7.3 Class Changes

News Date: June 22, 2023 Patch: 7.3 News Source

Update 7.3 in SWTOR adjusted some classes abilities, tacticals and trees.

Ability Tooltip Changes

Powertech / Vanguard

  • Powertech – All – Vent Heat (Buff Level 13)Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. 7.3 Changes: Previously level 1.
  • Vanguard – All – Recharge Cells (Buff Level 13)Your next ability depletes no energy cells, and you recharge 50 energy cells over 3 seconds after using it. 7.3 Changes: Previously level 1.
  • Powertech – Shield Tech – Deflective Plating (Passive Level 32)Increase damage reduction by 2%. Increases melee and ranged defense by 4%. 7.3 Changes: Previously hidden around level 43, and did not give 2% DR.
  • Vanguard – Shield Specialist – Deflective Guards (Passive Level 32)Increases damage reduction by 2%. Increases melee and ranged defense by 4%. 7.3 Changes: Previously hidden around level 43, and did not give 2% DR.
  • Powertech – All – Kolto Overload (Defensive Level 32)Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered. 7.3 Changes: Previously triggered automatically when low enough.
  • Vanguard – All – Adrenaline Rush (Defensive Level 32)Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. Once triggered, Adrenaline Rush rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Fired Up is triggered. 7.3 Changes: Previously triggered automatically when low enough.
  • Vanguard – Tactics – Serrated Blades (Passive Level 39)Increases the damage dealt by Gut’s bleed effect by 15% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. 7.3 Changes: Previously hidden and level 43.
  • Powertech – Advanced Prototype – Serrated Blades (Passive Level 39)Increases the damage dealt by Retractable Blade’s bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds. 7.3 Changes: Previously hidden and level 43.
  • Vanguard – Plasmatech – Ion Wave (Area Attack Level 5)Blasts everything in a 10-meter cone with ionized energy, dealing elemental damage to up to 8 targets. 7.3 Changes: Previously level 4.
  • Powertech – Pyrotech – Searing Wave (Area Attack Level 5)Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets. 7.3 Changes: Previously level 4.
  • Vanguard – Shield Specialist – Suppression Droid (Optional Detection Level 43)Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%. 7.3 Changes: Previously Stealth Scan. Didn’t reduce accuracy or slow, and gave allies a movement speed buff of 50%.
  • Vanguard – Plasmatech – Suppression Droid (Optional Detection Level 43)Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%. 7.3 Changes: Previously Stealth Scan. Didn’t reduce accuracy or slow, and gave allies a movement speed buff of 50%.
  • Vanguard – Tactics – Suppression Droid (Optional Detection Level 43)Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%. 7.3 Changes: Previously Stealth Scan. Didn’t reduce accuracy or slow, and gave allies a movement speed buff of 50%.
  • Powertech – Shield Tech – Terminator Droid (Optional Detection Level 43)Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. 7.3 Changes: Previously Stealth Scan. Didn’t reduce accuracy or slow, and gave allies a movement speed buff of 50%.
  • Powertech – Pyrotech – Terminator Droid (Optional Detection Level 43)Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. 7.3 Changes: Previously Stealth Scan. Didn’t reduce accuracy or slow, and gave allies a movement speed buff of 50%.
  • Powertech – Advanced Prototype – Terminator Droid (Optional Detection Level 43)Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. 7.3 Changes: Previously Stealth Scan. Didn’t reduce accuracy or slow, and gave allies a movement speed buff of 50%.
  • Powertech – Advanced Prototype – Prototype Rail (Passive Level 43)Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target’s armor, vents 6 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade’s bleed effect, if present. Increases the damage dealt by Retractable Blade’s bleed effect by 5% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds. 7.3 Changes: Previously vented 5 heat.
  • Vanguard – Tactics – High Friction Bolts (Passive Level 43)High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target’s armor, regenerates 6 energy cells if it hits a bleeding target, and refreshes the duration of your Gut’s bleed effect, if present. Increases the damage dealt by Gut’s bleed effect by 5% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. 7.3 Changes: Previously restored 5 cells.
  • Powertech – Advanced Prototype – Prototype Weapon Systems (Passive Level 78)Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15%. Additionally, when Thermal Detonator damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds. 7.3 Changes: Previously only increased the critical strike damage by 10%.
  • Vanguard – Tactics – Havoc Training (Passive Level 78)Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Gut, Assault Plastique, and Cell Burst by 15%. Additionally, when Assault Plastique damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds. 7.3 Changes: Previously only increased the critical strike damage by 10%.

Commando / Mercenary

  • Commando – Combat Medic – Advanced Recon Droid (Optional Stealth Detection Level 27)Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. 7.3 Changes: Previously stealth Scan. Didn’t give stunned DR or slow, and gave allies a movement speed buff of 50%.
  • Commando – Gunnery – Advanced Recon Droid (Optional Stealth Detection Level 27)Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. 7.3 Changes: Previously stealth Scan. Didn’t give stunned DR or slow, and gave allies a movement speed buff of 50%.
  • Commando – Assault Specialist – Advanced Recon Droid (Optional Stealth Detection Level 27)Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. 7.3 Changes: Previously stealth Scan. Didn’t give stunned DR or slow, and gave allies a movement speed buff of 50%.
  • Mercenary – Bodyguard – Hunter Killer Droid (Optional Stealth Detection Level 27)Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. 7.3 Changes: Previously stealth Scan. Didn’t give stunned DR or slow, and gave allies a movement speed buff of 50%.
  • Mercenary – Arsenal – Hunter Killer Droid (Optional Stealth Detection Level 27)Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. 7.3 Changes: Previously stealth Scan. Didn’t give stunned DR or slow, and gave allies a movement speed buff of 50%.
  • Mercenary – Innovative Ordnance – Hunter Killer Droid (Optional Stealth Detection Level 27)Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. 7.3 Changes: Previously stealth Scan. Didn’t give stunned DR or slow, and gave allies a movement speed buff of 50%.
  • Mercenary – Bodyguard – Supercharged Kolto Gas (Buff Level 15)Requires and converts 10 stacks of Supercharge to vent 10 heat and increase healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat. 7.3 Changes: Previously named Supercharged Gas.
  • Commando – Combat Medic – Supercharged Kolto Cells (Buff Level 15)Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and depletes 5 fewer energy cells. 7.3 Changes: Previously named Supercharged Cell.
  • Commando – Gunnery – High Velocity Supercharged Cells (Buff Level 15)Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase armor penetration by 15% for 12 seconds. While active, damage dealt by Grav Round, Demolition Round, Vortex Bolt, and Boltstorm grant two stacks of Supercharged Velocity, increasing alacrity by 1% per stack. This effect cannot occur more than once per second and can stack up to 6 times. 7.3 Changes: Previously named Supercharged Cell. Used to only last 8 seconds.
  • Mercenary – Arsenal – High Velocity Supercharged Gas (Buff Level 15)Requires and converts 10 stacks of Supercharge to vent 10 heat and increase armor penetration by 15% for 12 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Priming Shot, and Blazing Bolts grant two stacks of Supercharged Velocity, increasing alacrity by 1% per stack. This effect cannot occur more than once per second and can stack up to 6 times. 7.3 Changes: Previously named Supercharged Gas. Buff used to only last 8 seconds.

Operative / Scoundrel

  • Operative – Medicine – Tactical Overdrive (Optional Buff Level 43)Resets the cooldown of Stim Boost, Recuperative Nanotech, Toxin Scan, and Shield Probe and increases your Mastery by 20% for 15 seconds. While Tactical Overdrive is active, you are immune to pushback and interrupts. 7.3 Changes: Previously did not give pushback/interrupt immunity.
  • 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. While Hot Streak is active, you are immune to pushback and interrupts. 7.3 Changes: Previously did not give pushback/interrupt immunity.
  • Scoundrel – Scrapper – The Best Defense (Optional Passive Level 39)Shank Shot now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. 7.3 Changes: Previously only healed for 50% of the damage it deals.
  • Operative – Concealment – The Best Defense (Optional Passive Level 39)Crippling Slice now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. 7.3 Changes: Previously only healed for 50% of the damage it deals.
  • Operative – Lethality – Corrosive Return (Optional Passive Level 23)If Corrosive Assault would reduce your Tactical Advantage to zero, it is refunded instead. This effect can only occur once every 10 seconds. 7.3 Changes: Previously also extended stim boost by 5 seconds.
  • Scoundrel – Ruffian – Brutal Return (Optional Passive Level 23)If Brutal Shots would reduce your Upper Hand to zero, it is refunded instead. This effect can only occur once every 10 seconds. 7.3 Changes: Previously also extended pugnacity by 5 seconds.

Sniper / Gunslinger

  • Sniper – Engineering – Target Acquired (Optional Buff Level 43)Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired resets the cooldown of Targeting Systems. 7.3 Changes: Reworded to properly reference Targeting Systems.
  • Sniper – Virulence – Target Acquired (Optional Buff Level 43)Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired resets the cooldown of Viral Targeting. 7.3 Changes: Reworded to properly reference Viral Targeting.
  • Sniper – Marksmanship – Calculated Pursuit (Optional Passive Level 73)You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 seconds. 7.3 Changes: Reworded for clarity.
  • Sniper – Virulence – Calculated Pursuit (Optional Passive Level 73)You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 seconds. 7.3 Changes: Reworded for clarity.
  • Sniper – Engineering – Calculated Pursuit (Optional Passive Level 73)You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 seconds. 7.3 Changes: Reworded for clarity.
  • Sniper – All – Reestablish Range (Hidden Passive Level 43)Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. 7.3 Changes: Previously a choice, now a hidden passive. No longer does the knockback – that was moved to pillbox sniper’s choice.
  • Gunslinger – All – Reset Engagement (Hidden Passive Level 43)Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds. 7.3 Changes: Previously a choice, now a hidden passive. No longer does the knockback – that was moved to lay low’s choice.
  • Sniper – Virulence – Pillbox Sniper (Optional Passive Level 51)Reduces the cooldown of Entrench by 15 seconds. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 meters. 7.3 Changes: Added Reestablish Range’s Knockback effect to this choice.
  • Sniper – Engineering – Pillbox Sniper (Optional Passive Level 51)Reduces the cooldown of Entrench by 15 seconds. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 meters. 7.3 Changes: Added Reestablish Range’s Knockback effect to this choice.
  • Sniper – Marksmanship – Pillbox Sniper (Optional Passive Level 51)Reduces the cooldown of Entrench by 15 seconds. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 meters. 7.3 Changes: Added Reestablish Range’s Knockback effect to this choice.
  • Sniper – Virulence – Vital Regulators (Optional Passive Level 64)While in cover, you heal for 3% of your total health every 2 seconds. 7.3 Changes: New choice replacing reestablish range entirely.
  • Sniper – Engineering – Vital Regulators (Optional Passive Level 64)While in cover, you heal for 3% of your total health every 2 seconds. 7.3 Changes: New choice replacing reestablish range entirely.
  • Sniper – Marksmanship – Vital Regulators (Optional Passive Level 64)While in cover, you heal for 3% of your total health every 2 seconds. 7.3 Changes: New choice replacing reestablish range entirely.
  • Sniper – Marksmanship – Targeted Ambush (Optional Passive Level 23)Increases the critical hit damage of Ambush by 20%. Killing a target within 3 seconds after Ambush critically hits resets the cooldown of Laze Target and Ambush. 7.3 Changes: Previously required the killing blow to be a critical ambush.
  • Sniper – Virulence – Corrosive Refund (Optional Passive Level 23)Corrosive Grenade refunds 2 energy when dealing periodic damage with Corrosive Grenade. 7.3 Changes: Previously restored 2 energy per target initially hit.
  • Gunslinger – Saboteur – Illegal Mods (Optional Buff Level 43)Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods resets the cooldown of Target Hack. 7.3 Changes: Reworded to properly reference target hack
  • Gunslinger – Dirty Fighting – Illegal Mods (Optional Buff Level 43)Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods resets the cooldown of Blood Sights. 7.3 Changes: Reworded to properly reference blood sights.
  • Gunslinger – Dirty Fighting – Hot Pursuit (Optional Passive Level 73)You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Hot Pursuit cannot be gained more than once every 20 seconds. 7.3 Changes: Reworded for clarity.
  • Gunslinger – Saboteur – Hot Pursuit (Optional Passive Level 73)You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Hot Pursuit cannot be gained more than once every 20 seconds. 7.3 Changes: Reworded for clarity.
  • Gunslinger – Sharpshooter – Hot Pursuit (Optional Passive Level 73)You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Hot Pursuit cannot be gained more than once every 20 seconds. 7.3 Changes: Reworded for clarity.
  • Gunslinger – Dirty Fighting – Lay Low (Optional Passive Level 51)Reduces the cooldown of Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds knocks targets back if they are within 10 meters. 7.3 Changes: Added Reset Enagagement’s knockback effect to this choice.
  • Gunslinger – Saboteur – Lay Low (Optional Passive Level 51)Reduces the cooldown of Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds knocks targets back if they are within 10 meters. 7.3 Changes: Added Reset Enagagement’s knockback effect to this choice.
  • Gunslinger – Sharpshooter – Lay Low (Optional Passive Level 51)Reduces the cooldown of Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds knocks targets back if they are within 10 meters. 7.3 Changes: Added Reset Enagagement’s knockback effect to this choice.
  • Gunslinger – Dirty Fighting – Cool Under Pressure (Optional Passive Level 64)While in cover, you heal for 3% of your total health every 2 seconds. 7.3 Changes: New choice replacing reset engagement entirely
  • Gunslinger – Saboteur – Cool Under Pressure (Optional Passive Level 64)While in cover, you heal for 3% of your total health every 2 seconds. 7.3 Changes: New choice replacing reset engagement entirely
  • Gunslinger – Sharpshooter – Cool Under Pressure (Optional Passive Level 64)While in cover, you heal for 3% of your total health every 2 seconds. 7.3 Changes: New choice replacing reset engagement entirely
  • Gunslinger – Sharpshooter – Hotshot (Optional Passive Level 23)Increases the critical hit damage of Aimed Shot by 20%. Killing a target within 3 seconds after Aimed Shot critically hits the target resets the cooldown of Smuggler’s Luck and Aimed Shot. 7.3 Changes: Previously required the killing blow to be a critical aimed shot.
  • Gunslinger – Dirty Fighting – Scrounging (Optional Passive Level 23)Shrap Bomb refunds 2 energy when dealing periodic damage with Shrap Bomb. 7.3 Changes: Previously restored 2 energy per target initially hit.

Assassin / Shadow

  • Assassin – Deception – Executioner (Passive Level 73)Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Assassinate by 10. 7.3 Changes: Previously only a 3% bonus.
  • Shadow – Infiltration – Judgement (Passive Level 73)Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Spinning Strike by 10. 7.3 Changes: Previously only a 3% bonus.
  • Shadow – Infiltration – Visionary Defense (Optional Passive Level 39)Clairvoyance stacks built by Clairvoyant Strike increases your damage reduction by 5% per stack. In addition, Clairvoyant Strike slows its target by 50% for 6 seconds. 7.3 Changes: Previously slowed the target for even more than 50%, but the tooltip said 30%. It now slows by 50% and says 50%.
  • Assassin – Deception – Voltaic Defense (Optional Passive Level 39)Voltage stacks built by Voltaic Slash increases your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 50% for 6 seconds. 7.3 Changes: Previously slowed the target for even more than 50%, but the tooltip said 30%. It now slows by 50% and says 50%.
  • Assassin – Hatred – Inevitable Demise (Passive Level 73)Death Field, Eradicate, and your periodic damage abilities deal 25% more damage on targets under 30% health. 7.3 Changes: Previously a 30% bonus. now 25.
  • Shadow – Serenity – Aching Mind (Passive Level 73)Force in Balance, Squelch, and your periodic damage abilities deal 25% more damage on targets under 30% health. 7.3 Changes: Previously a 30% bonus. now 25.

Sage / Sorcerer

  • Sorcerer – Madness – Dark Echo (Hidden Passive Level 35)Targets hit by Death Field have a 30% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters with internal damage. Death Brand slows targets by 50% for 6 seconds. Targets affected by this have a 50% chance to have the slow reapplied and dealing internal damage. 7.3 Changes: Previously a 50% chance to apply. Now 30.
  • Sage – Balance – Resonant Pulse (Hidden Passive Level 35)Targets hit by Force in Balance have a 30% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters with internal damage. Shifted Balance slows targets by 50% for 6 seconds. Targets affected by this have a 50% chance to have the slow reapplied and suffering internal damage. 7.3 Changes: Previously a 50% chance to apply. Now 30.
  • Sorcerer – Madness – Disintegration (Passive Level 51)Increases the critical chance of Force Leech and Lightning Strike by 15%. Increases all periodic damage dealt by 20%. In addition, Death Field and Death Brand grant Vitiate’s Malice, giving Force Lightning 15% Lifesteal for 12 seconds. 7.3 Changes: Previously a 20% lifesteal to lightning.
  • Sage – Balance – Critical Kinesis (Passive Level 51)Increases the critical chance of Force Serenity and Disturbance by 15%. Increases all periodic damage dealt by 20%. In addition, Force in Balance and Shifted Balance grant Warden’s Vigor, causing your Telekinetic Throw to heal you for 15% of the damage dealt for the next 12 seconds. 7.3 Changes: Previously a 20% lifesteal to tk throw.

Marauder / Sentinel

  • Marauder – Annihilation – Bloodlust (Passive Level 51)Your direct damage attacks that hit a bleeding target build 1 rage. This effect cannot occur more than once every 3 seconds. In addition, Annihilate makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. 7.3 Changes: Previously required a critical hit.
  • Sentinel – Watchman – Burning Focus (Passive Level 51)Your direct damage attacks that hit a burning target build 1 focus. This effect cannot occur more than once every 3 seconds. In addition, Merciless Slash makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. 7.3 Changes: Previously required a critical hit.

Tactical Changes

  • The Neural Trigger Tactical has been redesigned. It now roots the target instead of stuns. (Dealing damage to an enemy affected by your Neural Jolt / Neural Trigger roots them for 2 seconds and ends the taunt.)
  • The Energized Blade Tactical has been redesigned and renamed Energized Vambrace – Gaining an Energy Lode stack increases Retractable Blade’s bleed and Magnetic Blast’s damage by 5% for 10 seconds. Stacks up to 4 times. // Gaining an Energy Lode stack increases Gut’s bleed and Tactical Surge’s damage by 5%. Stacks up to 4 times and lasts 10 seconds.
  • The Viral Elements Tactical no longer causes Lethal Strike / Point Blank Shot to hit the primary target twice.
  • Increased the Stormwatch tactical’s duration to 15 seconds (up from 10 seconds). (Telekinetic Gust applies Stormwatch to its targets. For the next 10 seconds, whenever the target takes damage to Weaken Mind, Mind Crush, or Turbulence a force gust is called down upon the target, dealing energy damage. // Lightning Flash applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage to Affliction, Crushing Darkness, or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage.)

Gear Changes

There were no class-based gearing changes, but gearing up has gotten easier.

SWTOR Gearing Changes and Tips in Update 7.3

Patch Notes

Highlight

  • Progression changes – Changes have been made to the Gear progression to reduce its complexity. Amongst the changes, we’ve removed the Daily Resource Matrices and changed several currency caps. More details can be found here.
  • Combat changes – In addition to the changes listed above, we’ve also made balance changes on several classes. Full details of these changes in the “Combat Styles” section of the patch notes.

Combat Styles

General

  • Updated various tooltips for clarity and readability.
  • The second combat style unlock Mission is now correctly removed if the player’s status changes from Premium to Preferred, preventing them from being stuck in the Mission.
  • Fixed an issue where class passive tooltips of Jedi Combat Style players were not displayed in German.

Combat Styles

Powertech

    • Adjusted timing of some ability grants to smooth out the leveling experience.
    • Stealth Scan has been redesigned and renamed “Terminator Droid”. In addition to revealing stealthed enemies it also slows them and decreases their accuracy.
      • Terminator Droid – Fires off a Terminator Droid to scan the area for 15, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.
    • The Neural Trigger Tactical has been redesigned. It nowroots the target instead of stuns.
  • Advanced Prototype
    • Prototype Rail – Increased the heat reduced from Prototype Rail to 6 (up from 5) when dealing damage to a target affected by Retractable Blade’s bleed effect with Rail Shot.
    • Prototype Weapon Systems – Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15% (up from 10%).
    • The Energized Blade Tactical has been redesigned and renamed Energized Vambrace
      • Energized Vambrace – Gaining an Energy Lode stack increases Retractable Blade’s bleed and Magnetic Blast’s damage by 5% for 10 seconds. Stacks up to 4 times.

Vanguard

  • Adjusted timing of some ability grants to smooth out the leveling experience.
  • Stealth Scan has been redesigned and renamed “Suppression Droid”. In addition to revealing stealthed enemies it also slows them and decreases their accuracy.
    • Suppression Droid – Fires off a Terminator Droid to scan the area for 15, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.
  • The Neural Trigger Tactical has been redesigned. It now – Neural Trigger now roots the target instead of stuns.
  • Tactics
    • High Friction Bolts – High Friction Bolts restores 6 energy cells (up from 5) when dealing damage to a target affected by Gut’s bleeding effect with High Impact Round.
    • Havoc Training – Increases the critical strike damage of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15% (up from 10%).
      • Energized Blade Tactical has been renamed Energized Vambrace
        • Energized Vambrace – Gaining an Energy Lode stack increases Gut’s bleed and Tactical Surge’s damage by 5%. Stacks up to 4 times and lasts 10 seconds.

Mercenary

    • Adjusted timing of some ability grants to smooth out the leveling experience.
    • Stealth Scan has been redesigned and renamed “Hunter Killer Droid”. In addition to revealing stealthed enemies it also reduces the casters damage taken while stunned.
      • Hunter Killer Droid – Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.
    • Random Charge has been renamed Overcharged Cells.
      • Overcharged Cells – Priming Shot, Thermal Detonator, and Healing Scan generate 3 Supercharges. This effect has a rate limit of 15 seconds.
  • Bodyguard
    • Supercharged Gas has been renamed Supercharged Kolto Gas.
  • Arsenal
    • Supercharged Gas has been renamed High Velocity Supercharged Gas. The duration of High Velocity Supercharged Gas has been increased by 4 seconds.

Commando

    • Adjusted timing of some ability grants to smooth out the leveling experience.
    • Stealth Scan has been redesigned and renamed “Advanced Recon Droid”. In addition to revealing stealthed enemies, it also reduces the casters damage taken while stunned.
      • Advanced Recon Droid – Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%.
        Revealed targets are immobilized and all enemies within the field are slowed by 30%.
    • Random Charge has been renamed Overcharged Cells.
      • Overcharged Cells – Vortex Bolt, Assault Plastique, and Advanced Medical Probe generate 3 Supercharges. This effect has a rate limit of 15 seconds.
  • Combat Medic
    • Supercharged Cells has been renamed Supercharged Kolto Cells.
  • Gunnery
    • Supercharged Cells has been renamed to High Velocity Supercharged Cells. The duration of High Velocity Supercharged Cells has been increased by 4 seconds.

Operative

  • Medicine
    • Medicine Operative’s version of Tactical Overdrive now grants interrupt immunity while it is active.
  • Concealment
    • The Best Defense Mod’s lifesteal effect has been improved.
  • Lethality
    • Corrosive Return no longer extends the duration of Stim Boost by 5 seconds.
    • The Viral Elements Tactical no longer causes Lethal Strike to hit the primary target twice.

Scoundrel

  • Sawbones
    • Sawbones Scoundrel’s version of Hot Streak now grants interrupt immunity while it is active.
  • Scrapper
    • The Best Defense Mod’s lifesteal effect has been improved.
  • Ruffian
    • Brutal Return no longer extends the duration of Pugnacity by 5 seconds.
    • The Viral Elements tactical no longer causes Point Blank Shot to hit the primary target twice.

Sniper

    • Updated Target Acquired tooltip to clarify its effects between disciplines.
    • Updated Calculated Pursuit tooltip for more clarity.
    • Reestablish Range is now granted at level 43 for all Snipers, and the knockback effect has been moved to the Sniper Pillbox ability treechoice.
    • Vital Regulators is a new level 64 choice on the ability tree for all disciplines.
      • Vital Regulators heals for 3% total health every 2 seconds while in cover.
  • Marksmanship
    • Targeted Ambush now triggers from killing an enemy within three seconds of damaging them with Ambush.
  • Virulence
    • Corrosive Refund has been redesigned. It now causes Corrosive Grenade to refund 2 energy each time it ticks.

Gunslinger

    • Updated Illegal tooltip to clarify its effects between disciplines.
    • Updated Hot Pursuit tooltip for more clarity.
    • Reset Engagement is now granted at level 43 for all Gunslingers, and the knockback effect has been moved to the Lay Low ability tree choice.
    • Cool Under Pressure is a new level 64 choice on the ability tree for all disciplines.
      • Cool Under Pressure heals for 3% total health every 2 seconds while in cover.
  • Sharpshooter
    • Hotshot now triggers from killing an enemy within three seconds of damaging them with Aimed Shot.
  • Dirty Fighting
    • Scrounging has been redesigned. It now causes Shrap Bomb to refund 2 energy each time it ticks.

Assassin

  • Deception
    • Increased the damage bonus given by Executioner while an opponent is below 30% max health to 5% (up from 3%).
    • Fixed a bug where Voltaic Defense was slowing targets by too much. It now slows the target by 50% and its tooltip has been updated to show the correct value.
  • Hatred
    • Reduced the damage bonus given from Inevitable Demise to 25% (down from 30%).

Shadow

  • Infiltration
    • Increased the damage bonus given by Judgement while an opponent is below 30% max health to 5% (up from 3%).
    • Fixed a bug where Visionary Defense was slowing targets by too much. It now slows its targets by 50% and its tooltip has been updated to show the correct value.
  • Serenity
    • Reduced the damage bonus given from Aching Mind to 25% (down from 30%).

Sorcerer

  • Lightning
    • Fixed typo issues in the “Convulsing Currents” passive tooltip.
    • Increased the Stormwatch tactical’s duration to 15 seconds (up from 10 seconds).
    • Increased the damage of Halted Offensive by 7%.
    • Increased Lightning Flash’s damage by 5%.
  • Madness
    • Dark Echo’s change to reapply Death Brand’s slow has been reduced to 30%.
    • Vitiates Malice – Life Steal on Force Lightning has been reduced to 15% (down from 20%).
    • Death Brand’s Slow effect should no longer reapply to players that have been defeated and respawn.

Sage

  • Telekinetics
    • Increased the Stormwatch tactical’s duration to 15 seconds (up from 10 seconds).
    • Increased the damage of Power of the Force by 7%.
    • Increased Telekinetic Gust’s damage by 5%.
  • Balance
    • Resonating Pulse’s chance to reapply Shifted Balance’s slow has been reduced to 30%.
    • Warden’s Vigor – Life Steal from Telekinetic Throw has been reduced to 15% (down from 20%).
    • Shifted Balance’s Slow effect should no longer reapply to players that have been defeated and respawn.

Maraudeur

  • Annihilation
    • The rage generation of Bloodlust passive has been modified. It now reads:
      • Your direct damage attacks that hit a bleeding target build 1 rage. This effect cannot occur more than once every 3 seconds.” The rest of the passive’s effect remains the same.

Sentinel

  • Watchman
    • The focus generation of Burning focus passive has been modified. It now reads:
      • Your direct damage attacks that hit a burning target build 1 focus. This effect cannot occur more than once every 3 seconds.” The rest of the passive’s effect remains the same.

7.2 Changes

View the 7.2 Changes from last patch.

7.2 Class Changes