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Dethis00
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re: PTS 2.10 Class changes

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http://www.swtor.com/community/showthread.php?p=7602712#edit7602712

Star Wars™: The Old Republic™ PTS
Game Update 2.10: Galactic Strongholds Early Access

Last Updated: August 8th, 2014


All content and features on the Public Test Server are not final and are subject to change.



Highlights
Nightmare Power has been removed! The Nightmare Power buff has been removed from Nightmare Mode Dread Palace, and the Deposer of the Dread Masters title can no longer be obtained. Congratulations to all who overcame this challenge!

Classes + Combat
Jedi Knight
Sentinel


Combat
  • Opportune Attack now triggers 50/100 percent of the time when Ataru Form deals damage
  • Hand of Justice now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.
Watchman
  • Mind Sear no longer has a rate limit of 6 seconds.

Sith Warrior
Marauder


Carnage
  • Execute now triggers 50/100 percent of the time when Ataru Form deals damage
  • Slaughter now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.
Annihilation
  • Pulverize no longer has a rate limit of 6 seconds.

Imperial Agent

  • Explosive Probe's base cooldown has been reduced to 18 seconds (down from 30 seconds).
  • Explosive Probe's damage has been reduced by 11%.

Sniper


Engineering
  • Imperial Auto Loader now reduces the Energy cost of Snipe by 2/4/6 Energy, in addition to its other effects.
  • A target can now only be impacted by a maximum of 2 Scatter Bombs per Covered Escape. Damage per Bomb has been increased by 50%.
  • Plasma Probe has been redesigned!
    • Plasma Probe no longer has a cooldown. An Engineer can only have one Plasma Probe deployed at a time.
    • Damage is now distributed evenly throughout the Probe’s duration, and is dealt every 1 second.
    • Overall damage dealt by the Probe has been increased by 22%
    • A target under the effect of Interrogation Probe who is hit by any Plasma Probe damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.

Smuggler

  • Sabotage Charge's base cooldown has been reduced to 18 seconds (down from 30 seconds).
  • Sabotage Charge's damage has been reduced by 11%.

Gunslinger


Saboteur
  • Jury-Rigged Mods now reduces the Energy cost of Charged Burst by 2/4/6 Energy, in addition to its other effects.
  • A target can now only be impacted by a maximum of 2 Scatter Bombs per Hightail It. Damage per Bomb has been increased by 50%.
  • Incendiary Grenade has been redesigned!
    • Incendiary Grenade no longer has a cooldown. A Saboteur can only have one Incendiary Grenade deployed at a time.
    • Damage is now distributed evenly throughout the Grenade’s duration, and is dealt every 1 second.
    • Overall damage dealt by the Grenade has been increased by 22%
    • A target under the effect of Shock Charge who is hit by any Incendiary Grenade damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.

Jedi Consular
Sage


Seer
  • Master Speed now places a Hindered effect on enemies around the Sage when Force Speed is activated.
  • Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.

Shadow


Infiltration
  • Force Breach now properly calculates damage based on the current number of Breaching Shadows. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.
  • Clairvoyant Strike now has a base cost of 23 Force (down from 25).
  • Clairvoyance now increases the chance to trigger Shadow Technique by 12.5% per Clairvoyance stack, in addition to its other effects.
  • Profundity can now occur once every 9 seconds (down from 10 seconds).
  • Potent Shadows now has a 100% chance to grant 1/2 stacks of Breaching Shadows when Force Potency is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Force Potency upon exiting combat.

Sith Inquisitor
Sorcerer


Corruption
  • Corrupted Speed now places a Hindered effect on enemies around the Sorcerer when Force Speed is activated.
  • Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.

Assassin


Deception
  • Discharge now properly calculates damage based on the current number of Static Charges. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.
  • Voltaic Slash now has a base cost of 23 Force (down from 25).
  • Voltage now increases the chance to trigger Surging Charge by 12.5% per Voltage stack, in addition to its other effects.
  • Saber Conduit can now occur once every 9 seconds (down from every 10 seconds).
  • Electric Ambush now has a 100% chance to grant 1/2 stacks of Static Charge when Recklessness is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Recklessness upon exiting combat.

Flashpoints + Operations

  • The Nightmare Power buff has been removed from Nightmare Mode Dread Palace.
ARmstAR
Fallen Ego

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re: PTS 2.10 Class changes

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Curse you Bioware! 

Words cannot express my disappointment at not seeing any changes to the love of my life. Operatives. Sigh. Super sigh. 

On another note Biofail has swung the nerf bat at deception sins. Bye bye on demand burst. Seems like they just hate their stealth classes. 

CARNAGE MARAS WILL RULE PVP!



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Dethis00
Power Trip

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re: PTS 2.10 Class changes

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Altho its still way early, some changes are likey to happen.  I think we both read about changes that was happen to the OP.    There is still hope.

Well playing darkness, is the Sin's fotm anyhow.

But prepare to see more carnage marauders. 

ARmstAR
Fallen Ego

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re: PTS 2.10 Class changes

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Oh my bad, forgot to mention explosive probes reduced CD, yet no reduced energy cost. Now I can starve myself of resource and go OOM faster then before! 

Bioware says that crouching is not how they envisioned operatives to be played yet it is basically essential to our burst and they decreased EPs cool down for the IA (operatives obviously included). 

These juicy contradictions belong on a Starburst commercial! 



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