SWTOR Legacy update 1.2 Is Here!

Well the 1.2 update has arrived. Below are the detailed patch notes. Tons of cool stuff in there!

From the patch notes:

Game Update 1.2 – Legacy introduces exciting new content and features for all Star Wars™: The Old Republic™ players. Dig deeper into your personal Star Wars saga with the expanded Legacy system! Construct your family tree and unlock new rewards, abilities, and perks for all the characters in your Legacy as you advance your characters.

Visit the Black Hole area on Corellia to complete new level 50 daily missions, experience the finale of the Rakghoul outbreak storyline in the Lost Island Flashpoint, and get ready to challenge the mercenary warlord Kephess and his deadly allies for control of Denova’s critical resources in the all-new Operation: Explosive Conflict. You’ll also have the chance to face off against your foes or participate in a same-faction training mission in the all-new Novare Coast Warzone, a 3-point domination battle!

Game Update 1.2 brings even more new features to Star Wars: The Old Republic. UI Customization has been added to the game! Detach, move, resize, and arrange UI elements to suit your personal playstyle in the new Interface Editor. Guild Banks are also available – store and share resources with your guild! Additions and changes have been made to Crew Skills, classes, and more – read the full patch notes to discover all the changes!

Highlights

  • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
  • Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
  • Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation.
  • Novare Coast, a new objective-oriented Warzone on the planet Denova, has been added to the game. This Warzone, like Huttball, supports same-faction matches if there are not enough members of the opposing faction to be found.
  • New repeatable high-level daily missions are available in a new area on Corellia, the Black Hole!
  • Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
  • A new tier of gear has been added for both PvP and PvE.
  • Players can now customize their User Interface by moving and resizing UI elements!
  • A new level 50 World Boss with a challenge for a well-coordinated 16-player Operation Group has been sighted in the Gormak Lands region on Voss.

General

    • The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.
    • In-game rewards will be available to players who participate on the Public Test Server. Players will receive a title if they attain level 10 on PTS, and another if they complete Chapter 1.
    • A new preference, “Character Texture Atlasing,” is now available. Enabling this option increases the texture quality used when rendering character models.
    • A new “Customize” option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
    • A new preference, “Awareness Radius,” allows players to adjust the number of characters displayed on-screen. Reducing this setting can improve performance in crowded areas on low-end machines.
    • On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
    • The Sprint ability is now available at level 1.

General Bug Fixes

    • Cinematics throughout the game have been polished. A large number of cinematics have been improved to address incorrect camera angles, smooth out animation issues, and to correct Companion Characters that appear in the wrong gear or at the wrong time.
    • Cinematics and mission phases have been updated for consistency. For instance, several occurrences of NPCs appearing alive in a phase after a cinematic in which the player chose to kill them have been corrected.
    • Corrected many instances of misplaced geometry, visible seams, and incorrect collision with world objects throughout the game.
    • Many locations where player characters could become stuck on world geometry or fall through the world have been corrected.
    • Some visual effects and animations have been adjusted and fixed in instances where they played incorrectly.
    • Dark side appearance, if enabled, now appears correctly at character selection.

Classes and Combat

Game Update 1.2. contains a significant number of changes and improvements to the overall class balance and combat gameplay in PvP and PvE based on player and guild feedback, focus testing, and more than two months of combat interaction data from our servers. Our overall goal is, as always, to create a level playing field for our players while ensuring that classes retain their unique playstyles and identities.

These changes are not limited to class abilities and skill trees, but also involve modifications to the underlying combat math (for example diminishing returns, additional augment availability, etc.), which has an impact on combat that is hard to capture in a list of patch notes.

Since our changes involve a number of skill changes for many classes, we are refunding all skill points to the affected Advanced Classes so players can adjust the distribution of their characters’ skills as they see fit with the new changes in mind. As a reminder, players can reset any character’s skill points in the Combat area on their faction’s fleet for free once per week (additional respecs cost credits).

Based on community feedback, we have also added a number of improvements to combat gameplay, such as more reactive animations for certain abilities, better visual and audible cues for important effects, and quality of life changes such as more useful combat revival abilities.

For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.

General

      • As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.
      • Visual effects for persistent ground-targeted player attacks now reflect the target area of effect more accurately.
      • “Rest” abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
      • The movement visualization when observing players with lower performance has been improved.
      • Combat Training Dummies have been added to the game. Level 50 and 50+ Training Dummies can be found on the Gav Daragon and Ziost Shadow. Level 20, 30, and 40 targets can be found on Coruscant and Dromund Kaas. Level 10 targets can be found on Origin Worlds. Players can unlock Training Dummies for their personal starship through the Legacy System.
      • In-combat revival abilities (like Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.
      • Several ability tooltips have been updated to include the correct values and information (these tooltip changes do not reflect changes to the ability; tooltips that previously displayed incorrect or incomplete information have been corrected).
      • Several areas throughout the game that have had line of sight-related problems (“cannot see target”) have been corrected.
      • An issue that could prevent dual wield visual effects from playing correctly has been fixed.
      • Players are now briefly stunned if they are dismounted forcibly from damage (instead of playing a fall animation).
      • Fixed an issue that would occasionally cause players to become stuck and unable to move after the expiration of a stun debuff.
      • Corrected an issue that could cause players to appear to continue to be dead after being revived.
      • The diminishing return formula for several stats (including expertise) has been adjusted.
      • Special abilities for several classes have been updated to emit light based on their actual weapon color crystal rather.
      • Minimum and maximum damage ranges now display correctly on the character sheet for all classes.
      • Using a stun-breaking ability no longer keeps a player that was knocked down from standing up.
      • Medpacs can now only be used once per fight. When a medpac is used during combat, another cannot be used until after combat has ended.
      • Corrected an issue that could cause ability countdown timers displayed on the hotbar to become stuck.

Combat Log

      • Players may now choose to view victory and defeat messages in the chat window. This feature can be enabled in the new “Combat Logging” section of the preferences menu. This must be enabled for combat messages to appear in the chat window.
      • The “Combat Logging” section in the preferences menu also allows players to stream all combat interactions originating from or directed at their character to a machine-parsable file. When this option is enabled, time stamped log files are written periodically to the Star Wars – The Old Republic\Combat Logs directory in the My Documents folder. Warning: This is an advanced feature. Constant combat logging may use a significant amount of disk space, and players may need to periodically delete old logs.

Jedi Knight

General
        • Awe no longer costs Focus to activate.
        • Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
        • Force Kick no longer costs Focus to activate.
        • Force Leap now places a “root” visual effect on the affected target.
        • Master Strike can no longer be interrupted, and its damage has been increased by approximately 15%.
Sentinel
        • Due to changes in the Sentinel skill trees, Sentinels have had their skill points refunded.
        • Crippling Throw’s “Trauma” effect can no longer be cleansed.
        • Force Camouflage now additionally reduces all damage taken by 50% while active.
        • Pacify no longer has a Focus cost and is no longer limited by the global cooldown.
        • Transcendence now affects all Operation Group members.
        • Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.
Watchman
          • Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.
          • Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
          • Inflammation now applies a 50% movement speed reduction (up from 30%).
          • Valor is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Combat
          • Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
          • Ataru Form now correctly triggers when fighting very large targets.
          • Fleetfooted now additionally increases the movement speed bonus granted by Transcendence by 15% per point.
          • Temperance has been replaced by Stagger, which increases Force Leap’s immobilize effect.
Focus (Sentinel)
          • Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Leg Slash and Force Exhaustion.
          • Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Zen (while in Shii-Cho Form) to immediately grant 2 stacks of Singularity per point.
          • Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
          • Singularity’s buff effects now last 20 seconds (up from 15).
          • Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
          • Unwavering Focus has been removed from the game.
          • Zealous Leap now immobilizes the target for 1 second.
          • Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Sentinel is in Shii-Cho Form.
Guardian
        • Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.
        • Added Focused Defense, a new ability that allows the Guardian to spend Focus to lower threat. While active, one point of Focus is spent each time damage is taken to heal the Guardian for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vigilance
          • Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian’s damage reduction while Focused Defense is active.
          • Single Saber Mastery is no longer restricted to certain stances.
          • Stagger is now located in Tier 1 of the Vigilance skill tree.
          • Sundering Throw is a new Tier 6 skill that replaces Protector.
          • Zen Strike now generates 2 points of Focus when it is triggered.
Defense
          • Blade Barrier is now located in Tier 4 of the skill tree.
          • Blade Storm no longer consumes stacks of Courage while the “Momentum” buff is active.
          • Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.
          • Dust Storm is now a 3-point skill that provides the same overall effect.
          • Guardian Slash now generates 50% additional threat.
          • Momentum is now a 2-point skill that provides the same overall effect.
          • Pacification is now a 1-point skill with a slightly reduced overall effect.
          • Shield Specialization is now located in Tier 5 of the skill tree.
          • Stasis Mastery is now located in Tier 4 of the skill tree.
Focus (Guardian)
          • Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Freezing Force and Force Exhaustion.
          • Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Combat Focus to immediately grant 2 stacks of Singularity per point.
          • Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
          • Singularity’s buff effects now last 20 seconds (up from 15).
          • Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
          • Through Peace, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Focused Defense by 1 Focus per point.
          • Unwavering Focus has been removed from the game.
          • Zealous Leap now immobilizes the target for 1 second.
          • Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Guardian is in Shii-Cho Form.

Sith Warrior

General
        • Disruption no longer costs Rage to activate.
        • Force Charge now places a “root” visual effect on the affected target.
        • Intimidating Roar no longer costs Rage to activate.
        • Ravage can no longer be interrupted, and its damage has been increased by approximately 15%.
        • Vicious Throw can now be used on targets at or below 30% of maximum health (up from 20%).
Marauder
        • Due to changes to the Marauder skill trees, Marauders have had their skill points refunded.
        • Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.
        • Deadly Throw’s “Trauma” effect can no longer be cleansed.
        • Force Camouflage now additionally reduces all damage taken by 50% while active.
        • Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown.
        • Predation now affects all Operation Group members.
Carnage
          • Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
          • Ataru Form now correctly triggers when fighting very large targets.
          • Erupting Fury has been replaced by Stagger, which increases Force Charge’s immobilize effect.
          • Unbound now additionally increases the movement speed bonus granted by Predation by 15% per point.
Annihilation
          • Ferocity has been replaced by Enraged Charge, which increases the Rage generated by Force Charge.
          • Phantom no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
          • Seeping Wound now applies a 50% movement speed reduction (up from 30%).
          • Short Fuse is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Rage (Marauder)
          • Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
          • Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Marauder is in Shii-Cho Form.
          • Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Crippling Slash and Force Crush.
          • Obliterate now immobilizes the target for 1 second.
          • Ravager now increases the damage of Ravage instead of affecting Force Choke.
          • Relentless Fury has been replaced by Berserker. It requires 2 points in Shockwave and causes Berserk (while in Shii-Cho Form) to immediately grant 2 stacks of Shockwave per point.
          • Shockwave’s buff effects now last 20 seconds (up from 15).
          • Unbreakable Rage has been removed from the game.
Juggernaut
        • Due to changes to the Juggernaut skill trees, Juggernauts have had their skill points refunded.
        • Added Enraged Defense, a new ability that allows the Juggernaut to spend Rage to lower threat. While active, one point of Rage is spent each time damage is taken to heal the Juggernaut for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vengeance
          • Deafening Defense is now located in Tier 5 of the skill tree. It now increases the Juggernaut’s damage reduction while Enraged Defense is active.
          • Rampage now generates 2 points of Rage when it is triggered.
          • Single Saber Mastery is no longer restricted to certain stances.
          • Stagger is now located in Tier 1 of the Vengeance skill tree.
          • Sundering Throw is a new Tier 6 skill that replaces Huddle.
Immortal
          • Battle Cry is now a 2-point skill that provides the same overall effect.
          • Crushing Blow now generates 50% additional threat.
          • Force Grip is now located in Tier 4 of the skill tree.
          • Force Scream no longer consumes stacks of Revenge while the “Battle Cry” buff is active.
          • Heavy Handed is now a 1-point skill with a slightly reduced overall effect.
          • Quake is now a 3-point skill that provides the same overall effect.
          • Shield Specialization is now located in Tier 5 of the skill tree.
          • Sonic Barrier is now located in Tier 4 of the skill tree.
          • Thrown Gauntlet no longer reduces the cooldown of Threatening Scream and is now located in Tier 5 of the skill tree.
Rage (Juggernaut)
          • Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
          • Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Juggernaut is in Shii-Cho Form.
          • Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Chilling Scream and Force Crush.
          • Obliterate now immobilizes the target for 1 second.
          • Ravager now increases the damage of Ravage instead of affecting Force Choke.
          • Relentless Fury has been replaced by Empowering Rage. It requires 2 points in Shockwave and causes Enrage to immediately grant 2 stacks of Shockwave per point.
          • Shockwave’s buff effects now last 20 seconds (up from 15).
          • Through Passion, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Enraged Defense by 1 Rage per point.
          • Unbreakable Rage has been removed from the game.

Jedi Consular

General
        • Deflection’s visual effects are now more noticeable.
        • The Unity ability has been removed from the Jedi Consular class. A similar ability can now be unlocked through the Legacy System.
        • Force Slow’s visual effects now begin and end at the correct times.
Sage
        • Due to changes to the Sage skill trees, Sages have had their skill points refunded.
        • Corrected an issue with Force Armor that prevented its appearance from refreshing when its effects were reapplied.
        • Rescue now modifies threat by the correct amount.
Seer
          • Confound now refreshes properly when Weaken Mind is refreshed.
          • Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%.
          • Egress now requires Preservation instead of Valiance.
          • Resplendence no longer removes the health cost from Noble Sacrifice.
          • Salvation’s tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability’s functionality has not changed.
          • A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected.
          • Valiance now reduces the health spent by Noble Sacrifice by 2% per point (up from 1% per point).
Telekinetics
          • Inner Strength now correctly affects Weaken Mind.
Balance (Sage)
          • Critical Kinesis now increases the critical chance of Telekinetic Throw and Disturbance by 3% per point.
          • Empowered Throw now increases the damage dealt by Project, Telekinetic Throw, and Weaken Mind by 2% per point.
          • Force in Balance no longer heals the caster if no targets are hit.
          • Presence of Mind now affects Disturbance and Mind Crush only. Mind Crush’s periodic damage now benefits from the 20% damage bonus when it is used to consume the “Presence of Mind” buff.
Shadow
        • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability’s functionality has not changed.
Kinetic Combat
          • Kinetic Ward’s appearance now refreshes properly when reapplied.
Balance (Shadow)
          • Force Synergy’s activation effects are now more visible.
          • Force in Balance no longer heals the caster if no targets are hit.

Sith Inquisitor

General
        • Deflection’s effects are now more noticeable.
        • Electrocute’s visual effects now occur more quickly after activation.
        • Energize’s effect now triggers a sound effect when it occurs.
        • Force Lightning now correctly plays its sound effects when the initial application of damage kills the target.
        • Force Slow visual effects now begin and end at the correct times.
        • The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System.
        • Shock sound effects have been polished.
Sorcerer
        • Due to changes in Sorcerer skill trees, Sorcerers have had their skill points refunded.
        • Corrected an issue with Static Barrier that prevented its visual effects from refreshing when its effects were reapplied.
        • Extrication now modifies threat by the correct amount.
Corruption
          • Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%.
          • Conspiring Force now refreshes properly when Affliction is refreshed.
          • Dark Resilience now reduces the health spent by Consumption by 2% per point (up from 1% per point).
          • Fadeout now requires Efficacious Currents instead of Dark Resilience.
          • Force Surge no longer removes the health cost from Consumption.
          • Revivification’s tooltip now correctly states that the ability affects a maximum of 8 targets. The ability’s functionality hasn’t changed.
          • A display issue that caused the first and second tick of Revivification to appear on top of each other has been corrected.
Lightning
          • Electric Induction now correctly affects Affliction.
Madness (Sorcerer)
          • Death Field no longer heals the caster if no targets are hit.
          • Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.
          • Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.
          • Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness’s periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.
Assassin
        • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability’s functionality has not changed.
Madness (Assassin)
          • Death Field no longer heals the caster if no targets are hit.
          • Raze’s activation effects are now more visible.

Smuggler

General
        • Dirty Kick can now be used while moving.
        • Players can now “Crouch” (but not roll into cover) while immobilized.
        • Smugglers can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
        • An issue that could cause XS Freighter Flyby to interrupt duels has been addressed.
Gunslinger
        • Due to changes to the Gunslinger skill trees, Gunslingers have had their skill points refunded.
        • Flourish Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Saboteur
          • Hot Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Quick Shot cost no Energy for 6 seconds after leaving cover.
          • Incendiary Grenade has been improved. It now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.
          • Pandemonium is now located in Tier 2 of the skill tree.
          • Sabotage’s range has been increased to 60 meters.
          • Shock Charge now resets its cooldown if the target is defeated while under its effects.
Sharpshooter
          • Burst Volley has been redesigned. It now triggers from dealing damage with blasters and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
          • Deadeye is now a 3-point skill that provides the same overall effect.
          • Holed Up is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Hunker Down is active. This change allows the Sharpshooter to remain in cover more often in situations that force other classes to rapidly change locations.
          • Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
Dirty Fighting (Gunslinger)
          • Bombastic now correctly requires Shrap Bomb.
          • Hemorrhaging Blast no longer has an Energy cost.
          • Hold Your Ground’s cooldown reduction for Pulse Detonator has been reduced to 2.5 seconds per point.
          • Holdout Defense now increases Blaster Whip damage by 4% per point.
          • No Holds Barred now increases critical chance by 1% per point.
          • Reopen Wounds now increases the critical chance of Wounding Shots and Speed Shot by 4% per point.
          • Wounding Shots now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but bleeding damage remains unchanged.
          • Nice Try is a new Tier 6 skill that reduces damage taken from periodic effects and gives Vital Shot and Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Quick Getaway has been replaced by Hold Your Ground, which additionally reduces the cooldown of Escape.
Scoundrel
        • Due to changes to the Scoundrel skill trees, Scoundrels have had their skill points refunded.
        • Back Blast now has a 12-second cooldown and deals approximately 5% more damage.
        • Diagnostic Scan’s tooltip now displays the full amount healed over its duration.
        • Shoot First now has a 7.5-second cooldown.
        • Tranquilizer now gives an appropriate error message if used on Droids.
        • Upper Hand no longer triggers a “laugh” sound effect when it occurs.
Sawbones
          • Emergent Emergencies now additionally increases the maximum stack limit of Upper Hand by 1.
          • Healing Hand now also increases the duration of Upper Hand by 2 seconds per point.
          • Homegrown Pharmacology now additionally reduces the Energy cost of Kolto Cloud by 2 per point.
          • Kolto Cloud has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
          • Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
Scrapper
          • Brawler’s Grit is now a 2-point skill.
          • Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Back Blast by 5.
          • K.O. no longer experiences a delay in its knockdown effect.
          • Sawed Off now increases the damage dealt by Back Blast. It is now located in Tier 5 of the skill tree and requires Flanking.
          • Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage.
          • Turn the Tables has been redesigned and is now a 2-point skill. It no longer increases damage dealt to bleeding targets, but increases the Energy gained by Pugnacity and the damage dealt by Sucker Punch and Flying Fists.
          • Underdog no longer increases Energy gained by Pugnacity. This effect is now part of Turn the Tables.
Dirty Fighting (Scoundrel)
          • Hemorrhaging Blast no longer has an Energy cost.
          • Holdout Defense now increases Blaster Whip damage by 4% per point.
          • No Holds Barred now increases critical chance by 1% per point.
          • Nice Try is a new Tier 6 skill that reduces the damage taken from periodic effects and gives Vital Shot and Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Quick Getaway has been replaced by Smuggled Defense, which additionally reduces the cooldown of Escape.

Imperial Agent

General
        • Debilitate’s tooltip now correctly displays its stun duration.
        • Players can now “Crouch” (but not roll into cover) while immobilized.
        • Agents can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
Operative
        • Due to changes to Operative skill trees, Operatives have had their skill points refunded.
        • Backstab now has a 12-second cooldown and deals approximately 5% more damage.
        • Hidden Strike now has a 7.5-second cooldown.
        • Sleep Dart now gives an appropriate error message if used on Droids.
        • Tactical Advantage no longer triggers a “laugh” sound effect when it occurs.
Concealment
          • Culling has been redesigned and is now a 2-point skill. It no longer increases damage dealt to poisoned targets, but increases the Energy gained by Stim Boost and the damage dealt by Laceration and Collateral Strike.
          • Inclement Conditioning is now a 2-point skill.
          • Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Backstab by 5.
          • Laceration now costs 10 Energy (down from 15) and deals approximately 10% less damage.
          • Meticulously Kept Blades no longer increases Energy gained by Stim Boost. This effect is now part of Culling.
          • Waylay now increases the damage dealt by Backstab. It is now located in Tier 5 of the skill tree and requires Flanking.
Medicine
          • Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point.
          • Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point.
          • Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
          • Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
          • Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1.
Lethality (Operative)
          • Corrosive Microbes now functions correctly.
          • Lethality now increases critical chance by 1% per point.
          • Razor Edge now increases Shiv damage by 4% per point.
          • Weakening Blast no longer has an Energy cost.
          • Lingering Toxins is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart and Corrosive Grenade a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Vanish has been replaced by Escape Plan, which now additionally reduces the cooldown of Escape.
Sniper
        • Due to changes to the Sniper skill trees, Snipers have had their skill points refunded.
        • Shatter Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Marksmanship
          • Imperial Assassin is now a 3-point skill that provides the same overall effect.
          • Siege Bunker is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Entrench is active. This change allows the Marksman to remain in cover more often in situations that force other classes to rapidly change locations.
          • Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
          • Sniper Volley has been redesigned. It now triggers from dealing damage with rifles and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
Engineering
          • Calculated Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Overload Shot cost no energy for 6 seconds after leaving cover.
          • EMP Discharge’s range has been increased to 60 meters.
          • Plasma Probe has been improved. It has new visual effects and now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Interrogation Probe, that target is stunned for 2 seconds.
          • Stroke of Genius is now located in Tier 2 of the skill tree.
          • Interrogation Probe’s cooldown now resets if a target is defeated while under its effects.
Lethality (Sniper)
          • Corrosive Microbes now functions correctly.
          • Cull now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but poison damage remains unchanged.
          • Hold Your Ground’s cooldown reduction for Cover Pulse has been reduced to 2.5 seconds per point.
          • Lethality now increases critical chance by 1% per point.
          • Razor Edge now increases Shiv’s damage by 4% per point.
          • Razor Rounds now increases the critical chance of Cull and Series of Shots by 4% per point.
          • Targeted Demolition now correctly requires Corrosive Grenade.
          • Weakening Blast no longer has an Energy cost.
          • Lingering Toxins is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart and Corrosive Grenade a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Vanish has been replaced by Hold Your Ground, which now additionally reduces the cooldown of Escape.

Bounty Hunter

General
        • Ability Heat costs are now displayed in skill tree and trainer windows.
        • Death From Above now has a 5-meter radius to bring its range in line with other Bounty Hunter Area of Effect abilities, and it now begins dealing damage sooner after activation.
        • Hydraulic Overrides now has improved audio and visual effects.
        • Incendiary Missile audio has been improved.
        • Jet Charge now places a “root” visual effect on the affected target.
        • The Tracer Missile debuff that increases Heatseeker Missile damage now only benefits the Bounty Hunter that applied it.
Mercenary
        • Cure now generates 8 Heat (down from 16).
        • Jet Boost now triggers snare visual effects on affected targets.
        • Power Shot has been rebalanced. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
        • Tracer Missile and Fusion Missile’s animations have been exchanged by popular demand from the community.
        • Onboard AED is a new level 50 ability that allows the Mercenary to revive an incapacitated ally. It is usable in combat.
        • Power Surge can now be trained at level 46.
Arsenal
          • Barrage: The chance to trigger this effect has been increased significantly.
          • Heatseeker Missiles’ damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Heat Signatures on the target into account.
          • Jet Escape now reduces the cooldown of Jet Boost by 2.5 seconds per point.
          • Muzzle Fluting no longer reduces Heat costs. It now reduces the activation time of Power Shot and Tracer Missile by .5 seconds.
          • Power Barrier now provides 1% damage reduction per stack.
          • Tracer Missile has been rebalanced in order to encourage more active gameplay rotations. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
Bodyguard
          • Critical Efficiency now reduces the cost of Rapid Scan by 8 (down from 16).
          • Critical Efficiency’s buff description now properly refers to Rapid Scan.
          • Cure Mind no longer reduces the cost of Cure. It now causes Cure to heal the target for a small amount.
          • Hired Muscle now increases critical chance by 1% per point.
          • Kolto Missile now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
          • Kolto Residue now increases all healing received by 3% (down from 5%).
          • Kolto Shell now builds 16 Heat when activated.
          • Supercharged Gas now vents 8 Heat (down from 16) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile now reduces damage taken by 5% (down from 10%).
Pyrotech (Mercenary)
          • Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Powertech
        • Due to changes to the Powertech skill trees, Powertechs have had their skill points refunded.
        • Quell no longer generates Heat.
Shield Tech
          • Ablative Upgrades: The absorption amount gained from this skill has been slightly reduced.
          • Empowered Tech is now a 3-point skill.
          • Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
          • Heat Screen is a new 2-point skill that causes Flame Burst and Heat Blast to build a stacking buff that increases shield absorption.
          • Oil Slick is no longer limited by the global cooldown.
Advanced Prototype
          • Charged Gauntlets now triggers from damage dealt such that the bleed caused by Retractable Blade can trigger the buff. It now has a visual effect.
          • Kolto Vents has been replaced by Hamstring, which causes Retractable Blade to slow the target by 30% for 6 seconds.
          • Prototype Flame Thrower now is granted a stack when Immolate is used. In addition, stacks make Flame Thrower immune to interrupt and at 5 stacks Flame Thrower will now slow the movement speed of targets by 70%.
Pyrotech (Powertech)
          • Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

Trooper

General
        • Full Auto’s attack animation now begins more quickly to improve reactiveness and faction balance.
        • Mortar Volley’s animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
        • Storm now places a “root” visual effect on the affected target.
Commando
        • Concussion Charge now triggers snare visual effects on affected targets.
        • Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
        • Cure now costs 1 Energy Cell (down from 2).
        • Emergency Medical Probe is a new level 50 ability that allows the Commando to revive an incapacitated ally. It is usable in combat.
        • Tech Override is now trainable at level 46.
Gunnery
          • Charged Barrier now provides 1% damage reduction per stack.
          • Curtain of Fire: The chance to trigger this effect has been increased significantly.
          • Demolition Round’s damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Gravity Vortices on the target into account.
          • Grav Round has been rebalanced in order to encourage more active gameplay rotations. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
          • Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
          • Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
Combat Medic
          • Field Training now increases critical chance by 1% per point.
          • Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
          • Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
          • Kolto Residue now increases all healing received by 3% (down from 5%).
          • Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
          • Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
          • Trauma Probe now costs 2 Energy Cells to activate.
Assault Specialist (Commando)
          • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Vanguard
        • Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.
        • Fire Pulse’s visual effect more accurately represents its functionality.
        • Riot Strike no longer costs Energy Cells.
        • Animation timing issues with Energy Blast have been addressed.
        • The hit timing delay on Explosive Surge has been improved.
Shield Specialist
          • Ceramic Plating: The absorption amount gained from this skill has been slightly reduced.
          • Counter Attack is now a 3-point skill.
          • Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
          • Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
          • Smoke Grenade is no longer limited by the global cooldown.
Tactics
          • Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect.
          • Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds.
          • Pulse Generator now is granted a stack when Fire Pulse is used. In addition, stacks make Pulse Cannon immune to interrupt and at 5 stacks Pulse Cannon will now slow the movement speed of targets by 70%.
Assault Specialist (Vanguard)
        • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

Companion Characters

General

      • Companion gifts are now stackable.
      • The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.
      • Several game areas where Companion Characters would not reliably follow the player have been fixed.
      • The C2 Droid Corporation and their competitors, the 2V Droid Corporation, have developed a series of new sensors for their products, the C2-N2 and 2V-R8, that significantly improve the Droids’ Crew Skill efficiency and critical success chances. These products may be purchased via the Legacy Repair Astromech unit on the player’s ship (once unlocked).
      • Additionally, the C2-N2 and 2V-R8 Droids have had their personality matrices upgraded with an experimental emotional response chip, allowing them to accept gifts and tokens of appreciation. The Crew Skill performance of these units will increase upon acceptance of these goods.
      • C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.
      • Tooltips for the companion abilities “Burst,” “Aimed Blast,” “Swipe,” “Wild Energy,” and “Blaster Sweep” now correctly reflect ability functionality.
      • All companion marriages are now removed appropriately if the marriage ends.
      • Corrected an issue that caused weapons to display inappropriately beneath some Droid companions (like T7).

Companions

Akaavi Spar
        • The Codex entry for this companion now lists the companion’s correct primary weapon.
Aric Jorgan
        • Corrected an issue that could allow a female trooper whose romance with him had ended to receive an additional romance conversation.
        • New companion skins for Aric Jorgan are available as reward choices in the game.
Ashara Zavros
        • Corrected issues that could prevent players from gaining or losing affection in the conversations related to the missions “Peace is a Lie” and “Silent Treatment.”
Corso Riggs
        • Corso Riggs’s Harpoon ability has been converted into “Illegal Jet Pack”. This ability causes Corso to charge towards the target, dealing damage and immobilizing it for 2 seconds.
Doc
        • Crazy Talk: Male characters can now consistently complete this conversation.
Elara Dorne
        • Strange Circumstances: Corrected an issue that could prevent players from gaining or losing affection during this conversation.
Ensign Temple
        • Some mission rewards intended for this companion that could not be used have been corrected.
Jaesa Willsaam
        • Jaesa now uses the correct battle cries for her alignment (light or dark).
        • Jaesa no longer teleports to her target if she uses Force Leap while wielding a double-bladed lightsaber.
        • Jaesa now has the ability “Purity of the Light Side” or “Passion of the Dark Side,” which passively increases armor by 30%.
Kaliyo Djannis
        • Storm now has a 30-meter range and roots targets.
        • It is no longer possible to break up with Kaliyo and still be eligible for romance conversations.
Khem Val
        • Khem Val’s Lightning Punch sound effects now terminate appropriately.
Kira Carsen
        • Kira now has the ability “Purity of the Light Side,” which passively increases armor by 30%.
Mako
        • Corrected an issue that allowed players to remain eligible for unlocked romance content after losing romance status with Mako.
Qyzen Fess
        • New companion skins for Qyzen Fess are now available as reward choices in the game.
Nadia Grell
        • Nadia now has the ability “Strength in the Force,” which passively increases armor by 30%.
Tanno Vik
        • The Codex entry for this companion now lists the companion’s correct primary weapon.
Vector
        • Time to Think: This mission now properly rewards experience.
Xalek
      • A Son’s Duty: Corrected an issue that could prevent players from gaining or losing affection during this conversation.

Crew Skills

General

      • Companions now use accurate voice responses regarding the success or failure of their Crew Missions when they return.
      • The opportunity to add group members to your friends list no longer appears on Crew Mission rewards windows.
      • Mission rewards now properly display when having more than one waiting in the queue with the window open.
      • An issue that could cause Crew Mission rewards to be granted incorrectly after the player logged out and back in has been addressed.
      • An issue that allowed players to obtain researched schematics without destroying the reverse-engineered item has been corrected.

Crafting Skills

General
        • On critical successes, crafted Custom (orange) gear now receives an Augment slot.
        • The [Exceptional], [Advanced], [Superior], and [Mastercraft] suffixes have been removed from crafted item names. [Augmented] will be appended as a suffix to crafted items that were a critical success.
        • When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.
        • Crafting materials obtained via endgame content now stack in the player’s inventory. They no longer bind on pickup.
        • Endgame crafting materials (Biometric Crystal Alloy, Self-Perpetuating Power Cells, Alien Data Cubes, and Rakata Energy Nodes) now drop less frequently but are freely tradable.
        • Augments can now be crafted by several professions.
        • The Crafting window now displays the correct number of items when crafting from a schematic that yields more than 1 item.
        • Crafting Trainer tutorial missions can now be completed alternatively on the Fleets or on Coruscant or Dromund Kaas.
        • Schematics are no longer consumed if a player attempts to use one that is already known.
        • Craftable Custom (orange) Battlemaster and War Hero PvP armor has been added to Synthweaving and Armormech. The schematics for these items can be purchased from Battlemaster and War Hero vendors.
Reverse Engineering
        • Players may now reverse engineer many endgame items to research schematics for items and mods. Campaign and some Black Hole endgame items can be reverse engineered, and players have a chance to learn how to craft these items upon reverse engineering them. Set Armorings do not provide schematics for crafters.
        • Players with the appropriate professions are now able to reverse engineer random drop items and acquire materials from them. This includes Operation materials from endgame items.
        • Reverse engineering Campaign and Black Hole items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Campaign and Black Hole items.
        • Players no longer receive the message “you already know that schematic.” Another available schematic will be chosen (if available) for the player to learn.
        • A “Research Available” tooltip will now appear when mousing over items in reverse engineering mode if a schematic can be learned from that item.
        • Random items, particularly armor, can now be reverse engineered by crafters based on the items’ stats.
        • Crafted Vibroknives and shotguns can now be researched via reverse engineering. Reverse engineering Vibroknives and shotguns may now yield research variants for Armstechs.
        • Artificers can now reverse engineer relics, shields, generators, and foci.
        • Cybertechs can now reverse engineer all earpieces.
        • The chance of researching schematics via reverse engineering has been significantly increased.
        • Augments may now be reverse engineered for a chance to research their schematics by several professions (see below).
        • Players can now decide how many items from a stack they wish to reverse engineer.
Armormech
        • Armormechs can now learn new schematics that allow the creation of Aim, Cunning, Shield, and Absorb Augments.
        • Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • A critical success while crafting Custom (orange) outfits now adds an Augment slot to the resulting item.
        • The Codex entry for Armormech has been updated.
        • Armormechs can now reverse engineer random armor with Aim or Cunning stats.
Armstech
        • Armstechs can now learn schematics that allow the creation of Endurance, Surge, Critical, Accuracy, and Power Augments.
        • Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • New schematics to create Custom (orange) ranged and melee weapons have been added.
        • A critical success while crafting Custom (orange) weapons now adds an Augment slot to the resulting item.
        • The Codex entry for Armstech has been updated.
Artifice
        • Schematics for color crystals in various colors (including endgame-quality varieties) have been added to the game.
        • Endgame-level Magenta Adegan Crystal Schematics may now drop from the World Boss of Voss and creatures in the new daily mission area on Corellia.
        • Mid-level Magenta Adegan Crystal Schematics may now drop from the World Bosses on Tatooine, Alderaan, and Nar Shaddaa.
        • Magenta Crystal Shards are now found on one planet in the game. They can be refined into Pristine Magenta Crystals used in the creation of mid-level magenta color crystals through obscure means.
        • The Magenta Adegan Crystal Schematic obtained from late-game World Bosses no longer binds on pickup.
        • New schematics for Willpower-based shields have been added (for use by Assassins and Shadows).
Biochem
        • The number of Exotech consumables created per craft is now displayed correctly in the crafting UI.
        • Biochemists can now reverse engineer all implants.
        • Values on tooltips for Rakata reusable stims and adrenals now match the buff correctly.
        • Ice Scrabbler Jerky, a cantina food item with powerful out-of-combat health regeneration effects, has been added as a Biochem recipe. This recipe can be learned by finding the schematic or by reverse engineering Ice Scrabbler Jerky found on Hoth.
Cybertech
        • Cybertech crafted vehicles no longer bind on pickup.
        • Cybertech vehicle and space schematic mission reward rates have been reduced.
        • Critical successes when crafting grenades now yield double the quantity of items.
        • The cooldown on Cybertech-built grenades has been lowered to 3 minutes.
Synthweaving
        • Synthweavers can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity, and Presence Augments. Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • Critical successes while crafting Custom (orange) outfits will add an Augment slot to the resulting item.
        • Additional lower-level light armor schematics have been added.
        • Material requirements for some Custom (orange) outfits have changed.
        • The Codex entry for Synthweaving has been updated.
        • Synthweavers can now reverse engineer random armor drops with Strength or Willpower stats.

Gathering Skills

      • Many gathering nodes that were spawning in unreachable places (such as underneath the world) are now reachable.
      • Some high-level resources nodes near the Imperial Camp on Ilum have been removed.
Archaeology
        • A perfect Upari Crystal Formation may now be found in the Belsavis Daily Heroic area.
Bioanalysis
        • The Red Goo item tooltip now appropriately identifies it as a Grade 6 Biochemical Compound. Level 49-50 Bioanalysis Missions now have a chance to reward Red Goo.
Scavenging
        • Enriched Durasteel nodes now spawn in the Belsavis Daily Heroic area.
Slicing
        • Augments have been replaced by Sliced Tech Parts as a Slicing mission reward. These are consumed by Synthweaving, Armstech, and Armormech as a component for crafting Augments.
        • Slicing may occasionally yield Premium quality Augment schematics on critical mission success.

Mission Skills

      • Missions granted from Mission Discovery objects no longer have a chance to fail.
      • Mission Discovery items now indicate that they can only be used once.
      • Players can now send multiple companion characters on a mission granted by a Mission Discovery if the player had more than one of that Mission Discovery.
Diplomacy
        • Light side and dark side mission results no longer occasionally display decimal values.
        • Diplomacy Mission Discoveries now correctly indicate whether they are a dark or light side mission.
        • The missions “No Redeeming Value” and “Desperation” are now appropriately labeled as moderate yield.
        • Diplomacy missions that previously indicated the player was assisting the other faction are now appropriately faction-restricted.
Investigation
        • Investigation missions now have a chance of yielding Custom (orange) tech weapon schematics as a reward.
        • The chance for Investigation missions to yield schematics has been increased.
        • Red, Blue, Green, Orange, and Yellow power stat crystal schematics are now possible Investigation mission rewards.
Treasure Hunting
        • Treasure Hunting missions now have a chance to yield Custom (orange) lightsaber schematics as a reward.
Underworld Trading
      • The chance to receive schematics from Underworld Trading missions has been increased.
      • Tooltips for missions have been updated to reliably inform the player about expected yields.

Flashpoints and Operations

General

      • The Exit Area ability is now interrupted when damage is taken.
      • Emergency Fleet Passes can no longer be used in Flashpoints or Operations.

Flashpoints

      • Kaon Under Siege has been removed from the mission [WEEKLY] Galactic Conflicts. It is now part of a new mission combined with Lost Island: [WEEKLY] Rakghoul Conflicts.
      • Lost Island is now part of the following missions: [DAILY] Emerging Conflicts V and [DAILY] Galactic Conflicts.
      • It is no longer possible to share certain Flashpoint missions with party members who are on preliminary steps of that mission, as they could cause mission blocking issues.
      • Random loot on some bosses in Normal Mode Flashpoints has been significantly improved.
      • Lockouts have been removed from Hard Mode Flashpoints.
      • You will no longer lose access to a Flashpoint phase immediately after defeating the final boss in Hard Mode. Access is removed upon completing the [FLASHPOINT] mission.
      • The Cademimu and Colicoid War Games missions now update properly for the entire party when speaking to the Flashpoint Courier Droid.
Athiss
        • The Beast of Vodal Kressh’s knockback effects now correctly check for knockback resistance.
        • The Prophet of Vodal’s Dark Spirits now have a buff that provides more information about the fight mechanics.
        • The debuff “Crushing Death Field” is now visible.
Boarding Party
        • Storm Squad’s enrage timer in Hard Mode has been increased to 2.5 minutes.
        • Storm Squad can no longer be pulled out of the bridge area.
Colicoid War Game
        • The patrolling Droid in the hazard course now despawns when the sixth gate controller is used.
Directive 7
        • Players can now receive the mission for Flashpoint: Directive 7 without first starting “Immediate Vengeance” or “Violent Uprising.”
        • Mentor’s claw previously targeted the group’s healer more than intended. It now focuses on its initial target.
        • Corrected an issue that could cause Interrogator to spawn more Cyborgs than intended.
Hammer Station
        • Reduced the frequency of knockbacks used by enemy NPCs.
        • 2R-CH no longer attacks players through walls and no longer grapples players in cover.
        • Battlelord Kreshan is now immune to interrupts.
        • The visibility of the “Unshakable” buff on DN-314 has been improved to better inform players that it cannot be interrupted.
Kaon Under Siege
        • The health of KR-82 Expulser’s probe Droids has been decreased significantly.
        • KR-82 Expulsor Droid now uses his grapple ability correctly.
        • Removed a security chest from this Flashpoint that could be reached more easily than intended.
Lost Island
        • Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
Red Reaper
        • An issue that could cause Lord Kherus to stop fighting under some circumstances has been addressed.
        • Lord Kherus now targets Companion Characters with crates.
Taral V
        • A Riverlurker encounter that attacked the players from an inappropriate distance has been corrected.
        • Corrected a terrain issue that permitted players to skip some encounters in this Flashpoint.
The Battle of Ilum
        • Players can no longer be bombed while inside a bunker.
        • Drinda Zel and Velasu Graege now reset when pulled too far from the boss area.
        • Krel Thak’s enrage timer has been increased to 2.5 minutes in Hard Mode.
        • Faction-appropriate friendly NPCs now spawn correctly at the beginning of this Flashpoint.
The Black Talon
        • GXR-7 now properly animates during Full Auto. Its Power Punch can now be resisted, and its stun can be broken. Power Blast now properly animates with the the correct visual effects and deflection appearance. His basic attack no longer places a blank debuff on players.
        • Probe Droids spawned during the GXR-7 fight now have the correct icon.
        • Sgt. Boran’s Medic now animates properly when healing. His Sniper’s Snipe ability now chooses targets more intelligently.
        • Ghulil is now immune to interrupts in Hard Mode and uses backhand correctly in Normal Mode.
The Esseles
        • Lieutenant Isric’s Stockstrike now occurs less frequently, and the stun it causes can now be resisted. His Suppressive Fire now deals its damage over 6 seconds.
        • Ironfist’s Jet Charge no longer knocks players down. Missile Salvo’s tooltip has been clarified to expose the interrupt immunity gained during this phase.
        • ISS7′s Head Smash can now be resisted.
        • ISS9 has been redesigned to be friendlier to melee combatants.
        • Vokk’s Essence Drain can now be resisted, and its stun can be broken. Vokk no longer throws two lightsabers at the same target (unless no other target is alive).
        • Interrupting Ironfist’s Headshot ability will no longer cause him to use it more often than intended.
The False Emperor
        • An issue that could prevent HK-47 from spawning correctly has been resolved.
        • Some security chests have been removed from this Flashpoint.
        • Fixed an issue that caused the turrets to sometimes fail to damage Jindo Krey’s ship.
The Foundry
        • A remaining small window in which the final boss of this Flashpoint could be rendered invulnerable has been corrected.
        • Corrected an issue that prevented the final boss encounter from starting if the players choose the “Attack” option.

Operations

      • Normal Mode is now labeled “Story Mode” for Operations.
      • Credit rewards for defeating Operations bosses have been significantly increased.
      • Corrected an issue that could allow Operation bosses to resurrect during Nightmare Mode Operations.
Eternity Vault
        • The “Unshakable” buff is now visible when targeting Soa.
        • Changed the location where Soa’s Force Whirlwind drops the player in the second phase of the fight to prevent players from being dropped several hundred meters below when no platforms are remaining.
        • Soa’s lightning balls are now destroyed when the platform phase begins.
        • Projection of Soa has been removed from the Mind Traps.
        • A previously malfunctioning escape pod no longer causes players to become stuck upon landing.
        • Eternal Guardians and Eternal Sentinels now spawn correctly in 16-player modes.
        • Eternal Guardians and Eternal Watchers have had their difficulty rebalanced in 16-player modes.
        • Eternal Wardens now perform their grapple ability correctly.
        • The Ancient Pylons puzzle has been reworked to improve reliability. The wheels no longer lock automatically when solved. Players must use the “Confirmation Console” to confirm their symbol selection.
        • Annihilation Droid XRR-3′s “Burning (Physical)” damage over time has been renamed “Burning” to accurately reflect that it cannot be removed.
        • Corrected an issue that could prevent Soa from spawning on the last platform after releasing players from Mind Traps.
        • Killing Soa in Nightmare Mode now grants the correct Codex entries.
        • An “Emergency Reset” button has been added to the Ancient Pylons encounter.
        • Soa’s Mind Traps now kill players who are stuck inside the trap for the full 2-minute duration.
        • Cover classes can now take cover on platforms when fighting Gharj.
        • The reliability of Soa’s Ball Lightning has been improved, and an issue that could cause it to deal damage twice has been addressed.
        • Fixed an issue that prevented Soa’s shield from dispelling when hit by an obelisk while he was casting.
Explosive Conflict
        • Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way.
        • Explosive Conflict is the next tier of Operations, offering new rewards and greater challenges.
        • Four difficulty modes are currently available for this Operation: 8-player Story Mode, 8-player Hard Mode, 16-player Story Mode, and 16-player Hard Mode.
Karagga’s Palace
      • G4-B3 Heavy Fabricator’s “Powerhouse” buff now correctly improves the damage of several of his abilities on 16-player Hard Mode.
      • G4-B3′s health has been increased in 8- and 16-player Hard Modes.
      • G4-B3′s mines now spawn with a small degree of random offset in order to reduce the frequency with which they spawn directly on top of one another. The actual number and relative placement of the mines remains unchanged. These mines now properly clean up post-combat.
      • An issue that could cause G4-B3 to become stuck in the ceiling has been corrected.
      • The Stimulant Dart ability used by Attack-Science Technicians and Mechno-Assault Specialists has been adjusted. It is now easier to control these enemies in an Operations group with less than three crowd control abilities.
      • Support Gunners no longer knock back other enemy NPCs.
      • Karagga’s Immortal Guardians no longer leave a debuff on players when struck with Surge.
      • RL-4 no longer refers to story events that have not yet occurred.
      • The Gamorrean Guards that Bonethrasher attempts to eat now have boss immunities.
      • Players can no longer remain trapped “Carbonizing” by Jarg’s Carbonizer Probes while outside of Karagga’s Palace.
      • Bonethrasher’s creatures no longer respawn after the group has killed Bonethrasher and reset the phase.
      • Bonethrasher now correctly performs his Smash attack during 16-player Hard Mode.
      • Corrected an issue that could cause Bonethrasher to be stuck in combat after he defeated the party, preventing players from re-entering.
      • The door to Karagga’s Throne room now remains open after the group defeats Jarg & Sorno.
      • In Nightmare Mode, defeating each boss now yields a chest that contains Black Hole Commendations.

Items and Economy

General

      • Loot drops from endgame activities, such as Operations and Flashpoints, now take group composition into account.
      • The variety of stats and modifications for new endgame items is substantially higher compared to that of older endgame items.
      • Orobird eggs of different types may now be poached in several locations. Those who can find means of incubation may find themselves in possession of loyal vanity pet soon.
      • Tauntaun vanity pets can now be acquired on the planet Hoth, though the exact means of acquisition are a mystery.
      • Several unusual crystal formations have been reported in the mountainous regions of Alderaan.
      • The cost of several relics has been reduced.
      • Several relics that were previously bound on pickup are now bind on equip.
      • The required level of several relics has been reduced by 1.
      • Items that are restricted by Valor or Social Rank can no longer be purchased until the player meets the rank requirements.
      • Offhand weapons are now more clearly marked as such.
      • Some pieces of gear that displayed incorrectly on character models have been adjusted.
      • The Collector’s Edition Training Droid can now be used on non-humanoid enemies.
      • The required level for equipping the Imperial Trooper and Republic Officer outfits has been reduced.
      • The Male Formal Suit can now be purchased from the Coruscant social vendor. The Female Elegant Dress can now be purchased from the Dromund Kaas social vendor.
      • Sniper Rifles no longer drop for Republic players.
      • Corrected some instances where two items could show the same Armor or Weapon Damage Rating but have different values. The values are unchanged – the ratings have been updated to reflect the correct values.
      • An issue that caused some items to be unlinkable in chat has been addressed.
      • The modified DTB-27 Bolt Pistol is now displayed as a Custom (orange) weapon. The properties of the item remain unchanged.
      • The “Punisher” item no longer has incorrect stats on its Republic version.
      • The cost of Tionese gear (in crystals and commendations) has been substantially reduced.
      • A set of modifiable Techblades and Techstaffs has been added to the game.
      • The Galactic Trade Network’s commission for both neutral and faction-based terminals is now 6%.
      • Campaign weapons and off-hand items are now available on the Crisis Point vendors on the Republic and Imperial Fleets.
      • Tooltips for off-hand weapons now indicate they cannot be equipped by Sorcerers and Guardians.
      • Modifiable items now have repair costs based on the level of their base modification.
      • Battlemaster gear now has more Expertise.
      • New items purchasable with Black Hole Commendations have been added to Corellia.
      • The Valor Rank requirement has been removed from Battlemaster earpieces and implants.
      • Reduced the level requirement on the Jedi Knight items Warrior Captain’s Boots and Dark Jedi’s Boots from 27 to 23.

Modifications

      • Players can now remove Armoring modifications that have set bonuses from items and transfer those set bonuses to Custom (orange) items. These modifications can only be transferred to an item that is equipped in the same slot. This does not apply to all items with a set bonus, only those where the set bonus is attached to the Armoring modification.
      • Some high-end item modifications are now restricted to particular item slots and may only be transferred into the same slot on a new item.
      • A new modification set with Expertise for all item modification types has been added to the game.
      • High-end weapons found on Operation bosses now come equipped with more common color crystals. The special color crystals associated with high-end Operations are now separate drops.
      • High-end PvP weapons now come equipped with more common color crystals by default. Color crystals associated with specific PvP tiers can now be purchased separately from the PvP vendor.
      • Players with the “Razer” Green-Black color crystal may upgrade to a high-end version of this crystal via a vendor on Coruscant and Dromund Kaas.

Vehicles

      • New achievement missions that grant the Aratech Ice, Coral, Nightscythe, and Fire are now available on the Fleets.
      • The Korrealis line of landspeeders has been removed from vendors.
      • The Tirsa Prime speeder has had its cost increased and is now available from the VIP vendor.
      • License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.
      • While credit costs for all 110% speed vehicles have been increased, the overall total acquisition cost for speeder licenses and vehicles at level 50 has been slightly reduced.
      • All vehicles that are not bound can now be sold on the Galactic Trade Network.
      • Summoning a vehicle no longer benefits from Alacrity.
      • The Aratech Dagger and Aratech Scythe vehicle items now grant the appropriate vehicle abilities upon use.
      • The Longspur Recon vehicle is now an Artifact-quality item.

Vendors

      • A Crew Skills trade vendor is now ready for business in the Corellia Spaceport.
      • The PvP items vendor now sells Baradium Flux, a grade 7 PvP crafting material used in the construction of Blue, Cyan, Purple, and Yellow Expertise color crystals.
      • The PvP items vendor now sells a grade 6 crafting PvP box that randomly rewards crafting materials as well as Mission Discoveries and Expertise color crystal schematics.
      • The Fleet commendation vendor now sells grade 6, 7, and 8 crafting material boxes that randomly reward crafting materials.
      • Marauder and Sentinel items have been added to the light side and dark side vendors on the Republic and Imperial Fleets.
      • The Imperial Cantina vendors on Hoth now sell similar food items to their Republic counterparts.
      • PvP vendors no longer sell Champion Bags.
      • PvP vendors now sell the Recruit set, a new entry-level PvP set (for level 50 players), for credits.
      • Battlemaster PvP vendors now sell Battlemaster gear pieces for Warzone Commendations.
      • New War Hero PvP vendors can be found on the Republic and Imperial Fleets. They sell the new War Hero and Rated War Hero PvP sets for Ranked Warzone Commendations and the equivalent Battlemaster piece.
      • New Campaign vendors can be found on the Fleets. They sell Campaign gear for commendations earned in the new Operation: Explosive Conflict.
      • Junk (grey) items no longer appear in the buyback window.
      • The vendor buyback window has been expanded to 12 slots.
      • Items to purchase with Unassembled Rakata Implants have been added to the Rakata vendors on the Fleets.

Legacy

      • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
      • Legacy Experience awarded for Warzone completion and Space Combat kills is now in line with rewards from other activities.
      • Legacy names now display immediately once the player chooses one.
      • Players with a Legacy can now send unbound and bound-to-Legacy items to other characters on the same account via in-game mail (even if the characters are not of the same faction).

Missions and NPCs

General

        • Many minor mission bugs have been fixed. Some respawn timers have been adjusted, group credit for mission objectives is granted in more missions, more enemies appear in some instances where too few were available, and many other minor adjustments have been made to improve the experience while completing missions. Not all of these minor adjustments have received an individual note.
        • Some missions that have received updates (fixes for map notes, Story Areas, and some text fixes) have been reset. Players are only affected if a mission they had in progress has been changed in this way.
        • Usable mission items can now be activated from the tracked mission log that appears on the right side of the screen.
        • The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.
        • Many missions that were missing mission completion or codex images have been updated to include the correct image.
        • Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).
        • Several missions that had missing paraphrase dialogue options have been updated to include the missing text.
        • Corrected many instances where text and voiceovers did not match.
        • Corrected instances in the French and German clients where subtitles for alien dialogue progressed too quickly.
        • Many instances where players could unintentionally leave Story Areas for missions have been corrected.
        • Map notes for a large number of missions have been updated and are now more accurate, and many missing map notes have been added.
        • Several bonus missions that previously were not removed from the mission tracker are now removed at the appropriate time.
        • Corrected many mission conversations and mission-related items that could be re-initiated or re-used.
        • Troopers now receive the Item Modification tutorial correctly.
        • Fleet Passes are now rewarded to players that complete Chapter 1 and 2 of their class story, and new quick travel items are available as rewards for Inquisitors, Agents, Consulars, and Troopers, who must travel to the Citadel, Jedi Council, or Senate at the end of these Chapters.
        • Mission and Flashpoint phases now cancel conversations if a member of the group is in combat.
        • Corrected a rare case where some rewards out of a group of mission rewards would not be received by a player with a full or almost-full inventory.
        • Players who have progress in the same phase are no longer prevented from grouping with each other if they did not use the /accept command.
        • Players can now continue to abandon and reset missions without restarting the game if they closed the abandon or reset confirmation dialogue by using the “x” button.
        • Using an Emergency Fleet Pass now advances mission steps that require the player to travel to the Fleet.

World Missions

Alderaan
          • A Spy in House Organa: An issue that could cause this mission to become blocked has been corrected.
          • The Fall of House Cortess: If the player sides with House Cortess, the attacking Killiks no longer despawn and end the fight prematurely.
          • Boiling Blood : Killiks killed with the “Blood Boiler” no longer grant experience and loot.
Balmorra (Imperial)
          • Flight Plan: An issue that could prevent the player from interacting with the shuttle controls has been corrected.
          • Step Lightly: This mission can now be abandoned.
Balmorra (Republic)
          • The Hunt for Lord Tharsis: The stages of this mission that take place in the Heroic area are now correctly labeled and are balanced for 4-player groups.
          • Trash to Treasure: Multiple bosses no longer spawn if players simultaneously activate the input panels or master controls.
Belsavis
          • NPCs related to Belsavis daily missions are now level 50.
          • Carving a Path: Mapnotes for this mission now direct the player to the correct location for the step “Scan the Transport Device.”
          • Esh-kha Containment: Players who complete “Key to the Vaults” before completing this mission can now complete it properly.
          • Lights Out: A mission step to defeat Field Commander Anhur has been added to this mission.
          • Old Enemies, Lights Out, Open Communications, The Stasis Generator: These missions are now Heroic 2+ instead of Heroic 4. Their rewards are unchanged.
          • Riot on Belsavis: Players who completed “Terror in the Flesh” can now proceed past the conversation with Commander Calum.
          • Unintended Consequences: The Malfunctioning Guardian Droids now drop all 3 types of components for this mission.
Corellia
          • Corsec Crackdown: This mission now progresses properly if a group member was not in combat when the other members of the group were defeated after using the Comm Array.
          • Jaggalors on the Loose: Companion affection is now applied correctly during this mission.
          • Prison Busting: Turrets no longer despawn completely from the world.
Coruscant
          • Automatic Maintenance: Rogue Disposal Droids now engage players in combat correctly.
Hoth
          • Unlikely Allies: Players can now complete this mission if they reset it.
          • Prisoner Extraction : A single prisoner can no longer be activated multiple times in order to progress this mission.
Ilum
          • A New Order: Repair Droids no longer repair shield generators even though they have been defeated.
          • Cutting the Cord: Players are now credited with the correct amount of kills even if out of line of sight.
          • Defend the Shipment: Corrected an issue that caused an interactive object to become unusable for 2 minutes if it was used in combat. Additionally, players can no longer bypass a step in this mission.
          • Pilot Down: The Door Release now correctly starts its cinematic.
          • Sabotage: Corrected an issue that could cause this mission to become blocked.
Korriban
          • Dark Science: The correct follow-up mail is now sent for the light side choice in this mission.
Nar Shaddaa
          • Back Alley: Corrected an issue that prevented players from receiving credit for fighting waves of enemies.
          • Dead Drop: The Flame’s assassin now spawns upon destroying the dead agent’s corpse.
          • Extermination: This mission now correctly recognizes past player choices.
          • Sending a Message: Exchange X4-Z2 Battle Droids now apply to this bonus mission’s kill count.
Ord Mantell
          • Clearing the Air: Players in groups can now join the first conversation via Holocall.
Taris (Imperial)
          • No Escape: Killing Thana Vesh with Force Push now properly defeats her.
          • The Siege of Olaris: The Droid associated with this mission’s objective now consistently exits his cage after being activated.
Taris (Republic)
          • Chasing History: Corrected an issue that prevented players from starting the cinematic at the fourth cairn while in a group.
Tatooine
          • Geonosian War: Players now receive proper credit for completing the final stage of this mission while in a group.
          • Pre-Emptive Strike: This mission no longer resets if a player uses stealth.
          • Timely Arrival: The Czerka Records Terminal can now be used by all members of a group.
Voss
          • Into the Crosshairs: Players affected by a bug that allowed them to complete this mission without receiving “Primary Target” can now speak to Pevthak-Fra and receive the latter mission to continue the Voss Republic storyline.

Class Missions

Jedi Knight
          • A Hero’s Rest: Players can now use the Republic Fleet option on the Tython shuttle to travel there while on this mission.
          • Desert Duel: Players can no longer block mission progression by knocking Lord Praven off the cliff.
          • Doomsday: The chest attached to the bonus puzzle for this mission is now lootable upon solving the puzzle. Additionally, if the player is defeated near the forcefield doorway, they no longer become stuck due to reviving on the other side of the forcefield.
          • Guided by the Force: Sith Harrowers now animate properly during combat.
          • New Intelligence: This mission’s rewards are now level-appropriate.
          • The Defector: This mission can now be acquired via the Holoterminal for Jedi Knights who completed the Taris and Nar Shaddaa class missions without receiving it.
Sith Warrior
          • Check In: Players no longer receive a codex text error when logging into the game while on this mission.
          • Pendant of Bone: Corrected an issue that prevented some players from getting credit for defeating the Gormak Warmaster.
          • Request an Audience: This mission now correctly recognizes past player choices.
          • Seek Answers: Players on this mission now see the appropriate loading screen text.
          • The Padawan Exposed: Additional light and dark side point opportunities are now available in this mission. This mission also now correctly recognizes past player choices.
          • The Transponder Station: The player’s companion is now knocked out for the boss fight as depicted in the cinematic, and the fight has been rebalanced to take this into account. Additionally, an issue that could cause players to become stuck in the elevator has been corrected.
          • To Kill a Legend: Players are no longer killed when using an elevator associated with this mission.
Jedi Consular
          • Chaos and Harmony: An issue that could make it more difficult than intended to save the final boss has been addressed.
          • Looking Out for the Little Guy: This mission no longer grants commendations for the wrong planet.
          • New Horizons: This conversation now takes place in person instead of on the ship Holoterminal.
          • The Summit: This mission’s Holoterminal conversation no longer hangs indefinitely.
Sith Inquisitor
          • A Map for the Future: Players can no longer become blocked on this mission if they dismiss Khem Val before clicking on the debris wall.
          • Legacy: Players are informed that Khem Val is required for this mission if the Inquisitor on the mission is in a group.
          • The Dark Council: This mission now grants light and dark side points correctly.
          • Visions and Visionaries: Players now receive dark or light side point rewards for this mission correctly.
Smuggler
          • Beast Mastery: Players who romanced Azalie now see the correct conversation upon returning to the Smuggler Hangar.
          • Brotherhood: Players can no longer become stuck in this mission’s phase if they leave it by entering a Warzone, logging out, or crashing.
          • Illusions: Players can now complete this mission if they were previously unable to re-enter the phase after leaving.
          • Landing Party: Players can no longer defeat ambushers before instructed.
          • Modest Proposals: Ivory now only appears on the player’s ship if they chose to recruit him on Belsavis.
          • Most Wanted: This mission’s item can no longer be looted by group members.
Imperial Agent
          • Defender of the Empire: Line of sight issues when engaging ‘The Eagle’ on the bridge of his ship have been resolved.
          • Epoch of Fear: This mission’s boss no longer experiences line of sight issues.
          • Heist: SCORPIO is now summoned immediately as a guest companion at the appropriate time.
          • Hero of the People: Players in a group can no longer become stuck in the phased area for this mission if the Agent in the group leaves first.
          • The Assassin’s Fortress: Players who are defeated on this mission are now revived at the Outpost Zaroshe medcenter.
          • The Star Chamber: It is no longer possible to explore the entire Star Chamber before the “Gather Information on the Star Cabal” step.
          • Subverting Karrels Jarvis: Light side points are now awarded at a different time in this mission.
Trooper
          • Battle of the Gauntlet: Corrected an issue that caused the bridges crossing the Gauntlet to retract unexpectedly and kill players. Players can now return to the Gauntlet before completing the mission without having to reset it.
          • Catching Up: Players now correctly receive a mission item from Jaxo in the mail, and players who missed this mission will now have it granted if they are eligible.
          • Inconspicuous Valor: Party members can no longer plant the explosives and prevent mission progression. This mission now updates correctly when taking the shuttle from the Republic Fleet to Coruscant.
          • Power Play: Players no longer remain stuck inside the phase if they log out in the phase after completing the step “Speak to Senator Evran.”
          • Public Relations: This mission now recognizes if the chamber is sealed before the step to seal it is acquired.
          • Rescue Operation: The CL-A1 transfer coil is now correctly counted as a mission item.
          • Return to Duty: Prellon Garn now becomes stunned during the escort (instead of dying). Prellon is also now present for the step “Escort Prellon to Safety.”
          • Revenge Served Cold: The Thul Cryo Dragoon is now responsive in combat.
          • Stay Frosty: Players on The Shadow Fist mission will find it has been reset. This mission no longer remains in the mission log if it is not completed.
          • Suppression of Hostilities: The count for bonus objectives now updates correctly.
Bounty Hunter
          • A Dangerous Auction: Players no longer receive an incorrect post-mission mail.
          • A Failure to Communicate: Players can no longer summon a companion devoted to guarding the area’s entrance or advance further into the phase before progressing necessary mission steps.
          • At Arm’s Length: Corrected an issue in the French client that could block progression on the step “Accedere a l’holoterminal de la Republique.”
          • A Thousand Pardons: Zale Barrows can no longer be knocked into the lava, preventing mission progression.
          • Digging His Own Grave: Players can now progress this mission without waiting for the phase to reset if they answer their class holocall outside the story area.
          • Finale: The final boss has been adjusted from level 48 to level 50 to provide the intended challenge level.
          • Hail the Conquering Hero: Corrected an issue that could cause this mission to become blocked on the step “Speak to Crysta Markon.” Also, players can no longer become stuck in a looping conversation during this mission while talking to the Huntmaster.
          • Honor or Glory: Corrected an issue that caused some dialogue options to be hidden.
          • Imperial Bounty: This mission can now be reset if the player was unable to complete it.
          • Number One with a Bullet: Corrected an issue that prevented some Bounty Hunters from seeing the correct loading screen text after completing this mission. A crash that could occur when speaking to Darth Tormen has been fixed.
          • No Strings Attached: Corrected an issue that caused NPCs to vanish unexpectedly after a fight. For players who were in progress on this mission, the mission’s progress has been reset.
          • Some People Just Need Killing: The class story boss associated with this mission is now level 50.
          • Target Rich Environment: This mission can now be abandoned.
          • The Heart of Darkness: Players now receive credit for this mission if they travel to Dromund Kaas via the shuttle in the Imperial Fleet.
          • The Spirit of Vengeance: Corrected an issue that could cause players returning to this area to become stuck in the air.
          • To Walk in Dark Places: Torian no longer remains with the player if they exit the phase after he joins for the mission.

NPCs

        • Strong and Elite humanoid enemies no longer throw grenades at or use Headshot on targets in cover.
        • Master Marksmen on Hoth no longer instantly knock the player back after being attacked with Leap or Charge abilities.
        • Republic Troopers and Officers protecting core Republic interests on Hoth are now properly trained to defend against level 50 players.
        • The World Boss Gargath on Hoth now drops level 50 loot.
        • Some enemies and NPCs that were previously invisible can now be seen again.
        • Many NPCs that were positioned incorrectly or played inappropriate animations have been corrected.
        • Many groups of enemy NPCs that previously evaded in combat or pathed incorrectly have been adjusted.
        • The “Sticky Grenade” debuff now appears correctly when used by enemy NPCs.
        • Grand Chief Keshk now always drops at least a Premium item.
        • Several vendors and other NPCs that had missing or incorrect voice have been updated.
        • A rather dangerous Wampa specimen has been observed on Highmount Ridge on Hoth.

PvP

General

        • PvP stats, such as kills, MVP votes received, total Warzone wins, and more are now tracked and can be seen on the Warzone Window.
        • Aurak Base and outlying Republic-controlled areas on Hoth have received reinforcements in the form of PvP guards.
        • PvP powerups can no longer return dead players to life.
        • Certain PvP abilities are no longer removed when a duel finishes.
        • Republic Guardpost Beta on Belsavis is now entirely considered Republic territory.
        • The throne room of Lord Jordan Thul is now considered Empire territory.
        • The medcenter in the Lower Flamewood area of The Old Paths on Voss is now a Sanctuary.
        • Republic Troopers now protect Ken-La Outpost.
        • The buff for the PvP Overcharge powerup now has the correct tooltip.
        • The Warzone Commendation cap has been increased to 2000 (up from 1000).
        • High-level PvP Daily and Weekly missions now reward a combination of Warzone and Ranked Warzone Commendations.
        • PvP medpacs now have a 1.5-minute cooldown (down from 3).
        • Daily and weekly PvP missions now reward 99 Warzone Commendations.

Warzones

General
          • Players in Warzones may now flag another player on the team as potentially AFK by right-clicking their name in the Operation Group window and selecting “Vote to Kick from Warzone.” Once enough team members have flagged a player in this way, the player is given a warning and a small window to begin playing or they are removed from the Warzone.
          • The amount of Valor, Commendations, and credits awarded at the end of a Warzone is now based on your team’s score, with a bonus for the winning team. Experience rewards are still based on the amount of time spent in the Warzone.
          • Warzone daily missions while leveling have been condensed to one mission that is always equal to the level of the player.
          • Players who are removed from Warzones for being AFK are now returned to their original locations (instead of to the Fleet).
          • Vendors are no longer available inside Warzones.
          • Credit rewards for Warzones have been rebalanced.
          • The Scoreboard displayed at the end of a Warzone now displays the correct faction icons in same-faction Warzone matches.
          • The Scoreboard’s Objective column now correctly tracks a player’s offensive and defensive objective contribution. Additionally, players now receive notification during the match when their actions have accrued offensive or defensive objective points.
          • New medals are now awarded to the winning team based on how quickly they win (up to 6 medals for the fastest victories).
          • New medals are now awarded for offensive and defensive objective actions. There are now 6 offensive and 6 defensive medals awarded for performing Warzone-specific objective actions.
          • The Warzone reward medal cap has been increased to 8.
          • Rewards per medal earned have been rebalanced considering the new medals available.
          • Players who earn few to no medals now have overall rewards reduced (for instance, an AFK player would receive no rewards).
          • The amount of medals needed to perform a medal streak has been increased to 8, 14, and 18.
          • Warzones will no longer shutdown early due to population imbalance.
          • Ranked Warzones have been temporarily disabled. Please read here to learn more.
Novare Coast
          • The Republic and Empire are locked in a brutal conflict by air and sea on the new planet, Denova. An Imperial dropship has crash-landed near the Republic coastal base and quickly established a fortification.
          • Teams need to turn the mortar cannons on the opponent’s fortification to bring it down. However, both fortifications are shielded and one mortar cannon is not enough to disable the shield. A team must control at least two cannons in order to damage the enemy fortification.
          • This is a majority 3-point domination map with tug-of-war style objective control.
          • Control progress is saved when interrupted and can be resumed by a player on the same team or fought back by a player of the opposing team. The more players involved, the faster control shifts.
          • A training simulation-themed variant of the Warzone supports same faction matches.
Alderaan Civil War
          • Several performance improvements have been made throughout the Warzone.
          • The objective cannons’ rate of fire has been slowed down. The amount of damage dealt by the large turret blasts has been increased proportionally to maintain the same overall score rate.
          • Empire-controlled objective markers now appear purple.
          • Travel time for speeder bikes for the side objectives has been increased. The time it takes to interact with speeder bikes is once again instantaneous.
Huttball
          • Giradda the Hutt now sees to it that any player standing on the ball stand when the ball respawns are slain.
          • The damage hazards deal is now a set percentage of total player health and is elemental damage.
Voidstar
          • The Voidstar can now be played by two teams of the same faction.
          • Players on the defending team are no longer placed on the speeder path if its duration would make them arrive late to the start of the match.
          • The map on the loading screen for the Voidstar has been updated.
          • In the case of both teams reaching the same objective in their respective attacking rounds, the team who reached the objective in the shortest time now wins the match.
          • The game now ends as soon as the Round 2 attacker’s progress exceeds the progress made by the other team in Round 1.
          • Voidstar matches now wait until the pre-match is over before starting the countdown to close if there are few players.
          • Corrected an issue that could cause players to lose line of sight to targets standing on the defending team’s ship.
          • Players can no longer target through forcefields in some circumstances.
          • Corrected an issue that allowed players to stand inside some doors, preventing line of sight.

World PvP

General
        • Items with Mercenary Commendation purchase costs have been removed or converted to have Warzone Commendation costs.
        • Players can still trade Mercenary Commendations for Warzone Commendations. 10 Mercenary Commendations can be traded for 10 Warzone Commendations.
Ilum
        • The Battle of Ilum daily and weekly missions have been removed from the game.
        • Respawn timers for several chests on Ilum have been increased.
        • Corrected a terrain issue that allowed Imperial characters to attack Republic characters in their base.
        • Usable turrets no longer despawn if the player using them disconnects from the game.
The Outlaws’ Den (Tatooine)
        • PvP treasure chests on Tatooine now drop Warzone Commendations, with a chance to drop Recruit PvP gear.
        • The Ilum PvP Territory Control Tutorial no longer displays.

Space Combat

General

        • Visual effects for trajectory and impact on missiles have been improved.
        • The Alien Energy Capacitor now has stats appropriate for its level.
        • Transitions on entering Space Combat Missions have been visually improved.
        • The Grade 3 Beam Generator tooltip now correctly displays a rate of fire of 7 shots per second.
        • The experience rewarded for some “one time” Space Combat Missions (granted when a new tier of missions is available) has been rebalanced.
        • Players who are away too long while in Space Combat Missions are now logged out.
        • Large ships more readily display surface damage as the attached hardpoints are destroyed.

UI

General

New Functionality – players can:
          • Load and save UI profiles as XML files. These profiles can be loaded on any character once created.
          • Enter UI editing mode by pressing the ‘Edit Layout’ button in the main menu (reachable by hitting ESC), or by hitting the small button next to the quickslots and choosing “edit layout”.
          • Move some elements around while in edit mode by dragging on that element.
          • Resize elements of the UI while in edit mode. Elements can be resized individually, or grouped and resized together.
          • Flip some UI elements (like the minimap) horizontally or vertically while in edit mode.
          • Choose to turn off (i.e. hide) some UI elements in edit mode. Hidden elements are shown as a red shaded box in this mode.
          • Adjust the number of slots shown and their layout per hotbar.
          • Select from 3 pre-created default layouts. These cannot be saved over. You may, however, use them as a starting place for your own layout.
          • Move around elements in other UI modes (such as Space Combat) by selecting these modes from the drop-down in UI Edit Mode.
Adjusted Functionality:
          • Some Operations frame customization was moved into the UI customization system, and must be edited in this mode.
          • The ability to toggle/hide health on health bars was moved to the UI customization system, and must be edited in this mode.
        • Notification of contact from a Customer Service Representative in-game is now more obvious.
        • Subtitles can now be toggled using the /subtitles command in the Chat Window.
        • If a player attempts to use a shuttle with 3 or more pending mission rewards, the player is asked to accept those rewards before continuing.
        • Tooltips no longer get stuck on slider UI components.
        • Corrected an issue that could cause the UI to incorrectly register a drag when returning from ALT-TAB.
        • The cancel and apply buttons are now grayed out on the item modification table until the player adds a pending modification.
        • The loot window can no longer be drawn off-screen in some circumstances.
        • Companion tooltips now properly reflect whether they are selling junk items or performing a Crew Mission.
        • The Sorcerer and Assassin class icons have been corrected in character creation and Advanced Class selection.
        • The language used in tooltips (when referencing damage types and other specific items) has been updated to be more consistent.
        • The preference for “Show Sith Corruption” is now labeled “Show Dark Side Corruption.”
        • New tutorials have been added for Flashpoints, Operations, and Quick Travel.
        • Shift-clicking a stack of items no longer hyperlinks that item if the Chat Window is not active.
        • The Social Preferences options page has been organized more clearly.
        • Several minor text formatting and alignment issues have been addressed.
        • The /roll command now has updated syntax in order to distinguish it from other chat text.
        • Players are now able to disable the Smart Camera in the preferences menu.
        • Bind Points now appear on the World Map as “locked” if they are not discovered.
        • An option to continue playing sounds when the game loses focus (via alt-tab, etc) has been added.
        • Certain chat commands and their corresponding messages have been properly localized in French and German. These commands include /ckick, /mute, /moderate,

/channellist, and /list.

        • Character portraits no longer appear completely black in some instances while using the Very Low shader complexity option.
        • Corrected an issue that prevented some chat errors from displaying properly.
        • Paging a hotbar up and down no longer displays hotbars that are already displayed elsewhere.
        • The ESC key now properly cancels timer dialog windows
        • Adding a level range argument to the /who command now correctly returns filtered results.
        • Corrected the icons for Imperial Agent Advanced Class selection.

Crew Skills

        • The mission reward panel no longer closes other UI panels.
        • Crew Skill trainer windows no longer reopen after players move away from the trainer.
        • The Modifiable Crafting UI filter has been renamed “Custom” and now properly functions. Custom (orange) items will display the appropriate text color in the Crafting UI.
        • The Crew Management window now displays the player’s credits in the lower right corner.

Social

        • Players can now leave comments on entries in their Friends List in the Social Window.
        • Hovering over the LFG column in the Social Window now displays a tooltip showing the individual’s LFG message.
        • “Reply” chat targets are no longer cleared upon area transitions.
        • French and German chat commands for speaking in general chat now work properly.
        • The /bow emote no longer loops when used.
        • Base crafted items can now be hyperlinked in chat.
        • A new option to suppress the Crew Mission reward window while in Warzones has been added.
        • Items now compare against all valid equipment slots.
        • Emotes no longer remove a player from stealth.

Codex

        • The Codex entry for killing a player with a turret now correctly requires the player to complete that task.

Groups and Targeting

        • Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the “Edit Interface” mode.
        • Target of target can now be enabled for the player.
        • Players can now invite other players to their group via right-click menu from the guild roster.
        • Player class names now appear on the target frame.
        • When characters become hostile or friendly to the player, nameplates are now turned on and off as specified in nameplate preferences.
        • Dead characters and creatures no longer display a nameplate unless selected.
        • Focus target visual effects are now more distinct and recognizable.
        • Class icons now appear next to nameplates. This feature can be toggled off in the preferences menu.

Galactic Trade Network

        • The Galactic Trade Network interface now supports text-based searches without category restrictions.
        • The Galactic Trade Network interface has been updated to support better filtering and faster paging.
        • The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.
        • A ‘Slot’ pulldown menu has been added to the GTN Interface for more specific item searches.
        • GTN Terminals in Kaas City are now available again.
        • Players can no longer purchase items they have listed for sale on the GTN.
        • Players can now compare items on the GTN or in mail to items equipped by their companion.
        • In-game mail messages generated by the Galactic Trade Network now contain more specific information about the item sold.
        • Consumable items can no longer be used while they are being placed on the GTN.

Maps

        • Players can no longer “click through” the Galaxy Map to interact with the main game UI.
        • The map no longer becomes translucent when riding a taxi.
        • Map transitions throughout the game have been updated – many instances where a map would incorrectly transition to another have been corrected.
        • The Spaceport section of Coruscant can now be explored correctly.

Miscellaneous Bug Fixes

    • The Jawa Balloon on Tatooine no longer occasionally disappears from underneath players.
    • The Emergency Fleet Pass now takes Republic players to the center of the Republic Fleet instead of the Tython and Ord Mantell arrival hangar.
    • The camera now collides with water instead of becoming submerged.
    • Opening a taxi terminal now cancels any active ability activation.
    • Corrected an issue that allowed players to use personal Starship doors outside the appropriate range.
    • The /stuck command no longer kills the player if they log out and back in on the ship Holoterminal (or other similar objects).
    • Corrected a rare client crash related to companion weapons.
    • Corrected several ambient conversations that triggered too often or too infrequently.
    • Added musical triggers to some missions and encounters.
    • Numerous spelling and grammatical errors in text throughout the game have been corrected.
    • Corrected several localization errors in text and voiceover.
    • The full area of Club Ufora is now considered a private area (where companions will talk with player characters).
    • Players on Tatooine and Belsavis now only see their own faction’s Quick Travel Points on the map.
    • The Chiss social ability is now described correctly during character creation.
    • Republic players can now access the Lower Office Atrium in New Venture Plaza on Nar Shaddaa without passing through Empire territory.
    • The Aim Datacron on Belsavis is now obtainable.
    • Cantina music now plays more consistently.
    • The Imperial Panteer Hideout Bind Point is no longer visible to Republic players on the map.
    • A Bind Point now exists at the Jedi Temple on Coruscant.
    • The High Profile Ward in Shadowtown on Nar Shaddaa now has a medcenter.
    • Players can no longer use Fleet Passes in areas that are Quick Travel restricted.
    • Corrected an issue that caused windowed resolution to not be saved if the desktop resolution changed while the game was running.
    • Clicking off-screen while in dual-monitor mode no longer causes icons to be accidentally dragged when focus is returned to the game.
    • An issue that could cause character models to appear invisible while wearing some armor models with the very low shader setting enabled has been addressed.
    • Addressed some performance issues in the Overrun Machine Vault on Belsavis.
    • Corrected a rare issue that could cause character appearance to change when equipping certain items.
    • Corrected an issue that could cause players to get stuck in a falling state on some terrain.
    • An issue that could prevent disconnected players from logging back into the game during Flashpoints and Operations has been corrected.
    • A treasure chest that granted loot more frequently than intended has been removed from Tatooine.
    • An issue that could allow players to use emotes to avoid some combat effects has been addressed.
    • Corrected an issue that allowed players to use Heroic Moment abilities when requirements were not met in some circumstances.
    • A rare issue that could permit players of the incorrect faction to access faction-restricted areas has been
    • Players are no longer prevented from reporting characters with some special characters in their names.
    • Corrected an issue that caused some special characters to display incorrectly in Customer Service reports.

SWTOR Update 1.2 Patch Notes – Legacy!

Well SWTOR patch update 1.2 is here, after a bit of an issue getting everything going again. No problem now though, just a huge 200MB download. By all accounts it seems to be pretty cool.

Of course it’s all about the Legacy. You can create your family tree and unlock things for your legacy characters like cross-class abilities, rewards, perks and even different characters.

There are also UI changes where you can configure things the way you like. Guild banks are now included in SWTOR as well! There’s a huge amount of goodies in this update and here’s the entire list from SWTOR.com:

Highlights

  • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
  • Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
  • Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation.
  • Novare Coast, a new objective-oriented Warzone on the planet Denova, has been added to the game. This Warzone, like Huttball, supports same-faction matches if there are not enough members of the opposing faction to be found.
  • New repeatable high-level daily missions are available in a new area on Corellia, the Black Hole!
  • Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
  • A new tier of gear has been added for both PvP and PvE.
  • Players can now customize their User Interface by moving and resizing UI elements!
  • A new level 50 World Boss with a challenge for a well-coordinated 16-player Operation Group has been sighted in the Gormak Lands region on Voss.

General

    • The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.
    • In-game rewards will be available to players who participate on the Public Test Server. Players will receive a title if they attain level 10 on PTS, and another if they complete Chapter 1.
    • A new preference, “Character Texture Atlasing,” is now available. Enabling this option increases the texture quality used when rendering character models.
    • A new “Customize” option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
    • A new preference, “Awareness Radius,” allows players to adjust the number of characters displayed on-screen. Reducing this setting can improve performance in crowded areas on low-end machines.
    • On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
    • The Sprint ability is now available at level 1.

General Bug Fixes

    • Cinematics throughout the game have been polished. A large number of cinematics have been improved to address incorrect camera angles, smooth out animation issues, and to correct Companion Characters that appear in the wrong gear or at the wrong time.
    • Cinematics and mission phases have been updated for consistency. For instance, several occurrences of NPCs appearing alive in a phase after a cinematic in which the player chose to kill them have been corrected.
    • Corrected many instances of misplaced geometry, visible seams, and incorrect collision with world objects throughout the game.
    • Many locations where player characters could become stuck on world geometry or fall through the world have been corrected.
    • Some visual effects and animations have been adjusted and fixed in instances where they played incorrectly.
    • Dark side appearance, if enabled, now appears correctly at character selection.

Classes and Combat

Game Update 1.2. contains a significant number of changes and improvements to the overall class balance and combat gameplay in PvP and PvE based on player and guild feedback, focus testing, and more than two months of combat interaction data from our servers. Our overall goal is, as always, to create a level playing field for our players while ensuring that classes retain their unique playstyles and identities.

These changes are not limited to class abilities and skill trees, but also involve modifications to the underlying combat math (for example diminishing returns, additional augment availability, etc.), which has an impact on combat that is hard to capture in a list of patch notes.

Since our changes involve a number of skill changes for many classes, we are refunding all skill points to the affected Advanced Classes so players can adjust the distribution of their characters’ skills as they see fit with the new changes in mind. As a reminder, players can reset any character’s skill points in the Combat area on their faction’s fleet for free once per week (additional respecs cost credits).

Based on community feedback, we have also added a number of improvements to combat gameplay, such as more reactive animations for certain abilities, better visual and audible cues for important effects, and quality of life changes such as more useful combat revival abilities.

For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.

General

      • As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.
      • Visual effects for persistent ground-targeted player attacks now reflect the target area of effect more accurately.
      • “Rest” abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
      • The movement visualization when observing players with lower performance has been improved.
      • Combat Training Dummies have been added to the game. Level 50 and 50+ Training Dummies can be found on the Gav Daragon and Ziost Shadow. Level 20, 30, and 40 targets can be found on Coruscant and Dromund Kaas. Level 10 targets can be found on Origin Worlds. Players can unlock Training Dummies for their personal starship through the Legacy System.
      • In-combat revival abilities (like Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.
      • Several ability tooltips have been updated to include the correct values and information (these tooltip changes do not reflect changes to the ability; tooltips that previously displayed incorrect or incomplete information have been corrected).
      • Several areas throughout the game that have had line of sight-related problems (“cannot see target”) have been corrected.
      • An issue that could prevent dual wield visual effects from playing correctly has been fixed.
      • Players are now briefly stunned if they are dismounted forcibly from damage (instead of playing a fall animation).
      • Fixed an issue that would occasionally cause players to become stuck and unable to move after the expiration of a stun debuff.
      • Corrected an issue that could cause players to appear to continue to be dead after being revived.
      • The diminishing return formula for several stats (including expertise) has been adjusted.
      • Special abilities for several classes have been updated to emit light based on their actual weapon color crystal rather.
      • Minimum and maximum damage ranges now display correctly on the character sheet for all classes.
      • Using a stun-breaking ability no longer keeps a player that was knocked down from standing up.
      • Medpacs can now only be used once per fight. When a medpac is used during combat, another cannot be used until after combat has ended.
      • Corrected an issue that could cause ability countdown timers displayed on the hotbar to become stuck.

Combat Log

      • Players may now choose to view victory and defeat messages in the chat window. This feature can be enabled in the new “Combat Logging” section of the preferences menu. This must be enabled for combat messages to appear in the chat window.
      • The “Combat Logging” section in the preferences menu also allows players to stream all combat interactions originating from or directed at their character to a machine-parsable file. When this option is enabled, time stamped log files are written periodically to the Star Wars – The Old Republic\Combat Logs directory in the My Documents folder. Warning: This is an advanced feature. Constant combat logging may use a significant amount of disk space, and players may need to periodically delete old logs.

Jedi Knight

General
        • Awe no longer costs Focus to activate.
        • Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
        • Force Kick no longer costs Focus to activate.
        • Force Leap now places a “root” visual effect on the affected target.
        • Master Strike can no longer be interrupted, and its damage has been increased by approximately 15%.
Sentinel
        • Due to changes in the Sentinel skill trees, Sentinels have had their skill points refunded.
        • Crippling Throw’s “Trauma” effect can no longer be cleansed.
        • Force Camouflage now additionally reduces all damage taken by 50% while active.
        • Pacify no longer has a Focus cost and is no longer limited by the global cooldown.
        • Transcendence now affects all Operation Group members.
        • Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.
Watchman
          • Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.
          • Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
          • Inflammation now applies a 50% movement speed reduction (up from 30%).
          • Valor is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Combat
          • Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
          • Ataru Form now correctly triggers when fighting very large targets.
          • Fleetfooted now additionally increases the movement speed bonus granted by Transcendence by 15% per point.
          • Temperance has been replaced by Stagger, which increases Force Leap’s immobilize effect.
Focus (Sentinel)
          • Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Leg Slash and Force Exhaustion.
          • Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Zen (while in Shii-Cho Form) to immediately grant 2 stacks of Singularity per point.
          • Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
          • Singularity’s buff effects now last 20 seconds (up from 15).
          • Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
          • Unwavering Focus has been removed from the game.
          • Zealous Leap now immobilizes the target for 1 second.
          • Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Sentinel is in Shii-Cho Form.
Guardian
        • Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.
        • Added Focused Defense, a new ability that allows the Guardian to spend Focus to lower threat. While active, one point of Focus is spent each time damage is taken to heal the Guardian for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vigilance
          • Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian’s damage reduction while Focused Defense is active.
          • Single Saber Mastery is no longer restricted to certain stances.
          • Stagger is now located in Tier 1 of the Vigilance skill tree.
          • Sundering Throw is a new Tier 6 skill that replaces Protector.
          • Zen Strike now generates 2 points of Focus when it is triggered.
Defense
          • Blade Barrier is now located in Tier 4 of the skill tree.
          • Blade Storm no longer consumes stacks of Courage while the “Momentum” buff is active.
          • Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.
          • Dust Storm is now a 3-point skill that provides the same overall effect.
          • Guardian Slash now generates 50% additional threat.
          • Momentum is now a 2-point skill that provides the same overall effect.
          • Pacification is now a 1-point skill with a slightly reduced overall effect.
          • Shield Specialization is now located in Tier 5 of the skill tree.
          • Stasis Mastery is now located in Tier 4 of the skill tree.
Focus (Guardian)
          • Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Freezing Force and Force Exhaustion.
          • Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Combat Focus to immediately grant 2 stacks of Singularity per point.
          • Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
          • Singularity’s buff effects now last 20 seconds (up from 15).
          • Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
          • Through Peace, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Focused Defense by 1 Focus per point.
          • Unwavering Focus has been removed from the game.
          • Zealous Leap now immobilizes the target for 1 second.
          • Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Guardian is in Shii-Cho Form.

Sith Warrior

General
        • Disruption no longer costs Rage to activate.
        • Force Charge now places a “root” visual effect on the affected target.
        • Intimidating Roar no longer costs Rage to activate.
        • Ravage can no longer be interrupted, and its damage has been increased by approximately 15%.
        • Vicious Throw can now be used on targets at or below 30% of maximum health (up from 20%).
Marauder
        • Due to changes to the Marauder skill trees, Marauders have had their skill points refunded.
        • Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.
        • Deadly Throw’s “Trauma” effect can no longer be cleansed.
        • Force Camouflage now additionally reduces all damage taken by 50% while active.
        • Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown.
        • Predation now affects all Operation Group members.
Carnage
          • Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
          • Ataru Form now correctly triggers when fighting very large targets.
          • Erupting Fury has been replaced by Stagger, which increases Force Charge’s immobilize effect.
          • Unbound now additionally increases the movement speed bonus granted by Predation by 15% per point.
Annihilation
          • Ferocity has been replaced by Enraged Charge, which increases the Rage generated by Force Charge.
          • Phantom no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
          • Seeping Wound now applies a 50% movement speed reduction (up from 30%).
          • Short Fuse is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Rage (Marauder)
          • Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
          • Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Marauder is in Shii-Cho Form.
          • Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Crippling Slash and Force Crush.
          • Obliterate now immobilizes the target for 1 second.
          • Ravager now increases the damage of Ravage instead of affecting Force Choke.
          • Relentless Fury has been replaced by Berserker. It requires 2 points in Shockwave and causes Berserk (while in Shii-Cho Form) to immediately grant 2 stacks of Shockwave per point.
          • Shockwave’s buff effects now last 20 seconds (up from 15).
          • Unbreakable Rage has been removed from the game.
Juggernaut
        • Due to changes to the Juggernaut skill trees, Juggernauts have had their skill points refunded.
        • Added Enraged Defense, a new ability that allows the Juggernaut to spend Rage to lower threat. While active, one point of Rage is spent each time damage is taken to heal the Juggernaut for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vengeance
          • Deafening Defense is now located in Tier 5 of the skill tree. It now increases the Juggernaut’s damage reduction while Enraged Defense is active.
          • Rampage now generates 2 points of Rage when it is triggered.
          • Single Saber Mastery is no longer restricted to certain stances.
          • Stagger is now located in Tier 1 of the Vengeance skill tree.
          • Sundering Throw is a new Tier 6 skill that replaces Huddle.
Immortal
          • Battle Cry is now a 2-point skill that provides the same overall effect.
          • Crushing Blow now generates 50% additional threat.
          • Force Grip is now located in Tier 4 of the skill tree.
          • Force Scream no longer consumes stacks of Revenge while the “Battle Cry” buff is active.
          • Heavy Handed is now a 1-point skill with a slightly reduced overall effect.
          • Quake is now a 3-point skill that provides the same overall effect.
          • Shield Specialization is now located in Tier 5 of the skill tree.
          • Sonic Barrier is now located in Tier 4 of the skill tree.
          • Thrown Gauntlet no longer reduces the cooldown of Threatening Scream and is now located in Tier 5 of the skill tree.
Rage (Juggernaut)
          • Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
          • Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Juggernaut is in Shii-Cho Form.
          • Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Chilling Scream and Force Crush.
          • Obliterate now immobilizes the target for 1 second.
          • Ravager now increases the damage of Ravage instead of affecting Force Choke.
          • Relentless Fury has been replaced by Empowering Rage. It requires 2 points in Shockwave and causes Enrage to immediately grant 2 stacks of Shockwave per point.
          • Shockwave’s buff effects now last 20 seconds (up from 15).
          • Through Passion, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Enraged Defense by 1 Rage per point.
          • Unbreakable Rage has been removed from the game.

Jedi Consular

General
        • Deflection’s visual effects are now more noticeable.
        • The Unity ability has been removed from the Jedi Consular class. A similar ability can now be unlocked through the Legacy System.
        • Force Slow’s visual effects now begin and end at the correct times.
Sage
        • Due to changes to the Sage skill trees, Sages have had their skill points refunded.
        • Corrected an issue with Force Armor that prevented its appearance from refreshing when its effects were reapplied.
        • Rescue now modifies threat by the correct amount.
Seer
          • Confound now refreshes properly when Weaken Mind is refreshed.
          • Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%.
          • Egress now requires Preservation instead of Valiance.
          • Resplendence no longer removes the health cost from Noble Sacrifice.
          • Salvation’s tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability’s functionality has not changed.
          • A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected.
          • Valiance now reduces the health spent by Noble Sacrifice by 2% per point (up from 1% per point).
Telekinetics
          • Inner Strength now correctly affects Weaken Mind.
Balance (Sage)
          • Critical Kinesis now increases the critical chance of Telekinetic Throw and Disturbance by 3% per point.
          • Empowered Throw now increases the damage dealt by Project, Telekinetic Throw, and Weaken Mind by 2% per point.
          • Force in Balance no longer heals the caster if no targets are hit.
          • Presence of Mind now affects Disturbance and Mind Crush only. Mind Crush’s periodic damage now benefits from the 20% damage bonus when it is used to consume the “Presence of Mind” buff.
Shadow
        • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability’s functionality has not changed.
Kinetic Combat
          • Kinetic Ward’s appearance now refreshes properly when reapplied.
Balance (Shadow)
          • Force Synergy’s activation effects are now more visible.
          • Force in Balance no longer heals the caster if no targets are hit.

Sith Inquisitor

General
        • Deflection’s effects are now more noticeable.
        • Electrocute’s visual effects now occur more quickly after activation.
        • Energize’s effect now triggers a sound effect when it occurs.
        • Force Lightning now correctly plays its sound effects when the initial application of damage kills the target.
        • Force Slow visual effects now begin and end at the correct times.
        • The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System.
        • Shock sound effects have been polished.
Sorcerer
        • Due to changes in Sorcerer skill trees, Sorcerers have had their skill points refunded.
        • Corrected an issue with Static Barrier that prevented its visual effects from refreshing when its effects were reapplied.
        • Extrication now modifies threat by the correct amount.
Corruption
          • Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%.
          • Conspiring Force now refreshes properly when Affliction is refreshed.
          • Dark Resilience now reduces the health spent by Consumption by 2% per point (up from 1% per point).
          • Fadeout now requires Efficacious Currents instead of Dark Resilience.
          • Force Surge no longer removes the health cost from Consumption.
          • Revivification’s tooltip now correctly states that the ability affects a maximum of 8 targets. The ability’s functionality hasn’t changed.
          • A display issue that caused the first and second tick of Revivification to appear on top of each other has been corrected.
Lightning
          • Electric Induction now correctly affects Affliction.
Madness (Sorcerer)
          • Death Field no longer heals the caster if no targets are hit.
          • Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.
          • Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.
          • Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness’s periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.
Assassin
        • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability’s functionality has not changed.
Madness (Assassin)
          • Death Field no longer heals the caster if no targets are hit.
          • Raze’s activation effects are now more visible.

Smuggler

General
        • Dirty Kick can now be used while moving.
        • Players can now “Crouch” (but not roll into cover) while immobilized.
        • Smugglers can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
        • An issue that could cause XS Freighter Flyby to interrupt duels has been addressed.
Gunslinger
        • Due to changes to the Gunslinger skill trees, Gunslingers have had their skill points refunded.
        • Flourish Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Saboteur
          • Hot Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Quick Shot cost no Energy for 6 seconds after leaving cover.
          • Incendiary Grenade has been improved. It now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.
          • Pandemonium is now located in Tier 2 of the skill tree.
          • Sabotage’s range has been increased to 60 meters.
          • Shock Charge now resets its cooldown if the target is defeated while under its effects.
Sharpshooter
          • Burst Volley has been redesigned. It now triggers from dealing damage with blasters and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
          • Deadeye is now a 3-point skill that provides the same overall effect.
          • Holed Up is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Hunker Down is active. This change allows the Sharpshooter to remain in cover more often in situations that force other classes to rapidly change locations.
          • Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
Dirty Fighting (Gunslinger)
          • Bombastic now correctly requires Shrap Bomb.
          • Hemorrhaging Blast no longer has an Energy cost.
          • Hold Your Ground’s cooldown reduction for Pulse Detonator has been reduced to 2.5 seconds per point.
          • Holdout Defense now increases Blaster Whip damage by 4% per point.
          • No Holds Barred now increases critical chance by 1% per point.
          • Reopen Wounds now increases the critical chance of Wounding Shots and Speed Shot by 4% per point.
          • Wounding Shots now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but bleeding damage remains unchanged.
          • Nice Try is a new Tier 6 skill that reduces damage taken from periodic effects and gives Vital Shot and Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Quick Getaway has been replaced by Hold Your Ground, which additionally reduces the cooldown of Escape.
Scoundrel
        • Due to changes to the Scoundrel skill trees, Scoundrels have had their skill points refunded.
        • Back Blast now has a 12-second cooldown and deals approximately 5% more damage.
        • Diagnostic Scan’s tooltip now displays the full amount healed over its duration.
        • Shoot First now has a 7.5-second cooldown.
        • Tranquilizer now gives an appropriate error message if used on Droids.
        • Upper Hand no longer triggers a “laugh” sound effect when it occurs.
Sawbones
          • Emergent Emergencies now additionally increases the maximum stack limit of Upper Hand by 1.
          • Healing Hand now also increases the duration of Upper Hand by 2 seconds per point.
          • Homegrown Pharmacology now additionally reduces the Energy cost of Kolto Cloud by 2 per point.
          • Kolto Cloud has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
          • Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
Scrapper
          • Brawler’s Grit is now a 2-point skill.
          • Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Back Blast by 5.
          • K.O. no longer experiences a delay in its knockdown effect.
          • Sawed Off now increases the damage dealt by Back Blast. It is now located in Tier 5 of the skill tree and requires Flanking.
          • Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage.
          • Turn the Tables has been redesigned and is now a 2-point skill. It no longer increases damage dealt to bleeding targets, but increases the Energy gained by Pugnacity and the damage dealt by Sucker Punch and Flying Fists.
          • Underdog no longer increases Energy gained by Pugnacity. This effect is now part of Turn the Tables.
Dirty Fighting (Scoundrel)
          • Hemorrhaging Blast no longer has an Energy cost.
          • Holdout Defense now increases Blaster Whip damage by 4% per point.
          • No Holds Barred now increases critical chance by 1% per point.
          • Nice Try is a new Tier 6 skill that reduces the damage taken from periodic effects and gives Vital Shot and Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Quick Getaway has been replaced by Smuggled Defense, which additionally reduces the cooldown of Escape.

Imperial Agent

General
        • Debilitate’s tooltip now correctly displays its stun duration.
        • Players can now “Crouch” (but not roll into cover) while immobilized.
        • Agents can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
Operative
        • Due to changes to Operative skill trees, Operatives have had their skill points refunded.
        • Backstab now has a 12-second cooldown and deals approximately 5% more damage.
        • Hidden Strike now has a 7.5-second cooldown.
        • Sleep Dart now gives an appropriate error message if used on Droids.
        • Tactical Advantage no longer triggers a “laugh” sound effect when it occurs.
Concealment
          • Culling has been redesigned and is now a 2-point skill. It no longer increases damage dealt to poisoned targets, but increases the Energy gained by Stim Boost and the damage dealt by Laceration and Collateral Strike.
          • Inclement Conditioning is now a 2-point skill.
          • Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Backstab by 5.
          • Laceration now costs 10 Energy (down from 15) and deals approximately 10% less damage.
          • Meticulously Kept Blades no longer increases Energy gained by Stim Boost. This effect is now part of Culling.
          • Waylay now increases the damage dealt by Backstab. It is now located in Tier 5 of the skill tree and requires Flanking.
Medicine
          • Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point.
          • Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point.
          • Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
          • Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
          • Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1.
Lethality (Operative)
          • Corrosive Microbes now functions correctly.
          • Lethality now increases critical chance by 1% per point.
          • Razor Edge now increases Shiv damage by 4% per point.
          • Weakening Blast no longer has an Energy cost.
          • Lingering Toxins is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart and Corrosive Grenade a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Vanish has been replaced by Escape Plan, which now additionally reduces the cooldown of Escape.
Sniper
        • Due to changes to the Sniper skill trees, Snipers have had their skill points refunded.
        • Shatter Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Marksmanship
          • Imperial Assassin is now a 3-point skill that provides the same overall effect.
          • Siege Bunker is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Entrench is active. This change allows the Marksman to remain in cover more often in situations that force other classes to rapidly change locations.
          • Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
          • Sniper Volley has been redesigned. It now triggers from dealing damage with rifles and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
Engineering
          • Calculated Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Overload Shot cost no energy for 6 seconds after leaving cover.
          • EMP Discharge’s range has been increased to 60 meters.
          • Plasma Probe has been improved. It has new visual effects and now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Interrogation Probe, that target is stunned for 2 seconds.
          • Stroke of Genius is now located in Tier 2 of the skill tree.
          • Interrogation Probe’s cooldown now resets if a target is defeated while under its effects.
Lethality (Sniper)
          • Corrosive Microbes now functions correctly.
          • Cull now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but poison damage remains unchanged.
          • Hold Your Ground’s cooldown reduction for Cover Pulse has been reduced to 2.5 seconds per point.
          • Lethality now increases critical chance by 1% per point.
          • Razor Edge now increases Shiv’s damage by 4% per point.
          • Razor Rounds now increases the critical chance of Cull and Series of Shots by 4% per point.
          • Targeted Demolition now correctly requires Corrosive Grenade.
          • Weakening Blast no longer has an Energy cost.
          • Lingering Toxins is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart and Corrosive Grenade a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Vanish has been replaced by Hold Your Ground, which now additionally reduces the cooldown of Escape.

Bounty Hunter

General
        • Ability Heat costs are now displayed in skill tree and trainer windows.
        • Death From Above now has a 5-meter radius to bring its range in line with other Bounty Hunter Area of Effect abilities, and it now begins dealing damage sooner after activation.
        • Hydraulic Overrides now has improved audio and visual effects.
        • Incendiary Missile audio has been improved.
        • Jet Charge now places a “root” visual effect on the affected target.
        • The Tracer Missile debuff that increases Heatseeker Missile damage now only benefits the Bounty Hunter that applied it.
Mercenary
        • Cure now generates 8 Heat (down from 16).
        • Jet Boost now triggers snare visual effects on affected targets.
        • Power Shot has been rebalanced. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
        • Tracer Missile and Fusion Missile’s animations have been exchanged by popular demand from the community.
        • Onboard AED is a new level 50 ability that allows the Mercenary to revive an incapacitated ally. It is usable in combat.
        • Power Surge can now be trained at level 46.
Arsenal
          • Barrage: The chance to trigger this effect has been increased significantly.
          • Heatseeker Missiles’ damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Heat Signatures on the target into account.
          • Jet Escape now reduces the cooldown of Jet Boost by 2.5 seconds per point.
          • Muzzle Fluting no longer reduces Heat costs. It now reduces the activation time of Power Shot and Tracer Missile by .5 seconds.
          • Power Barrier now provides 1% damage reduction per stack.
          • Tracer Missile has been rebalanced in order to encourage more active gameplay rotations. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
Bodyguard
          • Critical Efficiency now reduces the cost of Rapid Scan by 8 (down from 16).
          • Critical Efficiency’s buff description now properly refers to Rapid Scan.
          • Cure Mind no longer reduces the cost of Cure. It now causes Cure to heal the target for a small amount.
          • Hired Muscle now increases critical chance by 1% per point.
          • Kolto Missile now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
          • Kolto Residue now increases all healing received by 3% (down from 5%).
          • Kolto Shell now builds 16 Heat when activated.
          • Supercharged Gas now vents 8 Heat (down from 16) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile now reduces damage taken by 5% (down from 10%).
Pyrotech (Mercenary)
          • Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Powertech
        • Due to changes to the Powertech skill trees, Powertechs have had their skill points refunded.
        • Quell no longer generates Heat.
Shield Tech
          • Ablative Upgrades: The absorption amount gained from this skill has been slightly reduced.
          • Empowered Tech is now a 3-point skill.
          • Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
          • Heat Screen is a new 2-point skill that causes Flame Burst and Heat Blast to build a stacking buff that increases shield absorption.
          • Oil Slick is no longer limited by the global cooldown.
Advanced Prototype
          • Charged Gauntlets now triggers from damage dealt such that the bleed caused by Retractable Blade can trigger the buff. It now has a visual effect.
          • Kolto Vents has been replaced by Hamstring, which causes Retractable Blade to slow the target by 30% for 6 seconds.
          • Prototype Flame Thrower now is granted a stack when Immolate is used. In addition, stacks make Flame Thrower immune to interrupt and at 5 stacks Flame Thrower will now slow the movement speed of targets by 70%.
Pyrotech (Powertech)
          • Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

Trooper

General
        • Full Auto’s attack animation now begins more quickly to improve reactiveness and faction balance.
        • Mortar Volley’s animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
        • Storm now places a “root” visual effect on the affected target.
Commando
        • Concussion Charge now triggers snare visual effects on affected targets.
        • Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
        • Cure now costs 1 Energy Cell (down from 2).
        • Emergency Medical Probe is a new level 50 ability that allows the Commando to revive an incapacitated ally. It is usable in combat.
        • Tech Override is now trainable at level 46.
Gunnery
          • Charged Barrier now provides 1% damage reduction per stack.
          • Curtain of Fire: The chance to trigger this effect has been increased significantly.
          • Demolition Round’s damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Gravity Vortices on the target into account.
          • Grav Round has been rebalanced in order to encourage more active gameplay rotations. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
          • Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
          • Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
Combat Medic
          • Field Training now increases critical chance by 1% per point.
          • Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
          • Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
          • Kolto Residue now increases all healing received by 3% (down from 5%).
          • Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
          • Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
          • Trauma Probe now costs 2 Energy Cells to activate.
Assault Specialist (Commando)
          • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Vanguard
        • Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.
        • Fire Pulse’s visual effect more accurately represents its functionality.
        • Riot Strike no longer costs Energy Cells.
        • Animation timing issues with Energy Blast have been addressed.
        • The hit timing delay on Explosive Surge has been improved.
Shield Specialist
          • Ceramic Plating: The absorption amount gained from this skill has been slightly reduced.
          • Counter Attack is now a 3-point skill.
          • Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
          • Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
          • Smoke Grenade is no longer limited by the global cooldown.
Tactics
          • Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect.
          • Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds.
          • Pulse Generator now is granted a stack when Fire Pulse is used. In addition, stacks make Pulse Cannon immune to interrupt and at 5 stacks Pulse Cannon will now slow the movement speed of targets by 70%.
Assault Specialist (Vanguard)
        • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

Companion Characters

General

      • Companion gifts are now stackable.
      • The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.
      • Several game areas where Companion Characters would not reliably follow the player have been fixed.
      • The C2 Droid Corporation and their competitors, the 2V Droid Corporation, have developed a series of new sensors for their products, the C2-N2 and 2V-R8, that significantly improve the Droids’ Crew Skill efficiency and critical success chances. These products may be purchased via the Legacy Repair Astromech unit on the player’s ship (once unlocked).
      • Additionally, the C2-N2 and 2V-R8 Droids have had their personality matrices upgraded with an experimental emotional response chip, allowing them to accept gifts and tokens of appreciation. The Crew Skill performance of these units will increase upon acceptance of these goods.
      • C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.
      • Tooltips for the companion abilities “Burst,” “Aimed Blast,” “Swipe,” “Wild Energy,” and “Blaster Sweep” now correctly reflect ability functionality.
      • All companion marriages are now removed appropriately if the marriage ends.
      • Corrected an issue that caused weapons to display inappropriately beneath some Droid companions (like T7).

Companions

Akaavi Spar
        • The Codex entry for this companion now lists the companion’s correct primary weapon.
Aric Jorgan
        • Corrected an issue that could allow a female trooper whose romance with him had ended to receive an additional romance conversation.
        • New companion skins for Aric Jorgan are available as reward choices in the game.
Ashara Zavros
        • Corrected issues that could prevent players from gaining or losing affection in the conversations related to the missions “Peace is a Lie” and “Silent Treatment.”
Corso Riggs
        • Corso Riggs’s Harpoon ability has been converted into “Illegal Jet Pack”. This ability causes Corso to charge towards the target, dealing damage and immobilizing it for 2 seconds.
Doc
        • Crazy Talk: Male characters can now consistently complete this conversation.
Elara Dorne
        • Strange Circumstances: Corrected an issue that could prevent players from gaining or losing affection during this conversation.
Ensign Temple
        • Some mission rewards intended for this companion that could not be used have been corrected.
Jaesa Willsaam
        • Jaesa now uses the correct battle cries for her alignment (light or dark).
        • Jaesa no longer teleports to her target if she uses Force Leap while wielding a double-bladed lightsaber.
        • Jaesa now has the ability “Purity of the Light Side” or “Passion of the Dark Side,” which passively increases armor by 30%.
Kaliyo Djannis
        • Storm now has a 30-meter range and roots targets.
        • It is no longer possible to break up with Kaliyo and still be eligible for romance conversations.
Khem Val
        • Khem Val’s Lightning Punch sound effects now terminate appropriately.
Kira Carsen
        • Kira now has the ability “Purity of the Light Side,” which passively increases armor by 30%.
Mako
        • Corrected an issue that allowed players to remain eligible for unlocked romance content after losing romance status with Mako.
Qyzen Fess
        • New companion skins for Qyzen Fess are now available as reward choices in the game.
Nadia Grell
        • Nadia now has the ability “Strength in the Force,” which passively increases armor by 30%.
Tanno Vik
        • The Codex entry for this companion now lists the companion’s correct primary weapon.
Vector
        • Time to Think: This mission now properly rewards experience.
Xalek
      • A Son’s Duty: Corrected an issue that could prevent players from gaining or losing affection during this conversation.

Crew Skills

General

      • Companions now use accurate voice responses regarding the success or failure of their Crew Missions when they return.
      • The opportunity to add group members to your friends list no longer appears on Crew Mission rewards windows.
      • Mission rewards now properly display when having more than one waiting in the queue with the window open.
      • An issue that could cause Crew Mission rewards to be granted incorrectly after the player logged out and back in has been addressed.
      • An issue that allowed players to obtain researched schematics without destroying the reverse-engineered item has been corrected.

Crafting Skills

General
        • On critical successes, crafted Custom (orange) gear now receives an Augment slot.
        • The [Exceptional], [Advanced], [Superior], and [Mastercraft] suffixes have been removed from crafted item names. [Augmented] will be appended as a suffix to crafted items that were a critical success.
        • When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.
        • Crafting materials obtained via endgame content now stack in the player’s inventory. They no longer bind on pickup.
        • Endgame crafting materials (Biometric Crystal Alloy, Self-Perpetuating Power Cells, Alien Data Cubes, and Rakata Energy Nodes) now drop less frequently but are freely tradable.
        • Augments can now be crafted by several professions.
        • The Crafting window now displays the correct number of items when crafting from a schematic that yields more than 1 item.
        • Crafting Trainer tutorial missions can now be completed alternatively on the Fleets or on Coruscant or Dromund Kaas.
        • Schematics are no longer consumed if a player attempts to use one that is already known.
        • Craftable Custom (orange) Battlemaster and War Hero PvP armor has been added to Synthweaving and Armormech. The schematics for these items can be purchased from Battlemaster and War Hero vendors.
Reverse Engineering
        • Players may now reverse engineer many endgame items to research schematics for items and mods. Campaign and some Black Hole endgame items can be reverse engineered, and players have a chance to learn how to craft these items upon reverse engineering them. Set Armorings do not provide schematics for crafters.
        • Players with the appropriate professions are now able to reverse engineer random drop items and acquire materials from them. This includes Operation materials from endgame items.
        • Reverse engineering Campaign and Black Hole items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Campaign and Black Hole items.
        • Players no longer receive the message “you already know that schematic.” Another available schematic will be chosen (if available) for the player to learn.
        • A “Research Available” tooltip will now appear when mousing over items in reverse engineering mode if a schematic can be learned from that item.
        • Random items, particularly armor, can now be reverse engineered by crafters based on the items’ stats.
        • Crafted Vibroknives and shotguns can now be researched via reverse engineering. Reverse engineering Vibroknives and shotguns may now yield research variants for Armstechs.
        • Artificers can now reverse engineer relics, shields, generators, and foci.
        • Cybertechs can now reverse engineer all earpieces.
        • The chance of researching schematics via reverse engineering has been significantly increased.
        • Augments may now be reverse engineered for a chance to research their schematics by several professions (see below).
        • Players can now decide how many items from a stack they wish to reverse engineer.
Armormech
        • Armormechs can now learn new schematics that allow the creation of Aim, Cunning, Shield, and Absorb Augments.
        • Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • A critical success while crafting Custom (orange) outfits now adds an Augment slot to the resulting item.
        • The Codex entry for Armormech has been updated.
        • Armormechs can now reverse engineer random armor with Aim or Cunning stats.
Armstech
        • Armstechs can now learn schematics that allow the creation of Endurance, Surge, Critical, Accuracy, and Power Augments.
        • Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • New schematics to create Custom (orange) ranged and melee weapons have been added.
        • A critical success while crafting Custom (orange) weapons now adds an Augment slot to the resulting item.
        • The Codex entry for Armstech has been updated.
Artifice
        • Schematics for color crystals in various colors (including endgame-quality varieties) have been added to the game.
        • Endgame-level Magenta Adegan Crystal Schematics may now drop from the World Boss of Voss and creatures in the new daily mission area on Corellia.
        • Mid-level Magenta Adegan Crystal Schematics may now drop from the World Bosses on Tatooine, Alderaan, and Nar Shaddaa.
        • Magenta Crystal Shards are now found on one planet in the game. They can be refined into Pristine Magenta Crystals used in the creation of mid-level magenta color crystals through obscure means.
        • The Magenta Adegan Crystal Schematic obtained from late-game World Bosses no longer binds on pickup.
        • New schematics for Willpower-based shields have been added (for use by Assassins and Shadows).
Biochem
        • The number of Exotech consumables created per craft is now displayed correctly in the crafting UI.
        • Biochemists can now reverse engineer all implants.
        • Values on tooltips for Rakata reusable stims and adrenals now match the buff correctly.
        • Ice Scrabbler Jerky, a cantina food item with powerful out-of-combat health regeneration effects, has been added as a Biochem recipe. This recipe can be learned by finding the schematic or by reverse engineering Ice Scrabbler Jerky found on Hoth.
Cybertech
        • Cybertech crafted vehicles no longer bind on pickup.
        • Cybertech vehicle and space schematic mission reward rates have been reduced.
        • Critical successes when crafting grenades now yield double the quantity of items.
        • The cooldown on Cybertech-built grenades has been lowered to 3 minutes.
Synthweaving
        • Synthweavers can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity, and Presence Augments. Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • Critical successes while crafting Custom (orange) outfits will add an Augment slot to the resulting item.
        • Additional lower-level light armor schematics have been added.
        • Material requirements for some Custom (orange) outfits have changed.
        • The Codex entry for Synthweaving has been updated.
        • Synthweavers can now reverse engineer random armor drops with Strength or Willpower stats.

Gathering Skills

      • Many gathering nodes that were spawning in unreachable places (such as underneath the world) are now reachable.
      • Some high-level resources nodes near the Imperial Camp on Ilum have been removed.
Archaeology
        • A perfect Upari Crystal Formation may now be found in the Belsavis Daily Heroic area.
Bioanalysis
        • The Red Goo item tooltip now appropriately identifies it as a Grade 6 Biochemical Compound. Level 49-50 Bioanalysis Missions now have a chance to reward Red Goo.
Scavenging
        • Enriched Durasteel nodes now spawn in the Belsavis Daily Heroic area.
Slicing
        • Augments have been replaced by Sliced Tech Parts as a Slicing mission reward. These are consumed by Synthweaving, Armstech, and Armormech as a component for crafting Augments.
        • Slicing may occasionally yield Premium quality Augment schematics on critical mission success.

Mission Skills

      • Missions granted from Mission Discovery objects no longer have a chance to fail.
      • Mission Discovery items now indicate that they can only be used once.
      • Players can now send multiple companion characters on a mission granted by a Mission Discovery if the player had more than one of that Mission Discovery.
Diplomacy
        • Light side and dark side mission results no longer occasionally display decimal values.
        • Diplomacy Mission Discoveries now correctly indicate whether they are a dark or light side mission.
        • The missions “No Redeeming Value” and “Desperation” are now appropriately labeled as moderate yield.
        • Diplomacy missions that previously indicated the player was assisting the other faction are now appropriately faction-restricted.
Investigation
        • Investigation missions now have a chance of yielding Custom (orange) tech weapon schematics as a reward.
        • The chance for Investigation missions to yield schematics has been increased.
        • Red, Blue, Green, Orange, and Yellow power stat crystal schematics are now possible Investigation mission rewards.
Treasure Hunting
        • Treasure Hunting missions now have a chance to yield Custom (orange) lightsaber schematics as a reward.
Underworld Trading
      • The chance to receive schematics from Underworld Trading missions has been increased.
      • Tooltips for missions have been updated to reliably inform the player about expected yields.

Flashpoints and Operations

General

      • The Exit Area ability is now interrupted when damage is taken.
      • Emergency Fleet Passes can no longer be used in Flashpoints or Operations.

Flashpoints

      • Kaon Under Siege has been removed from the mission [WEEKLY] Galactic Conflicts. It is now part of a new mission combined with Lost Island: [WEEKLY] Rakghoul Conflicts.
      • Lost Island is now part of the following missions: [DAILY] Emerging Conflicts V and [DAILY] Galactic Conflicts.
      • It is no longer possible to share certain Flashpoint missions with party members who are on preliminary steps of that mission, as they could cause mission blocking issues.
      • Random loot on some bosses in Normal Mode Flashpoints has been significantly improved.
      • Lockouts have been removed from Hard Mode Flashpoints.
      • You will no longer lose access to a Flashpoint phase immediately after defeating the final boss in Hard Mode. Access is removed upon completing the [FLASHPOINT] mission.
      • The Cademimu and Colicoid War Games missions now update properly for the entire party when speaking to the Flashpoint Courier Droid.
Athiss
        • The Beast of Vodal Kressh’s knockback effects now correctly check for knockback resistance.
        • The Prophet of Vodal’s Dark Spirits now have a buff that provides more information about the fight mechanics.
        • The debuff “Crushing Death Field” is now visible.
Boarding Party
        • Storm Squad’s enrage timer in Hard Mode has been increased to 2.5 minutes.
        • Storm Squad can no longer be pulled out of the bridge area.
Colicoid War Game
        • The patrolling Droid in the hazard course now despawns when the sixth gate controller is used.
Directive 7
        • Players can now receive the mission for Flashpoint: Directive 7 without first starting “Immediate Vengeance” or “Violent Uprising.”
        • Mentor’s claw previously targeted the group’s healer more than intended. It now focuses on its initial target.
        • Corrected an issue that could cause Interrogator to spawn more Cyborgs than intended.
Hammer Station
        • Reduced the frequency of knockbacks used by enemy NPCs.
        • 2R-CH no longer attacks players through walls and no longer grapples players in cover.
        • Battlelord Kreshan is now immune to interrupts.
        • The visibility of the “Unshakable” buff on DN-314 has been improved to better inform players that it cannot be interrupted.
Kaon Under Siege
        • The health of KR-82 Expulser’s probe Droids has been decreased significantly.
        • KR-82 Expulsor Droid now uses his grapple ability correctly.
        • Removed a security chest from this Flashpoint that could be reached more easily than intended.
Lost Island
        • Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
Red Reaper
        • An issue that could cause Lord Kherus to stop fighting under some circumstances has been addressed.
        • Lord Kherus now targets Companion Characters with crates.
Taral V
        • A Riverlurker encounter that attacked the players from an inappropriate distance has been corrected.
        • Corrected a terrain issue that permitted players to skip some encounters in this Flashpoint.
The Battle of Ilum
        • Players can no longer be bombed while inside a bunker.
        • Drinda Zel and Velasu Graege now reset when pulled too far from the boss area.
        • Krel Thak’s enrage timer has been increased to 2.5 minutes in Hard Mode.
        • Faction-appropriate friendly NPCs now spawn correctly at the beginning of this Flashpoint.
The Black Talon
        • GXR5 now properly animates during Full Auto. Its Power Punch can now be resisted, and its stun can be broken. Power Blast now properly animates with the the correct visual effects and deflection appearance. His basic attack no longer places a blank debuff on players.
        • Probe Droids spawned during the GXR5 fight now have the correct icon.
        • Sgt. Boran’s Medic now animates properly when healing. His Sniper’s Snipe ability now chooses targets more intelligently.
        • Ghulil is now immune to interrupts in Hard Mode and uses backhand correctly in Normal Mode.
The Esseles
        • Lieutenant Isric’s Stockstrike now occurs less frequently, and the stun it causes can now be resisted. His Suppressive Fire now deals its damage over 6 seconds.
        • Ironfist’s Jet Charge no longer knocks players down. Missile Salvo’s tooltip has been clarified to expose the interrupt immunity gained during this phase.
        • ISS7′s Head Smash can now be resisted.
        • ISS9 has been redesigned to be friendlier to melee combatants.
        • Vokk’s Essence Drain can now be resisted, and its stun can be broken. Vokk no longer throws two lightsabers at the same target (unless no other target is alive).
        • Interrupting Ironfist’s Headshot ability will no longer cause him to use it more often than intended.
The False Emperor
        • An issue that could prevent HK-47 from spawning correctly has been resolved.
        • Some security chests have been removed from this Flashpoint.
        • Fixed an issue that caused the turrets to sometimes fail to damage Jindo Krey’s ship.
The Foundry
        • A remaining small window in which the final boss of this Flashpoint could be rendered invulnerable has been corrected.
        • Corrected an issue that prevented the final boss encounter from starting if the players choose the “Attack” option.

Operations

      • Normal Mode is now labeled “Story Mode” for Operations.
      • Credit rewards for defeating Operations bosses have been significantly increased.
      • Corrected an issue that could allow Operation bosses to resurrect during Nightmare Mode Operations.
Eternity Vault
        • The “Unshakable” buff is now visible when targeting Soa.
        • Changed the location where Soa’s Force Whirlwind drops the player in the second phase of the fight to prevent players from being dropped several hundred meters below when no platforms are remaining.
        • Soa’s lightning balls are now destroyed when the platform phase begins.
        • Projection of Soa has been removed from the Mind Traps.
        • A previously malfunctioning escape pod no longer causes players to become stuck upon landing.
        • Eternal Guardians and Eternal Sentinels now spawn correctly in 16-player modes.
        • Eternal Guardians and Eternal Watchers have had their difficulty rebalanced in 16-player modes.
        • Eternal Wardens now perform their grapple ability correctly.
        • The Ancient Pylons puzzle has been reworked to improve reliability. The wheels no longer lock automatically when solved. Players must use the “Confirmation Console” to confirm their symbol selection.
        • Annihilation Droid XRR-3′s “Burning (Physical)” damage over time has been renamed “Burning” to accurately reflect that it cannot be removed.
        • Corrected an issue that could prevent Soa from spawning on the last platform after releasing players from Mind Traps.
        • Killing Soa in Nightmare Mode now grants the correct Codex entries.
        • An “Emergency Reset” button has been added to the Ancient Pylons encounter.
        • Soa’s Mind Traps now kill players who are stuck inside the trap for the full 2-minute duration.
        • Cover classes can now take cover on platforms when fighting Gharj.
        • The reliability of Soa’s Ball Lightning has been improved, and an issue that could cause it to deal damage twice has been addressed.
        • Fixed an issue that prevented Soa’s shield from dispelling when hit by an obelisk while he was casting.
Explosive Conflict
        • Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way.
        • Explosive Conflict is the next tier of Operations, offering new rewards and greater challenges.
        • Four difficulty modes are currently available for this Operation: 8-player Story Mode, 8-player Hard Mode, 16-player Story Mode, and 16-player Hard Mode.
Karagga’s Palace
      • G4-B3 Heavy Fabricator’s “Powerhouse” buff now correctly improves the damage of several of his abilities on 16-player Hard Mode.
      • G4-B3′s health has been increased in 8- and 16-player Hard Modes.
      • G4-B3′s mines now spawn with a small degree of random offset in order to reduce the frequency with which they spawn directly on top of one another. The actual number and relative placement of the mines remains unchanged. These mines now properly clean up post-combat.
      • An issue that could cause G4-B3 to become stuck in the ceiling has been corrected.
      • The Stimulant Dart ability used by Attack-Science Technicians and Mechno-Assault Specialists has been adjusted. It is now easier to control these enemies in an Operations group with less than three crowd control abilities.
      • Support Gunners no longer knock back other enemy NPCs.
      • Karagga’s Immortal Guardians no longer leave a debuff on players when struck with Surge.
      • RL-4 no longer refers to story events that have not yet occurred.
      • The Gamorrean Guards that Bonethrasher attempts to eat now have boss immunities.
      • Players can no longer remain trapped “Carbonizing” by Jarg’s Carbonizer Probes while outside of Karagga’s Palace.
      • Bonethrasher’s creatures no longer respawn after the group has killed Bonethrasher and reset the phase.
      • Bonethrasher now correctly performs his Smash attack during 16-player Hard Mode.
      • Corrected an issue that could cause Bonethrasher to be stuck in combat after he defeated the party, preventing players from re-entering.
      • The door to Karagga’s Throne room now remains open after the group defeats Jarg & Sorno.
      • In Nightmare Mode, defeating each boss now yields a chest that contains Black Hole Commendations.

Items and Economy

General

      • Loot drops from endgame activities, such as Operations and Flashpoints, now take group composition into account.
      • The variety of stats and modifications for new endgame items is substantially higher compared to that of older endgame items.
      • Orobird eggs of different types may now be poached in several locations. Those who can find means of incubation may find themselves in possession of loyal vanity pet soon.
      • Tauntaun vanity pets can now be acquired on the planet Hoth, though the exact means of acquisition are a mystery.
      • Several unusual crystal formations have been reported in the mountainous regions of Alderaan.
      • The cost of several relics has been reduced.
      • Several relics that were previously bound on pickup are now bind on equip.
      • The required level of several relics has been reduced by 1.
      • Items that are restricted by Valor or Social Rank can no longer be purchased until the player meets the rank requirements.
      • Offhand weapons are now more clearly marked as such.
      • Some pieces of gear that displayed incorrectly on character models have been adjusted.
      • The Collector’s Edition Training Droid can now be used on non-humanoid enemies.
      • The required level for equipping the Imperial Trooper and Republic Officer outfits has been reduced.
      • The Male Formal Suit can now be purchased from the Coruscant social vendor. The Female Elegant Dress can now be purchased from the Dromund Kaas social vendor.
      • Sniper Rifles no longer drop for Republic players.
      • Corrected some instances where two items could show the same Armor or Weapon Damage Rating but have different values. The values are unchanged – the ratings have been updated to reflect the correct values.
      • An issue that caused some items to be unlinkable in chat has been addressed.
      • The modified DTB-27 Bolt Pistol is now displayed as a Custom (orange) weapon. The properties of the item remain unchanged.
      • The “Punisher” item no longer has incorrect stats on its Republic version.
      • The cost of Tionese gear (in crystals and commendations) has been substantially reduced.
      • A set of modifiable Techblades and Techstaffs has been added to the game.
      • The Galactic Trade Network’s commission for both neutral and faction-based terminals is now 6%.
      • Campaign weapons and off-hand items are now available on the Crisis Point vendors on the Republic and Imperial Fleets.
      • Tooltips for off-hand weapons now indicate they cannot be equipped by Sorcerers and Guardians.
      • Modifiable items now have repair costs based on the level of their base modification.
      • Battlemaster gear now has more Expertise.
      • New items purchasable with Black Hole Commendations have been added to Corellia.
      • The Valor Rank requirement has been removed from Battlemaster earpieces and implants.

Modifications

      • Players can now remove Armoring modifications that have set bonuses from items and transfer those set bonuses to Custom (orange) items. These modifications can only be transferred to an item that is equipped in the same slot. This does not apply to all items with a set bonus, only those where the set bonus is attached to the Armoring modification.
      • Some high-end item modifications are now restricted to particular item slots and may only be transferred into the same slot on a new item.
      • A new modification set with Expertise for all item modification types has been added to the game.
      • High-end weapons found on Operation bosses now come equipped with more common color crystals. The special color crystals associated with high-end Operations are now separate drops.
      • High-end PvP weapons now come equipped with more common color crystals by default. Color crystals associated with specific PvP tiers can now be purchased separately from the PvP vendor.
      • Players with the “Razer” Green-Black color crystal may upgrade to a high-end version of this crystal via a vendor on Coruscant and Dromund Kaas.

Vehicles

      • New achievement missions that grant the Aratech Ice, Coral, Nightscythe, and Fire are now available on the Fleets.
      • The Korrealis line of landspeeders has been removed from vendors.
      • The Tirsa Prime speeder has had its cost increased and is now available from the VIP vendor.
      • License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.
      • While credit costs for all 110% speed vehicles have been increased, the overall total acquisition cost for speeder licenses and vehicles at level 50 has been slightly reduced.
      • All vehicles that are not bound can now be sold on the Galactic Trade Network.
      • Summoning a vehicle no longer benefits from Alacrity.
      • The Aratech Dagger and Aratech Scythe vehicle items now grant the appropriate vehicle abilities upon use.
      • The Longspur Recon vehicle is now an Artifact-quality item.

Vendors

      • A Crew Skills trade vendor is now ready for business in the Corellia Spaceport.
      • The PvP items vendor now sells Baradium Flux, a grade 7 PvP crafting material used in the construction of Blue, Cyan, Purple, and Yellow Expertise color crystals.
      • The PvP items vendor now sells a grade 6 crafting PvP box that randomly rewards crafting materials as well as Mission Discoveries and Expertise color crystal schematics.
      • The Fleet commendation vendor now sells grade 6, 7, and 8 crafting material boxes that randomly reward crafting materials.
      • Vendors that sell items for Marauders and Sentinels have been added to the Fleets.
      • The Imperial Cantina vendors on Hoth now sell similar food items to their Republic counterparts.
      • PvP vendors no longer sell Champion Bags.
      • PvP vendors now sell the Recruit set, a new entry-level PvP set (for level 50 players), for credits.
      • Battlemaster PvP vendors now sell Battlemaster gear pieces for Warzone Commendations.
      • New War Hero PvP vendors can be found on the Republic and Imperial Fleets. They sell the new War Hero and Rated War Hero PvP sets for Ranked Warzone Commendations and the equivalent Battlemaster piece.
      • New Campaign vendors can be found on the Fleets. They sell Campaign gear for commendations earned in the new Operation: Explosive Conflict.
      • Junk (grey) items no longer appear in the buyback window.
      • The vendor buyback window has been expanded to 12 slots.
      • Items to purchase with Unassembled Rakata Implants have been added to the Rakata vendors on the Fleets.

Legacy

      • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
      • Legacy Experience awarded for Warzone completion and Space Combat kills is now in line with rewards from other activities.
      • Legacy names now display immediately once the player chooses one.
      • Players with a Legacy can now send unbound and bound-to-Legacy items to other characters on the same account via in-game mail (even if the characters are not of the same faction).

Missions and NPCs

General

        • Many minor mission bugs have been fixed. Some respawn timers have been adjusted, group credit for mission objectives is granted in more missions, more enemies appear in some instances where too few were available, and many other minor adjustments have been made to improve the experience while completing missions. Not all of these minor adjustments have received an individual note.
        • Some missions that have received updates (fixes for map notes, Story Areas, and some text fixes) have been reset. Players are only affected if a mission they had in progress has been changed in this way.
        • Usable mission items can now be activated from the tracked mission log that appears on the right side of the screen.
        • The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.
        • Many missions that were missing mission completion or codex images have been updated to include the correct image.
        • Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).
        • Several missions that had missing paraphrase dialogue options have been updated to include the missing text.
        • Corrected many instances where text and voiceovers did not match.
        • Corrected instances in the French and German clients where subtitles for alien dialogue progressed too quickly.
        • Many instances where players could unintentionally leave Story Areas for missions have been corrected.
        • Map notes for a large number of missions have been updated and are now more accurate, and many missing map notes have been added.
        • Several bonus missions that previously were not removed from the mission tracker are now removed at the appropriate time.
        • Corrected many mission conversations and mission-related items that could be re-initiated or re-used.
        • Troopers now receive the Item Modification tutorial correctly.
        • Fleet Passes are now rewarded to players that complete Chapter 1 and 2 of their class story, and new quick travel items are available as rewards for Inquisitors, Agents, Consulars, and Troopers, who must travel to the Citadel, Jedi Council, or Senate at the end of these Chapters.
        • Mission and Flashpoint phases now cancel conversations if a member of the group is in combat.
        • Corrected a rare case where some rewards out of a group of mission rewards would not be received by a player with a full or almost-full inventory.
        • Players who have progress in the same phase are no longer prevented from grouping with each other if they did not use the /accept command.
        • Players can now continue to abandon and reset missions without restarting the game if they closed the abandon or reset confirmation dialogue by using the “x” button.
        • Using an Emergency Fleet Pass now advances mission steps that require the player to travel to the Fleet.

World Missions

Alderaan
          • A Spy in House Organa: An issue that could cause this mission to become blocked has been corrected.
          • The Fall of House Cortess: If the player sides with House Cortess, the attacking Killiks no longer despawn and end the fight prematurely.
          • Boiling Blood : Killiks killed with the “Blood Boiler” no longer grant experience and loot.
Balmorra (Imperial)
          • Flight Plan: An issue that could prevent the player from interacting with the shuttle controls has been corrected.
          • Step Lightly: This mission can now be abandoned.
Balmorra (Republic)
          • The Hunt for Lord Tharsis: The stages of this mission that take place in the Heroic area are now correctly labeled and are balanced for 4-player groups.
          • Trash to Treasure: Multiple bosses no longer spawn if players simultaneously activate the input panels or master controls.
Belsavis
          • NPCs related to Belsavis daily missions are now level 50.
          • Carving a Path: Mapnotes for this mission now direct the player to the correct location for the step “Scan the Transport Device.”
          • Esh-kha Containment: Players who complete “Key to the Vaults” before completing this mission can now complete it properly.
          • Lights Out: A mission step to defeat Field Commander Anhur has been added to this mission.
          • Old Enemies, Lights Out, Open Communications, The Stasis Generator: These missions are now Heroic 2+ instead of Heroic 4. Their rewards are unchanged.
          • Riot on Belsavis: Players who completed “Terror in the Flesh” can now proceed past the conversation with Commander Calum.
          • Unintended Consequences: The Malfunctioning Guardian Droids now drop all 3 types of components for this mission.
Corellia
          • Corsec Crackdown: This mission now progresses properly if a group member was not in combat when the other members of the group were defeated after using the Comm Array.
          • Jaggalors on the Loose: Companion affection is now applied correctly during this mission.
          • Prison Busting: Turrets no longer despawn completely from the world.
Coruscant
          • Automatic Maintenance: Rogue Disposal Droids now engage players in combat correctly.
Hoth
          • Unlikely Allies: Players can now complete this mission if they reset it.
          • Prisoner Extraction : A single prisoner can no longer be activated multiple times in order to progress this mission.
Ilum
          • A New Order: Repair Droids no longer repair shield generators even though they have been defeated.
          • Cutting the Cord: Players are now credited with the correct amount of kills even if out of line of sight.
          • Defend the Shipment: Corrected an issue that caused an interactive object to become unusable for 2 minutes if it was used in combat. Additionally, players can no longer bypass a step in this mission.
          • Pilot Down: The Door Release now correctly starts its cinematic.
          • Sabotage: Corrected an issue that could cause this mission to become blocked.
Korriban
          • Dark Science: The correct follow-up mail is now sent for the light side choice in this mission.
Nar Shaddaa
          • Back Alley: Corrected an issue that prevented players from receiving credit for fighting waves of enemies.
          • Dead Drop: The Flame’s assassin now spawns upon destroying the dead agent’s corpse.
          • Extermination: This mission now correctly recognizes past player choices.
          • Sending a Message: Exchange X4-Z2 Battle Droids now apply to this bonus mission’s kill count.
Ord Mantell
          • Clearing the Air: Players in groups can now join the first conversation via Holocall.
Taris (Imperial)
          • No Escape: Killing Thana Vesh with Force Push now properly defeats her.
          • The Siege of Olaris: The Droid associated with this mission’s objective now consistently exits his cage after being activated.
Taris (Republic)
          • Chasing History: Corrected an issue that prevented players from starting the cinematic at the fourth cairn while in a group.
Tatooine
          • Geonosian War: Players now receive proper credit for completing the final stage of this mission while in a group.
          • Pre-Emptive Strike: This mission no longer resets if a player uses stealth.
          • Timely Arrival: The Czerka Records Terminal can now be used by all members of a group.
Voss
          • Into the Crosshairs: Players affected by a bug that allowed them to complete this mission without receiving “Primary Target” can now speak to Pevthak-Fra and receive the latter mission to continue the Voss Republic storyline.

Class Missions

Jedi Knight
          • A Hero’s Rest: Players can now use the Republic Fleet option on the Tython shuttle to travel there while on this mission.
          • Desert Duel: Players can no longer block mission progression by knocking Lord Praven off the cliff.
          • Doomsday: The chest attached to the bonus puzzle for this mission is now lootable upon solving the puzzle. Additionally, if the player is defeated near the forcefield doorway, they no longer become stuck due to reviving on the other side of the forcefield.
          • Guided by the Force: Sith Harrowers now animate properly during combat.
          • New Intelligence: This mission’s rewards are now level-appropriate.
          • The Defector: This mission can now be acquired via the Holoterminal for Jedi Knights who completed the Taris and Nar Shaddaa class missions without receiving it.
Sith Warrior
          • Check In: Players no longer receive a codex text error when logging into the game while on this mission.
          • Pendant of Bone: Corrected an issue that prevented some players from getting credit for defeating the Gormak Warmaster.
          • Request an Audience: This mission now correctly recognizes past player choices.
          • Seek Answers: Players on this mission now see the appropriate loading screen text.
          • The Padawan Exposed: Additional light and dark side point opportunities are now available in this mission. This mission also now correctly recognizes past player choices.
          • The Transponder Station: The player’s companion is now knocked out for the boss fight as depicted in the cinematic, and the fight has been rebalanced to take this into account. Additionally, an issue that could cause players to become stuck in the elevator has been corrected.
          • To Kill a Legend: Players are no longer killed when using an elevator associated with this mission.
Jedi Consular
          • Chaos and Harmony: An issue that could make it more difficult than intended to save the final boss has been addressed.
          • Looking Out for the Little Guy: This mission no longer grants commendations for the wrong planet.
          • New Horizons: This conversation now takes place in person instead of on the ship Holoterminal.
          • The Summit: This mission’s Holoterminal conversation no longer hangs indefinitely.
Sith Inquisitor
          • A Map for the Future: Players can no longer become blocked on this mission if they dismiss Khem Val before clicking on the debris wall.
          • Legacy: Players are informed that Khem Val is required for this mission if the Inquisitor on the mission is in a group.
          • The Dark Council: This mission now grants light and dark side points correctly.
          • Visions and Visionaries: Players now receive dark or light side point rewards for this mission correctly.
Smuggler
          • Beast Mastery: Players who romanced Azalie now see the correct conversation upon returning to the Smuggler Hangar.
          • Brotherhood: Players can no longer become stuck in this mission’s phase if they leave it by entering a Warzone, logging out, or crashing.
          • Illusions: Players can now complete this mission if they were previously unable to re-enter the phase after leaving.
          • Landing Party: Players can no longer defeat ambushers before instructed.
          • Modest Proposals: Ivory now only appears on the player’s ship if they chose to recruit him on Belsavis.
          • Most Wanted: This mission’s item can no longer be looted by group members.
Imperial Agent
          • Defender of the Empire: Line of sight issues when engaging ‘The Eagle’ on the bridge of his ship have been resolved.
          • Epoch of Fear: This mission’s boss no longer experiences line of sight issues.
          • Heist: SCORPIO is now summoned immediately as a guest companion at the appropriate time.
          • Hero of the People: Players in a group can no longer become stuck in the phased area for this mission if the Agent in the group leaves first.
          • The Assassin’s Fortress: Players who are defeated on this mission are now revived at the Outpost Zaroshe medcenter.
          • The Star Chamber: It is no longer possible to explore the entire Star Chamber before the “Gather Information on the Star Cabal” step.
          • Subverting Karrels Jarvis: Light side points are now awarded at a different time in this mission.
Trooper
          • Battle of the Gauntlet: Corrected an issue that caused the bridges crossing the Gauntlet to retract unexpectedly and kill players. Players can now return to the Gauntlet before completing the mission without having to reset it.
          • Catching Up: Players now correctly receive a mission item from Jaxo in the mail, and players who missed this mission will now have it granted if they are eligible.
          • Inconspicuous Valor: Party members can no longer plant the explosives and prevent mission progression. This mission now updates correctly when taking the shuttle from the Republic Fleet to Coruscant.
          • Power Play: Players no longer remain stuck inside the phase if they log out in the phase after completing the step “Speak to Senator Evran.”
          • Public Relations: This mission now recognizes if the chamber is sealed before the step to seal it is acquired.
          • Rescue Operation: The CL-A1 transfer coil is now correctly counted as a mission item.
          • Return to Duty: Prellon Garn now becomes stunned during the escort (instead of dying). Prellon is also now present for the step “Escort Prellon to Safety.”
          • Revenge Served Cold: The Thul Cryo Dragoon is now responsive in combat.
          • Stay Frosty: Players on The Shadow Fist mission will find it has been reset. This mission no longer remains in the mission log if it is not completed.
          • Suppression of Hostilities: The count for bonus objectives now updates correctly.
Bounty Hunter
          • A Dangerous Auction: Players no longer receive an incorrect post-mission mail.
          • A Failure to Communicate: Players can no longer summon a companion devoted to guarding the area’s entrance or advance further into the phase before progressing necessary mission steps.
          • At Arm’s Length: Corrected an issue in the French client that could block progression on the step “Accedere a l’holoterminal de la Republique.”
          • A Thousand Pardons: Zale Barrows can no longer be knocked into the lava, preventing mission progression.
          • Digging His Own Grave: Players can now progress this mission without waiting for the phase to reset if they answer their class holocall outside the story area.
          • Finale: The final boss has been adjusted from level 48 to level 50 to provide the intended challenge level.
          • Hail the Conquering Hero: Corrected an issue that could cause this mission to become blocked on the step “Speak to Crysta Markon.” Also, players can no longer become stuck in a looping conversation during this mission while talking to the Huntmaster.
          • Honor or Glory: Corrected an issue that caused some dialogue options to be hidden.
          • Imperial Bounty: This mission can now be reset if the player was unable to complete it.
          • Number One with a Bullet: Corrected an issue that prevented some Bounty Hunters from seeing the correct loading screen text after completing this mission. A crash that could occur when speaking to Darth Tormen has been fixed.
          • No Strings Attached: Corrected an issue that caused NPCs to vanish unexpectedly after a fight. For players who were in progress on this mission, the mission’s progress has been reset.
          • Some People Just Need Killing: The class story boss associated with this mission is now level 50.
          • Target Rich Environment: This mission can now be abandoned.
          • The Heart of Darkness: Players now receive credit for this mission if they travel to Dromund Kaas via the shuttle in the Imperial Fleet.
          • The Spirit of Vengeance: Corrected an issue that could cause players returning to this area to become stuck in the air.
          • To Walk in Dark Places: Torian no longer remains with the player if they exit the phase after he joins for the mission.

NPCs

        • Strong and Elite humanoid enemies no longer throw grenades at or use Headshot on targets in cover.
        • Master Marksmen on Hoth no longer instantly knock the player back after being attacked with Leap or Charge abilities.
        • Republic Troopers and Officers protecting core Republic interests on Hoth are now properly trained to defend against level 50 players.
        • The World Boss Gargath on Hoth now drops level 50 loot.
        • Some enemies and NPCs that were previously invisible can now be seen again.
        • Many NPCs that were positioned incorrectly or played inappropriate animations have been corrected.
        • Many groups of enemy NPCs that previously evaded in combat or pathed incorrectly have been adjusted.
        • The “Sticky Grenade” debuff now appears correctly when used by enemy NPCs.
        • Grand Chief Keshk now always drops at least a Premium item.
        • Several vendors and other NPCs that had missing or incorrect voice have been updated.
        • A rather dangerous Wampa specimen has been observed on Highmount Ridge on Hoth.

PvP

General

        • PvP stats, such as kills, MVP votes received, total Warzone wins, and more are now tracked and can be seen on the Warzone Window.
        • Aurak Base and outlying Republic-controlled areas on Hoth have received reinforcements in the form of PvP guards.
        • PvP powerups can no longer return dead players to life.
        • Certain PvP abilities are no longer removed when a duel finishes.
        • Republic Guardpost Beta on Belsavis is now entirely considered Republic territory.
        • The throne room of Lord Jordan Thul is now considered Empire territory.
        • The medcenter in the Lower Flamewood area of The Old Paths on Voss is now a Sanctuary.
        • Republic Troopers now protect Ken-La Outpost.
        • The buff for the PvP Overcharge powerup now has the correct tooltip.
        • The Warzone Commendation cap has been increased to 2000 (up from 1000).
        • High-level PvP Daily and Weekly missions now reward a combination of Warzone and Ranked Warzone Commendations.
        • PvP medpacs now have a 1.5-minute cooldown (down from 3).
        • Daily and weekly PvP missions now reward 99 Warzone Commendations.

Warzones

General
          • Players in Warzones may now flag another player on the team as potentially AFK by right-clicking their name in the Operation Group window and selecting “Vote to Kick from Warzone.” Once enough team members have flagged a player in this way, the player is given a warning and a small window to begin playing or they are removed from the Warzone.
          • The amount of Valor, Commendations, and credits awarded at the end of a Warzone is now based on your team’s score, with a bonus for the winning team. Experience rewards are still based on the amount of time spent in the Warzone.
          • Warzone daily missions while leveling have been condensed to one mission that is always equal to the level of the player.
          • Players who are removed from Warzones for being AFK are now returned to their original locations (instead of to the Fleet).
          • Vendors are no longer available inside Warzones.
          • Credit rewards for Warzones have been rebalanced.
          • The Scoreboard displayed at the end of a Warzone now displays the correct faction icons in same-faction Warzone matches.
          • The Scoreboard’s Objective column now correctly tracks a player’s offensive and defensive objective contribution. Additionally, players now receive notification during the match when their actions have accrued offensive or defensive objective points.
          • New medals are now awarded to the winning team based on how quickly they win (up to 6 medals for the fastest victories).
          • New medals are now awarded for offensive and defensive objective actions. There are now 6 offensive and 6 defensive medals awarded for performing Warzone-specific objective actions.
          • The Warzone reward medal cap has been increased to 8.
          • Rewards per medal earned have been rebalanced considering the new medals available.
          • Players who earn few to no medals now have overall rewards reduced (for instance, an AFK player would receive no rewards).
          • The amount of medals needed to perform a medal streak has been increased to 8, 14, and 18.
          • Warzones will no longer shutdown early due to population imbalance.
          • Ranked Warzones have been temporarily disabled. Please read here to learn more.
Novare Coast
          • The Republic and Empire are locked in a brutal conflict by air and sea on the new planet, Denova. An Imperial dropship has crash-landed near the Republic coastal base and quickly established a fortification.
          • Teams need to turn the mortar cannons on the opponent’s fortification to bring it down. However, both fortifications are shielded and one mortar cannon is not enough to disable the shield. A team must control at least two cannons in order to damage the enemy fortification.
          • This is a majority 3-point domination map with tug-of-war style objective control.
          • Control progress is saved when interrupted and can be resumed by a player on the same team or fought back by a player of the opposing team. The more players involved, the faster control shifts.
          • A training simulation-themed variant of the Warzone supports same faction matches.
Alderaan Civil War
          • Several performance improvements have been made throughout the Warzone.
          • The objective cannons’ rate of fire has been slowed down. The amount of damage dealt by the large turret blasts has been increased proportionally to maintain the same overall score rate.
          • Empire-controlled objective markers now appear purple.
          • Travel time for speeder bikes for the side objectives has been increased. The time it takes to interact with speeder bikes is once again instantaneous.
Huttball
          • Giradda the Hutt now sees to it that any player standing on the ball stand when the ball respawns are slain.
          • The damage hazards deal is now a set percentage of total player health and is elemental damage.
Voidstar
          • The Voidstar can now be played by two teams of the same faction.
          • Players on the defending team are no longer placed on the speeder path if its duration would make them arrive late to the start of the match.
          • The map on the loading screen for the Voidstar has been updated.
          • In the case of both teams reaching the same objective in their respective attacking rounds, the team who reached the objective in the shortest time now wins the match.
          • The game now ends as soon as the Round 2 attacker’s progress exceeds the progress made by the other team in Round 1.
          • Voidstar matches now wait until the pre-match is over before starting the countdown to close if there are few players.
          • Corrected an issue that could cause players to lose line of sight to targets standing on the defending team’s ship.
          • Players can no longer target through forcefields in some circumstances.
          • Corrected an issue that allowed players to stand inside some doors, preventing line of sight.

World PvP

General
        • Items with Mercenary Commendation purchase costs have been removed or converted to have Warzone Commendation costs.
        • Players can still trade Mercenary Commendations for Warzone Commendations. 10 Mercenary Commendations can be traded for 10 Warzone Commendations.
Ilum
        • The Battle of Ilum daily and weekly missions have been removed from the game.
        • Respawn timers for several chests on Ilum have been increased.
        • Corrected a terrain issue that allowed Imperial characters to attack Republic characters in their base.
        • Usable turrets no longer despawn if the player using them disconnects from the game.
The Outlaws’ Den (Tatooine)
        • PvP treasure chests on Tatooine now drop Warzone Commendations, with a chance to drop Recruit PvP gear.
        • The Ilum PvP Territory Control Tutorial no longer displays.

Space Combat

General

        • Visual effects for trajectory and impact on missiles have been improved.
        • The Alien Energy Capacitor now has stats appropriate for its level.
        • Transitions on entering Space Combat Missions have been visually improved.
        • The Grade 3 Beam Generator tooltip now correctly displays a rate of fire of 7 shots per second.
        • The experience rewarded for some “one time” Space Combat Missions (granted when a new tier of missions is available) has been rebalanced.
        • Players who are away too long while in Space Combat Missions are now logged out.
        • Large ships more readily display surface damage as the attached hardpoints are destroyed.

UI

General

New Functionality – players can:
          • Load and save UI profiles as XML files. These profiles can be loaded on any character once created.
          • Enter UI editing mode by pressing the ‘Edit Layout’ button in the main menu (reachable by hitting ESC), or by hitting the small button next to the quickslots and choosing “edit layout”.
          • Move some elements around while in edit mode by dragging on that element.
          • Resize elements of the UI while in edit mode. Elements can be resized individually, or grouped and resized together.
          • Flip some UI elements (like the minimap) horizontally or vertically while in edit mode.
          • Choose to turn off (i.e. hide) some UI elements in edit mode. Hidden elements are shown as a red shaded box in this mode.
          • Adjust the number of slots shown and their layout per hotbar.
          • Select from 3 pre-created default layouts. These cannot be saved over. You may, however, use them as a starting place for your own layout.
          • Move around elements in other UI modes (such as Space Combat) by selecting these modes from the drop-down in UI Edit Mode.
Adjusted Functionality:
          • Some Operations frame customization was moved into the UI customization system, and must be edited in this mode.
          • The ability to toggle/hide health on health bars was moved to the UI customization system, and must be edited in this mode.
        • Notification of contact from a Customer Service Representative in-game is now more obvious.
        • Subtitles can now be toggled using the /subtitles command in the Chat Window.
        • If a player attempts to use a shuttle with 3 or more pending mission rewards, the player is asked to accept those rewards before continuing.
        • Tooltips no longer get stuck on slider UI components.
        • Corrected an issue that could cause the UI to incorrectly register a drag when returning from ALT-TAB.
        • The cancel and apply buttons are now grayed out on the item modification table until the player adds a pending modification.
        • The loot window can no longer be drawn off-screen in some circumstances.
        • Companion tooltips now properly reflect whether they are selling junk items or performing a Crew Mission.
        • The Sorcerer and Assassin class icons have been corrected in character creation and Advanced Class selection.
        • The language used in tooltips (when referencing damage types and other specific items) has been updated to be more consistent.
        • The preference for “Show Sith Corruption” is now labeled “Show Dark Side Corruption.”
        • New tutorials have been added for Flashpoints, Operations, and Quick Travel.
        • Shift-clicking a stack of items no longer hyperlinks that item if the Chat Window is not active.
        • The Social Preferences options page has been organized more clearly.
        • Several minor text formatting and alignment issues have been addressed.
        • The /roll command now has updated syntax in order to distinguish it from other chat text.
        • Players are now able to disable the Smart Camera in the preferences menu.
        • Bind Points now appear on the World Map as “locked” if they are not discovered.
        • An option to continue playing sounds when the game loses focus (via alt-tab, etc) has been added.
        • Certain chat commands and their corresponding messages have been properly localized in French and German. These commands include /ckick, /mute, /moderate,

/channellist, and /list.

        • Character portraits no longer appear completely black in some instances while using the Very Low shader complexity option.
        • Corrected an issue that prevented some chat errors from displaying properly.
        • Paging a hotbar up and down no longer displays hotbars that are already displayed elsewhere.
        • The ESC key now properly cancels timer dialog windows
        • Adding a level range argument to the /who command now correctly returns filtered results.
        • Corrected the icons for Imperial Agent Advanced Class selection.

Crew Skills

        • The mission reward panel no longer closes other UI panels.
        • Crew Skill trainer windows no longer reopen after players move away from the trainer.
        • The Modifiable Crafting UI filter has been renamed “Custom” and now properly functions. Custom (orange) items will display the appropriate text color in the Crafting UI.
        • The Crew Management window now displays the player’s credits in the lower right corner.

Social

        • Players can now leave comments on entries in their Friends List in the Social Window.
        • Hovering over the LFG column in the Social Window now displays a tooltip showing the individual’s LFG message.
        • “Reply” chat targets are no longer cleared upon area transitions.
        • French and German chat commands for speaking in general chat now work properly.
        • The /bow emote no longer loops when used.
        • Base crafted items can now be hyperlinked in chat.
        • A new option to suppress the Crew Mission reward window while in Warzones has been added.
        • Items now compare against all valid equipment slots.
        • Emotes no longer remove a player from stealth.

Codex

        • The Codex entry for killing a player with a turret now correctly requires the player to complete that task.

Groups and Targeting

        • Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the “Edit Interface” mode.
        • Target of target can now be enabled for the player.
        • Players can now invite other players to their group via right-click menu from the guild roster.
        • Player class names now appear on the target frame.
        • When characters become hostile or friendly to the player, nameplates are now turned on and off as specified in nameplate preferences.
        • Dead characters and creatures no longer display a nameplate unless selected.
        • Focus target visual effects are now more distinct and recognizable.
        • Class icons now appear next to nameplates. This feature can be toggled off in the preferences menu.

Galactic Trade Network

        • The Galactic Trade Network interface now supports text-based searches without category restrictions.
        • The Galactic Trade Network interface has been updated to support better filtering and faster paging.
        • The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.
        • A ‘Slot’ pulldown menu has been added to the GTN Interface for more specific item searches.
        • GTN Terminals in Kaas City are now available again.
        • Players can no longer purchase items they have listed for sale on the GTN.
        • Players can now compare items on the GTN or in mail to items equipped by their companion.
        • In-game mail messages generated by the Galactic Trade Network now contain more specific information about the item sold.
        • Consumable items can no longer be used while they are being placed on the GTN.

Maps

        • Players can no longer “click through” the Galaxy Map to interact with the main game UI.
        • The map no longer becomes translucent when riding a taxi.
        • Map transitions throughout the game have been updated – many instances where a map would incorrectly transition to another have been corrected.
        • The Spaceport section of Coruscant can now be explored correctly.

Miscellaneous Bug Fixes

    • The Jawa Balloon on Tatooine no longer occasionally disappears from underneath players.
    • The Emergency Fleet Pass now takes Republic players to the center of the Republic Fleet instead of the Tython and Ord Mantell arrival hangar.
    • The camera now collides with water instead of becoming submerged.
    • Opening a taxi terminal now cancels any active ability activation.
    • Corrected an issue that allowed players to use personal Starship doors outside the appropriate range.
    • The /stuck command no longer kills the player if they log out and back in on the ship Holoterminal (or other similar objects).
    • Corrected a rare client crash related to companion weapons.
    • Corrected several ambient conversations that triggered too often or too infrequently.
    • Added musical triggers to some missions and encounters.
    • Numerous spelling and grammatical errors in text throughout the game have been corrected.
    • Corrected several localization errors in text and voiceover.
    • The full area of Club Ufora is now considered a private area (where companions will talk with player characters).
    • Players on Tatooine and Belsavis now only see their own faction’s Quick Travel Points on the map.
    • The Chiss social ability is now described correctly during character creation.
    • Republic players can now access the Lower Office Atrium in New Venture Plaza on Nar Shaddaa without passing through Empire territory.
    • The Aim Datacron on Belsavis is now obtainable.
    • Cantina music now plays more consistently.
    • The Imperial Panteer Hideout Bind Point is no longer visible to Republic players on the map.
    • A Bind Point now exists at the Jedi Temple on Coruscant.
    • The High Profile Ward in Shadowtown on Nar Shaddaa now has a medcenter.
    • Players can no longer use Fleet Passes in areas that are Quick Travel restricted.
    • Corrected an issue that caused windowed resolution to not be saved if the desktop resolution changed while the game was running.
    • Clicking off-screen while in dual-monitor mode no longer causes icons to be accidentally dragged when focus is returned to the game.
    • An issue that could cause character models to appear invisible while wearing some armor models with the very low shader setting enabled has been addressed.
    • Addressed some performance issues in the Overrun Machine Vault on Belsavis.
    • Corrected a rare issue that could cause character appearance to change when equipping certain items.
    • Corrected an issue that could cause players to get stuck in a falling state on some terrain.
    • An issue that could prevent disconnected players from logging back into the game during Flashpoints and Operations has been corrected.
    • A treasure chest that granted loot more frequently than intended has been removed from Tatooine.
    • An issue that could allow players to use emotes to avoid some combat effects has been addressed.
    • Corrected an issue that allowed players to use Heroic Moment abilities when requirements were not met in some circumstances.
    • A rare issue that could permit players of the incorrect faction to access faction-restricted areas has been
    • Players are no longer prevented from reporting characters with some special characters in their names.
    • Corrected an issue that caused some special characters to display incorrectly in Customer Service reports.

SWTOR Smuggler Gunslinger Class Guide!

This is a general class guide for the Smuggler Gunslinger advanced class in Star Wars The Old Republic.

I. Smuggler Gunslinger Energy System

Your energy bar is a yellow bar displayed right underneath your health bar and is comprised of 100 energy points. It is broken up into 5 bars which each represent about 20 points of energy. Most of your damaging abilities will cost some amount of energy so a large portion of your dps will be how well you manage your energy.

The above point brings me to how your energy regeneration works. There are 3 levels of energy regen and they are based upon how much energy you currently have, interestingly enough the more energy you have the more regen you receive.

It works as follows:

60-100 Energy: Energy regeneration rate = 5 energy per second
20-60 Energy: Energy regeneration rate = 3 energy per second
0-20 Energy: Energy regeneration rate = 2 energy per second

Taking all of the above information we can see that the more time you spend at 60 energy or higher the more energy you will have to use for dps abilities during an encounter. Due to this you should always strive to keep your energy in this area (60-100) as you will have more overall energy over the course of a fight and thus, more dps. As an aside this isn’t taking into account any energy regen cooldowns (CD) or talents that increase your max energy. For example Cool Head will allow to use some extra burst and dip around 10 energy while still maintaining a high rate of energy regen.

II. Smuggler Gunslinger Cover System

Crouch, Take Cover: Crouches in place, or if there is an object in range crouches behind the object for cover. When an object is in range for cover a green silhouette will appear in the crouched position behind the object (much like the one in the tooltip). If crouching in place you will not gain the defensive benefits of crouching behind an object. Crouching allows the use of cover-only abilities which include most of our strongest dps abilities. Makes it harder for ranged attacks to hit you if behind an object. Has a 1 second cooldown that does not trigger the Global cooldown (GCD).

Hold Position: “A portable cover”. Once you learn your Gunslinger AC this ability becomes available and basically buffs the above ability passively. This allows you to crouch in place while also gaining the benefits of added ranged defense (much like being behind an object). This will also make you immune to interrupts and ability activation knock back.

It should also be noted that portable cover from your Gunslinger AC will not replace object cover. Object cover will always provide a higher defensive bonus than portable cover, really portable cover is there in the rare cases you are not in a position to use object cover. Basically if you are in a position to use object cover do so.

When trying to dps you will almost always want to be in cover as it will allow to use your most damaging abilities, increase your survivability through increased ranged defense, protect you against knock back and interrupts, and you’ll recover extra energy through Foxhole.

There are instances however where you will be forced from cover.

Examples include but are not limited to:

- Moving to avoid incoming damage mechanics
- Target moves out of range of your dps abilities
- Need to move to a set stacking point for defensive cooldowns or aoe healing
- If a cover spot ends up giving you line of sight issues
- If a boss is punching you in the face

III. Smuggler Gunslinger Talents (Trees and Abilities)

Smuggler Sharpshooter

Tier 1

Cover Screen: Defensive Skill = Not Recommended/Optional 0/2 or 1/2

Steady Shots: Increases damage output of Charged Burst, Speed Shot, and Wounding Shots = Recommended 2/2

Sharpshooter: Increases ranged and tech accuracy = Recommended 3/3

Tier 2

Percussive Shot: Adds a knock back to Aimed Shot if enemy is close enough = Recommended 1/1

Ballistic Dampers: Damage absorbing skill = Recommended 2/2

Sharp Aim: Adds armor piercing to Aimed Shot = Recommended 2/2

Trip Shot: Reduces the cooldown of Leg Shot = Not Recommended 0/2

Tier 3

Snap Shot: Instant Charged Burst triggered on entering cover = Recommended 2/2

Diversion: Accuracy debuff on enemy target = Recommended/Optional 1/1 or 0/1

Quick Aim: reduces the activation/channeling time of Aimed Shot when Charged Burst or Speed Shot crit = Recommended 2/2

Tier 4

Slick Shooter: Increases the critical strike chance of Charged Burst, Speed Shot, and Trick shot = Recommended 2/2

Spacer: Adds a extra knock back to Pulse Detonator, and reduces the activation time of XS Freighter Flyby = Not Recommended 0/1

Burst Volley: Adds a stacking alacrity buff through Aimed Shot which reduces ability activation times = **Recommended/Optional 3/3, 2/3, 1/3, 0/3**

Foxhole: Extra energy regen while in cover = Highly Recommended 1/1

Tier 5

Recoil Control: Reduces energy cost and cooldown of Trick Shot = Recommended 2/2

Trick Shot: Dps Ability = Recommended 1/1

Lay Low: Reduces XS Freighter Flyby and Hunker Down cooldowns substantially = ***Recommended 1/2, 2/2***

Tier 6

Deadeye: Increases crit damage of Trick Shot, Speed Shot, and Quickdraw = Highly Recommended 5/5

Tier 7

Rapid Fire: Finishes and eliminates next cooldown on Speed Shot = Recommended 1/1

Smuggler Saboteur

Tier 1

Saboteur’s Utility Belt: Reduces cooldowns of grenades = Not Recommended 0/2

Bravado: Increases maximum energy = Highly Recommended 2/2

Streetwise: Increases cunning = Highly Recommended 3/3

Tier 2

Independent Anarchy: Increases general AOE damage and the damage of Sabotage Charge = Not Recommended 0/3

Cool Under Pressure: Adds a small healing buff to your energy regen cooldown (Cool Head) = Not Recommended 0/3

Hot Pursuit: Adds the chance to gain a buff that allows you to use Charged burst while not in cover = **Recommended/Optional 0/2, 1/2, 2/2**

Underworld hardships: Increases Endurance = Not Recommended 0/2

Smuggler Dirty Fighting

Tier 1

Black Market Mods: Increases alacrity = *****Recommended/Optional 2/2, 1/2, 0/2*****

No Holds Barred: Increases critical strike chance = Highly Recommended 3/3

Holdout Defense: Increases damage done by Blaster Whip = Not Recommended 0/2

Tier 2

Dirty Escape: Reduces cooldown of Dirty Kick and adds a speed boost after using it = Not Recommended 0/2

Flash Powder: Accuracy debuff added to enemy after Flash Grenade ends = Not Recommended 0/2

Mortal Wound: Adds a chance for Vital Shot to tick twice when inflicting damage = Not Recommended 0/2

Open Wound: Increases the duration of Vital Shot = Not Recommended 0/2

***There is a flex point between Black Market Mods and Lay Low. I’ve done this because the importance of alacrity/alacrity caps has yet to be determined and I’m uncertain whether a 2% increase to alacrity outweighs the lowered cooldown (total of 15 secs with 2 points, 7.5 sec with 1 point) on XS Freighter Flyby. Another thing that will come into play regarding this flex point is the duration of boss fights. Proposed Specs 1 and 2 will reflect this difference***

**Currently alacrity seems to be a stat that will not be desired that strongly for our class/AC. Add to the fact that Burst Volley is very inefficient to attain it’s optimal use/reach maximum stacks (3). Due to this I’ve decided to change burst volley, black market mods, and hot pursuit to Recommended/Optional Talents. Proposed spec 3 will be a spec that reflects these changes, it will have some added defensive utility and will talent into hot pursuit **

With that we come to our proposed/recommended specs

Proposed Spec 1 / Proposed Spec 2 / Proposed Spec 3
SWTOR blaster concept art

IV. Smuggler Gunslinger General Abilities

a.) Out of Combat/Miscellaneous abilities/cooldowns

Weapon Proficiency: Blaster Pistol (lvl 1): Allows the use of blasters

Light Armor Proficiency (lvl 1): Can equip light armor

Medium Armor Proficiency (lvl 1): Can equip medium armor

Lucky Shots (lvl 1): Self/party buff, increases critical strike chance, lasts 60 minutes
Recuperate (lvl 1): Regenerates health and energy, only useable out of combat

Speeder Piloting (lvl 25): Can ride speeders

b.) Combat (Dps) abilities/cooldowns

Flurry of Bolts (lvl 1): Basically a filler ability (similar to auto attack however will not activate automatically when attacking something). Costs no energy and does minimal damage. Use to regen energy whilst still doing damage.

Cover Abilities: See Cover System section.

Charged Burst (lvl 1): Only usable in cover, no cooldown. When using, use liberally (in chunks, down to 50-60 energy) as it has no cooldown. Be careful however, if spammed more than needed you will run out of energy. Use while other abilities are on cooldown

Sabotage Charge (lvl 1): Only usable from cover, activated on any damage taken by enemy. 30s CD.

Blaster Whip (lvl 2): Melee ability, 6s CD.

Thermal Grenade(lvl 3): Aoe damage, 6s CD.

Dirty Kick (lvl 4): Interrupt/Stun + some damage. 45s Cooldown. My favorite animation in game so far .

Vital Shot (lvl 5): Damage over time (DoT) ability, always keep up (unless fight will last under 15-20 seconds).

Flash Grenade (lvl 6): Aoe Stun, 90s CD.

Quick Shot (lvl : low energy cost , low damage ability.

Escape (lvl 9): CC breaker.

Slice Droid (lvl 12): Only useable on droids, Stuns target droid for 60s, damage will break the CC.

Cool Head (lvl 14): Mana regen CD, 120s CD.

All In (lvl 15): 1 minute God Mode, 1200s (20 min) CD, requires your companion to be out.

Distraction (lvl 18): Interrupt, 12s CD.

Dodge (lvl 24): Dodges both ranged and melee attacks for 3 seconds, 60s CD.

Cheap Shot (lvl 28): Melee ability, no cost, no cooldown. Only useable on stunned targets.

Surrender (lvl 30): Threat dump, 45s CD.

Defense Screen (lvl 32): Abosrbs incoming damage, 45s CD.

Head Shot (lvl 34): Basically a ranged Cheap Shot, shares CD with Cheap Shot, only useable on stunned targets.

XS Freighter Flyby (lvl 48) : Big Aoe damage ability, 60s CD.

V. Smuggler Gunslinger Advanced Class Abilities

a.) Out of Combat/Miscellaneous abilities/cooldowns

Hold Position (lvl 10): See Cover System section.

Dual Wield (lvl 10): Allows the use of two one-handed weapons.

Crack Shot (lvl 10): Buffs the range of a number of dps abilities, including all blaster shots.

b.) Combat (Dps) abilities/cooldowns

Trickshot (Sharpshooter Skill Tree): cheap dps ability, can be used after Charged Burst or Aimed Shot, 9s CD.

Diversion (Sharpshooter Skill Tree): Enemy accuracy debuff, 60s CD.

Rapid Fire (Sharpshooter Skill Tree) : Buffs speed shot, 90s CD.

Smuggler’s Luck (lvl 10): guarantees a critical strike the next time you use Charged Burst, 60s CD.

Aimed Shot (lvl 10): powerful, long cast dps ability, can only be used from cover, 15s CD.

Leg Shot (lvl 12): stuns the target and does a very small amount of damage, 15s CD.

Pulse Detonator (lvl 16): Emergency knockback and stun, can only be used while in cover, 30s CD.

Quickdraw (lvl 18): Dps ability, can only be used when target is at or below 30% health, 12s CD.

Hunker Down (lvl 20): Protects against all CC for for 20s, only useable while in cover, must remain in cover for it to remain active for the full 20s, 60s CD.

Sweeping Gunfire (lvl 22): Aoe dps ability, expensive, no CD.

Flourish Shot (lvl 28): Sunders the target’s armor for 45s and does a small amount of damage, keep up, 4.5s CD.

Speed Shot (lvl 36): Dps ability, only useable while in cover, 15s CD.

Scrambling Field (lvl 42): Defensive AOE ability, no cost, must be in cover and remain in cover, 180s CD.

Illegal Mods (lvl 50): Increases alacrity for 10s, no cost, 120s CD.
Your Ship The XS Freighter

VI. Smuggler Gunslinger Stat Weights

The current base stats are as follows:

Aim, Cunning, Endurance, Presence, Strength, and Willpower

Breakdown

Aim: A stat that increases our ranged damage and gives a small bonus to tech damage , very useful on a trooper, not so much so for a gunslinger when compared to cunning.

Cunning: Probably the most important overall stat for a smuggler/gunslinger, increases our overall damage output more than any other stat. Increases tech damage, adds a small bonus to ranged damage, as well as increases our crit chance. Prioritize cunning over other stats.

Endurance: Mainly a tanking stat, increases overall health and health regen rate.

Presence: Increases output of our companion’s abilities, great for leveling, useless in Operations.

Strength: Increases our melee damage output, since we are a ranged class this is not very helpful.

Willpower: Increases the damage/healing we do with our force abilities, which we have none of, stay away.

Other stats (found on items like weapons and armor):

Alacrity, Critical Strike Rating, Surge, Tech Accuracy, Tech Power

Breakdown

Alacrity: Increases the activation or channel speed of abilities. More beneficial to classes with many of these abilities. A gunslinger only has a few abilities with longer than normal activation/channel times. Add to that the fact they have a bunch of built in alacrity through talents. It seems as though alacrity won’t be an all that important stat for us. That’s not to say it’s bad, however there are other stats that should be prioritized ahead of it.

Critical Strike Rating: increases our chances of getting a critical strike, overall a solid stat for gunslingers.

Surge: Increases the power (dmg and healing amount) of all crits. Builds based on achieving critical hits and heals. Basically the higher your critical hit chance the better Surge will be. Won’t start being that great of a stat until higher levels of crit are achieved.

Accuracy: Increases our accuracy with tech and ranged abilities, more information is needed to learn things like cap values or diminshing returns. Once hit cap is reached extra accuracy will ignore some of the target’s armor. You should probably look to cap this stat at the very least.

Power: Increases the damage output of our tech abilties, more info is needed to determine how it compares to a stat like cunning, however at face value it seems to be the strongest secondary stat for a gunslinger

VII. Smuggler Gunslinger Consumable Buffs

When it comes to consumable buffs there are basically 2 kinds that you always want to have, Stims and Adrenals. Stims increase a base stat for a long period of time (60 min-120 min), and Adrenals increase another stat (Non base stat) for a very short period of time (15 seconds). For a Smuggler we are looking for skill stims, which increase our cunning/tech power and attack adrenals, which increase our tech power.

*The consumables below are only useable through the biochem crafting profession, they’re linked purely as an example.*

Example Skill Stim

Example Attack Adrenal

VIII. Smuggler Gunslinger Proposed Rotation/ Ability Priority List

Since the Smuggler runs off of a dynamic energy system our dps will focus on a priority list rather than a set rotation. At this time it is difficult to create a “set in stone” priority list as there is still more information that needs to be tested. For now I’ll put together a proposed priority system with a list of important abilities.

~Optimal Opener~ Flourish Shot, Vital Shot, roll into cover to proc an instant charged burst, use Smuggler’s luck to gain a guaranteed crit from charged burst which will then proc Quick Aim, Charged Burst, Aimed Shot, and then break down into the priority list. You should always try to have a quick aim up before using aimed shot as it will reduce its activation time significantly, just don’t keep aimed shot off cooldown for an extended period of time waiting for the proc.

a.) Single Target

Flourish Shot – Mainly for the armor reduction to target (If a Jedi Guardian is tanking the target he/she will provide this debuff)
Vital Shot
Aimed Shot
Trick Shot
Speed Shot
Quickdraw (target below 30%)
Charged burst
Flurry of Bolts

Scoundrel Scrapper PvP Guide For Smugglers In SWTOR

On Stealth:

1. Stealth doesn’t work in this game like it does in others. If you engage a target and kill it without attacking or being attacked by another enemy, you are instantly considered “out of combat” on the kill blow. This means that, as long as the cooldown is up, you can restealth immediately after the killing blow. A large portion of our damage comes from Shoot First, so having a strategy that involves restealthing a lot is advantageous. Choose carefully when you want to do AOE damage because if you can stay out of combat with anybody but your victim, you can restealth right in the middle of a pack of enemies.

2. Stealth detection is also different than you may be used to. With the +3 stealth talent, an enemy can see you in their frontal cone at around ~10-15m, behind or beside them it’s more like ~5m (just outside melee range). This is where Sneak comes in. Use it when you need to pass by a group of players or pass in front of one before attacking them from behind as they will have nearly 0 chance of seeing you with this talent active.

3. Use sneak pre-emptively when you know or think there may be other stealth characters nearby. It can give you the edge that is needed to open with a shoot first on them. This is especially useful when you suspect a stealth may be protecting a turret in alderaan or a door in voidstar. Winning the opener is often the fight decider for similarly skilled/geared opponents 1v1, so this is very important.

General Combat for Scrapper Smugglers:

1. Know when to burst your energy and when to conserve it. If you find yourself at ~10 energy without cool head up, you will be quite useless for a long time. For this reason, use cool head strategically to slam out a lot of DPS, but when it’s not up be cautious. Use some flurry of bolts if you are getting close to 60 energy.

2. Use the fact that you can run through your opponents to your advantage and try to stay behind them so they miss skills. This also makes it easy to land back blast. In the same respect, if you know they are going to knock you back try to put your back to an object or at least aim yourself in a safe direction while attacking so that the knockback doesn’t ruin your day.

3. Don’t be afraid to kite lightsaber melee classes a little. Snare them when they charge, then kite them at ~10m as needed. This is especially useful during cooldowns like saber ward and cheat death which can easily result in a dead little scoundrel if not countered.

4. When a player is being guarded, any CC which also does damage that you use on that player will affect the guard as well. Double knock back from a shoot first can be pretty funny when you knock the tank over on a fire pit because you attacked the guy he was guarding.

5. Interrupts! Getting spammed by tracer missiles? Use your kick and they have to wait 4 seconds. Remember your flashbang can be used for an interrupt in clutch situations when your stun and kick are down.

6. When you flashbang someone, go into cover and throw a sabotage charge on them. It can hit as hard as a backstab and doesn’t hit until they take damage. Also, your flashbang can be used to heal yourself, take advantage of it!

7. Further expanding on flashbang strategies, once you are 48+ you can do a massive burst on someone who eats a full duration flashbang. Flashbang > sabotage charge from cover > cast XS freighter flyby > flechette round + backblast or even vanish and shoot first. You can see as much as 8k damage on the initial round of hits and they will be taking ~2k/second while they stand in the fire with flechette round ticking, not including your attacks. This is especially effective on melee classes since they have to stand in the fire to attack you.

8. Learn other classes and what they can do! Go to torhead and research their abilities, specs, and ask friends/guildies of other classes to give you a rundown. Also, learn what ability animations are what for important things like bubbles and learn the icons of spells that are important to interrupt. These things may seem ridiculous, but when you know what your enemy is doing and what they’re likely to do you have a great strategic advantage.

Smuggler Scoundrel Scrapper Warzone medal guide:

-1 Killing Blow- Yeah don’t need to explain this one

-1 Solo Kill- I find the best way to get this one is very early in the game. Get out ahead of your team and cut off an enemy player who is behind his zerg and rip him apart, use cooldowns if you need to and make it a quick kill then get back to playing objectives. As a fun side bonus if you can get a 5k hit on this player, you’ll get unbeatable before anybody else with 2.5k/5k/1 kb/1 solo kill.

-10/25 Kills- Any time there is a team vs team engagement, make sure to get a hit in on everybody. Throw grenades and if you see someone low life that you haven’t hit, switch to them and flurry of bolts. The only warzone that can be rough for 25 kills is alderaan, this depends on the enemy team and your luck of being at the right turrets.

-2.5k/5k hit- You need some gear to get the 5k hit with shoot first, getting a red buff and using your relic helps a lot here.

-2.5k/5k heal- The 2.5k heal is easy, but the 5k heal requires pretty good gear. You’ll need to take damage (you can do this by removing your armor and putting it back on) and then heal yourself after your pvp trauma is down. If you can’t crit 5k without trauma, you can choose to use your relic or pick up a PVP red buff to help you out.

-75k/300k dmg- This one is pretty easy in huttball and voidstar if they aren’t absurdly short, but alderaan can be difficult. Remember to use your AOEs (especially xs freighter flyby) and NEVER be one of those wimpy little scoundrels that sits in stealth whole fights b/c they aren’t sure if they will win. If you jump into a losing fight, leave a vital shot on everybody there before you go down.

-75k heals- This one is pretty easy, you’ll probably get 25-30k just healing yourself out of combat for the 2.5k/5k. As long as you’re topping yourself off every chance you get instead of using your regen ability, and topping off other players… this one will happen almost every game. If you’re getting close to the end of a game and still don’t have it, start healing people who are fighting.

I find these 11 medals are attainable in the vast majority of voidstar and huttball matches. Alderaan can be tough on the 300k dmg and 25 kills, but you will almost automatically get the 1k/3k defender.

-defender alderaan- Here just make sure you fight on/near turrets. Even if you’re migrating around defending, just don’t be out in the middle of the zone randomly fighting people. You get a TON more defender points for killing/healing on top of a turret than just sitting on one. I’ve seen 3k defender just a couple minutes into a match before when their team was just zerging a turret while we farmed them.

-defender voidstar- This one, I honestly don’t know what the criteria are. However, I almost always get the 1k defender here just by solo defending whatever door my team isn’t zergballing.

-defender huttball- this one is pretty easy. Always, ALWAYS hit the ball carrier of the enemy team. It’s better if you get the killing blow. Any time you get possession of the ball, begin passing it to low health members of the enemy team and killing them off. The best way to pass to them is from point blank range as a long pass will almost always go to the wrong person.

So yeah, 9-13 medals will be pretty easily attainable every match once you are geared at 50 and get used to the medal farm. At this point i have them all memorized and know which ones i have/haven’t gotten without thinking much about it.

-Super short match strategy- If a match is going to be over VERY quickly, try to get 2.5k/5k hit, 2.5k heal, 1 kill blow, 1 solo kill, 75k dmg very quickly. These are medals you can pull off in a couple of minutes during a warzone shutdown sequence so don’t be left without the extra comms/valor!

 

Commando Trooper Healing Guide – SWTOR

The Commando Trooper skill tree of Combat Medic can be not only a fun class to play but also a very good healer. The SWTOR guide below serves to give you the ins and outs of the best skills and how to use them most efficiently. Read on to be the best Trooper you can be!

Trooper Commando Healing Guide – Abbreviations and Desired Stats

TR – Trooper
Com – Commando
DR – Diminishing Returns
AMP – Advanced Medical Probe
MP – Medical Probe
TP – Trauma Probe
KB – Kolto Bomb
SCC – Supercharged Cells
BI – Bacta Infusion
HS – Hammer Shot
CSC – Combat Support Cell
HPS – Healing per Second
HPA – Healing per Ammo
FT – Field Triage
MT – Main Tank

Trooper Commando Healing Guide – Stat Descriptions

Trooper Commando Primary Stats

The Primary Stats for all Trooper Commandos are Aim and Endurance, which increase damage, healing and Health. Aim gives 0.2 ranged damage and healing while Endurance gives 10 HP per point. Aim will always give + Ranged Damage and + Tech Damage, so a TR will never need to gear for +Tech specifically.

Trooper Commando Secondary Stats

Presence – Boosts companion health, damage and healing.
Tech Power – Found on weapons, increases Tech damage and healing but not Ranged damage.
Accuracy – Gives +hit and gives armour penetration when over 100%.
Crit – Gives Ranged and Tech critical chance.
Surge – Increased critical damage.
Armour – Reduces physical and kinetic damage (all Tech and Force powers unless otherwise specified are Kinetic)
Defense – Increases Parry/Deflect.
Shield – Increases chance to be shielded on attack
Absorption – Increases the % of damage shaved off shielded attacks
Alacrity – Cast/channel Haste The most important of these will depend on what you currently have the most of.
For a Trooper Commando main healing in PvE, the single most important stats are Aim and Tech Power. Having plenty of crit is also a must as this allows Trooper Commandos to keep the 5% Alacrity buff up at nearly all times. This can really mean the difference between landing a heal before someone dies, and being that 0.1 second too slow. Even at low levels, it’s minimum contribution is 0.1 seconds off of every cast.

Each stat needs to be thought of as a tool for a different job. The same way you wouldn’t use a wrench to bang in nails, a healer needs to select the appropriate tool for the job that is being done. This is where playstyle and raid composition come into play. Priority on stats is also subject to the rule of diminishing returns (DR). What this means is that at a certain amount of a secondary stat, incremental gains begin to diminish at an increasing rate. Thus a good Commando healer will want to maintain a certain balance between Crit, Surge and Alacrity.

The stats that each Trooper Commando gear for will depend on their raid role or instance role. What this means is that different Com’s with the same spec, will gear in very different ways. A Trooper Commando who is always main healing the tank or flashpoints will want to a high level of Surge and Crit, allowing them to use Hammer Shot the maximum number of times between having to use heals. Heals will be bigger but slower. A Trooper Commando who is raid healing however, will want a higher amount of Alacrity, allowing them to get off smaller but faster heals to more numerous targets. Either way, Crit will be Com’s most important secondary stat until DR is reached, due to it proccing the 5% Alacrity buff talent. This will help in getting our main heal down to the 1.5 second GCD cut off point.

Trooper Commando Healing Guide – Healing Skill Tree – PvE

The basic cookie cutter healing build currently available 31/8/2. The two points in Heavy Stock are in fact 4% bonus Alacrity in game. This spec hit’s all the major points from the Combat Medic tree, allowing for a healing ‘rotation’ to be set up. This ‘rotation’ is the optimum way to heal a single target being hit by predictable damage.

Here's a decent PvE healing build

Kolto Bomb -> Advanced Medical Probe -> Medical Probe x2 -> Refresh Trauma Probe -> Hammer Shot x2

From 12 ammo, this rotation will finish with you back at 12 ammo, never dropping below maximum ammo regeneration. This healing rotation will usually be enough to keep most main tanks alive through Heroic 4, Flashpoints and hardmode Flashpoints. Note that when keeping on top of healing, the second MP can be changed to Charged Bolts and the two Hammer Shots can be used against an enemy target and still build CSC charges. This will usually happen most when vastly outgearing content. This is an effective way to complete H2 content with the M1-4X companion tanking.

This is also a very effective way of quickly building to 30 charges of CSC. Rather than blowing SCC every time it comes available at 30 charges, the most effective way to use SupC is to wait until your tank is hit by a large damage spike. Pop SupC, KB, then alternate AMP and MP until SCC runs out. Then return to your ‘rotation’.

However, a large amount of content cannot be simply healed by following one set rotation. This is where Commando’s take into account our HPS and HPA to create a priority list of healing. (see section below for maths and equations) This is as follows:

Kolto Bomb (applying buff) > Trauma Probe > Medical Probe (FT proc) > Bacta Infusion >Advanced Medical Probe > Medical Probe > Kolto Bomb (healing) > Hammer Shots

Even though Kolto Bomb has the lowest healing score and should be placed lowest on the priority list, it is in actuality placed highest when it is used to apply the healing buff, then placed lowest for healing. It is also worth noting that the above rotation can be ‘delayed’ due to the amount of damage incomming on the target your healing. It is inefficient to keep spamming this when nobody is taking damage for example, that’s just a waste of time and resources. As long as the Kolto Bomb buff is kept up and the FT buff is used within 15 seconds of AMP, it doesn’t matter which order you use your skills in if everyone stays alive. A more typical snapshot of a portion of combat would look something along the lines of:

Kolto Bomb -> Hammer Shot x2 -> Advanced Medical Probe -> Hammer Shot x1 -> Trauma Probe -> Medical Probe -> Medical Probe -> Advanced Medical Probe -> Kolto Bomb -> Bacta Infusion -> Medical Probe -> Hammer Shot x3

Operation and group healing as also very different to healing a single target. While in Operations a Commando healer will most likely be the Main Tank healer, there will be times where they will have to raid heal. At these times, it becomes a case of good SCC management. Getting to 30 charges, using SCC and then using AMP on as many targets as possible before the SCC buff runs out, while using the FT proc to heal the MT if they go too low. Distributing KB’s around the raid during SCC can also make the difference between a kill and a wipe, due to the added shield effect.

A quick note on Recharge Cells usage: with this spec, try to always use RC when down to 3-4 cells. This will put you straight back into the maximum regeneration zone.

This spec is most likely not optimal for PvP, though it does seem to perform well:

Trooper Commando Healing Guide – Healing Per Second and Healing Per Ammo

This section shows the mathematics behind Heals per Second (HPS) and Heals per Ammo (HPA), as well as showing how they are calculated into an effective Priority List.

Calculation of HPS and HPA is a rather simple affair. Using the following formulas:

A / C = HPS
A / Am = HPA
A – Average Heal
C – Cast Time
Am – Ammo Cost
To calculate your Average Heal, take the lowest possible heal and the highest possible heal and find the mid point value between them. In the case of an ability like AMP add the HoT component as well. The following maths is taken from a level 50 Trooper, who is completely naked. These are using pure, top level ability costs. It is displayed as “Minimum heal-Maximum heal = A / C = HPS”.

Advanced Medical Probe – 551-810+185 = 865.5 / 1.5 = 577 HPS
Medical Probe – 854-1123 = 988.5 / 2 = 494.25 HPS
Bacta Infusion – 560-917 = 738.5 / 1.5 = 492.33 HPS (0 cast time, but 1.5 second GCD)
Trauma Probe 94-108*10 = 1010 / 1.5 = 673.33 HPS (0 cast time, but 1.5 second GCD. Healing not upfront but over a minimum of 30 seconds)
Kolto Bomb 116-218 = 167 / 1.5 = 111.33 HPS (0 cast time, but 1.5 second GCD. Healing is per person hit up to maximum of three for 334 HPS.)
Now to calculate the HPA using ”Minimum heal-Maximum heal =A / Am = HPA”.

Advanced Medical Probe – 551-810+185 = 865.5 / 2 = 432.75 HPA
Medical Probe – 854-1123 = 988.5 / 3 = 329.5 HPA 854-1123 = 988.5 / 1 = 988.5 (field Triage Proc)
Bacta Infusion – 560-917 = 738.5 / 0 = 738.5 HPA (0 ammo cost)
Trauma Probe 94-108*10 = 1010 / 0 = 1010 HPA (0 ammo cost)
Kolto Bomb 116-218 = 167 / 2 = 83.5 HPA (Healing is per person hit up to maximum of three for 250 HPA.)

All of the above calculations are subject to change due to the amount of gear that you have. Inputting your own numbers into these equations will give you your own list. With this list complete, add the HPS and HPA together, the total of this being the abilities place on the priority list, going in descending order.

TP – 673.33 HPS + 1010 HPA = 1683.33
MP FT proc – 494.25 HPS + 988.5 HPA = 1482.75
BI – 492.33 HPS + 738.5 HPA = 1230.83
AMP – 577 HPS + 432.75 HPA = 1009.75
MP – 494.25 HPS + 329.5 HPA = 823.75
KB – 111.33 HPS + 83.5 HPA = 194.83 (one target) 334 HPS + 250 HPA = 584 (three targets)

Trooper Commando Healing Guide – Companions

Troopers Commando get a wide variety of companions throughout the course of their Story. There are a variety of healers, tanks and several dps companions. Below is listed where we get them (but not how to get them) what their specialities are and any crew skill bonuses they might have.

Aric Jorgan – Ord Mantell
Combat Style: Ranged DPS
Armor: Heavy
Weapon type: Assault Cannon
Starting Kit: Concussion Round
Crew Skills: +10 Armstech Efficiency, +2 Diplomacy Critical

Tanno Vik – Balmorra
Combat Style: Melee Tank
Armor: Heavy
Weapon type: Rifle
Starting Kit: N/A
Crew Skills: +5 Critical Armourmech, +1 Critical Underworld Trading

M1-4X – Nar Shaddaa
Combat Style: Ranged DPS
Armor: Heavy
Starting Kit: Flamethrower
Crew Skills: +5 Cybertech, +5 Critical Scavenging

Elara Dorne – Taris
Combat Style: Ranged Healer
Armor: Heavy
Weapon type: Blaster Pistol
Starting Kit: Medpack
Crew Skill: +10 Biochem Efficiency, +10 Bioanalysis Efficiency

Yuun – Hoth
Combat Style: Melee DPS
Armor: Heavy
Weapon type: Electrostaff
Crew Skills: +10 Research, +10 Slicing Efficiency

C2-N2 – BT-7 Thunderclap
C2-N2 is the Droid that comes with your personal ship, the BT-7 Thunderclap. He is a non-combat companion. This means that while he can be taken into the world and used to heal you, he doesn’t have any damaging spells or abilities. The best usage of the C2-N2 driod is as a crafter/mission runner.

Trooper Commando Healing Guide – Crew Skills

Professions for the Trooper Commando come down to a choice in whether weapons, armour or healing kits and raid stims are required. There are four main crafting professions that work well with the TR. These are:

Armormech – Crafting of Medium/Heavy armour for non force users.
Armstech – Crafting of Blaster Rifles and Pistols, as well as Weapon Mods.
Biochem – Consumables and Implants.
Cybertech – Droid components and Armour Mods.
Certain resource collection skills work well with each of the above. Each crafting crew skill has a gathering skill and a mission skill that compliments it. Each crafting skill has a skill that is labelled as ‘primary’. This means they will gather the items most useful for that crafting skill. Each crafting skill has the possibility of having a secondary skill. Secondary skills gather items that can be used to level the main crafting skill, but aren’t necessarily only for that crafting skill.

Armormech – Scavenging primary and Underworld Trading secondary.
Armstech – Scavenging primary and Investigation secondary.
Biochem – Bioanalysis primary and Diplomacy secondary.
Cybertech – Scavenging primary and Underworld Trading secondary.
Personally, I have chosen Slicing, Bioanalysis and Biochem. This allows me to maintain a positive credit balance, whilst selling lot’s of mats on the GTN as well as keeping my guildmates stocked with useful stims, implants and med packs.

We hope you enjoyed this guide and that it was useful to you. If you have anything to add to it please join in the comments below!

SWTOR Trooper Vanguard Tanking Tips

As a Trooper there are many things you can pick up to improve your tanking skills. Yes, they’re similar to the Bounty Hunter but then again, each advanced class in SWTOR has it’s unique things about it. Hopefully the tips below will be useful to you:

  • Using your Sticky Grenade helps get initial aggro on mobs as you get up close.
  • When there’s two bad guys on one side and one guy on the other, I throw the sticky grenade on one of the pair (so both get hit by the blast) and I immediately start with something like Auto on the single guy. I’ll avoid Mortar on such a small fight so I don’t have to wait for it to be available again.
  • Use cornerpulls when you want to aggro packs of adds; It gathers them up and makes them easy to hit with your Pulse Cannon.
  • When Mortar is up i start with that, as simply put, it kills all the trash mobs quickly and leaves the big ones damaged and angry at me. Then I’ll do the sticky and normal grenades, then closer if need be for a pulse cannon. by then most stuff is dead unless we’re talking Heroic stuff going on.
  • Since most packs consist of 3 to 6 mobs, I usually start the pul by throwing a sticky on one of the middle mobs and throwing an explosive round on another. Then hammershot while coming closer and then ion pulse an elite when in range. Then I keep agro while rotating ion pulse/hammershot and stockstriking whenever it’s up.
  • In a Heroic, I use Mortar mostly to make sure the group is fully aware of where I’m drawing agro from so they don’t go attack a side group. You just never know, you know what I mean? Otherwise I also start with the 2 grenades, sticky on 1 target then switch to the target I plan to kill first.
  • Try to keep tabbing between targets (if they’ll be alive long enough) tab is a tanks best friend imo.
  • Neural Surge stray adds and Harpoon them if they don’t come immediately.

SWTOR Trooper Vanguard Tanking Tips – Basic Tanking Mechanics:

#1 – Initiate the highest threat target, AOE if it won’t pull other groups, single shot if it will
#2 – Keep aggro of every mob on you if there is no off tank, this requires the group to always focus down what you are attacking
#3 – Corner Pull if mobs wander around OR to use devastating AOE combinations
#4 – Aggro switch with off tank on higher level heroics to give time for health regen
#5 – ALWAYS pull mobs off your healer

If you have any more tips to offer the Vanguard Trooper tank, add ‘em in the comments!

SWTOR Patch Notes 1.1.5

Today’s patch is completed so be ready to do an update the next time you play! There are a lot of PvP updates. Here are the patch notes:

General

  • Players can now use the command /roll or /random to generate a random number between 1 and 100. This command will also accept a range (example: /roll 20-40) or a die value (example: 2d6).

Classes and Combat

General

      • Moving while channeling an ability (such as Telekinetic Throw and Force Lightning) will ao longer cancel the Global Cooldown, which would allow those abilities to deal more damage than intended.

Sith Warrior

    • The French version of the “Darth” title is now correct.

Flashpoints and Operations

Operations

General
        • Bosses in Operations now drop the correct amount of loot when the group is using the Master Looter loot distribution setting.
Eternity Vault
        • The “Duel of the Fates” and “Penalty of Destiny” effects are now properly removed when the Infernal Council encounter resets.
        • An issue that could cause buttons to stop responding during the Ancient Pylons encounter has been fixed.
Karagga’s Palace
      • Completing Karagga’s Palace in Nightmare Mode now correctly grants the title “The Unyielding.”

Items

General

    • New high-level black-yellow color crystals can now be purchased from the Pre-Order Vendors on the Imperial and Republic Fleets.
    • Several high end speeder models have been temporarily reduced in price until Game Update 1.2.
    • A vendor that sells a variety of previously unavailable endgame crystals has been added temporarily to the Imperial and Republic Fleets until Game Update 1.2.
    • The Portable Holo Dancer once again displays the correct visual effect.
    • Dark/Light requirements present on some color crystals have been removed.

Missions and NPCs

Missions

Republic
        • Chaos and Harmony: Corrected an issue that caused Children of the Emperor to disappear and reappear during the final boss fight, making the encounter more difficult that intended.
Imperial
      • Manufacturing Miracles: Corrected a dialogue problem that could cause Destris’ conversation to end prematurely.

PvP

General

      • Players can now build credit towards the Battle for Ilum daily and weekly missions by playing Warzones.

Warzones

General
        • Healers in Warzones now receive kill credit when a healed player kills an enemy.
        • Players affected by a Damage Over Time ability are no longer interrupted when interacting with objectives.
        • Battlemaster and Champion Commendations are now available on the PvP Vendor for Warzone and Mercenary Commendations. Champion Gear Bags are still available.
        • Valor gained from Warzones has been increased.
        • Medals are now worth 500 Valor and 10 Commendations. Players only earn Valor and Commendations for the first 4 medals earned each match.
        • Increased the Warzone AFK timeout from 60 seconds to 90 seconds.
Alderaan Civil War
        • The speeder bikes that transport players back to the battle now have a three-second activation time to increase the likelihood that an organized attacking team can successfully take the side turrets.

World PvP

Ilum
          • To improve Ilum performance, the two large defense turrets outside each base on the Western Shelf no longer fire lasers into the air.
          • Players can now kill a much larger streak of players before they are temporarily prevented from gaining more Valor for kills. Additionally, once the threshold has been passed, players will be prevented from gaining Valor for a shorter period of time.

UI

General

        • The Shader Complexity preference now supports a “Very Low” option.
        • Codex entry popups now display correctly for level 50 players when they are unlocked.

Miscellaneous Bug Fixes

    • An issue that could cause players in guilds to be occasionally kicked from Groups and Operations Groups shortly after joining them has been corrected.
    • The use of specific emotes during instant ability activations can no longer result in unintended player movement.

Bounty Hunter Mercenary Bodyguard Healing Class Guide – SWTOR

Before I begin, I must say that I have never attempted or written a guide of any type before. Neither have I ever called myself an elitist nor have I labeled myself as a professional and/or a theory-crafter. What you are reading here is a pure personal lover of healing. I am a casual gamer who at least spends quality time in virtual entertainment. This mainly includes keeping characters of all types alive for the duration of any game play.

This is healing is its most purest form, nothing else (at least almost pure). The basis of healing is a special art form that requires heavy responsibility. It also requires attention for the needy and anything can happen. Therefore it is vital to adapt to your situation very quickly and swiftly. A simple wrong move can potentially produce grave results and end up in a restart in your encounter. This may cause grief among yourself and your group. BUT, remember to keep your whits about you and that not everything is always your fault. Always keep your head on your shoulders and LEARN from your mistakes (if any) and move on.

In my experience in MMOs, I have always rolled a healer any way I can. Most of my experience comes from WoW, but it also branches from Anarchy Online, Age of Conan, Team Fortress 2 (as Medic), Champions Online as a healer role…anything that I can get my hands on healing. This generally means that I have A LOT of experience in healing. My recent urge to write this guide led me to an a great interest, Bodyguard healing is just so darn intriguing! I have never had an urge to write a guide of any kind and I decided to be bold and spend my quality time sharing some of my experience to others, because knowledge is power. Boasting aside, another trigger that pointed me to write this guide was that I was consistently complimented about my healing as a Bodyguard. I was still only new to it and had to adjust accordingly. I have always wanted to serve my best when it came to healing and it was important for me to share that love to others so that they too may enjoy their gaming experience.

Last but finally not least, respect the green. We all should know by now that green (also my all time FAVORITE COLOR) FlyTexts (in this game) floating above player’s heads are healing marks and red floating FlyTexts are damage marks.

Keep this as a note: As a healer, you should be seeing green about 99.999% of the time.

SWTOR Bounty Hunter Healing Guide - Skill Review

For now, I placed this little chart here as a review at what we are potentially looking at. There are a couple of skills that I am missing at the current moment, but this is because I have yet to experience them first hand just yet. Stay tuned.

As for now, this chart should be a visual reference on what we are looking at as far as heat management is concerned. Heat can build up very quickly depending on the job, but the heat expenditures is not as high as we are expecting since we also have to account for the cool-off.

Also, the casting time expense, especially Rapid Scan (not so rapid after all) is looking at a basic two second margin in casting. Because there is a haste stat called Alacrity which I will introduce later in the weeks coming days, we should be mindful of the time it takes to land heals. This can become crucial especially when you get into a little crunch and need a quick kick of a heal.

Skills Heat Cost Amount of Heal per Rank Cast Time Range Cooldown
Rapid Shots 0 tbd Instant 30m +1/2/3% GCD
Rapid Scan 25 tbd 2 Sec. 30m +1/2/3% GCD
Healing Scan 16 tbd 1.5 Sec. 30m +1/2/3% 9 Sec. -SCG Time
Supercharged Gas SCG Time=-100% -16 n/a Instant n/a GCD
Combat Support Cylinder n/a tbd 1.5 Sec. n/a GCD
Kolto Missile 16 tbd Instant 30m +1/2/3% 6 Sec.

SWTOR Bounty Hunter Healing Guide – Group Ettiquette

Before I begin, I would like to touch base on something I call group etiquette (or manners for the less informed). Many individuals believe that neglecting basic etiquette principles is okay to let slide and that because being behind the desk of their computer will render them the “important” role of the universe. Although as a healer, you are indeed important, but you are just as important as everyone else around you. Without a tank and/or sufficient damage per second (dps), you will struggle with healing. Strutting around with your peacock feathers will not make you that one cool dude because you heal. Leave the ego out of it, you will go a long ways. Also, please and thank you (I work with kids. I swear, I hope every single one of you know how to utilize it and at least do this on a daily basis. I see a handful of people that don’t do it and it drives me up the wall!) is helpful.

Understanding your role can make all the difference in the world. As a healer (this is where the 99.9999% part comes in), should consist of doing ALMOST NO damage whatsoever (unless the group ask you to and/or the mission you are doing is trivial.) Granted this guide is supposed to be weighted according to your level. You should only be seeing green. The ONLY time you should really be using other skills is for management such as crowd control (cc) to keep them at bay. Normally these skills are Jet Boost and Electro Dart. (Later in this guide, there is a point you can place in the tree where the Electro Dart is free of use and the Jet Boost heat cost is cut in half.)

Many individuals are prone to arguing. Arguing gets you nowhere. I have seen events in other mmos where a tank or another player has a grudge against another player and causes grief amongst the rest of the group. This can be a very painful experience for yourself and for others, therefore resulting in a waste of time. It is wise to avoid an argument at all cost and keep the task at hand, you are after all supposed to be teammates.

This section may be very subjective, but in my personal experience, this has helped me gain experience in healing as I concentrate more on the job than the hand…(errr…wait).

SWTOR Bounty Hunter Healing Guide – Procedures

This is where the mamagama plethora wall-o-text will come in. I will try my best to divide them into sub sections in order to ease the pain. Yes, pun intended. No it was not a joke.I will be covering a few areas in this sections in which I feel is best to explain.

  1. Healing
  2. Crowd Management
  3. Ground Placement and You
  4. Heat Management
  5. Being Effective
  6. Keybinds

SWTOR Bounty Hunter Healing Guide – Healing

Welcome to the art of healing. You are the bread and butter of the group of operations, flashpoints, and missions. Without you, the galaxy would not turn and the tide would not tip in the favor of all that is patchable in every way. Your job is vital (just as is everybody else’s) and without it, no hand cannot complete the body. (No, no obsession with hands).

Knowing your skills is important in fulfilling your role as a healer. I have always believed in mastering your class and that no one should tell you how to play (not even me, this is only a guide, keep that in mind).

The first thing to keep in mind is that using the Combat Support Cylinder (CSC) is an absolute must. It’s a very interesting tool nonetheless. The way it works is that every time you activate your Rapid Shots on an ALLY (not yourself, cannot use on yourself, but use on your companion if you must while going solo) it will add 3 charges to a max of 30 charges to the CSC. After the 10th time you literally cauterize someone all in the name of green, CSC will become full and Supercharged Gas (SCG) will be ready to be deployed.

The kicker is that

Empowered Scans
Increases the healing done by Rapid Scan and Healing Scan by [3 / 6]%.
In addition, Rapid Scan builds [3 / 6] charges of Combat Support Cylinder
Swtor Bounty Hunter Mercenary Bodyguard Healing Guide - Minimal Skill Tree

will increase the CSC charges by 3/6 (1 point for 3 and 2 points for 6 respectively). Because you will be using Rapid Scan at times, this will quickly rack up your CSC charges to its max, therefore increasing the chances of enabling the Supercharged Gas skill.

Speaking of Rapid Shots, one thing to point out is this, do you remember when you first started your character fresh? Take a deep breath. Exhale, now that hokey for Rapid Shots by default is 1. By now, I’m hoping most of you are not clickers. I’ll explain “Clickers” this in the Effectiveness section. At this point, that numero uno button should be your all time favorite buddy. Whatever finger you use, should be pressing down on this button mucho times while targeting your ALLY (not yourself, can’t shoot yourself in this game sadly (beta /stuck was the only suicide)). You should get into this habit of constantly pressing this button.

Think of it as a maintained Heal Over Time (HoT). As you continuously shoot over and over and over again, you are slowly building health back up. You are not only rebuilding health, but you are also building charges for SCG. CSC has a timer that lasts for 30 seconds until the charges disappear. If you are constantly pressing 1, you shouldn’t have a problem losing these important charges.

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Once you have your SCG ready, you are ready to activate it.

Supercharged Gas
Instant
Converts 30 charges of Combat Support Cylinder to supercharge your blasters, venting 16 heat and
increasing all damage and healing dealt by 10% for 10 seconds. While active, the following abilities gain
Supercharge effects:
Power Shot: Heat cost reduced by 17.
Unload: Heat cost reduced by 8.
Healing Scan: Cooldown reduced by 100%.
Kolto Missile: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.

During this time, you will be unable to rebuild your charges until the remainder of the 10 second timer is up. While Supercharged Gas is activated, it would be wise to refrain from using Rapid Scan. Remember that Rapid Scan is using 64% more heat than Healing Scan. Also, Healing Scan has a 0.5 shorter casting time than the former. While SCG is activated, the cooldown (not including GCD which is 1 second, so you should have a 0.5 second buffer in between casts) for Healing Scan is not 9 seconds anymore for the duration of 10 seconds, but 0, zero, nilch, nada, dundun. This means you can potentially cast Healing Scan 6.6666666666667 times according to my calculator. (I just tested it out and got about 7, which the last one hit the cooldown)

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Finally (for now) we have our beloved fire extinguisher Kolto Missile. Just recently got to play with this little puppy and I found some very interesting uses for it. According to my cute handy chart, Kolto Missiles cost 16 heat credits and the cooldown is 6 seconds. At some rate, many would say to keep this on cooldown, but I think different. The ONLY skill you should really be abusing is your best friend number 1. Kolto Missile accomplishes a little more than Healing Scan but shouldn’t always be used up every second of the day. Sure it looks cool, but the fact of the matter is that it shouldn’t replace healing scan. Kolto Missiles should be used when you are looking at multiple damage intakes going on at once and thank GOD for people sticking together for this kind of secret operation involving radioactive material and residue.

HOWEVER, remember that SCG causes

Kolto Missile: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.

So to effectively mitigate and soak up the damage, fire this bad boy in the midst of the unexpected crowd and patch up any other wounds needed from the remaining timer with Healing Scan.

SWTOR Bounty Hunter Healing Guide – CC/Crowd Management

Congratulations, you just reached the section of your 0.0001% of damage. In this section, we will be exploring Crowd Management and how to shrug them off your shoulders like a true game player.

As a healer, we are favorite snacks for enemies. For some odd reason, we generate a lot of hate, aggro, attention (We’ll use the hate for this) when we patch up the wounded in the battlefield. This can cause some problems. Majority of the time, it leaves us dead ourselves while we are feverishly looking after our comrades. This is acceptable to allow inflicting damage against the bashers bashing against you. Enter CC.

Crowd Management is a means to control your surroundings by utilizing proper techniques to the best of your abilities without compromising your main objective, being a world class medic.

You have three effective CC skills to use.

  • Electro Dart
  • Jet Boost
  • Concussion Missile

During your initial encounters, you may run into enemies than will hammer on you that require a set back (need source and/or assurance of recovering stunned foes resetting hate). The idea is to utilize one of these skills to give you some “breathing” room.

Electro Dart
Fires an electro dart that stuns the target for 4 seconds.

Perfect for that quick LEAVE ME ALONE for 4 seconds electro disco shock. Normally, I quickly fire this and run off to another direction. If it is range, I generally warn the group and/or move closer to the group so that they can be a little more aware of the hate drawn upon me. The downside to this is that it has a 60 second CD before it can be used again, so use it wisely and accordingly.

Jet Boost
Blasts 5 nearby enemies back and away. Targets hit by this take 1193 - 1323 elemental damage and
have their movement slowed by 60% for 4 seconds.

I personally used this a lot during the Hammer Flashpoint’s last boss because of the edge. Remember, enemies CAN be knocked off cliffs to their impending doom. If all else fails, their movement speed is impaired by 60% which gives me a good 4 seconds to get out of their way (melee favorites).

Concussion Missile
Fires a missile at the target that knocks it out for up to 60 seconds. Non-player,
non-standard and non-weak targets regenerate health rapidly while knocked out.
Damage to the target causes this effect to end prematurely.

A nice starter before your encounter, this should be paired with another Sith and/or Merc in the group to minimize the amount of enemies in the battlefield to mitigate damage, actually preventing damage for 60 seconds. Would be wise to mark your target first to indicate who is being CCed. (Macros soon to be updated when they are implemented).

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It is important to utilize these skills properly. Remember that you are healing, not purposefully damaging enemies, that is not your job. Being an effective Crowd Controller can increase the chances of success in your healing endeavors.

SWTOR Bounty Hunter Healing Guide – Ground Placement

This area isn’t too extensive. The idea behind proper ground placement is that you should keep your distance from melee (obvious) and maneuver around obstacles efficiently. When you are being tagged by ranged foes, learn to Line of Sight (los). This means find a suitable wall or crates in the area to hide behind which cause them to stop attacking and chase. Many times they change targets because of the increase dishing in damage from your group thus allowing you to jump back out and continue your job. This doesn’t always happen, so you might also have to CC if possible. An effective tank should be aware of hate towards his best friend and pull them off of you. Sometimes dps may do so as well, it depends on the situation.

Most importantly, you will see things on the ground that are not supposed to be there. I have one word for you, MOVE. If you doesn’t look good, move. One important factor in being a healer is that you need to be able to multitask. You need to be fully aware of your surroundings (as do your teammates which helps with the healing, seriously). There are fights that consists of side stepping. The last boss in Flashpoint Hammer fires a barrage of blaster bolts, which everyone (including you) should be well away from it.

Proper ground placement and full awareness of your surroundings helps increase the chance of success in your healing career.

SWTOR Bounty Hunter Healing Guide – Heat Management

Heat is our beautiful counterpart in heating up the world of healing. For almost every skill we use to heal, we generate heat. Once we build up too much heat, it roughly “overheats” in essence but not literally. This means that the cool off for our heat sink slows down until a certain % is met.

Bars

>>>> = Fast | 5 heat per second

>>> = Moderate | 4 heat per second

>> = Slow | 3 heat per second

> = Very Slow | 2 heat per second

—-Heat Level%——-|——-Bars——|——–Speed——-

——————————————————————

———80+———————->—————-Very Slow

——–60-79——————–>>—————–Slow

——–40-59——————->>>————–Moderate

———0-39——————>>>>—————-Fast

The general idea is that the lower your heat level, the fast your cooldown time. This means that you want to do your best to refrain from hitting the 60+ mark or things will start getting a little antsy. Doesn’t necessarily mean this will always happen as like I said, keep hitting 1 will give off some heals while to let the heat sink cool down a bit. Also, SCG will dissipate 16 heat which essentially gives you a free Healing Scan, but don’t go over board.

If you activate SCG and cast Healing Scan back to back until it hits CD, it will take roughly 10 seconds for the heat to dissipate to 0. Keeping an eye on heat is important. (Think of it as mana, you run out, you run of heals, although this is only temporary but everything goes at a faster pace).

SWTOR Bounty Hunter Healing Guide – Being Effective

Hi Clickers. How’s it going? Good good. And you? Me? I’m still PRESSING 1. What? No no, my finger doesn’t hurt.

I have nothing against Clickers, but are they really that effective? This is very subjective and everyone is entitled to their own opinion. But the difference between Clickers and Hoykeyers…well…that’s almost comparing apples and oranges. Almost.

The idea about Clickers is that pressing a series of buttons to ensure a task is complete via the hotbar has taken quite a spirited debate over the years.

I am not going to entice an argument, but I will tell you this, I actually do both. Moving with the mouse allow me to turn quickly in an 180 turn when need be all while press a keybind button to take care of an enemy. The reason I believe keybinds are very very important is because of the EFFECTIVEness in your performance. However, with the lack of macro support as of now (so be redacted when the time comes) I am left with using my side buttons on my mouse and my shift and control keys.

Sure, with keybinds you have hotkeys to remember. But remember what I said earlier, master your class. As you master your class with these hotkeys, it’s kind of like driving a car. You drive without thinking about anything and everything comes natural. So therefore, practice practice practice. I will cover the keybind aspect in the next area in a moment.

Everyone plays however they like and I applaud that and encourage it. There is no right or wrong way to play. Just remember that there are some very effective means in getting the job done quickly and efficiently and THAT my friends, helps make you a successful healer.

SWTOR Bounty Hunter Healing Guide – Keybinds

Here’s the end portion of the Procedures list, Keybinds. I love keybinds. Normally when possible, especially macro support and such, I have a plethora of keybinds to choose from. I don’t think about it, I just hit the button.

As of now, I have the following hotkeyed:

As seen on a G5 mouse with the Side middle mouse button as f12 (don’t ask lol)

Rapid Shots [censored for abusive use]

Rapid Scan | Mouse 5

Healing Scan | Shift + Mouse 5

Supercharged Gas | Side Middle Mouse Button (F12)

Kolto Missile | Ctrl + Mouse 5

Concussion Missile | Ctrl + Mouse 4

Electro Dart | Alt + Mouse 4

Jest Boost | Alt + F12

Energy Shield | Alt + W

While healing, I generally hover my mouse next to the group window getting ready to heal. I click a name, move the mouse out a little into an empty space, press a hotkey and keep pressing 1. It also helps to set Party Frames as Operations Frames since you are mostly worried about their health.

It can be found in Preferences > User Interface > (Scroll to Bottom) Use Operations Frames as Party Frames.

Also, I set my Action Ability Queue Window to 1 second found in Preferences > Controls > (Scroll to bottom) Set dropdown menu to 1.0

 

SWTOR Bounty Hunter Healing Guide – Synopsis

There you have it, a simple (hopefully) Mercenary healing guide for Dummies. Being a successful healer is good and all, but here’s THE most important thing of all that we just covered. It’s not about being a clicker, keybinder, CCer, healer, group helper, being nice, being mean, mastercating on your lunch break, or flirting with the Twi’lek girls.

 

SWTOR Sith Warrior Ability List

Here’s a list of all the Sith Warrior abilities currently in the SWTOR. This may vary from time to time based on patch notes and updated, but we’ll try to keep it up to date. We’ll also add ability lists for other classes and add the levels at which they’re acquired.

Accuracy (Vengeance) – Increases the accuracy of melee and Force attacks by 1%.

Annihilate - Strikes the target with both Lightsabers for 547-633 weapon damage. Each use of this ability grans Annihilator for 15 seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to three times. Requires two Lightsabers.

Annihilation (passive) (Annihilation:Tier4) 1/1 – Increases direct damage done by Rupture and Annihilation by 10%.

Assault - Inflicts your weapon damage spread across a series of quick melee attacks. Grants 2 Rage. If you are dual wielding, then you deal damage from both weapons but suffer a penalty to damage and accuracy.

Ataru Form - Enter an acrobatic Lightsaber form, increasing accuracy by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second force strike that deals 148 energy damage. This effect cannot occur more than once every 1.5 seconds.

Backhand (Immortal) – Linked to Tier 5. Bashes the target for (X) kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.

Barricade (Immortal) – Reduces the cooldown of Saber Ward by 10 seconds.

Battering Assault - (Marauder) Strikes the target multiple times with both sabers, inflicting 354 – 389 damage and builds 3 rage. Requires two lightsabers.

Battle Cry (passive) (Tier1) 2/2 – Force Charge has a 100% chance to make your Force Scream cost no rage.

Berserk - Reduces the Warrior’s health by 10%, but grants 3 action points immediately plus 4 additional action points over the next 8 seconds.

Blood Frenzy (passive) (Carnage:Tier4) 1/1 – Ataru Form hits grant Blood Frenzy for 6 seconds. When Blood Frenzy ends u generate 1 rage.This can only occur once every 6 seconds.

Blurred Speed (passive) (Annihilation:Tier3) 2/2 – Lowers the cooldown of Force Charge by 3 seconds.

Brutality (passive) (Tier2) 1/1 – Increases critical strike chance of Force Scream by 5%.

Call On The Force | Instant | Cooldown: 20 mins
Calls upon the Force to aid you and your companion, immediately finishing the cooldown on Saber Ward and restoring 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.

Channel Hatred - Restores your health over 15 seconds. Taking any other action during this time will cancel this ability. Cannot be used during combat.

Chilling Scream - costs 2 Rage , triggers GCD(Jugg ability)
Freezes nearby foes, reducing their movement speed by 50% for X seconds.

Close Quarters - Reduces the minimum range of Force Charge by 8 meters.

Consuming Howl (Immortal) – Force Scream has a 50% chance to heal you for 3% of your total health when used.

Crash (Immortal) Force Charge now stuns targets for 2 seconds.

Crippling Strikes (Rage) – While in Shi-Cho form, Ravage has a 50% chance to slow the target by 50% for 7 seconds.

Dark Blood (Immortal) – Increases Elemental and Internal damage reduction by 4%.

Dark Resonance (Rage) – Increases the critical strike damage of all Force attacks by 10%.

Deadly Reprisal (Vengeance) – Generates 1 additional rage when taking area of effect damage while Shien Form is active.

Deadly Saber (active) (Annihilation:Tier3) 1/1 : Rage cost 3 , 12 sec CD , NO RANGE (self buff) Charges your sabers with deadly energy for 15 seconds causing your next 3 successfull melee attacks to make the target bleed for 97 INTERNAL damage over 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds.

Decimate (Vengeance) – Increases the damage dealt by Smash by 10% and lowers its cooldown by 1 second.

Deafening Disruption (Vengeance) – Increases the lockout duration of Disruption by 1 second.

Defensive Roll - Reduces damage taken from area attacks by 30%

Displacement(passive) (Carnage:Tier5) 2/2 – Increases the range of Obfuscate(Pacify for JK) by 4 metres and increases defense by 2%.

Disruption - Rage: 1 Cooldown: 8 secs Range: 4m
Smashes into the target, disrupting the current action and preventing it from being used for the next X seconds.

Dominate (Rage) – Force Charge and Obliterate have a 50% chance to make your next Smash used within 15 seconds an automatic critical hit.

Draining Scream (Vengeance) – Force Scream has a 50% chance to cause the target to bleed for (X) damage for (X) seconds.

Dual Wield Mastery - Increases damage dealt by your offhand saber attacks by 30%

Echoing Scream (Immortal) – Increases damage of Force Scream by 5%.

Endless Rage (Rage) – You now generate 1 rage when attacked in Shi-Cho Form. This effect cannot occur more than once every 6 seconds.

Endure Pain (Immortal) – Linked from Tier 3 Backhand. Temporarily increases your maximum health by 30% for (X) seconds. When the effect ends, the health is lost.

Enraged Assault - Battering Assault has a 100% chance to grant 1 additional rage.

Enraged Charge (Tier2) (passive) – Force Charge has 100% chance to generate 1 additional rage.

Enraged Slash (passive) (Annihilation:Tier1) 3/3 – Vicious Slash, Massacre and Annihilate have a 100% chance to refund 1 rage when used.

Enraged Sunder (Immortal) – Sundering Assault has a 50% chance to build 1 additional rage.

Erupting Fury (passive) (Carnage:Tier2) 3/3 – Rupture has a 100% chance to refund 1 rage when used.

Eviscerate (Vengeance) – Impale has a 50% chance to cause the target to bleed for (X) internal damage over 6 seconds.

Execute (passive) (Carnage:Tier3) 2/2 – Your Ataru Form hits have a 30% chance to make your next rage spender deal 10% more damage…

Ferocity (Annihilation: Tier5) Berserk granting 30% speed boost while active.

Focused Hatred (passive) (Carnage:Tier2) 3/3 – Increases melee and force accuracy by 3%.

Force Alacrity (Rage) – Reduces the cooldown of all Force abilities while in Shi-Cho form by 1 second.

Force Charge - Launches you toward a distant target, immobilizing them for a few seconds and interrupting their current action, dealing low damage. Generates 3 Rage.

Force Choke - Chokes the target, leaving them suspended in the air while the Warrior channels the ability. The target takes very high damage over 6 seconds and causes you to generate 1 Rage per second while channeled.

Force Cloak | 1 minute cooldown (Force Cloak doesnt trigger GCD) - Obscure yourself with the force, becoming difficult to detect, greatly reducing your threat towards all enemies, and increasing movement speed by 30% for 6 seconds. Dealing melee damage or suffering damage ends the effect prematurely.

Force Crush (Rage) – Progressively slows the target from 60% to 10% movement speed over (X) Seconds and deals (X) kinetic damage each second. At the end of the duration the target is crushed, and takes an additional (X) kinetic damage.

Force Grip (Immortal) – Force Choke no longer needs to be channeled, applying its full effect over 3 seconds.

Force Mastery (Rage) – Reduces the rage cost of Force Scream while in Shi-Cho form by 1.

Force Push - 1 minute CD(used to be 2 minutes) , triggers GCD(Jugg ability) (max range is 15 meters)
Deals kinetic damage and knocks the target back several meters. Standard and weak enemies are additionally knocked down for 5 seconds.

Force Scream - Blasts the target with a force-enhanced scream, dealing 401-419 kinetic damage. In adition, standard and weak enemies are forced to cower in fear, stunned for 4 seconds.

Fracture (Vengeance) – Impale has a 33.3% chance to deal 15% more damage against targets afflicted by Sundering Assault.

Frenzy | Instant | Cooldown: 2 mins
Increases you accuracy by 30% for 15 seconds.

Gore - Impale now attacks with both Lightsabers when dual wielding.

Gore (Tier5) (Carnage) – Rage cost: 3 , Range 4 m ,Cooldown 15 secs
Slashes the target for 242-258 weapon damage and grants Gore for 6 seconds,
which increases armor penetration by 100%. Requires two lightsabers.

Gravity (Rage) – Reduces the rage cost of all movement slowing effects by 1.

Guard - triggers GCD(Jugg ability) (max range is 30 meters)
Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transfered back to you. Requires Soresu Form.

Guard Stance (Immortal) – Increases your melee and ranged defense by 2% while in Soresu Form.

Heavy Handed (Immortal) – Increases the damage dealt by Backhand and Smash by 10%.

Huddle (Vengeance) – Intercept has a 50% chance of applying its effet on you as well.

Hungering (passive) (Annihilation:Tier2) 2/2 – Critical hits with bleed effects heal u for 2% of your maximum health.

Impale | 9 second CD | costs 4 Rage – Impales the target with your main-hand lightsaber for very high damage and briefly knocks them to the ground.

Improved Sundering Assault (Vengeance) – Sundering Assault has a 50% chance to apply one additional stack of Sunder Armor.

Inescapable Torment - Choked targets take 30% more damage from your next 5 bleed effects. Lasts 15 seconds.

Intercept (Intercede) – 20 sec CD , triggers GCD(Jugg ability) (max range is 30 meters)
Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
(WoW comparison: Intervene with Safeguard talent)

Interceptor (Rage) – Lowers the cooldown of Disruption by 1 seconds.

Intimidation (Immortal) – Reduces the rage cost of Chilling Scream and Backhand by 1.

Intimidating Roar | Instant | Rage: 1 | Cooldown: 1 min
Paralyzez all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.

Invincible (Immortal) – Reduces the damage the Warrior suffers from all sources by 60% for 9 seconds.

Malice (Rage) – Increases the critical strike chance of your Force attacks by 2%.

Massacre (Tier7) (Carnage) – Rage cost: 3 , Range 4 m
Strikes the target with both weapons for 279-327 weapon damage and automatically triggers Ataru Form strike.
For 6 seconds after using Massacre,your Ataru form has an extra 30% chance to be triggered.
Requires two lightsabers.

Obfuscate (marauder)- Costs: 1 rage, Cooldown: 1 min, Range 4 meters, Obscure the targets vision reducing its melee and ranged accuracy by 90% for 6 sec(lvl 30)

Obliterate (Rage) – Jumps to a target, impaling it for 307-363 weapon damage. Strikes with both weapons if dual wielding.

Outrage (Vengeance) – Returns 1 rage when Impale misses.

Overload Lightsaber (Annihilation) – Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successfull melee attacks to make the target burn (bleed aka burn effect) for 491 ELEMENTAL damage for 6 seconds.Stacks up to 3 times.This effect cannot occur more than once every 1.5 seconds

Payback (Rage) – Unleash has a 50% chance to heal you for 10% of your maximum life.

Pooled Hatred (Vengeance) – Whenever your movement is impaired, you gain a 5% bonus to your next melee ability that costs rage. This effect can stack up to 5 times and lasts 10 seconds.

Quake (Immortal) – Smash has an 50% chance to lower the accuracy of affected targets by 5% for 18 seconds.

Quick Recovery (passive) (Annihilation:Tier1) 2/2 – Reduces the rage cost of Smash and Sweeping Slash by 2 and reduces the cooldown of Smash by 3 seconds.

Ravage - Performs a series of saber attacks that deal 1045 – 1190 weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both sabers if dual wielding.

Ravager (Tier1) (passive) 2/2 – Reduces the cooldown of Ravage by 3 seconds and Force Choke by 10 seconds.

Relentless (Rage) – Berserk has a 50% chance to Enrage you, removing and granting immunity to movement slowing effects for the duration.

Rend (Vengeance) – Sundering Assault lowers the target’s internal and elemental resists by 5% on its first application.

Retaliation - Retaliates against the target for 156-212 weapon damage. Retaliation can only be used after a successful melee or ranged defense and does not respect the global cooldown. Cannot miss or be paried or dodged.

Revenge (Immortal) – While in Soresu Form, parrying, deflecting, shielding, or resisting an attack has a 50% chance to grant Revenge, reducing the rage cost of your next Force Scream or Smash by 1. Lasts 10 seconds and stacks up to 3 times.

Ruin (Vengeance) – Smash no longer costs rage.

Rupture - Stabs the target for 143-164 damage, and deals an additional 217 internal damage over 12 seconds. Attacks with both weapons if dual wielding.

Saber Buffet (Rage) – Lowers the cooldown of Saber Throw by 2.5 seconds and increases the damage it does by 5%.

Saber Throw - Throws your lightsaber at a distant target, striking for moderate damage and generating 3 Rage.

Saber Ward - Increases parry and deflect chance by 50% for 12 seconds.

Savagery (Vengeance) – Impale and Shatter have a 50% chance to increase the crit chance of Force Scream by 60% for 9 seconds.

Shatter (Vengeance) – Channels Force into your Lightsaber and crushes your target under it’s weight, dealing 569 internal damage to a target inflicted by Sundering Assault, with a further 1476 internal damage over 12 seconds.

Shien Form (Vengeance) – Linked from Tier 1 Single Saber Mastery. Enter an aggressive lightsaber form, increasing all damage dealt by 8%. All attacks which cost rage will refund 1 rage when used. In addition, you can generate 1 rage when attacked, but this effect cannot occur more than once every 6 seconds.

Shii-Cho Form - Enter a balanced lightsaber form, increasing all damage dealth and reducing all damage received by 3%.

Shii-Cho Mastery (Rage) – While in Schii-Cho form, your attacks ignore 10% of your targets armor.

Shockwave - Each tick of Force Choke and Force Crush grants you Shockwave, increasing the damage your next Smash deals by 25%. Stacks up to 4 times.

Short Fuse (passive) (Annihilation:Tier4) 2/2 – Reduces the cooldown of Berserk and Frenzy by 30 seconds.

Single Saber Mastery (Vengeance) – Linked to Tier 3. Increases melee damage by 2% while in Shien and Shi-cho forms.

Smash - You leap into the air and smash into the ground, immobilizing nearby enemies for 8 seconds and dealing moderate damage to them. This ability will also stun weak and standard enemies for 4 seconds.

Soresu Form - While in Soresu Form, the Warrior gains 1 Rage when attacked by an enemy, plus 1 Rage every 3 seconds. It also significantly increases his chance to glance incoming attacks, reducing the damage they inflict, but reduces the Rage granted by all of his Assault abilities by 1.

Stagger (Rage) – Increases the duration of Force Charge’s immobilize effect by 0.5 seconds.

Strangulate (Rage) – Reduces the pushback sufferend while channeling Force Choke by 50%.

Strongarm (Immortal) – Reduces cooldown of Intimidating Roar by 30 seconds and Saber Throw by 5 seconds.

Subjugation (passive) (Annihilation:Tier5) 2/2 – Reduces the cooldown of Obfuscate (Pacify for JK) by 10 seconds.

Sundering Assault - a passive that adds a stacking armor debuff to the Assault ability (unconfirmed tooltip)

Surge - Strikes your target for moderate damage with your lightsaber and knocks up to 8 targets within 8m of the targeted enemy far away from the Warrior. Does slight damage to all affected enemies.

Sweeping Fury (Immortal) – Increases damage of Sweeping Slash by 5%.

Sweeping Slash - Slashes up to 5 enemies in front of you for 431-525 weapon damage each. Attacks with both lightsabers if dual wielding.

Thrown Gauntlet (Immortal) – Reduces the cooldown of Threatening Scream by 15 seconds and Challenge by 5 seconds.

Towering Rage (passive) (Carnage:Tier3) 2/2 – Increases critical strike chance of Force Scream by 100%
while Berserk or Blood Frenzy is active.

Taunt - 15 sec cd , doesnt trigget GCD(Jugg ability)
Taunts the target, forcing it to attack the Warrior for X seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts X seconds (X being the same as above)

Unleash - Breaks all movement impairing effects, and grants immunity to all those effects for 5 seconds.

Unleashed (Immortal) – Reduces the cooldown of Unleash and Force Push by 15 seconds.

Unstoppable (Vengeance) – Force Charge has a 100% chance to grant Unstoppable, reducing all damage taken by 20% and granting immunity to physics and movement impairing effects for 4 seconds.

Unnatural Might (Marauder) – Increases the target’s Melee, Ranged, Force and Tech bonus damage and healing by 5% for 30 minutes. If the target is a party member, all other party members are also effected.

Unyielding (Vengeance) – Generates 2 rage when stunned, slept, or knocked down.

Vengeance (Vengeance) – Reduces the cooldown of Impale and Force Scream by 1 second.

Vicious Slash - Vicious weapon strike that deals high damage to a single target.

Vicious Throw - Rage: 3 Cooldown: 6 secs Range: 10m
Throws the main hand lightsaber at the target, dealing 458 – 536 energy damage. Only usable on targets at or below X% max health.

Whirling Assault - Hits up to 3 enemies within melee range (4m) inflicting 50% weapon damage to each. Grants 1 Rage, plus 1 additional Rage for each target hit.

SWTOR Guide: Sith Warrior Class Guide

Do you want to feel pure rage and hatred coursing through your veins? Do you want others to tremble in your presence? The power of the Dark Side is strong … as is the allure of the Sith Warrior in SWTOR.

The Sith Warrior is somewhat the equivalent of WoW warrior; it’s a melee-focused class primarily for tanking and DPS. It’s mechanic is also called the same thing, rage, and functions similarly. The amount of rage builds up over time making a Warrior weaker at the start of the fight than he is by the end of it.

If you want to play a Sith Warrior you’ll have to be a Human, Cyborg, Sith Pureblood or Zabrak. The Warrior’s two advanced classes are Sith Juggernaut and Sith Marauder.


Sith Warrior Advanced Classes


Sith Juggernaut

The Sith Juggernaut is mostly known as a tank but also has a DPS talent tree. They can only wield a single lightsaber and in their offhand can hold a shield generator. They can wear heavy armor and have high endurance. The “Juggy” has two tanking/juggernaut skill trees: Vengeance and Immortal. They have a DPS tree (the one shared with the Marauder AC) called Rage.

Sith Marauder

The Sith Maurader is pure DPS fun. Can you say “dual wield lightsaber killie McFun time”? I knew that you could. The Marauder specializes in lightsaber battle and is pure melee DPS; each talent tree is a bit different but the focus here is clearly DPS. They can only wear medium armor. Along with the shared talent tree of Rage, the Marauder also has Annihilation and Carnage talent trees.

Sith Warrior Story

Of course, every Star Wars The Old Republic storyline is great, but the Sith Warrior’s story is really something special. You start out at the Sith homeworld of Korriban where acolytes train. Acolytes who wash out of the training are dealt with in good old Sith fashion: they’re executed. This is some really dark but really fun stuff. You get to see the Sith Academy and all the Empire has to offer as a Sith. Your first companion, Vette is lots of fun and if you take the dark side path, you get to use her shock collar and zap her a bit. Twisted. Of course, you could also free her and gain affection. Lots of dark side fun throughout  the levels if you ask me.

Sith Warrior Crew Skills

Recommended crew skills to get:

  • Artifice
  • Archaeology
  • Treasure Hunting

Artifice lets a Sith Warrior make mods, enhancements and color crystals for generators and lightsabers. This includes focus (focii?) and hilts that can modify your combat attributes. Artificing lets you modify and craft gems and turn them into a gem that modifies a statistic such as aim or endurance.

Archeology is what lets you find the crystals to use for your mods. With archaeology, you can find power crystals, color crystals and artifact fragments. Treasure Hunting lets you find rare gemstones that are used in a similar way, along with lockboxes that typically include credits or companion gifts.

More to come: SWTOR Sith Warrior Talent specs!