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CrescentSnow

Star Wars: The Old Republic

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Updated previous post.

The Ordo Imperialis has formed an Imperial guild on the server "Begeren Colony". Ordo Members, Allies, Friends, Family or any interested individuals are free to join.

(Republic Guild Meridius is full, active and more than functional!)

I want to apologize to anyone I lead astray, due to the amount of time and levels individual had already put into the game on our original server, Begeren Colony, we've returned to it. This also allows many of us to fund the guild on a more than reasonable level distribute levels across the board and start right away on larger operations.

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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


 


 


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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.

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Hey All, this is Alex, adding myself to the forum. 

 

Xoza, are there rights to click the SWTOR section?  

 

My Empire toons are in carbonite. Playing Lorishida as primary but may also level up a Commmando Medic which is at ~lvl 35 - especially when Renu's healing isnt available!


Server: Begeren Colony


Char: Lorishida


Guild: Meridius

 

Faction: Republic

 

Class: Consular

 

Specialization: Shadow

 

Role: Tank / DPS

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Ah man.. not that Xoza guy, he's a jerk... 


 


(I'm up for a run this weekend! I've been on a few Ops, but won't say I know everything about em. We can surely try though!)


 


Remind me to get you full membership on the forums BTW Renu... 


Edited by Xoza
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Went trhough the post but didn't have time to reply on swtor page yet. Looks like a lot of good ideas though I would be extra careful with anyhting that gives real bonus to the guild. I am also not very keen on idea of hand me downs. I understand the general idea behind it but I think it could and probably would be abused.

Looking forward to double XP weekend. Nyaah is on a trip to her family so I can actually waste most of my time in front of a PC (not sure if that's good or bad though ;) )

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I am looking at creating a new character, possibly on the imperial side, though also possibly on the republic side. Is there a specific role we need more of? I think we are good on dps, and I already have a 55 heals on the imp side, so do we need more tanks? Or do we need some heals on the pub side.


 


 


Theodase (pub)/Manaan (imp)


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