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Esva

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  1. some of you may find this interesting. A little piece of information that was Datamined from the PTS recently. It not hard to follow, just look beyond the little bites of coding etc and remember THIS COULD CHANGE AND PROBABLY WILL --------------------------------------------------------------------------------------------------- Jedi Consular New Force Barrier: Projects a Force Barrier about you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled. Phase Walk: Activating this ability marks your current location for <<1>> seconds. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds. Does not break stealth. Changes Battle Readiness: Readies yourself with the Force, immediately restoring 15% of your max health, increasing the damage and healing dealt by all Techniques by 100%, and increasing the chance to trigger their effects by 35%. Lasts <<1>> seconds. Force Breach: Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber or electrostaff. Force Technique: Deals <<2>> periodic kinetic damage over <<3>> seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing <<5>> internal damage and decreasing the targets' melee and ranged accuracy by 5% for the next <<4>> seconds. Generates a high amount of threat. Puts Force Breach on cooldown for 6 seconds. Shadow Technique: Deals <<1>> internal damage per Breaching Shadow consumed. New Crush Spirit: Increases the damage dealt by Force in Balance and periodic effects by <<1[%d/%d/%d]>>% on targets below 30% of max health. Lambaste: Whirling Blow now automatically triggers Force Technique on affected targets on a separate rate limit. Mental Defense: Reduces all damage taken while stunned by <<1>>%. Metaphysical Alacrity: Mental Alacrity increases your movement speed by 50% while active. Rippling Force (Sage): Damage dealt by Telekinetic Throw has a <<1>>% chance and damage dealt by Disturbance has a <<2>>% chance to apply Rippling Force to the target, which deals <<3>> kinetic damage over <<4[%d seconds/%d second/%d seconds]>>. Rippling Force (Shadow): When your Force Technique deals damage, it has a <<1>>% chance to apply Rippling Force to the target, which deals <<2>> kinetic damage over <<3[%d seconds/%d second/%d seconds]>>. Changes Adjudication: Increases the critical strike damage dealt by Double Strike by <<1[%d/%d/%d]>>%. Mind Warp: Increases the duration of Mind Crush by <<1[%d/%d/%d]>> seconds. Containment: If your Force Lift breaks early from damage, the target is stunned for <<1[%d seconds/%d second/%d seconds]>>. In addition, reduces the activation time of Force Lift by <<2>> seconds. Critical Kinesis: Increases the critical chance of Telekinetic Throw and Disturbance by <<1[%d/%d/%d]>>%. Drain Thoughts: Increases all periodic damage dealt by <<1[%d/%d/%d]>>%. Force Focus: Increases the damage dealt by Force Technique's Force Breach effect by <<1>>%. Force Synergy: Force critical hits increase your melee critical chance by <<1[%d/%d/%d]>>% for <<2[%d/%d/%d]>> seconds. Jedi Resistance: Increases damage reduction by <<1>>%. Mental Potency: Reduces the Force cost of Force in Balance by <<1>>. Presence of Mind: When your Telekinetic Throw deals damage, you have a <<1>>% chance to gain Presence of Mind, causing your next Disturbance or Mind Crush to activate instantly and deal 35% more damage. Psychic Absorption: Increases the amount of healing generated by Force in Balance and Focused Insight by <<1[%d/%d/%d]>>%. Psychokinesis: Reduces the Force cost of Double Strike, Spinning Strike, and Clairvoyant Strike by <<1>> and Project by <<2>>. Sever Force: Weakens the target, freezing it in place for <<2[%d/%d/%d]>> seconds and dealing <<1[%d/%d/%d]>> internal damage over <<3[%d/%d/%d]>> seconds. Force Suppression: Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by <<1[%d/%d/%d]>>%. Lasts <<2[%d/%d/%d]>> seconds. Telekinetic Focal Point: Damage dealt by Telekinetic Throw has a <<1>>% chance and damage dealt by Disturbance has a <<2>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts <<3>> seconds. Will of the Jedi: Increases total Willpower by <<1[%d/%d/%d]>>%. New Impose Weakness: Low Slash and Spinning Kick have a 100% chance to automatically trigger your Infiltration Tactics on a separate 10-second rate limit. Judgement: Increases all damage dealt to targets below 30% of max health by <<1>>%. Additionally reduces the Force cost of Spinning Strike by <<2>>. Nerve Wracking: Targets controlled by your Spinning Kick or Force Stun take <<1[%d/%d/%d]>>% more damage from all sources. Shadow's Mark: Increases the accuracy of melee and Force attacks by <<1>>% and the damage dealt by Shadow Strike by <<2>>%. Upheaval: When you activate Project, you have a <<1>>% chance to project an additional chunk of debris at the target, dealing 50% of normal damage. Whirling Edge: Reduces the Force cost of Whirling Blow by <<1>> and increases its damage dealt by <<2>>%. Changes Circling Shadows: Increases the critical strike damage dealt by Shadow Strike by <<2[%d/%d/%d]>>%. In addition, Double Strike, Shadow Strike, Whirling Blow, Spinning Strike and Clairvoyant Strike have a <<1>>% chance to grant Circling Shadows while Shadow Technique is active, reducing the Force cost of your next Project by 25%. Stacks up to 2 times. Clairvoyant Strike: Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff. Infiltration Tactics: Direct damage attacks have a <<1>>% chance to grant Infiltration Tactics, causing your next Shadow Strike to deal 30% more damage and cost 75% less Force. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds. Profundity: When your Shadow Technique deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds. Shadow Technique: Assumes a shadow technique, giving your attacks a 25% chance to deal <<1>> internal damage and build 1 Breaching Shadow. Breaching Shadows stack up to 3 times and increase the damage dealt by your next Force Breach. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth. New Kinetic Bulwark: Consuming a charge of Kinetic Ward increases shield absorption by <<1>>%. Stacks up to 8 times. This effect lasts for 20 seconds or until Kinetic Ward is reactivated. Martial Prowess: Spinning Kick can now be used while out of stealth mode. Shadow Wrap: Double Strike and Spinning Strike have a <<1>>% chance to grant Shadow Wrap, which makes your next Shadow Strike cost <<2>>% less Force and usable when face-to-face with your target. This effect cannot occur more than once every 10 seconds. Shadow's Shelter: Increases all healing received by <<1>>%. In addition, deploying Phase Walk also deploys Shadow's Shelter, increasing the healing done by those within 5 meters of the Phase Walk by <<2>>%. Changes Bombardment: Increases the threat and damage dealt by Project by <<1[%d/%d/%d]>>%. Impact Control: Increases your shield absorption by <<1>>%. In addition, when you activate Battle Readiness while Combat Technique is active, damage reduction is increased by <<2>>% for the duration. Kinetic Ward: Erects a kinetic ward with 8 charges that increases your shield chance by 15% for <<1[%d/%d/%d]>> seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth. Particle Acceleration: While Combat Technique is active, damage dealt by Double Strike, Shadow Strike, Whirling Blow and Spinning Strike has a <<1>>% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerated Projects that consume a charge of Force Potency deal an additional <<2[%d/%d/%d]>>% critical damage. New Amnesty: Reduces the duration of Noble Sacrifice's Force degeneration effects by <<1>> seconds. In addition, Force Barrier now purges Noble Sacrifice's Force degeneration effects. Force Gift: Increases alacrity by <<1[%d/%d/%d]>>%. Force Warden: Healing Trance channels and ticks <<1>>% faster. Humility: Targets stunned by your Force Stun suffer Humility when Force Stun wears off, which reduces all damage dealt by <<1>>% for 10 seconds. Life Ward: Your Force Armor and Force Barrier heal you for <<1>>% of your total health every second for as long as they last. Master Speed: Increases the duration of Force Speed by <<1[%d seconds/%d second/%d seconds]>>. In addition, when Force Barrier ends, the active cooldown of Force Speed is finished. Changes Clairvoyance: Increases your bonus healing by <<1>>%. Egress: Force Speed has a <<1>>% chance to grant Egress, removing all movement impairing-effects and granting immunity to all movement-impairing effects for the duration. Immutable Force: Reduces the activation time of Deliverance by <<1[%d/%d/%d]>> seconds and the Force cost of Benevolence by <<2>>. Preservation: Reduces the Force cost of Force Armor by <<1>> and reduces the duration of Force-imbalance by <<2>> seconds. Psychic Suffusion: Force Wave has a <<1>>% chance to heal you and affected allies for <<2>>. Salvation: Heals up to 8 allies that remain within 8 meters of the targeted area for <<2>> over <<3[%d/%d/%d]>> seconds. Serenity: Increases Force critical chance by <<1>>% and damage reduction by <<2>>%. New Cascading Force: Telekinetic Wave has a <<1>>% chance to immobilize all affected targets for <<2[%d seconds/%d second/%d seconds]>> and slow all affected targets by 50% for <<3[%d seconds/%d second/%d seconds]>>. Flowing Force: Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by <<1>> seconds and reduces its cooldown by <<2>> seconds. Force Haste: Reduces the cooldown of Force Speed by <<1>> seconds, Force Slow by <<2>> seconds, and Force Barrier by <<3>> seconds. Mental Momentum: Mind Crush has a <<1>>% chance to tick twice. In addition, when you activate Turbulence, there is a <<2>>% chance the ability will produce a second blast that strikes the same target for 30% damage. Upheaval: When you activate Project, you have a <<1>>% chance to project an additional chunk of debris at the target, dealing 50% of normal damage. Changes Blockout: Reduces the activation time of Force Lift by <<1>> seconds and increases the lockout duration of Mind Snap by <<2[%d seconds/%d second/%d seconds]>>. Force Wake: Force Wave has a <<1>>% chance to unbalance its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Inner Strength: Reduces the Force cost of Force attacks and healing abilities by <<1>>% and increases Force accuracy by <<2>>%. Kinetic Collapse: Force Armors you place on yourself have a <<1>>% chance to collapse in a concussive blastwave when they end, incapacitating all nearby enemies for 3 seconds. This effect does not break on damage. Reverberation: Increases the critical damage bonus of your Disturbance, Telekinetic Wave and Turbulence by <<1[%d/%d/%d]>>%. Telekinetic Effusion: Force attacks that critically hit have a <<1>>% chance to grant Telekinetic Effusion, lowering the Force cost of your next two Force attacks by 75%. Telekinetic Momentum: When you activate Disturbance or Telekinetic Wave, there is a <<1>>% chance the ability will produce a second attack that strikes the same targets for 30% damage. Tidal Force: Disturbance and Turbulence have a <<1>>% chance and Forcequake has a <<2>>% chance when dealing damage to cause Tidal Force, immediately finishing the cooldown on Telekinetic Wave and making your next Telekinetic Wave activate instantly and cost no Force. This effect cannot occur more than once every 10 seconds. Tremors: Telekinetic Momentum and Mental Momentum issue Tremors, increasing your Force bonus damage by <<1>>% for <<2>> seconds. Stacks up to 3 times. In addition, each Telekinetic Momentum and Mental Momentum has a <<3>>% chance to reduce the active cooldown of Mental Alacrity by 1 second. Jedi Knight Dual Saber Throw: Throws both lightsabers in a straight line towards the target, dealing <<1>> weapon damage to all enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for <<2>> seconds. Requires two lightsabers. Saber Reflect: Reflects all direct single target ranged, Force, and tech attacks back to the attacker for <<1>> seconds. Visionary: You now generate 1 focus when attacked in Shii-Cho Form. This effect cannot occur more than once every 6 seconds. New Contemplation: Reduces the cooldown of Awe by <<1>> seconds. In addition, you build up to <<2>> Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds. Hand of Justice: Ataru Form damage has a <<1>>% chance to trigger Hand of Justice, which finishes the cooldown on Precision Slash and Dispatch and makes your next Dispatch free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds. Saber Screen: When your Ataru Form deals damage, your damage reduction and melee and ranged defense are increased by <<1>>%. Stacks up to 3 times. Lasts <<2>> seconds. Changes Combat Trance: When Opportune Attack is consumed by Blade Storm, you generate <<1>> focus. Defensive Forms: Builds <<4[%d/%d/%d]>> Centering when attacked. This effect cannot occur more than once every 1.5 seconds. Additionally improves the effect of your lightsaber forms while they are active: Shii-Cho Form: Further increases damage reduction by <<2[%d/%d/%d]>>%. Juyo Form: Reduces internal and elemental damage taken by <<3[%d/%d/%d]>>%. Ataru Form: Increases your movement speed by <<1[%d/%d/%d]>>%. Displacement: Crippling Throw has a <<1>>% chance to immobilize the target for <<2[%d/%d/%d]>> seconds. Additionally increases the range of Pacify by <<3[%d/%d/%d]>> meters. Immaculate Force: Opportune Attack now additionally increases the critical chance of Blade Storm by <<1>>%. Precision Slash: Slashes the target for <<1>> weapon damage and grants Precision for <<2[%d/%d/%d]>> seconds, which increases armor penetration by 100%. Requires two lightsabers. Battlefield Command: Getting attacked while in Soresu Form reduces the active cooldown of Force Leap by <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Beacon of Might: Reduces the cooldown of Warding Call by <<1>> seconds, increases the damage dealt by Hilt Strike and Guardian Slash by <<2>>%, and reduces the cooldown of Riposte by <<3[%d seconds/%d second/%d seconds]>>. Daunting Presence: Force Leap has a <<1>>% chance to finish the cooldown on Force Kick. In addition, Saber Reflect lasts <<2[%d seconds/%d second/%d seconds]>> longer and generates a high amount of threat on all engaged enemies within 30 meters when activated. Expeditious Protector: When your guarded target is attacked, you gain Expeditious Protector for 6 seconds, increasing your movement speed by <<1>>%. Guard and Thrust: Reduces the cooldown of Riposte by <<1[%d seconds/%d second/%d seconds]>> while Saber Ward is active. Guardianship: Challenging Call has a <<1>>% chance to protect all allies within range, excluding yourself, granting Guardianship, which absorbs a moderate amount of damage. Lasts 10 seconds. Jedi Warden: Reduces the cooldown of Force Push by <<1>> seconds, and reduces the focus cost of Freezing Force by <<2>>. Master Focus: Increases the damage dealt by Master Strike by <<1>>%. New Force Guard: Reduces damage taken from Force attacks by <<1>>%. In addition, whenever you reflect Force damage with Saber Reflect, you build <<2>> focus. Force Health: Reduces the health spent by Guarded by the Force by <<1>>%. In addition, Twin Saber Throw builds <<2>> focus. Heightened Power: Increases all damage dealt by <<1>>% for <<2>> seconds after using Force Sweep. Incisor: Force Leap and Zealous Leap have a <<1>>% chance to snare the target, reducing its movement speed by 50% for <<2>> seconds. Intervention: Force Leap, Zealous Leap, and Guardian Leap have a <<1>>% chance to grant Intervention, which makes your next Freezing Force cost no focus and activate with a 0.5 second global cooldown. Jedi Enforcer: Increases the damage dealt by Rebuke by <<1>>% and increases its duration by <<2>> seconds. Momentum: Force Leap and Zealous Leap have a <<1>>% chance to make the next Blade Storm activate without a focus cost. Changes Agility Training: Zealous Leap can now be used while immobilized. Felling Blow: Force Leap and Zealous Leap have a <<1>>% chance to make your next Force Sweep used within <<2>> seconds an automatic critical hit. Focused Resonance: Increases the critical strike damage of all attacks by <<1>>%. Force Exhaustion: Progressively slows the target from 50% to 5% movement speed over <<1[%d seconds/%d second/%d seconds]>> and deals <<3[%d/%d/%d]>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<2[%d/%d/%d]>> kinetic damage. Gravity Defiance: Reduces the focus cost of Zealous Leap and Force Exhaustion by 1. Inner Focus (Guardian): Combat Focus immediately grants <<1>> additional focus and <<2>> stacks of Singularity. Reduces the cooldown of Combat Focus by <<3>> seconds. Inner Focus (Sentinel): Zen in Shii-Cho Form immediately grants <<1>> stacks of Singularity. Pulse: Reduces the cooldown of Force Stasis by <<1>> seconds. Singularity (Guardian): While Shii-Cho Form is active, Combat Focus grants <<1[%d stacks/%d stack/%d stacks]>> of Singularity, reducing the focus cost and increasing the damage dealt by your next Force Sweep by <<2>>%. Stacks up to 3 times. Additionally, each hit of Force Exhaustion grants 1 stack of Singularity. Also reduces the cooldown of Combat Focus by <<3>> seconds and causes Combat Focus to generate <<4>> additional focus over <<4>> seconds. Singularity (Sentinel): Zen in Shii-Cho form grants <<1[%d stacks/%d stack/%d stacks]>> of Singularity, reducing the focus cost and increasing the damage dealt by your next Force Sweep by <<2>>%. Stacks up to 3 times. Additionally, each hit of Force Exhaustion grants 1 stack of Singularity. Swelling Winds: Increases the damage dealt by Force Sweep and Cyclone Slash by <<1[%d/%d/%d]>>% and reduces the cooldown of Force Sweep and Zealous Leap by <<2[%d seconds/%d second/%d seconds]>>. Zephyrean Slash (Guardian): While Shii-Cho Form is active, all Strike abilities, Slash, Blade Storm and Dispatch have a <<1>>% chance to reduce the active cooldown of Force Sweep and Zealous Leap by <<2[%d seconds/%d second/%d seconds]>> and Combat Focus by <<3[%d seconds/%d second/%d seconds]>>. Zephyrean Slash (Sentinel): While Shii-Cho Form is active, all Strike abilities, Slash, Blade Storm and Dispatch have a <<1>>% chance to reduce the active cooldown of Force Sweep and Zealous Leap by <<2[%d seconds/%d second/%d seconds]>>. New Keening: Increases the damage dealt by your burning effects by <<1>>%. In addition, your Master Strike and burning damage has a <<2>>% chance to trigger Keening, which finishes the cooldown on Dispatch and makes your next Dispatch free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds. Preparation: When you exit combat, the active cooldowns of Force Leap, Combat Focus, and Saber Throw are reduced by <<1>>%. Changes Force Rush: Overhead Slash, Dispatch and Plasma Brand have a <<1>>% chance to increase the critical chance of your next Blade Storm by <<2>>%. Lasts <<3>> seconds. Stacks up to 2 times. Improved Sundering Strike: Reduces the cooldown of Sundering Strike by <<1>> seconds. Narrowed Focus: Generates 1 additional focus when taking direct area effect damage while Shien Form is active. Plasma Brand: Engulfs your lightsaber in fiery plasma, striking a target affected by Sundering Strike for <<1[$d point/$d point/$d points]>> elemental damage, and deals a further <<2[%d/%d/%d]>> elemental damage over <<3[%d/%d/%d]>> seconds. Shien Form: Enters an offensive lightsaber form, increasing all damage dealt by 6%. All attacks that cost focus will refund 1 focus when used. Sundering Throw: Reduces the cooldown of Saber Throw by <<1>> seconds, and gives Saber Throw a <<2>>% chance to apply armor reduction to the target. Unremitting: While in Shien Form, Force Leap has a <<1>>% chance to grant Unremitting, reducing all damage taken by 20% and granting immunity to interrupts and all controlling effects for <<2[%d/%d/%d]>> seconds. Zen Strike: Overhead Slash and Plasma Brand have a <<1>>% chance to finish the cooldown on Master Strike and generate <<2>> focus. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds. New Inexhaustible Zeal: Juyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in total. Weakening Wounds: Applying a burn to your target reduces its damage dealt by <<1>>% for <<2>> seconds. Zealous Ward: Getting attacked while Saber Ward is active heals you for <<1>>% of your maximum health. This effect cannot occur more than once every 1.5 seconds. Changes Burning Focus: Your direct damage attacks that critically hit a burning target build <<1>> focus. Close Quarters: Reduces the minimum range of Force Leap by <<1[%d/%d/%d]>> meters. Force Fade: Increases the duration of Force Camouflage by <<1[%d seconds/%d second/%d seconds]>> and further increases the movement speed bonus of Force Camouflage by <<2>>%. Mind Sear: Slash has a <<1>>% chance and Dispatch and Merciless Slash have a <<2>>% chance to finish the cooldown of Cauterize. Plasma Blades: Increases the damage dealt by your burn effects by <<1>>%. In addition, your burn effects have a <<2>>% chance to build 1 focus when dealing damage. This effect cannot occur more than once every 1.5 seconds. Trooper Electro Net: Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts <<2>> seconds. Hold the Line: Grants <<1[%d seconds/%d second/%d seconds]>> of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. Into the Fray: Increases the duration of Reactive Shield by <<1>> seconds. In addition, suffering direct damage from area attacks generates <<2>> energy cells and heals you for <<3>>% of your total health. This effect cannot occur more than once every 3 seconds. Kolto Bomb: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 4 allies within 8 meters of the targeted area for <<1>>. Mortar Salvo: Explosive Round can now be fired as a salvo, rapidly shooting up to 3 weaker rounds before depleting energy cells and going on cooldown for 6 seconds. Shoulder Cannon: Deploys a shoulder cannon that gradually loads 4 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 <<1>> kinetic damage. A missile can be launched up to once per second. 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. New Assault Frame: Reduces the damage taken by all periodic effects by <<1[%d/%d/%d]>>%. Electro Shield: When activated, your Reactive Shield has a <<1>>% chance to charge with electricity, zapping attackers for <<2>> elemental damage while it remains active. This effect cannot occur more than once each second. Hyper Assault Cell: Reduces the cost of Explosive Surge by <<1>> and gives Explosive Surge a <<2>>% chance to trigger your Plasma Cell on all affected targets. Hyper Assault Rounds: Reduces the cost of Explosive Round by <<1>>. In addition, the third Explosive Round in your Mortar Salvo has a <<2>>% chance to trigger your Plasma Cell. Hyper Barrels: Reduces the cost of Charged Bolts by <<1>> and the cooldown of Full Auto by <<2>> seconds. Additionally increases the damage dealt by High Impact Bolt, Charged Bolts and Full Auto by <<3>>%. Reflexive Battery: Increases the damage dealt by Concussion Charge by <<1>>%. In addition, taking damage reduces the active cooldown of Concussion Charge by <<2[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Riot Augs: Increases the damage dealt by Stockstrike, Incendiary Round, and Assault Plastique by <<1>>%. Suit FOE: When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by <<1>>% for <<2>> seconds. Changes Adrenaline Fueled: Getting attacked reduces the active cooldown of your Adrenaline Rush by <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Degauss: Diversion has a <<1>>% chance to remove all movement-impairing effects when activated. High Friction Bolts: High Impact Bolt ignores <<2[%d/%d/%d]>>% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a <<1>>% chance to generate 8 energy cells and refresh the duration of your Plasma Cell's burn effect if present. Ionic Accelerator (Commando): While Plasma Cell is active, Charged Bolts has a <<1>>% chance and Full Auto has a <<2>>% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds. Ionic Accelerator (Vanguard): While Plasma Cell is active, Ion Pulse has a <<1>>% chance and Stockstrike has a <<2>>% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds. Rapid Recharge: Increases alacrity by <<1>>% and reduces the cooldown of Recharge Cells and Reserve Powercell by <<2[%d seconds/%d second/%d seconds]>>. New Kolto Pods: Kolto Bomb leaves a pool of kolto that heals allies for <<1>> over <<2>> seconds. Kolto Wave: Concussion Charge now has a <<1>>% chance to heal you and all allies within range for <<2>>. Probe Medic: Increases the healing done by Trauma Probe by <<1>>%, increases its max number of charges by <<2>>, and reduces its rate limit by <<3[%d seconds/%d second/%d seconds]>>. Changes Cell Capacitor: Recharge Cells now immediately recharges <<1[%d additional cells/%d additional cell/%d additional cells]>> and grants 10% alacrity for <<2>> seconds. Efficient Conversions: Reduces the energy cell cost of Concussion Charge, Concussive Round and Cryo Grenade by <<1[%d/%d/%d]>>. Field Triage: Advanced Medical Probe has a <<1>>% chance to reduce the energy cell cost of your next Medical Probe by 8. First Responder: Critical results with damage and healing abilities have a <<1>>% chance to grant First Responder, increasing alacrity by 3% for <<2[%d seconds/%d second/%d seconds]>>. Frontline Medic: While affected by your own Trauma Probe, firing Hammer Shot at an enemy has a <<1>>% chance to trigger your Trauma Probe. This effect cannot occur more than once every 3 seconds, but this rate limit is separate from Trauma Probe's rate limit. This effect will not occur at full health. Med Zone: Increases all healing received by <<1[%d/%d/%d]>>% while Reactive Shield is active. Supercharge Cells: Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 8 energy cells and increasing all damage and healing dealt by 5% for <<1[%d seconds/%d second/%d seconds]>>. While active, the following abilities gain Supercharge effects: Charged Bolts: Energy cell cost reduced by 100%. Full Auto: Energy cell cost reduced by 100%. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 5% for 15 seconds. Smuggler Hightail It: Roll forward 18 meters, freeing yourself from movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.Can't do that while hindered. Ready for Anything: Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover. Scamper: Roll forward 12 meters. When slowed, you only roll forward 6 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized. Street Tough: Pugnacity immediately restores <<1[%d/%d/%d]>> energy when activated. Additionally reduces the cooldown of Pugnacity by <<2[%d/%d/%d]>> seconds. New Puissant Poultices: Increases the healing dealt by Slow-release Medpac and Kolto Cloud by <<1>>%. Additionally increases the duration of Kolto Cloud by <<2[%d seconds/%d second/%d seconds]>> and reduces the energy cost of Slow-release Medpac by <<3>>. Smuggled Med Delivery: Exiting Stealth mode grants <<1[%d stacks/%d stack/%d stacks]>> of Upper Hand. Changes Anatomy Lessons: Reduces the energy cost of Dirty Kick and Tendon Blast by <<1[%d/%d/%d]>>. Emergent Emergencies: Increases the healing dealt by Emergency Medpac by <<1[%d/%d/%d]>>% and increases the max stack limit of Upper Hand by <<2>>. In addition, Emergency Medpac immediately regrants Upper Hand when used on targets below 30% max health. Exploratory Surgery: Reduces the activation time of Underworld Medicine and Kolto Pack by <<1[%d/%d/%d]>> seconds and gives Underworld Medicine a <<2>>% chance to grant Upper Hand. Med Screen: Your Defense Screen has a <<1>>% chance to heal you for <<2>> when it collapses. Medpac Mastery: Each tick of Slow-release Medpac has a <<1>>% chance to grant Upper Hand. This effect cannot occur more than once every 9 seconds. Each rank beyond the first reduces this rate limit by 1.5 seconds. Scar Tissue: Increases damage reduction by <<1>>%. Scramble: Every time you get attacked, the active cooldown of your Dodge is reduced by <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 1.5 seconds. Items New Portable Deflector Shield: Absorbs all incoming damage for 5s. (only usable in PvP) Emergency Shield Generator: Absorbs 33% of incoming damage for 60 seconds. (only usable in PvP) Targeting Beacon: Target enemy takes 30% more damage for 20 seconds (only usable in PvP) Incendiary Sprayer: Target enemy takes <<1>> burning damage every 3 seconds for 60 seconds. (only usable in PvP) Energy Redirection Field: Deals <<1>> damage and stuns for <<2>> seconds the next player to attack you. (only usable in PvP) Repulsor: Emits a pulse of energy knocking the user back from their target. (only usable in PvP) Thesee items are already in the current live build and therefore we won't see them in 2.0 most likely.
  2. Brilliant game wit solid graphics, the control and handling system could do with a little tweak same with some of the camera angles, especially when flying a jet over a chopper, but over all a very very fun game.... especially in Multiplayer ;)
  3. well ... this could get interesting *fades back into the shadows*
  4. For me, the fave movie would have to be Apollo 13 http://www.imdb.com/title/tt0112384/ and for T.V series would have to be a Modern day Sherlock Holmes, that was a three part drama and absolutely brilliant http://www.imdb.com/title/tt1475582/
  5. He only ask's because he's the one that really needs the Hug :P
  6. Innnnnnteresting To date, players have: Logged 28 million in-game hours – roughly equivalent to watching all six Star Wars movies, two million times Averaged well over five hours a day playing the game Created more than 3.8 million characters; 510,000 Jedi Knights and 550,000 Sith Warriors Killed more than 2 billion non-player characters in the eight days since Early Game Access began
  7. Possible new content maybe comming soon perhaps from the very last comment on the latest SWTOR video ? Check it Out
  8. NEW FROM BIOWARE CONCERNING PRE ORDERS Hello everyone, While we've worked closely with our retailers in the launch territories to ensure copies of Star Wars™: The Old Republic™ are available from our launch date of December 20th, we understand that for those who’ve pre-ordered there is a concern about getting your copy on time. We’ve heard you want a 'grace period' where you can continue to play without having to enter a final product registration code (AKA 'game code'). We've been listening, and after doing another deep review of our platform infrastructure we're taking action. Today, we're announcing a two day grace period for Star Wars: The Old Republic customers. This means that everyone who pre-ordered and is in the Early Game Access program has two days beyond December 20th in which to enter their product registration code, which will be found inside the physical Standard and Collector's Editions of the game; for digital editions of the game from Origin.com, the registration code will have been emailed to you after December 16th. After December 22nd 12:01AM EST, you will be required to have a valid payment method and a product registration code registered to your account to continue to play. We strongly recommend that you register your product code as soon as you are able to do so (rather than waiting until the last minute) to ensure a seamless entry into the game, a smooth experience on the account website and to collect any special gifts and items you may be entitled to based on the version of the game you purchased. We understand that for some, your copy of the game may still arrive after December 21st. Unfortunately we cannot extend the grace period any further. We suggest you contact your retailer to discuss shipping options, if this is a concern. You may be wondering if your 30 days of game time will be affected by the grace period. The answer is no. If you redeem your product registration code during the grace period, and add a valid payment method to your account, you will begin your billing cycle from then, and you will be entitled to 30 days of game time. If you redeem your product registration code before December 20th, your billing cycle will begin on December 20th at 12:01AM EST (the official launch date and time of the game). We know this has been an issue for some of you, and we apologize for the concerns. We're looking forward to welcoming all of you to the official launch of Star Wars: The Old Republic!
  9. O.k so there seems to be a bit of confusion as to what is going on and who is where, let me see if I can clear it up Server Listing RP-PvE - Vrook Lamar (lPvE home of Ordo (sith) and Meridius (Republic) RP-PvP - Ajunta Pall (Only West RP-PvP server) --- No Guilds decided for this server yet ...(that I am aware of) --- Planning an Ordo & Meridius one for this PvP - Rakata Mind Prison (lowest population of PvP West servers) --- No Guilds decided for this server yet ...(that I am aware of) --- Planning an Ordo & Meridius one for this
  10. the republic guild has moved to Vrook Lamar , less noobs to deal with :P
  11. ^ is the evil hobbit overlord < squishes hobbits to make "special reggae reggae hobbit carrot sauce" V Biggest Justin Bieber fan in historty
  12. Dont jump the gun yet Dis, noticed the server selection's xoza put up....it means there will be a guild for ordo on each :P
  13. Early access invites are now going out!!!!! Just got mine so im jumping in game ^_^
  14. Greetings, Thank you for participating in the Pre-Launch Guild Program* for Star Wars™: The Old Republic™. Please visit your guild page to see if your guild was assigned to a server. When Early Game Access† begins, server assignments will also be highlighted on the in-game server selection screen with a guild flag (). If your guild was assigned a server, you'll have an in-game invitation waiting when you join the assigned server. This invite will expire on 1/2/2012 at 11:59 PM CST. If you haven't accepted the invite by then, you'll need to contact the guild leader or officers in-game for an invite. We encourage you to visit your guild page in order to save any information you'd like to keep before the above date. If you have any questions, please read the Guilds FAQ or contact Customer Service at www.swtor.com/support. May the Force be with you, The Star Wars: The Old Republic Team
  15. ^ is right < is clueles V wants a fur suit for christmas
  16. thats because a few are, im a big M.T fan and always loved Fred Gallaghers style so i thought i would try my hand at drawing a few of the characters.
  17. thats probably what they will end up doing as they have a version of a dye system to change the appearance of your companion
  18. funny enough I just got the e-mail telling me that, and also that web support for the guild will be removed on Jan 3rd
  19. ^ knows to much < doesnt know enough V You are a horrible person. I'm serious, that's what it says: A horrible person. We weren't even testing for that
  20. OMG seriously....Call of Duty Modern warfare 3 beat Battlefield 3 for Best Shooter???????????????? Oh My God In Heaven WHAT!?!?!?!?!
  21. Why 'unify color to chest piece' is gone, and what's next Few of our systems seem to have generated as much passion as our 'Unify Color to Chest Piece' system. So, I'd like to shed a bit of light onto exactly what this system is, what happened to it and what is in store for it in the future. Pretty much from the start of the project, one of our goals was to solve the 'mismatched color' issue that exists in many MMORPGs. This initiative has actually been driven directly by James Ohlen, our Game Director, as this is an issue close to his heart. Now, it is useful to understand that when artists create a new piece of armor, they always create it as part of a set. A certain pair of pants, for example, is thematically meant to go with a specific chest armor, gloves, boots, bracers and helmet. If the players always put on full sets, they would look very good indeed and the colors from the different pieces would complement each other. Of course, at any given level, players have access to many such sets and wear bits and pieces from multiple sources. Now, in Star Wars™: The Old Republic™, we have created sets that, in many cases, are quite compatible with each other. You'll notice that, for example, Jedi Knight outfits use a lot of earthy colors that work quite well together regardless of which set they come from. Unfortunately, this is not always true – the Trooper is a good example of a class that does not look its best with mismatched pieces. To solve this we created an option called 'Unify color to chest piece', which we also called 'Color Match'. Once turned on, the option automatically matched the color of any equipped piece of armor to the color scheme of the chest piece. This option was very popular with our testers and did solve the color clash problem, but not without introducing some issues. While we have a policy not to give details on a system in progress, I do want to talk a little about the worst design issue we encountered. As implemented, Color Match had a subtle but ultimately perverse effect: from the moment it was turned on, the player would perceive far less diversity in their loot. In some cases, to be honest, there are only so many differences we can create between two pairs of boots apart from their color scheme. Take away their color differences - thanks to the Color Match system - and you are left with a game that feels a bit less rewarding; where, sometimes, putting on your exciting new gear barely changes the appearance of the character. Depending on your personal preferences and your play style, this may or may not seem like much... but an MMO is a complex system of challenges and rewards and, as designers, we must stay vigilant in that regard. So, anyway, the good news is that we are not only committed to solving the color clashing problem, we want to actually improve on the Color Matching system players experienced during Game Testing. The bad news is... well, this won't be in for launch. The system we are currently working on isn't quite done yet and has many dependencies. After taking a hard look, we decided it would be preferable to keep Color Matching turned off for launch rather than try to do a potentially messy post-launch conversion. If anything, the live changes we made during testing to other systems (like the cover system or the item modification system) have shown us how confusing switching things under people's noses can be. This wasn't exactly an easy decision – we know how popular the feature is and how eager and vocal the community has been for its return. So, I humbly ask for your patience. The feature (or, to be exact, something I consider a better version of the feature) will return. The next time you find a particularly bad combination of armor pieces, take some screenshots - and hopefully in a few months (as always, no deadline is guaranteed), you’ll be able to tell new players "Back in my day, we had to wear those orange pants with purple boots! Uphill! Both ways! In the snow!" As always, I’m very interested in hearing from you... I have (so far) managed to read every single post on the Item Modification system and will hopefully be able to post a follow up clarifying any concerns and questions that you have. Emmanuel
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