Onto classes and combat for 1.2:
Classes and Combat
Game Update 1.2. contains a significant number of changes and improvements to the overall class balance and combat gameplay in PvP and PvE based on player and guild feedback, focus testing, and more than two months of combat interaction data from our servers. Our overall goal is, as always, to create a level playing field for our players while ensuring that classes retain their unique playstyles and identities.
These changes are not limited to class abilities and skill trees, but also involve modifications to the underlying combat math (for example diminishing returns, additional augment availability, etc.), which has an impact on combat that is hard to capture in a list of patch notes.
Since our changes involve a number of skill changes for many classes, we are refunding all skill points to the affected Advanced Classes so players can adjust the distribution of their characters’ skills as they see fit with the new changes in mind. As a reminder, players can reset any character’s skill points in the Combat area on their faction’s fleet for free once per week (additional respecs cost credits).
Based on community feedback, we have also added a number of improvements to combat gameplay, such as more reactive animations for certain abilities, better visual and audible cues for important effects, and quality of life changes such as more useful combat revival abilities.
For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.
General
- As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.
- Visual effects for persistent ground-targeted player attacks now reflect the target area of effect more accurately.
- “Rest” abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
- The movement visualization when observing players with lower performance has been improved.
- Combat Training Dummies have been added to the game. Level 50 and 50+ Training Dummies can be found on the Gav Daragon and Ziost Shadow. Level 20, 30, and 40 targets can be found on Coruscant and Dromund Kaas. Level 10 targets can be found on Origin Worlds. Players can unlock Training Dummies for their personal starship through the Legacy System.
- In-combat revival abilities (Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.
- Several ability tooltips have been updated to include the correct values and information (these tooltip changes do not reflect changes to the ability; tooltips that previously displayed incorrect or incomplete information have been corrected).
- Several areas throughout the game that have had line of sight-related problems (“cannot see target”) have been corrected.
- An issue that could prevent dual wield visual effects from playing correctly has been fixed.
- Fixed an issue that would occasionally cause players to become stuck and unable to move after the expiration of a stun debuff.
- Corrected an issue that could cause players to appear to continue to be dead after being revived.
- The diminishing return formula for several stats (including expertise) has been adjusted.
- Special abilities for several classes have been updated to emit light based on their actual weapon color crystal.
- Minimum and maximum damage ranges now display correctly on the character sheet for all classes.
Combat Log
- Players may now choose to view victory and defeat messages in the chat window. This feature can be enabled in the new “Combat Logging” section of the preferences menu. This must be enabled for combat messages to appear in the chat window.
- The “Combat Logging” section in the preferences menu also allows players to stream all combat interactions originating from or directed at their character to a machine-parsable file. When this option is enabled, time stamped log files are written periodically to the Star Wars – The Old Republic\Combat Logs directory in the My Documents folder. Warning: This is an advanced feature. Constant combat logging may use a significant amount of disk space, and players may need to periodically delete old logs.
Jedi Knight
General
- Awe no longer costs Focus to activate.
- Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
- Force Kick no longer costs Focus to activate.
- Master Strike can no longer be interrupted.
Sentinel
- Due to changes in the Sentinel skill trees, Sentinels have had their skill points refunded.
- Crippling Throw’s “Trauma” effect can no longer be cleansed.
- Force Camouflage now additionally reduces all damage taken by 50% while active.
- Pacify no longer has a Focus cost and is no longer limited by the global cooldown.
- Transcendence now affects all Operation Group members.
- Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.
Watchman
- Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.
- Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
- Inflammation now applies a 50% movement speed reduction (up from 30%).
- Valor is now located in Tier 1 of the skill tree.
Combat
- Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
- Ataru Form now correctly triggers when fighting very large targets.
- Fleetfooted now additionally increases the movement speed bonus granted by Transcendence by 15% per point.
- Temperance has been replaced by Stagger, which increases Force Leap’s immobilize effect.
Focus (Sentinel)
- Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
- Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
- Gravity now specifically affects Leg Slash and Force Exhaustion.
- Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Zen (while in Shii-Cho Form) to immediately grant 2 stacks of Singularity per point.
- Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
- Singularity’s buff effects now last 20 seconds (up from 15).
- Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
- Unwavering Focus has been removed from the game.
- Zealous Leap now immobilizes the target for 1 second.
- Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Sentinel is in Shii-Cho Form.
Guardian
- Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.
- Added Forceclap, a new passive ability granted at level 10 that causes Force Leap to stun the target for 2 seconds. This effect cannot occur more than once every 12 seconds.
- Added Focused Defense, a new ability that allows the Guardian to spend Focus to lower threat. While active, one point of Focus is spent each time damage is taken to heal the Guardian for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vigilance
- Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian’s damage reduction while Focused Defense is active.
- Single Saber Mastery is no longer restricted to certain stances.
- Stagger is now located in Tier 1 of the Vigilance skill tree.
- Sundering Throw is now located in Tier 6 of the Vigilance skill tree.
- Zen Strike now generates 2 points of Focus when it is triggered.
Defense
- Blade Barrier is now located in Tier 4 of the skill tree.
- Blade Storm no longer consumes stacks of Courage while the Momentum buff is active.
- Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.
- Dust Storm is now a 3-point skill that provides the same overall effect.
- Guardian Slash now generates 50% additional threat.
- Momentum is now a 2-point skill that provides the same overall effect.
- Pacification is now a 1-point skill with a slightly reduced overall effect.
- Shield Specialization is now located in Tier 5 of the skill tree.
- Stasis Mastery is now located in Tier 4 of the skill tree.
Focus (Guardian)
- Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
- Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
- Gravity now specifically affects Freezing Force and Force Exhaustion.
- Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Combat Focus to immediately grant 2 stacks of Singularity per point.
- Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
- Singularity’s buff effects now last 20 seconds (up from 15).
- Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
- Through Peace, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Focused Defense by 1 Focus per point.
- Unwavering Focus has been removed from the game.
- Zealous Leap now immobilizes the target for 1 second.
- Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Guardian is in Shii-Cho Form.
Sith Warrior
General
- Disruption no longer costs Rage to activate.
- Intimidating Roar no longer costs Rage to activate.
- Ravage can no longer be interrupted.
- Vicious Throw can now be used on targets at or below 30% of maximum health (up from 20%).
Marauder
- Due to changes to the Marauder skill trees, Marauders have had their skill points refunded.
- Deadly Throw’s “Trauma” effect can no longer be cleansed.
- Force Camouflage now additionally reduces all damage taken by 50% while active.
- Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown.
- Predation now affects all Operation Group members.
- Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.
Carnage
- Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
- Ataru Form now correctly triggers when fighting very large targets.
- Erupting Fury has been replaced by Stagger, which increases Force Charge’s immobilize effect.
- Unbound now additionally increases the movement speed bonus granted by Predation by 15% per point.
Annihilation
- Ferocity has been replaced by Enraged Charge, which increases the Rage generated by Force Charge.
- Phantom no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
- Seeping Wound now applies a 50% movement speed reduction (up from 30%).
- Short Fuse is now located in Tier 1 of the skill tree.
Rage (Marauder)
- Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
- Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
- Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Marauder is in Shii-Cho Form.
- Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
- Gravity now specifically affects Crippling Slash and Force Crush.
- Obliterate now immobilizes the target for 1 second.
- Ravager now increases the damage of Ravage instead of affecting Force Choke.
- Relentless Fury has been replaced by Berserker. It requires 2 points in Shockwave and causes Berserk (while in Shii-Cho Form) to immediately grant 2 stacks of Shockwave per point.
- Shockwave’s buff effects now last 20 seconds (up from 15).
- Unbreakable Rage has been removed from the game.
Juggernaut
- Due to changes to the Juggernaut skill trees, Juggernauts have had their skill points refunded.
- Added Crash, a new passive ability granted at level 10 that causes Force Charge to stun the target for 2 seconds. This effect cannot occur more than once every 12 seconds.
- Added Enraged Defense, a new ability that allows the Juggernaut to spend Rage to lower threat. While active, one point of Rage is spent each time damage is taken to heal the Juggernaut for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vengeance
- Deafening Defense is now located in Tier 5 of the skill tree. It now increases the Juggernaut’s damage reduction while Enraged Defense is active.
- Rampage now generates 2 points of Rage when it is triggered.
- Single Saber Mastery is no longer restricted to certain stances.
- Stagger is now located in Tier 1 of the Vengeance skill tree.
- Sundering Throw is now located in Tier 6 of the Vengeance skill tree.
Immortal
- Battle Cry is now a 2-point skill that provides the same overall effect.
- Crushing Blow now generates 50% additional threat.
- Force Grip is now located in Tier 4 of the skill tree.
- Force Scream no longer consumes stacks of Revenge while the Battle Cry buff is active.
- Heavy Handed is now a 1-point skill with a slightly reduced overall effect.
- Quake is now a 3-point skill that provides the same overall effect.
- Shield Specialization is now located in Tier 5 of the skill tree.
- Sonic Barrier is now located in Tier 4 of the skill tree.
- Thrown Gauntlet no longer reduces the cooldown of Threatening Scream and is now located in Tier 5 of the skill tree.
Rage (Juggernaut)
- Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
- Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
- Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Juggernaut is in Shii-Cho Form.
- Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
- Gravity now specifically affects Chilling Scream and Force Crush.
- Obliterate now immobilizes the target for 1 second.
- Ravager now increases the damage of Ravage instead of affecting Force Choke.
- Relentless Fury has been replaced by Empowering Rage. It requires 2 points in Shockwave and causes Enrage to immediately grant 2 stacks of Shockwave per point.
- Shockwave’s buff effects now last 20 seconds (up from 15).
- Through Passion, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Enraged Defense by 1 Rage per point.
- Unbreakable Rage has been removed from the game.
Jedi Consular
General
- Deflection’s visual effects are now more noticeable.
- The Unity ability has been removed from the Jedi Consular class. A similar ability can now be unlocked through the Legacy System.
- Force Slow visual effects now begin and end at the correct times.
Sage
- Due to changes to the Sage skill trees, Sages have had their skill points refunded.
- Corrected an issue with Force Armor that prevented its appearance from refreshing when its effects were reapplied.
- Rescue now modifies threat by the correct amount.
Seer
- Confound now refreshes properly when Weaken Mind is refreshed.
- Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%.
- Egress now requires Preservation instead of Valiance.
- Resplendence no longer removes the health cost from Noble Sacrifice.
- Salvation’s tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability’s functionality has not changed.
- A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected.
Telekinetics
- Inner Strength now correctly affects Weaken Mind.
Balance (Sage)
- Critical Kinesis now increases the critical chance of Telekinetic Throw and Disturbance by 3% per point.
- Empowered Throw now increases the damage dealt by Project, Telekinetic Throw, and Weaken Mind by 2% per point.
- Presence of Mind now affects Disturbance and Mind Crush only. Mind Crush’s periodic damage now benefits from the 20% damage bonus when it is used to consume the Presence of Mind buff.
- The Force in Balance no longer heals the caster if no targets are hit.
Shadow
- Mass Mind Control: Updated this tooltip to correctly state that the ability does not break Stealth. The ability’s functionality has not changed.
Kinetic Combat
- Kinetic Ward’s appearance now refreshes properly when reapplied.
Balance (Shadow)
- Force Synergy’s activation effects are now more visible.
- The Force in Balance no longer heals the caster if no targets are hit.
Sith Inquisitor
General
- Deflection’s effects are now more noticeable.
- Electrocute’s visual effects now occur more quickly after activation.
- Energize’s effect now triggers a sound effect when it occurs.
- Force Lightning now correctly plays its sound effects when the initial application of damage kills the target.
- Force Slow visual effects now begin and end at the correct times.
- The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System.
- Shock sound effects have been polished.
Sorcerer
- Due to changes in Sorcerer skill trees, Sorcerers have had their skill points refunded.
- Corrected an issue with Static Barrier that prevented its visual effects from refreshing when its effects were reapplied.
- Extrication now modifies threat by the correct amount.
Corruption
- Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%.
- Conspiring Force now refreshes properly when Affliction is refreshed.
- Fadeout now requires Efficacious Currents instead of Dark Resilience.
- Force Surge no longer removes the health cost from Consumption.
- Revivification’s tooltip now correctly states that the ability affects a maximum of 8 targets. The ability’s functionality hasn’t changed.
- A display issue that caused the first and second tick of Revivification to appear on top of each other has been corrected.
Lightning
- Electric Induction now correctly affects Affliction.
Madness (Sorcerer)
- Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.
- Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.
- Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness’s periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.
- The Force in Balance no longer heals the caster if no targets are hit.
Assassin
- Mass Mind Control: Updated this tooltip to correctly state that the ability does not break Stealth. The ability’s functionality has not changed.
Madness (Assassin)
- Raze’s activation effects are now more visible.
- The Force in Balance no longer heals the caster if no targets are hit.
Smuggler
General
- Dirty Kick can now be used while moving.
- Players can now “Crouch” (but not roll into cover) while immobilized.
- Smugglers can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
Gunslinger
- Due to changes to the Gunslinger skill trees, Gunslingers have had their skill points refunded.
- Flourish Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Saboteur
- Hot Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Quick Shot cost no energy for 6 seconds after leaving cover.
- Incendiary Grenade has been improved. It now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.
- Pandemonium is now located in Tier 2 of the skill tree.
- Sabotage’s range has been increased to 60 meters.
Sharpshooter
- Burst Volley has been redesigned. It now triggers from dealing damage with blasters and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
- Deadeye is now a 3-point skill that provides the same overall effect.
- Holed Up is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Hunker Down is active. This change allows the Sharpshooter to remain in cover more often in situations that force other classes to rapidly change locations.
- Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
Dirty Fighting (Gunslinger)
- Bombastic now correctly requires Shrap Bomb.
- Hemorrhaging Blast no longer has an Energy cost.
- Hold Your Ground’s cooldown reduction for Pulse Detonator has been reduced to 2.5 seconds per point.
- Holdout Defense now increases Blaster Whip damage by 4% per point.
- No Holds Barred now increases critical chance by 1% per point.
- Reopen Wounds now increases the critical chance of Wounding Shots and Speed Shot by 4% per point.
- Wounding Shots now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but bleeding damage remains unchanged.
Scoundrel
- Due to changes to the Scoundrel skill trees, Scoundrels have had their skill points refunded.
- Back Blast now has a 12-second cooldown and deals approximately 5% more damage.
- Diagnostic Scan’s tooltip now displays the full amount healed over its duration.
- Shoot First now has a 7.5-second cooldown.
- Tranquilizer now gives an appropriate error message if used on Droids.
- Upper Hand no longer triggers a “grunt” sound effect when it occurs.
Sawbones
- Emergent Emergencies now additionally increases the maximum stack limit of Upper Hand by 1.
- Healing Hand now also increases the duration of Upper Hand by 2 seconds per point.
- Homegrown Pharmacology now additionally reduces the Energy cost of Kolto Cloud by 2 per point.
- Kolto Cloud has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
- Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
Scrapper
- Brawler’s Grit is now a 2-point skill.
- Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Back Blast by 5.
- K.O. no longer experiences a delay in its knockdown effect.
- Sawed Off now increases the damage dealt by Back Blast. It is now located in Tier 5 of the skill tree and requires Flanking.
- Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage.
- Turn the Tables has been redesigned and is now a 2-point skill. It no longer increases damage dealt to bleeding targets, but increases the Energy gained by Pugnacity and the damage dealt by Sucker Punch and Flying Fists.
- Underdog no longer increases Energy gained by Pugnacity. This effect is now part of Turn the Tables.
Dirty Fighting (Scoundrel)
- Hemorrhaging Blast no longer has an Energy cost.
- Holdout Defense now increases Blaster Whip damage by 4% per point.
- No Holds Barred now increases critical chance by 1% per point.
Imperial Agent
General
- Debilitate’s tooltip now correctly displays its stun duration.
- Players can now “Crouch” (but not roll into cover) while immobilized.
- Agents can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
Operative
- Due to changes to Operative skill trees, Operatives have had their skill points refunded.
- Backstab now has a 12-second cooldown and deals approximately 5% more damage.
- Hidden Strike now has a 7.5-second cooldown.
- Sleep Dart now gives an appropriate error message if used on Droids.
- Tactical Advantage no longer triggers a “grunt effect” when it occurs.
Concealment
- Culling has been redesigned and is now a 2-point skill. It no longer increases damage dealt to poisoned targets, but increases the Energy gained by Stim Boost and the damage dealt by Laceration and Collateral Strike.
- Inclement Conditioning is now a 2-point skill.
- Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Backstab by 5.
- Laceration now costs 10 Energy (down from 15) and deals approximately 10% less damage.
- Meticulously Kept Blades no longer increases Energy gained by Stim Boost. This effect is now part of Culling.
- Waylay now increases the damage dealt by Backstab. It is now located in Tier 5 of the skill tree and requires Flanking.
Medicine
- Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point.
- Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point.
- Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
- Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
- Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1.
Lethality (Operative)
- Corrosive Microbes now functions correctly.
- Lethality now increases critical chance by 1% per point.
- Razor Edge now increases Shiv damage by 4% per point.
- Weakening Blast no longer has an Energy cost.
Sniper
- Due to changes to the Sniper skill trees, Snipers have had their skill points refunded.
- Shatter Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Marksmanship
- Imperial Assassin is now a 3-point skill that provides the same overall effect.
- Siege Bunker is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Entrench is active. This change allows the Marksman to remain in cover more often in situations that force other classes to rapidly change locations.
- Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
- Sniper Volley has been redesigned. It now triggers from dealing damage with rifles and increases Alacrity and energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
Engineering
- Calculated Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Overload Shot cost no energy for 6 seconds after leaving cover.
- EMP Discharge’s range has been increased to 60 meters.
- Plasma Probe has been improved. It has new visual effects and now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Interrogation Probe, that target is stunned for 2 seconds.
- Stroke of Genius is now located in Tier 2 of the skill tree.
Lethality (Sniper)
- Corrosive Microbes now functions correctly.
- Cull now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but poison damage remains unchanged.
- Hold Your Ground’s cooldown reduction for Cover Pulse has been reduced to 2.5 seconds per point.
- Lethality now increases critical change by 1% per point.
- Razor Edge now increases Shiv’s damage by 4% per point.
- Razor Rounds now increases the critical chance of Cull and Series of Shots by 4% per point.
- Targeted Demolition now correctly requires Corrosive Grenade.
- Weakening Blast no longer has an Energy cost.
Bounty Hunter
General
- Ability Heat costs are now displayed in skill tree and trainer windows.
- Death From Above now has a 5-meter radius to bring its range in line with other Bounty Hunter Area of Effect abilities and it now begins dealing damage sooner after activation.
- Hydraulic Overrides now has improved audio and visual effects.
- Incendiary Missile audio has been improved.
Mercenary
- Cure now generates 8 Heat (down from 16).
- Jet Boost now triggers snare visual effects on affected targets.
- Power Shot has been rebalanced. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
- Tracer Missile and Fusion Missile’s animations have been exchanged by popular demand from the community.
Arsenal
- Barrage: the chance to trigger this effect has been increased significantly.
- Heatseeker Missiles’ damage output has been increased by approximately 10%.
- Jet Escape now reduces the cooldown of Jet Boost by 2.5 seconds per point.
- Muzzle Fluting no longer reduces Heat costs. It now reduces the activation time of Power Shot and Tracer Missile by .5 seconds.
- Power Barrier now provides 1% damage reduction per stack.
- Tracer Missile has been rebalanced in order to encourage more active gameplay rotations. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
Bodyguard
- Critical Efficiency now reduces the cost of Rapid Scan by 8 (down from 16).
- Cure Mind no longer reduces the cost of Cure. It now causes Cure to heal the target for a small amount.
- Hired Muscle now increases critical chance by 1% per point.
- Kolto Missile now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
- Kolto Residue now increases all healing received by 3% (down from 5%).
- Kolto Shell now builds 16 Heat when activated.
- Supercharged Gas now vents 8 Heat (down from 16) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile now reduces damage taken by 5% (down from 10%).
Pyrotech (Mercenary)
- Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Powertech
- Due to changes to the Powertech skill trees, Powertechs have had their skill points refunded.
- Quell no longer generates Heat.
Shield Tech
- Ablative Upgrades: the Absorb amount gained from this skill has been slightly reduced.
- Empowered Tech is now a 3-point skill.
- Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
- Heat Screen is a new 2-point skill that causes Flame Burst and Heat Blast to build a stacking buff that increases shield absorption.
- Oil Slick is no longer limited by the global cooldown.
Advanced Prototype
- Charged Gauntlets now triggers from damage dealt such that the bleed caused by Retractable Blade can trigger the buff. It now has a visual effect.
- Kolto Vents has been replaced by Hamstring, which causes Retractable Blade to slow the target by 30% for 6 seconds.
Pyrotech (Powertech)
- Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Trooper
General
- Full Auto’s attack animation now begins more quickly to improve reactiveness and faction balance.
- Mortar Volley’s animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
Commando
- Concussion Charge now triggers snare visual effects on affected targets.
- Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
- Cure now costs 1 Energy Cell (down from 2).
Gunnery
- Charged Barrier now provides 1% damage reduction per stack.
- Curtain of Fire: the chance to trigger this effect has been increased significantly.
- Demolition Round’s damage output has been increased by approximately 10%.
- Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
- Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
- Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
Combat Medic
- Field Training now increases critical chance by 1% per point.
- Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
- Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
- Kolto Residue now increases all healing received by 3% (down from 5%).
- Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
- Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
- Trauma Probe now costs 2 Energy Cells to activate.
Assault Specialist (Commando)
- Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Vanguard
- Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.
- Fire Pulse’s visual effect more accurately represents its functionality.
- Riot Strike no longer costs Energy Cells.
- Animation timing issues with Energy Blast have been addressed.
- The hit timing delay on Explosive Surge has been improved.
Shield Specialist
- Ceramic Plating: the Absorb amount gained from this skill has been slightly reduced.
- Counter Attack is now a 3-point skill.
- Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
- Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
- Smoke Grenade is no longer limited by the global cooldown.
Tactics
- Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect.
- Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds.
Assault Specialist (Vanguard)
- Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Has anyone done a breakdown of what all these changes mean for each of the respective classes? A plain english interpretation would be great!!
LOL can u more destry this game plzzzz many ppl will quit 🙁
So, healing is already hard enough on a Sage, and bioware is removing the only method of regenerating Force Power without killing one’s self by removing the Resplendence effect that eliminates the health cost of Noble Sacrifice. Translated: Sages are not going to be able to heal long fights nearly as effectively because they will be running out of Force Power or Noble Sacrificing themselves to death in order to heal everyone else. The amount of Force Power gained through Noble Sacrifice is offset by the fact that you have to spend Force Power then to heal yourself back up, besides the fact that you have to take heals off of others to heal yourself.
For Commandos, bioware is now removing the ammo saving effect from the skill tree perk, Muzzle Fluting. and making it reduce the activation time of Grav Round instead. They are also reducing the ammo cost of Grav Round across the board and increasing it’s activation time. Translated: what is likely the most used skill of Commandos is having it’s skill tree perk changed, yet the skill itself is going to have the same activation time and use the same ammo in the end. Why bother changing something when it doesn’t actually change anything?? It’s senseless and confusing. The only thing that skill tree perk will actually effect (negatively at that) is Charged Bolts which is so useless anyway I dragged it off my skill bar a looong time ago. *shrug*
I don’t like the changes to the 2 classes I play, and I will be respecing my Sage for dps.
What are you thinking bioware? Do you actually *play* the classes you mess around with and change? Someone in your class testing department needs to be fired.