7.2 Class Changes

News Date: December 13, 2022 Patch: 7.2 News Source

Update 7.2 in SWTOR adjusted some classes abilities and trees.

Patch Notes

Combat Styles

General

  • The Class buff tooltip is now correctly displayed on players who join a group.
  • Updated the “Hunter’s Boon” buff icon for Imperial Agent Combat Style.
  • Threat generation has been increased for all tank combat styles.

Combat Styles changes
Vanguard

  • Shield Specialist
    • Disruptor Rifle now benefits from Power Screen’s cooldown reduction.
    • The Thermal Screen tactical now applies its cooldown reset to Disruptor Rifle.
    • Disruptor Rifle’s damage has been increased by 12%.
    • Ion Overload’s shock duration has been increased to 9 seconds.
    • Pulse Engine now increases Ion Storm’s damage by 50% (up from 40%) when flame engine is triggered and its chance to trigger has been increased to 75% (up from 50%).
    • Shield Cycler now increases Ion Gas Cylinder’s damage by 10% (up from 5%).

Powertech

  • Shield Tech
    • Payday benefits from Heat Screen’s cooldown reduction.
    • The Thermal Screen tactical now applies its cooldown reset to Payday.
    • Payday’s damage increased by 12%.
    • Ion Overload’s shock duration has been increased to 9 seconds.
    • Flame Engine now increases Firestorm’s damage by 50% (up from 40%) when flame engine is triggered and its chance to trigger has been increased to 75% (up from 50%).
    • Shield Vents now increases Ion Gas Cylinders damage by 10% (up from 5%).

Commando

  • The rate limit of Ionic Accelerator has been reduced to 7 seconds (down from 7.5 seconds).
  • Hold the Line is now granted at level 39 for the Commando combat style.
  • Propulsion Round is now a level 68 ability choice, replacing Hold the Line.
  • Propulsion Round has been redesigned. Its cooldown has been reduced by 3 seconds and it now does the following:
    • “Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled.
      In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage
      within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while
      immobilized or hindered.”
  • Tenacious Defense no longer reduces the cooldown of Propulsion Round. Instead, it increases the duration of Hold the Line by 4 seconds in
    addition to its previous effects.

Mercenary

  • The rate limit of Innovative Particle Accelerator has been reduced to 7 seconds (down from 7.5 seconds).
  • Hydraulic Overrides is now granted at level 39 for the Mercenary combat style.
  • Rocket Out is now a level 68 ability choice, replacing Hydraulic Overrides.
  • Rocket Out has been redesigned. Its cooldown has been reduced by 3 seconds and it now does the following:
    • “Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are
      immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket
      Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.”
  • Jet Escape no longer reduces the cooldown of Rocket Out. Instead, it increases the duration of Hydraulic Overrides by 4 seconds in addition
    to its previous effects.

Scoundrel

  • Augmented Holocomm Tactical is now correctly granting an additional charge to Trick Move.
  • Sawbones
    • Fixed an issue with Reactive Substance where it was not properly being removed after being triggered.

Operative

  • Augmented Holocomm Tactical is now correctly granting an additional charge to Trick Move.
  • Medicine
    • Fixed an issue with Reactive Substance where it was not properly being removed after being triggered.

Assassin

  • Darkness
    • Increased the damage reduction given by Dark Charge to 5% (up from 2%).
    • Gloom Ward now does 50% more damage upon Dark Ward breaking from damage.
    • Increased the duration of Reckless Defense to 10 seconds (up from 6 seconds).
    • Fixed an issue where Reckless Defense was incorrectly adding multiple stacks with Depredating Volts.
    • Ward of the Continuum tactical has been redesigned. It now does the following:
      • Dark Ward now has 10 charges and Dark Bulwark can no longer restore charges. Consuming a charge of Dark Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward is reactivated.
    • Severing Slash has been redesigned. It now does the following:
      • Strikes targets in a cone, dealing <<1>> weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off.
    • Increased Depredating Volts damage to 5%.
    • Mounting Darkness now increases Discharge and Wither’s damage by 30% (up from 20%).
    • Energize now additionally reduces the Force cost of Shock by 15 while in effect.
    • Assassinate now has a 100% chance to trigger Energize.
    • Spike’s stun duration is increased by 1 second.
    • Spike now applies 10% damage reduction to the user when it deals damage for 6 seconds.
    • Dark Forces mod now heals for 2% of max health whenever damage is dealt to a taunted target (up from 1%).
    • Removing reference to the Overcharge Saber damage reduction from Premonition. The damage reduction is now listed on Overcharge Saber itself.

Shadow

  • Kinetic Combat
    • Increased the damage reduction given by Combat Technique to 5% (up from 2%).
    • Gloom Ward now does 50% more damage upon Kinetic Ward breaking from damage.
    • Increased the duration of Potent Defense to 10 seconds (up from 6 seconds).
    • Fixed an issue where Potent Defense was incorrectly adding multiple stacks with Cascading Debris.
    • Redesigned Ward of the Continuum tactical. It now does the following:
      • Kinetic Ward now has 10 charges and Kinetic Bulwark can no longer restore charges. Consuming a charge of Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Kinetic Ward is reactivated.
    • Cleaving Cut has been redesigned. It now does the following:
      • Strikes targets in a cone, dealing <<1>> weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off.
    • Cascading Debris damage increased by 5%.
    • Pulsating Force now increases Force Breach and Slow Time’s damage by 30% (up from 20%).
    • Particle Acceleration now additionally reduces the Force cost of Project by 15 while in effect.
    • Spinning Strike now has a 100% chance to proc Energize.
    • Spinning Kick stun duration is increased by 1 second.
    • Spinning Kicknow applies 10% damage reduction to the user when it deals damage for 6 seconds.
    • Light Forces now heals for 2% of max health whenever damage is dealt to a taunted target (up from 1%).
    • Removing reference to the Battle Readiness damage reduction increase from Shadowsight. The damage reduction increase is now listed on Battle Readiness itself.

Sage

  • Telekinetics
    • Fixed a typo in the description of “Mental Disparity” mod.

Sentinel

  • Concentration
    • Decreased the Centering stack bonus given by Zealous Revelation to 4 (down from 6).
    • The Focused Meditation ability mod has been redesigned. It no longer grants a guaranteed critical hit after activating Zen.
  • Combat
    • The Shard of Mortis tactical’s critical hit chance bonus per stack has been reduced to 15% (down from 25%).
  • Watchman
    • Increased the damage of Overload Saber by 3.5%.
    • Smoldering Burns now lasts for 6 seconds and increases burn damage by 5%, (up from 3%).
    • Juyo Mastery now additionally increases bleed damage by 1% per stack of Juyo Form.
    • Mind Sear now resets the cooldown of Dual Saber Throw and has a 30% chance to trigger (up from 20%).
    • Accelerating Victory no longer grants stacks of Accelerating Victory from Merciless Slash. Instead, it increases Dispatch damage by 10%. The rest of its effect is unchanged.
    • Damage done by the Burning Zen ability mod has been increased by 6%.
    • The Burning Center ability mod now generates 4 focus whenever Zen is activated.
    • Force Fracture damage has been increased by 10%.
    • The Juyo Melt ability mod has been redesigned. It no longer increases the damage of Force Melt per stack of Juyo Form. Instead, it causes Force Melt to immediately grant 6 stacks of Juyo Form and build 10 Centering stacks.
    • The Melting Center ability mod has been redesigned. It now reads:
      • “Force Melt deals twice its initial damage whenever it consumes a stack of Zen and heals you for 50% of the damage that it deals.”

Marauder

  • Fixed the character’s animation when casting Vicious Slash.
  • Annihilation
    • Increased the damage of Deadly Saber by 3.5%.
    • Devious Wounds now lasts for 6 seconds and increases bleed damage by 5% (up from 3%).
    • Juyo Mastery now additionally increases bleed damage by 1% per stack of Juyo Form.
    • Pulverize now resets the cooldown of Dual Saber Throw and has a 30% chance to trigger (up from 20%).
    • Swift Demise no longer grants stacks of Swift Demise from Annihilate. Instead, it increases Vicious Throw damage by 10%. The rest of its effect is unchanged.
    • Damage done by the Blood Fury ability mod has been increased by 6%.
    • The Bleeding Center ability mod now generates 4 rage whenever Berserk is activated.
    • Force Fracture damage has been increased by 10%.
    • The Juyo Rend ability mod has been redesigned. It no longer increases the damage of Force Rend per stack of Juyo Form. Instead, it causes Force Rend to immediately grant 6 stacks of Juyo Form and build 10 Fury stacks.
    • The Draining Center ability mod has been redesigned. It now reads:
      • “Force Rend deals twice its initial damage whenever it consumes a stack of Berserk and heals you for 50% of the damage that it deals.”
  • Carnage
    • Shard of Mortis tactical’s critical hit chance bonus per stack has been reduced to 15% (down from 25%).
  • Fury
    • Decreased the Fury stack bonus given by Furious Discovery to 4 (down from 6).
    • The Furious Rumination ability mod has been redesigned. It no longer grants a guaranteed critical hit after activating Berserk.

Juggernaut

  • Warmonger utility has been redesigned. It now additionally enables Vicious Throw or Hew after using Force Charge.
  • War Master utility has been redesigned per discipline, with Immortal replacing War Master with a new utility called Field Commander.
  • Immortal
    • War Master has been replaced by Field Commander. It reads:
      • Force Charge finishes the cooldown of Disruption and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds.
    • Conquering Defense now increases Crushing Blow’s damage by 12%, in addition to its other effects.
    • Lash Out now increases Retaliation’s damage by 12% in addition to its other effets.
    • Crushing Rage is being replaced by Crushing Grip, which does the following:
      • Dealing damage with Crushing Blow reduces the cooldown of Force Choke by 2 seconds for every enemy hit. In addition, Crushing Blow generates one additional Rage.”
    • The Targeting Assault mod is being replaced by Aegis Shield,, which does the following:
      • “Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.”
  • Vengeance
    • War Master’s Unstoppable effect has been redesigned to add movement-impairing and push and pull effects to it’s immunity. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw from Force Charge.
    • Brawn has been replaced by Deafening Defense, which increases damage reduction at all times and by an additional 15% while Endure Pain is active.
      • Deafening Defense was previously a passive gained at level 1, although hidden from the tree. This is now part of the ability tree at level 51.
  • Rage
    • War Master’s Unstoppable effect has been redesigned to add movement-impairing and push and pull effects to it’s immunity. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw from Force Charge.

Guardian

  • Battlefield Command has been redesigned. It now additionally enables Dispatch or Whirling Blade after using Force Leap.
  • Battlefield Command utility has been redesigned per discipline, with Defense replacing Battlefield Command with a new utility called Frontline Veteran.
  • Defense
    • War Master has been replaced by Frontline Veteran. It reads:
      • “Force Leap finishes the cooldown of Force Kick and grants Unremitting granting immunity to interrupts, stuns, knockdowns, incapacitating, movement impairing, and effects that push and pull you around for 4 seconds.”
    • Guardian Focus is being replaced by Stasis Mastery, which does the following:
      • “Dealing damage with Guardian Slash reduces the cooldown of Force Stasis by 2 seconds for every enemy hit. In addition, Guardian Slash generates one additional Focus.”
    • Lunge – now increases Riposte’s damage by 12% in addition to its other effects.
    • Abating Defense now increases Guardian Slash’s damage in addition to its other effects.
    • The Marked Assault mod is being replaced by Warding Shield, which does the following:
      • “Dealing damage with Warding Strike grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.”
  • Vigilance
    • War Master’s Unstoppable effect has been redesigned to add movement-impairing and push and pull effects to it’s immunity. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Dispatch from Force Leap.
    • Robust has been replaced by Commanding Awe, which increases damage reduction at all times and by an additional 15% while Enure is active.
      • Commanding Awe was previously a passive gained at level 1, although hidden from the tree. This is now part of the ability tree at level 51.
  • Focus
    • War Master’s Unstoppable effect has been redesigned to add movement-impairing and push and pull effects to its immunity. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Dispatch from Force Leap.

Tooltip Changes

  • Vanguard – Shield Specialist – Disruptor Rifle ( Optional Attack Level 39 ) Fires a shot that consumes all Power Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Jolt by 3 seconds. Replaces Energy Blast. 7.2 Changes: no tooltip change, but works with more tacticals/passives that worked with Energy Blast and does 12% more damage than before.
  • Powertech – Shield Tech – Payday ( Optional Attack Level 39 ) Fires a shot that consumes all Heat Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Dart by 3 seconds. Replaces Heat Blast. 7.2 Changes: no tooltip change, but works with more tacticals/passives that worked with Heat Blast and does 12% more damage than before.
  • Vanguard – Shield Specialist – Ion Cell ( Passive Level 15 ) Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal additional energy damage once every 1.5 seconds. In addition, when Ion Cell deals damage, it will also shock the target for additional energy damage over 9 seconds. While this cell is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Plasma Cell. 7.2 Changes: Shock debuff previously 6 seconds, now 9
  • Powertech – Shield Tech – Ion Gas Cylinder ( Passive Level 15 ) Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal additional energy damage once every 1.5 seconds. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for additional energy damage over 9 seconds. While this cylinder is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Combustible Gas Cylinder. 7.2 Changes: Shock debuff previously 6 seconds, now 10
  • Vanguard – Shield Specialist – Pulse Engine ( Hidden Passive Level 35 ) Direct Damage attacks have a 75% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave or Ion Storm and causes your next Ion Wave or Ion Storm to deplete no energy cells and deal 50% more damage. This effect cannot occur more than once every 15 seconds. 7.2 Changes: previously a 50% chance to trigger, and a 40% damage buff. (hidden passive)
  • Vanguard – Shield Specialist – Static Field ( Passive Level 35 ) Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Direct damage attacks have a 75% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave, Ion Storm, and Pulse Cannon, and increases their damage by 50%, while reducing their cell depletion by 100%. This effect cannot occur more than once every 15 seconds. 7.2 Changes: previously a 50% chance to trigger, and a 40% damage buff.
  • Powertech – Shield Tech – Flame Engine ( Hidden Passive Level 35 ) Direct damage attacks have a 75% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave, Firestorm or Heavy Flamethrower and causes your next Searing Wave, Firestorm, and Heavy Flamethrower to generate no heat and deal 50% more damage. This effect cannot occur more than once every 15 seconds. 7.2 Changes: previously a 50% chance to trigger, and a 40% damage buff. (hidden passive)
  • Powertech – Shield Tech – Combust ( Passive Level 35 ) Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Direct damage attacks have a 75% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave, Firestorm, or Heavy Flamethrower and increases their damage by 50%, while reducing their heat by 100%. This effect cannot occur more than once every 15 seconds. 7.2 Changes: previously a 50% chance to trigger, and a 40% damage buff.
  • Vanguard – Shield Specialist – Shield Cycler ( Passive Level 60 ) Increases shield chance by 2%. In addition, shielding or defending an attack generates 1 energy cell. This effect cannot occur more than once every 1.5 seconds. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Cell by 10%. 7.2 Changes: previously 5% damage increase.
  • Powertech – Shield Tech – Shield Vents ( Passive Level 60 ) Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 10%. 7.2 Changes: previously 5% damage increase.
  • Commando – Assault Specialist – Ionic Accelerator ( Passive Level 43 ) Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt deplete no energy cells. This effect cannot occur more than once every 7 seconds. 7.2 Changes: previously a 7.5 second rate limit.
  • Mercenary – Innovative Ordnance – Innovative Particle Accelerator ( Passive Level 43 ) Power Shot, Unload, and Sweeping Blasters finish the cooldown on Rail Shot and Mag Shot and make the next Rail Shot or Mag Shot generate no heat. This effect cannot occur more than once every 7 seconds. 7.2 Changes: previously a 7.5 second rate limit.
  • Commando – All – Hold The Line ( Movement Level 39 ) Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. 7.2 Changes: previously a choice at level 68.
  • Mercenary – All – Hydraulic Overrides ( Movement Level 39 ) Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. 7.2 Changes: previously a choice at level 68.
  • Commando – Combat Medic – Propulsion Round ( Optional Movement Level 68 ) Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered. 7.2 Changes: Previously given to all commandos and did not refresh on damage taken.
  • Commando – Gunnery – Propulsion Round ( Optional Movement Level 68 ) Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered. 7.2 Changes: Previously given to all commandos and did not refresh on damage taken.
  • Commando – Assault Specialist – Propulsion Round ( Optional Movement Level 68 ) Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered. 7.2 Changes: Previously given to all commandos and did not refresh on damage taken.
  • Mercenary – Bodyguard – Rocket Out ( Optional Movement Level 68 ) Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered. 7.2 Changes: Previously given to all mercenaries and did not refresh on damage taken.
  • Mercenary – Arsenal – Rocket Out ( Optional Movement Level 68 ) Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered. 7.2 Changes: Previously given to all mercenaries and did not refresh on damage taken.
  • Mercenary – Innovative Ordnance – Rocket Out ( Optional Movement Level 68 ) Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered. 7.2 Changes: Previously given to all mercenaries and did not refresh on damage taken.
  • Commando – Combat Medic – Tenacious Defense ( Optional Passive Level 51 ) Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds. 7.2 Changes: Previously reduced cooldown on propulsion round, did not increase hold the line duration.
  • Commando – Gunnery – Tenacious Defense ( Optional Passive Level 51 ) Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds. 7.2 Changes: Previously reduced cooldown on propulsion round, did not increase hold the line duration.
  • Commando – Assault Specialist – Tenacious Defense ( Optional Passive Level 51 ) Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds. 7.2 Changes: Previously reduced cooldown on propulsion round, did not increase hold the line duration.
  • Mercenary – Bodyguard – Jet Escape ( Optional Passive Level 51 ) Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds. 7.2 Changes: Previously reduced cooldown on Rocket out, did not increase overrides duration.
  • Mercenary – Arsenal – Jet Escape ( Optional Passive Level 51 ) Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds. 7.2 Changes: Previously reduced cooldown on Rocket out, did not increase overrides duration.
  • Mercenary – Innovative Ordnance – Jet Escape ( Optional Passive Level 51 ) Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds. 7.2 Changes: Previously reduced cooldown on Rocket out, did not increase overrides duration.
  • Shadow – Kinetic Combat – Combat Technique ( Passive Level 15 ) Utilize a combat technique, giving your melee attacks a 50% chance to deal internal damage and generate additional threat. Reduces all damage dealt by 10%, but increases armor rating by 150%., shield chance by 15%, threat generation by 150%, accuracy by 10%, damage reduction by 5%. Replaces Force Technique. 7.2 Changes: Previously just 2% DR.
  • Assassin – Darkness – Dark Charge ( Passive Level 15 ) Dark energy courses through your weapon, giving your melee attacks a 50% chance to deal internal damage and generate additional threat. Reduces all damage dealt by 10%, but increases armor rating by 150%., shield chance by 15%, threat generation by 150%, accuracy by 10%, damage reduction by 5%. Replaces Lightning Charge. 7.2 Changes: Previously just 2% DR.
  • Shadow – Kinetic Combat – Potent Defense ( Optional Passive Level 43 ) Consuming a charge of Force Potency grants you and nearby allies Potent Defense, increasing damage reduction by 5% per stack. Potent Defense stacks up to 3 times and lasts 10 seconds. 7.2 Changes: Previously last 6 seconds.
  • Assassin – Darkness – Reckless Defense ( Optional Passive Level 43 ) Consuming a charge of Recklessness grants you and nearby allies Reckless Defense, increasing damage reduction by 5% per stack. Reckless Defense stacks up to 3 times and lasts 10 seconds. 7.2 Changes: Previously last 6 seconds.
  • Shadow – Kinetic Combat – Cleaving Cut ( Optional Area Attacks Level 68 ) Strikes targets in a cone, dealing weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off. 7.2 Changes: Originally no Immobilize, and increased Force Damage/Reduced Damage taken by 5%.
  • Assassin – Darkness – Severing Slash ( Optional Area Attacks Level 68 ) Strikes targets in a cone, dealing weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off. 7.2 Changes: Originally no Immobilize, and increased Force Damage/Reduced Damage taken by 5%.
  • Shadow – Kinetic Combat – Pulsating Force ( Passive Level 68 ) Deflection grants Pulsating Force, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Force Breach and Slow Time is increased by 30%. 7.2 Changes: Previously only 20% increase to Wither and Discharge
  • Assassin – Darkness – Mounting Darkness ( Passive Level 68 ) Deflection grants Mounting Darkness, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally damage dealt by Discharge and Wither is increased by 30%. 7.2 Changes: Previously only 20% increase to Wither and Discharge
  • Shadow – Kinetic Combat – Particle Acceleration ( Passive Level 51 ) Damage dealt by Double Strike, Shadow Strike, and Whirling Blow have a 30% chance and Spinning Strike has a 100% chance to finish the cooldown on Project and make your next Project cost 15 less Force and automatically critically hit. Accelerated Projects that consume a charge of Force Potency deal an additional 50% critical damage. 7.2 Changes: Spinning Strike previously a 30% chance, and did not reduce project cost.
  • Assassin – Darkness – Energize ( Passive Level 51 ) Damage dealt by Thrash, Maul, Lacerate has a 30% and Assassinate has a 100% chance to finish the cooldown on Shock and make your next Shock cost 15 less Force and automatically critically hit. Energized Shocks that consume a charge of Recklessness deal an additional 50% critical damage. 7.2 Changes: Assassinate previously a 30% chance, and did not reduce shock cost.
  • Shadow – Kinetic Combat – Spinning Kick ( Optional Stun Level 27 ) Performs a spin kick that deals kinetic damage and stuns the target for 3 seconds. Standard and weak enemies are additionally knocked down. Dealing damage with Spinning Kick applies Steely Kick to you, increasing your damage reduction by 10% for 6 seconds. 7.2 Changes: previously stunned for 2 seconds, did not give 10% DR.
  • Assassin – Darkness – Spike ( Optional Stun Level 27 ) Spikes the target upon an overloaded lightsaber, dealing energy damage and stunning the target for 3 seconds. Standard and weak enemies are additionally knocked down. Dealing damage with Spike applies Steely Spike to you, increasing your damage reduction by 10% for 6 seconds. 7.2 Changes: previously stunned for 2 seconds, did not give 10% DR.
  • Shadow – Kinetic Combat – Light Forces ( Optional Passive Level 43 ) Each time you deal damage to a target you have mind controlled you restore 2 Force and heal for 2% of your maximum health. 7.2 Changes: previously a 1% heal
  • Assassin – Darkness – Dark Forces ( Optional Passive Level 43 ) Each time you deal damage to a target you have mind controlled you restore 2 Force and heal for 2% of your maximum health. 7.2 Changes: previously a 1% heal
  • Shadow – Kinetic Combat – Shadowsight ( Passive Level 1 ) Increases your stealth detection level by 5, defense by 2%, and shield absorption by 4% 7.2 Changes: previously mentioned damage reduction on battle readiness.
  • Assassin – Darkness – Premonition ( Passive Level 1 ) Increases your stealth detection level by 5, defense by 2%, and shield absorption by 4%. 7.2 Changes: previously mentioned damage reduction on Overcharge Saber.
  • Shadow – Kinetic Combat – Battle Readiness ( Optional Buff Defensive Level 43 ) Ready yourself with the Force, immediately restoring 15% of your max health and increasing your damage reduction by 25%. While active, Battle Readiness increases the damage of Combat Technique by 50%, the chance to trigger Combat Technique by 25%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. 7.2 Changes: No change, tooltip simply mentions the DR% now.
  • Assassin – Darkness – Overcharge Saber ( Optional Buff Defensive Level 43 ) Overcharges your lightsaber charge for 15 seconds, immediately restoring 15% of your max health and increasing damage reduction by 25%. While active, Overcharge Saber increases the damage of Dark Charge by 50%, increasing the chance to trigger Dark Charge by 25%, and healing you when their effects are triggered. The triggered healing cannot occur more than once per second. 7.2 Changes: No change, tooltip simply mentions the DR% now.
  • Sentinel – Concentration – Zealous Revelation ( Optional Passive Level 39 ) Activating Zealous Leap builds an additional 4 Centering. 7.2 Changes: Previously built 6 centering.
  • Marauder – Fury – Furious Discovery ( Optional Passive Level 39 ) Activating Obliterate builds an additional 4 Fury. 7.2 Changes: Previously built 6 fury.
  • Sentinel – Concentration – Focused Meditation ( Optional Passive Level 43 ) Each time you deal damage with a Force-based kinetic or energy attack, you generate 1 focus. 7.2 Changes: previously guaranteed a crit after using zen.
  • Marauder – Fury – Furious Rumination ( Optional Passive Level 43 ) Each time you deal damage with a Force-based kinetic or energy attack, you generate 1 rage. 7.2 Changes: previously guaranteed a crit after using berserk.
  • Sentinel – Watchman – Smoldering Burns ( Passive Level 78 ) Merciless Slash increases the burn damage you deal by 5% for 6 seconds after use. 7.2 Changes: previously 3% for 4.5 seconds.
  • Marauder – Annihilation – Devious Wounds ( Passive Level 78 ) Annihilate increases the bleed damage you deal by 5% for 6 seconds after use. 7.2 Changes: previously 3% for 4.5 seconds.
  • Sentinel – Watchman – Juyo Mastery ( Passive Level 43 ) Your burn effects deal 1% more damage and are 2% more likely to critically hit per stack of Juyo Form. 7.2 Changes: previously just a 1% increase to crit chance per stack.
  • Marauder – Annihilation – Juyo Mastery ( Passive Level 43 ) Your bleed effects deal 1% more damage and are 2% more likely to critically hit per stack of Juyo Form. 7.2 Changes: previously just a 1% increase to crit chance per stack.
  • Sentinel – Watchman – Mind Sear ( Passive Level 60 ) Your burning effects have a 30% chance to grant Mind Sear which increases the damage of your next Twin Saber Throw by 100% and resets its cooldown. This effect can only occur once every 18 seconds. 7.2 Changes: previously just a 20% chance, and did not reset the cooldown.
  • Marauder – Annihilation – Pulverize ( Passive Level 60 ) Your bleeding effects have a 30% chance to grant Pulverize which increases the damage of your next Dual Saber Throw by 100% and resets its cooldown. This effect can only occur once every 18 seconds. 7.2 Changes: previously just a 20% chance, and did not reset the cooldown.
  • Sentinel – Watchman – Accelerating Victory ( Passive Level 73 ) Juyo Form now stacks up to 6 times and Merciless Slash now stacks up to 4 times and builds two stacks at a time. In addition, Dispatch deals 10% more damage. 7.2 Changes: Previously had a 50% chance to increase slash or dispatch’s damage by 5%, stacking twice, instead of the buff to dispatch.
  • Marauder – Annihilation – Swift Demise ( Passive Level 73 ) Juyo Form now stacks up to 6 times and Annihilate now stacks up to 4 times and builds two stacks at a time. In addition, Vicious Throw deals 10% more damage. 7.2 Changes: Previously had a 50% chance to increase vicious slash or vicious throw’s damage by 5%, stacking twice, instead of the buff to vicious throw.
  • Sentinel – Watchman – Burning Center ( Optional Passive Level 43 ) Activating Zen immediately builds 4 focus and critically hitting with periodic burn damage builds 2 Centering, even during Zen. This effect cannot occur more than once every 2 seconds. 7.2 Changes: Previously did not build 4 focus.
  • Marauder – Annihilation – Bleeding Center ( Optional Passive Level 43 ) Activating Berserk immediately builds 4 Rage and critically hitting with periodic bleed damage builds 2 Fury, even during Berserk. This effect cannot occur more than once every 2 seconds. 7.2 Changes: Previously did not build 4 rage.
  • Sentinel – Watchman – Juyo Melt ( Optional Passive Level 23 ) Force Melt immediately maxes out your Juyo stacks and generates 10 Centering. 7.2 Changes: Previously increased the damage of your Force Melt per stack of Juyo.
  • Marauder – Annihilation – Juyo Rend ( Optional Passive Level 23 ) Force Rend immediately maxes out your Juyo stacks and generates 10 Fury. 7.2 Changes: Previously increased the damage of your Force Rend per stack of Juyo.
  • Sentinel – Watchman – Melting Center ( Optional Passive Level 23 ) Force Melt deals twice its initial damage whenever it consumes a stack of Zen and heals you for 50% of the damage that it deals. 7.2 Changes: previously dealt x4 damage whenever it consumes Zen, generated centering instead of healing.
  • Marauder – Annihilation – Draining Center ( Optional Passive Level 23 ) Force Rend deals twice its initial damage whenever it consumes a stack of Zen and heals you for 50% of the damage that it deals. 7.2 Changes: previously dealt x4 damage whenever it consumes Berserk, generated fury instead of healing.
  • Guardian – Defense – Battlefield Command ( Optional Passive Level 51 ) Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Leap enables your next Dispatch or Whirling Blade to be used against a target with any percentage of health. 7.2 Changes: Previously did not enable Dispatch after leaping. Swapped Icons with War Master.
  • Guardian – Focus – Battlefield Command ( Optional Passive Level 51 ) Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Leap enables your next Dispatch or Whirling Blade to be used against a target with any percentage of health. 7.2 Changes: Previously did not enable Dispatch after leaping. Swapped Icons with War Master.
  • Guardian – Vigilance – Battlefield Command ( Optional Passive Level 51 ) Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Leap enables your next Dispatch or Whirling Blade to be used against a target with any percentage of health. 7.2 Changes: Previously did not enable Dispatch after leaping. Swapped Icons with War Master.
  • Juggernaut – Immortal – Warmonger ( Optional Passive Level 51 ) Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. 7.2 Changes: Previously did not enable Throw after charging. Swapped Icons with War Master.
  • Juggernaut – Rage – Warmonger ( Optional Passive Level 51 ) Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. 7.2 Changes: Previously did not enable Throw after charging. Swapped Icons with War Master.
  • Juggernaut – Vengeance – Warmonger ( Optional Passive Level 51 ) Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. 7.2 Changes: Previously did not enable Throw after charging. Swapped Icons with War Master.
  • Guardian – Focus – War Master ( Optional Passive Level 64 ) Force Leap grants Unremitting granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds. 7.2 Changes: previously less immunities, made Dispatch usable on leap. (new icon)
  • Guardian – Vigilance – War Master ( Optional Passive Level 64 ) Force Leap grants Unremitting granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds. 7.2 Changes: previously less immunities, made Dispatch usable on leap. (new icon)
  • Juggernaut – Rage – War Master ( Optional Passive Level 64 ) Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds. 7.2 Changes: previously less immunities, made vicious throw usable on leap, didnt grant DR. (new icon)
  • Juggernaut – Vengeance – War Master ( Optional Passive Level 64 ) Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds. 7.2 Changes: previously less immunities, made vicious throw usable on leap, didnt grant DR. (new icon)
  • Guardian – Defense – Front Line Veteran ( Optional Passive Level 64 ) Force Leap finishes the cooldown of Force Kick and grants Unremitting granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects and effects that push or pull you around for 4 seconds. 7.2 Changes: previously War Master, with less immunities, did not finish the cooldown of force kick.
  • Juggernaut – Immortal – Field Commander ( Optional Passive Level 64 ) Force Charge finishes the cooldown of Disruption and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects and effects that push or pull you around for 4 seconds. 7.2 Changes: previously War Master, with less immunities, did not finish the cooldown of disruption.
  • Guardian – Defense – Abating Defense ( Passive Level 60 ) Increasing shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Guardian Slash’s damage is increased by 12%. 7.2 Changes: previously did not grant damage to Guardian Slash.
  • Juggernaut – Immortal – Conquering Defense ( Passive Level 60 ) Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Crushing Blow’s damage is increased by 12%. 7.2 Changes: previously did not grant damage to crushing blow.
  • Guardian – Defense – Lunge ( Passive Level 35 ) Riposte consumes 1 less focus, has its damage increased by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%. 7.2 Changes: previously did not increase riposte damage.
  • Juggernaut – Immortal – Lash Out ( Passive Level 35 ) Retaliation consumes 1 less rage, has its damage increase by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%. 7.2 Changes: previously did not increase retaliation damage.
  • Guardian – Defense – Stasis Mastery ( Optional Passive Level 39 ) Dealing damage with Guardian Slash reduces the cooldown of Force Stasis by 2 seconds for every enemy hit. In addition, Guardian Slash generates 1 Focus. 7.2 Changes: previously a choice called Guardian Focus, which added small absorb shields to allies.
  • Juggernaut – Immortal – Crushing Grip ( Optional Passive Level 39 ) Dealing damage with Crushing Blow reduces the cooldown of Force Choke by 2 seconds for every enemy hit. In addition, Crushing Blow generates one additional Rage. 7.2 Changes: previously a choice called Crushing Rage, which added small absorb shields to allies.
  • Guardian – Defense – Warding Shield ( Optional Passive Level 23 ) Dealing damage with Warding Strike grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds. 7.2 Changes: Previously a choice called Marked Assault, which increased damage to taunted targets.
  • Juggernaut – Immortal – Aegis Shield ( Optional Passive Level 23 ) Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds. 7.2 Changes: Previously a choice called Targeted Assault, which increased damage to taunted targets.
  • Guardian – Vigilance – Commanding Awe ( Passive Level 51 ) Increases damage reduction by 5% at all times and by an additional 15% while Enure is active. 7.2 Changes: previously Robust, which granted the immunities and reduction from Force Leaping.
  • Juggernaut – Vengeance – Deafening Defense ( Passive Level 51 ) Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. 7.2 Changes: previously Brawn, which granted the immunities and reduction from Force Charging.

Developer Posts

Thread

Balance Changes Coming to Game Update 7.2

Hey everyone, Shabir here with another round of balance changes. On this pass, we took a look at Tanks across all 3 disciplines and made adjustments to bring up their Threat generation as well as  damage in line with our targets for tanks. There are also adjustments made to Marauder/Sentinel and Mercenary/Commando. We look forward to seeing your feedback on these balance changes and will post updates on any changes that may occur in this thread. Be sure to check out these changes on the PTS and leave feedback here. Thanks and take it easy.

General

  • Threat generation has been increased for all tank combat styles.

Assassin/Shadow

Darkness/Kinetic Combat

  • Depredating Volts/Cascading Debris damage has been increased by 5%

  • Mounting Darkness/Pulsating Force now increases Discharge/Force Breach and Wither’s/Slow Time’s damage by 30%, up from 20%.

  • Energize/Particle Acceleration now additionally reduces the Force cost of Shock/Project by 15 while in effect.

  • Assassinate/Spinning Strike now has a 100% chance to trigger Energize/Particle Acceleration.

  • Spike’s/Spinning Kick’s stun duration is increased by 1 second.

  • Spike/Spinning Kick now applies 10% damage reduction to the user whenever it deals damage for 6 seconds.

  • The Dark Forces/Light Forces ability mod now heals for 2% of max health whenever damage is dealt to a taunted target, up from 1%.

  • Increased the damage reduction given by the Dark Charge/Combat Technique passive ability from 2% to 5%. (15)

  • Severing Slash/Cleaving Cut has been redesigned for Darkness/Kinetic Combat. It now does the following:

    • Strikes targets in a cone, dealing weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off. (68)

  • The Ward of the Continuum tactical has been redesigned. It now does the following:

    • Dark Ward/Kinetic Ward now has 10 charges and Dark Bulwark/Kinetic Bulwark can no longer restore charges. Consuming a charge of Dark Ward/Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward/Kinetic Ward is reactivated. (43)

  • Fixed an issue where Reckless Defense/Potent Defense was incorrectly adding multiple stacks with Depredating Volts/Cascading Debris.

  • Gloom Ward now does 50% more damage upon Dark Ward/Kinetic Ward breaking from damage.

  • Increased the duration of Reckless Defense/Potent Defense from 6 seconds to 10 seconds.

Juggernaut/Guardian

  • The Warmonger/Battlefield Command utility has been redesigned. It now additionally enables Vicious Throw/Dispatch or Hew/Whirling Blade after using Force Charge.

  • War Master utility has been redesigned per discipline, with Immortal replacing War Master with a new utility called Field Commander/Front Line Veteran.

Vengeance/Vigilance

  • War Master’s has been redesigned to add movement-impairing and push and pull effects to the immunity granted by Unstoppable. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw/Dispatch from Force Charge/Force Leap.

  • Brawn has been replaced by Deafening Defense/Commanding Awe, which increases damage reduction at all times and by an additional 15% while Endure Pain/Enure is active.

    • Deafening Defense/Commanding Awe was previously a passive gained at level 1, although hidden from the tree. This is now part of the ability tree at level 51.

Rage/ Focus

  • War Master’s has been redesigned to add movement-impairing and push and pull effects to the immunity granted by Unstoppable. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw/Dispatch from Force Charge/Force Leap.

Immortal/ Defense

  • War Master has been replaced by Field Commander/Front Line Veteran. It reads:

    • Force Charge/Force Leap finishes the cooldown of Disruption/Force Kick and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds.

  • Conquering Defense/Abating Defense – Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Crushing Blow’s/Guardian Slash’s damage is increased by 12%.

  • Lash Out/Lunge – Retaliation/Riposte consumes 1 less rage, has its damage increase by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.

  • Crushing Rage/Guardian Focus is being replaced with Crushing Grip/Stasis Mastery.

  • Crushing Grip/Stasis Mastery – Dealing damage with Crushing Blow reduces the cooldown of Force Choke/Force Stasis by 2 seconds and generates one additional Rage/Focus.

  • Aegis Shield/Warding Shield is replacing Targeting Assault mod.

  • Aegis Shield/Warding Shield – Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.


Marauder/Sentinel

Annihilation/Watchmen

  • Deadly Saber’s/Overload Saber’s damage has been increased by 3.5%.

  • Devious Wounds/Smoldering Burns now lasts for 6 seconds and increases bleed damage by 5%, up from 3%.

  • Juyo Mastery now additionally increases bleed damage by 1% per stack of Juyo Form.

  • Pulverize/Mind Sear now resets the cooldown of Dual Saber Throw/Twin Saber Throw and has a 30% chance to trigger, up from 20%.

  • Swift Demise/Acceleration Victory no longer grants stacks of Swift Demise from Annihilate/Merciless Slash. Instead, it increases Vicious Throw/Dispatch damage by 10%. The rest of its effect is unchanged.

  • Damage done by the Blood Fury/Burning Zen ability mod has been increased by 6%.

  • The Bleeding Center/Burning Center ability mod now generates 4 rage/Focus whenever Berserk/Zen is activated.

  • Force Fracture damage has been increased by 10%.

  • The Juyo Rend/Juyo Melt ability mod has been redesigned. It no longer increases the damage of Force Rend per stack of Juyo Form. Instead, it causes Force Rend to immediately grant 6 stacks of Juyo Form and build 10 Fury/Centering stacks.

  • The Draining Center/Melting Center ability mod has been redesigned. It now reads:

    • “Force Rend deals twice its initial damage whenever it consumes a stack of Berserk and heals you for 50% of the damage that it deals.”

Fury/Concentration

  • Reduced the critical strike damage bonus given by Vehemence/Fervor from 10% to 5%.

  • Decreased the Fury/Centering stack bonus given by Furious Discovery/Zealous Revelation from 6 to 4.

  • The Furious Rumination/Focused Meditation ability mod has been redesigned. It no longer grants a guaranteed critical hit after activating Berserk. Instead, this has been moved to the Gravity Fissure passive.

  • Gravity Manipulation has been redesigned and renamed Gravity Fissure. It now reads: (60)

    • “Obliterate/Zealous Leap and Force Crush/Exhaustion each consume 1 less rage. Activating Berserk/Zen causes your next direct damage attack to critically hit.”

Carnage/Combat

  • Shard of Mortis critical hit chance bonus per stack has been reduced from 25% to 15%.

Powertech/Vanguard

Shield Tech/Shield Specialist

  • Payday/ Disruptor Rifle – Payday/Disruptor Rifle benefits from Heat Screen’s cooldown reduction in addition to Heat Blast.

  • Thermal Screen – Thermal Screen tactical correctly applies its effects to Payday/Disruptor Rifle.

  • Payday’s/Disruptor Rifles damage is increased by 12%.

  • Ion Overload – Shock has its duration increased to 9 seconds.

  • Flame Engine/Pulse Engine – Firestorms/Ion Storms damage increased by 50% up from 40% when Flame Engine/Pulse Engine is triggered and proc chance is increased to 75% up from 50%.

  • Shield Vents/Shield Cycler – Ion Gas Cylinders damage is increased to 10% up from 5%.


Mercenary/Commando

  • Rocket Out/Propulsion Round is taking Hydraulic Overrides’/Hold the Line’s place on the ability tree as a level 68 mod choice.
  • Rocket Out/Propulsion Round includes the utility Smoke Screen.
    • Smoke Screen: Rocket Out/Propulsion Round generates a Smoke Screen when used keeping you from being pulled or lept to and making you immune to interrupts and ability pushback for 4 seconds. In addition, taking melee or tech damage within 4 seconds of previously using Rocket Out/Propulsion Round, refreshes its cooldown. These effects cannot occur more then once every 40 seconds.
  • Jet Escape/Tenacious Defense no longer reduces the cooldown of Rocket Out/Propulsion Round but instead increases the duration of Hydraulic Overrides/Hold the Line by 4 seconds.
  • Rocket Out’s/Propulsion Round’s cooldown reduction from Jet Escape/Tenacious Defense is now the default cooldown for Rocket Out/Propulsion Round.

Innovative Ordnance/Assault Specialist

  • Innovative Particle Accelerator/Ionic Accelerator – Rate limit reduced from 7.5 to 7.0 seconds.

Hello all,

I wanted to respond to some of the things brought up in this thread. First of all, I want to thank everyone for their feedback on these changes.

There has been a lot of discussion around Marauder changes, particularly Annihilation. I would like to give a little reasoning as to why these changes are being made, so as we continue feedback y’all can have the context of what the goal here is.

Annihilation / Watchmen (from here out I’ll just call them Annihilation) were consistently outperforming our DPS targets slightly and we noticed their level 23 mod choices were very unbalanced. While we enjoyed the gameplay this offered, unfortunately it made their optimal DPS require a strict rotation that was only usable if they selected the Draining Center mod choice. The redesign for these choices was to make all mods at level 23 competitive with one another. On PTS, any choice Annihilation makes at level 23 is a now a good one. While some are slightly better at others in some circumstances, there is no “wrong” choice.

We understand this removes a particular rotation people enjoyed in 7.0, but we believe it opens the door for more playstyle choices as multiple mod choice paths offer competitive DPS. We are exploring ways to give a semblance of this back without making it the best-in-slot.

To be perfectly clear, any choice on Force Rend that makes it into a burst damage ability should not be the optimal DPS choice, so it cannot outperform the rest in all cases, but can be close. Annihilation has never been intended to be a burst class, and while we seek it give some burst options with mod choices, we do not want these choices to be out-and-out above the rest.

I hope that clears up the reasoning behind why we’ve done some things we’ve done. As we continue to gather feedback, please keep these in mind. But I would like to request that you try some of the other Annihilation mods and see how you feel about the rotation and damage output.

Hey everyone, Shabir here back with another update. After looking over data collected from PTS and player feedback on Fury/Concentration, we will be making changes in regards to their DPS performance. We are implementing the following changes:

Fury/Concentration

  • Gravity Fissure – Berserk/Zen no longer causes your next ability to auto crit.

  • Vehemence/Fervor – Critical Strike damage from all attacks increased back up to 10% from 5%.

Dev Feedback: I wanted to add a bit of insight on this change as it does not come lightly. Since Fury/Concentration is a hybrid spec, we saw that Fury/Concentration was leaning too far as a burst spec and wanted to bring back into balance as a hybrid spec. This change also gives more flexibility to the player when they can activate Berserk/Zen. This also allows Carnage/Combat to further establish itself as the burst specialization and Annihilation/Watchman to establish itself as the sustain spec.

We appreciate the time taken for giving feedback. We are keeping an eye on this thread and will be making updates when changes occur. Take it easy.

Tactical Changes

   

  • Vanguard Shield Specialist: The Thermal Screen tactical now applies its cooldown reset to Disruptor Rifle.
  • Powertech Shield Tech: The Thermal Screen tactical now applies its cooldown reset to Payday.
  • Scoundrel: Augmented Holocomm Tactical is now correctly granting an additional charge to Trick Move.
  • Operative: Augmented Holocomm Tactical is now correctly granting an additional charge to Trick Move.
  • Assassin Darkness: Ward of the Continuum tactical has been redesigned. It now does the following: Dark Ward now has 10 charges and Dark Bulwark can no longer restore charges. Consuming a charge of Dark Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward is reactivated.
  • Shadow Kinetic Combat: Redesigned Ward of the Continuum tactical. It now does the following: Kinetic Ward now has 10 charges and Kinetic Bulwark can no longer restore charges. Consuming a charge of Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Kinetic Ward is reactivated.
  • Sentinel Combat: The Shard of Mortis tactical’s critical hit chance bonus per stack has been reduced to 15% (down from 25%).
  • Marauder Carnage: Shard of Mortis tactical’s critical hit chance bonus per stack has been reduced to 15% (down from 25%).