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Test Server Class Ability Changes: Listed Here

STAR WARS: The Old Republic > English > PvP
Test Server Class Ability Changes: Listed Here

CharterMonkKent's Avatar


CharterMonkKent
02.20.2013 , 05:59 PM | #1
There are so many. I did a copy/paste from the patch notes, but I changed the order. The order below is by kind of change -> class (instead of each class completely separate). Overall there are 4 kinds of (class) changes. Set bonus, removed abilities, changed abilities and new abilities. There are a lot of changes.

1. Set bonus changes
Marauder:
Weaponmaster's Gear 2pc PvP: Now in addition to reducing the cooldown of Undying Rage, also increases its duration by 1 second.
Weaponmaster's Gear 4pc PvP: Now increases all damage dealt by 10% for 5 seconds after using Force Charge.

Merc Healer :
Combat Medic's Gear 2pc PVP: Reduces the cooldown of Hydraulic Overrides by 5 seconds.

Op Healer:
Field Medic's Gear 2pc PVP: Increases the damage absorbed by Shield Probe by 10%.

Sorc Healer:
Force-Mystic's Gear 2pc PVP: Reduces Static Barrier lockout debuff duration by 3 seconds.

2. Changed Abilities
Marauder:
-Berserk (Ataru Form) has been redesigned. Now, while Ataru Form is active, Berserk grants 30% Alacrity, and each attack consumes 1 charge.
-Cloak of Pain no longer triggers from damage over time.
-Force Crush now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds.
-Dark Resonance now affects all types of damage.

Jugg:
-Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
-Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
-Sundering Assault has been redesigned. This ability now has a 15-second cooldown, applies 20% armor reduction for 45 seconds, and builds 5 Rage. The armor reduction it applies no longer stacks
-Soresu Form no longer generates rage when attacked.
-Shien Form no longer generates Rage when attacked.
-Shatter now has a 12-second cooldown and deals slightly more damage and no longer requires an armor reduction effect to be present.
-Crushing Blow has been redesigned. This ability deals high damage to the target, and if the target is affected by armor reduction this attack will strike up to 4 additional nearby enemies. Using Crushing Blow enables Retaliation and increases all damage reduction by 3% for 20 seconds.
-Focused Resonance now affects all types of damage.
-Force Crush now slows targets from 50% to 5% movement speed and deals damage over 3 seconds.

Sorc:
-Dark Heal now costs 70 Force and heals for significantly more.
-Affliction now costs 30 Force (down from 35), lasts 18 seconds, and the damage has been slightly increased.
-Static Barrier no longer has a cooldown.
-Polarity Shift is now trainable for all Sorcerers at level 28.
-Lightning Strike now costs 40 Force (up from 30) and deals proportionately more damage.
-Innervate now heals for slightly more.
-Chain Lightning now costs 60 Force (up from 50) and deals proportionately more damage.
-Thundering Blast now costs 50 Force (up from 45) and deals proportionately more damage.
-Backlash's effect is now limited to the caster.
-Creeping Terror: Damage has been slightly increased.

Sin:
-All abilities that formerly required a double-bladed Lightsaber may now be performed with an Electrostaff.
-Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
-Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
-Discharge (Lightning) no longer has a cooldown. Discharge (Dark) now has a 6 second cooldown. Discharge (Surging) has been redesigned. This ability is now only usable with one or more Static Charge, which builds when -Surging Charge triggers. Discharge (Surging) deals more damage per Static Charge consumed. Discharge (Surging) no longer has a cooldown.
-Overcharge Saber now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used.
-Dark Ward no longer has a Force cost and now has a 15-second cooldown.
-Surging Charge can now only trigger once every 4.5 seconds and deals significantly more damage. In addition, when it triggers it builds 1 stack of Static Charge. Static Charge is consumed by Discharge to deal additional damage.
-Voltaic Slash no longer increases the damage dealt by Shock. Instead, this ability stacks up to 2 times and builds Voltage, which gives Shock a 50% chance per stack to automatically trigger Surging Charge and bypass its rate limit.
-Creeping Terror's damage has been slightly increased.

Sniper:
-Corrosive Dart now costs 16 Energy.
-Evasion now removes all hostile removable effects without requiring Avoidance Training..
-Sniper Volley now lasts 15 seconds.
-Followthrough now costs 5 energy (down from 10) and deals slightly less damage as a result. Followthrough can now be triggered from a complete Series of Shots.
-Interrogation Probe now costs 15 energy (down from 20) and does not have a cooldown, but only one Interrogation Probe can be active at a time.
-Engineering - Ballistic Shield no longer requires cover. The ability now lasts 20 seconds (up from 15), deploys at the player's current position, remaining there for the duration.
-Engineering - Advanced Targeting now additionally increases the range of all ranged attacks by 5 meters.
-Damage dealt by the weaker versions of Corrosive Dart or Corrosive Grenade which are created by Lingering Toxins will no longer break the target out of stealth.

Oper:
-Carbine Burst is now trainable at level 12.
-Kolto Infusion has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds.
-Stim Boost is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes -Tactical Advantage. Instead, this ability now has a 2-minute cooldown, grants Tactical Advantage, and increases Alacrity for a short duration.
-Tactical Advantage now causes the character to giggle the first time it is applied if Tactical Advantage is not already active.
-Diagnostic Scan is now trainable at level 18.
-Infiltrate can now only be activated while Stealth is active Additionally, Infiltrated group members can now use Sneak and Blackout.
-Infiltrate now provides a visual effect that shows the stealth field projected around the Operative.
-Infiltrate now reduces movement speed by 15% (down from 30%).
-Damage dealt by the weaker versions of Corrosive Dart or Corrosive Grenade, which are created by Lingering Toxins, will no longer break the target out of stealth.

Merc:
-Jet Boost now generates 8 Heat (down from 16).
-Kolto Missile is now trainable at level 20 for all Mercenaries.
-High Velocity Gas Cylinder now additionally increases Alacrity by 3% while active.
-Hydraulic Overrides is now trainable at level 26 for all Bounty Hunters. This ability has an initial duration of 6 seconds, which can be extended to 10 seconds using the skills in the Arsenal and Advanced Prototype Skill Trees.

PT:
-Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
-Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
-High Energy Gas Cylinder will now increase the damage dealt by elemental and internal effects by 8% (up from 5%).
-Ion Gas Cylinder now reduces all damage dealt by 5% while active.

3. Removed Abilities
Marauder:
-Pommel strike
-Savage Kick

Sorc:
Tumult (oh darn)

Sin:
Tumult

4. Added Abilities
Marauder:
Dual Saber Throw has been added. Dual Saber throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51.

Jugg:
-Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker, lasts 3 seconds, and is trainable at level 51.
-Passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds.

Sorc:
-Force Barrier, has been added. Force Barrier projects a barrier around the Sorcerer, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51.

Sin:
-Phase Walk, has been added. Phase Walk allows the Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.

Sniper:
-Covered Escape, has been added. Covered Escape will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51.
-Spotter, has been added. Spotter increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.

Oper:
-Exfiltrate, has been added. Exfiltrate will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Exfiltrate does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.
-New passive ability, Preparedness, has been added which increases Energy regeneration rate.

Merc:
-Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
-Missile Salvo, has been added. Missile Salvo allows up to 3 weaker Missile Blasts to be fired in a row before generating heat and going on cooldown for 6 seconds. This ability is trainable at level 10.

PT:
-Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
-Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 0.25% of total health. This effect cannot occur more than once every 3 seconds.
Wnk & Zlk & Knk & Xlk & Znk & Ynk & Tnk & Qnk & Chart
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CharterMonkKent's Avatar


CharterMonkKent
02.20.2013 , 06:04 PM | #2
Other important changes that are for all classes

-Alacrity has been redesigned to be a more universally useful stat. Now Alacrity reduces the activation time of all abilities, including instant abilities. If such an ability is reduced below the global cooldown, the global cooldown is reduced as well. Alacrity now also increases resource regeneration for all classes by the same amount that it increases ability activation speed.

-Removed diminishing returns from Expertise such that each point of Expertise will now grant a consistent percentage of bonus until the hard cap is reached. Hard Caps are as follows
PvP Damage Boost 60%
PvP Healing Boost 35%
PvP Damage Reduction 37.5%

-Stat bonuses from skills that are smaller than 10% will now show up correctly in the Character Sheet tooltips.

-Abilities whose cooldowns are not a whole number will now list their cooldown to the nearest decimal place. (i.e 16.5). Abilities whose cooldowns are a whole number will not be affected (i.e 17 will read 17 and not 17.0)

-The global cooldown will now reset and trigger appropriately when an ability with a cast time becomes an instant due to another ability or skill's effect.

-Moving the same moment a stance, cell, ammo, or charge cast finishes will no longer deactivate the effect of the stance, cell, ammo, or charge.
Wnk & Zlk & Knk & Xlk & Znk & Ynk & Tnk & Qnk & Chart
<Nothing Personal>
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