Clicky

Jump to content

Esva

Ordo
  • Posts

    867
  • Joined

  • Last visited

Posts posted by Esva

  1. Ryyyykiaaana. :}

     

     Aryyyyyyyyte!!

     

     

    Kish made me like you so now you are kinda stuck with me. So yeah ... welcome back n' junk but ummmm if you leave I will have to like find a way to keep you here ... mhmmm .... yep cause ummmm the kitties will make me. >.>

     

     

     

    ( I hope that sounded crazy cause that was totally what I was going for. In any case welcome back and hope to get to know you more. :D )

     

    Yep all Kishoshima's fault, and of course the kitties will make you, they are the source of all the worlds evil >:D , but thanks for the Welcome back :D 

     

     

     

    Keeping members is easy.

     

    Frumentarii handbook paragraph 7, section 13:

     

    Ways to ensure voluntary dedication and unquestionable loyalty to emperor:

     

    -Kidnap family members and relatives. In the situation that members resign you send them pieces of their loved ones untill they come back. Move from small bodyparts like a finger to larger bodyparts. A common noob mistake is to send the head first; you typically want to reserve that part as a last resort. This technique is very efficient and ensures instant love for the emperor.

    -Have your members commit crimes and use that as a leverage against them to remind them to remind them that we are their true friends. This works best if the member values his or her reputation

    -Lock them up untill they come to their senses ( warning;might take several years and may require character alterring treatment such as waterboarding)

    -With certain members it has proven to be succesfull to cut off their legs. This course of action is advised with every member who is suspected of planning to resign

    -Kill a puppy every day untill they re-enlist

     

    Never resort to the techniques listed above untill you've tried less serious alternatives such as putting a chopped off horse head in their bed at night.  We are decent people you know.

     

    You forgot inserting red hot needles into sensitive areas like the eyes while having your feet and armpits tickled with a feather 

  2. rebellion_games2.jpg

     

     

     

    Hey all
     
    for those that may have pre ordered or very recently bought Sniper Elite 3 you may want to read this as it's exploded all over steam forums, third party game key sites, facebook and all other forms of social media.
     
    This has been Copy Pasta from a LEGITIMATE game key reseller and what they have to say is...well...pretty damned alarming:
     
    The Situation
     
    One of the biggest scams to hit the game industry is unfolding as I type this article.   You may already be aware of it. Thousands, if not hundreds of thousands of Sniper Elite Steam 3 CD Keys have been Illegally revoked and de-activated, by the game’s own developer, Rebellion.  CJS CD Keys are lucky enough that we have not been affected by this problem. If we ever are, we will always provide customers with a full refund or a fully working key, but so far, so good.  What’s not okay though, is that Rebellion appears to be trying to frame innocent retailers for their own doings, but we seek to find out the truth about the goings on.
     
     
    What Happened ?
     
    On 27th June, thousands, if not hundreds of thousands of CD Keys for Sniper Elite 3 were revoked from customer’s Steam accounts without warning and without a legitimate reason. Affected customers and indeed, the affected retailers who sold the keys, had purchased the keys legitimately, only to see the game disappear from their Steam game library.
     
     
    How many retailers we're affected by the problem ? 
     
    The situation is currently unfolding, but it appears that over 60+ retailers have been affected by the scam.  An interesting point is that the issue is not unique to companies dedicated to selling CD Keys.  There are also many reports that customers who purchased from official outlets such as GreenManGaming were also affected by the scam.  The only keys which were NOT revoked appear to be keys sourced from boxed copies of the game, and keys bought directly on Steam.
     
     
    Why did it happen ?
     
    Immediately after the keys were banned, Rebellion tried to cover themselves by posting the following statement on the Steam Forums: (it has since been edited to suit their side of the story).
     
    “We have been saddened to learn that some fans have been caught out by companies selling unlicensed or stolen Sniper Elite 3 Steam keys. If you have been affected by this we encourage you to contact the seller in question and seek a refund immediately.”
     
    Just a few hours ago, this statement recommended that customers get a refund from their retailer and purchase the game directly on Steam at full retail price.  They have since edited this out in response to the major backlash from customers who paid in good-faith. They also added the following statement, which we believe is a white lie at best:
     
    “As a developer Rebellion are happy for you to purchase the game anywhere you see fit and support price competition in the PC market – we have in no way targeted any specific vendors (who may have also thought these keys were legitimate), just this one set of keys.”
     
    If rebellion were happy for the games to be purchased anywhere, then why did they previously recommend that customers only buy directly on Steam? (They since removed this comment).  How could ‘just one set of keys’ reach 60+ retailers? The affected retailers are based in countries all over the world, who buy from various distributors around the world. Some even buy directly from the relevant regional publisher, if they are a large shop with sufficient purchasing power.
     
    Unfortunately, we find it rather hard to believe that a single set of ‘stolen’ keys managed to reach official distributors and publisher offices all around the world.  We believe that this statement:
     
    “As a developer Rebellion are happy for you to purchase the game anywhere you see fit”
     
    is an absolute fabrication.  We beleive Rebellion banned these keys for the exact opposite reason.  While the term ‘unauthorised reseller’ bounces about the internet, the truth is that there is no such thing.  Under the first-sale doctrine, the copyright ownership of a license key ends after the first sale (I.E from publisher to distributor).  See here for full details.  This means that all legal entities (even members of the public) have a legal right to re-sell their license keys as they see fit.  The developer has absolutely no legal right to stop keys being re-sold.  The only requirement in law for re-selling virtual software / digital goods is that the original copy of the virtual item must be destroyed once copied over to someone. (This makes more sense when considering the re-selling of a digital copy of your legally purchased music, for example).   Of course, with Steam’s DRM system, the key can only be used once, so deleting access to the ‘original copy’ is not an issue.
     
    Unfortunately Rebellion want to encourage the public to purchase their game at the full retail price, directly from Steam, in order that they can maximise profits. We have reason to believe that the banning of keys sold outside of Steam goes against numerous antitrust, anti-competition, and anti-monopoly laws.
     
    While many game developers (and Steam themselves) will legitimately try to encourage users to stay away from re-sellers and buy directly on Steam at the full retail price, what Rebellion has done today is absolutely immoral. They have banned legitimately purchased keys, legally owned by multiple online retailers and gamers worldwide, and covered their tracks by claiming that the keys were ‘stolen’.
     
     
    What Can we Do ? 
     
    If you are a gamer and you have purchased from a retailer only to see your key revoked, we would love to hear from you in the comments section.   Most retailers should give you a full refund or replacement on the key as a goodwill gesture. In the meantime the retailers affected by this scam will take it upon themselves to clear their names, claim back the money on the illegitimately revoked keys, and make sure that Rebellion are punished for this illegal and immoral act.
     
    We (CJS CD Keys) are lucky enough that we have not been affected by this issue.  If you purchase Sniper Elite 3 from CJS CD Keys you will not be affected as we have tested our keys and they are in fully working order.  In addition, CJS CD Keys have a policy where customers will always receive a fully working key (forever) or a full refund, so you know you have full support if you ever did run into trouble for some reason.  CJS would never deal in ‘stolen’ goods, and we know for a fact that many of the affected retailers also would never do such a thing.  Indeed, it’s quite difficult to believe that thousands of game keys were ‘stolen’ and magically reached numerous distributors worldwide in the space of 1 day.  It’s rather obvious who is the guilty party here.
     
    We also found an interesting comment from PC Media PTE LTD, an official seller of games, similar to ourselves, which was posted on the controversial steam thread:
     
    “Ok, this kind of thing has to stop.
     
    I understand where Rebellion are coming from in regards to prices being too low and regional based restrictions being bypassed but this is a free internet where people have the choice to do what they like with something they just purchased.
     
    What you are doing here is against the fair trade act 1973 and will be dealt with to the full extent possible in terms of claiming any losses and damages from Rebellion. All of our suppliers are officially licensed distributors yet you have the audacity to claim we are all fraudulent buyers and that everyone can only buy it from steam for it to be legitimate.
     
    This is a complete fabrication and has no legal standing whatsoever. Every person or consumer has a right to purchase your game wherever they see fit of that company is buying your games legitimately and you cannot punish us or any other seller for selling your game if this is the case.
     
    This is possibly the most underhanded tactic i have ever seen from a publisher and you deserve to be punished for it.
     
    Regards
     
    BuyDlPlay.Com/OnlineKeyStore.com
    CEO PC Media PTE LTD“
     
     
    Which retailers have been affected by the scam ?
     
    We are currently aware that over 60+ online retailers have been affected by the scam.  There are numerous reports on the Steam forums of GreenManGaming customers have been affected too, so this issue is not unique to CD Key retailers. It’s rather clear that Rebellion are trying to monopolise the sales of their game, while framing legitimate retailers and claiming the keys as ‘stolen’ to try and cover their tracks.
     
     
    The Steam BackLash
     

    The Steam backlash on the Rebellion and Sniper Elite 3 boards: 


    Screen-Shot-2014-06-27-at-20.58.05-1024x
     
    Screen-Shot-2014-06-27-at-20.57.42-1024x
     
    Screen-Shot-2014-06-27-at-20.56.35-1024x
     
    Screen-Shot-2014-06-27-at-20.55.55-1024x
     
    Screen-Shot-2014-06-27-at-20.54.36-1024x
     
    Screen-Shot-2014-06-27-at-21.05.18-1024x
     
    Screen-Shot-2014-06-27-at-21.06.33-1024x
     
    Screen-Shot-2014-06-27-at-21.07.27-1024x
     
    Screen-Shot-2014-06-27-at-21.07.51-1024x
     
    Screen-Shot-2014-06-27-at-21.09.38-1024x
     
    Screen-Shot-2014-06-27-at-21.10.40-1024x


     
     
     
    In review
     
    So there's the news guys and gals, make of it what you will, I will just ask though that if you pre ordered, or recently bought a copy of Sniper Elite 3 that wasn't the full priced Steam edition, please check your key's make sure your game still works, or if in doubt or you do have a bad key please contact your retailer / reseller and get your money back or a new key ^_^

  3. Not sure if this is going to be relevant given how long I was away, but this what I had from what I can remember and trawling through the old weekly meeting notes:


     


    [Combat Prowess] *cited by peers for performance.


    [Medicus] +25 * cited by command for exemplary performance in medic teleporting during the commission of battle.


    [Armatura] * completion of Armatura.


    [Homeland Defense] +25 * cited by command for performance in the defense of Titan.


    [Comrade Support] +25 * Constant investment in extracurricular involvement in the Ordo, including community building. Major kudos.


    [indoctrination] +25 * cited by command for zeal in the commission of duty.


    [Architect of Unity] +25 * cited for selfless dedication to the creation of new aspects of the Ordo.


     


    In command of Ordo Imperialis - Astra - Reaper wing for a short time 


    Rank of E-6 up till last day of duty with The Ordo Imperialis on Titan within Second Life


  4. Hey Ordo guys and girls old and new,


     


    yep that's right I'm coming back. It's been a while for me since I did anything Ordo. I think the last major thing I did was start the Meridius guild pub side in SWTOR with people like Xoza, Kisho and various others which eventually got folded into Ordo thanks to Xoza taking it over after my massive meltdown. So its been a while since I did anything Ordo related as I just had to step away for a number of reasons, mostly stress and trying to get a grip on this real life thing everyone says is so important. Mostly though I had to put the game's down and get sorted on putting a wedding ring on a certain ladies finger, for those in the know or remember her me and Yoki Mistwalker finally got married YAY.


     


    Things have moved on and allot of things have changed like my gaming name which is Esva or Esvakas (one or the other you will see in games and TS3), especially Ordo from what I have seen and thanks to things finally settling down and back to normal it's time to start picking up the games again and get back to doing what I love so much and get back in touch with the people I miss, Xoza, Drasa, Kisho, Achtai, Awanken just to name a few, and start repairing some old friendships that have been sorely missed and left in tatters thanks to me :( 


     


    But here is to the future, here is to Ordo ........... it's time for this old soldier, this old pilot, this old E-6 to get back to duty, For the Imperator!!

  5. 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.

×

Important Information

By using this site, you agree to our Privacy Policy, and Terms of Use.