7.1 Class Changes

Update 7.1 in SWTOR added a bunch of new class changes. Here’s the full rundown.

  • In 7.1 many classes received changes to their abilities and tree choices
  • Tactical Changes
  • Gearing Changes
  • Operation changes: “Reduced the health of all encounters across all Operations and in all modes”
  • Scaling changs:
    • Alacrity, Accuracy and Shield Chance are no longer scaled by the level shift system outside of PvP.
    • Augments now function in level shifted content, with their stats scaling appropriately.
  • Bug: “Guard and Shatter Slug Abilities appear twice in the quickbar when the “Heavy Flamethrower” ability is selected.”
  • PvP Bug: “Characters that use Phase Walk (Sith Sorcerer/Jedi Sage) are sent back to the cast position if Force Push (Sith Juggernaut/Jedi Guardian) reaches them in-between the cast and the teleport of Phase Walk.”

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.

  • Guardian – Focus – Zenith ( Optional Passive Level 23 ) Dealing damage with Focused Burst or Force Sweep increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds. Changes: 7.0: was 20%
  • Sentinel – Combat – Steel Self ( Optional Passive Level 51 ) Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds. Changes: 7.0: was called Defensive Roll, did not need ability activation for area damage reduction previously
  • Sentinel – Watchman – Steel Self ( Optional Passive Level 51 ) Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds. Changes: 7.0: was called Defensive Roll, did not need ability activation for area damage reduction previously
  • Sentinel – Concentration – Gravity Vortex ( Optional Passive Level 51 ) Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds. Changes: 7.0 Previously: DEFENSIVE ROLL: Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.
  • Sentinel – Concentration – Gravity Defiance ( Passive Level 60 ) Zealous Leap and Force Exhaustion each consume 1 less focus. Changes: 7.0 previously: GRAVITY VORTEX: Force Exhaustion grants Gravity Vortex, granting immunity to interrupts and all controlling effects for 6 seconds. This effect cannot occur more than once every 30 seconds. Additionally, Force Exhaustion and Zealous Leap consumes one less focus.
  • Sentinel – Concentration – Zenith ( Optional Passive Level 23 ) Dealing damage with Focused Burst or Force Sweep increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds. Changes: 7.0: was 20%
  • Sentinel – Combat – Combat Trance ( Passive Level 51 ) When Opportune Attack is consumed by Blade Storm or Clashing Blast, you build 1 focus. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Precision. The immunity effect cannot occur more than once every 30 seconds. Changes: 7.0 previously: When Opportune Attack is consumed by Blade Storm or Clashing Blast, you build 1 focus.
  • Sentinel – Combat – Quickness ( Optional Passive Level 43 ) Dealing damage with an Ataru Form strike reduces the cooldown of focus spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage. Changes: 7.0 previous: “Critically hitting with force-based energy attacks reduces the cooldown of focus spending offensive abilities by 1 second. This effect can only occur once every second.”
  • Sentinel – Combat – Opportune Attack ( Passive Level 43 ) Dealing damage with an Ataru Form strike grants Opportune Attack, making your next Blade Storm or Clashing Blast deal 10% more damage. Changes: 7.0: was 5%
  • Sentinel – Watchman – Burning Zen ( Optional Passive Level 43 ) All melee damage attacks deal additional burn damage while Zen is active. The damage does not consume a charge of Zen and cannot occur more than once per second. Changes: 7.0: nothing new, reworded for clarity
  • Sentinel – Watchman – Force Clarity ( Optional Buff Level 43 ) Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenver you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Changes: 7.0: recharge was 30 seconds
  • Sentinel – Concentration – Force Clarity ( Optional Buff Level 43 ) Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenver you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Changes: 7.0: recharge was 30 seconds
  • Sentinel – Combat – Force Clarity ( Optional Buff Level 43 ) Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenver you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Changes: 7.0: recharge was 30 seconds
  • Sentinel – All – Inspiration ( Operation Buff Level 51 ) Requires and converts 30 stacks of Centering to inspire you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts 10 seconds. Those affected by Inspiration become Depressed and cannot regain Inspiration for 5 minutes. Changes: 7.0: was level 60, now 51
  • Shadow – Serenity – Intangible Spirit ( Optional Passive Level 51 ) All Area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated. Changes: 7.0: used to reduce area damage taken by 30%
  • Shadow – Infiltration – Intangible Spirit ( Optional Passive Level 51 ) All Area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated. Changes: 7.0: used to reduce area damage taken by 30%
  • Sage – Balance – Returning Light ( Optional Passive Level 39 ) Dealing damage with Sever Force reduces the cooldown of Force Potency by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: patch notes says 3 seconds down from 5… it was already 3…
  • Vanguard – Tactics – Frontline Defense ( Optional Passive Level 64 ) Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated. Changes: 7.0 Tooltip: Reduces the cooldown of Riot Strike by 2 seconds. Additionally, damage taken while stunned is reduced by 30%.
  • Vanguard – Plasmatech – Frontline Defense ( Optional Passive Level 64 ) Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated. Changes: 7.0 Tooltip: Reduces the cooldown of Riot Strike by 2 seconds. Additionally, damage taken while stunned is reduced by 30%.
  • Commando – Assault Specialist – Hyper Assault Rounds ( Passive Level 15 ) Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the energy cells depleted by your next Explosive Round by 10 and increases the damage it deals by 75%, and causes it to generate 2 stacks of supercharge. This effect cannot occur more than once every 15 seconds. Changes: 7.0: did not generate any supercharge
  • Commando – Assault Specialist – Slow Burn ( Optional Passive Level 39 ) Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer. Changes: 7.0: was 25%
  • Commando – Assault Specialist – Incendiary Ignition ( Optional Passive Level 23 ) Targets affected by your Incendiary Round’s periodic damage take 35% more damage from your Plasma Cell. Changes: Old 7.0 Description: Periodic damage from Incendiary Round has a 50% chance to trigger Plasma Cell on the target.
  • Commando – Assault Specialist – Relentless Assault ( Passive Level 60 ) Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Assault, increasing your critical chance by 10% for 10 seconds. Changes: 7.0: was 3% damage
  • Commando – Gunnery – Gravitating Compound ( Optional Passive Level 39 ) Demolition Round puts a compound on the target, increasing your Grav Round damage against the target by 10%. Changes: 7.0: was 5%
  • Commando – Gunnery – Boltstorm ( Attack Level 60 ) Fires a continuous stream of bolts that deals weapon damage and depletes 16 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Replaces Full Auto. Changes: 7.0: cost 20 before
  • Commando – Gunnery – Rotary Cannon ( Passive Level 78 ) Increases the critical hit chance for Boltstorm and Vortex Bolt by 10%. Changes: 7.0: was 5%
  • Commando – Gunnery – Deadly Cannon ( Passive Level 60 ) Increases the critical damage bonus of High Impact Bolt, Demolition Round, and Vortex Bolt by 30%. Changes: 7.0: Was 15%
  • Scoundrel – Sawbones – Hot Streak ( Optional Buff Level 43 ) Resets the cooldown of Pugnacity, Kolto Cloud, Triage, and Defense Screen and increases your Mastery by 20% for 15 seconds. Changes: 7.0: did not reset Triage
  • Scoundrel – Scrapper – Hot Streak ( Optional Buff Level 43 ) Resets the cooldown of Pugnacity, Blood Boiler, Back Blast, and Defense Screen and increases your Mastery by 20% for 15 seconds. Changes: 7.0: did not reset Back Blast
  • Scoundrel – Ruffian – Hot Streak ( Optional Buff Level 43 ) Resets the cooldown of Pugnacity, Point Blank Shot, Bushwhack and Defense Screen and increases your Mastery by 20% for 15 seconds. Changes: 7.0: did not reset Bushwhack
  • Gunslinger – Saboteur – Jury-Rigged Mods ( Passive Level 43 ) Reduces the cooldown of Speed Shot by 6 seconds, reduces the energy cost of Speed Shot by 1 per second, and reduces the energy cost of Charged Burst by 5. In addition, Charged Burst deals bonus elemental damage to targets with Shock Charge applied to them. Changes: 7.0: did not deal bonus damage
  • Gunslinger – Dirty Fighting – Sharp Objects ( Optional Passive Level 23 ) Shrap Bomb increases the critical hit damage of your periodic bleed effects to targets it affects by 5%. Changes: 7.0: was 10%
  • Gunslinger – Dirty Fighting – Nice Try ( Passive Level 51 ) Increases the damage dealt by Charged Burst, Dirty Blast, Wounding Shots, and Shrap Bomb by 3% and reduces the energy cost of Speed Shot by 1 per tick. Additionally, when Shrap Bomb and Vital Shots end they are replaced by a lingering version for 5 seconds that will only deal damage when Wounding Shots deals damage. Changes: 7.0: was 5%
  • Gunslinger – Dirty Fighting – Smuggler’s Chems ( Hidden Passive Level 15 ) Blood Sights grants Smuggler’s Chems to you after it is utilized, causing all bleed effects to critically hit for 10 seconds. Changes: 7.0: used to grant 10% more damage to bleeds also
  • Gunslinger – Dirty Fighting – Blood Sights ( Buff Level 15 ) Increases the critical hit chance of your next Wounding Shots or Quickdraw by 100%. When Blood Sights is utilized it grants Smuggler’s Chems for 10 seconds, causing your bleed effects to automatically critically hit. Changes: 7.0: previously increased bleed damage by 10%.
  • Gunslinger – Sharpshooter – Hotwired Defenses ( Optional Passive Level 73 ) Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: only increased absorb by 30% previously
  • Gunslinger – Saboteur – Hotwired Defenses ( Optional Passive Level 73 ) Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: only increased absorb by 30% previously
  • Gunslinger – Dirty Fighting – Hotwired Defenses ( Optional Passive Level 73 ) Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: only increased absorb by 30% previously
  • Juggernaut – Rage – Dark Synergy ( Optional Passive Level 23 ) Dealing damage with Raging Burst or Smash increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once every 8 seconds. Changes: 7.0: was 20%
  • Marauder – Fury – Gravity Manipulation ( Passive Level 60 ) Obliterate and Force Crush consume one less rage. Changes: 7.0 Previously: GRAVITY VORTEX: Force Crush grants Gravity Vortex, granting immunity to interrupts and all controlling effects for 6 seconds. This effect cannot occur more than once every 30 seconds. Additionally, Obliterate and Force Crush consume one less rage.
  • Marauder – Fury – Gravity Vortex ( Optional Passive Level 51 ) Force Crush triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds. Changes: 7.0 previously: DEFENSIVE ROLL: Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.
  • Marauder – Fury – Dark Synergy ( Optional Passive Level 23 ) Dealing damage with Raging Burst or Smash increases your critical hit chance and critical hit damage by 15% for 6 seconds. This effect cannot occur more than once very 8 seconds. Changes: 7.0: was 20%.
  • Marauder – Carnage – Blood Frenzy ( Passive Level 51 ) When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Ferocity. The immunity effect cannot occur more than once every 30 seconds. Changes: 7.0 previously: When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage.
  • Marauder – Carnage – Quickness ( Optional Passive Level 43 ) Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.” Changes: 7.0 previous: Critically hitting with force-based energy attacks reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second.
  • Marauder – Carnage – Execute ( Passive Level 43 ) Dealing damage with an Ataru Form strike grants Execute, making your next Force Scream or Devastating Blast deal 10% more damage. Changes: 7.0: was 5%
  • Marauder – Annihilation – Blood Fury ( Optional Passive Level 43 ) All melee damage attacks deal additional bleed damage while Berserk is active. This damage does not consume a charge of Berserk and cannot occur more than once per second. Changes: 7.0: no change just reworded for clarity
  • Marauder – Carnage – Rush Down ( Optional Passive Level 39 ) Massacre deals 10% additional damage for each movement enhancing effect you’ve applied to yourself. Changes: 7.0: no changes, just reworded for clarity
  • Marauder – Annihilation – Furious Power ( Optional Buff Level 43 ) Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Changes: 7.0: recharge was 30 seconds
  • Marauder – Fury – Furious Power ( Optional Buff Level 43 ) Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Changes: 7.0: recharge was 30 seconds
  • Marauder – Carnage – Furious Power ( Optional Buff Level 43 ) Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Changes: 7.0: recharge was 30 seconds
  • Marauder – Annihilation – Steel Self ( Optional Passive Level 51 ) Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds. Changes: 7.0: was called Defensive Roll, did not need ability activation for area damage reduction previously
  • Marauder – Carnage – Steel Self ( Optional Passive Level 51 ) Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds. Changes: 7.0: was called Defensive Roll, did not need ability activation for area damage reduction previously
  • Marauder – All – Bloodthirst ( Operation Buff Level 51 ) Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts 10 seconds. Those affected by Bloodthirst become Satiated and cannot regain Bloodthirst for 5 minutes. Changes: 7.0: was level 60, is now 51
  • Assassin – Hatred – Formless Phantom ( Optional Passive Level 51 ) All area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated. Changes: 7.0: used to reduce area damage taken by 30%
  • Assassin – Deception – Formless Phantom ( Optional Passive Level 51 ) All area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated. Changes: 7.0: used to reduce area damage taken by 30%
  • Sorcerer – Madness – Creeping End ( Optional Passive Level 39 ) Dealing damage with Creeping Terror reduces the cooldown of Recklessness by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: Patch notes says rate limit is 3 seconds down from 5… was already 3…
  • Powertech – Advanced Prototype – Hitman ( Optional Passive Level 64 ) Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated. Changes: Old 7.0 Tooltip: Reduces the cooldown of Quell by 2 seconds. Additionally, damage taken from area effects is reduced by 30%.
  • Powertech – Pyrotech – Hitman ( Optional Passive Level 64 ) Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated. Changes: Old 7.0 Tooltip: Reduces the cooldown of Quell by 2 seconds. Additionally, damage taken from area effects is reduced by 30%.
  • Mercenary – Innovative Ordnance – Volatile Warhead ( Passive Level 15 ) Dealing periodic damage to a target with less than 30% max health grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increases the damage it deals by 75%, and generates two stacks of Supercharge. This effect cannot occur more than once every 15 seconds. Changes: 7.0: did not generate any supercharge
  • Mercenary – Innovative Ordnance – Slow Burn ( Optional Passive Level 39 ) Periodic damage from Thermal Detonator is 30% stronger and burns for 6 seconds longer. Changes: 7.0: was 25%
  • Mercenary – Innovative Ordnance – Incendiary Ignition ( Optional Passive Level 23 ) Targets affected by your Incendiary Missile’s periodic damage take 35% more damage from your Combustible Gas Cylinder. Changes: 7.0 original: Periodic damage from Incendiary Missile has a 50% chance to trigger Combustible Gas Cylinder on the target.
  • Mercenary – Innovative Ordnance – Relentless Ordnance ( Passive Level 60 ) Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Ordnance, increasing your critical chance by 10% for 10 seconds. Changes: 7.0: was 3%
  • Mercenary – Arsenal – Tracing Residue ( Optional Passive Level 39 ) Heatseeker Missiles apply a residue to the target, increasing your Tracer Missile damage against the target by 10%. Changes: 7.0: was 5%
  • Mercenary – Arsenal – Blazing Bolts ( Attack Level 60 ) Fires a continuous blaze of blaster bolts at the target, dealing weapon daamge and generating 16 heat over the duration. Weak and standard enemies caught in the blaze of bolts are stunned for the duration. Requires two blasters. Replaces Unload. Changes: 7.0: was 20 heat
  • Mercenary – Arsenal – Riddle ( Passive Level 78 ) Increases the critical hit chance for Blazing Bolts and Priming Shot by 10%. Changes: 7.0: used to be 5%
  • Mercenary – Arsenal – Target Tracking ( Passive Level 60 ) Increases the critical damage bonus of Rail Shot, Heatseeker Missiles, and Priming Shot by 30%. Changes: 7.0: was 15%
  • Sniper – Engineering – Custom Auto Loader ( Passive Level 43 ) Reduces the cooldown of Series of Shots by 6 seconds, reduces the energy cost of Series of Shots by 1 per second, and reduces the energy cost of Snipe by 5. In addition, Snipe deals bonus elemental damage to targets with Interrogation Probe applied to them. Changes: 7.0: did not add bonus damage before
  • Sniper – Virulence – Integrated Toxins ( Hidden Passive Level 15 ) Viral Targeting grants Integrated Toxins to you after it is utilized, causing all poison effects to critically hit for 10 seconds. Changes: 7.0: previously boosted poison damage by 10%.
  • Sniper – Virulence – Viral Targeting ( Buff Level 15 ) Increases the critical hit chance of your next Cull or Takedown by 100%. When Viral Targeting is utilized it grants Integrated Toxins for 10 seconds, and causing poisons to automatically critically hit. Changes: 7.0: previously boosted poison damage by 10%.
  • Sniper – Marksmanship – Augmented Shields ( Optional Passive Level 73 ) Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: previously only provided 30% absorb bonus.
  • Sniper – Engineering – Augmented Shields ( Optional Passive Level 73 ) Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: previously only provided 30% absorb bonus.
  • Sniper – Virulence – Augmented Shields ( Optional Passive Level 73 ) Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds. Changes: 7.0: previously only provided 30% absorb bonus.

Official Patch Notes

Patch notes Link

Combat Style Changes

Vanguard

  • Shield Specialist
    • Pulse Cannon now correctly receives 40% of damage increase from Pulse Engine.
    • Ion Overload now applies shock to all targets hit by High Impact Bolt.
  • Plasmatech
    • Tactical Strike – When dealing AoE damage the primary target no longer gets hit twice.
    • Redesigned the Frontline Defense ability mod, which now does the following:
      • Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated.
  • Tactics
    • Vanguard now correctly builds Energy Lodes at level 73.
    • Kill Zone – When dealing AoE damage the primary target no longer gets hit twice.
    • Ricochet Rounds – When dealing AoE damage the primary target no longer gets hit twice.
    • Redesigned the Frontline Defense ability mod, which now does the following:
      • Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated.

Powertech

  • Shield Tech
    • Ion Overload now applies shock to all targets hit by Railshot.
  • Pyrotech
    • Open Flame – When dealing AoE damage the primary target no longer gets hit twice.
    • Redesigned the Hitman ability mod, which now does the following:
      • Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.
  • Advanced Prototype
    • Powertech now correctly builds Energy Lodes at level 73.
    • Heat Zone – When dealing AoE damage the primary target no longer gets hit twice.
    • Retractable Refresh – When dealing AoE damage the primary target no longer gets hit twice.
    • Redesigned the Hitman ability mod, which now does the following:
      • Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.

Commando

  • Gunnery
    • Increased the critical damage bonus given by the Deadly Cannon passive to 30% (up from 15%)
    • Increased the critical hit chance bonus from Rotary Cannon to 10% (up from 5%)
    • Boltstorm heat cost has been reduced to 16 (down from 20)
    • Vortex Bolt heat cost has been reduced to 10 (down from 12)
    • Increasing the damage bonus from the Tracing Residue mod to 10% (up from 5%)
  • Assault Specialist
    • Increased the bleed damage of Serrated Bolt by 16%
    • Increased Elemental attack bonus damage on bleeding targets gained from Relentless Assault passive to 5% (up from 3%)
    • Changed the functionality of the “Incendiary Ignition” mod from giving more ticks of Combustible Gas Cylinder to increasing its damage on targets affected by Incendiary Missile.
    • Increased the periodic damage bonus from the Slow Burn mod to 30% (up from 25%)
    • Explosive Round now generates 2 stacks of Supercharge when used with Hyper Assault Rounds

Mercenary

  • Arsenal
    • Increased the critical damage bonus given by the Target Tracking passive to 30% (up from 15%)
    • Increased the critical hit chance bonus from Riddle to 10% (up from 5%)
    • Blazing Bolts heat cost has been reduced to 16 (down from 20)
    • Priming Shot heat cost has been reduced to 10 (down from 12)
    • Increasing the damage bonus from the Tracing Residue mod to 10% (up from 5%)
  • Innovative Ordnance
    • Increased the bleed damage of Serrated Shot by 16%
    • Increased Elemental attack bonus damage on bleeding targets gained form Relentless Ordnance passive to 5% (up from 3%)
    • Changed the functionality of the “Incendiary Ignition” mod from giving more ticks of Combustible Gas Cylinder to increasing its damage on targets affected by Incendiary Missile.
    • Increased the periodic damage bonus from the Slow Burn mod to 30% (up from 25%)
    • Missile Blast now generates 2 stacks of Supercharge when used with Volatile Warhead.

Scoundrel

    • Hot Streak now properly resets the cooldowns of the following abilities:
      • Scrapper – Back Blast
      • Ruffian – Bushwack
      • Sawbones – Triage
    • Corrected Trick Move Ability cooldown to 35 seconds (down from 45 seconds).
    • Dirty Kick now has the same cooldown and costs the same amount of energy as the Operative’s Ability Debilitate.
  • Sawbones
    • Fixed an issue where Healer’s Edge mod was giving a bonus to critical hit chance.
  • Scrapper
    • The “Shank Shot” ability now correctly applies a debuff while “Setup Shot” mod is selected

Operative

  • Medicine
    • Fixed an issue where Tactical Effectiveness mod was giving a bonus to critical hit chance.

Gunslinger

    • Fixed the Thermal Grenade explosion visual effect.
    • Redesigned the Hotwired Defenses passive mod to additionally give: “When taking damage while Entrench is active the cooldown on Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds.”
  • Dirty Fighting
    • Blood Sights no longer increase bleed damage by 10%.
    • Nice Try grants Charged Burst, Dirty Blast, Wounding Shots, and Sharp Bomb 3% increased damage (down from 5%)
    • Sharp Objects critical hit damage from periodic effects is reduced to 5% (down from 10%)
  • Saboteur
    • Redesigned Jury-Rigged Mods to additionally give:
      • “Charged Burst deals additional elemental damage to targets affected by Interrogation Probe.”
    • Increased Blazing Speeds damage by 25%.

Sniper

    • Redesigned the Augmented Shields passive mod to additionally give: “When taking damage while Entrench is active the cooldown on Meticulous Preparation is reduced by 2 seconds. This effect can only occur once every 3 seconds.”
  • Virulence
    • Viral Targeting no longer increases poison effect damage by 10%
    • Decay grants Snipe, Lethal Shot, Cull, and Corrosive Grenade 3% increased damage (down from 5%)
    • Critical Grenade critical hit damage from periodic effects is reduced to 5% (down from 10%)
  • Engineering
    • Redesigned Custom Auto Loaders to additionally give:
      • “Snipe deals additional elemental damage to targets affected by Interrogation Probe.”
    • Increased Electrified Railgun’s damage by 25%

Shadow

  • Fixed an issue with the Jerra’s Persistence tactical where it was not properly adding a charge to Shadow Stride for the Shadow Combat Style.
  • Infiltration
    • Redesigned the Formless Phantom ability mod, which now does the following:
      • All area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.
  • Serenity
    • Redesigned the Formless Phantom ability mod, which now does the following:
      • All area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.

Assassin

  • Fixed an issue with the Jerra’s Persistence tactical where it was not properly adding a charge to Phantom Stride for the Assassin Combat Style.
  • Deception
    • Redesigned the Formless Phantom ability mod, which now does the following:
      • All area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.
  • Hatred
    • Redesigned the Formless Phantom ability mod, which now does the following:
      • All area effect damage is reduced by 60% for 15 seconds after Mass Mind Control is activated.

Sage

    • Revitalize Package Legendary item now correctly works for Sage.
    • The visual effect of “Preserved Force Armor” Ability is now correctly playing when used on a target.
  • Balance
    • Center Point – When the AoE damage is triggered it no longer hits the primary target twice.
    • Returning Light – Sever Force triggers Returning Light when they tick. Rate limit has been reduced to 3 seconds (down from 5 seconds).

Sorcerer

    • Revitalize Package Legendary item now correctly works for Sorcerer.
  • Lightning
    • Sorcerer’s Ability “Halted Offensive” deals the same critical damage as the Sage’s mirror Ability “Power of the Force”.
    • Fixed a typo in the tooltip of Focal Lightning passive Ability.
  • Madness
    • Eternal Torment – When the AoE damage is triggered it no longer hits the primary target twice.
    • Creeping End – Creeping Terror triggers Creeping End when they tick. Rate limit has been reduced to 3 seconds (down from 5 seconds).

Sentinel

    • Inspiration is now granted at level 51 instead of level 60.
    • Redesigned “Defensive Roll” passive mod, which is now called “Steel Self”, and which now does the following:
      • Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds.
      • This is now only available for the Combat and Watchman disciplines.
    • Reduced the ability recharge time of Force Clarity by 15 seconds.
    • Updated the tooltip of Rush Down passive Ability for clarity.
  • Watchman
    • Fixed an issue with the Burning Zen mod where charges of Zen were being consumed from the damage dealt from Burning Zen.
    • Updated the description of Burning Zen to better communicate its effect.
  • Combat
    • Increased the damage buff from Opportune Attack on Clashing Blast to 10% (up from 5%)
    • Redesigned “Quickness” mod:
      • “Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.”
    • Redesigned the “Combat Trance” passive to do the following:
      • When Execute is consumed by Blade Storm or Clashing Blast, you build 1 rage. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Precision. The immunity effect cannot occur more than once every 30 seconds.
  • Concentration
    • Reduced Zenith crit chance and damage bonus to 15% (down from 20%)
    • Redesigned the Gravity Vortex passive and is now a Level 51 mod choice for Concentration, replacing Defensive Roll:
      • Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds.
    • Changed the Level 60 passive to Gravity Defiance, which reduces the Rage cost of Obliterate and Force Crush by 1.

Marauder

    • Bloodthirst is now granted at level 51 instead of level 60.
    • Redesigned “Defensive Roll” passive mod, which is now called “Steel Self”, and which now does the following:
      • Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds.
      • This is now only available for the Carnage and Annihilation disciplines.
    • Reduced the ability recharge time of Furious Power by 15 seconds.
    • Updated the tooltip of Rush Down passive Ability for clarity.
  • Annihilation
    • Updated the description of Blood Fury to better communicate its effect.
  • Carnage
    • Increased the damage buff from Execute on Devastating Blast to 10% (up from 5%)
    • Redesigned“Quickness” mod:
      • “Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.”
    • Redesigned the “Blood Frenzy” passive to do the following:
      • When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Ferocity. The immunity effect cannot occur more than once every 30 seconds.
  • Fury
    • Reduced Dark Synergy crit chance and damage bonus to 15% (down from 20%)
    • Redesigned the Gravity Vortex passive and is now a Level 51 mod choice for Fury, replacing Defensive Roll:
      • Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds.
    • Changed the Level 60 passive to Gravity Manipulation, which reduces the Focus cost of Zealous Leap and Force Exhaustion by 1.

Guardian

  • Vigilance
    • Reduced the damage done by the Branding Burst mod by 50%.
  • Focus
    • Reduced Zenith crit chance and damage bonus to 15% (down from 20%)

Juggernaut

  • Rage
    • Reduced Dark Synergy crit chance and damage bonus to 15% (down from 20%)
  • Vengeance
    • Reduced the damage done by the Shatter Burst mod by 50%.