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Datamined Inquisitor changes for RotHC!

STAR WARS: The Old Republic > English > Classes > Sith Inquisitor
Datamined Inquisitor changes for RotHC!

Kindran's Avatar


Kindran
02.12.2013 , 03:02 PM | #1
Taken from http://mmo-mechanics.com/swtor/forums/thread-1175.html

Sorry if this was posted somewhere else but I did not see anything.

This is for both sorcerers and assassins, and I cleaned/translated it to help those who don't know republic vs imperial ability names.


New abilities overall:

* 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.


Assassin

Changes

* Overcharge Saber: 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.

* Discharge: 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.
Lightning Charge: Deals <<2>> periodic kinetic damage over <<3>> seconds.
Dark Charge: 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 Discharge on cooldown for 6 seconds.
Surging Charge: Deals <<1>> internal damage per Breaching Shadow consumed.


New abilities for Madness

* Lambaste: Lacerate now automatically triggers Lightning Charge on affected targets on a separate rate limit.

* Mental Defense: Reduces all damage taken while stunned by <<1>>%.

* Rippling Force (Shadow): When your Lightning Charge 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]>>


Talent tree changes to Madness

* Claws of Decay: Increases the critical strike damage dealt by Thrash by <<1[%d/%d/%d]>>%.

* Haunted Dreams: If your Whirlwind breaks early from damage, the target is stunned for <<1[%d seconds/%d second/%d seconds]>>. In addition, reduces the activation time of Whirlwind by <<2>> seconds.

* Sith Defiance: Increases damage reduction by <<1>>%.

* Devour: Increases the amount of healing generated by Death Field and Parasitism by <<1[%d/%d/%d]>>%.

* Creeping Terror: 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.

* Crackling Charge: Increases the damage dealt by Lightning Charge's Discharge effect by <<1>>%.

* Exploitive Strikes: Force critical hits increase your melee critical chance by <<1[%d/%d/%d]>>% for <<2[%d/%d/%d]>> seconds.

* Fanaticism: Reduces the Force cost of Death Field by <<1>>.

* Torment: Reduces the Force cost of Thrash, Spike, and Voltaic Slash by <<1>> and Shock by <<2>>.


New abilities for Deception

* Impose Weakness: Low Slash and Spike have a 100% chance to automatically trigger your Duplicity 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 Spike by <<2>>.

* Nerve Wracking: Targets controlled by your Spike or Electrify 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 Maul by <<2>>%.

* Whirling Edge: Reduces the Force cost of Lacerate by <<1>> and increases its damage dealt by <<2>>%.


Talent tree changes to Deception

* Charged Strikes: Increases the critical strike damage dealt by Maul by <<2[%d/%d/%d]>>%. In addition, Thrash, Maul, Lacerate, Spike and Voltaic Slash have a <<1>>% chance to grant Charged Strikes while Surging Charge is active, reducing the Force cost of your next Shock by 25%. Stacks up to 2 times.

* Voltaic Slash: Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Penetrating Darkness, which gives Shock a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.

* Duplicity: Direct damage attacks have a <<1>>% chance to grant Duplicity, causing your next Maul 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.

* Saber Conduit: When your Surging Charge deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.

* Surging Charge: Assumes a surging charge, 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 Discharge. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.


New abilities for Darkness

*Kinetic Bulwark: Consuming a charge of Dark Ward increases shield absorption by <<1>>%. Stacks up to 8 times. This effect lasts for 20 seconds or until Dark Ward is reactivated.

* Martial Prowess: Spike can now be used while out of stealth mode.

* Shadow Wrap: Thrash and Spike have a <<1>>% chance to grant Shadow Wrap, which makes your next Maul 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>>%.


Talent tree changes for Darkness

* Electrify: Increases the threat and damage dealt by Shock by <<1[%d/%d/%d]>>%.

* Hollow: Increases your shield absorption by <<1>>%. In addition, when you activate Overcharge Saber while Dark Charge is active, damage reduction is increased by <<2>>% for the duration.

* Dark Ward: Erects a Dark Ward with 8 charges that increases your shield chance by 15% for <<1[%d/%d/%d]>> seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth.

* Energise: While Dark Charge is active, damage dealt by Thrash, Maul, Lacerate and Spike has a <<1>>% chance to finish the cooldown on Shock and make your next Shock a critical hit. Accelerated Accelerated Shocks that consume a charge of Fanaticism deal an additional <<2[%d/%d/%d]>>% critical damage.


Sorcerer

New abilities for Corruption

* Amnesty: Reduces the duration of Consumption's Force degeneration effects by <<1>> seconds. In addition, Force Barrier now purges Consumption's Force degeneration effects.

* Force Gift: Increases alacrity by <<1[%d/%d/%d]>>%.

* Force Warden: Innervate channels and ticks <<1>>% faster.

* Humility: Targets stunned by your Electrify suffer Humility when Electrify wears off, which reduces all damage dealt by <<1>>% for 10 seconds.

* Life Ward: Your Static Barrier 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.


Talent tree changes to Corruption

* Penetrating Darkness: Increases your bonus healing by <<1>>%.

* Fadeout: Force Speed has a <<1>>% chance to grant Fadeout, removing all movement impairing-effects and granting immunity to all movement-impairing effects for the duration.

* Dark Mending: Reduces the activation time of Dark Infusion by <<1[%d/%d/%d]>> seconds and the Force cost of Dark Heal by <<2>>.

* Efficacious Currents: Reduces the Force cost of Static Barrier by <<1>> and reduces the duration of De-ionization by <<2>> seconds.

* Force Suffusion: Overload has a <<1>>% chance to heal you and affected allies for <<2>>.

* Revivification: Heals up to 8 allies that remain within 8 meters of the targeted area for <<2>> over <<3[%d/%d/%d]>> seconds.

* Life Surge: Increases Force critical chance by <<1>>% and damage reduction by <<2>>%.


New abilities for Lightning

* Cascading Force: Chain Lightning 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: Forked Lightning is twice as likely to trigger while Polarity Shift is active. Additionally increases the duration of Polarity Shift 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: Crushing Darkness has a <<1>>% chance to tick twice. In addition, when you activate Thundering Blast, there is a <<2>>% chance the ability will produce a second blast that strikes the same target for 30% damage.

* Metaphysical Alacrity: Polarity Shift increases your movement speed by 50% while active.

Talent tree changes for Lightning

* Suppression: Reduces the activation time of Whirlwind by <<1>> seconds and increases the lockout duration of Jolt by <<2[%d seconds/%d second/%d seconds]>>.

* Electric Bindings: Overload has a <<1>>% chance to unbalance its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.

* Electric Induction: Reduces the Force cost of Force attacks and healing abilities by <<1>>% and increases Force accuracy by <<2>>%.

* Backlash: Static Barriers you place on yourself have a <<1>>% chance to collapse in a Backlash when they end, incapacitating all nearby enemies for 3 seconds. This effect does not break on damage.

* Reverberating Force: Increases the critical damage bonus of your Lightning Strike, Chain Lightning and Thundering Blast by <<1[%d/%d/%d]>>%.

* Lightning Effusion: Force attacks that critically hit have a <<1>>% chance to grant Lightning Effusion, lowering the Force cost of your next two Force attacks by 75%.

* Forked Lightning: When you activate Lightning Strike or Chain Lightning, there is a <<1>>% chance the ability will produce a second attack that strikes the same targets for 30% damage.

* Lightning Storm: Lightning Strike and Thundering Blast have a <<1>>% chance and Force Storm has a <<2>>% chance when dealing damage to cause Lightning Storm, immediately finishing the cooldown on Chain Lightning and making your next Chain Lightning activate instantly and cost no Force. This effect cannot occur more than once every 10 seconds.

* Conduction: Forked Lightning and Mental Momentum issue Conduction, increasing your Force bonus damage by <<1>>% for <<2>> seconds. Stacks up to 3 times. In addition, each Forked Lightning and Mental Momentum has a <<3>>% chance to reduce the active cooldown of Polarity Shift by 1 second.

New abilities for Madness

* Crush Spirit: Increases the damage dealt by Death Field and periodic effects by <<1[%d/%d/%d]>>% on targets below 30% of max health.

* Rippling Force: Damage dealt by Force Lightning has a <<1>>% chance and damage dealt by Lightning Strike has a <<2>>% chance to apply Rippling Force to the target, which deals <<3>> kinetic damage over <<4[%d seconds/%d second/%d seconds]>>.

* Telekinetic Focal Point: Damage dealt by Force Lightning has a <<1>>% chance and damage dealt by Lightning Strike has a <<2>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts <<3>> seconds.

* Mental Defense: Reduces all damage taken while stunned by <<1>>%.


Talent tree changes for Madness

* Haunted Dreams: If your Whirlwind breaks early from damage, the target is stunned for <<1[%d seconds/%d second/%d seconds]>>. In addition, reduces the activation time of Whirlwind by <<2>> seconds.

* Sith Defiance: Increases damage reduction by <<1>>%.

* Devour: Increases the amount of healing generated by Death Field and Parasitism by <<1[%d/%d/%d]>>%.

* Creeping Terror: 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.

* Deathmark : Deathfield now places a deathmark on affected targets, 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.

* Will of the Sith: Increases total Willpower by <<1[%d/%d/%d]>>%.

* Lingering Nightmares: Increases the duration of Crushing Darkness by <<1[%d/%d/%d]>> seconds.

* Disintegration: Increases the critical chance of Force Lightning and Lightning Strike by <<1[%d/%d/%d]>>%.

* Force Horrors: Increases all periodic damage dealt by <<1[%d/%d/%d]>>%.

* Wrath: When your Force Lightning deals damage, you have a <<1>>% chance to gain Corrupted Flesh, causing your next Lightning Strike or Crushing Darkness to activate instantly and deal 35% more damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Death's demise shall arise when Life's creation nullifies.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kindran <Carnage Gaming> (The Shadowlands)

verfallen's Avatar


verfallen
02.13.2013 , 01:08 PM | #2
More melee/ranged defense for sintanks, nice.

Oh, and please take this maul to the face!

...wait what?

DPSTANK LFG!!

Mozivicus's Avatar


Mozivicus
02.13.2013 , 01:22 PM | #3
Well that will be nice being able use maul in the boss fight rotations. It's not easy to behind a boss to use maul

DarthSylar's Avatar


DarthSylar
02.14.2013 , 09:56 AM | #4
Quote: Originally Posted by Kindran View Post
* 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.
Probably a nice PvP ability, don't think it has much PvE value for deception/madness builds

Quote: Originally Posted by Kindran View Post
Assassin

Changes

* Overcharge Saber: 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.
seems about the same. added a 35% trigger, which for the deception build, seems like it's unneccesary (will get into that later). Also don't know what effect lightning charge has, so unless the duration changed, the change only effects darkness builds.

Quote: Originally Posted by Kindran View Post
* Discharge: 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.
Lightning Charge: Deals <<2>> periodic kinetic damage over <<3>> seconds.
Dark Charge: 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 Discharge on cooldown for 6 seconds.
Surging Charge: Deals <<1>> internal damage per Breaching Shadow consumed.
As long as the kept the same damage (used to be 5 stacks at 6%, equaling 30%+) then this is a huge win for deception.[/quote]

Quote: Originally Posted by Kindran View Post
Talent tree changes to Madness
* Sith Defiance: Increases damage reduction by <<1>>%.
* Exploitive Strikes: Force critical hits increase your melee critical chance by <<1[%d/%d/%d]>>% for <<2[%d/%d/%d]>> seconds.
* Torment: Reduces the Force cost of Thrash, Spike, and Voltaic Slash by <<1>> and Shock by <<2>>.
I have to see the values for Sith Defiance (2% damage reduction if you use both points) and Explosive Strikes (9% for 10 seconds if you use all 3 points) before I can say if this is good. I can't see either going down but can't really say either needed to go up either.

But now that Torment reduces the cost of Voltaic Slash, this skill is much more usefull. I currently didn't have it because a reduction in just shock likely didn't out weigh the +6% Voltaic Slash damage or the 6% armor pen, but now it may.

Quote: Originally Posted by Kindran View Post
New abilities for Deception

* Impose Weakness: Low Slash and Spike have a 100% chance to automatically trigger your Duplicity on a separate 10-second rate limit.

* Nerve Wracking: Targets controlled by your Spike or Electrify take <<1[%d/%d/%d]>>% more damage from all sources.
PvPers have got to love this. But Operation and FP bosses are immune (however you can likely still do low slash, just for the effect) so PvE players gain little from this. Same for Nerve Wracking. Gonna make those Mauls the hardest hitting attack in warzones, but this does little for PvE players

Quote: Originally Posted by Kindran View Post
* Judgement: Increases all damage dealt to targets below 30% of max health by <<1>>%. Additionally reduces the Force cost of Spike by <<2>>.
Awsome....all i can say....is Awsome

Quote: Originally Posted by Kindran View Post
* Shadow's Mark: Increases the accuracy of melee and Force attacks by <<1>>% and the damage dealt by Maul by <<2>>%.
I would've preferred if they added the +Willpower talent, but this will do. Likely can drop 1 or 2 accuracy enhancements and add more power. Plus you can't argue with more damage to Maul.

Quote: Originally Posted by Kindran View Post
* Whirling Edge: Reduces the Force cost of Lacerate by <<1>> and increases its damage dealt by <<2>>%.
Devs are trying to make this ability viable, but I just don't see the use. In solo PvE, I use it to keep agro off my companion, but even them I could just taunt. IMO, Devs should be adding upgrades to lacerate to the tanking tree. I know other tanks cry over how many aoe abilities tankasins have now, but that's where this belongs.

Quote: Originally Posted by Kindran View Post
Talent tree changes to Deception

* Charged Strikes: Increases the critical strike damage dealt by Maul by <<2[%d/%d/%d]>>%. In addition, Thrash, Maul, Lacerate, Spike and Voltaic Slash have a <<1>>% chance to grant Charged Strikes while Surging Charge is active, reducing the Force cost of your next Shock by 25%. Stacks up to 2 times.
Ok, long story short, all your attacks besides saber strike grant the cost reduction of Shock.

Quote: Originally Posted by Kindran View Post
* Surging Charge: Assumes a surging charge, 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 Discharge. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

* Voltaic Slash: Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Penetrating Darkness, which gives Shock a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.
Let me start with Surging Charge. Most of it is the same, 25% chance to deal "x" damage. What's different is there is no seperate skill that causes surging charge damage to stack, which inturn buffs our discharge. Again, if the 3 stacks still equal +30% damage, then this is huge.

Now on to Voltaic Slash, we lost the 15% damage buff to shock (stacks twice), but we gained a 50% chance (stacks twice adding up to 100%) to trigger a surging charge. This Surging Charge works on a seperate time limit than the original one, so if your playing the class correctly, each Shock you deliver (2 in between discharges) will give you one stack of penetrating darkness. That also means that the 4 seperate Voltaic Slashes (8 if you count seperate strikes) and the 1 maul in between discharges, only need to build 1 stack for you to get a full powered discharge every time.

Quote: Originally Posted by Kindran View Post
* Duplicity: Direct damage attacks have a <<1>>% chance to grant Duplicity, causing your next Maul 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.

* Saber Conduit: When your Surging Charge deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.
Have to see percentages, because the descriptions all look the same. Duplicity is really fine where it is. With a 9 second lock out, upping the percentage won't do much. Making it more rare would be harmfull in the sense that there is already a 9 second lockout and a 30% chance on a 3 point skill is fine.

Would like to see the percentage for Saber Conduit upped. Honestly with a 10 second lock out, I don't see why every Surching Charge shouldn't give 10 force.

DarthSylar's Avatar


DarthSylar
02.14.2013 , 09:58 AM | #5
All in all, deception players that PvP got a huge boost. I'm not a PvPer, but I understand this is primarily a PvP build. PvE players got a few really nice changes, but i expect half the forum PvPers to start crying over Maul soon.

Melaku's Avatar


Melaku
02.14.2013 , 10:25 AM | #6
From what I've seen of the other datamining, it's clear the sorcerers won't be the new FOTM class in 2.0... but it's rather difficult to predict unless we get the right numbers.

Quote:
* Telekinetic Focal Point: Damage dealt by Force Lightning has a <<1>>% chance and damage dealt by Lightning Strike has a <<2>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts <<3>> seconds.

* Mental Defense: Reduces all damage taken while stunned by <<1>>%.
C'MON! These abilities sucks...
Melaku - Sorcerer
POT5

Altheran's Avatar


Altheran
02.14.2013 , 10:36 AM | #7
Quote: Originally Posted by Melaku View Post
Quote:
* Mental Defense: Reduces all damage taken while stunned by <<1>>%.
C'MON! These abilities sucks...
You don't know how much is "<<1>>%". Advanced Prototype Powertech have a similar talent which gives 15/30% damage reduction, it won't be surprising to be the same values.

cycao's Avatar


cycao
02.14.2013 , 11:27 AM | #8
Its datamined. I am not going to worry about anything until I see some patch notes.

_biddan_'s Avatar


_biddan_
02.14.2013 , 11:48 AM | #9
maul to the face?darkness here i come!
Tomb of Freedon Nadd

Caesar Legacy
Legacy lvl 50

EatenByDistance's Avatar


EatenByDistance
02.14.2013 , 12:11 PM | #10
i strongly dislike both of the new abilities

especially force barrier, a "get out of being focused free" card just seems tactless and lazy. Even if it is changed so that it can't be channeled while controlled or whatever I still don't like it. I hope the ability is scrapped.
Wakalord The Bastion: Hey im mvp
Watch my stream!
Quote: Originally Posted by Xerain
...and the only person who doesn't think so is some B-team assassin DPS who is just dragging his team down by playing the incorrect spec.