New 8.0 level 85 abilities on PTS for Marauder/Sentinel, Sorcerer/Sage and Powertech/Vanguard

Patch: 7.9.1 News Source

The public test server now has the new abilities and passives for these Combat Styles available, with more to come in the future:

  • Sentinel / Marauder
  • Vanguard / Powertech
  • Sage / Sorcerer

Feedback Thread

In general, all disciplines will get:

  • Each Discipline will earn a new ability and passive
  • New abilities are earned at level 83
  • New ability will be an upgraded replacement to an existing ability
  • Upgraded ability will be a shared Combat Style ability

Marauder/Sentinel

Annihilation/Watchman

  • New level 83 Active: Frenzy/Valorous Call Annihilation+/Watchman+
    • Enters a furious frenzy, immediately building 30 stacks of Fury/Centering. Empowers your next cast of Berserk/Zen to cause all critical bleed/burn attacks to heal members of your group within 10m for 2% max health for 15s.

Replaces Frenzy/Valorous Call and benefits from all passives and effects that interact with Frenzy/Valorous Call

New level 83 Passive: Vicious Saber

  • Rupture/Cauterize , deals 10% more damage. Vicious Slash/Slash, Vicious Throw/Dispatch, and Dual Saber Throw/Twin Saber Throw refresh the duration of your Rupture’s/Cauterize’s bleed/burn effect and tick its damage.

The Vicious Saber tactical no longer functions [Typo? Maybe Vicious Saber?]

Carnage/Combat

  • New level 83 Active: Carnage/Combat Frenzy+/Valorous Call+
  • Enters a furious frenzy, immediately building 30 stacks of Fury/Centering. Empowers your next cast of Berserk/Zen to additionally give 3 stacks of Ferocity/Precision and consuming a Berserk/Zen stack greatly reduces the cooldown of Devastating Blast/Clashing Blast.

Replaces Frenzy/Valorous Call and benefits from all passives and effects that interact with Frenzy/Valorous Call

New level 83 Passive: Hyper

  • Using Massacre/Blade Rush adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre/Blade Rush by 1 rage/focus per stack. Stacks up to 3 times. Last 10 seconds or until you deal damage from an ability other than Massacre/Blade Rush.

The Shard of Mortis tactical no longer functions

Fury/Concentration

  • New level 83 Active: Fury/Concentration Frenzy+/Valorous Call+
    • Enters a furious frenzy, immediately building 30 stacks of Fury/Centering.
    • Empowers your next cast of Berserk/Zen to additionally grant a buff making Raging Burst/Focused Burst, Obliterate/Zealous Leap, Furious Strike/Concentrated Slice, and Force Crush/Force Exhaustion also hit up to 8 enemies around the original target for reduced damage for 20s.

Replaces Frenzy/Valorous Call and benefits from all passives and effects that interact with Frenzy/Valorous Call

  • New level 83 Passive: Shii Cho Obliteration
    • Obliterate/Zealous Leap now doubles the effect of Shii Cho form for 6 seconds after casting. Obliterate/Zealous Leap is now more responsive within 4m of the target. (Obliterate/Zealous Leap no longer teleports you when used within 4m of the target)

Powertech/Vanguard

Advanced Prototype/Tactics

  • New level 83 Active: Shoulder Cannon+
    • Deploys a shoulder cannon that gradually loads 6 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.
  • Shoulder Cannon Salvo/Volley
    • Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching all loaded missiles that deal kinetic damage each. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled.
    • Shoulder Cannon+ replaces Shoulder Cannon and benefits from all passives and effects that interact with Shoulder Cannon

     

  • New level 83 Passive: Flame Detonation
    • Dealing damage with Flame Sweep/Explosive Surge to a target affected by a pre-exploded Thermal Detonator/Assault Plastique causes it to explode, creating a large explosion that deals damage to all nearby enemies.

The Flame Detonation tactical no longer functions

Pyrotech/Plasmatech

  • New level 83 Active: Shoulder Cannon+
    • Deploys a shoulder cannon that gradually loads 6 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals kinetic damage and sets the target on fire for 3 seconds dealing an additional elemental damage per tick. Burn damage is doubled against targets effected by your Incendiary Missile/Incendiary Round burn. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.

Shoulder Cannon+ replaces Shoulder Cannon and benefits from all passives and effects that interact with Shoulder Cannon

  • New level 83 Passive: Superheated Fuel
    • Explosive Fuel/Battle Focus increases all Flame/Elemental and Kinetic attacks critical chance and critical hit damage by 25%.

The Superheated Fuel tactical no longer functions

Shield Tech/ Shield Specialist

  • New level 83 Active: Shoulder Cannon+
    • Deploys a shoulder cannon that gradually loads 6 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals kinetic damage, grants one charge of Heat Screen/Power Screen, and reduces the active cooldown of Heat Blast/Energy Blast by 3.5 seconds. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.

Shoulder Cannon+ replaces Shoulder Cannon and benefits from all passives and effects that interact with Shoulder Cannon

  • New level 83 Passive: Thermal Screen
    • Heat Screen/Power Screen now stacks up to 6 times and Heat Blast/Energy Blast or Payday/Disruptor Rifle only consumes 3 stacks on use. Activating Energy Yield/Infused Kolto Packs immediately generates 6 Heat Screens/Power Screens and finishes the cooldown of Heat Blast/Energy Blast or Payday/Disruptor Rifle.

The Thermal Screen tactical no longer functions

Sorcerer/Sage

Corruption/Seer

  • New level 83 Active: Force Lighting+/Telekinetic Throw+
    • Deals nominal damage to the target (Corruption Only) and consumes 40 Force over the duration of the channel. Each tick pushes the targets body beyond it’s limit increasing the targets healing received by 1% per stack up to 10% for 18 seconds. The final tick applies and procs a unique roaming mend/wandering mend.

Does NOT replace Force Lighting/Telekinetic Throw

  • New level 83 Passive: One for All
    • Roaming Mend/Wandering Mend heals up to 5 targets instead of 4.

The One for All tactical no longer functions

Lightning/Telekinetics

  • New level 83 Active: Force Lightning+/Telekinetic Throw+
    • Deals energy/kinetic damage to the target and consumes 40 Force over the duration of the channel. Each tick extends the duration of Crushing Darkness/Mind Crush by 0.75s and the final tick refreshes the cooldown of Shock/Project and increases the critical chance of your next Shock/Project against targets affected by your Crushing Darkness/Mind Crush by 100%. Also, slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
    • Force Lightning+/Telekinetic Throw+ replaces Force Lightning/Telekinetic Throw and benefits from all passives and effects that interact with Force Lightning/Telekinetic Throw
  • New level 83 Passive: Stormwatch
    • Lightning Flash/Telekinetic Gust applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage from Affliction/Weaken Mind, Crushing Darkness/Mind Crush or Thundering Blast/Turbulence a lightning bolt/force gust is called down upon the target, dealing energy/kinetic damage.

The Stormwatch tactical no longer functions

Madness/Balance

  • New level 83 Active: Force Lightning+/Telekinetic Throw+
    • Deals energy/kinetic damage to the target and consumes 40 Force over the duration of the channel. Each tick has a 50% chance to proc Dark Echo/Resonant Pulse and the final tick applies Deathmark/Force Suppression to your target. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
    • Force Lightning+/Telekinetic Throw+ replaces Force Lightning/Telekinetic Throw and benefits from all passives and effects that interact with Force Lightning/Telekinetic Throw
  • New level 83 Passive: Killing Field
    • Demolish/Vanquish hits all nearby targets affected by your Deathmark/Force Suppression.

The Killing Field tactical no longer functions