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| 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update | |
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Shinjiro Royal Guard
Posts : 292 Join date : 2012-01-26
| Subject: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 5:54 am | |
| Full detail: http://www.darthhater.com/articles/feature/23065-game-update-1-7-datamined-information-updated-withMap of new op, Scum and Villany https://2img.net/r/ihimizer/img820/7339/scumandvil.pngJedi Consular - General:
New Force Barrier: Projects a Force Barrier about you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled. Phase Walk: Activating this ability marks your current location for <<1>> seconds. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds. Does not break stealth. Changes Battle Readiness: Readies yourself with the Force, immediately restoring 15% of your max health, increasing the damage and healing dealt by all Techniques by 100%, and increasing the chance to trigger their effects by 35%. Lasts <<1>> seconds. Force Breach: Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber or electrostaff. Force Technique: Deals <<2>> periodic kinetic damage over <<3>> seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing <<5>> internal damage and decreasing the targets' melee and ranged accuracy by 5% for the next <<4>> seconds. Generates a high amount of threat. Puts Force Breach on cooldown for 6 seconds. Shadow Technique: Deals <<1>> internal damage per Breaching Shadow consumed.
- Balance:
New Crush Spirit: Increases the damage dealt by Force in Balance and periodic effects by <<1[%d/%d/%d]>>% on targets below 30% of max health. Lambaste: Whirling Blow now automatically triggers Force Technique on affected targets on a separate rate limit. Mental Defense: Reduces all damage taken while stunned by <<1>>%. Metaphysical Alacrity: Mental Alacrity increases your movement speed by 50% while active. Rippling Force (Sage): Damage dealt by Telekinetic Throw has a <<1>>% chance and damage dealt by Disturbance has a <<2>>% chance to apply Rippling Force to the target, which deals <<3>> kinetic damage over <<4[%d seconds/%d second/%d seconds]>>. Rippling Force (Shadow): When your Force Technique deals damage, it has a <<1>>% chance to apply Rippling Force to the target, which deals <<2>> kinetic damage over <<3[%d seconds/%d second/%d seconds]>>. Changes Adjudication: Increases the critical strike damage dealt by Double Strike by <<1[%d/%d/%d]>>%. Mind Warp: Increases the duration of Mind Crush by <<1[%d/%d/%d]>> seconds. Containment: If your Force Lift breaks early from damage, the target is stunned for <<1[%d seconds/%d second/%d seconds]>>. In addition, reduces the activation time of Force Lift by <<2>> seconds. Critical Kinesis: Increases the critical chance of Telekinetic Throw and Disturbance by <<1[%d/%d/%d]>>%. Drain Thoughts: Increases all periodic damage dealt by <<1[%d/%d/%d]>>%. Force Focus: Increases the damage dealt by Force Technique's Force Breach effect by <<1>>%. Force Synergy: Force critical hits increase your melee critical chance by <<1[%d/%d/%d]>>% for <<2[%d/%d/%d]>> seconds. Jedi Resistance: Increases damage reduction by <<1>>%. Mental Potency: Reduces the Force cost of Force in Balance by <<1>>. Presence of Mind: When your Telekinetic Throw deals damage, you have a <<1>>% chance to gain Presence of Mind, causing your next Disturbance or Mind Crush to activate instantly and deal 35% more damage. Psychic Absorption: Increases the amount of healing generated by Force in Balance and Focused Insight by <<1[%d/%d/%d]>>%. Psychokinesis: Reduces the Force cost of Double Strike, Spinning Strike, and Clairvoyant Strike by <<1>> and Project by <<2>>. Sever Force: Weakens the target, freezing it in place for <<2[%d/%d/%d]>> seconds and dealing <<1[%d/%d/%d]>> internal damage over <<3[%d/%d/%d]>> seconds. Force Suppression: Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by <<1[%d/%d/%d]>>%. Lasts <<2[%d/%d/%d]>> seconds. Telekinetic Focal Point: Damage dealt by Telekinetic Throw has a <<1>>% chance and damage dealt by Disturbance has a <<2>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts <<3>> seconds. Will of the Jedi: Increases total Willpower by <<1[%d/%d/%d]>>%.
- Infiltration:
New Impose Weakness: Low Slash and Spinning Kick have a 100% chance to automatically trigger your Infiltration Tactics on a separate 10-second rate limit. Judgement: Increases all damage dealt to targets below 30% of max health by <<1>>%. Additionally reduces the Force cost of Spinning Strike by <<2>>. Nerve Wracking: Targets controlled by your Spinning Kick or Force Stun take <<1[%d/%d/%d]>>% more damage from all sources. Shadow's Mark: Increases the accuracy of melee and Force attacks by <<1>>% and the damage dealt by Shadow Strike by <<2>>%. Upheaval: When you activate Project, you have a <<1>>% chance to project an additional chunk of debris at the target, dealing 50% of normal damage. Whirling Edge: Reduces the Force cost of Whirling Blow by <<1>> and increases its damage dealt by <<2>>%.
Changes Circling Shadows: Increases the critical strike damage dealt by Shadow Strike by <<2[%d/%d/%d]>>%. In addition, Double Strike, Shadow Strike, Whirling Blow, Spinning Strike and Clairvoyant Strike have a <<1>>% chance to grant Circling Shadows while Shadow Technique is active, reducing the Force cost of your next Project by 25%. Stacks up to 2 times. Clairvoyant Strike: Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Infiltration Tactics: Direct damage attacks have a <<1>>% chance to grant Infiltration Tactics, causing your next Shadow Strike to deal 30% more damage and cost 75% less Force. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds. Profundity: When your Shadow Technique deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds. Shadow Technique: Assumes a shadow technique, giving your attacks a 25% 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 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.
- Kinetic Combat:
New Kinetic Bulwark: Consuming a charge of Kinetic Ward increases shield absorption by <<1>>%. Stacks up to 8 times. This effect lasts for 20 seconds or until Kinetic Ward is reactivated. Martial Prowess: Spinning Kick can now be used while out of stealth mode. Shadow Wrap: Double Strike and Spinning Strike have a <<1>>% chance to grant Shadow Wrap, which makes your next Shadow Strike cost <<2>>% less Force and usable when face-to-face with your target. This effect cannot occur more than once every 10 seconds. Shadow's Shelter: Increases all healing received by <<1>>%. In addition, deploying Phase Walk also deploys Shadow's Shelter, increasing the healing done by those within 5 meters of the Phase Walk by <<2>>%. Changes Bombardment: Increases the threat and damage dealt by Project by <<1[%d/%d/%d]>>%. Impact Control: Increases your shield absorption by <<1>>%. In addition, when you activate Battle Readiness while Combat Technique is active, damage reduction is increased by <<2>>% for the duration. Kinetic Ward: Erects a kinetic ward with 8 charges that increases your shield chance by 15% for <<1[%d/%d/%d]>> seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth. Particle Acceleration: While Combat Technique is active, damage dealt by Double Strike, Shadow Strike, Whirling Blow and Spinning Strike has a <<1>>% 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 <<2[%d/%d/%d]>>% critical damage.
- Seer:
New Amnesty: Reduces the duration of Noble Sacrifice's Force degeneration effects by <<1>> seconds. In addition, Force Barrier now purges Noble Sacrifice's Force degeneration effects. Force Gift: Increases alacrity by <<1[%d/%d/%d]>>%. Force Warden: Healing Trance channels and ticks <<1>>% faster. Humility: Targets stunned by your Force Stun suffer Humility when Force Stun wears off, which reduces all damage dealt by <<1>>% for 10 seconds. Life Ward: Your Force Armor and Force Barrier heal you for <<1>>% of your total health every second for as long as they last. Master Speed: Increases the duration of Force Speed by <<1[%d seconds/%d second/%d seconds]>>. In addition, when Force Barrier ends, the active cooldown of Force Speed is finished. Changes Clairvoyance: Increases your bonus healing by <<1>>%. Egress: Force Speed has a <<1>>% chance to grant Egress, removing all movement impairing-effects and granting immunity to all movement-impairing effects for the duration. Immutable Force: Reduces the activation time of Deliverance by <<1[%d/%d/%d]>> seconds and the Force cost of Benevolence by <<2>>. Preservation: Reduces the Force cost of Force Armor by <<1>> and reduces the duration of Force-imbalance by <<2>> seconds. Psychic Suffusion: Force Wave has a <<1>>% chance to heal you and affected allies for <<2>>. Salvation: Heals up to 8 allies that remain within 8 meters of the targeted area for <<2>> over <<3[%d/%d/%d]>> seconds. Serenity: Increases Force critical chance by <<1>>% and damage reduction by <<2>>%.
- Telekinetics:
New Cascading Force: Telekinetic Wave has a <<1>>% chance to immobilize all affected targets for <<2[%d seconds/%d second/%d seconds]>> and slow all affected targets by 50% for <<3[%d seconds/%d second/%d seconds]>>. Flowing Force: Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by <<1>> seconds and reduces its cooldown by <<2>> seconds. Force Haste: Reduces the cooldown of Force Speed by <<1>> seconds, Force Slow by <<2>> seconds, and Force Barrier by <<3>> seconds. Mental Momentum: Mind Crush has a <<1>>% chance to tick twice. In addition, when you activate Turbulence, there is a <<2>>% chance the ability will produce a second blast that strikes the same target for 30% damage. Upheaval: When you activate Project, you have a <<1>>% chance to project an additional chunk of debris at the target, dealing 50% of normal damage. Changes Blockout: Reduces the activation time of Force Lift by <<1>> seconds and increases the lockout duration of Mind Snap by <<2[%d seconds/%d second/%d seconds]>>. Force Wake: Force Wave has a <<1>>% chance to unbalance its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Inner Strength: Reduces the Force cost of Force attacks and healing abilities by <<1>>% and increases Force accuracy by <<2>>%. Kinetic Collapse: Force Armors you place on yourself have a <<1>>% chance to collapse in a concussive blastwave when they end, incapacitating all nearby enemies for 3 seconds. This effect does not break on damage. Reverberation: Increases the critical damage bonus of your Disturbance, Telekinetic Wave and Turbulence by <<1[%d/%d/%d]>>%. Telekinetic Effusion: Force attacks that critically hit have a <<1>>% chance to grant Telekinetic Effusion, lowering the Force cost of your next two Force attacks by 75%. Telekinetic Momentum: When you activate Disturbance or Telekinetic Wave, there is a <<1>>% chance the ability will produce a second attack that strikes the same targets for 30% damage. Tidal Force: Disturbance and Turbulence have a <<1>>% chance and Forcequake has a <<2>>% chance when dealing damage to cause Tidal Force, immediately finishing the cooldown on Telekinetic Wave and making your next Telekinetic Wave activate instantly and cost no Force. This effect cannot occur more than once every 10 seconds. Tremors: Telekinetic Momentum and Mental Momentum issue Tremors, increasing your Force bonus damage by <<1>>% for <<2>> seconds. Stacks up to 3 times. In addition, each Telekinetic Momentum and Mental Momentum has a <<3>>% chance to reduce the active cooldown of Mental Alacrity by 1 second.
Jedi Knight - General:
Dual Saber Throw: Throws both lightsabers in a straight line towards the target, dealing <<1>> weapon damage to all enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for <<2>> seconds. Requires two lightsabers. Saber Reflect: Reflects all direct single target ranged, Force, and tech attacks back to the attacker for <<1>> seconds. Visionary: You now generate 1 focus when attacked in Shii-Cho Form. This effect cannot occur more than once every 6 seconds.
- Combat:
New Contemplation: Reduces the cooldown of Awe by <<1>> seconds. In addition, you build up to <<2>> Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds. Hand of Justice: Ataru Form damage has a <<1>>% chance to trigger Hand of Justice, which finishes the cooldown on Precision Slash and 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. Saber Screen: When your Ataru Form deals damage, your damage reduction and melee and ranged defense are increased by <<1>>%. Stacks up to 3 times. Lasts <<2>> seconds. Changes Combat Trance: When Opportune Attack is consumed by Blade Storm, you generate <<1>> focus. Defensive Forms: Builds <<4[%d/%d/%d]>> Centering when attacked. This effect cannot occur more than once every 1.5 seconds. Additionally improves the effect of your lightsaber forms while they are active: Shii-Cho Form: Further increases damage reduction by <<2[%d/%d/%d]>>%. Juyo Form: Reduces internal and elemental damage taken by <<3[%d/%d/%d]>>%. Ataru Form: Increases your movement speed by <<1[%d/%d/%d]>>%. Displacement: Crippling Throw has a <<1>>% chance to immobilize the target for <<2[%d/%d/%d]>> seconds. Additionally increases the range of Pacify by <<3[%d/%d/%d]>> meters. Immaculate Force: Opportune Attack now additionally increases the critical chance of Blade Storm by <<1>>%. Precision Slash: Slashes the target for <<1>> weapon damage and grants Precision for <<2[%d/%d/%d]>> seconds, which increases armor penetration by 100%. Requires two lightsabers.
- Defense:
Battlefield Command: Getting attacked while in Soresu Form reduces the active cooldown of Force Leap by <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Beacon of Might: Reduces the cooldown of Warding Call by <<1>> seconds, increases the damage dealt by Hilt Strike and Guardian Slash by <<2>>%, and reduces the cooldown of Riposte by <<3[%d seconds/%d second/%d seconds]>>. Daunting Presence: Force Leap has a <<1>>% chance to finish the cooldown on Force Kick. In addition, Saber Reflect lasts <<2[%d seconds/%d second/%d seconds]>> longer and generates a high amount of threat on all engaged enemies within 30 meters when activated. Expeditious Protector: When your guarded target is attacked, you gain Expeditious Protector for 6 seconds, increasing your movement speed by <<1>>%. Guard and Thrust: Reduces the cooldown of Riposte by <<1[%d seconds/%d second/%d seconds]>> while Saber Ward is active. Guardianship: Challenging Call has a <<1>>% chance to protect all allies within range, excluding yourself, granting Guardianship, which absorbs a moderate amount of damage. Lasts 10 seconds. Jedi Warden: Reduces the cooldown of Force Push by <<1>> seconds, and reduces the focus cost of Freezing Force by <<2>>. Master Focus: Increases the damage dealt by Master Strike by <<1>>%.
- Focus:
New Force Guard: Reduces damage taken from Force attacks by <<1>>%. In addition, whenever you reflect Force damage with Saber Reflect, you build <<2>> focus. Force Health: Reduces the health spent by Guarded by the Force by <<1>>%. In addition, Twin Saber Throw builds <<2>> focus. Heightened Power: Increases all damage dealt by <<1>>% for <<2>> seconds after using Force Sweep. Incisor: Force Leap and Zealous Leap have a <<1>>% chance to snare the target, reducing its movement speed by 50% for <<2>> seconds. Intervention: Force Leap, Zealous Leap, and Guardian Leap have a <<1>>% chance to grant Intervention, which makes your next Freezing Force cost no focus and activate with a 0.5 second global cooldown. Jedi Enforcer: Increases the damage dealt by Rebuke by <<1>>% and increases its duration by <<2>> seconds. Momentum: Force Leap and Zealous Leap have a <<1>>% chance to make the next Blade Storm activate without a focus cost. Changes Agility Training: Zealous Leap can now be used while immobilized. Felling Blow: Force Leap and Zealous Leap have a <<1>>% chance to make your next Force Sweep used within <<2>> seconds an automatic critical hit. Focused Resonance: Increases the critical strike damage of all attacks by <<1>>%. Force Exhaustion: Progressively slows the target from 50% to 5% movement speed over <<1[%d seconds/%d second/%d seconds]>> and deals <<3[%d/%d/%d]>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<2[%d/%d/%d]>> kinetic damage. Gravity Defiance: Reduces the focus cost of Zealous Leap and Force Exhaustion by 1. Inner Focus (Guardian): Combat Focus immediately grants <<1>> additional focus and <<2>> stacks of Singularity. Reduces the cooldown of Combat Focus by <<3>> seconds. Inner Focus (Sentinel): Zen in Shii-Cho Form immediately grants <<1>> stacks of Singularity. Pulse: Reduces the cooldown of Force Stasis by <<1>> seconds. Singularity (Guardian): While Shii-Cho Form is active, Combat Focus grants <<1[%d stacks/%d stack/%d stacks]>> of Singularity, reducing the focus cost and increasing the damage dealt by your next Force Sweep by <<2>>%. Stacks up to 3 times. Additionally, each hit of Force Exhaustion grants 1 stack of Singularity. Also reduces the cooldown of Combat Focus by <<3>> seconds and causes Combat Focus to generate <<4>> additional focus over <<4>> seconds. Singularity (Sentinel): Zen in Shii-Cho form grants <<1[%d stacks/%d stack/%d stacks]>> of Singularity, reducing the focus cost and increasing the damage dealt by your next Force Sweep by <<2>>%. Stacks up to 3 times. Additionally, each hit of Force Exhaustion grants 1 stack of Singularity. Swelling Winds: Increases the damage dealt by Force Sweep and Cyclone Slash by <<1[%d/%d/%d]>>% and reduces the cooldown of Force Sweep and Zealous Leap by <<2[%d seconds/%d second/%d seconds]>>. Zephyrean Slash (Guardian): While Shii-Cho Form is active, all Strike abilities, Slash, Blade Storm and Dispatch have a <<1>>% chance to reduce the active cooldown of Force Sweep and Zealous Leap by <<2[%d seconds/%d second/%d seconds]>> and Combat Focus by <<3[%d seconds/%d second/%d seconds]>>. Zephyrean Slash (Sentinel): While Shii-Cho Form is active, all Strike abilities, Slash, Blade Storm and Dispatch have a <<1>>% chance to reduce the active cooldown of Force Sweep and Zealous Leap by <<2[%d seconds/%d second/%d seconds]>>.
- Vigilance:
New Keening: Increases the damage dealt by your burning effects by <<1>>%. In addition, your Master Strike and burning damage has a <<2>>% 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. Preparation: When you exit combat, the active cooldowns of Force Leap, Combat Focus, and Saber Throw are reduced by <<1>>%. Changes Force Rush: Overhead Slash, Dispatch and Plasma Brand have a <<1>>% chance to increase the critical chance of your next Blade Storm by <<2>>%. Lasts <<3>> seconds. Stacks up to 2 times. Improved Sundering Strike: Reduces the cooldown of Sundering Strike by <<1>> seconds. Narrowed Focus: Generates 1 additional focus when taking direct area effect damage while Shien Form is active. Plasma Brand: Engulfs your lightsaber in fiery plasma, striking a target affected by Sundering Strike for <<1[$d point/$d point/$d points]>> elemental damage, and deals a further <<2[%d/%d/%d]>> elemental damage over <<3[%d/%d/%d]>> seconds. Shien Form: Enters an offensive lightsaber form, increasing all damage dealt by 6%. All attacks that cost focus will refund 1 focus when used. Sundering Throw: Reduces the cooldown of Saber Throw by <<1>> seconds, and gives Saber Throw a <<2>>% chance to apply armor reduction to the target. Unremitting: While in Shien Form, Force Leap has a <<1>>% chance to grant Unremitting, reducing all damage taken by 20% and granting immunity to interrupts and all controlling effects for <<2[%d/%d/%d]>> seconds. Zen Strike: Overhead Slash and Plasma Brand have a <<1>>% chance to finish the cooldown on Master Strike and generate <<2>> focus. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds.
- Watchman:
New Inexhaustible Zeal: Juyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in total. Weakening Wounds: Applying a burn to your target reduces its damage dealt by <<1>>% for <<2>> seconds. Zealous Ward: Getting attacked while Saber Ward is active heals you for <<1>>% of your maximum health. This effect cannot occur more than once every 1.5 seconds. Changes Burning Focus: Your direct damage attacks that critically hit a burning target build <<1>> focus. Close Quarters: Reduces the minimum range of Force Leap by <<1[%d/%d/%d]>> meters. Force Fade: Increases the duration of Force Camouflage by <<1[%d seconds/%d second/%d seconds]>> and further increases the movement speed bonus of Force Camouflage by <<2>>%. Mind Sear: Slash has a <<1>>% chance and Dispatch and Merciless Slash have a <<2>>% chance to finish the cooldown of Cauterize. Plasma Blades: Increases the damage dealt by your burn effects by <<1>>%. In addition, your burn effects have a <<2>>% chance to build 1 focus when dealing damage. This effect cannot occur more than once every 1.5 seconds.
Trooper - General:
Electro Net: Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts <<2>> seconds. Hold the Line: Grants <<1[%d seconds/%d second/%d seconds]>> of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. Into the Fray: Increases the duration of Reactive Shield by <<1>> seconds. In addition, suffering direct damage from area attacks generates <<2>> energy cells and heals you for <<3>>% of your total health. This effect cannot occur more than once every 3 seconds. Kolto Bomb: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 4 allies within 8 meters of the targeted area for <<1>>. Mortar Salvo: Explosive Round can now be fired as a salvo, rapidly shooting up to 3 weaker rounds before depleting energy cells and going on cooldown for 6 seconds. Shoulder Cannon: Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per second. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.
- Assault Specialist:
New Assault Frame: Reduces the damage taken by all periodic effects by <<1[%d/%d/%d]>>%. Electro Shield: When activated, your Reactive Shield has a <<1>>% chance to charge with electricity, zapping attackers for <<2>> elemental damage while it remains active. This effect cannot occur more than once each second. Hyper Assault Cell: Reduces the cost of Explosive Surge by <<1>> and gives Explosive Surge a <<2>>% chance to trigger your Plasma Cell on all affected targets. Hyper Assault Rounds: Reduces the cost of Explosive Round by <<1>>. In addition, the third Explosive Round in your Mortar Salvo has a <<2>>% chance to trigger your Plasma Cell. Hyper Barrels: Reduces the cost of Charged Bolts by <<1>> and the cooldown of Full Auto by <<2>> seconds. Additionally increases the damage dealt by High Impact Bolt, Charged Bolts and Full Auto by <<3>>%. Reflexive Battery: Increases the damage dealt by Concussion Charge by <<1>>%. In addition, taking damage reduces the active cooldown of Concussion Charge by <<2[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Riot Augs: Increases the damage dealt by Stockstrike, Incendiary Round, and Assault Plastique by <<1>>%. Suit FOE: When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by <<1>>% for <<2>> seconds. Changes Adrenaline Fueled: Getting attacked reduces the active cooldown of your Adrenaline Rush by <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Degauss: Diversion has a <<1>>% chance to remove all movement-impairing effects when activated. High Friction Bolts: High Impact Bolt ignores <<2[%d/%d/%d]>>% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a <<1>>% chance to generate 8 energy cells and refresh the duration of your Plasma Cell's burn effect if present. Ionic Accelerator (Commando): While Plasma Cell is active, Charged Bolts has a <<1>>% chance and Full Auto has a <<2>>% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds. Ionic Accelerator (Vanguard): While Plasma Cell is active, Ion Pulse has a <<1>>% chance and Stockstrike has a <<2>>% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds. Rapid Recharge: Increases alacrity by <<1>>% and reduces the cooldown of Recharge Cells and Reserve Powercell by <<2[%d seconds/%d second/%d seconds]>>.
- Combat Medic:
New Kolto Pods: Kolto Bomb leaves a pool of kolto that heals allies for <<1>> over <<2>> seconds. Kolto Wave: Concussion Charge now has a <<1>>% chance to heal you and all allies within range for <<2>>. Probe Medic: Increases the healing done by Trauma Probe by <<1>>%, increases its max number of charges by <<2>>, and reduces its rate limit by <<3[%d seconds/%d second/%d seconds]>>. Changes Cell Capacitor: Recharge Cells now immediately recharges <<1[%d additional cells/%d additional cell/%d additional cells]>> and grants 10% alacrity for <<2>> seconds. Efficient Conversions: Reduces the energy cell cost of Concussion Charge, Concussive Round and Cryo Grenade by <<1[%d/%d/%d]>>. Field Triage: Advanced Medical Probe has a <<1>>% chance to reduce the energy cell cost of your next Medical Probe by 8. First Responder: Critical results with damage and healing abilities have a <<1>>% chance to grant First Responder, increasing alacrity by 3% for <<2[%d seconds/%d second/%d seconds]>>. Frontline Medic: While affected by your own Trauma Probe, firing Hammer Shot at an enemy has a <<1>>% chance to trigger your Trauma Probe. This effect cannot occur more than once every 3 seconds, but this rate limit is separate from Trauma Probe's rate limit. This effect will not occur at full health. Med Zone: Increases all healing received by <<1[%d/%d/%d]>>% while Reactive Shield is active. Supercharge Cells: Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 8 energy cells and increasing all damage and healing dealt by 5% for <<1[%d seconds/%d second/%d seconds]>>. While active, the following abilities gain Supercharge effects: Charged Bolts: Energy cell cost reduced by 100%. Full Auto: Energy cell cost reduced by 100%. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 5% for 15 seconds.
Smuggler - General:
Hightail It: Roll forward 18 meters, freeing yourself from movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.Can't do that while hindered. Ready for Anything: Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover. Scamper: Roll forward 12 meters. When slowed, you only roll forward 6 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized. Street Tough: Pugnacity immediately restores <<1[%d/%d/%d]>> energy when activated. Additionally reduces the cooldown of Pugnacity by <<2[%d/%d/%d]>> seconds.
- Sawbones:
New Puissant Poultices: Increases the healing dealt by Slow-release Medpac and Kolto Cloud by <<1>>%. Additionally increases the duration of Kolto Cloud by <<2[%d seconds/%d second/%d seconds]>> and reduces the energy cost of Slow-release Medpac by <<3>>. Smuggled Med Delivery: Exiting Stealth mode grants <<1[%d stacks/%d stack/%d stacks]>> of Upper Hand. Changes Anatomy Lessons: Reduces the energy cost of Dirty Kick and Tendon Blast by <<1[%d/%d/%d]>>. Emergent Emergencies: Increases the healing dealt by Emergency Medpac by <<1[%d/%d/%d]>>% and increases the max stack limit of Upper Hand by <<2>>. In addition, Emergency Medpac immediately regrants Upper Hand when used on targets below 30% max health. Exploratory Surgery: Reduces the activation time of Underworld Medicine and Kolto Pack by <<1[%d/%d/%d]>> seconds and gives Underworld Medicine a <<2>>% chance to grant Upper Hand. Med Screen: Your Defense Screen has a <<1>>% chance to heal you for <<2>> when it collapses. Medpac Mastery: Each tick of Slow-release Medpac has a <<1>>% chance to grant Upper Hand. This effect cannot occur more than once every 9 seconds. Each rank beyond the first reduces this rate limit by 1.5 seconds. Scar Tissue: Increases damage reduction by <<1>>%. Scramble: Every time you get attacked, the active cooldown of your Dodge is reduced by <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds.
Items - PvP:
New Portable Deflector Shield: Absorbs all incoming damage for 5s. (only usable in PvP) Emergency Shield Generator: Absorbs 33% of incoming damage for 60 seconds. (only usable in PvP) Targeting Beacon: Target enemy takes 30% more damage for 20 seconds (only usable in PvP) Incendiary Sprayer: Target enemy takes <<1>> burning damage every 3 seconds for 60 seconds. (only usable in PvP) Energy Redirection Field: Deals <<1>> damage and stuns for <<2>> seconds the next player to attack you. (only usable in PvP) Repulsor: Emits a pulse of energy knocking the user back from their target. (only usable in PvP) Thesee items are already in the current live build and therefore we won't see them in 2.0 most likely.
Last edited by Shinjiro on Sun Feb 10, 2013 2:29 am; edited 2 times in total |
| | | Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 6:21 am | |
| How is this 1.7? 1.7 is Ilum, 2.0 is probably 55 cap. Those Guardian Changes, up damage by 10% lol. If there aren't any good changes to Defence there is no way anyone will tank in it anymore. Double Saber throw - each dealing 5k The Focus changes are lowering damage of Sweep but seem to increase overall damage. Not sure Demo round needed a nerf. Pulse Engine seems to be a buff to Tactics. |
| | | crazyBE Unicorn
Posts : 881 Join date : 2011-12-20 Location : Belgium
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 9:32 am | |
| - Derpy wrote:
- Not sure Demo round needed a nerf. Pulse Engine seems to be a buff to Tactics.
I find it hilarious how they continue to find ways to make full gunnery useless in PvP. It's already nearly impossible to get 5 vortexes to make Demo deal good damage. |
| | | Guest Guest
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 3:00 pm | |
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| | | Lyra Media Mane
Posts : 542 Join date : 2011-10-13 Location : Cleveland, Ohio
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 5:10 pm | |
| - crazyBE wrote:
- Derpy wrote:
- Not sure Demo round needed a nerf. Pulse Engine seems to be a buff to Tactics.
I find it hilarious how they continue to find ways to make full gunnery useless in PvP. It's already nearly impossible to get 5 vortexes to make Demo deal good damage. Its actually very easy to get five stacks of vortex. What game are you playing, lol? I agree demo round doesn't really need a nerf though. Commando with Pulse Engine = GG. I want that so bad. If I am reading the focus changes correctly, which I may not be since that guy can't make coherent sentences for shit, it looks like they are nerfing it quite hard in the lolsmash department. Less force sweep chances (no more inner focus sweeps), and decresed damage. It seems like they are making it a more sustainable damage tree, rather than burst damage. Vig seems to be getting a kick in the balls, with only minor ice to heal it over. (10% OS dmg and all dmg....woo... ) May become more worthwhile though without the huge burst from Focus keeping Focus the DPS leader. |
| | | Skarkdahn Colt
Posts : 188 Join date : 2011-12-13 Location : United Kingdom
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 6:51 pm | |
| "Scum and Villainy" looks as though it involves the Hutts somehow, given the shape of the building in the top-centre. Not surprising at all considering the importance of the Hutt Cartel in the new up-and-coming expansion, of course.
Be interesting to see whether the Dread Masters have anything to do with this one - we certainly know that they've been involved with the Hutts before, and I doubt that they would not continue being so; that is, unlike what happens with Kephess in TfB, they consider them "broken" due to Karagga's failure.
The new abilities seem a bit "meh" in writing. Admittedly, that new double saber throw does look awesome, but certainly would not affect me in the least. "Guard cannon" most certainly seems to be a Vanguard ability, although it could well be a Commando ability.
We'll have to wait and see... |
| | | Pinkie Pie Event Mane
Posts : 742 Join date : 2011-06-25 Location : Indianapolis, IN
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 9:56 pm | |
| - Skarkdahn wrote:
- "Scum and Villainy" looks as though it involves the Hutts somehow, given the shape of the building in the top-centre. Not surprising at all considering the importance of the Hutt Cartel in the new up-and-coming expansion, of course.
- torhead wrote:
- Operation: Scum and Villany
Conversation is pretty light on details here, but from what we have been able to dig up we will once again go up against the Hutts and defeat the army they are in the process of building. |
| | | Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Tue Feb 05, 2013 11:19 pm | |
| - Quote :
- Troopers (unclassified):
- Spoiler:
guard cannon - no additional info i can find (yet) pulse engine- next pulse cannon channels and ticks twice as fast shrap_stachel has no description but it puts a 50% slow on target soldiers grit - alacrity increased buff superior defense - modifies stat 48 (?) by 4% (whatever that stat is
Pulse Engine, Shrap Satchel, and Soldier's Grit would all be buffs to the Tactics tree (if that is the case). The other two sound more like a Shield Specialist or possibly Assault tree addition. Tactics already has pretty good passive survivability (Shock Absorbers + Power Armor) while all the defense stuff in the Assault tree is mostly improving CD's on Reactive Shield and Adrenaline Rush. I'm hoping that they are altering Blaster Augs to make High Energy Cell a bit more beneficial, it's a little on the weak side (aka Gut sucks). Too bad the thread was closed, which goes to confirm that some of this info is at least partially accurate, as I would have liked to see some Smuggler and Consular info. However, all the Knight info was definitely nice. EDIT: Found more info. Saboteur is looking like they may make it OP as hell, same goes for Dirty Fighting, but Sab sounds more fun. It's also nice to see that they are finally fixing Scoundrel/Operative Dirty Fighting/Lethality tree so Upper Hands/Tact. Adv. can be obtained by regranted by tree abilities. Seer tree is also getting some nice buffs, some seem OP. http://www.reddit.com/r/swtor/comments/17xgb1/data_mined_17_and_lvl_55_abilities/https://i.imgur.com/NIrRXMg.pnghttps://i.imgur.com/fseOgjo.pnghttps://i.imgur.com/BlpPVu8.png |
| | | Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Wed Feb 06, 2013 9:16 am | |
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| | | Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Wed Feb 06, 2013 12:49 pm | |
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| | | Skarkdahn Colt
Posts : 188 Join date : 2011-12-13 Location : United Kingdom
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Wed Feb 06, 2013 1:48 pm | |
| Good to see they're finally giving some love to the Scoundrel and Operative DPS. Of course, it'll still be a pain for 1-on-1 fights in Operations such as that Infernal Council fight, due to not being able to get behind your target.
I noticed that on Shin's post, he quotes someone saying "the new group-finder" and something about hardmode flashpoints for level 55. I'm guessing that this means that all the current Flashpoints will be boosted to level 55, with the originals still available to those who haven't got/can't get the expansion. I'd also imagine the same to be true of the current Operations, although "Scum and Villainy" will likely require the expansion to run.
Large blocks of text time!
They really do need to introduce new flashpoints, or possibly even introduce a "nightmare" version of each of the current ones, just for variety. The ones that are available now are all well and good, and most can be done fairly effortlessly with a good group, which is good, but they do get boring very, very quickly. Heck, even Lost Island can be done relatively easily (provided you don't get stuck with two DPS or a Tank who only have Recruit or Tionese gear...): I was petrified of doing it as my only adequately-geared player was a Tank, and I didn't really want to mess up due to not having experience - I now see my fears were unjustified.
Sure, the five Black Hole commendations as a daily reward are nice, and the dailies and weeklies are good for credits and stuff to sell, but new mechanics in entirely new locations - maybe a boss fight similar to Kephess or the Terror - will be an interesting dynamic and would help newer players get to grips with the basics of the more difficult stuff that they will be facing should they continue. Heck, if they could develop it so that it worked for a maximum of sixteen people, there's no way they'd have difficulty doing it for a group of four.
Of course, Flashpoints cannot provide a "Tank swap" mechanic, but a "DPS swap" mechanic would be far easier to implement. Say, for example, there are two reactor cores which provide shielding to a boss who is forced to focus on the Tank, and each DPS takes one, damaging its power-sources as "mini-bosses" (similar to the turrets for melee DPSes at the very beginning of Eternity Vault), but every few minutes a radiation leak forces them to swap due to a DoT that steadily increases the closer they are to that first reactor, and rinse, lather repeat until the shield is down and they can commence attack on the Death Star's main reactor. I don't think there are very many current Flashpoints which feature a final boss or boss group which isn't in some way "Tank/Kite and Spank"; Mentor and Darth Malgus are perhaps the most unique of all Flashpoint bosses in this regard, and even then the Malgus fight involves some "Tanking/Kiting and Spanking".
Additionally, new "Phase 2" Flashpoints could provide an easier way for fully-Columi-geared players to get Rakata gear (given Lorrick's dropping of the Rakata chestplate), especially if they are otherwise unable to get a good group for the current Operations that provide it. For example, I missed out on the Rakata helmet (Columi -> Black Hole jump, whoo!) as I only had one opportunity to get it (granted, I disconnected before the loot phase, and it was the only time I could ever have run KP HM, and I haven't run it since; I still need to "Survive Bonethrasher"), as opposed to the countless times I saw the "Unassembled Columi Wargrade Tech Helmet" flash through during operations and Kaon Under Siege.
Sorry for the rather confusing blocks of text. I do tend to rabbit on and on about stuff that isn't really as important as I'm making it out to be. |
| | | Guest Guest
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 5:14 am | |
| phasewalk seems game breaking. Sooo sceptical that ability will be in the game. |
| | | Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 10:24 am | |
| - Amorphic wrote:
- phasewalk seems game breaking. Sooo sceptical that ability will be in the game.
Huttball: Scoundrels stealth and mark enemy warzone, get passed the ball = win. |
| | | Guest Guest
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 12:26 pm | |
| - Derpy wrote:
- Amorphic wrote:
- phasewalk seems game breaking. Sooo sceptical that ability will be in the game.
Huttball:
Scoundrels stealth and mark enemy warzone, get passed the ball = win. What would be even more hilarious if it didn't dissapear after you die so you could just phasewalk out of the spawn. Also Roll through fire. |
| | | Lyra Media Mane
Posts : 542 Join date : 2011-10-13 Location : Cleveland, Ohio
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 5:59 pm | |
| Phase walk is not game breaking if it is created correctly. I have seen similar abilities used successfully in other games. As long as they keep the range to something like 15-20m, 30m at the absolute most (maybe spec to make it this?) and have it so there are limitations, it works just fine. Good limitations: Have to have LoS; Cannot PW if rooted/stunned/mezzed; PW costs energy to use; Can NOT lay phasewalk point down while stealthed/use PW if stealthed; etc.
There are ways to have awesome abilities like this without breaking the game. You just have to think it through. 60m alone, like the datamining says, is fucking ridiculous. THAT is broken.
ToR needs more "fun" abilities like this in the game. As of right now, everything is very standard affair, and it shows. Adding neat abilities like rolls and telelports, with good limitations, adds that much more to the experience. It just has to be done right.
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| | | crazyBE Unicorn
Posts : 881 Join date : 2011-12-20 Location : Belgium
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 8:37 pm | |
| - Lyra wrote:
- What game are you playing, lol?
Ranked warzones. Try it and come back telling me it's easy.
Saber reflect on Doom = GG Ciphas Too bad Oprator has his shield during color deletion.
Muzzle Fluting/Smoking Barrels - Followthrough/Trickshot reduces the energy cost of your next two Snipes/Charged Bursts by <<1>>.Snipe/Charged Bursts cost reduced. What the hell am I supposed to use that energy on? I rarely use auto attack as is.
Exfiltrate/Scamper - Roll forward 12 meters. When slowed, you only roll forward 6 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized.Defense increased. Wonder if you can roll over gaps in PvP
Entering stealth drops the ball, phasewalk will as well. If they balance it: enemies can see (and possibly destroy it) or no enemies can be near it (making it escape skill). |
| | | Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 10:12 pm | |
| - crazyBE wrote:
Saber reflect on Doom = GG Ciphas Too bad Oprator has his shield during color deletion.
Muzzle Fluting/Smoking Barrels - Followthrough/Trickshot reduces the energy cost of your next two Snipes/Charged Bursts by <<1>>.Snipe/Charged Bursts cost reduced.
What the hell am I supposed to use that energy on? I rarely use auto attack as is. If the Saber Reflect works like that it'd be hilarious. To answer you Smoking Barrels query, Quick Shot. *shot* |
| | | Lyra Media Mane
Posts : 542 Join date : 2011-10-13 Location : Cleveland, Ohio
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Thu Feb 07, 2013 11:49 pm | |
| - crazyBE wrote:
- Lyra wrote:
- What game are you playing, lol?
Ranked warzones.
Try it and come back telling me it's easy.
You never mentioned ranked. In normals it is stupid easy. |
| | | Shinjiro Royal Guard
Posts : 292 Join date : 2012-01-26
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Fri Feb 08, 2013 2:07 am | |
| - Lyra wrote:
- Vig seems to be getting a kick in the balls, with only minor ice to heal it over. (10% OS dmg and all dmg....woo... ) May become more worthwhile though without the huge burst from Focus keeping Focus the DPS leader.
You forgot this new ability: keening - next dispatch can be used on any target, 15secs duration (same as combat), it's a proc, dunno the triggerThe skill tree can be changed a bit like this to have 15% more crit chance for dispatch |
| | | Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Fri Feb 08, 2013 2:44 am | |
| - Shinjiro wrote:
- Lyra wrote:
- Vig seems to be getting a kick in the balls, with only minor ice to heal it over. (10% OS dmg and all dmg....woo... ) May become more worthwhile though without the huge burst from Focus keeping Focus the DPS leader.
You forgot this new ability: keening - next dispatch can be used on any target, 15secs duration (same as combat), it's a proc, dunno the trigger The skill tree can be changed a bit like this to have 15% more crit chance for dispatch
No point working of current skill trees. |
| | | Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Fri Feb 08, 2013 3:45 am | |
| - Derpy wrote:
- Shinjiro wrote:
- Lyra wrote:
- Vig seems to be getting a kick in the balls, with only minor ice to heal it over. (10% OS dmg and all dmg....woo... ) May become more worthwhile though without the huge burst from Focus keeping Focus the DPS leader.
You forgot this new ability: keening - next dispatch can be used on any target, 15secs duration (same as combat), it's a proc, dunno the trigger The skill tree can be changed a bit like this to have 15% more crit chance for dispatch
No point working of current skill trees. I doubt they're changing the bottom tiers much. |
| | | Lyra Media Mane
Posts : 542 Join date : 2011-10-13 Location : Cleveland, Ohio
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Fri Feb 08, 2013 6:52 am | |
| - Shinjiro wrote:
- Lyra wrote:
- Vig seems to be getting a kick in the balls, with only minor ice to heal it over. (10% OS dmg and all dmg....woo... ) May become more worthwhile though without the huge burst from Focus keeping Focus the DPS leader.
You forgot this new ability: keening - next dispatch can be used on any target, 15secs duration (same as combat), it's a proc, dunno the trigger The skill tree can be changed a bit like this to have 15% more crit chance for dispatch
You realize that boss fights are primarily single target fights, which makes Keening almost entirely worthless in anything but PvP, where Vig is worthless anyway. Basing any damage increases on trash, where it would be used, is pointless. That is not a useful boost for Vig in any way on the PvE side. Also, 15% is not a consolation compared to 60%...not even close. |
| | | crazyBE Unicorn
Posts : 881 Join date : 2011-12-20 Location : Belgium
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Fri Feb 08, 2013 2:19 pm | |
| - Lyra wrote:
- crazyBE wrote:
- Lyra wrote:
- What game are you playing, lol?
Ranked warzones.
Try it and come back telling me it's easy.
You never mentioned ranked. In normals it is stupid easy. everything is stupid easy against stupid people (aka regular warzones). |
| | | Shinjiro Royal Guard
Posts : 292 Join date : 2012-01-26
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Fri Feb 08, 2013 6:42 pm | |
| - Lyra wrote:
You realize that boss fights are primarily single target fights, which makes Keening almost entirely worthless in anything but PvP, where Vig is worthless anyway. Basing any damage increases on trash, where it would be used, is pointless. That is not a useful boost for Vig in any way on the PvE side. Also, 15% is not a consolation compared to 60%...not even close. That skill enables you to use Dispatch(your hardest hitting skill) on target that has above 30% hp (doesn't need to be below 30% hp to use it ) Also 1.7 on Feb 12th - Quote :
- Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for five and a half hours on Tuesday, February 12th, 2013 from 3:30AM CST (1:30AM PST/4:30AM EST/9:30AM GMT/10:30AM CET/8:30PM AEDT) until 9AM CST (7AM PST/10AM EST/3PM GMT/3PM CET/2AM AEDT). All game servers, SWTOR.com, and the launcher will be offline during this period. This maintenance is expected to take no more than five and a half hours, but could be extended.
Game Update 1.7: Return of the Gree unveils a new in-game event, Relics of the Gree. Travel to Ilum to investigate the appearance of an ancient Gree starships, called “the Gray Secant.” The Reputation System is also introduced in this game update, which allows you to earn Reputation points by completing missions for organizations such as the Gree or the Voss, or for military divisions within the Republic and the Empire for great rewards.
After this maintenance is over, restart the game launcher to patch to Game Update 1.7: Return of the Gree.
Events are available to Free-to-Play Players and Subscribers at no additional cost. Visit the Free-to-Play Features Chart for more information.
Scheduled Maintenance
Date: Tuesday, February 12th, 2013
Time: 3:30AM CST (1:30AM PST/4:30AM EST/9:30AM GMT/10:30AM CET/8:30PM AEDT) until 9AM CST (7AM PST/10AM EST/3PM GMT/3PM CET/2AM AEDT)
All game servers, SWTOR.com, and the launcher will be offline during this period. This maintenance is expected to take no more than five and a half hours.
Thank you for your patience as we maintain service for Star Wars™: The Old Republic™. |
| | | Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
| Subject: Re: 1.7 (2.0) Class Changes + lvl 55 abilities datamined from latest pts client update Sun Feb 10, 2013 2:51 am | |
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