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Star Wars: The Old Republic / SWTOR - Gree Event returns 5/21 - 5/28
« on: May 17, 2013, 05:15:45 PM »
@SWTOR: Fight for the Gree from May 21 - May 28 and earn unique armor, pets, weapons, and more! #SWTOR http://t.co/kBM0GEL3z0
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This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1
Star Wars: The Old Republic / SWTOR - Gree Event returns 5/21 - 5/28« on: May 17, 2013, 05:15:45 PM »
@SWTOR: Fight for the Gree from May 21 - May 28 and earn unique armor, pets, weapons, and more! #SWTOR http://t.co/kBM0GEL3z0
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Star Wars: The Old Republic / Show us your new customizations in SWTOR!!!« on: May 15, 2013, 02:08:33 AM »
Here is Mystee:
And new Keeriea: 3
Star Wars: The Old Republic / Game Update 2.1: Customization - Patch Notes« on: May 14, 2013, 09:45:48 AM »
Game Update 2.1: Customization
5/14/2013 Highlights •New Feature! The new Appearance Designer by AestheTech has been added to Dromund Kaas, Coruscant, and the Republic and Imperial Fleets. This kiosk will allow players to modify any feature of their physical appearance, except gender, including taking on a whole new Species. Players can also use the kiosk to access and unlock brand new character customization options. Subscribers get a substantial discount on all Appearance Designer changes. •New Feature! Dye Modules are now available via Artifice Crafting, some vendors, and the Cartel Market. They function similar to other item modifications. More details under Items and Economy. •New Feature! Collections provides a one–stop interface which is accessible from the Inventory Window or Cartel Market and tracks many items available from the Cartel Market, Packs (Cartel and Contraband alike), Cartel Reputation, and even Friends of Star Wars™: The Old Republic™, Pre–order, Collectors Edition, live fan events and more. More details under General. •New Unlockable Species! Players of any Faction, Class, or gender can now play as the Cathar Species! Cathar can be purchased via the Cartel Market or directly through the Appearance Designer Kiosk on the Republic and Imperial Fleets and Capital Worlds. •Renames Available! Players now have the ability to purchase a Name Change for Character, Legacy, and Guild from the Cartel Market. Cartel Market General •All Cartel Market Toy items are now Bind on Use. Previously, some of these items did not bind to the player. New Items •The Eradicator's Mask is now available on the Cartel Market. Cost: 480 Cartel Coins •The Huttsbane's Garments are now available on the Cartel Market. This collection of adaptive gear with no modifications is available to any Class at level 1. Cost: 900 Cartel Coins •The Cathar Species is now available for all Classes! Cost: 600 Cartel Coins •Escrow Credit Transfers are now available for Free–to–Play and Preferred Status Players. Package denominations are available for 50K, 150K, and 600K . Each Package is a consumable that will immediately transfer the Package's set amount of credits from the existing Escrow Balance as listed in the Currency tab of the Inventory Window to the Inventory credit balance. This transfer does not affect Inventory Credit Caps. Therefore, newly acquired credits will go into the Escrow Balance as normal. For example, if the player has a Credit Cap is 250,000 / The player has 100,000 in their Inventory. The player purchases a 600K escrow package bringing their Inventory credit total to 700,000. Until the credits in the player's Inventory drop below 250,000 (the Credit Cap), the newly acquired credits will be funneled into Escrow. Cost: •Small Package – 40 Cartel Coins •Medium Package – 80 Cartel Coins •Large Package – 240 Cartel Coins •Players are now able to purchase a Name Change from the Cartel Market. Cost: •Character – 1,000 Cartel Coins •Legacy – 1,000 Cartel Coins •Guild – 3,000 Cartel Coins •New Appearance Options are now available in the Cartel Market. Cost: •Human Hairstyles 1 – 240 Cartel Coins •Human Hair Colors 1 – 180 Cartel Coins •Mirialan Tattoos 1 – 90 Cartel Coins •Chiss Customizations 1 – 240 Cartel Coins •Human White Eyes – 100 Cartel Coins New Discounts Permanent Reductions •The Carbonite Chamber is now permanently discounted. Cost: 480 Cartel Coins •Customization Control: Display Titles is now permanently discounted. Cost: 90 Cartel Coins •Customization Control: Display Titles (Account) is now permanently discounted. Cost: 150 Cartel Coins •The Gamorrean Axe is now permanently discounted. Cost: 300 Cartel Coins •The Major Experience Boost consumable is now permanently discounted. Cost: 90 Cartel Coins •5–Pack: Major Experience Boost consumables are now permanently discounted. Cost: 360 Cartel Coins •The Major Valor Boost consumable is now permanently discounted. Cost: 40 Cartel Coins Temporary Reductions •Access Authorization: Section X is now discounted by 25%. Cost: 375 Cartel Coins •Access Authorization: Section X (Account) is now discounted by 10%. Cost: 900 Cartel Coins •The Fleet Pass (Single Use) consumable is now discounted by 33%. Cost: 60 Cartel Coins •The Gamorrean Axe is now discounted by 25%. Cost: 225 Cartel Coins •The Major Experience Boost consumable is now discounted by 33%. Cost: 60 Cartel Coins •5–Pack: Major Experience Boost consumables are now discounted by 20%. Cost: 288 Cartel Coins •The Major Valor Boost consumable is now discounted by 25%. Cost: 30 Cartel Coins •The Covert Pilot Suit is now discounted by 20%. Cost: 720 Cartel Coins •Unlock: Guild Bank Access is now discounted by 25%. Cost: 450 Cartel Coins •Unlock: Guild Bank Access (Account) is now discounted by 20%. Cost: 1080 Cartel Coins •Unlock: Galactic Trade Network Sale Slots are now discounted by 20%. Cost: 100 Cartel Coins •Unlock: Galactic Trade Network Sale Slots (Account) are now discounted by 20%. Cost: 224 Cartel Coins •Unlock: Additional Quickbar is now discounted by 20%. Cost: 200 Cartel Coins •Unlock: Additional Quickbar (Account) is now discounted by 20%. Cost: 432 Cartel Coins •Customization Control: Hide Head Slot is now discounted by 20%. Cost: 280 Cartel Coins •Customization Control: Hide Head Slot (Account) is now discounted by 20%. Cost: 620 Cartel Coins •Customization Control: Display Legacy Name and Titles is now discounted by 50%. Cost: 50 Cartel Coins •Customization Control: Display Legacy Name and Titles (Account) is now discounted by 50%. Cost: 100 Cartel Coins •Customization Control: Unify Colors is now discounted by 40%. Cost: 210 Cartel Coins •Customization Control: Unify Colors (Account) is now discounted by 40%. Cost: 465 Cartel Coins •Orange–Yellow Crystals are now discounted by 33%. Cost: 600 Cartel Coins •All Level 15 Chestpieces are now discounted by 33%. Cost: 100 Cartel Coins Bug Fixes •Silver–blue crystals sold on the Cartel Market now have appropriate translations in French and German. •Cartel Market Species Unlocks will now properly apply to accounts who have not yet unlocked their Legacy. •The Life Day Holo–Tree now displays the correct icon on the player's status bar when in use. •The Music Therapy Probe now correctly affects group members. General •New Unlockable Species! Players of any Faction, Class, or gender can now play as the Cathar Species! Cathar can be purchased via the Cartel Market or directly through the Appearance Designer Kiosk on the Republic and Imperial Fleets and Capital Worlds. •New Feature! The new Appearance Designer by AestheTech has been added to Dromund Kaas, Coruscant, and the Republic and Imperial Fleets. This kiosk will allow players to modify any feature of their physical appearance except gender, including taking on a whole new Species! •New Character Customization options are now available! Players who wish to create a new character using a newly added customization will first need to purchase and unlock the Appearance Option on an existing character via the Cartel Market or Appearance Designer Kiosk. •New Feature Collections is a new feature which provides a one–stop interface accessible from the Inventory Window or Cartel Market: •Collections will track most items available from the Cartel Market, Packs (Cartel, Contraband, and beyond!), Cartel Reputation, and even Friends of Star Wars: The Old Republic, Pre–order, Collectors Edition, live fan events and more. •Rather than being limited to one character or Legacy, items tracked with Collections share across the entire account – all characters, all servers. •Once an item or gear set has been acquired on a single character, the player can use Cartel Coins to unlock that item or gear set for all characters on the account, with the exception of level 15, 31, and 43 Adaptable gear and Cartel Reputation items. •Decreased the instance population cap on Imperial and Republic Fleet Stations as well as several planets. •Removed the 13th Scar Character Customization Option for Female Rattataki Sith Inquisitors, as it was identical to Scar 12. Classes and Combat General •Players who are killed or rooted while using dive–based abilities (such as Scamper or Covered Escape) will no longer become indefinitely stuck in place. Smuggler •The tooltip for Illegal Mods now properly indicates the Accuracy boost in the German version. Crew Skills General •Adjusted level 400+ mission rewards to provide Standard Quality crafting materials at a rate more comparable with lower level missions. •Failed Crew Skill missions will no longer return a blank Mission Reward Window in some circumstances. Crafting Skills General •Successful Reverse Engineering attempts will now grant the resulting Schematic and will no longer display the error "Insufficient Skill Level" if the Schematic is above the player's current Crafting skill level. Armormech •Reduced crafting material cost for level 401+ Premium Quality Schematics to be more comparable with lower level Schematic requirements. Artifice •Players with Artifice can now craft Dye Modules. Biochem •Adjusted all level 401+ Schematics to better balance the use of Artificial Microbe, Metabolic, Enhancement Agent, and Biological Compounding Chemical crafting materials. •Viral Residue is now a required material for some Biochem Schematics. Cybertech •Reduced crafting material cost for level 401+ Premium Quality earpieces to be more comparable with lower level Schematic requirements. Synthweaving •Reduced crafting material cost for level 401+ Premium Quality Schematics to be more comparable with lower level Schematic requirements. Gathering Skills Archaeology •Removed Perfect Corbonic Crystals as a mission reward, and the vendor value has been increased for the crystals currently in distribution. Scavenging •Removed Hollinium as a mission reward, and the vendor value has been increased for the Hollinium currently in distribution. Slicing •Slicing missions will now correctly populate the level 25–32 mission level drop down when reaching skill level 125. •Increased the number of Bio–Mechanical Interface Chips and Thermal Regulators provided as rewards for level 400+ Slicing missions. Flashpoints and Operations Flashpoints Cademimu •Players will now be able to free group members who are affected by General Ortol's Magnetic Shackles in Hard Mode. Operations •Players below level 50 are no longer able to enter Operations. Galactic Solutions Industries Seeker Droid •Players are now able to obtain all parts for the GSI HMF–03 Exploiter, GSI EMP–02 Explorer and GSI PMP–06 Pleasure Speeder vehicles. Items and Economy General •New Feature! Dye Modules are now available via Artifice, some vendors, and the Cartel Market. They function similar to other item modifications: •It is highly recommended that all colors be previewed before the Dye Modules are applied to any piece of gear. •To add Dye to a piece of gear, simply open the Item Modification Window and place the Module into the new Dye Module slot. •Once slotted in gear, Dye Modules cannot be recovered, and removing a Dye Module will destroy it. •Gear that has been slotted with Dye Modules will still update when using the "Unify to Chest Color Theme" option, so only one Module (slotted into the chestpiece) is needed to maintain consistent coloration for an entire set of gear. •The Exceptional Powered Exoskeleton Body Armor and Environmental Asylum Body Armor now have the correct icon and appearance when equipped. •The Tionese Duranium Faceguard and the Prototype Balmorran Duranium Faceguard will now display properly when equipped. Vendors •The Collector's Edition and Security Key Vendors now sell Dye Modules. •Players can now obtain Dye Module Schematics from Galactic Reputation Vendors. Legacy General •The description for the Legacy Global Convenience Unlock "Improved Priority Transport: Personal Starship" have been updated to better reflect their effect: •Level I and Level II Unlocks now state that they reduce the cooldown on Priority Transport: Personal Starship by 8 hours each to a minimum of 1 hour. •Level III Unlock now states that it will reduce the cooldown on Priority Transport: Personal Starship by 7 hours to a minimum of 1 hour. •Legacy unlocks that are purchased using Credits will now provide a confirmation window. •The Legacy Global Ship Unlock "Galactic Market Kiosk" is now titled "Galactic Trade Network Terminal" and the description has been updated. Achievements •Players will now be properly granted PvP Achievements for Solo Kills, Killing Blows, Total Kills, Damage, and Healing. Missions and NPCs Missions •Players who are in a group will no longer be prevented from advancing missions which require the use of their ship's holoterminal. PvP Warzones General •Augments are no longer taken into account when calculating bolster. Voidstar •Players will no longer be able to use movement speed increasing abilities to get over the shield wall in the Cargo (final) room. UI •Added new tutorials for Collections and Dye Modules. •The tutorial indicator will now sort above some UI windows when a tutorial is available. •Subscribers will now see proper Unlocked indicators at Character Creation for Species that they have access to. •Whispers sent to an offline character will no longer be forwarded to an online character on the same account. •Companions with an active Customization Kit will now display properly in the Preview Window. •A background image has been added to the Character Sheet, Legacy Family Tree, and Preview Window. • Hovering over the Guilds button will now display the correct text. •Dark Side Corruption will now display properly in the Preview Window 4
Star Wars: The Old Republic / I promise , I am not ignoring you on purpose :)« on: April 26, 2013, 04:37:13 PM »
If you see me in game during the week before 5cst and send me a whisper and I do not respond I apologize. When I get free time at work I am connecting to my computer at home via my cell using Splashtop to send my crafters out.
Do to the size of my cellphone screen and work interruptions I cannot see or respond to chat messages. I think I need to get a Galaxy Note so I can see more of my screen, lol. But it works fine as long as you don't have to move your charcter much.
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Star Wars: The Old Republic / SWTOR: Get ready to fight as a Cathar in Game Update 2.1: Customization!« on: April 26, 2013, 01:00:16 PM »
That is all that was posted so far! Another alt for Martini for sure!
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Star Wars: The Old Republic / SWTOR 2.0.1 Patch Notes« on: April 24, 2013, 09:01:58 AM »
Cartel Market
New Items •A new Contraband Pack, the Vice Commandant's Contraband Pack, is now available on the Cartel Market. Cost: 320 Cartel Coins •Players can now purchase Hypercrates containing 24 Vice Commandant's Contraband Packs. (Discounted by 10% for a limited time!) Cost: 6,912 Cartel Coins •The Stalwart Protector's Armor Set is now available! This adaptive gear can be worn by any Class at level 1. (Discounted by 20% for a limited time!) Cost: 1,152 Cartel Coins New Discounts Permanent Reductions •Access Authorization: Section X is now permanently discounted. New Cost: 500 Cartel Coins •Access Authorization: Section X (Account) is now permanently discounted. New Cost: 1,000 Cartel Coins •The Rancor Holo-Replica is now permanently discounted. New Cost: 120 Cartel Coins •The Experimental Pilot Suit is now permanently discounted. New Cost: 800 Cartel Coins •The Covert Pilot Suit is now permanently discounted. New Cost: 900 Cartel Coins. Temporary Reductions •Authorization: Artifact Equipment is now discounted by 33%. Cost: 800 Cartel Coins •Authorization: Artifact Equipment (Account) is now discounted by 33%. Cost: 1,800 Cartel Coins •Weekly Pass: Flashpoints is now discounted by 80%. Cost: 48 Cartel Coins •Weekly Pass: Operations is now discounted by 66.7%. Cost: 80 Cartel Coins •Authorization: Crew Member Appearance is now discounted by 40%. Cost: 195 Cartel Coins •Authorization: Crew Member Appearance (Account) is now discounted by 40%. Cost: 435 Cartel Coins •Authorization: Event Equipment Requisition is now discounted by 20%. Cost: 140 Cartel Coins •Authorization: Event Equipment Requisition (Account) is now discounted by 20%. Cost: 320 Cartel Coins •The Rancor Holo-Replica is now discounted by 20%. Cost: 96 Cartel Coins •The Experimental Pilot Suit is now discounted by 25%. Cost: 600 Cartel Coins •The Interstellar Privateer Armor Set is now discounted by 80%. Cost: 288 Cartel Coins •The MA-44 Combat Armor Set is now discounted by 75%. Cost: 300 Cartel Coins •The Experimental Pilot Suit is now discounted by 25%. Cost: 600 Cartel Coins Price Adjustments •The Legacy Character Perk: Field Repair Droid has a new cost of 300 Cartel Coins. •The Legacy Global Unlock: Rocket Boost has a new cost of 400 Cartel Coins. •The Legacy Character Perk: Field Mail Droid has a new cost of 300 Cartel Coins. Bug Fixes •The Ubrikki Crimson Claw and the Ubrikki Sand Devil icons now display the correct colors. •The Ultimate Leveling Bundle will now be listed in the results of a keyword search on the GTN. •Priority Transport unlocks for Outlaw's Den, Capital World, and Section X that are obtained via the Going Places Bundle no longer incorrectly indicate that they unlock for the full account. •The "Furious" emote will now work properly when used by all female characters. Classes and Combat Jedi Knight Guardian Defense •Daunting Presence will now allow Force Leap to finish the cooldown on Force Kick when only 1 point is spent in the skill. Focus (Guardian) •Intervention will no longer incorrectly provide the maximum 100% benefit from a single committed Skill Point. Sith Warrior Juggernaut Immortal •Invincible's visual effect will now last for the full duration of the ability. Rage (Juggernaut) •Oppressor will no longer incorrectly provide the maximum 100% benefit from a single committed Skill Point. Jedi Consular Sage Balance (Sage) •Metaphysical Alacrity will no longer be prevented from properly granting a speed boost whenever the Mental Alacrity ability had been activated. Smuggler Gunslinger •Scrambling Field's animation has been updated to better fit the fact that it can be used outside of Cover. Saboteur •The tooltip for Incendiary Grenade now correctly states that the slow applied by the ability lasts until targets leave the affected area. Sharpshooter •Ballistic Dampers will now be removed when the Gunslinger was broken out of cover. Dirty Fighting (Gunslinger) •The slow from the Feelin' Woozy skill will now properly reapply if the target is already under the effect of Shrap Bomb. Scoundrel Dirty Fighting (Scoundrel) •The slow from the Feelin' Woozy skill will now properly reapply if the target is already under the effect of Shrap Bomb. Imperial Agent Sniper Marksmanship •Ballistic Dampers will now be removed when the Sniper was broken out of cover. Engineering •The tooltip for Plasma Probe now correctly states that the slow applied by the ability lasts until targets leave the affected area. Lethality (Sniper) •The slow from the Adhesive Corrosives skill will now properly reapply if the target is already under the effect of Corrosive Grenade. Operative Lethality (Operative) •The slow from the Adhesive Corrosives skill will now properly reapply if the target is already under the effect of Corrosive Grenade. Trooper Commando •Electro Net now has an improved tooltip, and players can now see a stacking debuff for the damage scaling. Bounty Hunter Mercenary •Electro Net now has an improved tooltip, and players can now see a stacking debuff for the damage scaling. Companion Characters •Aric Jorgan: The Urban Outfit for this Companion Character will no longer incorrectly provide Scout rather than Urban pants. Crew Skills Crafting Skills •Schematic item names now match the name of the item learned from the Schematic. Armstech •Tier 23 and 26 Armstech Augments now have the correct crafting times. Artifice •Arkanian Relics will now be listed in the correct category in the Artifice Crafting Window. Gathering Skills •Successful Gathering Missions above level 400+ will now provide more crafting materials. Slicing •Increased the number of Bio-Mechanical Interface Chips and Thermal Regulators provided as rewards for level 400+ Slicing missions. Mission Skills •Reforging the Chains: This mission will no longer provide Artifact Quality crafting materials without a critical success. Flashpoints and Operations Flashpoints •[WEEKLY] Galactic Conflicts: This mission will no longer automatically update with progress the second week it is obtained and will now update when players exit the Hard Mode Flashpoint. Any current progress on this mission has been reset. Athiss •The Challenge Boss Ancient Abomination will now more reliably use his Resounding Strike ability. •This Flashpoint is now available in Group Finder for levels 19-26, instead of 19-27. Cademimu •Bounty Hunters using Hydraulic Overrides and Troopers using Hold the Line are now able to free players from General Ortol's Magnetic Shackles. False Emperor •Players can now defeat the final boss encounter in this Flashpoint via normal means and are no longer required to throw the boss into the Reactor Shaft. Kaon Under Siege •This Flashpoint will now grant the correct amount of Dark Side and Light Side points in all difficulty modes. Mandalorian Raiders •Mavrix Varad will no longer occasionally remain standing in one place rather than move around the room during combat. Operations Explosive Conflict •Zorn's "Fearful" debuff has been reduced in duration to 15 seconds. Terror From Beyond •Writhing Horror, Ciphas, Heirad, and Kel'Sara now have increased health in 16 Player Hard Mode. •The Terror from Beyond will now start at 50% health in Phase 2 in all difficulty modes. •Added several missing mapnotes. Scum and Villainy •The last two mission steps for the "Legions of Scum and Villainy"mission now have the correct Mission Log text. •Mercenary Firebugs will be less likely to target players on the upper ring of the area during the Thrasher encounter. •Players are no longer able to remove the "Disoriented" debuff during the encounter with Dash'Roode in all difficulty modes. •The doors to the encounter with the Wealthy Buyer will no longer remain open after the encounter has begun. Items General •All Arkanian, Verpine, Black Market, and Underworld helmets now modulate and distort voices. •All Trooper helms will now display as intended when players have selected to show the head slot. •Female Zabrak hair no longer clips through Underworld helmets. •Jawagram Couriers now all display the correct error message when attempting to use them in Warzones. •The Partisan Field Medic Helmet will now display properly when equipped. •Icons for Standard Quality items will again display a white boarder around them. •Players can no longer us the Czerka VX-736 Injector during Warzones. •The Genteel Armor Set no longer displays incorrectly for male characters. •Revan's Mask no longer clips through the Eradicator's Cuirass. Commendations •Planetary Commendations now have a maximum cap of 100 (up from 50). •Classic Commendations now have a maximum cap of 1000 (up from 400). •Classic Commendations no longer have a weekly cap. •Basic Commendations now have a maximum cap of 1000 (up from 600). •Basic Commendations now have a weekly cap of 500 (up from 300). •Players will no longer be incorrectly given a warning about the Weekly Commendation Limit when they are not near the limit. Vendors •The PvP Vendor has restocked all missing pets, mounts, and color crystals. •Verpine offhand weapons will now be sold by the appropriate Class vendor. Legacy General •Lowered the Cartel Coin price for the Repair Droid Legacy Unlock to 300 Cartel Coins. •Lowered the Cartel Coin price for the Rocket Boost Legacy Unlock to 400 Cartel Coins. •Lowered the Cartel Coin price for the Field Mail Droid Legacy Unlock to 300 Cartel Coins. Achievements •Bounty Hunters will now be properly granted the Achievement for completing Chapter 3. •Imperial Agents will now be properly granted the Achievement for completing Chapter 1. •Certain Espionage Droids on Tython and Nar Shaddaa now scan properly with Macrobinoculars and will update Achievement progress as intended. •Defeating Aberrant Nexus, Aberrant Ferrazids, and Aberrant Bogstalkers will now count towards their respective Achievements on Taris. •Operations Achievements for Survival and Timed Run Nightmare Mode are now in separate categories and are no longer separated by player number. •Players no longer need the "Longspur STAP" to obtain the Longspur Collector achievement ("Longspur STAP Executive" & "Longspur STAP Royal" are still needed however). •Players will now receive Achievement credit for having maximum affection with HK-51. •Removed "Terentatek" as a required beast from the "Beastmaster of Tython" Achievement. •The "Aratech Nethian" mount is now a part of the "Aratech Collector" Achievement. •The Jedi Consular Achievement on Balmorra now correctly displays "Passing the Torch" as a requirement. •The Republic "Hero of Taris" Achievement no longer requires [HEROIC] Ravaged Reconstruction for completion. Missions and NPCs Missions General •[WEEKLY] Searching for Allies: This mission will no longer automatically complete for some players the first time it is picked up. •Crafting Trainers: Crafting Crew Skill trainers on Makeb will now properly grant credit for this mission. Galactic Solutions Industries Missions •During Macrobinoculars missions, IR-77 will now properly draw his weapon when attacking players. •Dig sites on Hoth and Alderaan will now properly update after players have found the rare treasure. •[WEEKLY] GSI Valued Partner Initiative: The Mission Log has been updated to specify that GSI Assignments can be found on Alderaan, Hoth, Makeb, and Tatooine. •A Secret Revealed: Imperial players are now able to use the Medical Droid near the Sewer Entrance for this mission on Quesh. •Antiquity Analysis: Adjusted the amount of credits rewarded for this Macrobinoculars mission. •Buried Evils: This Republic Seeker Droid mission will no longer have corrupted cinematics if abandoned and reacquired. •Groundwork: This Imperial Macrobinoculars mission will no longer have corrupted cinematics if abandoned and reacquired. •[HEROIC 2+] A Droid Defiant: The GSI Battle Droid on Tatooine now drops loot when defeated. •The Search Begins: This Republic Macrobinoculars mission will no longer have corrupted cinematics if abandoned and reacquired. •Trade Secrets: Adjusted the amount of credits rewarded for this Macrobinoculars mission. •Weapons of Chaos: This Imperial Seeker Droid mission will no longer have corrupted cinematics if abandoned and reacquired. World Missions Makeb •Armor Piercing: This Bonus Mission will now update when defeating the Armored Underwalker. •Contain and Control: Companions are now able to enter the last room when on the step "Recover a Code Cylinder from the Mercenary Bunker Commander." •Culling the Commanders: This Bonus Mission now requires fewer Talaos Lieutenants to complete. •Descent into the Core: Decreased the difficulty of the encounter with the Ferocious Deep Dweller. •Extraordinary Measures: During this Republic mission, players can no longer interact with prisoners after completing the task to free them, and freed prisoners will no longer have a buff icon on them. •Fuel for the Fire: The Generators and Shields now correctly reset to ensure that players are always able to complete this Bonus Mission. •[HEROIC 4] The Observer: The mission step "Obtain Regulator Shuttle Access Codes" will now update properly for all group members. •Inciting Incident: The step "Spot Artillery Camp Bunker" will now update properly for all group members. •Mass Exodus: The Mission Droid for this Republic mission now indicates that the mission can be repeated weekly rather than every 24 hours. •Mauling the Militia: This Imperial Bonus Mission now requires players to defeat 35 enemies rather than 40. •Picking Up the Pieces: Added mapnotes for the mission step "Rescue Evacuees" during this Bonus Mission. •Old Feuds: Corrected line of sight issues with the Isotope-5 Prototype Walker Droid encounter during this Republic mission. •Securing the City: Players will now receive this Bonus Mission correctly and will no longer receive a different mission in some circumstances. •Smuggler's Den: This Imperial mission now has a Bonus Mission called "Tracing Guilt". •Stealing Thunder: This mission now has the correct text in the Mission Log when on the step "Investigate the Small Isotope-5 Droid" •Taking on Toborro: Players are no longer able to interrupt The Glittering Fury's abilities. •Taking on Toborro: Toborro's Heavy Defense Droid will now properly detect stealthed players when using the Stealth Scan ability. •Tracing Guilt: Added missing mapnotes to guide players to this Bonus Mission. •Weakened Grasp: Players will now receive proper credit for this Bonus Mission when defeating Regulator forces. Class Missions Bounty Hunter •The Mandalorian Killer: Players who are defeated while on the step "Defeat the Republic Warden" will now respawn at the Bridge Medical Center. •- Number One With a Bullet: The loading screen text will now properly update to indicate that players have completed Chapter 3. NPCs General •Low level (non-attacking) NPCs on Makeb will no longer remain in combat with players if they are not killed. •Cartel Drill Operations Droids on Makeb will no longer teleport to the player's location after being knocked from the platform. •The "Regulator Heavy Field Support" NPC now correctly displays the "Cover" buff in the buff section of the UI. •Some Sith and Jedi NPCs will now wield Lightsabers. •Creatures will now use the correct idle animations. World Bosses •The Forbidden Knowledge used to summon the Nightmare Pilgrim encounter will only be unavailable for a short amount of time after use. •Players are no longer able to summon the Nightmare Pilgrim on Voss while affected by Mental Exhaustion from defeating him. PvP General •[DAILY] No Quarter: This Republic mission now requires Level 55. •Level 50+ players who were unable to obtain the PvP missions [DAILY] United We Stand and [DAILY] Zero Tolerance will now be eligible again. Warzones General •Added a PvP Items vendor to all Warzones. This vendor sells Warzone Adrenals and Warzone Medpacks and will convert Warzone Commendations into Planetary Commendations. •Bolster will no longer grant an increased amount of stats to gear when certain mods are removed while others are left in place. •Decreased the amount of Expertise given via Bolster on Underworld and Arkanian gear. •Characters below level 55 will now receive the proper stat increase from Bolster. Voidstar •Wins will now be granted properly in the case of a tie. Space Combat •Heroic Space Combat missions no longer reward Elite Commendations. •Increased the number of Basic Commendations rewarded by Heroic Space Combat missions. UI •Character sheets will now display properly when inspecting others. •Character sheets will no longer appear as overlapping when viewing your own character after having inspected a fellow player. •If a player leaves the area while Achievements are being inspected, the Window will close as intended rather than display distorted text. •Inspect Player and Inspect Achievements no longer appear on the character context menu when the player is in a conversation. •Players that have purchased Rise of the Hutt Cartel will no longer be prompted to do so on the Character Select Screen. •Ready check status icons will no longer be displayed in the Target of Target or Focus Target portraits. •The UI will no longer display strings of red text on screen and in the chat window when players are in combat with the World Boss "Lucky" on Corellia. •Players are now able to properly revert all graphics options. •Updated Character Selection Screen art to ensure that colors and textures better match their in game appearance. Miscellaneous Bug Fixes •Corrected several areas on Makeb where players could fall through the game world. •Players who revive after falling a great distance will no longer take additional damage and die a second time. •Updated Alderaan to remove odd coloration for players with their Shader Complexity set to Very Low. •Added missing audio to several conversations on Makeb. •Corrected an issue that would cause an infinite loading screen and prevent certain characters from logging in. Edited for format 7
Star Wars: The Old Republic / SWTOR Guild Bank« on: April 23, 2013, 05:25:08 PM »
SWTOR Members - Currently our Guild Bank is at about Max capacity. Please remember that the items in the bank are available for all current members for use while leveling. If you need crafting materials that exceed the max amount you are able to pull, please send an in game mail or a PM on the forums to any officer and they can pull the items for you. I would ask that you send the request to me first, but I am sure any officer will assist if I am not available.
The only exception are the high value items in the first tab of the bank such as speeders and crystals. The request for them would need to be sent to Drim for approval. Please take some time between now and this weekend to see if there is anything of use to you. If not, on Sunday I will look to see what excessive or low value items there are and place them for auction or sell them and will add the fund to the Guild Bank for later use for that Guild Ship we will eventually be able to get or buy our own Cantina, one or the other. 8
General Discussion / Brain Games TV show - looks interesting« on: April 23, 2013, 02:56:43 PM »
http://www.cnn.com/2013/04/22/health/brain-games/index.html?hpt=hp_bn13
I may have to DVR this and check it out. 9
Star Wars: The Old Republic / Cartel Items: So many new shinies!« on: April 22, 2013, 06:11:42 PM »
http://www.swtor.com/info/news/blog/20130422
So many new ones... I want the new lightsaber, Decadent Skiff and....and. oh crap hubby is gonna get mad, I wanna go shopping! By the way I think Dritzz needs the Goofy emote. 10
General Discussion / Harry Potter fans - Did you know these exist?« on: April 11, 2013, 02:31:38 PM »11
Star Wars: The Old Republic / SWTOR: Earn Rewards for Being in a Guild!« on: April 10, 2013, 12:42:16 PM »
I will share more later if there more to share... At the doctors waiting to be seen.
http://www.swtor.com/info/news/news-article/20130410 Earn Rewards for Being in a Guild! | 04.10.2013, 10:04 AM Are you ready to earn valuable rewards for joining a guild? We’ve got great news! We’re excited to launch a new Guild Rewards Program which rewards player participation in guilds with in-game bonuses and benefits. 12
Star Wars: The Old Republic / Don't Reverse Engineer Color Crystals Right Now« on: April 09, 2013, 04:52:03 PM »
| 04.09.2013, 11:41 AM
As an update on this, we have identified the cause of the bug and will be fixing it as a high priority. In the meantime, we ask that players do not Reverse Engineer Black-Blue, Black-Red, Cyan, and Purple color crystals. Please note that while Customer Support will be able to re-grant you the color crystal, we are unable to grant schematics that are granted by Reverse Engineering. We want to ensure that we do proper testing, so I don't have an actual time frame for when this will be fixed, but once we know, I'll post again for you. 13
Star Wars: The Old Republic / SWTOR 2.0 - Start your patching early« on: April 09, 2013, 05:36:47 AM »
I just started it up and the first part was I believe 2.29GB.
Have fun all and I will when I get home tonight! 14
Star Wars: The Old Republic / Rise Of The Hutt Cartel Patch Notes Updated 4/8« on: April 08, 2013, 09:39:48 PM »
PT. 1
Rise of the Hutt Cartel and Scum and Villainy 2.0, RotHC - Rise of the Hutt Cartel and Scum and Villainy 4/9/2013 Rise of the Hutt Cartel The Hutt Cartel has emerged from the shadows to challenge the Galactic Republic and Sith Empire for control, unleashing never-before-seen Droids and monstrous battle stations to serve as powerful weapons of destruction. Join your faction and explore story-driven missions with explosive combat to save the future of the galaxy! For more information about how to access the Rise of the Hutt Cartel features and content, please visit www.swtor.com/rothc. All Classes can now reach Level 55! New Planet: Makeb! The Republic has won victories on Corellia and elsewhere, but the Empire hasn't given up their campaign for dominance and battles are still being fought across the galaxy. With no end to the war in sight, new forces are rising up to seize the opportunity to profit from the chaos on the idyllic world of Makeb, the Hutt Cartel have been quietly laboring away on something big, making both the Empire and the Republic wary of a third organization entering the war. Members of both the Empire and the Republic who are level 50 or above should expect a holoterminal transmission aboard their personal star ships with further information on Makeb and the Hutt Cartel. New Feature: Macrobinoculars! Both the Empire and the Republic have cleared a new piece of equipment for use in the field. Explore Makeb to uncover exciting new technology that unlocks valuable objects and additional story-driven missions. Imperial players, level 53 and above, can acquire their Macrobinoculars from T4-M7 in the Sith Sanctum on Dromund Kaas. Republic players, level 53 and above, can receive their Macrobinoculars from M3-8Z, located in the Senate Plaza on Coruscant. New Feature: Seeker Droid! A new piece of technology has both Republic and Imperial treasure hunters flocking to unlikely sites on planets across the galaxy. By using these Seeker Droids, players can uncover highly desirable hidden items, treasures, and unique artifacts! Seeker Droids are available to all characters who are level 50 and above. Imperial players can retrieve their Seeker Droid from Z1-3C in the Sith Sanctum on Dromund Kaas. Republic players can pick up their Seeker Droid from BB-6G to at the Senate Plaza on Coruscant. Game Update 2.0 Highlights New Operation: Scum and Villainy! Scum and Villainy is a new Operation which takes place on the seedy Outer Rim world of Darvannis, where mysterious forces are gathering an army of warlords and mercenaries. This Operation is available at level 55 in four difficulty modes, and it contains seven bosses with lockouts. It can be accessed from the Ziost Shadow or the Gav Daragon on the Imperial and Republic Fleets. New Feature: Achievements! The Legacy System has expanded to include Legacy Achievements, which recognize important accomplishments and milestones across all characters in your Legacy. New Hard Mode Flashpoints! Hard Mode is now available for the following Flashpoints at level 55: Athiss Cademimu Hammer Station Mandalorian Raiders New Feature: Priority Mission Terminal! The Daily Mission Terminal on the Fleet has been replaced by the Priority Mission Terminal. The Priority Mission Terminal provides daily, weekly, and introductory missions for high-priority activities such as Flashpoints, Group Finder, Warzones, and other repeatable content. New Tier of Gear! New, more powerful gear is available from Flashpoints, Operations, and Warzones at level 55! Additionally, many commendation types have been consolidated and simplified. See the Items section for more details. Players who are in a guild will now receive a 5% bonus to all experience gained! Cartel Market New Items A new Armor set is available on the Cartel Market. The Eradicator's Warsuit is a collection of adaptive gear with no modifications. This armor set is available to any class. Cost: 900 Cartel Coins A new Bundle is available on the Cartel Market. The Going Places Basic Bundle offers a selection of items and unlocks to help increase player mobility. The bundle allows players to improve their movement throughout the universe. Cost: 375 Cartel Coins (Discounted by 40% for a limited time!) A new Bundle is available on the Cartel Market. The Going Places Bundle contains a huge selection of items, character perks, and unlocks to increase all forms of travel. The items contained within will increase travel speeds, decrease travel times, and allow for easier access to frequently visited areas. Cost: 2150 Cartel Coins (Discounted by 50% for a limited time!) New Discounts The Unlock: Inventory Module is now discounted by 20%. Cost: 140 Cartel Coins The Unlock: Inventory Module (Account) is now discounted by 20%. Cost: 312 Cartel Coins Medical Probes are now discounted by 40%. Cost: 240 Cartel Coins The Major XP Boost is now discounted by 25%. Cost: 90 Cartel Coins The Minor XP Boost is now discounted by 25%. Cost: 45 Cartel Coins The Czerka CR-17 Incendia is now discounted by 10%. Cost: 1620 Cartel Coins The Investigator's Amor Set is now discounted by 20%. Cost: 960 Cartel Coins The Pathfinder's Armor Set is now discounted by 20%. Cost: 960 Cartel Coins The Clandestine Officer's Armor Set is now discounted by 25%. Cost: 1080 Cartel Coins The Outlaw's Armor Set is now discounted by 20%. Cost: 960 Cartel Coins The Malevolent Interrogator Armor Set is now discounted by 25%. Cost: 1080 Cartel Coins The Sanctified Caretaker Armor Set is now discounted by 25%. Cost: 1080 Cartel Coins Expiring Discounts The Ivory Mouse Horranth is no longer 75% off. The Unlock: Crew Skill Slot is no longer 30% off. The Unlock: Crew Skill Slot (Account) is no longer 20% off. The Customization Control: Unify Colors is no longer 30% off. The Customization Control: Unify Colors (Account) is no longer 20% off. The Sith Raider Armor Set is no longer 10% off. The X-3 Techmaster Armor Set is no longer 33% off. The Noble Commander's Armor Set is no longer 33% off. General The Carbonite Chamber and Life Day Orb have been updated to reflect changes to the rest and recovery mechanics. General Players who are in a guild will now receive a 5% bonus to all experience gained! The Kaas City Central Taxi is now connected to the Kaas City Entrance Speeder. Travel costs on the galaxy map are now based on the destination selected instead of the distance travelled. As a result, higher level areas now cost more to travel to than lower level areas. All resurrection timers have been adjusted: The countdown timer before resurrection will now increase on more consistent intervals. The maximum countdown timer before using a Medical Probe has been a decreased to 3 minutes. The maximum countdown timer before resurrection to a Medical Center has been decreased to 5 seconds. The maximum countdown timer before accepting a resurrection from another player has been decreased to 2 minutes. Classes and Combat General All Classes can now reach Level 55! The level cap increase to 55 is included with the purchase of the Digital Expansion, Rise of the Hutt Cartel. All Class Skill Trees have been adjusted significantly, and all player Skill Points have been refunded. Changes to active abilities are listed in the Class sections below. Individual skill changes are not listed in the specific Class sections below. For details on individual skill changes, refer to your Class Skill Tree tooltips. Alacrity has been redesigned to be a more universally useful stat. Now Alacrity reduces the activation time of all abilities, including instant abilities. If such an ability is reduced below the global cooldown, the global cooldown is reduced as well. Alacrity now also increases resource regeneration for all classes by the same amount that it increases ability activation speed. Removed diminishing returns from Expertise such that each point of Expertise will now grant a consistent percentage of bonus until the hard cap is reached. Hard Caps are as follows: PvP Damage Boost – 60% PvP Healing Boost – 35% PvP Damage Reduction – 37.5% Stat bonuses from skills that are smaller than 10% will now show up correctly in the Character Sheet tooltips. Abilities whose cooldowns are not a whole number will now list their cooldown to the nearest decimal place. (i.e 16.5). Abilities whose cooldowns are a whole number will not be affected (i.e 17 will read 17 and not 17.0) The global cooldown will now reset and trigger appropriately when an ability with a cast time becomes an instant due to another ability or skill's effect. Moving the same moment a stance, cell, ammo, or charge cast finishes will no longer deactivate the effect of the stance, cell, ammo, or charge. Personal shield generators are now effective against all attacks that deal Energy and Kinetic Damage, rather than just direct weapon attacks. Jedi Knight New Ability Highlights Sentinel: A new ability, Twin Saber Throw, has been added. Twin Saber Throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51. Guardian: A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker for 3 seconds. This ability is trainable at level 51. Guardian: A new passive ability, Visionary, has been added. Visionary builds 1 Focus when attacked. This effect cannot occur more than once every 6 seconds. General Pommel Strike has been removed from the game. Opportune Strike has been removed from the game. Alacrity no longer reduces the channel duration for Force Stasis. Sentinel A new ability, Twin Saber Throw, has been added. Twin Saber Throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51. Zen (Ataru Form) has been redesigned. Now, while Ataru Form is active, using Zen grants 30% Alacrity, and each attack consumes 1 charge. Rebuke no longer triggers from damage over time. Focus (Sentinel) Force Exhaustion now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds. Focused Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%. Guardian A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker for 3 seconds. This ability is trainable at level 51. A new passive ability, Visionary, has been added. Visionary builds 1 Focus when attacked. This effect cannot occur more than once every 6 seconds. Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range. Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder. Sundering Strike has been redesigned. This ability now has a 15-second cooldown, applies 20% armor reduction for 45 seconds, and builds 5 Focus. The armor reduction it applies no longer stacks. Taunt and Challenging Call can no longer miss. Soresu Form no longer generates Focus when attacked. Vigilance Shien Form no longer generates Focus when attacked. Plasma Brand now has a 12-second cooldown and deals slightly more damage and no longer requires an enemy target to be affected by the Guardian's Sunder Armor. Defense Guardian Slash has been redesigned. This ability now deals high damage to the target, and if the target is affected by armor reduction this attack will strike up to 4 additional nearby enemies. Using Guardian Slash enables Riposte and increases all damage reduction by 3% for 20 seconds. Focus (Guardian) Force Exhaustion now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds. Focused Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%. Sith Warrior New Ability Highlights Marauder: A new ability, Dual Saber Throw has been added. Dual Saber throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51. Juggernaut: A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker, lasts 3 seconds, and is trainable at level 51. Juggernaut: A new passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds. General Pommel Strike has been removed from the game. Savage Kick has been removed from the game. Alacrity no longer reduces the channel duration for Force Choke. Marauder A new ability, Dual Saber Throw has been added. Dual Saber throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51. Berserk (Ataru Form) has been redesigned. Now, while Ataru Form is active, Berserk grants 30% Alacrity, and each attack consumes 1 charge. Cloak of Pain no longer triggers from damage over time. Rage (Marauder) Force Crush now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds. Dark Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%. Juggernaut A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker, lasts 3 seconds, and is trainable at level 51. A new passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds. Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range. Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder. Sundering Assault has been redesigned. This ability now has a 15-second cooldown, applies 20% armor reduction for 45 seconds, and builds 5 Rage. The armor reduction it applies no longer stacks Soresu Form no longer generates rage when attacked. Taunt and Threatening Scream can no longer miss. Vengeance Shien Form no longer generates Rage when attacked. Shatter now has a 12-second cooldown, deals slightly more damage, and no longer requires an enemy target to be affected by the Juggernaut's Sunder Armor. Immortal Crushing Blow has been redesigned. This ability deals high damage to the target, and if the target is affected by armor reduction this attack will strike up to 4 additional nearby enemies. Using Crushing Blow enables Retaliation and increases all damage reduction by 3% for 20 seconds. Rage (Juggernaut) Force Crush now slows targets from 50% to 5% movement speed and deals damage over 3 seconds. Dark Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%. Jedi Consular New Ability Highlights Sage: A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sage, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51. Shadow: A new ability, Phase Walk, has been added. Phase Walk allows the Shadow to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51. General Tumult has been removed from the game. Sage A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sage, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51. Benevolence now costs 70 Force and heals for significantly more. Weaken Mind now costs 30 Force (down from 35), lasts 18 seconds, and the damage has been slightly increased. Force Armor no longer has a cooldown. Force Armor still applies Force-imbalance, a debuff that prevents the target from being affected by another Force Armor for the next 20 seconds. Mental Alacrity is now trainable for all Sages at level 28. Disturbance now costs 40 Force (up from 30) and deals proportionately more damage Seer Healing Trance now heals for slightly more. Telekinetics Telekinetic Wave now costs 60 Force (up from 50) and deals proportionately more damage. Turbulence now costs 50 Force (up from 45) and deals proportionately more damage. Mental Alacrity is no longer in the Telekinetics tree. This ability is now available to all Sages. Kinetic Collapse's effect is now limited to the caster. Balance (Sage) Sever Force's damage has been slightly increased. Shadow A new ability, Phase Walk, has been added. Phase Walk allows the Shadow to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51. Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range. Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder. All abilities that formerly required a double-bladed Lightsaber may now be performed with an Electrostaff. Force Breach (Force Technique) no longer has a cooldown. Force Breach (Combat Technique) now has a 6 second cooldown. Force Breach (Shadow Technique) has been redesigned. This ability is now only usable with one or more Breaching Shadows, which builds when Shadow Technique triggers. Force Breach (Shadow Technique) deals more damage per Breaching Shadow consumed. Force Breach (Shadow Technique) no longer has a cooldown. Battle Readiness now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used. Force Breach's accuracy debuff now lasts 30 seconds (up from 18) when using Combat Technique. Mind Control and Mass Mind Control can no longer miss. Kinetic Combat Kinetic Ward no longer has a Force cost and now has a 15-second cooldown. Kinetic Ward now has 15 Charges (up from .Bombardment now makes Project generate 15% more threat per point and cost 15% less Force per point while Combat Technique is active. Slow Time now has a 9-second cooldown and costs 20 Force. Damage remains mostly unchanged. Infiltration Shadow Technique can now only trigger once every 4.5 seconds and deals significantly more damage. In addition, when it triggers it builds 1 stack of Breaching Shadow. Breaching Shadow is consumed by Force Breach to deal additional damage. Clairvoyant Strike no longer increases the damage dealt by Project. Instead, this ability stacks up to two times and builds Clairvoyance, which gives Project a 50% chance per stack to automatically trigger Shadow Technique and bypass its rate limit. Balance (Shadow) Sever Force's damage has been slightly increased. Sith Inquisitor New Ability Highlights Sorcerer: A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sorcerer, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51. Assassin: A new ability, Phase Walk, has been added. Phase Walk allows the Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51. General Tumult has been removed from the game. Sorcerer A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sorcerer, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51. Dark Heal now costs 70 Force and heals for significantly more. Affliction now costs 30 Force (down from 35), lasts 18 seconds, and the damage has been slightly increased. Static Barrier no longer has a cooldown. Static Barrier still applies Deionized, preventing the target from being affected by another Static Barrier for the next 20 seconds. Polarity Shift is now trainable for all Sorcerers at level 28. Lightning Strike now costs 40 Force (up from 30) and deals proportionately more damage. Corruption Innervate now heals for slightly more. Lightning Chain Lightning now costs 60 Force (up from 50) and deals proportionately more damage. Thundering Blast now costs 50 Force (up from 45) and deals proportionately more damage. Polarity Shift is no longer in the Lightning tree. This ability is now available to all Sorcerers. Backlash's effect is now limited to the caster. Madness (Sorcerer) Creeping Terror's damage has been slightly increased. Assassin A new ability, Phase Walk, has been added. Phase Walk allows the Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51. All abilities that formerly required a double-bladed Lightsaber may now be performed with an Electrostaff. Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder. Discharge (Lightning) no longer has a cooldown. Discharge (Dark) now has a 6 second cooldown. Discharge (Surging) has been redesigned. This ability is now only usable with one or more Static Charge, which builds when Surging Charge triggers. Discharge (Surging) deals more damage per Static Charge consumed. Discharge (Surging) no longer has a cooldown. Overcharge Saber now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used. Discharge's accuracy debuff now lasts 30 seconds (up from 18) when using Dark Charge. Mind Control and Mass Mind Control can no longer miss. Darkness Dark Ward no longer has a Force cost and now has a 15-second cooldown. Dark Ward now has 15 Charges (up from .Electrify now makes Shock generate 15% more threat per point and cost 15% less Force per point while Dark Charge is active. Wither now has a 9-second cooldown and costs 20 Force. Damage remains mostly unchanged. Deception Surging Charge can now only trigger once every 4.5 seconds and deals significantly more damage. In addition, when it triggers it builds 1 stack of Static Charge. Static Charge is consumed by Discharge to deal additional damage. Voltaic Slash no longer increases the damage dealt by Shock. Instead, this ability stacks up to 2 times and builds Voltage, which gives Shock a 50% chance per stack to automatically trigger Surging Charge and bypass its rate limit. Madness (Assassin) Creeping Terror's damage has been slightly increased. Smuggler New Ability Highlights Gunslinger: A new ability, Hightail It, has been added. Hightail It will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51. Gunslinger: A new passive ability, Ready for Anything, has been added. Ready for Anything increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover. Scoundrel: A new ability, Scamper, has been added. Scamper will roll the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. Scoundrel: A new passive ability, Street Tough, has been added which increases Energy regeneration rate. General Using cover while jumping will now issue an appropriate error message. Sabotage Charge now costs 25 Energy and deals slightly more damage. Vital Shot now costs 16 Energy. Dodge now removes all hostile effects without requiring Lucky Dodge. Headshot has been removed from the game. Cheap Shot has been removed from the game. Energy regeneration rates will now display values rounded to two decimal places (e.g. x.xx). Gunslinger A new ability, Hightail It, has been added. Hightail It will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51. A new passive ability, Ready for Anything, has been added. Ready for Anything increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover. The armor reduction from Flourish Shot can no longer be cleansed. Scrambling Field no longer requires cover. The ability now lasts 20 seconds (up from 15), and deploys at the player's current position, remaining there for the duration. Sharpshooter Burst Volley now lasts 15 seconds. Trickshot now costs 5 energy (down from 10) and deals slightly less damage as a result. Trickshot can now be triggered from a complete Speed Shot. Saboteur Sabotage has been redesigned. This ability no longer requires a target and now has a one minute and 15-second cooldown. Activating Sabotage now finishes the cooldowns on Defense Screen, Cool Head, Hightail It, and Hunker Down. Shock Charge now costs 15 Energy (down from 20) and does not have a cooldown, but only one Shock Charge can be active at a time. Crack Shot now additionally increases the range of all ranged attacks by 5 meters. Dirty Fighting (Gunslinger) Damage dealt by the weaker versions of Vital Shot or Shrap Bomb which are created by Nice Try will no longer break the target out of stealth. Scoundrel A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. A new passive ability, Street Tough, has been added which increases Energy regeneration rate. Lucky Dodge has been removed from the game. This effect is now incorporated into Dodge by default. Blaster Volley is now trainable at level 12. Kolto Pack has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds. Pugnacity is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Upper Hand. Instead, this ability now has a 2-minute cooldown, grants Upper Hand, and increases alacrity for a short duration. Upper Hand now causes the character to giggle the first time it is applied if Upper Hand is not already active. Diagnostic Scan is now trainable at level 18. Smuggle can now only be activated while Stealth is active. Additionally, Smuggled group members can now use Sneak and Blackout. Smuggle now provides a visual effect that shows the stealth field projected around the Scoundrel. Smuggle now reduces movement speed by 15% (down from 30%). Dirty Fighting (Scoundrel) Damage dealt by the weaker versions of Vital Shot or Shrap Bomb, which are created by Nice Try, will no longer break the target out of stealth. Imperial Agent New Ability Highlights Sniper: A new ability, Covered Escape, has been added. Covered Escape will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51. Sniper: A new passive ability, Spotter, has been added. Spotter increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover. Operative: A new ability, Exfiltrate, has been added. Exfiltrate will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Exfiltrate does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. Operative: New passive ability, Preparedness, has been added which increases Energy regeneration rate. General Using cover while jumping will now issue an appropriate error message. Explosive Probe now costs 25 Energy and deals slightly more damage. Corrosive Dart now costs 16 Energy. Evasion now removes all hostile removable effects without requiring Avoidance Training.. Headshot has been removed from the game. Eviscerate has been removed from the game. Energy regeneration rates will now display values rounded to two decimal places (e.g. x.xx). Sniper A new ability, Covered Escape, has been added. Covered Escape will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51. A new passive ability, Spotter, has been added. Spotter increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover. The armor reduction from Shatter Shot can no longer be cleansed. Ballistic Shield no longer requires cover. The ability now lasts 20 seconds (up from 15), deploys at the player's current position, remaining there for the duration. Marksmanship Sniper Volley now lasts 15 seconds. Followthrough now costs 5 energy (down from 10) and deals slightly less damage as a result. Followthrough can now be triggered from a complete Series of Shots. Engineering EMP Discharge has been redesigned. This ability no longer requires a target and now has a one minute and 15-second cooldown. Activating EMP discharge now finishes the cooldowns on Shield Probe, Adrenaline Probe, Covered Escape, and Entrench. Interrogation Probe now costs 15 energy (down from 20) and does not have a cooldown, but only one Interrogation Probe can be active at a time. Advanced Targeting now additionally increases the range of all ranged attacks by 5 meters. Lethality (Sniper) Damage dealt by the weaker versions of Corrosive Dart or Corrosive Grenade which are created by Lingering Toxins will no longer break the target out of stealth. Operative A new ability, Exfiltrate, has been added. Exfiltrate will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Exfiltrate does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. New passive ability, Preparedness, has been added which increases Energy regeneration rate. Avoidance Training has been removed from the game. This effect is now incorporated into Evasion by default. Carbine Burst is now trainable at level 12. Kolto Infusion has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds. Stim Boost is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Tactical Advantage. Instead, this ability now has a 2-minute cooldown, grants Tactical Advantage, and increases Alacrity for a short duration. Tactical Advantage now causes the character to giggle the first time it is applied if Tactical Advantage is not already active. Diagnostic Scan is now trainable at level 18. Infiltrate can now only be activated while Stealth is active Additionally, Infiltrated group members can now use Sneak and Blackout. Infiltrate now provides a visual effect that shows the stealth field projected around the Operative. Infiltrate now reduces movement speed by 15% (down from 30%). Medicine Kolto Probe will no longer display a probe for each activation on a target. Now one probe will remain for the duration of the ability's effect. Lethality (Operative) Damage dealt by the weaker versions of Corrosive Dart or Corrosive Grenade, which are created by Lingering Toxins, will no longer break the target out of stealth. Trooper New Ability Highlights Commando: A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51. Commando: A new Passive ability, Mortar Salvo, has been added. Mortar Salvo fires 2 weaker Explosive Rounds that combine for 10% more damage. This ability is trainable at level 10. Vanguard: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control. Vanguard: A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 2.5% of total health. This effect cannot occur more than once every 3 seconds. General The Trooper's Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total. Hold the Line is now trainable at level 26 for all Troopers. This ability has a duration of 6 seconds, which can be extended to 10 seconds using the skills in the Gunnery and Tactics Skill Trees. Diversion is now trainable at level 30 for all Troopers. Blitz has been removed from the game. Adrenaline Rush has been redesigned. Adrenaline Rush now gets the player Fired Up which will trigger when they drop below 30% health. Once triggered, Adrenaline Rush will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds. The proc rate for Plasma Cell is now 25% (up from 10%), and the damage it deals has been rebalanced. Commando A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51. A new Passive ability, Mortar Salvo, has been added. Mortar Salvo fires 2 weaker Explosive Rounds that combine for 10% more damage. This ability is trainable at level 10. Concussion Charge now costs 8 Energy cells (down from 16). Kolto Bomb is now trainable at level 20 to all Commandos. Armor-Piercing Cell now additionally increases Alacrity by 3% while active. Gunnery The Gravity Vortex applied by Grav Round now lasts 45 seconds. In addition, the Gravity Vortex effect now reduces armor by 20% and no longer stacks. Furthermore, this ability now fires a faster-moving projectile. Demolition Round now deals approximately 16% more damage. The ability deals 25% additional damage if the target is affected by the Commando's Gravity Vortex. In addition, this ability now fires a slightly slower-moving projectile, ensuring that the Gravity Vortex effect will be properly recognized if Demolition Round is fired immediately after a Grav Round. Gravity Surge no longer affects Gravity Vortices applied by Grav Round. Assault Specialist (Commando) Assault Plastique has been redesigned: The Trooper now throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes. Vanguard A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 2.5% of total health. This effect cannot occur more than once every 3 seconds. A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control. Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range. Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder. Ion Cell now reduces all damage dealt by 5% while active. Neural Jolt and Sonic Round can no longer miss. Shield Specialist Smoke Grenade has been redesigned and renamed to Riot Gas. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy. Energy Blast has been redesigned and is now only usable with 3 stacks of Power Screen. Using Energy Blast consumes Power Screen to deal elemental damage, recharge 8 Energy Cells, and increase Shield Absorption by 25% for 6 seconds. Power Screen now triggers from shielding an attack or triggering Ion Cell. Assault Specialist (Vanguard) Assault Plastique has been redesigned. The Trooper now throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes. Bounty Hunter New Ability Highlights Mercenary: A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51. Mercenary: New Passive ability, Missile Salvo, has been added. Missile Salvo fires 2 weaker Missile Blasts that combine for 10% more damage. This ability is trainable at level 10. Powertech: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control. Powertech: A new Passive ability, Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 2.5% of total health. This effect cannot occur more than once every 3 seconds. General Hydraulic Overrides is now trainable at level 26 for all Bounty Hunters. This ability has an initial duration of 6 seconds, which can be extended to 10 seconds using the skills in the Arsenal and Advanced Prototype Skill Trees. Chaff Flare is now trainable at level 30 for all Bounty Hunters. Shoulder Slam has been removed from the game Kolto Overload has been redesigned. Kolto Overload now puts a Health Monitor on the player which will trigger when they drop below 30% health. Once triggered, Kolto Overload will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds. Mercenary A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51. New Passive ability, Missile Salvo, has been added. Missile Salvo allows up to 3 weaker Missile Blasts to be fired in a row before generating heat and going on cooldown for 6 seconds. This ability is trainable at level 10. Jet Boost now generates 8 Heat (down from 16). Kolto Missile is now trainable at level 20 for all Mercenaries. High Velocity Gas Cylinder now additionally increases Alacrity by 3% while active. Arsenal The Heat Signature applied by Tracer Missile now lasts 45 seconds. In addition, the Heat Signature effect now reduces armor by 20% and no longer stacks. Furthermore, this ability now fires a faster-moving projectile. Heatseeker Missiles now deals approximately 16% more damage. The ability deals 25% additional damage if the target is affected by the Mercenary's Heat Signature. In addition, this ability now fires a slightly slower-moving projectile, ensuring that the Heat Signature effect will be properly recognized if Heatseeker Missiles is fired immediately after a Tracer Missile. Light 'Em Up no longer affects Heat Signatures applied by Tracer Missile. Pyrotech (Mercenary) Thermal Detonator has been redesigned: The Bounty Hunter now hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes. Powertech A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control. A new Passive ability, Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 2.5% of total health. This effect cannot occur more than once every 3 seconds. Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range. Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder. Ion Gas Cylinder now reduces all damage dealt by 5% while active. Neural Dart and Sonic Missile can no longer miss. Shield Tech Heat Blast has been redesigned and is now only usable with 3 stacks of Heat Screen. Using Heat Blast consumes Heat Screen to deal Elemental Damage, vent 8 Heat, and increase Shield Absorption by 25% for 6 seconds. Oil Slick has been redesigned. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy. Heat Screen now triggers from shielding an attack or triggering Ion Gas Cylinder. Pyrotech (Powertech) Thermal Detonator has been redesigned. The Bounty Hunter now hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes. Companion Characters General Corrected an issue preventing some Companion Characters from using certain abilities, such as HK-51's "Assassinate" ability. Aric Jorgan: Several cinematic conversations now have improved camera angles. Affection Companion Affection gained from mission conversations has been redesigned. Companions will still give more or less affection based on their personality preference, but the affection amounts are now scaled based on the level of the mission, and the dialogue options are scaled the same for all Companion Characters. Companion reaction tooltips have been added to companion gifts to illustrate how a companion will react when receiving the gift. Sergeant Rusk: The mission "Master Gend's Mission" will now grant the proper companion affection. The Sith Inquisitor mission "Thanaton Strikes Back" will now appropriately grant companion affection. Combat Sith Warrior Malavai Quinn: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health. Lt. Pierce: Flameguard is now usable at 30 meters. Lt. Pierce: Rifle Rush now deals damage to the target, but it can no longer be used against targets in cover. Vette: Blaster Sweep now deals slightly more damage. Broonmark: Violent Toss now utilizes the damage of the weapon Broonmark wields. This will result in a slight damage increase based on the power of the weapon. Broonmark: Cleave now deals more damage and has a radius of 5 meters. Jaesa Willsaam: Freeze now deals damage in addition to slowing the movement of the target. Jedi Knight Doc: This companion no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or target who is under 90% maximum health. T7-01: Flameguard is now usable at 30 meters. T7-01: Intercept now additionally deals damage to the target, instead of only generating threat. Sergeant Rusk: Spread Fire now deals slightly more damage. Lord Scourge: Lightning Punch now deals slightly less damage. Lord Scourge: Savage Charge no longer deals damage and can no longer be used on a target in cover. Lord Scourge: Cleave now deals more damage and has a radius of 5 meters. Kira Carsen: Freeze now deals damage in addition to slowing the movement of the target. Imperial Agent Doctor Lokin: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health. Doctor Lokin: Increased the damage dealt by Swipe and Infect. Kaliyo: Defensive Blast is now usable at 30 meters. Additionally, Defensive Blast will deal slightly more damage. Kaliyo Djannis: Storm's tooltip has been updated to reflect that the target cannot be in cover. Ensign Temple: Blaster Sweep now deals slightly more damage. Ensign Temple: Force Burst now deals less damage. SCORPIO: Power Attack will deal slightly more damage. SCORPIO: Jet Rush can no longer be used against a target in cover. SCORPIO: Cleave will now deal more damage and have a radius of 5 meters. Vector: Oil Spill will now deal damage in addition to slowing the movement of the target. Smuggler Guss Tuno: This companion no longer attempt to use Electro-Trap on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health. Corso Riggs: Flameguard is now usable at 30 meters. Corso Riggs: Illegal Jet Pack's tooltip has been updated to reflect that the target cannot be in cover. Corso Riggs: Attempting to activate "Deploy Shields" while out of combat will now provide the proper error message. Risha: Gas Grenade now deals more damage. Bowdaar: Wookie Toss will now utilize the damage of the weapon Bowdaar wields. This will result in a slight damage increase, based on the power of the weapon. Bowdaar: Cleave will now deal more damage and has a radius of 5 meters. Bowdaar: Tooltip on Bowdaar's ability "Wookiee Roar" has been corrected to properly reflect the ability name. Sith Inquisitor Talos Drellik: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health. Xalek: Shockguard is now usable at 30 meters. Xalek: Charge now deals damage to the target, but it can no longer be used against a target in cover. Andronikos Revel: Blaster Sweep now deals slightly more damage. Andronikos Revel: Low Blow now does less damage. Khem Val: Rake now deals slightly more damage. Khem Val: Consume Essence now heals for slightly less. Ashara Zavros: Freeze will now deal damage in addition to slowing the movement of the target. Khem Val: Cleave will now deal more damage and has a radius of 5 meters. Jedi Consular Tharan Cedrax: This companion will no longer attempt to use Deploy Holiday on a target suffering from a periodic effect (such as damage over time), or who is under 90% maximum health. Felix Iresso: Flameguard is now usable at 30 meters. Felix Iresso: Rifle Rush will deal damage to the target, but it can no longer be used against a target in cover. Felix Iresso: Incendiary Mortar now deals less damage initially over a slightly larger area of effect radius. Zenith: Collateral Damage will deal slightly more damage over time. Qyzen Fess: Power Attack will deal slightly more damage. Qyzen Fess: Flush Prey no longer deals damage or immobilizes the target, and it can no longer be used against a target in cover. Qyzen Fess: Hunter's Surge now deals slightly less damage over a larger area of effect radius. Additionally, the tooltip has been corrected to reflect the actual maximum of 3 targets. Nadia Grell: Freeze will now deal damage in addition to slowing the movement of the target. Bounty Hunter Mako: This companion will no longer attempt to use Electro-Stasis on a target suffering from a periodic effect (such as damage over time), or who is under 90% maximum health. Blizz: Zipline now deals damage to the target. Blizz: Flameguard is now usable at 30 meters. Gault: Poison Grenade now deals more damage. Skadge: Savage Hit now utilizes the damage of the weapon Skadge wields. This will result in a slight damage increase based on the power of the weapon. Skadge: Cleave will deals more damage and have a radius of 5 meters. Torian Cadera: Oil Spill will deals damage in addition to slowing the movement of the target. Trooper Elara Dorne: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health. M1-4X: Flameguard is now usable at 30 meters. M1-4X: Tow Cable now deals damage to the target instead of only generating threat. Aric Jorgan: Spread Fire now deals slighty more damage. Tanno Vik: Power Attack deals slightly more damage. Tanno Vik: Cleave now deals more damage and has a radius of 5 meters. Sgt. Yuun: Tracker's Strike will now deal damage to the target in addition to slowing the movement of the target. Crew Skills 15
Star Wars: The Old Republic / SWTOR: More info including PVP changes« on: April 04, 2013, 07:26:23 PM »
http://www.swtor.com/info/news/blog/20130404 - If you wanna see the PICS, I'm lazy an getting ready for raid
STRATEGIC INFORMATION SERVICE FIELD REPORT 875902-234MAK1--CLASSIFIED SUBJECT: Makeb RESOURCE: Field Agent Theron Shan STATUS: Review//URGENT I’ve completed my initial reconnaissance per the Director’s request. Makeb is a tactical nightmare. See attached data readings on the atmospherics, but long story short, it’s all but impossible to land anything bigger than a shuttle, and even that’s risky. Planet’s also undergoing some unusual magnetic storms and record-strength groundquake activity, so the danger doesn’t stop after touchdown. Small unit deployments are going to be the only option here. Details on specific points of interest below. Avesta Plantation Property owned by local business magnate Shalim Avesta. Avesta should be the primary contact point for any Republic forces we deploy. His plantation is fairly secluded and, so far, untouched by the Hutt Cartel’s takeover. The locals have built up defenses as best they can, but they’re not going to hold against a concentrated assault. Suggest any advance forces prioritize a defensive buildup. Skyhooks Makeb has a set of orbital stations anchored directly to the planet’s surface, accessible via turbolift. All industrial grade. I’d guess these were meant to bypass the atmospheric issues for import/export, but the lifts are too slow to be useful for any major military operations. The Cartel keeps them protected, but even they haven’t found much use for them. Talaos City Makeb’s capital city. The Hutt Cartel has it locked down tight. I wouldn’t suggest any frontal assaults until we can land some pretty significant forces with armor and air support. Enough tight structures and corners that a small team might be able to make it in, if it became a necessity. Lots of local civilians still in play, though, so collateral damage is a concern. Solida Hesk’s Resort Private resort owned by the head of a local mining corporation, Solida Hesk. She’s deep in the Hutts’ pockets, and judging by the transaction records I’ve sliced, she’s been on their payroll for years. Judging by the resort, the Hutts pay well. Possible secondary target—could provide some interesting intel. Stronghold 1 This place used to be Makeb’s main treasury. Probably the most naturally defensible point on the planet, since someone was crazy enough to build it in the middle of a volcano. Can’t even imagine the contractor costs. Cartel forces are all over this place, with some significant shipping activity. Best guess, the Hutts are storing something here, but I couldn’t get close enough to tell what they’re so eager to keep locked up. Suggest our forces give it a wide berth until we have significant resources groundside. Toborro’s Palace This is the operations center for all of the Cartel’s efforts on Makeb. If we’re going to make a serious run for the planet, we’re going to have to hit this place sooner or later. It won’t be an easy one. My initial findings on Toborro himself are detailed in the attached profile sheet, but the highlights are: power-mad and paranoid. Advise that any ground team personnel don’t underestimate just how far this Hutt is willing to go to keep his credits flowing. Conclusions Just to reiterate: any intervention on Makeb is going to be a nightmare. Severely limited deployment options, significant Cartel defensive positioning, and aside from some enthusiastic locals, not much in the way of friendly resources. Anyone we send in here is going to have to be really, really good. --END REPORT— ATTACHED FILE: Makeb Atmospheric Readings//REDACTED ATTACHED FILE: Solida Hesk financial transaction data//REDACTED ATTACHED FILE: Toborro Profile Sheet//REVIEW PENDING CROSS-REFERENCE WITH PERSONS OF INTEREST REPORT 875936-501MAK4—AGENT BALKAR |