side’s influence can be seen and felt throughout the galaxy. Powerful bosses loyal the victor’s side will appear on Tattooine, Alderaan, Hoth, and Dromund Kaas or Coruscant. On each of those worlds, there are 8-10 possible places the bosses may appear, and a 25% chance in each spawn area that the boss will stay and face battle. If the losing side can defeat these bosses they will earn bonus Command Experience as well as a chance to earn Dark or Light Tokens. For example, if the light side wins, light side bosses will randomly appear on some worlds. If dark-aligned players defeat these enemies, they have a chance to earn Dark Tokens. These tokens can be used at the special cosmetic item vendor mentioned above.
During this period, the winning side earns bonus Command Experience Points, as well as their Light or Dark Tokens when they earn Command Crates.

Galactic Command
Galactic Command is both an access point and progression system for content in the game. Access the Galactic Command Interface via the in-game menu, or Ctrl + G by default. Every day a new activity will be highlighted on the interface. These highlighted activities provide a Command Bonus. When an activity has a Command Bonus, you earn bonus Command Experience points each time you play.

Earning Command Rank is achieved by playing almost any activity in the game. Every time you play, you earn Command Experience points which increases your Command Rank, earning you rewards in the form of new Command Crates. The Command Experience Points (CXP) you earn are based on a few factors: the difficulty of the activity (Story, Veteran, Master), how many players are required, and how long it takes to complete. For example, you will earn substantially more CXP for completing a Master Difficulty Operation than you will for completing a Heroic Mission.

Completing a Command Rank bar earns the character a Galactic Command Level and a Command Crate. Each Command Crate will have several items including:

  • A random un-modded outfit piece or weapon
  • A random gear piece fully modded with a chance of having a set bonus
  • A random chance to get a crew skill schematic
  • A chance of getting Jawa Scraps, Rank 5 or 6 Companion gifts, or a reputation item

Replayable Chapters
Knights of the Fallen Empire and Knights of the Eternal Throne Chapters can now be replayed. Once you complete any chapter in any mode, you can launch those chapters again via the Chapter Launcher (Shift+E by default). Select the Chapter you would like to play from the selections on the left. Only chapters you are eligible to start will be highlighted. Then once selected click the Grant Mission button and then the Launch button.

The choices you made in your first play through of each chapter remain as your permanent choices going forward and are not overwritten by repeat playthroughs. Repeat playthroughs will always reference those permanent choices even when played out of order.

Chapter Difficulties
Players now have the option to play chapters in different difficulties. The currently supported modes are Story and Veteran.

  • Story mode is the default setting and is aimed for players that want exciting combat and storytelling but are not looking for a challenging gameplay experience.
  • Veteran mode is for those players that want exciting combat, storytelling, and are looking for a more challenging gameplay experience.
  • Players can set their default preference from their preferences menu and from the drop down on the chapter launcher window (Shift+E by default).

General

  • All references to old difficulty names have been updated to be consistent. The new names are: Story, Veteran, and Master modes. Players will see this terminology in all content types: Chapters, Uprisings, Flashpoints, and Operations.
  • The following currencies have been removed from the game. These currencies no longer drop, and it is no longer possible to acquire them. In addition, these currencies that are in a character possession will be removed, and exchanged for credits at the below rates. Characters will accumulate these credits up to a cap of 2,000,000 credits.
    • Common Data Crystals 1:500
    • Glowing Data Crystals 1:1000
    • Radiant Data Crystals 1:1500
    • Warzone Commendations 1:50
    • Season 6 Commendations 1:50
  • All four Origin planets have been re-itemized to support Advanced Characters starting at Level 1.
  • Added new engine technology to improve fidelity of facial expressions in conversations and cinematics for all characters across the entire game. This graphical improvement is visible on High Shader setting.
  • Character animation is smoother and more performance allowing for more visible characters. Combat and large population scenes run significantly faster.
  • The visibility system has been optimized increasing the framerate and making the use of cascaded shadows less expensive.
  • The available number of Character Slots have been updated:
    • 52 slots for Premium Players
    • 26 slots for Preferred Players
    • 22 slots for Free to Play Players
  • Fixed an issue that occasionally caused shadows to have hard edges.
  • Fixed an issue where Defense Turrets in the Black Hole area would attack players outside of the intended range.
  • Fixed an issue that caused the Guild Set Rank Name, Set Rank Description, Message of the Day, and Guild Description windows to become unusable if they were closed with the “X” button.
  • Data Crystal Vendors have been removed from the game, with the exception of Mod Vendors, which now sell Modifications for Credits.
  • The Gear Vendors in the Supplies section of both the Imperial and Republic Fleets have been replaced with Dark and Light vendors, featuring new rewards for the Dark Vs Light System.
  • The Gear Vendors in the Combat Training section of both the Imperial and Republic Fleets have been replaced with a new access point for Uprisings, Heroics, and Ranked PvP Vendors.
  • The Heroic Terminals on both fleets have moved to the Combat Training section of the fleets.
  • Increased the amount of Dark and Light points required to reach different Dark Side/Light Side ranks. All characters have had their location on the alignment bar updated.

Cartel Market

  • Start a New Character at Level 65! Outlander Character Tokens are available for purchase in the Cartel Market. These tokens allow you to create either a level 60 or level 65 character. Existing Level 60 Character Tokens will become Outlander Character Tokens.
  • Armor from the Scavenger Pack now properly displays its Armor Icon when revealed in the Pack Explorer.

Classes + Combat


General

  • Players now choose their Advanced Class at Character Creation, beginning their SWTOR adventures as an Advanced Class from Level 1. Ability grants for the Level 1-10 experience have been adjusted to familiarize players with fantasy-defining abilities early.
  • Utilities are now divided into four Tiers (Skillful, Masterful, Heroic, and Legendary). Eight Utility points are granted along the path to level 70.
  • Players may need to visit their trainer to learn new and/or updated abilities.

Jedi Knight

  • Shii-Cho Form is now a passive ability.
  • Blade Dance has been redesigned and renamed Blade Barrage. Blade Barrage: Instantly perform a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Guardian

  • Soresu Form is now a Defense exclusive passive ability.
  • Riposte (Redesign): Ripostes the target, dealing weapon damage. Cannot be parried, dodged, or miss. Riposte can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses.
  • Guard no longer requires Soresu Form.

Defense

  • Soresu Form is now a passive ability, replacing Shii-Cho Form.
  • Shield Specialization has been renamed Abating Defense and redesigned. Abating Defense: Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Awe deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.

Vigilance

  • Shien Form is now a passive ability, replacing Shii-Cho Form.
  • New Active Ability: Whirling Blade. Hurl the main-hand lightsaber at a target, dealing weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Dispatch.

Focus

  • New Passive Ability: Focused Vision. Force Exhaustion grants Focused Vision, making your next Zealous Leap or Concentrated Slice consume no focus.

Utilities

  • Debilitation (Update): Blade Barrage immobilizes the target for 3 seconds.
  • Narrowed Focus (Update): Taking non-periodic area of effect damage generates 2 focus (up from 1 focus). This effect cannot occur more than once per second.
  • True Harmony (Update): Focused Defense (was Enure) increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
  • Peaceful Focus (Update): Enure (was Focused Defense) removes all cleansable effects when activated.
  • Inspiring Force has been removed.
  • Intervention has been removed.
  • Cut Loose (Redesign): Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.
  • Jedi Warden has been combined with effects of Intercessor.
  • Intercessor has been removed.
  • New Utility: Persistent Chill. Freezing Force pierces enemies with an aching chill, dealing elemental damage to all affected targets over 8 seconds. Additionally, Freezing Force grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
  • New Utility: Unyielding Justice. Increases the range of Blade Storm to 30 meters, but Blade Storm deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Unyielding Justice, allowing your next Blade Storm to deal full damage regardless of the distance from the target.
  • New Utility: Thwart. Guardian Leap grants Thwart, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds.

Sentinel

  • Juyo Form is now a Watchman exclusive passive ability.
  • Zen (Redesign): Requires and converts 30 stacks of Centering to enter a Zen state, instantly generating 4 focus, plus 8 additional focus over the next few seconds.
  • Disable Droid has been removed.

Watchman

  • Juyo Form is now a passive ability, replacing Shii-Cho Form.
  • Juyo Mastery modifies the effects of Zen. Zen: Requires and converts 30 stacks of Centering to enter a Zen state, increasing the critical chance of your burn attacks by 100% and causing the burn damage you deal to heal your group for 1% of max health. Lasts for 6 charges.

Combat

  • New Active Ability: Lance. Spears the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.
  • Ataru Mastery modifies the effects of Zen. Zen: Requires and converts 30 stacks of Centering to enter a Zen state, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge.
  • New Passive Ability: Excise. Excise sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
  • Sundering effects have been removed from Opportune Attack.
  • Burning Slices has been moved to Concentration.

Concentration

  • New Passive Ability: Burning Slices. Damage dealt by Blade Barrage stacks a burning effect on the target that builds up to 3 charges which deal elemental damage over 9 seconds.

Utilities

  • Debilitation (Update): Blade Barrage immobilizes the target for 3 seconds.
  • Watchguard has been combined with effects of Displacement.
  • Displacement has been removed.
  • Defensive Roll (Update): Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3% (down from 5%).
  • Reining Reach has been combined with effects of Just Pursuit.
  • Just Pursuit has been removed.
  • Cut Loose (Redesign): Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.
  • Zealous Ward has been combined with effects of Unwavering Resolve.
  • Unwavering Resolve has been removed.
  • Inspired Focus (Redesign): Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus.
  • New Utility: Zealous Judgment. Dispatch refunds 2 focus when used on a target affected by your Pacify and can be used on any target affected by your Pacify, regardless of remaining health. Additionally, activating Pacify grants you Zealous Judgment, increasing your Force and tech resistance by 75% for 6 seconds.
  • New Utility: Hidden Advance. While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
  • New Utility: Intercessor. Force Leap grants Intercessor, allowing you to activate Force Leap a second time. Intercessor lasts up to 7.5 seconds and is removed if Force Leap is reused. If Intercessor is not utilized by the end of its duration, Force Leap is placed on a 7.5 second cooldown. Additionally, Force Leap now builds 2 Centering.

Sith Warrior

  • Shii-Cho Form is now a passive ability
  • Ravage (Redesigned to activate instantly): Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Juggernaut

  • Soresu Form is now an Immortal exclusive passive ability.
  • Retaliation (Redesign): Retaliates against the target, dealing weapon damage. Cannot be parried, dodged, or miss. Retaliation can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses.
  • Guard no longer requires Soresu Form.

Immortal

  • Soresu Form is now a passive ability, replacing Shii-Cho Form.
  • Shield Specialization has been renamed Conquering Defense and redesigned. Conquering Defense: Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the paralyzing effect ends. Targets immune to the paralyzing effect will immediately suffer from this damage reducing effect.

Vengeance

  • Shien Form is now a passive ability, replacing Shii-Cho Form.
  • New Active Ability: Hew. Hurl the main-hand lightsaber at a target, dealing weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Vicious Throw.

Rage

  • New Passive Ability: Fuming Rage. Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.

Utilities

  • Overwhelm (Update): Ravage immobilizes the target for 3 seconds.
  • Deadly Reprisal (Update): Taking non-periodic area of effect damage generates 2 rage (up from 1 rage). This effect cannot occur more than once per second.
  • Through Power (Update): Enraged Defense (was Endure Pain) increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
  • Consuming Rage (Update): Endure Pain (was Enraged Defense) removes all cleansable effects when activated.
  • Emboldening Scream has been removed.
  • Oppressor has been removed.
  • Through Victory (Redesign): Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
  • Thrown Gauntlet has been combined with effects of Intercessor.
  • Intercessor has been removed.
  • New Utility: Piercing Chill. Chilling Scream pierces enemies with an aching chill, dealing elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
  • New Utility: Extending Roar. Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.
  • New Utility: Reckoning. Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds.

Marauder

  • Juyo Form is now an Annihilation exclusive passive ability.
  • Berserk (Redesign): Requires and converts 30 stacks of Fury to go Berserk, instantly generating 4 rage, plus 8 additional rage over the next few seconds.
  • Disable Droid has been removed.

Annihilation

  • Juyo Form is now a passive ability, replacing Shii-Cho Form.
  • Juyo Mastery modifies the effects of Berserk. Berserk: Requires and converts 30 stacks of Fury to go Berserk, increasing the critical chance of your bleed attacks by 100% and causing the bleed damage you deal to heal your group for 1% of max health. Lasts for 6 charges.

Carnage

  • Gore has been renamed Ferocity.
  • New Active Ability: Gore. Impales the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.
  • Ataru Mastery modifies the effects of Berserk. Berserk: Requires and converts 30 stacks of Fury to go Berserk, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge.
  • New Passive Ability: Disembowel. Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
  • Sundering effects have been removed from Execute.
  • Bloody Slashes has been moved to Fury.

Fury

  • New Passive Ability: Bloody Slashes. Damage dealt by Ravage stacks a bleeding effect on the target that builds up to 3 charges which deal internal damage over 9 seconds.

Utilities

  • Overwhelm (Update): Ravage immobilizes the target for 3 seconds.
  • Subjugation has been combined with effects of Displacement.
  • Displacement has been removed.
  • Defensive Roll (Update): Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3% (down from 5%).
  • Maiming Reach has been combined with effects of Inescapable.
  • Inescapable has been removed.
  • Through Victory (Redesign): Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
  • Blood Ward has been combined with effects of Unflinching Determination.
  • Unflinching Determination has been removed.
  • Thirst for Rage (Redesign): Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage.
  • New Utility: Ruthless Aggressor. Vicious Throw refunds 2 rage when used on a target affected by your Obfuscate and can be used on any target affected by your Obfuscate, regardless of remaining health. Additionally, activating Obfuscate grants you Ruthless Aggressor, increasing your Force and tech resistance by 75% for 6 seconds.
  • New Utility: Hidden Savagery. While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
  • New Utility: Interloper. Force Charge grants Interloper, allowing you to activate Force Charge a second time. Interloper lasts up to 7.5 seconds and is removed if Force Charge is reused. If Interloper is not utilized by the end of its duration, Force Charge is placed on a 7.5 second cooldown. Additionally, Force Charge now builds 2 Fury.

Jedi Consular

  • Double Strike is now Shadow exclusive.
  • Telekinetic Throw is now Sage exclusive with a 30-meter range.
  • Mind Crush is now Sage exclusive with a 30-meter range.
  • Phase Walk is now Sage exclusive.

Sage

  • Force Reach (Update): Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also, increases the duration of Force Lift to 60 seconds.

Seer

  • Preservation (Redesign): Reduces the Force consumed by Force Armor by 15 and reduces the duration of Force-imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%.
  • New Passive Ability: Soothing Protection. Force Armor grants 10 charges of Soothing Protection to the target. When Force Armor concludes, the target is healed for additional health per remaining charge of Soothing Protection. Targets of your Soothing Protection will lose a charge of Soothing Protection each time you directly heal them.

Telekinetics

  • New Passive Ability: Magnifying Vibrations. Project deals 20% more damage to targets affected by your Mind Crush.

Balance

  • New Passive Ability: Resonant Pulse. Targets hit by Force in Balance have a 50% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters for internal damage.

Utilities

  • Upheaval has been removed.
  • Pain Bearer (Update): Increases all healing received by 5% (Down from 10%). Does not affect stolen life.
  • Dizzying Force received Force Lift effects of Pinning Resolve. Dizzying Force: Reduces target's accuracy by 20% for 8 seconds after Force Lift ends. Additionally, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Telekinetic Defense (Redesign): Your Force Armor reverberates with Force power, blasting attackers for kinetic damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.
  • Pinning Resolve has been renamed Staggering Stratagem and combined with effects of Humility. Staggering Stratagem: Reduces the cooldown of Force Stun by 10 seconds. In addition, targets stunned by your Force Stun deal 25% less damage for 10 seconds when Force Stun wears off.
  • Humility has been removed.
  • Mental Defense (Redesign): Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
  • Metaphysical Alacrity has been combined with effects of Force Haste and improved. Metaphysical Alacrity (Update): Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% (up from 50%) while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
  • Force Haste has been removed.
  • Ethereal Entity (Redesign): Using Phase Walk to return to its marked location grants Ethereal Entity, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Ethereal Entity.
  • New Utility: Swift Rejuvenation. Restoration grants Swift Rejuvenation, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
  • New Utility: Valorous Spirit. Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds.
  • New Utility: Impeding Slash. Lash the target with your lightsaber, dealing weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike.

Shadow

  • Force Technique is now a passive ability.
  • Force Breach (Redesign): Blast the target with raw Force power, dealing kinetic damage over 18 seconds.
  • Entering stealth now additionally increases your stealth level by 15.
  • Blackout has been removed.
  • Combat Technique is now a Kinetic Combat exclusive passive ability.
  • Guard no longer requires Combat Technique.

Kinetic Combat

  • Combat Technique is now a passive ability.
  • Psychokinesis modifies the effects of Force Breach. Force Breach: Strike up to 8 nearby enemies with shattering force, dealing internal damage and generating a high amount of threat.
  • Force Break has been renamed Pulsating Force and redesigned. Pulsating Force (Redesign): Deflection grants Pulsating Force, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Force Breach and Slow Time is increased by 30%.

Infiltration

  • Shadow Technique is now a passive ability.
  • Shadow Technique modifies the effects of Force Breach. Force Breach: Unleash your Breaching Shadows, dealing internal damage. This damage scales up with each stack of Breaching Shadows.
  • New Active Ability: Vaulting Slash. Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike.
  • Circling Shadows (Update): Double Strike, Whirling Blow, Clairvoyant Strike, Vaulting Slash, Shadow Strike, and Spinning Strike grant Circling Shadows, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times.
  • Shadow’s Respite (Update): While in stealth mode and for 15 seconds (up from 6 seconds) after leaving stealth mode, Force regeneration is increased by 25% (down from 50%).
  • Masked Assault (Redesign): Shadow Strike grants 15 seconds of Shadow’s Respite. While Shadow’s Respite is active, all damage taken is reduced by 15%.

Serenity

  • Vanquish has been renamed Squelch and redesigned. Squelch: Squelches the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Project.
  • Force Strike (Redesign): Melee attacks that strike a target affected by your Force Breach grant Force Strike, finishing the cooldown on Squelch and making your next Squelch consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike cannot occur more than once every 9 seconds.
  • Mind Quell (Update): Increases the damage dealt by Squelch by 20%.
  • Aching Mind (Update): Force in Balance, Squelch, and your periodic damage abilities deal 15% more damage on targets under 30% health.
  • New Passive Ability: Serene Poise. The damage dealt by Serenity Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.

Utilities

  • Pinning Resolve has been combined with effects of Subduing Techniques and updated. Pinning Resolve: Reduces the cooldown of Force Stun by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Subduing Techniques has been removed.
  • Fade (Update): Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
  • Misdirection (Update): Increases your movement speed by 15% and your effective stealth level by 10 (up from 5).
  • Kinetic Acceleration (Update): Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
  • Motion Control has been combined with effects of Humbling Strike.
  • Humbling Strike has been removed.
  • Shadowy Veil has been combined with effects of Sapped Mind and redesigned. Shadowy Veil: Increases your armor rating by 30% with Force Technique or Shadow Technique, and Cascading Debris increases movement speed by 35% for 6 seconds with Combat Technique. Additionally, when damage breaks your Mind Maze prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.
  • Sapped Mind has been removed.
  • Mind Over Matter (Redesign): Increases the durations of Resilience by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.
  • Martial Prowess (Redesign): Force Pull immobilizes its target for 3 seconds, Serenity Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Maze grants Martial Prowess, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
  • One with the Shadows (Redesign): Shadow Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants One with the Shadows, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
  • New Utility: Stalker’s Swiftness. Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.
  • New Utility: Restorative Shade. When entering stealth with Force Cloak you generate a stack of Restorative Shade and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Restorative Shade heals you for 4% of your health.
  • New Utility: Avenging Grip. Deflection grants Avenging Grip, reflecting 50% (or 100% for the Kinetic Combat discipline) of all direct single target tech and Force damage back at the attacker. Avenging Grip lasts for 12 seconds and does not absorb incoming damage.

Sith Inquisitor

  • Thrash is now Assassin exclusive.
  • Force Lightning is now Sorcerer exclusive with a 30-meter range.
  • Crushing Darkness is now Sorcerer exclusive with a 30-meter range.
  • Phase Walk is now Sorcerer exclusive.

Sorcerer

  • Transmission (Update): Increases the range of Shock, Jolt, Death Field, and Force Slow by 20 meters. Also, increases the duration of Whirlwind to 60 seconds.

Corruption

  • Efficacious Currents (Redesign): Reduces the Force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%.
  • New Passive Ability: Sustaining Darkness. Static Barrier grants 10 charges of Sustaining Darkness to the target. When Static Barrier concludes, the target is healed for additional health per remaining charge of Sustaining Darkness. Targets of your Sustaining Darkness will lose a charge of Sustaining Darkness each time you directly heal them.

Lightning

  • New Passive Ability: Convulsing Currents. Shock deals 20% more damage to targets affected by your Crushing Darkness.

Madness

  • New Passive Ability: Dark Echo. Targets hit by Death Field have a 50% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters for internal damage.

Utilities

  • Chain Shock has been removed.
  • Empty Body (Update): Increases all healing received by 5% (Down from 10%). Does not affect stolen life.
  • Dizzying Force received Whirlwind effects of Oppressing Force. Dizzying Force: Reduces target's accuracy by 20% for 8 seconds after Whirlwind ends. Additionally, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Lightning Barrier (Redesign): Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.
  • Oppressing Force has been renamed Torturous Tactics and combined with effects of Sap Strength. Torturous Tactics: Lowers the cooldown of Electrocute by 10 seconds. In addition, targets stunned by your Electrocute deal 25% less damage for 10 seconds when Electrocute wears off.
  • Sap Strength has been removed.
  • Shapeless Spirit (Redesign): Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
  • Surging Speed has been combined with effects of Force Haste and improved. Surging Speed (Update): Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% (up from 50%) while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
  • Force Haste has been removed.
  • Shifting Silhouette (Redesign): Using Phase Walk to return to its marked location grants Shifting Silhouette, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Shifting Silhouette.
  • New Utility: Galvanizing Cleanse. Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
  • New Utility: Unnatural Vigor. Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds.
  • New Utility: Enfeebling Strike. Strike the target with your lightsaber, dealing weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike.

Assassin

  • Lightning Charge is now a passive ability.
  • Discharge (Redesign): Blast the target with raw lightning, dealing energy damage over 18 seconds.
  • Entering stealth now additionally increases your stealth level by 15.
  • Blackout has been removed.
  • Dark Charge is now a Darkness exclusive passive ability.
  • Guard no longer requires Dark Charge.

Darkness

  • Dark Charge is now a passive ability.
  • Torment modifies the effects of Discharge. Discharge: Strike up to 8 nearby enemies with dark energy, dealing internal damage and generating a high amount of threat.
  • Mounting Darkness (Redesign): Deflection grants Mounting Darkness, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Discharge and Wither is increased by 30%.

Deception

  • Surging Charge is now a passive ability.
  • Surging Charge modifies the effects of Discharge. Discharge: Unleash your Static Charge, dealing internal damage. This damage scales up with each stack of Static Charge.
  • New Active Ability: Reaping Strike. Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike.
  • Induction (Update): Thrash, Lacerate, Voltaic Slash, Reaping Strike, Maul, and Assassinate grant Induction, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times.
  • Dark Embrace (Update): While in stealth mode and for 15 seconds (up from 6 seconds) after leaving stealth mode, Force regeneration is increased by 25% (down from 50%).
  • Darkswell (Redesign): Maul grants 15 seconds of Dark Embrace. While Dark Embrace is active, all damage taken is reduced by 15%.

Hatred

  • Demolish has been renamed Eradicate and redesigned. Eradicate: Crushes the target with devastating force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Shock.
  • Raze (Redesign): Melee attacks that strike a target affected by your Discharge grant Raze, finishing the cooldown on Eradicate and making your next Eradicate consume no Force. Additionally, activating Phantom Stride grants Raze, but Raze cannot occur more than once every 9 seconds.
  • Dreadful Nightmares (Update): Increases the damage dealt by Eradicate by 20%.
  • Inevitable Demise (Update): Death Field, Eradicate, and your periodic damage abilities deal 15% more damage on targets under 30% health.
  • New Passive Ability: Leeching Hunger. The damage dealt by Leeching Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.

Utilities

  • Oppressing Force has been combined with effects of Static Cling and updated. Oppressing Force: Lowers the cooldown of Electrocute by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Static Cling has been removed. Assassins can now wear wool without concern.
  • Fade (Update): Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
  • Obfuscation (Update): Increases your movement speed by 15% and your effective stealth level by 10 (up from 5).
  • Speed Surge (Updatesss): Activating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
  • Magnetism has been combined with effects of Gait Manipulation.
  • Gait Manipulation has been removed.
  • Insulation has been combined with effects of Sapped Mind and redesigned. Insulation: Increases your armor rating by 30% with Lightning Charge or Surging Charge, and Depredating Volts increases movement speed by 35% for 6 seconds with Dark Charge. Additionally, when damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.
  • Sapped Mind has been removed.
  • Disjunction (Redesign): Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.
  • Hand of Darkness (Redesign): Force Pull immobilizes its target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
  • Phasing Phantasm (Redesign): Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
  • New Utility: Reaper’s Rush. Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset.
  • New Utility: Renewing Darkness. When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.
  • New Utility: Retaliatory Grip. Deflection grants Retaliatory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and Force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not absorb incoming damage.

Smuggler

  • Take Cover is now Gunslinger exclusive.
  • Charged Burst is now Gunslinger exclusive.
  • Blaster Whip is now Scoundrel exclusive.
  • Quick Shot is now Scoundrel exclusive.
  • Dirty Kick is now Scoundrel exclusive.
  • Slice Droid has been removed.

Scoundrel

  • Entering stealth now additionally increases your stealth level by 15.
  • Sneak has been removed.
  • New Active Ability: Lacerating Blast. Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic and internal bleed damage.
  • Blaster Volley has been removed.
  • New Active Ability: Bushwhack. Exploits your Upper Hand to call in droids that fill the vicinity with spinning blades, dealing bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes an Upper Hand.

Sawbones

  • Bushwhack gets a 30-meter range boost.
  • New Passive Ability: Bootlegged Remedy. Kolto Pack grants Bootlegged Remedy, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.

Scrapper

  • Let ‘Em Have It (Update): Increases the critical chance of Lacerating Blast by 15% and its critical damage bonus by 30%.
  • Fight or Flight (Redesign): Activating Surrender increases your movement speed by 50% for 6 seconds.
  • New Passive Ability: Hot and Ready. Damage dealt by Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.

Ruffian

  • Black Market Mods (Update): Lacerating Blast spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.
  • Cheap Shots (Redesign): Increases the damage dealt by Quick Shot, Lacerating Blast, and Point Blank Shot by 5%.
  • New Passive Ability: Cut to the Quick. Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.

Utilities

  • Let Loose (Update): Lacerating Blast deals 25% more damage.
  • Curbing Shots has been renamed Curbing Strategies and combined with effects of Flash Powder. Curbing Strategies (Update): Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, when Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Flash Powder has been removed.
  • Anatomy Lessons has been combined with effects of Stopping Power.
  • Stopping Power has been removed.
  • Flee the Scene (Update): Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.
  • Dirty Trickster has been combined with effects of Sedatives.
  • Sedatives has been removed.
  • K.O. (Redesign): When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
  • Sleight of Foot (Redesign): Reduces the cooldown of Trick Move by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants an Upper Hand.
  • New Utility: Slippery Shooter. Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
  • New Utility: Sly Surrender. Surrender grants Sly Surrender, causing your next Slow-release Medpac to immediately grant two stacks. Additionally, Surrender heals you for 1% of your maximum health every second for 10 seconds and Kolto Pack delivers its heal instantly, no longer healing the target over time.
  • New Utility: Back At Ya. Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

Gunslinger

  • New Active Ability: Maim. Hurl a vibroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds.

Sharpshooter

  • New Passive Ability: Stay Down. Dealing damage with Aimed Shot to a target with less than 30% health grants Stay Down, increasing the damage of your next Quickdraw by 20%.

Saboteur

  • Sabotage Charge has been renamed Explosive Charge.
  • New Passive Ability: Sow Chaos. When Sabotage damages a target, Sow Chaos deals additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed.

Dirty Fighting

  • New Passive Ability: Bloody Mayhem. Hemorrhaging Blast applies Bloody Mayhem to the target, which causes internal damage the next time the target takes damage from your Shrap Bomb.

Utilities

  • Cool Under Pressure (Update): While in cover, you heal for 2% (up from 1%) of your total health every 3 seconds.
  • Hot Pursuit has been redesigned. Hot Pursuit: You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. Each use of Charged Burst or Dirty Blast consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
  • The effects of Cover Screen have been combined with Hold Your Ground: Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Cover Screen has been removed.
  • Pandemonium has been combined with effects of Pulse Screen.
  • Pulse Screen has been removed.
  • Plan B and C (Update): Reduces the cooldown of Below the Belt and Flash Grenade by 15 seconds.
  • Reset Engagement has been redesigned and combined with effects from Dirty Trickster. Reset Engagement: Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Speed Shot and Penetrating Rounds knocks back the target if they are within 10 meters.
  • Dirty Trickster has been removed.
  • Lumbering Impact has been combined with effects of Flash Powder.
  • Flash Powder has been removed.
  • Hold your Ground has been redesigned. Hold your Ground: Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Perfect Scheme (Update): Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.
  • New Utility: Opportunity Knocks. For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
  • New Utility: Shield Reserve. When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • New Utility: Bait and Switch. Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.
  • New Utility: Guile and Guns. Flash Grenade and Below the Belt grant Guile and Guns, allowing your next Quickdraw within 10 seconds to be used regardless of the target's remaining health and deal 15% additional damage.

Agent

  • Take Cover is now Sniper exclusive.
  • Snipe is now Sniper exclusive.
  • Shiv is now Operative exclusive.
  • Overload Shot is now Operative exclusive.
  • Debilitate is now Operative exclusive.
  • Slice Droid has been removed.

Operative

  • Entering stealth now additionally increases your stealth level by 15.
  • Sneak has been removed.
  • New Active Ability: Noxious Knives. Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic and internal poison damage.
  • Carbine Burst has been removed.
  • New Active Ability: Toxic Haze. Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes a Tactical Advantage.

Medicine

  • Toxic Haze gets a 30-meter range boost.
  • New Passive Ability: Curative Jolt. Kolto Infusion grants Curative Jolt, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds.

Concealment

  • Imperial Ammunition has been renamed Deadly Toxins and updated. Deadly Toxins: Increases the critical chance of Noxious Knives by 15% and its critical damage bonus by 30%.
  • Ghost (Redesign): Activating Countermeasures increases movement speed by 50% for 6 seconds.
  • New Passive Ability: Revealing Weakness. Damage dealt by Volatile Substance marks the target with Revealing Weakness, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.

Lethality

  • Lethal Proliferation (Update): Noxious Knives spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart.
  • Cut Down (Redesign): Increases the damage dealt by Lethal Strike, Overload Shot, and Noxious Knives by 5%.
  • New Passive Ability: Augmented Toxins. Lethal Strike grants Augmented Toxins, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.

Utilities

  • Imperial Weaponry (Update): Noxious Knives deals 25% more damage.
  • Curbing Shots has been renamed Curbing Strategies and combined with effects of Flash Powder. Curbing Strategies (Update): Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, when Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Flash Powder has been removed.
  • Precision Instruments has been combined with effects of Pin Down.
  • Pin Down has been removed.
  • Advanced Cloaking (Update): Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
  • Counterstrike has been renamed Cunning Competencies and combined with effects of Sedatives.
  • Sedatives has been removed.
  • Jarring Strike (Redesign): When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
  • Circumvention (Redesign): Reduces the cooldown of Holotraverse by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants a Tactical Advantage.
  • New Utility: Mobile Strategies. Exfiltrate grants a charge of Mobile Strategies, reducing the energy cost of your next Overload Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Overload Shot consumes a charge of Mobile Strategies and grants 10 energy.
  • New Utility: Curative Agent. Countermeasures grants Curative Agent, causing your next Kolto Probe to immediately grant two stacks. Additionally, Countermeasures heals you for 1% of your maximum health every second for 10 seconds and Kolto Infusion delivers its heal instantly, no longer healing the target over time.
  • New Utility: Blow for Blow. Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.

Sniper

  • New Active Ability: Maim. Hurl a vibroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds.

Marksmanship

  • New Passive Ability: Finish the Job. Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%.

Engineering

  • New Passive Ability: Electrified Conduit. When EMP Discharge damages a target, Electrified Conduit deals additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.

Virulence

  • Hew has been renamed Decay.
  • New Passive Ability: Toxic Surge. Weakening Blast applies Toxic Surge to the target, which causes internal damage the next time the target takes damage from your Corrosive Grenade.

Utilities

  • Vital Regulators (Update): While in cover, you heal for 2% (up from 1%) of your total health every 3 seconds.
  • Calculated Pursuit has been redesigned. Calculated Pursuit: You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
  • The effects of Cover Screen have been combined with Hold Your Ground: Reduces the cooldowns of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Cover Screen has been removed.
  • Stroke of Genius has been combined with effects of Pulse Screen.
  • Pulse Screen has been removed.
  • Evacuate (Update): Reduces the cooldown of Maim and Flash Bang by 15 seconds.
  • Reestablish Range has been redesigned and combined with effects from Counterstrike. Reestablish Range: Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.
  • Counterstrike has been removed.
  • Lumbering Impact has been combined with effects of Flash Powder.
  • Flash Powder has been removed.
  • Hold your Ground has been redesigned. Hold your Ground: Reduces the cooldowns of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Over-prepared (Update): Reduces the cooldown of Imperial Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Imperial Preparation.
  • New Utility: Controlled Chaos. For every target initially affected beyond the first, Diversion grants a charge of Controlled Chaos, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
  • New Utility: Defensive Safeguards. When Ballistic Shield is activated you gain a charge of Defensive Safeguards for each enemy inside your Ballistic Shield, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • New Utility: Tactical Retreat. Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.
  • New Utility: Executioner. Flash Bang and Maim grant Executioner, allowing your next Takedown within 10 seconds to be used regardless of the target's remaining health and deal 15% additional damage.

Trooper

  • Explosive Round is now Commando exclusive.
  • Stockstrike is now Vanguard exclusive.
  • Pulse Cannon has been renamed Ion Wave, redesigned, and is now Vanguard exclusive.
  • Plasma Cell is now a passive ability.
  • Sticky Grenade is now Commando exclusive.
  • Mortar Volley is now Commando exclusive. Vanguards receive Artillery Blitz, an exclusive redesign of Mortar Volley.

Commando

  • Supercharged Cell (Redesign): Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.
  • New Active Ability: Echoing Deterrence. Engages a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Combat Medic

  • Combat Support Cell is now a passive ability, replacing Plasma Cell.
  • Treated Wound Dressings (Redesign): Increases damage reduction by 5% and tech critical chance by 3%.
  • Potent Medicine (Redesign): Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.
  • Potent Medicine modifies the effects of Supercharged Cell. Supercharged Cell: Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and depletes 5 fewer energy cells.
  • Field Medicine (Update): Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Successive Treatment channels 20% faster.

Gunnery

  • Armor-piercing Cell is now a passive ability, replacing Plasma Cell.
  • Cover Fire modifies the effects of Supercharged Cell. Supercharged Cell: Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase armor penetration by 10% for 8 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.

Assault Specialist

  • New Passive Ability: Pre-emptive Strike. Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing additional elemental damage over 6 seconds.

Utilities

  • Tenacious Defense has been combined with effects of Kolto Wave.
  • Kolto Wave has been removed.
  • Concussive Force (Update): Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.
  • Parallactic Combat Stims (Redesign): You recharge 20 energy cells (up from 10 energy cells) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
  • Sticky Mods (Update): Charged Bolts and Grav Round reduce the movement speed of targets they damage by 40% for 9 seconds (up from 6 seconds). In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
  • Suit FOE has been combined with effects of Nightvision Scope.
  • Nightvision Scope has been removed.
  • Reflexive Battery has been combined with effects of Kolto Wave.
  • Kolto Wave has been removed.
  • Combat Shield has been combined with effects of Med Zone.
  • Med Zone has been removed.
  • Smoke Screen (Redesign): Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushbacks for the next 4 seconds. In addition, taking melee or Tech damage within 4 seconds of previously using Propulsion Round refreshes its cooldown. These effects cannot occur more than once every 40 seconds.
  • Supercharged Defense has been combined with effects of Heavy Trooper.
  • Heavy Trooper has been removed.
  • New Utility: Adrenal Surge. Adrenaline Rush heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Adrenaline Rush is increased by 2 seconds.
  • New Utility: One Man Army. Hindering a target with Electro Net grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Cell reduces the cooldown of Adrenaline Rush by 5 seconds.
  • New Utility: Trauma Stabilizers. While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.
  • New Utility: Suppression Protocols. Stealth Scan grants Suppression Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppression Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

Vanguard

  • New Active Ability: Ion Wave, a redesign of Pulse Cannon. Ion Wave: Blasts everything in a 10-meter cone with ionized energy, dealing elemental damage to up to 8 targets.
  • New Active Ability: Flak Shell. Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target.
  • New Active Ability: Artillery Blitz, a Vanguard exclusive redesign of Mortar Volley. Artillery Blitz: Call in a strike while unloading your own plasma blitz upon an area dealing kinetic and elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.
  • Guard no longer requires Ion Cell.

Shield Specialist

  • Ion Cell is now a passive ability, replacing Plasma Cell.
  • Riot Gas (Update): Throws down a canister of Riot Gas over the immediate area for 10 seconds (down from 15 seconds). Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 15% (down from 30%) melee and ranged accuracy loss.
  • Pulse Engine (Update): Direct damage attacks have a 50% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave or Ion Storm and causes your next Ion Wave or Ion Storm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.
  • Ion Storm (Redesign): Sprays waves of ionizing energy in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.

Plasmatech

  • Heated Tools (Update): Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds.
  • Pulse Generator (Update): Ion Pulse, Explosive Surge, and Plasma Flare grant Pulse Generator, increasing the damage your next Ion Wave deals by 20%, causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.
  • Fire Pulse has been renamed Plasma Flare and received new VFX.
  • Rain of Fire (Update): Ion Wave spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round.
  • Plasmatic Assault (Update): Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%.
  • Plasma Barrage (Update): Plasma Flare makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Ion Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • New Passive Ability: Overcharged Plasma. Ion Wave causes the next Plasma Flare to deal 20% more damage.

Tactics

  • High Energy Cell is now a passive ability, replacing Plasma Cell.
  • Grenadiership (Update): Reduces the cooldown of Artillery Blitz by 15 seconds and increases the damage it deals by 10%. In addition, Flak Shell deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present.
  • Tactical Accelerator (Update): Stockstrike, Tactical Surge, Flak Shell, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds.

Utilities

  • Parallactic Combat Stims (Redesign): You recharge 20 energy cells (up from 10 energy cells) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
  • The damage dealt by Reflective Armor has been reduced.
  • Entangling Tools has been combined with the effects of Neural Delay. Entangling Tools (Update): Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 25% (down from 30%) for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.
  • Accelerated Reel (Update): Reduces the cooldown of Harpoon by 10 seconds (down from 15 seconds).
  • Containment Tactics (Update): Reduces the cooldown of Cryo Grenade by 15 seconds (up from 10 seconds).
  • Efficient Tools has been combined with effects of Emergency Stims.
  • Emergency Stims has been removed.
  • Paralytic Augs (Update): Increases the stun durations of Cryo Grenade by 1 second and Neural Surge by .5 seconds.
  • Defensive Measures has been renamed Strategic Supremacy and combined with effects of Surveyed Terrain.
  • Surveyed Terrain has been removed.
  • Guard Cannon (Update): Damaging a target with your Shoulder Cannon missiles heals you for 3% (down from 5%) of your total health.
  • New Utility: Smothering Slag. Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • New Utility: Battering Blitz. Using Storm grants Battering Blitz, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
  • New Utility: Pull and Pummel. Harpoon deals tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike or Shockstrike against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • New Utility: Aim Extensions. Battle Focus grants Aim Extensions, allowing Ion Pulse, Tactical Surge, Ion Wave, Ion Storm, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize to be used at 30 meters for 15 seconds.

Bounty Hunter

  • Missile Blast is now Mercenary exclusive.
  • Rocket Punch is now Powertech exclusive.
  • Flame Thrower has been renamed Searing Wave, redesigned, and is now Powertech exclusive.
  • Combustible Gas Cylinder is now a passive ability.
  • Explosive Dart is now Mercenary exclusive.
  • Death from Above is now Mercenary exclusive. Powertechs receive Deadly Onslaught, an exclusive redesign of Death from Above.

Mercenary

  • Supercharged Gas (Redesign): Requires and converts 10 stacks of Supercharge to vent 10 heat, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.
  • New Active Ability: Responsive Safeguards. Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Bodyguard

  • Combat Support Cylinder is now a passive ability, replacing Combustible Gas Cylinder.
  • Powered Insulators (Redesign): Increases damage reduction by 5% and tech critical chance by 3%.
  • Warden (Redesign): Rapid Scan generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.
  • Warden modifies the effects of Supercharged Gas. Supercharged Gas: Requires and converts 10 stacks of Supercharge to vent 10 heat and increase healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.
  • Empowered Scans (Update): Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Progressive Scan channels 20% faster.

Arsenal

  • High Velocity Gas Cylinder is now a passive ability, replacing Combustible Gas Cylinder.
  • Pinning Fire modifies the effects of Supercharged Gas. Supercharged Gas: Requires and converts 10 stacks of Supercharge to vent 10 heat and increase armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.

Innovative Ordnance

  • New Passive Ability: Early Ignition. Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing additional elemental damage over 6 seconds.

Utilities

  • Jet Escape has been combined with effects of Kolto Jets.
  • Kolto Jets has been removed.
  • Afterburners (Update): Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.
  • Gyroscopic Alignment Jets (Redesign): You vent 20 heat (up from 10 heat) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
  • Adhesive Supplements (Update): Power Shot and Tracer Missile reduce the movement speed of targets they damage by 40% for 9 seconds (up from 6 seconds). In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
  • Infrared Sensors has been renamed Threat Sensors and combined with effects of Suit FOE.
  • Suit FOE has been removed.
  • Jet Rebounder has been combined with effects of Kolto Jets.
  • Kolto Jets has been removed.
  • Power Shield has been combined with effects of Protective Field.
  • Protective Field has been removed.
  • Smoke Screen (Redesign): Rocket Out generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushbacks for the next 4 seconds. In addition, taking melee or Tech damage within 4 seconds of previously using Rocket Out, refreshes its cooldown. These effects cannot occur more than once every 40 seconds.
  • Supercharged Defense has been combined with effects of Custom Enviro Suit.
  • Custom Enviro Suit has been removed.
  • New Utility: Kolto Surge. Kolto Overload heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Kolto Overload is increased by 2 seconds.
  • New Utility: Tag and Bag. Hindering a target with Electro Net grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Gas reduces the cooldown of Kolto Overload by 5 seconds.
  • New Utility: Trauma Regulators. While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.
  • New Utility: Battlefield Protocols. Stealth Scan grants Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

Powertech

  • New Active Ability: Searing Wave, a redesign of Flame Thrower. Searing Wave: Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets.
  • New Active Ability: Shatter Slug. Fire a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal kinetic damage to up to 8 enemies within 8 meters of the initial target.
  • New Active Ability: Deadly Onslaught, a Powertech exclusive redesign of Death from Above. Deadly Onslaught: Unloads all of your ordnances in rapid succession, dealing kinetic and elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.
  • Guard no longer requires Ion Gas Cylinder.

Shield Tech

  • Ion Gas Cylinder is now a passive ability, replacing Combustible Gas Cylinder.
  • Oil Slick (Update): Sprays an oil slick over the immediate area for 10 seconds (down from 15 seconds). Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffering a 15% (down from 30%) melee and ranged accuracy loss.
  • Flame Engine (Update): Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave or Firestorm and causes your next Searing Wave or Firestorm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.
  • Firestorm (Redesign): Incinerates everything in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Can be used while moving.

Pyrotech

  • Heated Tools (Update): Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.
  • Superheated Flame Thrower (Update): Flame Burst, Flame Sweep, and Immolate grant Superheated Flamethrower, increasing the damage your next Searing Wave deals by 20% causing it to slow affected targets by 45%. This effect can stack up to 2 times.
  • Rain of Fire (Update): Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile.
  • Firebug (Update): Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%.
  • Flame Barrage (Update): Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • New Passive Ability: Consuming Flames. Searing Wave causes the next Immolate to deal 20% more damage.

Advanced Prototype

  • High Energy Gas Cylinder is now a passive ability, replacing Combustible Gas Cylinder.
  • Prototype Missile Silos (Update): Reduces the cooldown of Deadly Onslaught by 15 seconds and increases the damage it deals by 10%. In addition, Shatter Slug deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.
  • Prototype Particle Accelerator (Update): Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.

Utilities

  • Gyroscopic Alignment Jets (Redesign): You vent 20 heat (up from 10 heat) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
  • The damage dealt by Reflective Armor has been reduced.
  • Suppressive Tools has been combined with the effects of Neural Delay. Suppressive Tools (Update): Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% (down from 30%) for 3 seconds. Additionally, Neural Darts slows the target by 50% for 6 seconds.
  • Accelerated Reel (Update): Reduces the cooldown of Grapple by 10 seconds (down from 15 seconds).
  • Prototype Electro Surge (Update): Reduces the cooldown of Electro Dart by 15 seconds (up from 10 seconds).
  • Efficient Suit has been combined with effects of Automated Suit.
  • Automated Suit has been removed.
  • Enhanced Paralytics (Update): Increases the stun durations of Electro Dart by 1 second and Carbonize by .5 seconds.
  • No Escape has been renamed Adaptable Assailant and combined with effects of Explored Area.
  • Explored Area has been removed.
  • Shield Cannon (Update): Damaging a target with your Shoulder Cannon missiles heals you for 3% (down from 5%) of your total health.
  • New Utility: Mutilating Shards. Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • New Utility: Battering Ram. Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
  • New Utility: Reel and Rattle. Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • New Utility: Pressure Overrides. Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30m for 15 seconds.

Crew Skills

  • All Crew Skills have had their skill cap increased to 600. All Crew Skills now have new 550-600 skill schematics on their respective trainers, and new Missions for 550-600.
  • New Grade 10 Materials are now available for all Skills.
  • New Grade 10 Schematics are now available for all Skills.
  • New Grade 10 Missions are now available for all Skills.
  • New harvesting nodes are now available for all Skills. These can be found in the Zakuulan Swamp and Zakuul cities alongside the Grade 9 harvesting nodes.

Armormech

  • New Grade 10 Armor Assembly Component.
  • New Rating 220 & 228 Armor.
  • New MK-10 Augment Kit.
  • Rating 220 & 228 Endurance Armorings.

Synthweaving

  • New Grade 10 Synth Bonded Attachment.
  • New Rating 220 & 228 Armor.
  • New MK-10 Augment Kit.
  • Rating 220 & 228 Mastery Armorings.

Armstech

  • New Grade 10 Arms Assembly
  • New Rating 220 & 228 Weapons & Offhands.
  • New MK-10 Augment Kit.
  • Rating 220 & 228 Barrels.

Artifice

  • New Grade 10 Artifice Bonded Attachment
  • New Rating 220 & 228 Weapons
  • New Rating 220 & 228 Off-hands
  • Rating 220 & 228 Hilts
  • New Rating 220 & 228 Relics
  • New Dye Modules
  • New Color Crystals

Cybertech

  • New Grade 10 Cyber Assembly Component.
  • New Rating 220 & 228 Earpieces.
  • Rating 220 & 228 Mods & Enhancements.

Biochem

  • New Grade 10 Cell Graft.
  • New Rating 220 & 228 Implants.
  • New Grade 10 Stimpaks, Adrenals, & Medpacks.

Flashpoints + Operations

  • Equipment no longer drops in Operations and have been replaced with Crafting Schematics of modifications. In addition, the amount of crafting materials dropped has been increased.
  • The Star Fortresses and Eternal Championship are both bolstered to level 70. They are still accessible beginning at level 65.
  • High-Priority Target Mode Operations have ended. There are no longer Operations each week that are selected as High-Priority Targets.

Interface

Menu Bar


The HUD’s main menu bar has been refactored into a much more compact pulldown bar, allowing us to add new systems and content without filling up your screen, and giving you more room to dock quickbars and other HUD elements along the top of the screen.

  • Keyboard shortcuts are displayed next to the menu items, instead of in a large tooltip on the other side of the screen.
  • The floating Cartel Market menu has been removed, and entry points to those systems now live in the main Menu Bar.
  • In addition to the previously accessible menu items, the following have been added to the menu bar for easy access:
    • Galactic Command (new feature)
    • Command Stash (new feature)
    • Chapters
    • Collections
    • Interface Editor
    • World Map
    • Codex
    • Tutorials

Galactic Command


Upon reaching level 70, subscribers will have full access to the new Galactic Command UI (default shortcut: CTRL-G), where you can quickly jump into any activity in the game to advance your max level character’s power. Features of the Galactic Command UI include:

  • Immediately travel to Planetary Missions (which include Heroic and Daily Area missions) as well as Story Mode Flashpoints.
  • Quickly and simultaneously queue for Flashpoints, Uprisings, Warzones, Operations, and Starfighter matches.
  • View your current Command Experience Points and progress towards your next Command Rank, as well as access to any Command Crates you have accrued.

View your server’s Galactic Alignment to see the current status of the battle between the light side and the dark side on your server.

Chapter Difficulty

The Chapters window has been updated to allow replaying of previous chapters on either “Story” or “Veteran” difficulty levels.

  • Previous chapters are now displayed in a list on the left side of the window. Medals denote which difficulties at which you have completed each chapter.
  • The selected chapter’s difficulty can be changed via the Difficulty dropdown next to the Launch button.
  • You may also change the current chapter’s difficulty by:
    • Right-clicking the player portrait, or
    • Selecting the chapter’s entry in the Mission Log and selecting a new difficulty at the bottom of the window

Player Flair


In addition to the “Legendary” status, players can earn new portrait and nameplate decorations (Flair) by increasing their Command Rank or via purchase in the Cartel Market. You can choose which Flair you want to display (or disable it altogether) from the “Title Select” dropdown in the Character Sheet.

Command Stash

Command Crates may be opened via the Command Stash, which functions similarly to a lightweight Pack Explorer.

  • Crates in your inventory will appear in the left pane.
  • Click “OPEN” to open the crate, after which your awarded contents will appear in your item stash on the right.
  • When you are ready to transfer your items from the stash to your inventory, simply select them and click “CLAIM”.
  • You may also DISINTEGRATE items, which will destroy them in exchange for Command Points.
    • As you select items, your Command Rank bar will update with a preview of how many cumulative points you will receive for disintegrating said items.
    • Hovering over an item will also display the disintegration point value in that item’s tooltip.

Galactic Alignment


Players may choose whether their actions contribute to the Dark Side or the Light Side controlling the Galaxy. You may change this setting at any time, via either of two methods:

  • Toggling the “dark” or “light” button in the Chosen Alignment widget in the HUD (docked next to the minimap by default).
  • Toggling the “dark” or “light” button in the popup window that appears before launching an activity or when a match is found.

Miscellaneous

  • Legendary quality items are now denoted by a gold frame and text color, instead of dark indigo (which was difficult to read, and hard to discern from purple Artifact items).
  • Tooltips have been made more opaque to increase legibility in situations where lots of text may be displayed behind the tooltip (e.g., vendors)
  • Added a new “Enhanced” GUI layout, which is applied by default to newly-created Level 65 characters.
  • When creating a character from the Character Select screen, players may now choose to start at Level 1, Level 60 (Knights of the Fallen Empire) or Level 65 (Knights of the Eternal Throne).

Items + Economy

  • Expertise has been removed from the game. All items that previously had Expertise no longer have it. No other changes were made to the items other than the removal of Expertise.
  • Expertise Color Crystals have been converted to Mastery Color Crystals.
  • Unassembled Gear Tokens now have an equivalent credit value to a purchased item of that rating, allowing them to be sold to a vendor.

Missions + NPCs

  • The Knights of the Fallen Empire and Knights of the Eternal Throne Chapter 1 tutorials have been updated and streamlined. Discipline and fantasy-defining abilities are individually granted as Players progress through Chapter 1. This new, reduced selection of abilities utilizes the Enhanced layout for ease of access.
  • Mission credit income (including Heroic and Bonus Missions) has been reduced for Players in a group, and now gives a base amount of Credits plus 10% for each additional group member.
  • It is no longer possible to speak to HK-55 prior to defeating the Zakuul Invaders in Chapter VIII of Knights of the Fallen Empire.

Warzones

  • Ranked Arena Season 7 has come to a glorious conclusion! You can use your Season 7 Tokens to purchase rewards from the Giradda vendor in the Combat section of either Fleet. Players who have earned End of Season rewards will be granted their items within 7 days of November 29th. If a character who has earned rewards is transferred to a different server, the reward grant will be delayed significantly.
  • Ranked Warzone Arena Season 8 has started! Get in there and go berserk!

28 October
News

Comm Conversion Table for 5.0

Valour 0 Comments

Click here to Download Excel Comm Conversion Table


With the upcoming 5.0 update, all comms will no longer be used in game and will be converted to credits. There will be a $2M credit conversion cap and anything over that will be lost. This spreadsheet is to assist in your planning of this forth coming patch.


All things being equal, right now it is best to just spend your comms for other things and you should probably make out better before this drops.

09 September
News

5.0 Global Class Changes

Valour 0 Comments

All 5.0 datamined information thanks to https://swtor.jedipedia.net

Global changes

  • Classes have been simplified to make the game more approachable for new players.
    • It looks like base classes may have been removed from the game; you may have to choose an advanced class during character creation. This was previously only required for level 60 token characters and may now extend to level 1 characters. We don't know if and how existing base class characters will be affected.
    • Ability pruning: With base classes removed, the advanced classes will now vary further than before. Various base class abilities are now restricted to one advanced class, ensuring that ranged players won't use melee abilities (and vice versa). This improves advanced class identity and simplifies the skill bar for new players.
    • You no longer have multiple stances (Forms, Charges, Techniques, Cylinders, Cells) available at once. Instead, there is a passive stance that gets replaced depending on the current Discipline. This ensures that you cannot accidentally select the wrong stance.
    • To improve the leveling process on advanced classes, many abilities get learned earlier than before. This reduces the "keystone ability" issue where you need to relearn the rotation every time you receive an important ability. Players receive the first Discipline passive at level 10 and the first utility slot at level 14.
    • Abilities and passives that were automatically learned upon selecting an advanced class now have to be picked up from the class trainer at the respective level.
  • All casted and channeled abilities have been removed from melee classes or turned into instants, making melee players more mobile.
  • Stealthed players are now fully invisible, you can no longer see them even when you are right next to them. The stealth level increase that was previously tied to an ability (8s duration, 60s cooldown) is now always active. You can only reveal stealthed players with AoE abilities or increased stealth detection now. Players who were stealthed by an Operative's Infiltrate or a Scoundrel's Smuggle are not affected by this change; you can still see them if you are within 15 meters.
  • Guard is no longer tied to the tanking stance and can now be used by DPS players as well.
  • 60-second droid mezes have been removed from Agents/Smugglers and Marauders/Sentinels. Droids (and other NPCs) can still be mezed with the mezes from Sorcerers/Sages and Mercenaries/Commandos.
  • Sorcerers/Sages and Hatred Assassins/Serenity Shadows had nearly all abilities nerfed by 2-10%. Other classes have not seen this many nerfs to damage and healing numbers but it's possible that this has yet to happen.
  • Each Discipline receives a new passive at level 68 (new level cap is 70).
    • This does not include Disciplines where the stance was moved from the advanced class to the Discipline, because the stance counts as the new passive. Since there still must be something at level 68 for these Disciplines, one of the existing passives now won't be granted until level 68.
    • Disciplines that already included the stance received a new ability because the stance was changed from an ability to a passive.
  • The number of utilities stays at 24 but they are organized differently.
    • You can now select one additional utility, bringing the total number of slots to 8, up from 7.
    • Some utilities have been combined, which means you now only need to spend one slot to get the bonuses from what previously were two utilities.
    • Where utilities have been combined, new utilities have been added so that the total count stays at 24.
    • You are now granted each utility slot three levels earlier than before:
      • with 4.0 at levels 17, 25, 33, 41, 49, 57, 65
      • with 5.0 at levels 14, 22, 30, 38, 46, 54, 62, 70
    • Instead of three tiers with 8 utilities each, there are now four tiers with 6 utilities each.
    • As before, you need to spend a certain amount of utility points in the lower tiers before you can access the higher tiers.
      • During 4.0, the required numbers were 0, 3 and 5.
      • With 5.0, they will be 0, 2, 4 and 6.
4.0 Utility layout
SKILLFUL (requires level 17)

MASTERFUL (requires level 41)

HEROIC (requires level 57)

5.0 Utility layout
SKILLFUL (requires level 14)

MASTERFUL (requires level 30)

HEROIC (requires level 46)

LEGENDARY (requires level 62)

09 September
News

5.0 Mercenary/Commando

Valour 0 Comments

Mercenary  / Commando 

  • Two melee abilities have been removed because the Mercenary/Commando is a ranged class.
  • One of the defensive cooldowns has been slightly nerfed.
  • The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
Removed abilities
  • Rocket Punch REMOVED
     
    Rocket Punch
    Engages the jetpack, allowing you to strike the target with a heavy punch that deals <<1>> kinetic damage.
  • Flame Thrower REMOVED
     
    Flame Thrower
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets and generating 28 heat over the duration.
  • Stockstrike REMOVED
     
    Stockstrike
    Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage.
  • Pulse Cannon REMOVED
     
    Pulse Cannon
    Sprays waves of ionizing energy at targets in a 10-meter cone, dealing <<1>> elemental damage to up to 8 targets and depleting 28 energy cells over the duration.
Changed abilities
  • Kolto Overload UPDATED
     
    Kolto Overload
    Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
  • Adrenaline Rush UPDATED
     
    Adrenaline Rush
    Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
Stance now part of Discipline
  • Combustible Gas Cylinder DEFAULT
     
    Combustible Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cylinder can be active at a time.
  • High Velocity Gas Cylinder
    ONLY AS ARSENAL
     
    High Velocity Gas Cylinder
    Passive
    Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Combat Support Cylinder
    ONLY AS BODYGUARD
     
    Combat Support Cylinder
    Passive
    Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%. Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Plasma Cell DEFAULT
     
    Plasma Cell
    Activation: 1.5s Passive
    Loads your rifle with a plasma powercell, giving all of your rifle attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cell can be active at a time.
  • Armor-piercing Cell
    ONLY AS GUNNERY
     
    Armor-piercing Cell
    Activation: 1.5s Passive
    Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Only one cell can be active at a time.
  • Combat Support Cell
    ONLY AS COMBAT MEDIC
     
    Combat Support Cell
    Activation: 1.5s Passive
    Loads your cannon with a combat support cell. While active, all healing and damage done is increased by 3%. Only one cell can be active at a time.
Cosmetic changes:
  • Supercharge UPDATED
     
    Supercharge
    Passive
    Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. Requires an active cell.
  • Supercharged Gas UPDATED
     
    Supercharged Gas
    Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your active passive cylinder:
    Combat Support Cylinder: Increases healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.
    Combustible Gas Cylinder: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds.
    High Velocity Gas Cylinder: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.
  • Upgraded Arsenal UPDATED
     
    Upgraded Arsenal
    Passive
    Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%, and increases the effects of your cylinders while they are active:
    Combat Support Cylinder: Increases tech critical chance by 3%.
    Combustible Gas Cylinder: Increases ranged critical chance by 5%.
    High Velocity Gas Cylinder: Reduces the heat generated by Rail Shot by 10.
Cosmetic changes:
  • Supercharge UPDATED
     
    Supercharge
    Passive
    Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. Requires an active cell.
  • Supercharged Cell UPDATED
     
    Supercharged Cell
    Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and empower your active passive cell:
    Combat Support Cell: Increases healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and cost 5 fewer energy cells.
    Plasma Cell: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds.
    Armor-piercing Cell: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.
  • Special Munitions UPDATED
     
    Special Munitions
    Passive
    Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%, and increases the effect of your cells while they are active:
    Combat Support Cell: Increases tech critical chance by 3%.
    Plasma Cell: Increases ranged critical chance by 5%.
    Armor-piercing Cell: Reduces the energy cells depleted by High Impact Bolt by 10.

Discipline changes

Innovative Ordnance/Assault Specialist receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.

Innovative Ordnance
  • Anticipatory Ignition NEW
     
    Anticipatory Ignition
    Granted at level 68
    Passive
    Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing an additional <<1>> damage as burn over 6 seconds.
Cosmetic changes:
  • Superheated Shot UPDATED
     
    Superheated Shot
    Passive
    Rail Shot and Mag Shot ignore 30% of the target's armor, and dealing damage with either ability will always trigger your Combustible Gas Cylinder, if it is active. In addition, if Rail Shot or Mag Shot is used against a burning target, you vent 5 heat.
  • Innovative Particle Accelerator UPDATED
     
    Innovative Particle Accelerator
    Passive
    While Combustible Gas Cylinder is active, Power Shot, Unload, and Sweeping Blasters finish the cooldown on Rail Shot and Mag Shot and make the next Rail Shot or Mag Shot generate no heat. This effect cannot occur more than once every 7.5 seconds.
Assault Specialist
  • Pre-Emptive Strike NEW
     
    Pre-Emptive Strike
    Granted at level 68
    Passive
    Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing an additional <<1>> damage as burn over 6 seconds.
Cosmetic changes:
  • Scorching Bolts UPDATED
     
    Scorching Bolts
    Passive
    High Impact Bolt and Mag Bolt ignores 30% of the target's armor, and dealing damage with either ability will always trigger your Plasma Cell, if it is active. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells.
  • Ionic Accelerator UPDATED
     
    Ionic Accelerator
    Passive
    While Plasma Cell is active, Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt cost no energy cells. This effect cannot occur more than once every 7.5 seconds.
Arsenal
  • Barrage UPDATED
     
    Barrage
    Passive
    Tracer Missile and Sweeping Blasters finish the cooldown on Unload and Blazing Bolts and increases the damage dealt by the next Unload or Blazing Bolts by 10%. This effect cannot occur more than once every 8 seconds.
Cosmetic changes:
  • Terminal Velocity UPDATED
     
    Terminal Velocity
    Passive
    While High Velocity Gas Cylinder is active, You passively vent an extra 2 heat every 1.5 seconds.
  • Burst Mode UPDATED
     
    Burst Mode
    Passive
    While High Velocity Gas Cylinder is active, the Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.
Gunnery
  • Curtain of Fire UNCHANGED
     
    Curtain of Fire
    Passive
    Grav Round and Hail of Bolts finish the cooldown on Full Auto and Boltstorm and increases the damage dealt by the next Full Auto or Boltstorm by 10%. This effect cannot occur more than once every 8 seconds.
Cosmetic changes:
  • Cell Charger UPDATED
     
    Cell Charger
    Passive
    While Armor Piercing Cell is active, You passively regenerate 2 energy cells every 1.5 seconds.
  • Burst Mode UPDATED
     
    Burst Mode
    Passive
    While Armor Piercing Cell is active, the Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Celerity stacks build twice as fast and can build 3 additional stacks.
Bodyguard
Cosmetic changes:
  • Empowered Scans UPDATED
     
    Empowered Scans
    Granted at level 32 60
    Passive
    Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Rapid Scan generates an extra stack of Supercharge when activated, and Progressive Scan channels 20% faster.
  • Warden UPDATED
     
    Warden
    Granted at level 56 36
    Passive
    Rapid Scan generates an extra stack of Supercharge when activated and also increases the critical healing bonus of all heals by 15%.
  • Powered Insulators UPDATED
     
    Powered Insulators
    Granted at level 20 24
    Passive
    Increases damage reduction by 5% while Combat Support Cylinder is active.
Combat Medic
Cosmetic changes:
  • Field Medicine UPDATED
     
    Field Medicine
    Granted at level 32 60
    Passive
    Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Medical Probe generates an extra stack of Supercharge when activated, and Successive Treatment channels 20% faster.
  • Potent Medicine UPDATED
     
    Potent Medicine
    Granted at level 56 36
    Passive
    Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.
  • Treated Wound Dressings UPDATED
     
    Treated Wound Dressings
    Granted at level 20 24
    Passive
    Reduces all damage taken by 5% while Combat Support Cell is active.

Utility changes

New utilities
  • Kolto Surge NEW
     
    Kolto Surge
    Passive
    Kolto Overload heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Kolto Overload is increased by 2 seconds.
  • Tag and Bag NEW
     
    Tag and Bag
    Passive
    Hindering a target with Electro Nets grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, converting 10 stacks of Supercharge reduces the cooldown of Kolto Overload by 5 seconds.
  • Trauma Regulators NEW
     
    Trauma Regulators
    Passive
    While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.
  • Conflict Response Protocols NEW
     
    Conflict Response Protocols
    Passive
    Stealth Scan grants Conflict Response Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Conflict Response Protocols. Conflict Response Protocols stacks up to 5 times and lasts for 10 seconds.
  • Adrenal Surge NEW
     
    Adrenal Surge
    Passive
    Adrenaline Rush heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Adrenaline Rush is increased by 2 seconds.
  • One Man Army NEW
     
    One Man Army
    Passive
    Hindering a target with Electro Nets grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, converting 10 stacks of Supercharge reduces the cooldown of Adrenaline Rush by 5 seconds.
  • Trauma Stabilizers NEW
     
    Trauma Stabilizers
    Passive
    While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.
  • Suppressing Hostiles NEW
     
    Suppressing Hostiles
    Passive
    Stealth Scan grants Suppressing Hostiles, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppressing Hostiles. Suppressing Hostiles stacks up to 5 times and lasts for 10 seconds.
Merged utilities
  • Power Shield UPDATED
     
    Power Shield
    Passive
    Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
  • Protective Field REMOVED
     
    Protective Field
    Passive
    Increases all healing received by 20% while Energy Shield is active.
  • Combat Shield UPDATED
     
    Combat Shield
    Passive
    Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
  • Med Zone REMOVED
     
    Med Zone
    Passive
    Increases all healing received by 20% while Reactive Shield is active.
  • Supercharged Defense UPDATED
     
    Supercharged Defense
    Passive
    Activating Supercharged Gas increases your defense chance by 15% and grants immunity to interrupts for 8 seconds. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Custom Enviro Suit REMOVED
     
    Custom Enviro Suit
    Passive
    Increases Endurance by 3% and all healing received by 3%.
  • Supercharged Defense UPDATED
     
    Supercharged Defense
    Passive
    Activating Supercharged Cell increases your defense chance by 15% and grants immunity to interrupts for 8 seconds. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Heavy Trooper REMOVED
     
    Heavy Trooper
    Passive
    Increases Endurance by 3% and all healing received by 3%.
  • Jet Rebounder UPDATED
     
    Jet Rebounder
    Passive
    Increases the damage dealt by Jet Boost by 30% and heals you and up to 7 other allies within range for <<2>>. In addition, taking damage reduces the active cooldown of Jet Boost by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Kolto Jets REMOVED
     
    Kolto Jets
    Passive
    Jet Boost heals you and up to 7 other allies within range for <<2>>.
  • Reflexive Battery UPDATED
     
    Reflexive Battery
    Passive
    Increases the damage dealt by Concussion Charge by 30% and heals you and up to 7 other allies within range for <<2>>. In addition, taking damage reduces the active cooldown of Concussion Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Kolto Wave REMOVED
     
    Kolto Wave
    Passive
    Concussion Charge heals you and up to 7 other allies within range for <<2>>.
  • Suit FOE
    Threat Sensors
    RENAMED
     
    Suit FOE Threat Sensors
    Passive
    Increases stealth detection level by 3, melee and ranged defense by 3%, and reduces the cooldown of Stealth Scan by 5 seconds. Additionally, When you activate Cure on yourself, a Foreign Object Excisor reduces all periodic damage taken is reduced by 30% for 12 seconds.
  • Infrared Sensors REMOVED
     
    Infrared Sensors
    Passive
    Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.
  • Suit FOE NOT YET CHANGED
     
    Suit FOE
    Passive
    When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by 30% for 12 seconds.
  • Nightvision Scope REMOVED
     
    Nightvision Scope
    Passive
    Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.
Updated utilities
  • Smoke Screen UPDATED
     
    Smoke Screen
    Passive
    Rocket Out generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds. Taking melee or Tech damage within 4 seconds of previously using Rocket Out, refreshes its cooldown. This effect cannot occur more than once every 40 seconds.
  • Gyroscopic Alignment Jets UPDATED
     
    Gyroscopic Alignment Jets
    Passive
    You vent 10 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing.
  • Jet Escape UPDATED
     
    Jet Escape
    Passive
    Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.
  • Adhesive Supplements UPDATED
     
    Adhesive Supplements
    Passive
    Power Shot and Tracer Missile reduce the movement speed of targets they damage by 40% for 6 9 seconds. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
  • Smoke Screen UPDATED
     
    Smoke Screen
    Passive
    Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds. Taking melee or Tech damage within 4 seconds of previously using Propulsion Round, refreshes its cooldown. This effect cannot occur more than once every 40 seconds.
  • Parallactic Combat Stims UPDATED
     
    Parallactic Combat Stims
    Passive
    You recharge 10 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
  • Tenacious Defense UPDATED
     
    Tenacious Defense
    Passive
    Reduces the cooldown of Concussion Charge by 5 seconds, Propulsion Round by 3 seconds and Tenacity by 30 seconds.
  • Sticky Mods UPDATED
     
    Sticky Mods
    Passive
    Charged Bolts and Grav Round reduce the movement speed of targets they damage by 40% for 6 9 seconds. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
Cosmetic changes:
  • Afterburners UPDATED
     
    Afterburners
    Passive
    Rocket Punch Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.
Cosmetic changes:

09 September
News

5.0 Powertech/Vanguard

Valour 0 Comments

Powertech  / Vanguard 

  • The AoE abilities have been reworked.
  • The tanking stance requirement has been removed from Guard, allowing DPS players to use Guard.
  • One of the defensive cooldowns has been slightly nerfed.
  • Leaping to a target now deals 33% less damage to ensure it is not overpowered in combination with the new Battering Ram utility.
  • The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
Replaced abilities
  • Flame Thrower REMOVED
     
    Flame Thrower
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets and generating 28 heat over the duration.
  • Searing Wave NEW
     
    Searing Wave
    3s channel
    Range: 10m
    Cooldown: 18s
    Heat: 20
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets.
  • Pulse Cannon REMOVED
     
    Pulse Cannon
    Sprays waves of ionizing energy at targets in a 10-meter cone, dealing <<1>> elemental damage to up to 8 targets and depleting 28 energy cells over the duration.
  • Ion Squall NEW
     
    Ion Squall
    3s channel
    Range: 10m
    Cooldown: 18s
    Energy cells: 20
    Jolts everything in a 10-meter cone with a ion pulse, dealing <<1>> elemental damage to up to 8 targets.
  • Death from Above REMOVED
     
    Death from Above
    Rains death from above, firing a volley of missiles that deal <<1>> kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.
  • Ordnance Onslaught NEW
     
    Ordnance Onslaught
    3s channel
    Range: 10m
    Cooldown: 45s
    Heat: 30
    Unloads all of your ordnances in rapid succession, casting jets of fire, rails shots, and other munitions that deal <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.. This ability is channeled over 3 seconds and usable while mobile.
  • Mortar Volley REMOVED
     
    Mortar Volley
    Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration.
  • Artillery Blitz NEW
     
    Artillery Blitz
    3s channel
    Range: 10m
    Cooldown: 45s
    Energy cells: 30
    Unloads all of your ordnances in rapid succession dealing <<1>> kinetic damage and <<2>> elemental damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.. This ability is channeled over 3 seconds and usable while mobile.
  • Missile Blast REMOVED
     
    Missile Blast
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
  • Explosive Dart REMOVED
     
    Explosive Dart
    Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 8 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast.
  • Shatter Slug NEW
     
    Shatter Slug
    Instant
    Range: 10m
    Cooldown: 15s
    Heat: 15
    Fires a high impact slug from your wrist launcher, instantly exploding on contact with the target dealing <<1>> kinetic damage to 8 enemies in an 8m area.
  • Explosive Round REMOVED
     
    Explosive Round
    Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak targets within 5 meters of the primary target. If the primary target is a weak or standard enemy, it is knocked to the ground.
  • Sticky Grenade REMOVED
     
    Sticky Grenade
    Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals <<1>> kinetic damage to up to 8 enemies when it detonates. Standard and weak targets are knocked back from the blast.
  • Flak Shell NEW
     
    Flak Shell
    Instant
    Range: 10m
    Cooldown: 15s
    Energy cells: 15
    Fires a high velocity shell, instantly exploding on contact with the target dealing <<1>> kinetic damage to 8 enemies in an 8m area.
Changed abilities
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Gas Cylinder.
  • Kolto Overload UPDATED
     
    Kolto Overload
    Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
  • Jet Charge UPDATED
     
    Jet Charge
    Jet to a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover.

    Damage was nerfed by 33%.
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell.
  • Adrenaline Rush UPDATED
     
    Adrenaline Rush
    Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
  • Storm UPDATED
     
    Storm
    Storm a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover.

    Damage was nerfed by 33%.
Stance now part of Discipline
  • Combustible Gas Cylinder DEFAULT
     
    Combustible Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cylinder can be active at a time.
  • High Energy Gas Cylinder
    ONLY AS ADVANCED PROTOTYPE
     
    High Energy Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 3%. Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Ion Gas Cylinder
    ONLY AS SHIELD TECH
     
    Ion Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cylinder is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%.

    Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Plasma Cell DEFAULT
     
    Plasma Cell
    Activation: 1.5s Passive
    Loads your rifle with a plasma powercell, giving all of your rifle attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cell can be active at a time.
  • High Energy Cell
    ONLY AS TACTICS
     
    High Energy Cell
    Activation: 1.5s Passive
    Loads your rifle with a high-energy powercell. While active, all energy and kinetic damage dealt is increased by 3%. Only one cell can be active at a time.
  • Ion Cell
    ONLY AS SHIELD SPECALIST
     
    Ion Cell
    Activation: 1.5s Passive
    Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cell is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Only one cell can be active at a time.
  • Prototype Cylinders UPDATED
     
    Prototype Cylinders
    Passive
    Increases the effect of your gas cylinders while they are active:
    Combustible Gas Cylinder: Increases critical hit chance of elemental attacks by 3%.
    Ion Gas Cylinder: Increases the damage dealt by Ion Gas Cylinder by 10%.
    High Energy Gas Cylinder: Further increases all energy and kinetic damage dealt by 2%.
  • Blaster Augs NOT YET CHANGED
     
    Blaster Augs
    Passive
    Increases the effect of your cells while they are active:
    Plasma Cell: Increases the critical hit chance of elemental attacks by 3%.
    Ion Cell: Increases the damage dealt by Ion Cell by 10%.
    High Energy Cell: Further increases all energy and kinetic damage dealt by 2%.

Discipline changes

Pyrotech/Plasmatech receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.

Pyrotech
  • Consuming Conflagration NEW
     
    Consuming Conflagration
    Passive
    Searing Wave causes the next Immolate to deal 20% more damage.
  • Superheated Flame Thrower Superheated Flamethrower UPDATED
     
    Superheated Flame Thrower Superheated Flamethrower
    Passive
    While Combustible Gas Cylinder is active, Flame Burst, Flame Sweep, and Immolate grant Superheated Flame Thrower Superheated Flamethrower, increasing the damage your next Flame Thrower Searing Wave deals by 20% causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.
Plasmatech
  • Sweltering Sear NEW
     
    Sweltering Sear
    Passive
    Ion Squall causes the next Fire Pulse to deal 20% more damage.
  • Pulse Generator UPDATED
     
    Pulse Generator
    Passive
    While Plasma Cell is active, Ion Pulse, Explosive Surge, and Fire Pulse grant Pulse Generator, increasing the damage your next Pulse Cannon Ion Squall deals by 20%, causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.
Cosmetic changes:
  • Charged Gauntlets UPDATED
     
    Charged Gauntlets
    Passive
    While Combustible Gas Cylinder is active, Activating Flaming Fist makes your next Rail Shot an automatic critical hit.
  • Heat Flow Recycler UPDATED
     
    Heat Flow Recycler
    Passive
    While Combustible Gas Cylinder is active, you vent Your Combustible Gas Cylinder vents 2 heat every 1.5 seconds.
  • Volatile Igniter UPDATED
     
    Volatile Igniter
    Passive
    Flaming Fist, Flame Burst, and Flame Sweep trigger Combustible Gas Cylinder, if it is active, on all affected targets.
  • Flame Barrage UPDATED
     
    Flame Barrage
    Passive
    Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Flame Thrower Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • Firebug UPDATED
     
    Firebug
    Passive
    Increases the critical bonus damage of Flame Thrower Searing Wave, Flaming Fist, Scorch, and Immolate by 10%.
  • Heated Tools UPDATED
     
    Heated Tools
    Passive
    Reduces the cooldown of Flame Thrower Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.
  • Rain of Fire UPDATED
     
    Rain of Fire
    Passive
    Flame Thrower Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile.
  • Immolate UNCHANGED
     
    Immolate
    Sprays the target with fuel and ignites it into a fireball that deals <<1>> elemental damage.
Cosmetic changes:
  • Hyper Assault Cell UPDATED
     
    Hyper Assault Cell
    Passive
    While Plasma Cell is active, Activating Shockstrike makes your next High Impact Bolt an automatic critical hit.
  • Cell Generator UPDATED
     
    Cell Generator
    Passive
    While Plasma Cell is active, you generate Plasma Cell regenerates 2 energy cells every 1.5 seconds.
  • Ionized Ignition UPDATED
     
    Ionized Ignition
    Passive
    Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell, if it is active, on all affected targets.
  • Plasma Barrage UPDATED
     
    Plasma Barrage
    Passive
    Fire Pulse makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Pulse Cannon Ion Squall will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • Plasmatic Assault UPDATED
     
    Plasmatic Assault
    Passive
    Increases the critical bonus damage of Pulse Cannon Ion Squall, Shockstrike, Plasmatize, and Fire Pulse by 10%.
  • Heated Tools UPDATED
     
    Heated Tools
    Passive
    Reduces the cooldown of Pulse Cannon Ion Squall by 3 seconds and causes Shockstrike to root its target for 2 seconds.
  • Rain of Fire UPDATED
     
    Rain of Fire
    Passive
    Pulse Cannon Ion Squall spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round.
  • Fire Pulse Plasma Flare RENAMED
     
    Fire Pulse Plasma Flare
    Emits a fiery pulse energetic plasma wave, dealing <<1>> elemental damage to the target.
Advanced Prototype
Cosmetic changes:
  • Prototype Rail UPDATED
     
    Prototype Rail
    Passive
    While High Energy Gas Cylinder is active, Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target's armor, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade's bleed effect, if present.
  • Energy Burst UPDATED
     
    Energy Burst
    Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing <<1>> energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Gas Cylinder is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.
  • Critical Ventilation UPDATED
     
    Critical Ventilation
    Passive
    Increases ranged and tech critical chance by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Lodes while High Energy Gas Cylinder is active.
  • Prototype Missile Silos UPDATED
     
    Prototype Missile Silos
    Passive
    Reduces the cooldown of Death from Above Ordnance Onslaught by 15 seconds and increases the damage it deals by 10%. In addition, Explosive Dart Shatter Slug deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.
  • Prototype Particle Accelerator UPDATED
     
    Prototype Particle Accelerator
    Passive
    While High Energy Gas Cylinder is active, Rocket Punch, Magnetic Blast, Explosive Dart Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.
Tactics
Cosmetic changes:
  • High Friction Bolts UPDATED
     
    High Friction Bolts
    Passive
    While High Energy Cell is active, High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target's armor, regenerates 5 energy cells if it hits a bleeding target, and refreshes the duration of your Gut's bleed effect, if present.
  • Cell Burst UPDATED
     
    Cell Burst
    Unleashes your High Energy Cell's stored energy to decimate the target, dealing <<1>> energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Cell is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.
  • Critical Recharge UPDATED
     
    Critical Recharge
    Passive
    Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes while High Energy Cell is active.
  • Grenadiership UPDATED
     
    Grenadiership
    Passive
    Reduces the cooldown of Mortar Volley Artillery Blitz by 15 seconds and increases the damage it deals by 10%. In addition, Sticky Grenade Flak Shell deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present.
  • Tactical Accelerator UPDATED
     
    Tactical Accelerator
    Passive
    While High Energy Cell is active, Stockstrike, Tactical Surge, Sticky Grenade Flak Shell, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds.
Shield Tech
  • Firestorm UPDATED
     
    Firestorm
    3s channel Instant
    Heat: 20
    Incinerates everything in a 10-meter cone, generating 28 heat and dealing <<1>> elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.

    Replaces Flame Thrower Searing Wave.
  • Flame Engine UPDATED
     
    Flame Engine
    Passive
    While Ion Gas Cylinder is active, Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Flame Thrower Searing Wave or Firestorm and causes your next Flame Thrower Searing Wave or Firestorm to generate no heat and channel twice as fast deal 100% more damage. This effect cannot occur more than once every 15 seconds.
  • Oil Slick UPDATED
     
    Oil Slick
    Sprays an oil slick over the immediate area for 15 10 seconds. Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffering a 30% 15% melee and ranged accuracy loss.
Shield Specialist
  • Ion Storm UPDATED
     
    Ion Storm
    Channel time: 3s Instant
    Energy cells: 20
    Sprays waves of ionizing energy in a 10-meter cone, depleting 28 energy cells and dealing <<1>> elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.

    Replaces Pulse Cannon.
  • Pulse Engine UPDATED
     
    Pulse Engine
    Passive
    While Ion Cell is active, Direct damage attacks have a 50% chance to trigger Pulse Engine, which finishes the cooldown on Pulse Cannon Ion Squall or Ion Storm and causes your next Pulse Cannon Ion Squall or Ion Storm to deplete no energy cells and channel twice as fast deal 100% more damage. This effect cannot occur more than once every 15 seconds.
  • Riot Gas UPDATED
     
    Riot Gas
    Throws down a canister of Riot Gas over the immediate area for 15 10 seconds. Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 30% 15% melee and ranged accuracy loss.
Cosmetic changes:
  • Combust UPDATED
     
    Combust
    Passive
    While Ion Gas Cylinder is active, Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds.
  • Ion Overload UPDATED
     
    Ion Overload
    Passive
    While Ion Gas Cylinder is active, Dealing damage with Rocket Punch triggers Ion Gas Cylinder on the target and dealing damage with Rail Shot triggers Ion Gas Cylinder on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for <<1>> additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
  • Ion Screen UPDATED
     
    Ion Screen
    Passive
    Further Increases damage reduction while Ion Gas Cylinder is active by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
Cosmetic changes:
  • Static Field UNCHANGED
     
    Static Field
    Passive
    While Ion Cell is active, Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds.
  • Ion Overload UNCHANGED
     
    Ion Overload
    Passive
    While Ion Cell is active, dealing damage with Stockstrike triggers Ion Cell on the target and dealing damage with High Impact Bolt triggers Ion Cell on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Cell deals damage, it will also shock the target for <<1>> additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
  • Ion Shield UPDATED
     
    Ion Shield
    Passive
    Further Increases damage reduction while Ion Cell is active by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.

Utility changes

New utilities
  • Reel and Rattle NEW
     
    Reel and Rattle
    Passive
    Grapple deals <<1>> tech damage to pulled targets and grants Silence is Golden, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • Mutilating Shards NEW
     
    Mutilating Shards
    Passive
    Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Override Pressure Limiters NEW
     
    Override Pressure Limiters
    Passive
    Explosive Fuel grants Override Pressure Limiters, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Ordnance Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30m for 15 seconds.
  • Tow and Trounce NEW
     
    Tow and Trounce
    Passive
    Harpoon deals <<1>> tech damage to pulled targets and grants Silence is Golden, causing your next Stockstrike or Shockstrike against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • Smothering Slag NEW
     
    Smothering Slag
    Passive
    Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Override Energy Constraints NEW
     
    Override Energy Constraints
    Passive
    Battle Focus grants Override Energy Constraints, allowing Ion Pulse, Tactical Surge, Ion Squall, Ion Storm, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize to be used at 30m for 15 seconds.
Merged utilities
  • Suppressive Tools UPDATED
     
    Suppressive Tools
    Passive
    Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 30% for 3 seconds. Additionally, Neural Darts slows the target by 50% for 6 seconds.
  • Neural Delay REMOVED
     
    Neural Delay
    Passive
    Neural Dart slows the target by 50% for 6 seconds.
  • Entangling Tools UPDATED
     
    Entangling Tools
    Passive
    Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 30% for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.
  • Neural Delay REMOVED
     
    Neural Delay
    Passive
    Neural Jolt slows the target by 50% for 6 seconds.
  • Efficient Suit UPDATED
     
    Efficient Suit
    Passive
    Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
  • Automated Suit REMOVED
     
    Automated Suit
    Passive
    Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.
  • Efficient Tools UPDATED
     
    Efficient Tools
    Passive
    Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cell cost of Cryo Grenade and Neural Surge.
  • Emergency Stims REMOVED
     
    Emergency Stims
    Passive
    Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.
  • No Escape
    Adaptable Assailant
    UPDATED
     
    No Escape Adaptable Assailant
    Passive
    Grapple immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
  • Explored Area REMOVED
     
    Explored Area
    Passive
    Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
  • [no new utility added yet]
  • Defensive Measures REMOVED
     
    Defensive Measures
    Passive
    Harpoon immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds.
  • Surveyed Terrain REMOVED
     
    Surveyed Terrain
    Passive
    Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
Updated utilities
  • Battering Ram NEW
     
    Battering Ram
    Passive
    Using Jet Charge between 10 and 30 meters grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used within 10 meters of the target and deals 50% additional damage but does not cause an additional Interrupt or Immobilize. This effect cannot occur more than once every 15 seconds.
  • Jet Speed REMOVED
     
    Jet Speed
    Passive
    Activating Jet Charge grants Jet Speed, increasing movement speed by 30% for 4 seconds. The duration of Jet Speed is refreshed if attacked while it is active.
  • Battering Ram NEW
     
    Battering Ram
    Passive
    Using Storm between 10 and 30 meters grants Battering Ram, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used within 10 meters of the target and deals 50% additional damage but does not cause an additional Interrupt or Immobilize. This effect cannot occur more than once every 15 seconds.
  • Blitz REMOVED
     
    Blitz
    Passive
    Activating Storm grants Blitz, increasing movement speed by 30% for 4 seconds. The duration of Blitz is refreshed if attacked while it is active.
  • Gyroscopic Alignment Jets UPDATED
     
    Gyroscopic Alignment Jets
    Passive
    You vent 10 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing.
  • Reflective Armor UPDATED
     
    Reflective Armor
    Passive
    When Close and Personal is triggered, it will also deal <<1>> elemental damage to the attacker if the attacker is within 10 meters.

    Damage nerfed by -50%.
  • Accelerated Reel UPDATED
     
    Accelerated Reel
    Passive
    Reduces the cooldown of Grapple by 15 10 seconds.
  • Enhanced Paralytics UPDATED
     
    Enhanced Paralytics
    Passive
    Increases the stun durations of Electro Dart and Carbonize by 1 0.5 second each.
  • Prototype Electro Surge UPDATED
     
    Prototype Electro Surge
    Passive
    Reduces the cooldown of Electro Dart by 10 15 seconds.
  • Parallactic Combat Stims UPDATED
     
    Parallactic Combat Stims
    Passive
    You recharge 10 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
  • Reflective Armor UPDATED
     
    Reflective Armor
    Passive
    When Into the Fray is triggered, it will also deal <<1>> elemental damage to the attacker if the attacker is within 10 meters.

    Damage nerfed by -50%.
  • Accelerated Reel UPDATED
     
    Accelerated Reel
    Passive
    Reduces the cooldown of Harpoon by 15 10 seconds.
  • Paralytic Augs UPDATED
     
    Paralytic Augs
    Passive
    Increases the stun durations of Cryo Grenade and Neural Surge by 1 0.5 second each.
  • Containment Tactics UPDATED
     
    Containment Tactics
    Passive
    Reduces the cooldown of Cryo Grenade by 10 15 seconds.
Cosmetic changes:
  • Fuel Additives UPDATED
     
    Fuel Additives
    Passive
    Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is active being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not active being utilized.
Cosmetic changes:

09 September
News

5.0 Sniper/Gunslinger

Valour 0 Comments

Sniper  / Gunslinger 

  • The 4 second hard stun was moved to Operatives/Scoundrels, therefore Snipers/Gunslingers receive a new hard stun. The 60 second droid mez has been removed.
  • Two melee abilities have been moved to Operatives/Scoundrels because the Sniper/Gunslinger is a ranged class.
Replaced abilities
  • Debilitate REMOVED
     
    Debilitate
    Deals <<2>> energy damage and stuns the target for 4 seconds.
  • Maim NEW
     
    Maim
    Granted at level 4
    Instant
    Range: 10m
    Cooldown: 45s
    Energy: 10
    Hurls a vibroknife at the target dealing <<2>> energy damage and stunning it for 4 seconds.
  • Dirty Kick REMOVED
     
    Dirty Kick
    Stuns the target for 4 seconds and deals <<2>> kinetic damage.
  • Below the Belt NEW
     
    Below the Belt
    Granted at level 4
    Instant
    Range: 10m
    Cooldown: 45s
    Energy: 10
    Blasts the target for 4 energy damage and stuns it for <<1>> seconds.
Removed abilities
  • Shiv REMOVED
     
    Shiv
    Stabs a target for <<1>> kinetic damage.
  • Overload Shot REMOVED
     
    Overload Shot
    Blasts a target for <<1>> weapon damage.
  • Slice Droid REMOVED
     
    Slice Droid
    Hacks a droid, incapacitating it for 60 seconds. While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.
  • Blaster Whip REMOVED
     
    Blaster Whip
    Strikes the target with your weapon for <<1>> kinetic damage.
  • Quick Shot REMOVED
     
    Quick Shot
    Blasts a target for <<1>> weapon damage. Fires both blasters if dual wielding.
  • Slice Droid REMOVED
     
    Slice Droid
    Hacks a droid, incapacitating it for 60 seconds. While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.

Discipline changes

The new passives are automatically granted at level 68.

Marksmanship
  • Finish the Job NEW
     
    Finish the Job
    Passive
    Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%.
Sharpshooter
  • Stay Down NEW
     
    Stay Down
    Passive
    Dealing damage with Aimed Shot to a target with less than 30% health grants Stay Down, increasing the damage of your next Quickdraw by 20%.
Virulence
  • Wracking Erosion NEW
     
    Wracking Erosion
    Passive
    Weakening Blast applies Wracking Erosion to the target, which causes <<1>> internal damage the next time the target takes damage from your Corrosive Grenade.
Dirty Fighting
  • Hemorrhaging Havoc NEW
     
    Hemorrhaging Havoc
    Passive
    Hemorrhaging Blast applies Hemorrhaging Havoc to the target, which causes <<1>> internal damage the next time the target takes damage from your Shrap Bomb.
Cosmetic changes:
  • Cheap Shots
    Nice Try
    RENAMED
     
    Cheap Shots Nice Try
    Passive
    Increases the damage dealt by Charged Burst, Dirty Blast, and Wounding Shots by 5%. Additionally, when Shrap Bomb and Vital Shots end they are replaced by a lingering version for 5 seconds that will only deal damage when Wounding Shots deals damage.
Engineering
  • Conductive Conduit NEW
     
    Conductive Conduit
    Passive
    When EMP Discharge damages a target, Conductive Conduit deals <<1>> additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.
Saboteur
  • Sow Chaos NEW
     
    Sow Chaos
    Passive
    When Sabotage damages a target, Sow Chaos deals <<1>> additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed.
  Cosmetic changes:
  • Sabotage Charge
    Explosive Charge
    RENAMED
     
    Sabotage Charge Explosive Charge
    Attaches a sabotage charge an explosive charge to the target that detonates when the target takes damage, dealing <<1>> kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing <<2>> additional elemental damage over 3 seconds.
  • Contingency Charges UPDATED
     
    Contingency Charges
    Passive
    After Sabotage Charge Explosive Charge detonates, it drops 2 contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing <<2>> kinetic damage to the target. Contingency Charges cannot be detonated more than once every half second.
  • Insurrection UPDATED
     
    Insurrection
    Passive
    Increases the number of Contingency Charges dropped by Sabotage Charge Explosive Charge by 2. In addition, when your Contingency Charges detonate, you recover 5 energy.
  • Arsonist UPDATED
     
    Arsonist
    Passive
    Increases the critical damage dealt by Sabotage Charge Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%.
  • Independent Anarchy UPDATED
     
    Independent Anarchy
    Passive
    Increases the damage dealt by Sabotage Charge Explosive Charge, Contingency Charges, Thermal Grenade, Incendiary Grenade, and XS Freighter Flyby by 10%.
  • Dealer's Discount UPDATED
     
    Dealer's Discount
    Passive
    Reduces the energy cost of Sabotage Charge Explosive Charge, Shock Charge and Incendiary Grenade by 5.

Utility changes

New utilities
  • Executioner NEW
     
    Executioner
    Passive
    Flash Bang and Maim grant Executioner, allowing your next Takedown within 6 seconds to be used regardless of the target's remaining health and dealing 15% additional damage.
  • Fortuitous Bedlam NEW
     
    Fortuitous Bedlam
    Passive
    Diversion grants 1 stack of Fortuitous Bedlam for every two targets initially affected, increasing armor penetration by 15% per stack, lasting for 8 seconds.
  • Reinforcing Retreat NEW
     
    Reinforcing Retreat
    Passive
    Covered Escape heals you for 10% of your maximum health. Additionally, Evasion now lasts 5 seconds.
  • Counteroffensive Safeguards NEW
     
    Counteroffensive Safeguards
    Passive
    When Ballistic Shield is activated you gain a charge of Counteroffensive Safeguards for up to 4 enemies inside your Ballistic Shield. Each charge increases your damage reduction by 5%. While inside your Ballistic Shield, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked around.
  • Guile and Guns NEW
     
    Guile and Guns
    Passive
    Flash Grenade and Below the Belt grant Executioner, allowing your next Quickdraw within 6 seconds to be used regardless of the target's remaining health and dealing 15% additional damage.
  • Fruitful Rumpus NEW
     
    Fruitful Rumpus
    Passive
    Diversion grants 1 stack of Fruitful Rumpus for every two targets initially affected, increasing armor penetration by 15% per stack, lasting for 8 seconds.
  • Healing Hustle NEW
     
    Healing Hustle
    Passive
    Hightail It heals you for 10% of your maximum health. Additionally, Dodge now lasts 5 seconds.
  • Wily Resilience NEW
     
    Wily Resilience
    Passive
    When Scrambling Field is activated you gain a charge of Wily Resilience for up to 4 enemies inside your Scrambling Field. Each charge increases your damage reduction by 5%. While inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked around.
Merged utilities
  • Stroke of Genius UPDATED
     
    Stroke of Genius
    Passive
    Activating Cover Pulse makes the next Snipe or Lethal Shot activate instantly and increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Pulse Screen REMOVED
     
    Pulse Screen
    Passive
    Activating Cover Pulse increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Pandemonium UPDATED
     
    Pandemonium
    Passive
    Activating Pulse Detonator makes the next Charged Burst or Dirty Blast activate instantly and increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Pulse Screen REMOVED
     
    Pulse Screen
    Passive
    Activating Pulse Detonator increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Lumbering Impact UPDATED
     
    Lumbering Impact
    Passive
    Shatter Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, after Flash Bang ends the target's accuracy by 20% for 8 seconds.
  • Flash Powder REMOVED
     
    Flash Powder
    Passive
    Reduces target's accuracy by 20% for 8 seconds after Flash Bang ends.
  • Lumbering Impact UPDATED
     
    Lumbering Impact
    Passive
    Flourish Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, after Flash Grenade ends the target's accuracy by 20% for 8 seconds.
  • Flash Powder REMOVED
     
    Flash Powder
    Passive
    Reduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.
  • Reestablish Range UPDATED
     
    Reestablish Range
    Passive
    Striking a target with Shiv Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 50% 75% for 3 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.
  • Counterstrike REMOVED
     
    Counterstrike
    Passive
    Countermeasures will also purge all movement-impairing effects when activated.
  • Reset Engagement UPDATED
     
    Reset Engagement
    Passive
    Slapping a target with Blaster Whip Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 50% 75% for 3 6 seconds. Additionally, the final shot of Speedshot Speed Shot and Penetrating Rounds knocks back the target if they are within 10 meters.
  • Dirty Trickster REMOVED
     
    Dirty Trickster
    Passive
    Surrender will also purge movement-impairing effects when activated.
Changed utilities
  • Calculated Pursuit UPDATED
     
    Calculated Pursuit
    Passive
    You gain 4 charges of Calculated Pursuit upon exiting cover, which reduces the energy cost of Overload Shot by 100%. allow Snipe to be activated while moving. Each use of Overload Shot Snipe consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds but is also removed by consuming all charges or reentering cover. , but reentering cover removes the effect prematurely.
  • Over-prepared UPDATED
     
    Over-prepared
    Passive
    Reduces the cooldown of Imperial Preparation by 30 45 seconds and increases your damage reduction by 10% 15% for 10 15 seconds after activating Imperial Preparation.
  • Vital Regulators UPDATED
     
    Vital Regulators
    Passive
    While in cover, you heal for 1% 2% of your total health every 3 seconds.
  • Hot Pursuit UPDATED
     
    Hot Pursuit
    Passive
    You gain 4 charges of Hot Pursuit upon exiting cover, which reduces the energy cost of Quick Shot by 100%. allow Charged Burst to be activated while moving. Each use of Quick Shot Charged Burst consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds but is also removed by consuming all charges or reentering cover. , but reentering cover removes the effect prematurely.
  • Perfect Scheme UPDATED
     
    Perfect Scheme
    Passive
    Reduces the cooldown of Bag of Tricks by 30 45 seconds and increases your damage reduction by 10% 15% for 10 15 seconds after activating Bag of Tricks.
  • Cool Under Pressure UPDATED
     
    Cool Under Pressure
    Passive
    While in cover, you heal for 1% 2% of your total health every 3 seconds.
Cosmetic changes:
  • Evacuate UPDATED
     
    Evacuate
    Passive
    Reduces the cooldown of Debilitate Maim and Flash Bang by 15 seconds.
Cosmetic changes:
  • Plan B & C UPDATED
     
    Plan B & C
    Passive
    Reduces the cooldown of Dirty Kick Below the Belt and Flash Grenade by 15 seconds.
Removed utilities
  • Cover Screen REMOVED
     
    Cover Screen
    Passive
    When exiting cover, you increase your ranged defense by 20% for 6 seconds.

09 September
News

5.0 Operative/Scoundrel

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Operative  / Scoundrel 

  • Sneak has been merged into Stealth and is now always active, turning stealthed Operatives/Scoundrels invisible unless enemy players have talents to increase stealth detection.
  • Slice Droid was removed but Operatives/Scoundrels still have the 60 second mez from stealth for non-droids.
  • Cover has been removed, it is now a baseline for Snipers/Gunslingers only.
  • Snipe/Charged Burst, a 30 meter attack, was removed because the Operative/Scoundrel is a melee class; it is only usable by Snipers/Gunslingers now.
Merged abilities
  • Stealth UPDATED
     
    Stealth
    Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.
  • Sneak REMOVED
     
    Sneak
    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
  • Stealth UPDATED
     
    Stealth
    Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.
  • Sneak REMOVED
     
    Sneak
    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Removed abilities
  • Take Cover REMOVED
     
    Take Cover
    Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead.
  • Crouch REMOVED
     
    Crouch
    Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
  • Snipe REMOVED
     
    Snipe
    Shoots a target for <<1>> weapon damage.
  • Slice Droid REMOVED
     
    Slice Droid
    Hacks a droid, incapacitating it for 60 seconds. While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.
  • Take Cover REMOVED
     
    Take Cover
    Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead.
  • Crouch REMOVED
     
    Crouch
    Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
  • Charged Burst REMOVED
     
    Charged Burst
    Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding.
  • Slice Droid REMOVED
     
    Slice Droid
    Hacks a droid, incapacitating it for 60 seconds. While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.

Discipline changes

The new passives are automatically granted at level 68.

Medic
  • Curative Swell NEW
     
    Curative Swell
    Passive
    Kolto Infusion grants Curative Swell, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds.
Sawbones
  • Panacean Punch NEW
     
    Panacean Punch
    Passive
    Kolto Pack grants Panacean Punch, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.
Lethality
  • Erosive Efficacy NEW
     
    Erosive Efficacy
    Passive
    Lethal Strike grants Erosive Efficacy, increasing the critical chance and critical damage or critical healing of your periodic effects by 30% for 6 seconds.
The level 60 passive was nerfed:
  • Cut Down UPDATED
     
    Cut Down
    Passive
    Increases the damage dealt by Lethal Strike, Overload Shot, and Carbine Burst by 5%. Additionally, after using Lethal Strike you gain Cut Down for 6 seconds, which increases the damage done of Corrosive Grenade and Corrosive Dart by 10%.
Ruffian
  • Cut to the Quick NEW
     
    Cut to the Quick
    Passive
    Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical damage or critical healing of your periodic effects by 30% for 6 seconds.
The level 60 passive was nerfed:
  • Cheap Shots UPDATED
     
    Cheap Shots
    Passive
    Increases the damage dealt by Quick Shot, Blaster Volley, and Point Blank Shot by 5%. Additionally, after using Point Blank Shot you gain Cheap Shots for 6 seconds, which increases the damage done of Shrap Bomb and Vital Shot by 10%.
Concealment
  • Mutilating Methods NEW
     
    Mutilating Methods
    Passive
    Damage dealt by Volatile Substance marks the target with Mutilating Methods, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.
Because of the loss of Sneak, the level 32 passive was reworked:
  • Ghost UPDATED
     
    Ghost
    Passive
    Exiting stealth mode now finishes the cooldown of Sneak, and Sneak can now be used out of stealth mode, increasing movement speed by 50% for 6 seconds. Activating Countermeasures increases movement speed by 50% for 6 seconds.
Scrapper
  • On the Shoot NEW
     
    On the Shoot
    Passive
    Damage dealt by Blood Boiler marks the target with On the Shoot, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.
Because of the loss of Sneak, the level 32 passive was reworked:
  • Fight or Flight UPDATED
     
    Fight or Flight
    Passive
    Exiting stealth mode now finishes the cooldown of Sneak, and Sneak can now be used out of stealth mode, increasing movement speed by 50% for 6 seconds. Surrender increases your movement speed by 50% for 6 seconds.

Utility changes

We don't yet know which tier the utilities will be in.

New utilities
  • Mobile Assailer NEW
     
    Mobile Assailer
    Passive
    Exfiltrate grants a charge of Mobile Assailer, reducing the energy cost of your next Overload Shot by 100%, allowing it to be used at 30m, and making it knock the target back. Each use of Overload Shot consumes a charge of Mobile Assailer and grants 10 energy.
  • Slippery Shooter NEW
     
    Slippery Shooter
    Passive
    Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, allowing it to be used at 30m, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
  • Eye for an Eye NEW
     
    Eye for an Eye
    Passive
    Evasion grants a charge of Eye for an Eye, reflecting 150% single target Tech or Force damage while Evasion is active.
  • Back At Ya NEW
     
    Back At Ya
    Passive
    Dodge grants a charge of Back At Ya, reflecting 150% single target Tech or Force damage while Dodge is active.
  • Curative Counteragent NEW
     
    Curative Counteragent
    Passive
    Countermeasures grants Curative Counteragent, causing your next Kolto Probe to immediately grant two stacks. Additionally, Countermeasures heals you for 1% of your maximum health every second for 5 seconds.
  • [Scoundrel equivalent missing]
Merged utilities
  • Curbing Shots
    Curbing Strategies
    UPDATED
     
    Curbing Shots Curbing Strategies
    Passive
    Overload Shot and Carbine Burst reduce the movement speed of targets they damage by 40% for 6 seconds. Additionally, after Flash Bang ends the target's accuracy is reduced by 20% for 8 seconds.
  • Flash Powder REMOVED
     
    Flash Powder
    Passive
    Reduces target's accuracy by 20% for 8 seconds after Flash Bang ends.
  • Curbing Shots
    Curbing Strategies
    UPDATED
     
    Curbing Shots Curbing Strategies
    Passive
    Quick Shot and Blaster Volley reduce the movement speed of targets they damage by 40% for 6 seconds. Additionally, after Flash Bang ends the target's accuracy is reduced by 20% for 8 seconds.
  • Flash Powder REMOVED
     
    Flash Powder
    Passive
    Reduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.
  • Precision Instruments UPDATED
     
    Precision Instruments
    Passive
    Reduces the energy cost of Debilitate and Sever Tendon by 5. Sever Tendon also immobilizes the target for 2 seconds.
  • Pin Down REMOVED
     
    Pin Down
    Passive
    Sever Tendon immobilizes the target for 2 seconds.
  • Anatomy Lessons UPDATED
     
    Anatomy Lessons
    Passive
    Reduces the energy cost of Dirty Kick and Tendon Blast by 5 and makes Tendon Blast immobilize the target for 2 seconds.
  • Stopping Power REMOVED
     
    Stopping Power
    Passive
    Tendon Blast immobilizes the target for 2 seconds.
  • Counterstrike
    Cunning Competencies
    UPDATED
     
    Counterstrike Cunning Competencies
    Passive
    Countermeasures will also purge all movement-impairing effects when activated. Additionally, when Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
  • Sedatives REMOVED
     
    Sedatives
    Passive
    When Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
  • Dirty Trickster UPDATED
     
    Dirty Trickster
    Passive
    Surrender will also purge movement-impairing effects when activated. Additionally, when Tranquilizer wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
  • Sedatives NOT YET REMOVED
     
    Sedatives
    Passive
    When Tranquilizer wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
Changed utilities
  • Jarring Strike UPDATED
     
    Jarring Strike
    Passive
    When used from stealth, Backstab and Lethal Strike interrupt and immobilize knockdown the target for 3 seconds. If the target is a player, they will be interrupted and immobilized for 3 seconds.
  • Circumvention UPDATED
     
    Circumvention
    Passive
    Reduces the cooldown of Holotraverse by 10 seconds and Holotraverse can be used while immobilized and purges movement-impairing effects when used. Additionally, Holotraverse grants a Tactical Advantage.
  • K.O. UPDATED
     
    K.O.
    Passive
    When used from stealth, Back Blast and Point Blank Shot interrupt and immobilize knockdown the target for 3 seconds. If the target is a player, they will be interrupted and immobilized for 3 seconds.
  • Sleight of Foot UPDATED

09 September
News

5.0 Sith Sorcerer/Jedi Sage

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Sith Sorcerer  / Jedi Sage 

  • Thrash/Double Strike was removed because Sorcerer/Sage is a ranged class.
  • The Saber Strike auto-attack remains available, though there is a new Legendary utility that replaces Saber Strike with Enfeebling Lash (6s cooldown), immobilizing players for 3 seconds.
  • Various abilities had their damage and healing nerfed.
Removed abilities
  • Thrash REMOVED
     
    Thrash
    Strikes the target twice. Each hit deals <<1>> weapon damage.
Updated abilities
  • Force Lightning UPDATED
     
    Force Lightning
    Range: 10m 30m
    Deals <<1>> energy damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.

    Damage was nerfed by 9.8%.
  • Crushing Darkness UPDATED
     
    Crushing Darkness
    Range: 10m 30m
    Summons a dark cloud of energy to crush the target, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.

    Damage was nerfed by 4.3%.
  • Telekinetic Throw UPDATED
     
    Telekinetic Throw
    Range: 10m 30m
    Deals <<1>> kinetic damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.

    Damage was nerfed by 9.8%.
  • Mind Crush UPDATED
     
    Mind Crush
    Range: 10m 30m
    Crushes the target's mind with the Force, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.

    Damage was nerfed by 4.3%.
  • Shock UPDATED
     
    Shock
    Shocks the target for <<1>> energy damage. Standard and weak targets are additionally stunned for 3 seconds.

    Damage was nerfed by 4.1%.
  • Electrocute UPDATED
     
    Electrocute
    Electrocutes the target, dealing <<1>> energy damage and stunning it for 4 seconds.

    Damage was nerfed by 2.2%.
  • Force Slow UPDATED
     
    Force Slow
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.

    Damage was nerfed by 4.7%.
  • Phase Walk UPDATED
     
    Phase Walk
    Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 45 60 seconds when used to return to the marked location. Does not break stealth.
  • Project UPDATED
     
    Project
    Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for 3 0.5 seconds.

    Damage was nerfed by 4.1%.
  • Force Stun UPDATED
     
    Force Stun
    Deals <<1>> kinetic damage and stuns the target for 4 seconds.

    Damage was nerfed by 2.2%.
  • Force Slow UPDATED
     
    Force Slow
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.

    Damage was nerfed by 4.7%.
  • Phase Walk UPDATED
     
    Phase Walk
    Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 45 60 seconds when used to return to the marked location. Does not break stealth.
  • Lightning Strike UPDATED
     
    Lightning Strike
    Fires a charge of lightning at the target, deals <<1>> energy damage.

    Damage was nerfed by 4.7%.
  • Affliction UPDATED
     
    Affliction
    Casts a powerful Force affliction upon the target that deals <<1>> internal damage over 18 seconds.

    Damage was nerfed by 3.1%.
  • Force Storm UPDATED
     
    Force Storm
    Calls down a Force storm over the target area, consuming 60 Force and dealing <<1>> energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the storm each second.

    Damage was nerfed by 10.3%.
  • Dark Heal UPDATED
     
    Dark Heal
    Heals a friendly target for <<1>> health.

    Healing was nerfed by 7.4%.
  • Disturbance UPDATED
     
    Disturbance
    Fires a blast of telekinetic energy at the target, dealing <<1>> kinetic damage.

    Damage was nerfed by 4.7%.
  • Weaken Mind UPDATED
     
    Weaken Mind
    Weakens the target's mind, dealing <<1>> internal damage over 18 seconds.

    Damage was nerfed by 3.1%.
  • Forcequake UPDATED
     
    Forcequake
    Channels the Force into the ground at the target location, causing it to quake and tremble, consuming 60 Force and dealing <<1>> energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the quake each second.

    Damage was nerfed by 10.3%.
  • Benevolence UPDATED
     
    Benevolence
    Heals a friendly target for <<1>> health.

    Healing was nerfed by 7.4%.
Cosmetic changes:
  • Recklessness UPDATED
     
    Recklessness
    Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Force Lightning and Depredating Volts to 30 meters. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
Cosmetic changes:
  • Force Potency UPDATED
     
    Force Potency
    Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Telekinetic Throw and Cascading Debris to 30 meters. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.

Discipline changes

  • All Disciplines receive a new passive at level 68.
Lightning
  • Convulsing Currents NEW
     
    Convulsing Currents
    Granted at level 68
    Passive
    Increases the damage dealt by Shock by 20% on targets affected by Crushing Darkness.
  • Lightning Flash UPDATED
     
    Lightning Flash
    Blasts the target with a quick flash of lightning, which deals <<1>> energy damage and grants Force Flash, which reduces the activation time of your next Crushing Darkness by 0.5 seconds. This effect lasts up to 12 seconds.

    Damage was nerfed by 3.5%.
  • Chain Lightning UPDATED
     
    Chain Lightning
    Delivers an arc of lightning that deals <<1>> energy damage to up to 8 targets within 8 meters of the primary target.

    Damage was nerfed by 6.8%.
  • Lightning Bolt UPDATED
     
    Lightning Bolt
    Hurls a bolt of lightning at the target, dealing <<1>> energy damage and slowing the target by 30% for 3 seconds. Replaces Lightning Strike.

    Damage was nerfed by 5.7%.
  • Thundering Blast UPDATED
     
    Thundering Blast
    Sends a thundering blastwave at a single target that deals <<1>> internal damage. Thundering Blast automatically critically hits targets affected by your Affliction.

    Damage was nerfed by 3.5%.
Telekinetics
  • Magnifying Vibrations NEW
     
    Magnifying Vibrations
    Granted at level 68
    Passive
    Increases the damage dealt by Project by 20% on targets affected by Mind Crush.
  • Telekinetic Gust UPDATED
     
    Telekinetic Gust
    Blasts the target with a quick gust of Force power, which deals <<1>> energy damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds.

    Damage was nerfed by 3.5%.
  • Telekinetic Wave UPDATED
     
    Telekinetic Wave
    Sends a wave of telekinetic energy that deals <<1>> kinetic damage to up to 8 targets within 8 meters of the primary target.

    Damage was nerfed by 6.8%.
  • Telekinetic Burst UPDATED
     
    Telekinetic Burst
    Summons a burst of telekinetic power that deals <<1>> kinetic damage and slowing the target by 30% for 3 seconds. Replaces Disturbance.

    Damage was nerfed by 5.7%.
  • Turbulence UPDATED
     
    Turbulence
    Deals <<1>> internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.

    Damage was nerfed by 3.5%.
Madness
  • Death Ripple NEW
     
    Death Ripple
    Granted at level 68
    Passive
    Targets hit by Death Field have a 50% chance to emit a Death Ripple, damaging targets within 5m of the original target for <<1>> internal damage.
  • Force Leech UPDATED
     
    Force Leech
    Steals life from an enemy, dealing <<1>> internal damage to the target and healing you for 50% of the damage dealt.

    Damage was nerfed by 3.6%.
  • Creeping Terror UPDATED
     
    Creeping Terror
    Paralyzes the target in fear, dealing <<2>> internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.

    Damage was nerfed by 2.9%.
  • Demolish UPDATED
     
    Demolish
    Crushes the target with devastating force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Crushing Darkness.

    Damage was nerfed by 4.9%.
  • Death Field UPDATED
     
    Death Field
    Creates a death field at the target location, dealing <<1>> internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.

    Damage was nerfed by 6.0%.
  • Lightning Burns UPDATED
     
    Lightning Burns
    Passive
    Damage dealt by Force Lightning has a 20% chance and damage dealt by Force Leech has a 60% chance to apply Lightning Burns to the target, which deals <<1>> energy damage and restores 2 Force after 1 second restore 2 Force and deal <<1>> energy damage to the target.
Balance
  • Resonant Pulse NEW
     
    Resonant Pulse
    Granted at level 68
    Passive
    Targets hit by Force in Balance have a 50% chance to emit a Resonant Pulse, damaging targets within 5m of the original target for <<1>> internal damage.
  • Force Serenity UPDATED
     
    Force Serenity
    Redistributes life from an enemy, dealing <<1>> internal damage to the target and healing you for 50% of the damage dealt.

    Damage was nerfed by 3.6%.
  • Sever Force UPDATED
     
    Sever Force
    Weakens the target, freezing it in place for 2 seconds and dealing <<2>> internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds.

    Damage was nerfed by 2.9%.
  • Vanquish UPDATED
     
    Vanquish
    Vanquishes the target with mighty force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Mind Crush.

    Damage was nerfed by 4.9%.
  • Force in Balance UPDATED
     
    Force in Balance
    Deals <<1>> internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.

    Damage was nerfed by 6.0%.
  • Rippling Force UPDATED
     
    Rippling Force
    Passive
    Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Force Serenity has a 60% chance to apply Rippling Force to the target, which deals <<1>> energy damage and restores 2 Force after 1 second restore 2 Force and deal <<1>> kinetic damage to the target.
Corruption
  • Forbidding Fervor NEW
     
    Forbidding Fervor
    Granted at level 68
    Passive
    Static Barrier grants 10 charges of Forbidding Fervor to the target. When Static Barrier concludes, the target is healed for <<1>> health per remaining charge of Forbidding Fervor. Targets of your Forbidding Fervor will lose a charge of Forbidding Fervor each time you directly heal them.
  • Dark Infusion UPDATED
     
    Dark Infusion
    Heals a friendly target for <<1>> health.

    Healing was nerfed by 5.4%.
  • Roaming Mend UPDATED
     
    Roaming Mend
    Places a mending Force on a friendly target that heals them for <<1>> health the next time they take damage. After healing the target, Roaming Mend travels to another friendly target within 20 meters. Roaming Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Roaming Mend can only be placed on one target at a time.

    Healing was nerfed by 2.5%.
  • Efficacious Currents UPDATED
     
    Efficacious Currents
    Passive
    Reduces the Force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%.
Seer
  • Resonating Restitution NEW
     
    Resonating Restitution
    Granted at level 68
    Passive
    Force Armor grants 10 charges of Resonating Restitution to the target. When Force Armor concludes, the target is healed for <<1>> health per remaining charge of Resonating Restitution. Targets of your Resonating Restitution will lose a charge of Resonating Restitution each time you directly heal them.
  • Deliverance UPDATED
     
    Deliverance
    Heals a friendly target for <<1>> health.

    Healing was nerfed by 5.4%.
  • Wandering Mend UPDATED
     
    Wandering Mend
    Places a mending Force on a friendly target that heals them for <<1>> health the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time.

    Healing was nerfed by 2.5%.
  • Preservation UPDATED
     
    Preservation
    Passive
    Reduces the Force consumed by Static Barrier by 15 and reduces the duration of Force-imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%.

Utility changes

We are still analysing the changes from 5.0 patch #2 and will update this section when we are done with that.

09 September
News

5.0 Sith Assassin/Jedi Shadow

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Sith Assassin  / Jedi Shadow 

  • Two non-instant abilities are now for Sorcerers/Sages only.
  • Phase Walk is now for Sorcerers/Sages only.
  • Various abilities have been nerfed and now deal less damage.
  • Guard can now be used by DPS players.
  • Blackout has been merged into stealth.
  • The stance (Charge/Technique) is now passive and is automatically set depending on the Discipline.
Removed abilities
  • Force Lightning REMOVED
     
    Force Lightning
    Deals <<1>> energy damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
  • Crushing Darkness REMOVED
     
    Crushing Darkness
    Summons a dark cloud of energy to crush the target, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.
  • Phase Walk REMOVED
     
    Phase Walk
    Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 45 seconds when used to return to the marked location. Does not break stealth.
  • Telekinetic Throw REMOVED
     
    Telekinetic Throw
    Deals <<1>> kinetic damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
  • Mind Crush REMOVED
     
    Mind Crush
    Crushes the target's mind with the Force, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.
  • Phase Walk REMOVED
     
    Phase Walk
    Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 45 seconds when used to return to the marked location. Does not break stealth.
Updated abilities
  • Shock UPDATED
     
    Shock
    Shocks the target for <<1>> energy damage. Standard and weak targets are additionally stunned for 3 seconds.

    Damage was nerfed by 4.1%.
  • Electrocute UPDATED
     
    Electrocute
    Electrocutes the target, dealing <<1>> energy damage and stunning it for 4 seconds.

    Damage was nerfed by 2.2%.
  • Force Slow UPDATED
     
    Force Slow
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.

    Damage was nerfed by 4.7%.
  • Project UPDATED
     
    Project
    Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for 3 0.5 seconds.

    Damage was nerfed by 4.1%.
  • Force Stun UPDATED
     
    Force Stun
    Deals <<1>> kinetic damage and stuns the target for 4 seconds.

    Damage was nerfed by 2.2%.
  • Force Slow UPDATED
     
    Force Slow
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.

    Damage was nerfed by 4.7%.
  • Stealth UPDATED
     
    Stealth
    Enters stealth mode, increasing your stealth level by 15 and making your movements difficult to detect, but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.
  • Blackout REMOVED
     
    Blackout
    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
  • Stealth UPDATED
     
    Stealth
    Enters stealth mode, increasing your stealth level by 15 and making your movements difficult to detect, but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.
  • Blackout REMOVED
     
    Blackout
    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Cosmetic changes:
  • Recklessness UPDATED
     
    Recklessness
    Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Force Lightning and Depredating Volts to 30 meters. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
  • Phantom Stride NEW ICON
     
    Phantom Stride
    Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.
Cosmetic changes:
  • Force Potency UPDATED
     
    Force Potency
    Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Telekinetic Throw and Cascading Debris to 30 meters. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
  • Phantom Stride NEW ICON
     
    Phantom Stride
    Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.
Stance now part of Discipline
  • Lightning Charge DEFAULT
     
    Lightning Charge
    Activation: 1.5s Passive
    Consumes all of your available Force to charge your lightsaber with lightning Lightning pulses through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> energy damage. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.
  • Surging Charge
    ONLY AS DECEPTION
     
    Surging Charge
    Activation: 1.5s Passive
    Consumes all of your available Force to charge your lightsaber with raw surging Force, Raw Force energy surges through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> internal damage and build 1 Static Charge. Static Charge stacks up to 3 times and increases the damage dealt by your next Discharge. This effect cannot occur more than once every 6 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

    Replaces Lightning Charge.
  • Dark Charge
    ONLY AS DARKNESS
     
    Dark Charge
    Activation: 1.5s Passive
    Consumes all of your available Force to charge your lightsaber with dark energy Dark energy courses through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> internal damage and generate additional threat. Additionally, increases armor rating by 130%, shield chance by 15%, threat generation by 100%, and accuracy by 10%, and reduces all damage dealt by 10% while active. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth. Replaces Lightning Charge.
  • Force Technique DEFAULT
     
    Force Technique
    Activation: 1.5s Passive
    Consumes all your Force to assume Utilize a Force technique, giving your melee attacks a 50% chance to deal <<1>> energy damage. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.
  • Shadow Technique
    ONLY AS INFILTRATION
     
    Shadow Technique
    Activation: 1.5s Passive
    Assumes Utilize a shadow technique using all your available Force, giving your melee attacks a 50% chance to deal <<1>> internal damage and build 1 Breaching Shadow. Breaching Shadows stack up to 3 times and increase the damage dealt by your next Force Breach. This effect cannot occur more than once every 6 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

    Replaces Force Technique.
  • Combat Technique
    ONLY AS KINETIC COMBAT
     
    Combat Technique
    Activation: 1.5s Passive
    Consumes all of your available Force to assume Utilize a Combat Technique, giving your melee attacks a 50% chance to deal <<1>> internal damage and generate additional threat. Increases armor rating by 130%, shield chance by 15%, threat generation by 100%, and accuracy by 10% and reduces all damage dealt by 10% while active. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth. Replaces Force Technique.
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Dark Charge.
  • Assassin's Training UPDATED
     
    Assassin's Training
    Passive
    Increases your total Endurance by 3% and the base damage dealt by Shock by 17%. In addition, Saber Strike restores 1 Force each time it damages an enemy.
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique.
  • Shadow's Training UPDATED
     
    Shadow's Training
    Passive
    Increases your total Endurance by 3% and the base damage dealt by Project by 17%. In addition, Saber Strike restores 1 Force each time it damages an enemy.

Discipline changes

  • Hatred/Serenity receives a new passive at level 68.
  • Deception/Infiltration receives a new ability because the stance was turned from an ability into a passive.
  • Darkness/Kinetic Combat receives no new passive because it now has the passive stance. Because of the loss of Force Lightning/Telekinetic Throw, Depredating Volts is replaced by a new ability; the ability details are not yet included in the files.
Hatred
  • Sinister Succor NEW
     
    Sinister Succor
    Granted at level 68
    Passive
    The damage dealt by Leeching Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.
  • Raze UPDATED
     
    Raze
    Passive
    Melee attacks that strike a target affected by your Lightning Charge's Discharge effect grant Raze, finish finishing the cooldown on Crushing Darkness and Demolish and make making your next Crushing Darkness or Demolish activate instantly and consume no Force. Additionally, activating Phantom Stride grants Raze, but Raze This effect cannot occur more than once every 9 seconds.
  • Bloodletting UPDATED
     
    Bloodletting
    Passive
    Your damaging periodic effects have a 30% chance and activating Phantom Stride has a 100% chance to trigger Bloodletting, which finishes the active cooldown on Assassinate and makes your next Assassinate usable on a target with any health level. This effect cannot occur more than once every 15 seconds.
  • Creeping Terror UPDATED
     
    Creeping Terror
    Paralyzes the target in fear, dealing <<2>> internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.

    Damage was nerfed by 2.9%.
  • Demolish UPDATED
     
    Demolish
    Crushes the target with devastating force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Crushing Darkness.

    Damage was nerfed by 4.9%.
  • Death Field UPDATED
     
    Death Field
    Creates a death field at the target location, dealing <<1>> internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.

    Damage was nerfed by 6.0%.
Serenity
  • Propitious Poise NEW
     
    Propitious Poise
    Granted at level 68
    Passive
    The damage dealt by Serenity Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.
  • Force Strike UPDATED
     
    Force Strike
    Passive
    Melee attacks that strike a target affected by your Force Technique's Force Breach effect grant Force Strike, finish finishing the cooldown on Mind Crush and Vanquish and make making your next Mind Crush or Vanquish activate instantly and consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike This effect cannot occur more than once every 9 seconds.
  • Crush Spirit UPDATED
     
    Crush Spirit
    Passive
    Your damaging periodic effects have a 30% chance and activating Shadow Stride has a 100% chance tto trigger Crush Spirit, which finishes the active cooldown on Spinning Strike and makes your next Spinning Strike usable on a target with any health level. This effect cannot occur more than once every 15 seconds.
  • Sever Force UPDATED
     
    Sever Force
    Weakens the target, dealing <<2>> internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.

    Damage was nerfed by 2.9%.
  • Vanquish UPDATED
     
    Vanquish
    Vanquishes the target with mighty force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Mind Crush.

    Damage was nerfed by 4.9%.
  • Force in Balance UPDATED
     
    Force in Balance
    Deals <<1>> internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.

    Damage was nerfed by 6.0%.
Cosmetic changes: Cosmetic changes:
  • Mind Quell UPDATED
     
    Mind Quell
    Passive
    Increases the damage dealt by Mind Crush and Vanquish by 15%.
Deception
  • Reaping Strike NEW
     
    Reaping Strike
    Granted at level 10
    Instant
    Range: 4m
    Force: 15
    Cooldown: 18s
    Lash the target with an acrobatic strike, dealing <<1>> weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.
  • Dark Embrace UPDATED
     
    Dark Embrace
    Passive
    While in stealth mode and for 6 15 seconds after leaving stealth mode, Force regeneration is increased by 50% 25%.
  • Darkswell UPDATED
     
    Darkswell
    Passive
    Exiting stealth mode now finishes the cooldown of Blackout, and Blackout can now be used out of stealth mode, Maul granting grants 6 seconds of Dark Embrace and restoring restores 15 Force. While Dark Embrace is active, all damage taken is reduced by 25% 15%.
Infiltration
  • Vaulting Slash NEW
     
    Vaulting Slash
    Granted at level 10
    Instant
    Range: 4m
    Force: 15
    Cooldown: 18s
    Lash the target with an acrobatic strike, dealing <<1>> weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.
  • Shadow's Respite UPDATED
     
    Shadow's Respite
    Passive
    While in stealth mode and for 6 15 seconds after leaving stealth mode, Force regeneration is increased by 50% 25%.
  • Masked Assault UPDATED
     
    Masked Assault
    Passive
    Exiting stealth mode now finishes the cooldown of Blackout, and Blackout can now be used out of stealth mode, Maul granting grants 6 seconds of Shadow's Respite and restoring restores 15 Force. While Shadow's Respite is active, all damage taken is reduced by 25% 15%.
Cosmetic changes:
  • Electric Ambush UPDATED
     
    Electric Ambush
    Passive
    While Surging Charge is active, Recklessness builds 3 Static Charges, and exiting combat reduces the active cooldown of Recklessness by 60 seconds. Additionally, the critical damage dealt by Maul is increased by 30%.
  • Induction UPDATED
     
    Induction
    Passive
    Thrash, Lacerate, Voltaic Slash, Maul, and Assassinate grant Induction while Surging Charge is active, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times.
  • Saber Conduit UPDATED
     
    Saber Conduit
    Passive
    Your Surging Charge restores 9 Force over 9 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Lacerate builds charges of Voltage, and while Surging Charge is active, Discharge causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.
  • Amped Voltage UPDATED
     
    Amped Voltage
    Passive
    Increases the damage dealt by Surging Charge's Discharge by 5%. Additionally, activating Phantom Stride while Surging Charge is active builds 3 Static Charges.
Cosmetic changes:
  • Potent Shadows UPDATED
     
    Potent Shadows
    Passive
    While Shadow Technique is active, Force Potency builds 3 Breaching Shadows, and exiting combat reduces the active cooldown of Force Potency by 60 seconds. Additionally, the critical damage dealt by Shadow Strike is increased by 30%.
  • Circling Shadows UPDATED
     
    Circling Shadows
    Passive
    Double Strike, Whirling Blow, Clairvoyant Strike, Shadow Strike, and Spinning Strike grant Circling Shadows while Shadow Technique is active, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times.
  • Profundity UPDATED
     
    Profundity
    Passive
    Your Shadow Technique restores 9 Force over 9 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Whirling Blow builds charges of Clairvoyance, and while Shadow Technique is active, Force Breach causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.
  • Fracturing Force UPDATED
     
    Fracturing Force
    Passive
    Increases the damage dealt by Shadow Technique's Force Breach by 5%. Additionally, activating Shadow Stride while Shadow Technique is active builds 3 Breaching Shadows.
Darkness
  • Depredating Volts
    Discharge Darkness
    REPLACED
     
    Depredating Volts Discharge Darkness
    3s channel Instant
    Cooldown: 6s
    Force: 20
    Deals <<1>> energy damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. This ability can be channeled while moving.
  • Mounting Darkness UPDATED
     
    Mounting Darkness
    Passive
    Deflection grants Mounting Darkness, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, Increases the damage dealt by Dark Charge's Discharge and Wither is increased by 30%.
  • Premonition UPDATED
     
    Premonition
    Passive
    Increases your stealth detection level by 2 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Overcharge Saber while Dark Charge is active, damage reduction is increased by 25% for the duration.
Kinetic Combat
  • Cascading Debris
    NOT YET UPDATED
     
    Cascading Debris
    3s channel
    Deals <<1>> kinetic damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. This ability can be channeled while moving.
  • Force Break
    Pulsating Force
    UPDATED
     
    Force Break Pulsating Force
    Passive
    Deflection grants Pulsating Force, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, Increases the damage dealt by Combat Technique's Force Breach and Slow Time is increased by 30%.
  • Shadowsight UPDATED
     
    Shadowsight
    Passive
    Increases your stealth detection level by 2 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Overcharge Saber while Dark Charge is active, damage reduction is increased by 25% for the duration.
Cosmetic changes:
  • Shroud of Darkness UPDATED
     
    Shroud of Darkness
    Passive
    Increases damage reduction and Endurance by 2% and allows for Spike to be used out of stealth mode. Additionally, while Dark Charge is active, activating Recklessness will grant grants 30% shield absorption for 20 seconds.
  • Harnessed Darkness UPDATED
     
    Harnessed Darkness
    Passive
    Shock and Wither grant Harnessed Darkness, which makes the next Force Lightning or Depredating Volts used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Force Lightning or Depredating Volts by 25%. Stacks up to 3 times. At 3 stacks, each tick of Force Lightning or Depredating Volts grants Dark Protection, which increases damage reduction by 1%. Dark Protection stacks up to 4 times and lasts 12 seconds.
  • Energize UPDATED
     
    Energize
    Passive
    While Dark Charge is active, Damage dealt by Thrash, Maul, Lacerate, and Assassinate has a 30% chance to finish the cooldown on Shock and make your next Shock a critical hit. Energized Shocks that consume a charge of Recklessness deal an additional 50% critical damage.
  • Lightning Reflexes UPDATED
     
    Lightning Reflexes
    Passive
    Increases your melee and ranged defense by 4%. While Dark Charge is active Additionally, whenever you successfully shield, parry, or deflect an attack, you recover 2% of your total Force and increase the damage dealt by your next Discharge by 75%. This effect cannot occur more than once a second and does not stack.
Cosmetic changes:
  • Mental Fortitude UPDATED
     
    Mental Fortitude
    Passive
    Increases damage reduction and Endurance by 2% and allows for Spinning Kick to be used out of Stealth mode. Additionally, while Combat Technique is active, activating Force Potency will grant grants 30% shield absorption for 20 seconds.
  • Harnessed Shadows UPDATED
     
    Harnessed Shadows
    Passive
    Project and Slow Time grant Harnessed Shadows, which makes the next Telekinetic Throw or Cascading Debris used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Telekinetic Throw or Cascading Debris by 25%. Stacks up to 3 times. At 3 stacks, each tick of Telekinetic Throw or Cascading Debris grants Shadow Protection, which increases damage reduction by 1%. Shadow Protection stacks up to 4 times and lasts 12 seconds.
  • Particle Acceleration UPDATED
     
    Particle Acceleration
    Passive
    While Combat Technique is active, Damage dealt by Double Strike, Shadow Strike, Whirling Blow and Spinning Strike has a 30% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerated Projects that consume a charge of Force Potency deal an additional 50% critical damage.
  • Double-bladed Saber Tactics UPDATED
     
    Double-bladed Saber Tactics
    Passive
    Increases your melee and ranged defense by 4%. While Combat Technique is active Additionally, whenever you successfully shield, parry, or deflect an attack, you recover 2% of your total Force and increase the damage dealt by your next Force Breach by 75%. This effect cannot occur more than once a second and does not stack.

Utility changes

We are still analysing the changes from 5.0 patch #2 and will update this section when we are done with that.

09 September
News

5.0 Sith Marauder/Jedi Sentinel

Valour 0 Comments

Sith Marauder  / Jedi Sentinel 

  • Ravage/Blade Dance has been turned into an instant ability.
  • The weapon form is now a passive and automatically selected depending on the Discipline.
  • The 60 second droid mez has been removed.
Updated abilities
  • Ravage UPDATED
     
    Ravage
    3s channel Instant
    Performs a series of lightsaber attacks that deals <<1>> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding. Cannot be interrupted.
  • Blade Dance
    Blade Barrage
    UPDATED
     
    Blade Dance Blade Barrage
    3s channel Instant
    Performs a series of lightsaber attacks that deal <<1>> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding. Cannot be interrupted.
  • Force Scream UPDATED
     
    Force Scream
    Blasts the target with a Force-enhanced scream, dealing <<1>> kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds.

    Damage was nerfed by 9.2%.
  • Intimidating Roar UPDATED
     
    Intimidating Roar
    Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
  • Blade Storm UPDATED
     
    Blade Storm
    Uses the Force to project a wave of energy toward the target, dealing <<1>> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.

    Damage was nerfed by 9.2%.
  • Awe UPDATED
     
    Awe
    Confounds up to 8 nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
Cosmetic changes:
  • Strike UPDATED
     
    Strike
    Inflicts <<1>> weapon damage with a series of quick melee attacks. Generates 2 Focus. Strikes with both weapons if dual wielding.
  • Slash UPDATED
     
    Slash
    Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
Stance now part of Discipline
  • Shii-Cho Form DEFAULT
     
    Shii-Cho Form
    Activation: 1.5s Passive
    Enters Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
  • Juyo Form
    ONLY AS ANNIHILATION
     
    Juyo Form
    Activation: 1.5s Passive
    Enters Utilize an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for <<1>> seconds. Stacks up to 5 times. This effect cannot occur more than once every second.

    Replaces Shii-Cho Form.
  • Ataru Form
    ONLY AS CARNAGE
     
    Ataru Form
    Activation: 1.5s Passive
    Enters Utilize an acrobatic lightsaber form, increasing alacrity by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals <<1>> weapon damage. This effect cannot occur more than once every 1.5 seconds.

    Replaces Juyo Form Shii-Cho Form.
  • Shii-Cho Form DEFAULT
     
    Shii-Cho Form
    Activation: 1.5s Passive
    Enters Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
  • Juyo Form
    ONLY AS WATCHMAN
     
    Juyo Form
    Activation: 1.5s Passive
    Enters Utilize an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for <<1>> seconds. Stacks up to 5 times. This effect cannot occur more than once every second.

    Replaces Shii-Cho Form.
  • Ataru Form
    ONLY AS COMBAT
     
    Ataru Form
    Activation: 1.5s Passive
    Enters Utilize an acrobatic lightsaber form, increasing alacrity by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals <<1>> weapon damage. This effect cannot occur more than once every 1.5 seconds.

    Replaces Juyo Form Shii-Cho Form.
Cosmetic changes:
  • Berserk UPDATED
     
    Berserk
    Requires and converts 30 stacks of Fury to go Berserk. Lasts for 6 charges. This effect varies based on your current lightsaber form:
    Shii-Cho Form: Instantly generates 4 rage, plus 8 additional rage over the next few seconds.
    Juyo Form: Increases the critical chance of your bleed attacks by 100% and causes bleed damage to heal your group for 1% of max health each tick.
    Ataru Form: Grants 30% alacrity. Each attack consumes 1 charge.
Cosmetic changes:
  • Zen UPDATED
     
    Zen
    Requires and converts 30 stacks of Centering to enter a Zen state. Lasts for 6 charges. This effect varies based on your current lightsaber form:
    Shii-Cho Form: Instantly generates 4 focus, plus 8 additional focus over the next few seconds.
    Juyo Form: Increases the critical chance of your burn attacks by 100% and causes burn damage to heal your group for 1% of max health each tick.
    Ataru Form: Grants 30% alacrity. Each attack consumes 1 charge.
Removed abilities
  • Disable Droid REMOVED
     
    Disable Droid
    Shuts down the target droid, incapacitating it for 60 seconds. While disabled, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be disabled at a time.
  • Disable Droid REMOVED
     
    Disable Droid
    Shuts down the target droid, incapacitating it for 60 seconds. While disabled, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be disabled at a time.

Discipline changes

  • Bloody Slashes/Burning Slices was moved from Carnage/Combat to Fury/Concentration.
  • To make up for it, Carnage/Combat had part of the effect from Execute/Opportune Attack split into a new passive, Disembowel/Exercise. Because Ataru Form is now a passive, they also received a new ability, Gore/Lance.
  • Annihilation/Watchman did not receive a new passive because they received the Juyo Form passive instead.
Fury
  • Bloody Slashes NEW
     
    Bloody Slashes
    Passive
    Damage dealt by Ravage stacks a bleeding effect on the target that builds up to 3 charges and deals up to <<1>> internal damage over 9 seconds.
  • Shii-Cho Mastery UPDATED
     
    Shii-Cho Mastery
    Passive
    Shii-Cho Form increases armor penetration by 15%. Increases armor penetration by 15% and Force attack damage by 3%.
Concentration
  • Burning Slices NEW
     
    Burning Slices
    Passive
    Damage dealt by Blade Barrage stacks a burning effect on the target that builds up to 3 charges and deals up to <<1>> elemental damage over 9 seconds.
  • Shii-Cho Mastery UPDATED
     
    Shii-Cho Mastery
    Passive
    Shii-Cho Form increases armor penetration by 15%. Increases armor penetration by 15% and Force attack damage by 3%.
Cosmetic changes:
  • Furious Defense UPDATED
     
    Furious Defense
    Passive
    While Shii-Cho Form is active, Furious Strike grants Furious Defense, increasing your defense chance by 10% for 6 seconds.
  • Destruction UPDATED
     
    Destruction
    Passive
    While Shii-Cho Form is active, Berserk and Force Crush grant Destruction, increasing the damage dealt by your next Smash or Raging Burst by 15% and making your next Smash or Raging Burst consume no rage.
  • Battle Cry UPDATED
     
    Battle Cry
    Passive
    Reduces the cooldown of Obliterate by 3 seconds, and while Shii-Cho Form is active, and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generate 1 rage, rather than consume rage.
  • Rout UPDATED
     
    Rout
    Passive
    While Shii-Cho Form is active, Assault, Battering Assault, Vicious Slash, Sweeping Slash, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second.
  • Gravity Vortex UPDATED
     
    Gravity Vortex
    Passive
    Force Crush grants triggers Gravity Vortex, granting immunity to interrupts and all controlling effects for 6 seconds. This effect cannot occur more than once every 30 seconds. Additionally, Obliterate and Force Crush each consume 1 less rage.
Cosmetic changes:
  • Concentrated Defense UPDATED
     
    Concentrated Defense
    Passive
    While Shii-Cho Form is active, Concentrated Slice grants Concentrated Defense, increasing your defense chance by 10% for 6 seconds.
  • Koan UPDATED
     
    Koan
    Passive
    While Shii-Cho Form is active, Zen and Force Exhaustion grant Koan, increasing the damage dealt by your next Force Sweep or Focused Burst by 15% and making your next Force Sweep or Focused Burst consume no focus.
  • Momentum UPDATED
     
    Momentum
    Passive
    Reduces the cooldown of Zealous Leap by 3 seconds, and while Shii-Cho Form is active, and causes Force Leap and Zealous Leap to make your next Blade Storm deal 5% more damage and generate 1 focus, rather than consume focus.
  • Nimble Slashes UPDATED
     
    Nimble Slashes
    Passive
    While Shii-Cho Form is active, Strike, Zealous Strike, Slash, Cyclone Slash, Blade Storm, Dispatch, and Concentrated Slice reduce the active cooldowns of Force Sweep, Focused Burst, and Zealous Leap by 1 second.
  • Gravity Vortex UPDATED
     
    Gravity Vortex
    Passive
    Force Exhaustion grants triggers Gravity Vortex, granting immunity to interrupts and all controlling effects for 6 seconds. This effect cannot occur more than once every 30 seconds. Additionally, Zealous Leap and Force Exhaustion each consume 1 less focus.
  • Decisive Slashes UPDATED
     
    Decisive Slashes
    Passive
    Increases the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 5%. In addition, Blade Dance Blade Barrage builds 1 Centering each time it deals damage to a target, even during Zen.
Annihilation
  • Rupture UPDATED
     
    Rupture
    Stabs the target for <<1>> weapon damage and deals an additional causes it to bleed for <<2>> internal damage over 9 seconds. Requires two lightsabers.
Watchman
  • Cauterize UPDATED
     
    Cauterize
    Strikes the target for <<1>> weapon damage and deals an additional causes it to burn for <<2>> elemental damage over 9 seconds. Requires two lightsabers.
Cosmetic changes:
  • Deadly Saber UPDATED
     
    Deadly Saber
    Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target bleed for <<1>> internal damage over 6 seconds. Stacks up to 3 times. Juyo Form must be active.
  • Juyo Mastery NEW ICON
     
    Juyo Mastery
    Passive
    Your bleed effects are 2% more likely to critically hit per stack of Juyo Form.
Cosmetic changes:
  • Overload Saber UPDATED
     
    Overload Saber
    Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for <<1>> elemental damage over 6 seconds. Stacks up to 3 times. Requires Juyo Form.
  • Juyo Mastery NEW ICON
     
    Juyo Mastery
    Passive
    Your burn effects are 2% more likely to critically hit per stack of Juyo Form.
Carnage
  • Gore NEW
     
    Gore
    Cooldown: 15s
    Range: 4m
    Focus: 3
    Impales the target with both lightsabers, dealing <<1>> weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.
  • Disembowel NEW
     
    Disembowel
    Passive
    Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
  • Bloody Slashes REMOVED
     
    Bloody Slashes
    Passive
    Damage dealt by Ravage stacks a bleeding effect on the target that builds up to 3 charges and deals up to <<1>> internal damage over 9 seconds.
  • Execute UPDATED
     
    Execute
    Passive
    Damage dealt by Ataru Form Dealing damage with an Ataru Form strike grants Execute, which makes making your next Force Scream or Devastating Blast deal 5% more damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
Combat
  • Lance NEW
     
    Lance
    Cooldown: 15s
    Range: 4m
    Focus: 3
    Spears the target with both lightsabers, dealing <<1>> weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.
  • Excise NEW
     
    Excise
    Passive
    Lance sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
  • Burning Slices REMOVED
     
    Burning Slices
    Passive
    Damage dealt by Blade Dance stacks a burning effect on the target that builds up to 3 charges and deals up to <<1>> elemental damage over 9 seconds.
  • Opportune Attack UPDATED
     
    Opportune Attack
    Passive
    Damage dealt by Ataru Form Dealing damage with an Ataru Form strike grants Opportune Attack, which makes making your next Blade Storm or Clashing Blast deal 5% more damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
Cosmetic changes:
  • Frenzied Sabers UPDATED
     
    Frenzied Sabers
    Passive
    When your Ataru Form deals damage, Dealing damage with an Ataru Form strike increases your damage reduction and melee and ranged defense chance are increased by 2%. Stacks up to 3 times. Lasts 10 seconds.
  • Slaughter UPDATED
     
    Slaughter
    Passive
    Damage dealt by Ataru Form Dealing damage with an Ataru Form strike triggers Slaughter, which finishes the cooldown on Vicious Throw and makes your next Vicious Throw usable on a target at any health level without consuming any rage. This effect cannot occur more than once every 20 seconds.
  • Ataru Savvy UPDATED
     
    Ataru Savvy
    Passive
    While Ataru Form is active, Sweeping Slash triggers an Ataru Form strike on each enemy target it damages.
  • Efficient Strikes UPDATED
     
    Efficient Strikes
    Passive
    While Ataru Form is active, Berserk reduces the rage consumed by Massacre and Sweeping Slash by 1. While Berserk is active, Massacre and Sweeping Slash consume 1 less rage.
  • Gore Ferocity RENAMED
     
    Gore Ferocity
    Increases armor penetration by 100% for 3 seconds. Requires two lightsabers.
Cosmetic changes:
  • Saber Screen UPDATED
     
    Saber Screen
    Passive
    When your Ataru Form deals damage, Dealing damage with an Ataru Form strike increases your damage reduction and melee and ranged defense chance are increased by 2%. Stacks up to 3 times. Lasts 10 seconds.
  • Hand of Justice UPDATED
     
    Hand of Justice
    Passive
    Damage dealt by Ataru Form Dealing damage with an Ataru Form strike triggers Hand of Justice, which finishes the cooldown on Dispatch and makes your next Dispatch usable on a target at any health level without consuming any focus. This effect cannot occur more than once every 20 seconds.
  • Ataru Savvy UPDATED
     
    Ataru Savvy
    Passive
    While Ataru Form is active, Cyclone Slash triggers an Ataru Form strike on each enemy target it damages.
  • Efficient Strikes UPDATED
     
    Efficient Strikes
    Passive
    While Ataru Form is active, Zen reduces the focus consumed by Blade Rush and Cyclone Slash by 1. While Zen is active, Blade Rush and Cyclone Slash consume 1 less focus.

Utility changes

We are still analysing the changes from 5.0 patch #2 and will update this section when we are done with that.

09 September
News

5.0 Sith Juggernaut/Jedi Guardian

Valour 0 Comments

Sith Juggernaut  / Jedi Guardian 

  • Ravage/Blade Dance has been turned into an instant ability.
  • Saber form is now passive and automatically set depending on the Discipline.
  • Guard can be used by DPS players.
Updated abilities
  • Ravage UPDATED
     
    Ravage
    3s channel Instant
    Performs a series of lightsaber attacks that deals <<1>> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding. Cannot be interrupted.
  • Blade Dance
    Blade Barrage
    UPDATED
     
    Blade Dance Blade Barrage
    3s channel Instant
    Performs a series of lightsaber attacks that deal <<1>> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding. Cannot be interrupted.
  • Force Scream UPDATED
     
    Force Scream
    Blasts the target with a Force-enhanced scream, dealing <<1>> kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds.

    Damage was nerfed by 9.2%.
  • Intimidating Roar UPDATED
     
    Intimidating Roar
    Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
  • Blade Storm UPDATED
     
    Blade Storm
    Uses the Force to project a wave of energy toward the target, dealing <<1>> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.

    Damage was nerfed by 9.2%.
  • Awe UPDATED
     
    Awe
    Confounds up to 8 nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
Cosmetic changes:
  • Strike UPDATED
     
    Strike
    Inflicts <<1>> weapon damage with a series of quick melee attacks. Generates 2 Focus. Strikes with both weapons if dual wielding.
  • Slash UPDATED
     
    Slash
    Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
Stance now part of Discipline
  • Shii-Cho Form DEFAULT
     
    Shii-Cho Form
    Activation: 1.5s Passive
    Enters Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
  • Shien Form
    ONLY AS VENGEANCE
     
    Shien Form
    Activation: 1.5s Passive
    Enters Utilize an offensive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that consume rage will refund 1 rage when used.

    Replaces Shii-Cho Form.
  • Soresu Form
    ONLY AS IMMORTAL
     
    Soresu Form
    Activation: 1.5s Passive
    Enters Utilize a defensive lightsaber form, increasing armor rating by 60%, damage reduction by 6%, shield chance by 15%, threat generation by 100%, and accuracy by 10%. While active utilizing Soresu Form, all damage dealt is reduced by 10%, and all Assault abilities generate 1 less rage.

    Replaces Shii-Cho Form.
  • Shii-Cho Form DEFAULT
     
    Shii-Cho Form
    Activation: 1.5s Passive
    Enters Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
  • Shien Form
    ONLY AS VIGILANCE
     
    Shien Form
    Activation: 1.5s Passive
    Enters Utilize an offensive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that cost consume focus will refund 1 focus when used.

    Replaces Shii-Cho Form.
  • Soresu Form
    ONLY AS DEFENSE
     
    Soresu Form
    Activation: 1.5s Passive
    Enters Utilize a defensive lightsaber form, increasing armor rating by 60%, damage reduction by 6%, shield chance by 15%, threat generation by 100%, and accuracy by 10%. While active utilizing Soresu Form, all damage dealt is reduced by 10%, and all Strike abilities generate 1 less focus.

    Replaces Shii-Cho Form.
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.
  • Single Saber Mastery UPDATED
     
    Single Saber Mastery
    Increases the damage dealt by your weapon by 20% and grants a bonus based on your currently active form:
    Shii-Cho Form: Increases all Force damage dealt by 3%.
    Shien Form: Increases all melee damage dealt by 3%.
    Soresu Form: Increases melee and ranged defense by 3% and increases the threat generated by Smash, Vicious Slash, Retaliation, and Sweeping Slash by 15%
    .
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.
  • Single Saber Mastery UPDATED
     
    Single Saber Mastery
    Increases the damage dealt by your weapon by 20% and grants a bonus based on your currently active form:
    Shii-Cho Form: Increases all Force damage dealt by 3%.
    Shien Form: Increases all melee damage dealt by 3%.
    Soresu Form: Increases melee and ranged defense by 3% and increases the threat generated by Force Sweep, Slash, Riposte, and Cyclone Slash by 15%
    .
Cosmetic changes:
  • Threatening Scream UPDATED
     
    Threatening Scream
    Taunts all enemies within 15 meters, forcing them to attack you for 6 seconds, if in utilizing Soresu Form. If not in utilizing Soresu Form, threat will be immediately reduced by a moderate amount. Also, causes affected player targets to deal 30% less damage for 6 seconds when attacking anyone other than you.
  • Retaliation UPDATED
     
    Retaliation
    Retaliates against the target for <<1>> weapon damage. Cannot be parried, dodged, or miss. While in utilizing Soresu Form, Retaliation can only be used after successfully defending against a melee or ranged attack. While not in utilizing Soresu Form, Riposte can only be used after one of your melee attacks is parried, dodged, or misses.
Cosmetic changes:
  • Challenging Call UPDATED
     
    Challenging Call
    Taunts all enemies within 15 meters, forcing them to attack you for 6 seconds, if in utilizing Soresu Form. If not in utilizing Soresu Form, threat will be immediately reduced by a moderate amount. Also, causes affected player targets to deal 30% less damage for 6 seconds when attacking anyone other than you.
  • Riposte UPDATED
     
    Riposte
    Ripostes the target for <<1>> weapon damage. Cannot be parried, dodged, or miss. While in utilizing Soresu Form, Riposte can only be used after successfully defending against a melee or ranged attack. While not in utilizing Soresu Form, Riposte can only be used after one of your melee attacks is parried, dodged, or misses.

Discipline changes

Rage/Focus gets a new passive at level 68 and Vengeance/Vigilance get a new ability at 42 because Shien Form was changed from a passive to an active. Immortal/Defense got no new ability or passive because Soresu Form has been added instead.

Rage
  • Enkindling Agony NEW
     
    Enkindling Agony
    Passive
    Force Crush grants Enkindling Agony, making your next Obliterate or Furious Strike consume no rage.
  • Shii-Cho Mastery UPDATED
     
    Shii-Cho Mastery
    Passive
    Shii-Cho Form Increases armor penetration by 15% and Force attack damage by 3%.
Focus
  • Auspicious Acumen NEW
     
    Auspicious Acumen
    Passive
    Force Exhaustion grants Auspicious Acumen, making your next Zealous Leap or Concentrated Slice consume no focus.
  • Shii-Cho Mastery UPDATED
     
    Shii-Cho Mastery
    Passive
    Shii-Cho Form Increases armor penetration by 15% and Force attack damage by 3%.
Cosmetic changes:
  • Shockwave UPDATED
     
    Shockwave
    Passive
    While Shii-Cho Form is active, Enrage and Force Crush grant Shockwave, increasing the damage dealt by your next Smash or Raging Burst by 15% and making your next Smash or Raging Burst consume no rage. Additionally, the cooldown of Enrage is reduced by 15 seconds, and Enrage generates 6 additional rage over 6 seconds when used while Shii-Cho Form is active.
  • Battle Cry UPDATED
     
    Battle Cry
    Passive
    Reduces the cooldown of Obliterate by 3 seconds, and while Shii-Cho Form is active, and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generate 1 rage, rather than consume rage.
  • Overpower UPDATED
     
    Overpower
    Passive
    While Shii-Cho Form is active, Assault, Sundering Assault, Vicious Slash, Sweeping Slash, Retaliation, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second and Enrage by 2 seconds.
  • Furious Power UPDATED
     
    Furious Power
    Passive
    While Shii-Cho Form is active, Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
Cosmetic changes:
  • Singularity UPDATED
     
    Singularity
    Passive
    While Shii-Cho Form is active, Combat Focus and Force Exhaustion grant Singularity, increasing the damage dealt by your next Force Sweep or Focused Burst by 15% and making your next Force Sweep or Focused Burst consume no focus. Additionally, the cooldown of Combat Focus is reduced by 15 seconds, and Combat Focus generates 6 additional focus over 6 seconds when used while Shii-Cho Form is active.
  • Momentum UPDATED
     
    Momentum
    Passive
    Reduces the cooldown of Zealous Leap by 3 seconds, and while Shii-Cho Form is active, and causes Force Leap and Zealous Leap to make your next Blade Storm deal 5% more damage and generate 1 focus, rather than consume focus.
  • Zephyrean Slash UPDATED
     
    Zephyrean Slash
    Passive
    While Shii-Cho Form is active, Strike, Sundering Strike, Slash, Cyclone Slash, Riposte, Blade Storm, Dispatch, and Concentrated Strike Concentrated Slice reduce the active cooldowns of Force Sweep, Focused Burst, and Zealous Leap by 1 second and Combat Focus by 2 seconds.
  • Concentrated Power UPDATED
     
    Concentrated Power
    Passive
    While Shii-Cho Form is active, Concentrated Slice enables Riposte and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
Vengeance
  • Hew NEW
     
    Hew
    Cooldown: 10s
    Range: 30m
    Hurls the main-hand lightsaber at a target, dealing <<1>> weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Vicious Throw.
  • Ravager UPDATED
     
    Ravager
    Passive
    Ravage deals 5% more damage. Melee attacks deal 3% more damage and the damage dealt by Ravage is increased by an additional 5%.
Vigilance
  • Censuring Slice NEW
     
    Censuring Slice
    Cooldown: 10s
    Range: 30m
    Hurls the main-hand lightsaber at a target, dealing <<1>> weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Dispatch.
  • Master Focus UPDATED
     
    Master Focus
    Passive
    Blade Dance deals 5% more damage. Melee attacks deal 3% more damage and the damage dealt by Blade Barrage is increased by an additional 5%.
Cosmetic changes:
  • Brawn UPDATED
     
    Brawn
    Passive
    While in Shien Form, Force Charge grants Brawn, granting immunity to interrupts, stuns, knockdowns, and incapacitating effects for 4 seconds. Additionally, during this time, damage reduction is increased by 20%.
Cosmetic changes:
  • Robust UPDATED
     
    Robust
    Passive
    While in Shien Form, Force Leap grants Robust, granting immunity to interrupts, stuns, knockdowns, and incapacitating effects for 4 seconds. Additionally, during this time, damage reduction is increased by 20%.
  • Keening UPDATED
     
    Keening
    Passive
    Increases the damage dealt by your burning effects by 10%. In addition, your Blade Dance Blade Barrage and burning damage has a 30% chance to trigger Keening, which finishes the cooldown on Dispatch and makes your next Dispatch free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
  • Zen Strike UPDATED
     
    Zen Strike
    Passive
    Plasma Brand finishes the active cooldown on Blade Dance Blade Barrage and generates 3 Focus.
Immortal
  • Lash Out UPDATED
     
    Lash Out
    Passive
    While Soresu Form is active, Retaliation is off the global cooldown and costs 1 less rage. Retaliation consumes 1 less rage and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.
  • Shield Specialization
    Conquering Defense
    UPDATED
     
    Shield Specialization Conquering Defense
    Passive
    Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the paralyzing effect ends. Targets immune to the paralyzing effect will immediately suffer from this damage reducing effect.
Defense
  • Lunge UPDATED
     
    Lunge
    Passive
    While Soresu Form is active, Riposte is off the global cooldown and costs 1 less focus. Riposte consumes 1 less focus and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.
  • Shield Specialization
    Abating Defense
    UPDATED
     
    Shield Specialization Abating Defense
    Passive
    Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Awe deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.
Cosmetic changes:
  • Crushing Blow UPDATED
     
    Crushing Blow
    Crushes the target beneath a powerful blow, dealing <<1>> weapon damage, enabling your Retaliation while in Soresu Form, and impairing the target for 45 seconds. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Aegis Assault, Crushing Blow damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.
  • Revenge UPDATED
     
    Revenge
    Passive
    While in Soresu Form, Parrying, deflecting, shielding or resisting an attack has a 50% chance to grant Revenge, reducing the rage consumed by your next Force Scream or Vicious Throw by 1. Lasts up to 12 seconds and stacks up to 3 times.
  • Sonic Barrier UPDATED
     
    Sonic Barrier
    Passive
    While in Soresu Form, Activating Force Scream grants Sonic Barrier, which absorbs a moderate amount of damage. Lasts up to 10 seconds.
  • Sweeping Fury UPDATED
     
    Sweeping Fury
    Passive
    Reduces the rate limit by which Endless Rage can generate rage by 3 seconds, and reduces the rage consumed by Force Scream, Vicious Slash, Sweeping Slash, and Crushing Blow by 1. And while in Soresu Form, In addition, Vicious Slash and Sweeping Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
Cosmetic changes:
  • Guardian Slash UPDATED
     
    Guardian Slash
    Strikes the target with a powerful blow stroke, dealing <<1>> weapon damage, enabling your Riposte while in Soresu Form, and impairing the target for 45 seconds. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Warding Strike, Guardian Slash damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.
  • Courage UPDATED
     
    Courage
    Passive
    While in Soresu Form, Parrying, deflecting, shielding or resisting an attack has a 50% chance to grant Courage, reducing the focus cost of focus consumed by your next Blade Storm or Dispatch by 1. Lasts up to 12 seconds and stacks up to 3 times.
  • Blade Barrier UPDATED
     
    Blade Barrier
    Passive
    While in Soresu Form, Activating Blade Storm grants Blade Barrier, which absorbs a moderate amount of damage. Lasts up to 10 seconds.
  • Cyclonic Sweeps UPDATED
     
    Cyclonic Sweeps
    Passive
    Reduces the rate limit by which Visionary can generate focus by 3 seconds, and reduces the focus consumed by Blade Storm, Slash, Cyclone Slash, and Guardian Slash by 1. And while in Soresu Form, In addition, Slash and Cyclone Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
  • Defensive Swings UPDATED
     
    Defensive Swings
    Passive
    Dealing damage with Blade Dance Blade Barrage increases your defense chance by 2%. Stacks up to 3 times and lasts for 6 seconds.
  • Pacification UPDATED
     
    Pacification
    Passive
    Force Sweep deals 75% more damage and consumes 2 less focus. Additionally, the critical chance of Cyclone Slash and Blade Dance Blade Barrage is increased by 30%.
  • Beacon of Might UPDATED
     
    Beacon of Might
    Passive
    Reduces the cooldown of Warding Call by 30 seconds and increases the damage dealt by Hilt Bash, Blade Dance Blade Barrage, and Guardian Slash by 30%.

Utility changes

New utilities
  • Extending Ire NEW
     
    Extending Ire
    Passive
    Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Ire, allowing your next Force Scream to deal full damage regardless of the distance from the target.
  • Reckoning NEW
     
    Reckoning
    Passive
    Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds.
  • Piercing Chill NEW
     
    Piercing Chill
    Passive
    Chilling Scream pierces enemies with an aching chill, dealing <<1>> elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream increases your movement speed by 35% for 8 seconds.
  • Unyielding Justice NEW
     
    Unyielding Justice
    Passive
    Increases the range of Blade Storm to 30 meters, but Blade Storm deals reduced damage beyond 10 meters. Additionally, Blade Storm deals 20% more damage and grants Unyielding Justice, allowing your next Blade Storm to deal full damage regardless of the distance from the target.
  • Thwart NEW
     
    Thwart
    Passive
    Guardian Leap grants Thwart, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds.
  • Persistent Chill NEW
     
    Persistent Chill
    Passive
    Freezing Force pierces enemies with an aching chill, dealing <<1>> elemental damage to all affected targets over 8 seconds. Additionally, Freezing Force increases your movement speed by 35% for 8 seconds.
Merged utilities
  • Thrown Gauntlet UPDATED
     
    Thrown Gauntlet
    Passive
    Reduces the cooldowns of Force Push and Intimidating Roar by 15 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.
  • Intercessor REMOVED
     
    Intercessor
    Passive
    Reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.
  • Jedi Warden UPDATED
     
    Jedi Warden
    Passive
    Reduces the cooldowns of Force Push and Awe by 15 seconds. Additionally, reduces the cooldown of Guardian Leap by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Guardian Leap.
  • Intercessor REMOVED
     
    Intercessor
    Passive
    Reduces the cooldown of Guardian Leap by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Guardian Leap.
Updated utilities
  • Deadly Reprisal UPDATED
     
    Deadly Reprisal
    Passive
    Taking non-periodic area of effect damage generates 1 2 rage. This effect cannot occur more than once per second.
  • Through Victory UPDATED
     
    Through Victory
    Passive
    Mad Dash can be used while immobilized and , purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
  • Through Power UPDATED
     
    Through Power
    Passive
    Endure Pain Enraged Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
  • Consuming Rage UPDATED
     
    Consuming Rage
    Passive
    Enraged Defense Endure Pain removes all cleansable effects when activated.
  • Narrowed Focus UPDATED
     
    Narrowed Focus
    Passive
    Taking non-periodic area of effect damage generates 1 2 focus. This effect cannot occur more than once per second.
  • Cut Loose UPDATED
     
    Cut Loose
    Passive
    Blade Blitz can be used while immobilized and , purges movement-impairing effects when activated, and deals 50% more damage. Additionally, reduces the cooldown of Blade Blitz by 10 seconds.
  • True Harmony UPDATED
     
    True Harmony
    Passive
    Enure Focused Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
  • Peaceful Focus UPDATED
     
    Peaceful Focus
    Passive
    Focused Defense Enure removes all cleansable effects when activated.
Cosmetic changes:
  • Intimidating Presence UPDATED
     
    Intimidating Presence
    Passive
    Force Charge finishes the cooldown on Disruption. In addition, Saber Reflect lasts 2 seconds longer, and while Soresu Form is active if Soresu Form is being utilized, generates a high amount of threat on all engaged enemies within 30 meters when activated.
  • Overwhelm UPDATED
     
    Overwhelm
    Passive
    Ravage immobilizes the target for the duration of the ability 3 seconds.
Cosmetic changes:
  • Daunting Presence UPDATED
     
    Daunting Presence
    Passive
    Force Leap finishes the cooldown on Force Kick. In addition, Saber Reflect lasts 2 seconds longer, and while Soresu Form is active if Soresu Form is being utilized, generates a high amount of threat on all engaged enemies within 30 meters when activated.
  • Debilitation UPDATED
     
    Debilitation
    Passive
    Blade Dance Blade Barrage immobilizes the target for the duration of the ability 3 seconds.
Removed utilities
  • Oppressor REMOVED
     
    Oppressor
    Passive
    Force Charge, Crushing Blow, Impale, Obliterate, Intercede, and Mad Dash grant Oppressor, which makes your next Chilling Scream consume no rage and activate with a 0.5 second global cooldown.
  • Emboldening Scream REMOVED
     
    Emboldening Scream
    Passive
    Chilling Scream increases the movement speed of all allies within 8 meters, excluding yourself, by 50% for 8 seconds.
  • Intervention REMOVED
     
    Intervention
    Passive
    Force Leap, Guardian Slash, Overhead Slash, Zealous Leap, Guardian Leap, and Blade Blitz grant Intervention, which makes your next Freezing Force consume no focus and activate with a 0.5 second global cooldown.
  • Inspiring Force REMOVED
     
    Inspiring Force
    Passive
    Freezing Force increases the movement speed of all allies within 8 meters, excluding yourself, by 50% for 8 seconds.

02 September
News

KotET News (& Rumors)

Valour 0 Comments

New info currently being datamined by swtor.jediopedia.net

New Load Screens:

New KotET loading screens">

New KotET loading screens

9 new chapters, first chapter is called Betrayal on Voss

  • In some chapters, play other characters including a mouse droid and a Zakuul Knight!
  • New repeatable content: Uprisings on 8 planets (solo, tactical and hard mode available)
  • New companions: Empress Acina and Shae Vizla
  • Level cap increased to 70
  • Crew skills increased to 600
  • New endgame gear (rating 236/240/244), PvP gear (224/228) and augments (228)

Keep in mind that everything is subject to change; this is a very early PTS patch and we may not have understood everything correctly yet. In the following weeks, we will verify all changes so we can get you correct data on October 5th!

News I heard out of Austin. TX was they were testing new boss engagements in 8M groups (STRICTLY RUMOR)

5.0 Abilities (IMP side)

Sorc

Death Ripple - Targets hit by Death Field have a 50% chance to emit a Death Ripple, damaging targets within 5m of the original target for <<1>> internal damage.

Lightning Barrier - Your Static Barrier crackles with electricity, shocking attackers for <<1>> energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.

Forbidding Fervor - Static Barrier grants 10 charges of Forbidding Fervor to the target. When Static Barrier concludes, the target is healed for <<1>> health per remaining charge of Forbidding Fervor. Targets of your Forbidding Fervor will lose a charge of Forbidding Fervor each time you directly heal them.

Wicked Vivacity - Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds.

Force Rift - Strikes all nearby targets with the lightsaber, throwing them away from the caster and stunning them briefly.

Assassin

Assassinate - Take careful aim at a target and deal excessive damage. Killing an enemy instantly resets the cool down on Assassinate.

Reaping Strike - Lash the target with an acrobatic strike, dealing <<1>> weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.

Pulsating Force - Deflection grants Pulsating Force, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Discharge and Wither is increased by 30%.

Marauder

Callous Aggressor - Vicious Throw refunds 2 rage when used on a target affected by your Obfuscate and can be used on any target affected by your Obfuscate, regardless of remaining health. Activating Obfuscate also grants you Callous Aggressor, increasing your Force and tech resistance by 75% for <<1[%d seconds/%d second/%d seconds]>>.

Enfeebling Lash - Lash the target with your lightsaber, dealing <<1>> weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike. (marauder+jugg maybe)

Bloody Slashes - Damage dealt by Ravage stacks a bleeding effect on the target that builds up to 3 charges and deals up to <<1>> internal damage over <<2[%d seconds/%d second/%d seconds]>>. (Marauder+Jugg maybe)

Ferocity - Increases armor penetration by 100% for <<1>> seconds. Requires two lightsabers. (ability rename?)

Lance - Spears the target with both lightsabers, dealing <<1>> weapon damage and hindering the target for <<2>> seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.

Jugg

Reckoning - Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for <<1>> seconds.

Piercing Chill - Chilling Scream pierces enemies with an aching chill, dealing <<1>> elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream increases your movement speed by 35% for 8 seconds.

Extending Ire - Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Ire, allowing your next Force Scream to deal full damage regardless of the distance from the target.

Operative

Curative Swell - Kolto Infusion grants Curative Swell, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds.

Below the Belt - Blasts the target for <<2>> energy damage and stuns it for <<1[%d/%d/%d]>> seconds.

Sniper

Maim - Hurls a vibroknife at the target dealing <<2>> energy damage and stunning it for <<1[%d/%d/%d]>> seconds.

Finish the Job - Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%.Takedown damage increased.

Executioner - Flash Bang and Maim grant Executioner, allowing your next Takedown within 6 seconds to be used regardless of the target's remaining health and dealing 15% additional damage.

Conductive Conduit - When EMP Discharge damages a target, Conductive Conduit deals <<1>> additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.

Powertech

Ordnance Onslaught - Unloads all of your ordnances in rapid succession, casting jets of fire, rails shots, and other munitions  that deal <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.. This ability is channeled over 3 seconds and usable while mobile.

Searing Wave - Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets (ability rename?)

Consuming Conflagration - Searing Wave causes the next Immolate to deal 20% more damage.

Merc

Anticipatory Ignition - Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing an additional <<1>> damage as burn over <<2>> seconds

Preventative Protocol - Places a Kolto-powered shield around the target, preventing a moderate amount of damage for up to 20 seconds.

Rail Blast - High velocity short range rail blast that damages the target for <<1>> energy damage, burns them with plasma, snares them, and sends weaker targets flying

I'll update info as I get them here.

08 August
News

Game Update 4.7: The Battle of Odessen

Valour 0 Comments

Highlights

Chapter 16 – The Battle of Odessen! Prepare to face Arcann in deadly combat as he launches a full-scale assault against the Alliance base on Odessen! Still recovering from a shattering betrayal of the now-renegade droid, SCORPIO, the Outlander’s Alliance must rally to defeat Arcann’s forces in a desperate battle to determine the fate of the galaxy!

New Alliance Alert: Shining in the Darkness! Something is fishy on Nar Shaddaa. Voss Mystic Sana-Rae’s most recent vision will send you to the Smuggler’s Moon in search of a mysterious Force user. Luckily Blizz is sure he knows exactly who she means and will be tagging along for the ride.

New Pack Opening Experience! This new experience enhances the way you open packs, store, and acces your items. Read more about this feature in our Community Blog.

Collections Improvement! Collections has seen a slight re-organization! For ease of use, Collections now has several helpful subcategories to help you quickly find a weapon type or creature mount. Companions now have their own Collection category.

General

Weapon Tuning slots have been added to Level 50 Operation and PvP weapons.

Players can now use the Companion Locator Terminal in the Alliance Base Camp to regain Companions which became unavailable due to The Fallen Empire storyline. You must complete Chapter XVI before this option is available. Note that the terminal does not allow you to regain Companions which were guests (such as Darth Marr).

Characters wielding a Vibroblade and a Lightsaber no longer use the One-Handed idle stance.

The Character Sheet now displays correct values for Companion damages and no longer takes Equipment into account.

The graphics setting Bloom now works properly with skyboxes when using MSAA.

Republic Characters now receive the “Sarlacc Stomper” Title and Codex Entry upon completion of the Mission “[HEROIC 2+] The Long Goodbye.”

Jedi Consular Players now receive “The First Son (Consular)” Codex Entry during the Mission “Chaos and Harmony.”

Sith Warrior Players now receive the “Halidrell Setsyn” Codex Entry on completion of the Mission “Seek Your Contact.”

Achievements for the Mission “Arma Rasa” now properly appear in the Legacy window.

Color Crystals can now be previewed without first previewing a weapon.

Flipping the Minimap vertically no longer covers the “Exit Area” button with the PvE/PvP Focus Switch.

The Dark vs. Light: Flashpoint Master Achievement is now a requirement for completing the Dark vs. Light: Legend Achievement as intended.

Cartel Market

Fixed a visual issue with the Overwatch Captain’s Helmet.

Items + Economy

A new vendor has been added outside the Eternal Championship. This new vendor sells 220 Rating items for Eternal Championship Trophies.

Missions + NPCs

Removed the Group Finder Tactical Flashpoint Mission that was incorrectly appearing on the Republic Fleet's Priority Missions Terminal.

Attack effects no longer fire from the feet of Annihilator T4-1D.

M1-4X’s Quick Kolto Burst now fires from his cannon instead of his chest, which he considers a marked improvement.

The description of the Heroic Transport item on the Mission “Search and Rescue” now references the correct Mission.

The description of the Heroic Transport item on the Mission “Factory Recall” now references the correct Mission.

Imperial and Republic Commanders now only spawn in PvP Instances.

Increased the Credit reward amount of all Heroic Missions.


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