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2.0 class changes


hunterraaze

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I see there are multiple threads in each specific class forum, but I wanted to get it all in one place, and hopefully have all the convos in one place. This info is from the Dev tracker found here, but I will also be listing all of the changes in this as well. Note, this is from the PTS, so like it says in the dev tracker, these are subject to change.

 

Jedi Knight

 

 

New Ability Highlights

 

Sentinel: A new ability, Twin Saber Throw, has been added. Twin 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.

Guardian: A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker for 3 seconds. This ability is trainable at level 51.

Guardian: A new passive ability, Visionary, has been added. Visionary builds 1 Focus when attacked. This effect cannot occur more than once every 6 seconds.

 

 

 

General

 

Pommel Strike has been removed from the game.

Opportune Strike has been removed from the game.

 

 

 

Sentinel

 

A new ability, Twin Saber Throw, has been added. Twin 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.

Zen (Ataru Form) has been redesigned. Now, while Ataru Form is active, using Zen grants 30% Alacrity, and each attack consumes 1 charge.

Rebuke no longer triggers from damage over time.

 

Focus (Sentinel)

Force Exhaustion now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds.

Focused Resonance now affects all types of damage.

 

 

 

Guardian

 

A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker for 3 seconds. This ability is trainable at level 51.

A new passive ability, Visionary, has been added. Visionary builds 1 Focus when attacked. This effect cannot occur more than once every 6 seconds.

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 Strike has been redesigned. This ability now has a 15-second cooldown, applies 20% armor reduction for 45 seconds, and builds 5 Focus. The armor reduction it applies no longer stacks.

Soresu Form no longer generates Focus when attacked.

 

Vigilance

Shien Form no longer generates Focus when attacked.

Plasma Brand now has a 12-second cooldown and deals slightly more damage and no longer requires an armor reduction effect to be present.

 

Defense

Guardian Slash has been redesigned. This ability now 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 Guardian Slash enables Riposte and increases all damage reduction by 3% for 20 seconds.

 

Focus (Guardian)

Force Exhaustion now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds.

Focused Resonance now affects all types of damage.

 

 

Sith Warrior

 

 

New Ability Highlights

 

Marauder: A new ability, 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.

Juggernaut: A new ability, 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.

Juggernaut: A new passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds.

 

 

 

General

 

Pommel Strike has been removed from the game.

Savage Kick has been removed from the game.

 

 

 

Marauder

 

A new ability, 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.

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.

 

Rage (Marauder)

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.

 

 

 

Juggernaut

 

A new ability, 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.

A new passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds.

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.

 

Vengeance

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.

 

Immortal

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.

 

Rage (Juggernaut)

Force Crush now slows targets from 50% to 5% movement speed and deals damage over 3 seconds.

Focused Resonance now affects all types of damage.

 

 

Jedi Consular

 

 

 

New Ability Highlights

 

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

Shadow: A new ability, Phase Walk, has been added. Phase Walk allows the Shadow 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.

 

 

 

General

 

Tumult has been removed from the game.

 

 

 

Sage

 

A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sage, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51.

Benevolence now costs 70 Force and heals for significantly more.

Weaken Mind now costs 30 Force (down from 35), lasts 18 seconds, and the damage has been slightly increased.

Force Armor no longer has a cooldown.

Mental Alacrity is now trainable for all Sages at level 28.

Benevolence now costs 70 Force and heals for significantly more.

Disturbance now costs 40 Force (up from 30) and deals proportionately more damage

 

Seer

Healing Trance now heals for slightly more.

 

Telekinetics

Telekinetic Wave now costs 60 Force (up from 50) and deals proportionately more damage.

Turbulence now costs 50 Force (up from 45) and deals proportionately more damage.

Mental Alacrity is no longer in the Telekinetics tree. This ability is now available to all Sages.

 

Balance (Sage)

Sever Force's damage has been slightly increased.

 

 

 

Shadow

 

A new ability, Phase Walk, has been added. Phase Walk allows the Shadow 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.

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.

All abilities that formerly required a double-bladed Lightsaber may now be performed with an Electrostaff.

Force Breach (Force Technique) no longer has a cooldown. Force Breach (Combat Technique) now has a 6 second cooldown. Force Breach (Shadow Technique) has been redesigned. This ability is now only usable with one or more Breaching Shadows, which builds when Shadow Technique triggers. Force Breach (Shadow Technique) deals more damage per Breaching Shadow consumed. Force Breach (Shadow Technique) no longer has a cooldown.

Battle Readiness now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used.

 

Kinetic Combat

Kinetic Ward no longer has a Force cost and now has a 15-second cooldown.

 

Infiltration

Shadow Technique can now only trigger once every 4.5 seconds and deals significantly more damage. In addition, when it triggers it builds 1 stack of Breaching Shadow. Breaching Shadow is consumed by Force Breach to deal additional damage.

Clairvoyant Slash no longer increases the damage dealt by Project. Instead, this ability stacks up to two times and builds Clairvoyance, which gives Project a 50% chance per stack to automatically trigger Shadow Technique and bypass its rate limit.

 

Balance (Shadow)

Sever Force's damage has been slightly increased.

 

 

Sith Inquisitor

 

 

New Ability Highlights

 

Sorcerer: A new ability, 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.

Assassin: A new ability, 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.

 

 

General

 

Tumult has been removed from the game.

 

 

Sorcerer

 

A new ability, 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.

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.

Dark Heal now costs 70 Force and heals for significantly more.

Lightning Strike now costs 40 Force (up from 30) and deals proportionately more damage.

 

Corruption

Innervate now heals for slightly more.

 

Lightning

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.

Polarity Shift is no longer in the Lightning tree. This ability is now available to all Sorcerers.

Backlash's effect is now limited to the caster.

 

Madness (Sorcerer)

Creeping Terror: Damage has been slightly increased.

 

 

Assassin

 

A new ability, 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.

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.

A new ability, 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. Usable in stealth mode. Trainable at level 51.

 

Darkness

Dark Ward no longer has a Force cost and now has a 15-second cooldown.

 

Deception

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.

 

Madness (Assassin)

Creeping Terror's damage has been slightly increased.

 

 

Smuggler

 

 

 

New Ability Highlights

 

Gunslinger: A new passive ability, Ready for Anything, has been added. Ready for Anything increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.

Gunslinger: A new ability, Hightail It, has been added. Hightail It 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.

Scoundrel: A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.

Scondrel: A new passive ability, Street Tough, has been added which increases Energy regeneration rate.

 

 

General

 

Using cover while jumping will now issue an appropriate error message.

Sabotage Charge now costs 25 Energy and deals slightly more damage.

Vital Shot now costs 16 Energy.

Dodge now removes all hostile effects without requiring Lucky Dodge.

Headshot has been removed from the game.

Cheap Shot has been removed from the game.

 

 

Gunslinger

 

A new ability, Hightail It, has been added. Hightail It 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.

A new passive ability, Ready for Anything, has been added. Ready for Anything increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.

 

Saboteur

Shock Charge now costs 15 Energy (down from 20) and does not have a cooldown, but only one Shock Charge can be active at a time.

Scrambling Field no longer requires cover. The ability now lasts 20 seconds (up from 15), and deploys at the player's current position, remaining there for the duration.

Crack Shot now additionally increases the range of all ranged attacks by 5 meters.

 

Sharpshooter

Burst Volley now lasts 15 seconds.

Trickshot now costs 5 energy (down from 10) and deals slightly less damage as a result. Trickshot can now be triggered from a complete Speed Shot.

 

Dirty Fighting (Gunslinger)

Damage dealt by the weaker versions of Vital Shot or Shrap Bomb which are created by Nice Try will no longer break the target out of stealth.

 

 

Scoundrel

 

A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.

A new passive ability, Street Tough, has been added which increases Energy regeneration rate.

Lucky Dodge has been removed from the game. This effect is now incorporated into Dodge by default.

Blaster Volley is now trainable at level 12.

Kolto Pack has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds.

Pugnacity is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Upper Hand. Instead, this ability now has a 2-minute cooldown, grants Upper Hand, and increases alacrity for a short duration.

Upper Hand now causes the character to giggle the first time it is applied if Upper Hand is not already active.

Diagnostic Scan is now trainable at level 18.

Smuggle can now only be activated while Stealth is active. Additionally, Smuggled group members can now use Sneak and Blackout.

Smuggle now provides a visual effect that shows the stealth field projected around the Scoundrel.

Smuggle now reduces movement speed by 15% (down from 30%).

 

Dirty Fighting (Scoundrel)

Damage dealt by the weaker versions of Vital Shot or Shrap Bomb, which are created by Nice Try, will no longer break the target out of stealth.

 

 

Imperial Agent

 

 

New Ability Highlights

 

Sniper: A new ability, 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.

Sniper: A new passive ability, 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.

Operative: A new ability, 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.

Operative: New passive ability, Preparedness, has been added which increases Energy regeneration rate.

 

 

 

General

 

Using cover while jumping will now issue an appropriate error message.

Explosive Probe now costs 25 Energy and deals slightly more damage.

Corrosive Dart now costs 16 Energy.

Evasion now removes all hostile removable effects without requiring Avoidance Training..

Headshot has been removed from the game.

Eviscerate has been removed from the game.

 

 

 

Sniper

 

A new ability, 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.

A new passive ability, 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.

 

Marksmanship

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.

 

Engineering

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.

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.

Advanced Targeting now additionally increases the range of all ranged attacks by 5 meters.

 

Lethality (Sniper)

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.

 

 

 

Operative

 

A new ability, 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.

Avoidance Training has been removed from the game. This effect is now incorporated into Evasion by default.

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%).

 

Lethality (Operative)

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.

 

 

Trooper

 

 

New Ability Highlights

 

Commando: A new ability, 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 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.

Commando: A new Passive ability, Mortar Salvo, has been added. Mortar Salvo allows up to 3 weaker Explosive Rounds to be fired in a row before consuming Energy Cells and going on cooldown for 6 seconds. This ability is trainable at level 10.

Vanguard: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which 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.

Vanguard: A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 0.25% of total health. This effect cannot occur more than once every 3 seconds.

 

 

 

General

 

The Trooper's Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total.

Hold the Line is now trainable at level 26 for all Troopers. This ability has a duration of 6 seconds, which can be extended to 10 seconds using the skills in the Gunnery and Tactics Skill Trees.

Diversion is now trainable at level 30 for all Troopers.

Blitz has been removed from the game.

Adrenaline Rush has been redesigned. Adrenaline Rush now puts a Health Monitor on the player which will trigger when they drop below 30% health. Once triggered, Adrenaline Rush will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds.

 

 

 

Commando

 

A new ability, 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 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.

A new Passive ability, Mortar Salvo, has been added. Mortar Salvo allows up to 3 weaker Explosive Rounds to be fired in a row before consuming Energy Cells and going on cooldown for 6 seconds. This ability is trainable at level 10.

Concussion Charge now costs 8 Energy cells (down from 16).

Kolto Bomb is now trainable at level 20 to all Commandos.

Armor-Piercing Cell now additionally increases Alacrity by 3% while active.

 

Vanguard

A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 0.25% of total health. This effect cannot occur more than once every 3 seconds.

A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which 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.

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 Cell will now increase the damage dealt by elemental and internal effects to 8% (up from +5%).

Ion Cell now reduces all damage dealt by 5% while active.

 

Shield Specialist

Smoke Grenade has been redesigned and renamed to Riot Gas. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy.

Energy Blast has been redesigned and is now only usable with 3 stacks of Power Screen. Using Energy Blast consumes Power Screen to deal elemental damage, recharge 8 Energy Cells, and increase Shield Absorption by 25% for 6 seconds.

 

 

Bounty Hunter

 

 

New Ability Highlights

 

Mercenary: A new ability, 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.

Mercenary: New Passive ability, 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.

Powertech: A new ability, 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.

Powertech: A new Passive ability, 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.

 

 

General

 

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.

Chaff Flare is now trainable at level 30 for all Bounty Hunters.

Shoulder Slam has been removed from the game

Kolto Overload has been redesigned. Kolto Overload now puts a Health Monitor on the player which will trigger when they drop below 30% health. Once triggered, Kolto Overload will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds.

 

 

 

Mercenary

 

A new ability, 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.

New Passive ability, 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.

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.

 

Powertech

A new ability, 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.

A new Passive ability, 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.

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.

 

Shield Tech

Heat Blast has been redesigned and is now only usable with 3 stacks of Heat Screen. Using Heat Blast consumes Heat Screen to deal Elemental Damage, vent 8 Heat, and increase Shield Absorption by 25% for 6 seconds.

Oil Slick has been redesigned. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy.

 

 

Well, there you have it. What are your thoughts on these changes?

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  • 3 weeks later...
Finally, mercs getting a few things. Cant wait to shoot a net at those annoying guardians.

 

No way!!!! Someone responded to this thread!?!?! THANK YOU!!!! There was like, about 1000 views and not a single response.... you just made my day...

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No way!!!! Someone responded to this thread!?!?! THANK YOU!!!! There was like, about 1000 views and not a single response.... you just made my day...

 

That's because this post is mainly an informative one and not a discussive (word legitimacy?) one.

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