7.1.1 Class Changes

Update 7.1.1 in SWTOR added a bunch of new class changes across the boards.

Summary

Here’s a short summary of the changes by the developers.

With 7.1.1, we are mostly focused on healer balance and various QoL (quality of life) improvements across the classes. We’ve taken a lot of your feedback and applied that to the changes we are making in 7.1.1. This includes changes to every healer with Operatives / Scoundrel, Mercenaries / Commandos, and Sorcerers / Sages in the form of balance adjustments, passive mod redesigns, and QoL improvements. In many cases, we’ve adjusted their HPS (heal per second) output to be higher, as we noticed they weren’t reaching our internal targets. Operatives, while their healing is being brought down in some cases, are being brought up in others. Our goal with this change is to equalize healer HPS across all combat styles while retaining their individual class identity.

In addition to balance changes across healers, we’ve also improved some survivability in a few classes. While these may seem to be small adjustments, we feel these changes will bring them more in line with other classes.

Finally, we have continued to adjust our DPS (damage per second) balance across multiple combat styles for 7.1.1, with the intention to narrow the gap between the top and bottom DPS classes. We continue to strive for making every combat style viable while retaining what makes it unique.

We are also introducing two new Tacticals for 7.1.1 to replace old Tactical items that were removed with 7.0. One is for Advanced Prototype / Tactics Powertechs and the other is for Madness / Balance Sorcerers / Sages.

Tooltip Changes

These were the tooltips we had to update in our database that we found had changes. There may be more that we did not find.

  • Scoundrel – All – Dodge (Defensive Level 23) Increases your chance to dodge melee and ranged attacks by 200% for 6 seconds and lowers threat by a moderate amount. Does not break Stealth. 7.1.1 Changes: did not lower threat, only last 5 seconds.
  • Scoundrel – Ruffian – Sly Surrender (Optional Passive Level 27) Increases the duration of Dodge by 2 seconds. While Dodge is active, the damage you take from area effects is reduced by 60%. 7.1.1 Changes: this choice used to give threat drop instead of area DR, but threat is now part of the regular dodge.
  • Scoundrel – Sawbones – Clever Surrender (Optional Passive Level 27) Increases the duration of Dodge by 2 seconds. In addition, activating Dodge grants an Upper Hand. 7.1.1 Changes: this choice used to give threat drop, but threat is now part of the regular dodge.
  • Scoundrel – Scrapper – Advanced Stealth (Optional Passive Level 43) Gaining an Upper Hand with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth. 7.1.1 Changes: duration previously 4 seconds.
  • Scoundrel – Scrapper – Upper Critical (Optional Passive Level 43) Critically hitting with a direct damage attack applies Upper Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Pugnacity purges movement based effects and grants 5 stacks of Upper Critical. 7.1.1 Changes: duration previously 4 seconds.
  • Scoundrel – Scrapper – Defensive Stance (Optional Passive Level 23) Dealing damage with Sucker Punch applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times. 7.1.1 Changes: up from 3% per stack, and lasts 10 seconds instead of 6
  • Scoundrel – Scrapper – Relentless Fists (Optional Passive Level 23) Sucker Punch no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds. 7.1.1 Changes: previously no damage bonus
  • Scoundrel – Scrapper – The Best Defense (Optional Passive Level 39) Shank Shot now steals life from the target, healing you for 50% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. 7.1.1 Changes: previously no lifesteal component
  • Scoundrel – Scrapper – Strategic Surrender (Optional Passive Level 27) Reduces the cooldown of Dodge by 15 seconds. While Dodge is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%. 7.1.1 Changes: this choice used to give threat drop instead of area DR, but threat is now part of the regular dodge. Also increased movement speed by an additional 50%.
  • Scoundrel – Sawbones – Medical Burst (Optional Passive Level 23) Underworld Medicine heals up to 8 allies around you when used on yourself. 7.1.1 Changes: no tooltip changed, but effectiveness is now 50% less healing.
  • Scoundrel – Sawbones – Underworld Tactics (Optional Passive Level 23) Underworld Medicine heals for 10% more and when used on yourself grants an Upper Hand. 7.1.1 Changes: previously, no 10% bonus.
  • Scoundrel – Sawbones – Kolto Mark (Optional Passive Level 39) The initial target of Kolto Cloud receives 10% increased healing from you for the duration of Kolto Cloud. 7.1.1 Changes: previously 20%.
  • Scoundrel – Sawbones – Reactive Substance (Optional Passive Level 23) Underworld Medicine applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they heal. Stacks up to 2 times. 7.1.1 Changes: previously called “defensive medicine”, and did the following – Underworld Medicine increases the damage reduction on any target it heals by 5% for 10 seconds.
  • Operative – All – Evasion (Defensive Level 23) Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. 7.1.1 Changes: did not lower threat, only last 5 seconds.
  • Operative – Lethality – Sly Countermeasures (Optional Passive Level 27) Increases the duration of Evasion by 2 seconds. While Evasion is active, the damage you take from area effects is reduced by 60%. 7.1.1 Changes: this choice used to give threat drop instead of area DR, but threat is now part of the regular evasion.
  • Operative – Medicine – Clever Countermeasures (Optional Passive Level 27) Increases the duration of Evasion by 2 seconds. In addition, activating Evasion grants a Tactical Advantage. 7.1.1 Changes: this choice used to give threat drop, but threat is now part of the regular evasion.
  • Operative – Concealment – Advanced Stealth (Optional Passive Level 43) Gaining an Tactical Advantage with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth. 7.1.1 Changes: duration previously 4 seconds.
  • Operative – Concealment – Tactical Critical (Optional Passive Level 43) Critically hitting with a direct damage attack applies Tactical Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Stim Boost purges movement based effects and grants 5 stacks of Tactical Critical. 7.1.1 Changes: duration previously 4 seconds.
  • Operative – Concealment – Defensive Stance (Optional Passive Level 23) Dealing damage with Laceration applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times. 7.1.1 Changes: up from 3% per stack, and lasts 10 seconds instead of 6
  • Operative – Concealment – Stim Boost (Buff Level 15) Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% and critical hit damage by 15% for 15 seconds. Does not break stealth. 7.1.1 Changes: now 15%, down from 20% crit.
  • Operative – Concealment – Relentless Blades (Optional Passive Level 23) Laceration no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds. 7.1.1 Changes: previously no damage bonus
  • Operative – Concealment – The Best Defense (Optional Passive Level 39) Crippling Slice now steals life from the target, healing you for 50% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. 7.1.1 Changes: previously no lifesteal component
  • Operative – Concealment – Quick Countermeasures (Optional Passive Level 27) Reduces the cooldown of Evasion by 15 seconds. While Evasion is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%. 7.1.1 Changes: this choice used to give threat drop instead of area DR, but threat is now part of the regular dodge. Also increased movement speed by an additional 50%.
  • Sniper – Marksmanship – Target Acquired (Optional Buff Level 43) Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target. 7.1.1 Changes: previously didnt give Laze Target.
  • Gunslinger – Sharpshooter – Illegal Mods (Optional Buff Level 43) Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods generates one charge of Smuggler’s Luck. 7.1.1 Changes: previously didnt give Smuggler’s Luck.
  • Sniper – Virulence – Target Acquired (Optional Buff Level 43) Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target. 7.1.1 Changes: previously didnt give Laze Target.
  • Gunslinger – Saboteur – Illegal Mods (Optional Buff Level 43) Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods generates one charge of Smuggler’s Luck. 7.1.1 Changes: previously didnt give Smuggler’s Luck.
  • Sniper – Engineering – Target Acquired (Optional Buff Level 43) Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target. 7.1.1 Changes: previously didnt give Laze Target.
  • Gunslinger – Dirty Fighting – Illegal Mods (Optional Buff Level 43) Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods generates one charge of Smuggler’s Luck. 7.1.1 Changes: previously didnt give Smuggler’s Luck.
  • Sniper – Marksmanship – Lazer Focus (Optional Passive Level 43) Dealing damage has a 50% chance to reduce Laze Target’s cooldown by 2 seconds. 7.1.1 Changes: previously required a critical hit
  • Gunslinger – Sharpshooter – Lucky Thoughts (Optional Passive Level 43) Dealing damage has a 50% chance to reduce Smuggler’s Luck’s cooldown by 2 seconds. 7.1.1 Changes: previously required a critical hit
  • Vanguard – Plasmatech – Hyper Assault Cell (Passive Level 43) Activating Shockstrike makes your next High Impact Bolt an automatic critical hit. Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%. 7.1.1 Changes: previously 15%.
  • Powertech – Pyrotech – Charged Gauntlets (Passive Level 43) Activating Flaming Fist makes your next Rail Shot an automatic critical hit. Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%. 7.1.1 Changes: previously 15%.
  • Vanguard – Plasmatech – Burnout (Passive Level 78) Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Plasmatize costs 5 less energy cells. Ion Wave causes the next Plasma Flare to deal 30% more damage. In addition, increases the critical chance of Plasma Flare by 10%. 7.1.1 Changes: previously 40%.
  • Powertech – Pyrotech – Burnout (Passive Level 78) Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Scorch costs 5 less heat. Searing Wave causes the next Immolate to deal 30% more damage. In addition, increases the critical chance of Immolate by 10%. 7.1.1 Changes: previously 40%.
  • Vanguard – Tactics – High Yield Explosives (Optional Passive Level 39) Cell Burst grants you High Yield Explosives, increasing the damage of Ion Pulse or Assault Plastique by 4% per Energy Lode. Max stacks grant a 16% damage increase to Ion Pulse and Assault Plastique. 7.1.1 Changes: previously 5% per stack for a max of 20%.
  • Powertech – Advanced Prototype – Power Burst (Optional Passive Level 39) Energy Burst grants you Power Burst, increasing the damage of Flame Burst or Thermal Detonator by 4% per Energy Lode. Max stacks grant a 16% damage increase to Flame Burst and Thermal Detonator. 7.1.1 Changes: previously 5% per stack for a max of 20%.
  • Vanguard – Tactics – High Friction Bolts (Passive Level 43) High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target’s armor, regenerates 5 energy cells if it hits a bleeding target, and refreshes the duration of your Gut’s bleed effect, if present. Increases the damage dealt by Gut’s bleed effect by 5% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. 7.1.1 Changes: previously increased the damage of Gut’s Bleed by 15%.
  • Powertech – Advanced Prototype – Prototype Rail (Passive Level 43) Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target’s armor, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade’s bleed effect, if present. Increases the damage dealt by Retractable Blade’s bleed effect by 5% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds. 7.1.1 Changes: previously increased the damage of Retractable Blade’s Bleed by 15%.
  • Vanguard – Tactics – Triumph (Passive Level 23) Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%. 7.1.1 Changes: previously 5% damage.
  • Powertech – Advanced Prototype – Blood Tracker (Passive Level 23) Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%. 7.1.1 Changes: previously 5% damage.
  • Shadow – Infiltration – Energized Blade (Optional Passive Level 23) The cooldown of Vaulting Slash is reduced by 6 seconds whenever you critically hit with a direct Force attack. Vaulting Slash costs 10 additional Force. 7.1.1 Changes: wording of the tooltip changed. Previously stated a crit will reset vaulting slash.
  • Shadow – Infiltration – Cleaving Cut (Optional Area Attacks Level 68) Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Kinetic Veil to you for 3 seconds. Kinetic Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Cleaving Cut. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously no damage reduction.
  • Shadow – Infiltration – Battle Readiness (Optional Buff Defensive Level 43) Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of Shadow Technique by 100%, the chance to trigger Shadow Technique by 25%, and healing you when their effects are triggered. Lasts 15 seconds. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously increased the damage of shadow technique by 50%, chance to trigger 25%.
  • Shadow – Infiltration – Potent Perception (Optional Passive Level 39) Clairvoyant Strike deals 10% more damage and reduces the cooldown of Force Potency by 5 seconds whenever it deals damage. 7.1.1 Changes: previously reduced the cooldown by 2 seconds, didnt deal more damage.
  • Shadow – Serenity – Cleaving Cut (Optional Area Attacks Level 68) Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously 25% of the damage dealt to healing.
  • Shadow – Serenity – Rebounding Force (Passive Level 60) Sever Force now deals 10% additional damage, and when your Force Technique deals damage, it restores 5 Force. 7.1.1 Changes: previously restored 3 force.
  • Shadow – Serenity – Pervasive Balance (Optional Passive Level 23) Force in Balance deals 15% more damage and increases your armor penetration by 12.5% for each target it hits for 10 seconds. 7.1.1 Changes: previously 10% damage, and 10% armor penetration.
  • Shadow – Serenity – Longing Force (Optional Passive Level 43) The critical hit chance, critical hit damage, and life stolen of your periodic effects is increased by 10%. Whenever you are healed by a Serenity discipline effect, you generate 2 Force. 7.1.1 Changes: previously didnt increase life stolen, and only 5%.
  • Shadow – Serenity – Battle Readiness (Optional Buff Defensive Level 43) Ready yourself with the Force, immediately restoring 15% of your max health. While active, Battle Readiness increases the life stolen by your abilities by 50%, the damage of Force Technique by 50%, the chance to trigger Force Technique by 25%, and healing you whenever it is triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously no 50% bonus to lifesteal.
  • Assassin – Deception – Energized Blade (Optional Passive Level 23) The cooldown of Reaping Strike is reduced by 6 seconds whenever you critically hit with a direct Force attack. Reaping Strike costs 10 additional Force. 7.1.1 Changes: wording of the tooltip changed. Previously stated a crit will reset vaulting slash.
  • Assassin – Deception – Severing Slash (Optional Area Attacks Level 68) Strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% and applying Charged Veil to you for 3 seconds. Charged Veil increases the damage of your Force attacks by 5% and your damage reduction by 5% for each target hit with Severing Slash. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously no damage reduction.
  • Assassin – Deception – Overcharge Saber (Optional Buff Defensive Level 43) Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health. While active, Overcharge Saber increases the damage of Surging Charge by 100%, the chance to trigger Surging Charge by 50%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously increased the damage of surging charge by 50%, chance to trigger 25%.
  • Assassin – Deception – Reckless Voltage (Optional Passive Level 39) Voltaic Slash deals 10% more damage and reduces the cooldown of Recklessness by 5 seconds whenever it deals damage. 7.1.1 Changes: previously reduced the cooldown by 2 seconds, didnt do more damage.
  • Assassin – Hatred – Severing Slash (Optional Area Attacks Level 68) Strikes targets in a cone, dealing weapon damage, slowing their movement speed by 50% for 3 seconds and healing you for 50% of the damage dealt.. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously 25% of the damage dealt to healing.
  • Assassin – Hatred – Fulguration (Passive Level 60) Creeping Terror now deals 10% additional damage, and when your Lightning Charge deals damage, it restores 5 Force. 7.1.1 Changes: previously restored 3 force.
  • Assassin – Hatred – Pervasive Death (Optional Passive Level 23) Death Field deals 15% more damage and increases your armor penetration by 12.5% for each target it hits for 10 seconds. 7.1.1 Changes: previously 10% damage, and 10% armor penetration.
  • Assassin – Hatred – Hungering Force (Optional Passive Level 43) The critical hit chance, critical hit damage, and life stolen of your periodic damage effects is increased by 10%. Whenever you are healed by a Hatred discipline effect, you generate 2 Force. 7.1.1 Changes: previously didnt increase life stolen, and only 5%.
  • Assassin – Hatred – Overcharge Saber (Optional Buff Defensive Level 43) Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health. While active, Overcharge Saber increases the life stolen by your abilities by 50%, the damage of Lightning Charge by 50%, the chance to trigger Lightning Charge by 25%, and heals you when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff. 7.1.1 Changes: previously no 50% bonus to lifesteal.
  • Sorcerer – Corruption – Penetrating Darkness (Passive Level 51) Increases the critical chance of Dark Heal by 15%. Increases the healing done by Resurgence by 15%. 7.1.1 Changes: previously 10% for each.
  • Sage – Seer – Clairvoyance (Passive Level 51) Increases the critical chance of Benevolence by 15%. Increases the healing done by Rejuvenate by 15%. 7.1.1 Changes: previously 10% for each.
  • Sorcerer – Corruption – Dark Concentration (Passive Level 68) Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification grant Dark Concentration, which causes your next Dark Heal to activate instantly, consume no Force, and heal for 60% more. This effect may not occur more than once every 10 seconds. 7.1.1 Changes: previously healed for 50% more only.
  • Sage – Seer – Altruism (Passive Level 68) Mind Crush, Disturbance, Deliverance, and Salvation grant Altruism, which causes your next Benevolence to activate instantly, consume no Force, and heal for 60% more. This effect may not occur more than once every 10 seconds. 7.1.1 Changes: previously healed for 50% more only.
  • Sorcerer – Corruption – Corrupted Bastion (Optional Passive Level 39) Innervate builds stacks of Corrupted Bastion, each stack increases the healing done by Dark Heal, Rally, or Dark Infusion by 5% per stack. Max stacks 3. 7.1.1 Changes: previously 3% per stack.
  • Sage – Seer – Resurging Power (Optional Passive Level 39) Healing Trance builds stacks of Resurging Power, each stack increases the healing done by Benevolence, Rally, or Deliverance by 5% per stack. Stacks up to 3 times. 7.1.1 Changes: previously 3% per stack.
  • Sorcerer – Lightning – Convection (Passive Level 51) Force Speed gives 2 stacks of Convection, which allows Lightning Strike and Lightning Bolt to be activated instantly. Increases the critical damage dealt by Chain Lightning, Halted Offensive, Crushing Darkness, Thundering Blast, and Lightning Flash by 12%. In addition, Thundering Blast grants Reserved Darkness, making Dark Heal an instant cast and increasing its healing by 30%. Stacks up to 2 times. 7.1.1 Changes: previously 15% critical damage, did not grant reserved darkness.
  • Sage – Telekinetics – Clamoring Force (Passive Level 51) Force Speed gives 2 stacks of Clamoring Force, which allowed Disturbance and Telekinetic Burst to be activated instantly. Increases the critical damage dealt by Telekinetic Wave, Power of the Force, Mind Crush, Turbulence, and Telekinetic Gust by 12%. In addition, Turbulence grants Reserved Light, making Benevolence an instant cast and increasing its healing by 30%. Stacks up to 2 times. 7.1.1 Changes: previously 15%, did not grant Reserved Light.
  • Sorcerer – Lightning – Thundering Blast (Attack Level 35) Sends a thundering blastwave at a single target that deals internal damage. Thundering Blast automatically critically hits targets affected by your Affliction. In addition, when you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage. 7.1.1 Changes: previously the second blast dealt 25% damage.
  • Sage – Telekinetics – Turbulence (Attack Level 35) Deals internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage. 7.1.1 Changes: previously the second blast dealt 25% damage.
  • Sorcerer – Lightning – Thunder and Lightning (Optional Passive Level 39) Thundering Blast causes your next Chain Lightning to deal 10% more damage. This effect can only occur once every 12 seconds. 7.1.1 Changes: previously 5%.
  • Sage – Telekinetics – Incoming Turbulence (Optional Passive Level 39) Turbulence increases the damage of your next Telekinetic Wave by 10%. 7.1.1 Changes: previously 5%.
  • Sage – Balance – Critical Kinesis (Passive Level 51) Increases the critical chance of Force Serenity and Disturbance by 15%. Increases all periodic damage dealt by 20%. In addition, Force in Balance and Shifted Balance grant Warden’s Vigor, causing your Telekinetic Throw to heal you for 20% of the damage dealt for the next 12 seconds. 7.1.1 Changes: previously did not grant Warden’s Vigor
  • Sorcerer – Madness – Disintegration (Passive Level 51) Increases the critical chance of Force Leech and Lightning Strike by 15%. Increases all periodic damage dealt by 20%. In addition, Death Field and Death Brand grant Vitiate’s Malice, giving Force Lightning 20% Lifesteal for 12 seconds. 7.1.1 Changes: previously did not grant Vitiate’s Malice
  • Sorcerer – Madness – Force Horrors (Hidden Passive Level 51) Increases all periodic damage dealt by 20%. 7.1.1 Changes: previously 15%.
  • Sage – Balance – Drain Thoughts (Hidden Passive Level 51) Increases all periodic damage dealt by 20%. 7.1.1 Changes: previously 15%.
  • Sorcerer – Madness – Lightning Barrage (Hidden Passive Level 15) Force Lightning channels and ticks 33% faster but deals 20% less damage. 7.1.1 Changes: previously did 25% less damage.
  • Sage – Balance – Telekinetic Balance (Passive Level 15) Telekinetic Throw no longer has a cooldown and Telekinetic Throw channels and ticks 33% faster but deals 20% less damage. In addition, your Rejuvenate increases your armor rating by 30% when it heals you. 7.1.1 Changes: previously did 25% less damage.
  • Mercenary – Bodyguard – Warden (Passive Level 43) Increases the critical healing bonus of all heals by 10% and causes Rapid Scan to generate an extra stack of Supercharge when activated. 7.1.1 Changes: previously 5%.
  • Commando – Combat Medic – Potent Medicine (Passive Level 43) Increases the critical healing bonus of all heals by 10% and causes Medical Probe to generate an extra stack of Supercharge when activated. 7.1.1 Changes: previously 5%.
  • Mercenary – Bodyguard – Integrated Scanning (Optional Passive Level 23) Activating Healing Scan grants Integrated Scanning for the next 15 seconds, increasing all healing you do by 5%. 7.1.1 Changes: previously 3%.
  • Commando – Combat Medic – Integrated Probes (Optional Passive Level 23) Activating Advanced Medical Probe grants Integrated Probes for the next 15 seconds, increasing all healing you do by 5%. 7.1.1 Changes: previously 3%.
  • Mercenary – Bodyguard – Critical Scanning (Optional Passive Level 23) Increases the critical chance of Healing Scan by 10%. 7.1.1 Changes: previously 5%.
  • Commando – Combat Medic – Critical Probes (Optional Passive Level 23) Increases the critical chance of Advanced Medical Probe by 10%. 7.1.1 Changes: previously 5%.

Official Patch Notes

Here is what the developers posted.

General

  • The Combat Styles Colors Selection window can now be closed by clicking the button that opens it.
  • Combat revives will now not activate on targets that already have a revive pending, and will cancel if in progress without going on cooldown if the target receives another revive.
  • Removed the restrictions from Legacy Vendors on Coruscant and Dromund Kaas.
  • Added the following new Tactical items to the Supplies vendor on the Fleet:
    • Powertech / Vanguard
      • Advanced Prototype / Tactics
        • Powered Detonator (Burst)
          • Thermal Detonator / Assault Plastique remains dormant on the target for 12 seconds, and can be detonated by Magnetic Blast / Tactical Surge , Energy Burst / Cell Burst or Rail Shot / High Impact Bolt. Depending on which is used, a different effect is applied.
            Magnetic Blast / Tactical Surge: Slows the target by 50% for 10 seconds.
            Energy Burst / Cell Burst: The cooldown of Rocket Punch / Stockstrike is reset.
            Rail Shot / High Impact Bolt: Your next Shoulder Cannon missile deals 20% more damage.
    • Sorcerer / Sage
      • Madness / Balance
        • Killing Field (AOE)
          • Demolish hits all nearby targets affected by your Deathmark.

Combat Styles Changes

Scoundrel

    • Dodge now additionally lowers threat by a moderate amount and lasts one second longer.
    • Strategic Surrender and Sly Surrender now additionally grant 60% AOE DR while Dodge is active.
      • This now works with the Skedaddle mod.
    • Updated Disappearing Act tooltip for clarity on its effect in Flashpoints and Operations.

Scrapper

  • The “Acid Lash” Tactical no longer improves the damage of Flechette Round.
  • Increased the duration of the Advanced Stealth mod effect to 6 seconds (up from 4 seconds).
  • Increased the duration of the Upper Critical mod effect to 8 seconds (up from 4 seconds).
  • Increased the damage reduction per stack from the Defensive Stance mod to 5% (up from 3%).
  • Relentless Fists now increases damage of Sucker Punch by 10% in addition to its previous effects.
  • Defensive Stance now lasts for 10 seconds (up from 6).
  • The Best Defense mod now adds a life steal component to Shank Shot, stealing 50% of the damage dealt.
  • Increased the movement speed bonus granted by Quick Countermeasures to 100% (up from 50%).

Sawbones

  • Reduced the Medical Burst mod’s healing on secondary targets by 50%.
  • The Underworld Tactics mod now additionally grants 10% increased healing to Underworld Medicine.
  • Reduced the healing received bonus given by Kolto Mark to 10% (down from 20%).
  • Redesigned “Defensive Medicine” mod, which is now called “Reactive Substance”, and does the following:
    • Underworld Medicine applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they are healed. Stacks up to 2 times.

Operative

  • Evasion now additionally lowers threat by a moderate amount and lasts one second longer.
  • Quick Countermeasures and Sly Countermeasures now additionally grant 60% AOE DR while Evasion is active.
    • This now works with the Evasive Screen mod.
  • Updated Cloaking Screen tooltip for clarity on its effect in Flashpoints and Operations.

Medicine

  • Reduced the Kolto Burst mod’s healing on secondary targets by 50%.
  • The Kolto Stim mod now additionally grants 10% increased healing to Kolto Injection.
  • Reduced the healing received bonus given by Nano Mark mod to 10% (down from 20%).
  • Redesigned “Defensive Injection” mod, which is now called “Reactive Substance”, and does the following:
    • Kolto Injection applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they are healed. Stacks up to 2 times.

Concealment

  • The “Acid Lash” Tactical no longer improves the damage of Acid Blade.
  • Increased the duration of the Advanced Stealth mod effect to 6 seconds (up from 4 seconds).
  • Increased the duration of the Tactical Critical mod effect to 8 seconds (up from 4 seconds).
  • Increased the damage reduction per stack from the Defensive Stance mod to 5% (up from 3%).
  • Reduced the critical damage bonus given while Stim Boost is active to 15% (down from 20%).
  • Relentless Blades now increases damage of Laceration by 10% in addition to its previous effects.
  • Defensive Stance now lasts for 10 seconds (up from 6).
  • The Best Defense mod now adds a life steal component to Crippling Slice, stealing 50% of the damage dealt.
  • Increased the movement speed bonus granted by Quick Countermeasures to 100% (up from 50%).

Gunslinger

  • Illegal Mods now generates a charge of Smuggler’s Luck.

Sharpshooter

  • Lucky Thoughts mod no longer triggers off of critical hits, all damage now has a 50% chance to trigger the effect of Lucky Thoughts.

Sniper

  • Target Acquired now generates a charge of Laze Target.

Markmanship

  • Lazer Focus mod no longer triggers off of critical hits, all damage now has a 50% chance to trigger the effect of Lazer Focus.

Vanguard
Plasmatech

  • Hyper Assault Cell’s critical damage bonus for Ion Wave, Shock Strike, Plasmatize, and Plasma Flare is now 10% (down from 15%).
  • Burnout – Searing Wave causes your next Plasma Flare to deal 30% additional damage (down from 40%).

Tactics

  • Tactical Surge damage reduced by 14%.
  • High Yield Explosives stacks damage bonus reduced to 4% per stack (down from 5% per stack). (total of 16% damage bonus to Assault Plastique down from 20%).
  • High Friction Bolts damage reduced to 5% (down from 15%).
  • Triumph damage increase to bleeding targets is reduced to 3% (down from 5%).
  • Superheated Cells damage reduced by 25%.

Powertech

  • Deadly Onslaught no longer triggers Mandalorian Armaments Legendary effect while Shoulder Rockets are active.

Pyrotech

  • Charged Gauntlet’s critical damage bonus for Searing Wave, Flaming Fist, Scorch, and Immolate is now 10% (down from 15%).
  • Burnout – Searing Wave causes your next Immolate to deal 30% additional damage (down from 40%).

Advanced Prototype

  • Magnetic Blast damage reduced by 14%.
  • Power Burst Mod stacks damage bonus reduced to 4% per stack (down from 5% per stack). (total of 16% damage bonus to thermal det down from 20%).
  • Serrated Blades damage reduced to 5% (down from 15%). (combined into prototype rail)
  • Blood Tracker damage increase to bleeding targets is reduced to 3% (down from 5%).
  • Lingering Heat damage reduced by 25%.

Jedi Shadow

  • Updated the Force Cloak tooltip to better clarify its effect in Flashpoints and Operations.
  • Fixed an issue with Force Cloak and Force Magnetism on Jedi Shadow where the visual effect wouldn’t play and the speed boost was not properly being applied.

Infiltration

  • Energized Blade ability mod has been altered, it now reads:
    • “The cooldown of Vaulting Slash is reduced by 6 seconds whenever you critically hit with a direct Force attack. Vaulting Slash costs 10 additional Force.”
  • Changed Severing Slash to additionally grant damage reduction per target hit.
  • Redesigned “May Cause Injury” Tactical to grant the AOE version of Force Breach more often. It now reads:
    • Gaining a stack of Clairvoyance causes your next Force Breach to arc to multiple targets.
  • Battle Readiness now increases the damage of Shadow Technique by 100% and the chance for it to trigger by 50%.
  • Cleaving Cut now builds stacks of Clairvoyance.
  • Potent Perception now increases Clairvoyant Strike damage by 10% and reduces the cooldown of Force Potency by 5 seconds each time it deals damage (up from 2).

Serenity

  • Increased lifesteal amount from Cleaving Cut to 50% (up from 25%).
  • Changed the Two Time Trouble tactical so that it can no longer tick Sever Force damage from Saber Strike.
  • Increased the proc chance from melee attacks on Two Time Trouble to 60% (up from 50%).
  • Rebounding Force now restores 5 Force when Force Technique deals damage (up from 3).
  • Increased the damage bonus given by Pervasive Balance to Force in Balance to 15% (up from 10%).
  • Increased the critical hit chance and damage bonus from the Longing Force mod to 10% (up from 5%) and added a bonus 10% life steal to periodic damage. Fixed an issue where the tooltip was incorrectly saying it regenerated 1 Force instead of 2.
  • Battle Readiness now grants a 50% bonus to lifesteal while active.

Sith Assassin

  • Updated the Force Cloak tooltip to better clarify its effect in Flashpoints and Operations.
  • Discharge Ability visual effect is now correctly displayed on weapons.

Deception

  • Energized Blade ability mod has been altered, it now reads:
    • “The cooldown of Reaping Strike is reduced by 6 seconds whenever you critically hit with a direct Force attack. Reaping Strike costs 10 additional Force.”
  • Changed Severing Slash to additionally grant damage reduction per target hit.
  • Redesigned “May Cause Injury” Tactical to grant the AOE version of Discharge more often. It now reads:
    • Gaining a stack of Voltage causes your next Discharge to arc to multiple targets.
  • Overcharge Saber now increases the damage of Surging Charge by 100% and the chance for it to trigger by 50%.
  • Severing Slash now builds stacks of Voltage.
  • Reckless Voltage now increases Voltaic Slash damage by 10% and reduces the cooldown of Recklessness by 5 seconds each time it deals damage (up from 2).

Hatred

  • Increased lifesteal amount from Severing Slash to 50% (up from 25%).
  • Changed the Two Time Trouble tactical so that it can no longer tick Creeping Terror damage from Saber Strike.
  • Increased the proc chance from melee attacks on Two Time Trouble to 60% (up from 50%).
  • Fulguration now restores 5 Force when Lightning Charge deals damage (up from 3).
  • Increased the damage bonus given by Pervasive Death to Death Field to 15% (up from 10%).
  • Increased the critical hit chance and damage bonus from the Hungering Force mod to 10% (up from 5%) and added a bonus 10% life steal to periodic damage. Fixed an issue where the tooltip was incorrectly saying it regenerated 1 Force instead of 2.
  • Overcharge Saber now grants a 50% bonus to lifesteal while active.

Jedi Sentinel

  • Reducing the ability recharge time of Force Clarity by 15 seconds.
  • Updated the Defel Spliced Genes Tactical
    • The cooldown of Force Camouflage is reduced by 5 seconds. While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.

Combat

  • The visual effect of the “Swiftness” mod is now blue instead of red for Republic characters, as intended.

Sith Marauder

  • Reducing the ability recharge time of Furious Power by 15 seconds.
  • Updated the Defel Spliced Genes Tactical
    • The cooldown of Force Camouflage is reduced by 5 seconds. While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.

Sith Sorcerer
Corruption

  • Penetrating Darkness – Renewal and Resurgence have their healing increased by 15% (up from 10%).
  • Dark Concentration – Dark Heal gains a 60% healing increase (up from 50%).
  • Corrupted Bastion Mod – Each stack of Corrupted Bastion increases the healing done by Dark Heal, Rally, Dark Infusion by 5% per stack (up from 3% per stack).

Lightning

  • Convection – Critical hit damage bonus goes to 12% (down from 15%).
  • Thundering Blast – Second arc of damage deals 20% of Turbulence’s damage (down from 25%).
  • Storm watch damage decreased by 4%.
  • Halted Offensive cast time increased from 2.5 seconds to 3.0 seconds. Alacrity still affects cast time.
  • Decrease Halted Offensive’s damage by 15%.
  • Thunder and Lightning ability mod damage increased to 10% (up from 5%).
  • Convection – Thundering Blast grants Reserved Darkness, making Dark Heal an instant cast and increasing its healing by 30%. Stacks up to 2 times.

Madness

  • Disintegration – Death Field and Death Brand grant Vitiate’s Malice, giving Force Lightning 20% Lifesteal for 12 seconds.
  • Force Horrors – Increase periodic damage to 20% (up from 15%).
  • Lightning Barrage – Force Lightning reduced damage changed to -20% (down from -25%).
  • Tempest of Rho – Correctly applies 50% chance for Force Lightning to trigger periodic effects (down from 75%).
  • Updated the “Tempest of Rho” Tactical’s description to accurately reflect its intended behavior.
    • Tempest of Rho is working as intended and does not trigger additional healing.

Jedi Sage

  • Warden of the Force’s tooltip now correctly matches its name.
  • Telekinetic Blitz tooltip now correctly mentions Telekinetic Blitz instead of Volt Rush.

Seer

    • Clairvoyance – Renewal and Rejuvenate have their healing increased by 15% (up from 10%).

Altruism – Benevolence gains a 60% healing increase (up from 50%).

Resurging Power – Each stack of Resurging Powering increases the healing done by Benevolence, Deliverance, or Keeper of Peace by 5% (up from 3%).

Telekinetics

  • Clamoring Force – Critical Hit damage bonus goes to 12% (down from 15%).
  • Turbulence – Second arc of damage deals 20% of Turbulence’s damage (down from 25%).
  • Storm Watch damage decreased by 4%.
  • Power of the Force cast time increased from 2.5 seconds to 3.0 seconds. Alacrity still affects cast time.
  • Incoming Turbulence ability mod damage increased to 10% (up from 5%).
  • Clamoring Force – Turbulence grants Reserved Light, making Benevolence an instant cast and increasing its healing by 30%. Stacks up to 2 times.

Balance

  • Critical Kinesis – Force in Balance and Shifted Balance grant Warden’s Vigor, giving Telekinetic Throw 20% Lifesteal for 12 seconds.
  • Drain Thoughts – Increase periodic damage to 20% (up from 15%).
  • Telekinetic balance – Telekinetic Throw reduced damage changed to -20% (down from -25%).
  • Tempest of Rho – Correctly applies the 50% chance for Telekinetic Throw to trigger periodic effects (down from 75%).
  • Updated the “Tempest of Rho” Tactical’s description to accurately reflect the intended behavior.
    • Tempest of Rho is working as intended and does not trigger additional healing.

Mercenary
Bodyguard

  • Increased the healing done by Healing Scan, Emergency Scan, Progressive Scan, Kolto Missile and Kolto Pods by 2%.
  • Increased the critical healing bonus given by Warden to 10% (up from 5%).
  • Increased the healing bonus given by Integrated Scanning mod to 5% (up from 3%).
  • Increased the critical chance bonus to Healing Scan from Critical Scanning mod to 10% (up from 5%).

Commando
Combat Medic

  • Increased the healing done by Advanced Medical Probe, Bacta Infusion, Successive Treatment, Kolto Bomb and Kolto Pods by 2%.
  • Increased the critical healing bonus given by Potent Medicine to 10% (up from 5%).
  • Increased the healing bonus given by Integrated Probes mod to 5% (up from 3%).
  • Increased the critical chance bonus to Advanced Medical Probe from Critical Probes mod to 10% (up from 5%).

7.1 Class Changes

 


Questions or comments? Feel free to send me a message on Twitter @swtorista, Reddit /u/swtorista, Youtube Swtorista channel or by e-mail at the same name with gmail.com at the end. Have fun out there and may the Force be with you. ~ Swtorista