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Official F2P Star Wars: The Old Republic Thread


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#151 j-cart

j-cart

    PAPER TRAILS on a mountain

  • CAGiversary!

Posted 14 February 2013 - 08:05 AM

So the Ilum PvP objective is to collect the orb, well upon either placing the orb in the node or killing the player with an orb, it explodes dealing about 11K in HP (top tier PvP gear is about 19-20K, with tanks @ 26K). So what does my guild see when we get there? A line. Once we got there, all that was left was dead bodies. We were able to complete our objective and hold off everyone in our instance for a three hours. The amount of complaining that was happening was just hilarious :D

So in another note, the PvP quest do not give anything towards the "reputation" level (what this new content is all about). All it gives is creds and some WZ coms. These people that bitch about PvP being in PvE are whinny people and need to learn to be quiet sometimes. Either way, my guild has been in talks with all the other PvP guilds and we are planning on having each one of us hold the center node for each instance (as of today there were six instances with roughly 80 people in each one). Once the center is on our control, the plan is to start a toll system and start taxeing the fine citizens of SWTOR :D

PvP has never been this much fun :P

#152 j-cart

j-cart

    PAPER TRAILS on a mountain

  • CAGiversary!

Posted 16 February 2013 - 10:58 PM

Last night we had some awesome Ranked PvP go down.



Starts @ 6:04

And from the other team's perspective



Starts @ 2:02:00- 3:10:00


I am the Operative "Zhaneordo Gistang"

An hour worth of Ranked PvP. So there is regular PvP in SWTOR and this is Ranked. So far there are only a handful of teams on our server (four, maybe five guilds) that can even compete at this level.

#153 j-cart

j-cart

    PAPER TRAILS on a mountain

  • CAGiversary!

Posted 26 February 2013 - 10:39 PM

As of right now, SWTOR is on version 1.7 and currently on the PTS there is 2.0

Here is the current state of 2.0 (which raises the level cap to 55)

Link: http://www.swtor.com...ad.php?t=600569

Star Wars™: The Old Republic™
Game Update 2.0 PTS Patch Notes

Last Updated: 2/21/2013


The patch notes published for the Public Test Server are not final and are subject to change. The Public Test Server Patch Notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.



Highlights
All Classes can now reach Level 55!
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 boss 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.
Hard Mode is now available for the following Flashpoints
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.



Cartel Market
The Cartel Market is disabled for this phase of testing.



Classes and Combat


General
All Classes can now reach Level 55!
All Class Skill Trees have been adjusted significantly, and all player Skill Points have been refunded. Individual skill changes are not listed in the specific Class sections below. Changes to active abilities are listed in the 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.

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.


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 now affects all types of damage.


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.
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 armor reduction effect to be present.

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 now affects all types of damage.


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.


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 now affects all types of damage.


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.

Vengeance
Shien Form no longer generates Rage when attacked.
Shatter now has a 12-second cooldown and deals slightly more damage and no longer requires an armor reduction effect to be present.

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.
Focused Resonance now affects all types of damage.


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.
Mental Alacrity is now trainable for all Sages at level 28.
Benevolence now costs 70 Force and heals for significantly more.
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.

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.

Kinetic Combat
Kinetic Ward no longer has a Force cost and now has a 15-second cooldown.

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 Slash 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.
Polarity Shift is now trainable for all Sorcerers at level 28.
Dark Heal now costs 70 Force and heals for significantly more.
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: 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.
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. Usable in stealth mode. Trainable at level 51.

Darkness
Dark Ward no longer has a Force cost and now has a 15-second cooldown.

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 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.
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.
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.
Scondrel: 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.

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.

Saboteur
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.
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.
Crack Shot now additionally increases the range of all ranged attacks by 5 meters.

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.

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.


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.

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
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.
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.
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%).

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 allows up to 3 weaker Explosive Rounds to be fired in a row before consuming Energy Cells and going on cooldown for 6 seconds. 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.
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 0.25% 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 puts a Health Monitor on the player 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.


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.
A new Passive ability, Mortar Salvo, has been added. Mortar Salvo allows up to 3 weaker Explosive Rounds to be fired in a row before consuming Energy Cells and going on cooldown for 6 seconds. 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.

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 0.25% 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.
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.
High Energy Cell will now increase the damage dealt by elemental and internal effects to 8% (up from +5%).
Ion Cell now reduces all damage dealt by 5% while active.

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.

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 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.
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 0.25% 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.

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 0.25% 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.
High Energy Gas Cylinder will now increase the damage dealt by elemental and internal effects by 8% (up from 5%).
Ion Gas Cylinder now reduces all damage dealt by 5% while active.

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.


If all is going to the plan time line that Bioware wants to be set on, then patch 1.8 should drop at the end of March. Patch 1.9 should be released around May and expect launch for the Digital Expansion (2.0) would be around late July.

These drop dates are all speculation from Bioware's initiative to release content every six weeks. So these would be consider the best times, while we know delays most likely will happen. Honestly though, they need to release the expansion before Summer is over. Late July, early August would be the best time for it to drop.

#154 j-cart

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Posted 15 March 2013 - 09:17 PM

Hey guys, double XP drops this weekend and will continue for the next four weekends!

http://www.swtor.com...rticle/20130312

Bolster your characters and advance to Level 50 quicker with first ever Double XP weekends as you prepare to continue your adventure in the first Digital Expansion: Rise of the Hutt Cartel, coming this Spring with 5 new levels and a brand new planet, Makeb! Starting Friday March 15th, all players will be able to log in to The Old Republic™ and receive twice the amount of XP every weekend until April 8, 2013. Don’t worry if you’ve already hit Level 50. Your Legacy XP will double too! Log in during the following weekends to earn Double XP:

March 15, 2013 at 1:00PM CDT / 6:00PM GMT to March 18, 2013 at 2:00AM CDT / 7:00AM GMT
March 22, 2013 at 1:00PM CDT / 6:00PM GMT to March 25, 2013 at 2:00AM CDT / 7:00AM GMT
March 29, 2013 at 1:00PM CDT / 6:00PM GMT to April 1, 2013 at 2:00AM CDT / 7:00AM GMT
April 5, 2013 at 1:00PM CDT / 6:00PM to April 8, 2013 at 2:00AM CDT / 7:00AM GMT


Doesn't matter what status of a player you are, the double XP is for everyone!

#155 motoki

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Posted 09 April 2013 - 08:11 PM

Soooo, 2.0. Thoughts?

I haven't really had the chance to try it yet myself. Lots of changes in the patch log.

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#156 j-cart

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Posted 09 April 2013 - 10:20 PM

AHHHH YEAH!

So there are two thing you need to understand:

1. The new 2.0 patch is dubbed "Scum and Villainy", this is not the expansion.
2. The only way to get the additional 5 levels and play the new planet Makeb is to purchase the expansion: Rise of the Hutt Cartel

Only got to play a warzone and watch a few cutscenes, but man, the spruced up the graphics or something because these cutscenes look better than before.

#157 combatFlexo

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Posted 30 April 2013 - 01:17 PM

I just downloaded this game last night, I bought back when TRU had it on clearance for $10. I will be playing this for the time being, I'm a preferred member whatever that means. Anyways I'm completely new to this and looking forward to the story line, if anyone wants to join me let me know.

#158 j-cart

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Posted 30 April 2013 - 04:59 PM

I just downloaded this game last night, I bought back when TRU had it on clearance for $10. I will be playing this for the time being, I'm a preferred member whatever that means. Anyways I'm completely new to this and looking forward to the story line, if anyone wants to join me let me know.



If you are on The Bastion server I can help you out with a few things! Also if you have any questions I can answer those as well.


In SWTOR news, 2.1 will introduce the barber shop and the Cathar species. Barbershop will let users retouch their face features and the likes. There is also an option to change an existing character into a Cathar. Will drop more info as it comes in.

#159 dothog

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Posted 30 April 2013 - 05:38 PM

If you are on The Bastion server I can help you out with a few things! Also if you have any questions I can answer those as well.

That's a nice thing to do for new players. A RL friend did the same for me with vanilla WoW, and I got in the spirit and we started helping out newbs together. It made for some really fun groups. It even made PvP enjoyable for me. Sometimes, at least.
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#160 motoki

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Posted 30 April 2013 - 05:56 PM

I just downloaded this game last night, I bought back when TRU had it on clearance for $10. I will be playing this for the time being, I'm a preferred member whatever that means. Anyways I'm completely new to this and looking forward to the story line, if anyone wants to join me let me know.


Myself and at least a couple of other CAGs, Gilby and Idiotekque, are on The Harbinger so if you're on there feel free to PM me and I can try and help you out. We have a guild if you are looking. There's a 5% XP bonus for joining one now.

Also, if you bought the game for $10 but never installed it then have you not entered your code? If you haven't it should give you 30 days as a sub. Preferred is when you are F2P but either have been a sub in the past and let it run out or otherwise have spent some money on the game through the cartel shop or buying the expansion etc.

Most of the F2P restrictions early on, particularly with Preferred since they can use mail to other players, aren't so bad really. The end game content is a bit more restricted as F2P so feel free to give the game a try before deciding if you want to sub.

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#161 combatFlexo

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Posted 30 April 2013 - 06:28 PM

I'm not quite sure which server to join whether it should be RP-PvP or RP-PvE or just stick with the default PvE? I will check those servers out and hopefully join my fellow CAGs. I just installed my game last night and entered the code for the first time so I'm hoping I have my 30 sub, when I logged in it did offer me the new expansion for $10 instead of $20.

My first character I was going to go as Empire - bounty hunter and tank. I believe those are my choices for starting after reading some of the beginners guide. Trying to skim through stuff on the OP here and SWTOR site but I want to get some playing time and go back and read the info as needed.

#162 motoki

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Posted 30 April 2013 - 07:15 PM

If you get the $10 price for the expansion then you definitely have a sub. Keep in mind that if you let the sub run out the price will go to $20 but it will probably be a quite some time before you get to level 50 to be able to use the expansion, particularly on your first run through. Second and beyond run throughs will probably go faster.

I've only ever played the standard PvE servers so I can't speak to the PvP or RP servers. If you're not sure like you said trying them out would be a good idea. Keep in mind though that you can't transfer characters, at least not yet, so if you start spending a lot of time on one character you won't be able to transfer that character to another server.

They keep promising to have server transfers available but still is not happening yet. When it does it will almost certainly be for a fee.

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#163 j-cart

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Posted 30 April 2013 - 11:18 PM

I'm not quite sure which server to join whether it should be RP-PvP or RP-PvE or just stick with the default PvE? I will check those servers out and hopefully join my fellow CAGs. I just installed my game last night and entered the code for the first time so I'm hoping I have my 30 sub, when I logged in it did offer me the new expansion for $10 instead of $20.

My first character I was going to go as Empire - bounty hunter and tank. I believe those are my choices for starting after reading some of the beginners guide. Trying to skim through stuff on the OP here and SWTOR site but I want to get some playing time and go back and read the info as needed.



Just know that RP servers are serious business, if you aren't RPing your character then people will ignore you. If you want to play the PvE content, then stick with a PvE server. If you want to get into PvP and have competition, then The Bastion is the server to join ;)

#164 combatFlexo

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Posted 01 May 2013 - 02:47 AM

Myself and at least a couple of other CAGs, Gilby and Idiotekque, are on The Harbinger so if you're on there feel free to PM me and I can try and help you out. We have a guild if you are looking. There's a 5% XP bonus for joining one now.


I joined the Harbinger server as a Sith, I wouldn't mind joining a guild. Feel free to add me or let me know you name, I'm combatFlexo. I definitely have some learning to do, but so far I'm enjoying it. I'm only level 2! Takes some time to get used to the camera control. I'm glad I joined PvE first considering this is my first MMO, but once I get used to the game I will likely jump to a PvP server.

#165 j-cart

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Posted 01 May 2013 - 02:49 AM

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. You will never leave a server, because the legacy system is locked server to server. There is still PvP on a PvE server, it just means that when you see an enemy faction member you cannot attack that person. SOOO lame... There is still time to reroll to the big show aka The Bastion ;)

Well have fun combatrhombus! SWTOR is a fun game and enjoy!

#166 JasonTerminator

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Posted 01 May 2013 - 04:27 AM

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. You will never leave a server, because the legacy system is locked server to server. There is still PvP on a PvE server, it just means that when you see an enemy faction member you cannot attack that person. SOOO lame... There is still time to reroll to the big show aka The Bastion ;)

Well have fun combatrhombus! SWTOR is a fun game and enjoy!


Actually, when they did the server merges last year, they mentioned that if you have a legacy on both servers, the higher level legacy would prevail. So it stands to reason that when they do server transfers, you'll be able to transfer the legacy as well.
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#167 j-cart

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Posted 01 May 2013 - 05:13 PM

Yes the higher one wins, but that means you still leveled up two legacies for the price of one.

Either way the only reason why I wouldn't really move on is because I have a legacy level of 35. Don't want to lose all my awesome legacy perks :D

#168 Superstar

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Posted 04 May 2013 - 09:58 PM

Is this worth going back to? I never got passed level 15.

#169 tcrash247

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Posted 05 May 2013 - 02:27 PM

If you didn't like it then, you won't like it now.

#170 j-cart

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Posted 06 May 2013 - 06:10 AM

Is this worth going back to? I never got passed level 15.



It most certainly is. Level 15 is not enough playing to really judge the game. Of course you would have to play to 55 to really see what the game has to offer, but guess what?! The game is free to level 50!

#171 motoki

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Posted 06 May 2013 - 09:21 PM

It most certainly is. Level 15 is not enough playing to really judge the game. Of course you would have to play to 55 to really see what the game has to offer, but guess what?! The game is free to level 50!


I second this. At 15 you don't even have your ship yet. Plus they lowered the requirement to get a speeder so you can actually get one at 15 now and they helps loads with the just getting around from point A to B.

I know some people complain about some of the F2P restrictions but they really aren't bad at all for the 1-49 levels.

Also for the person asking if you haven't tried grouping with others then maybe give that a try, find a guild, see if you have any friends playing or willing to play etc because that can make a difference too.

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#172 j-cart

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Posted 06 May 2013 - 10:28 PM

Or you can totally play on The Bastion server and you'll know me. I'm awesome and I gots me too much stuff that I just give away.

#173 combatFlexo

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Posted 07 May 2013 - 12:04 AM

Is this worth going back to? I never got passed level 15.


I still have a lot to learn and willing to play as well my character is level 3 or so. I'm playing as the empire with a Sith right now, I actually created him on "The Bastion" server. Hopefully I will be able to get some playing time this week.

#174 j-cart

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Posted 07 May 2013 - 05:25 PM

I got a great amount of lowbies in the 12-45 level range.

Hit me up on "Zhaneordo" if you whisper access.

#175 motoki

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Posted 15 May 2013 - 05:33 PM

So, uh, 2.1.

Some people are nerdraging over paying for Cathar but eh, it's cosmetic. No big deal to me.

Some new Hair styles/colors are for humans only even though they could easily have been added for near humans. I mean a cyborg is a human with some little bitbob on their head somewhere, Miraluka is a human with a blindfold etc, not really that different. Why limit the hairstyles?

The dyes are kind of eyerolly that they made most of them in packs you basically gamble for, but not surprising since the cartel packs for been done this way for a while now. The GTN should sort it itself out but high demand colors like black will probably be pricey.

Dyes on the Security Key and CE vendors were by Bioware admission supposed to be bound but weren't so they just said oops, it's done now. Next time.

Collections is a nice idea but it's a mess. No filter, no search. You have to own EVERY PIECE OF A SET ON A SINGLE CHARACTER to unlock the set for all which is rather lame. The GTN prices for gloves/bracers/boots etc on many sets that were previously worth next to nothing have not surprisingly skyrocketed on my server.

It was nice to unlock my Revan statue (aka portable repair shop with no cool down) for all characters though. Previously it wasn't bound so you could mail it to your alts when you switched, but I'm lazy and that's a pain. :-P

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#176 combatFlexo

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Posted 23 May 2013 - 03:33 AM

Well I finally made it to level 15 and was really excited to get my speeder. I finally find the market that sells the speeders in Kass City, and to my disappointment they all cost 10K plus. I haven't even been close to collecting this kinda of cash and I see level 16 flying all over the place. Is money easy to come by later in missions? Is there any tricks to leveling faster or gaining more money?

Also any Cartel items I should buy? I already burn through some money and couldn't tell you what I have, but I have about 150 credits avialable.

@j-cart - Is there any particular Guild I should join? I believe I added you a while back my name is Flexodius.

#177 j-cart

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Posted 23 May 2013 - 04:09 PM

Well I finally made it to level 15 and was really excited to get my speeder. I finally find the market that sells the speeders in Kass City, and to my disappointment they all cost 10K plus. I haven't even been close to collecting this kinda of cash and I see level 16 flying all over the place. Is money easy to come by later in missions? Is there any tricks to leveling faster or gaining more money?

Also any Cartel items I should buy? I already burn through some money and couldn't tell you what I have, but I have about 150 credits avialable.

@j-cart - Is there any particular Guild I should join? I believe I added you a while back my name is Flexodius.



If you are on the imperial side try to join ScopeSeven guild. It was made with a bunch of top PvPer to help people in leveling.

My main guild is purely PvP and we currently not excepting anyone right now. I do have an off guild on the republic side that you can join to get the 5% EXP bonus. Message me if you ever see me on, I have a handful of mounts to give out, so don't bother trying to buy one. The mounts I have are adaptive too, so no need to keep buying a new mount with each speed upgrade.

I will be out of town this weekend, but all next I will be gaming it up for sure. We'll get you to level 50 in no time.

#178 motoki

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Posted 23 May 2013 - 07:46 PM

As far as money early on gathering skills among the crew skills are good for this. You can find the trainers for the skills on the fleet represented by diamond icons and they are also on some planets like Dromund Kaas, Coruscant etc.

For F2P who only get one crew skill I would go for Slicing. You can use it to gather money from boxes around various locations. It's basically free money. It also helps you bypass some areas and use shortcuts in some flashpoints.

For preferred who get two skills you might want to look at a gathering skill like scavenging for the second one. You'll find junk piles around the worlds that you can gather from and you can also scavenge some defeated droids for part. If you sell those materials on the gtn once you've gathered up a fair bit you can make some decent extra money for a low level character.

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#179 j-cart

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Posted 23 May 2013 - 10:04 PM

Credits will always be easy to come by, I would argue that players do not need to worry about it while leveling.

Just enjoy the planets and the story till level 50. Then purchase RotHC and get with the program to level 55 to start enjoying Ranked Warzones ;)

#180 motoki

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Posted 24 May 2013 - 04:57 PM

IMHO yes and no on the ease of getting credits. For an experienced player it shouldn't be a concern but for a new player who is not used to the game it may seem hard to earn credits at the early levels, especially if they are browsing items on the GTN which are mainly priced in mind for people who have at least one high level character.

While I agree they should just try and enjoy the game and the quests, particularly on the first run through because it will get old when you repeat them again and again, I also think since the resource nodes are in those areas anyway they might as well take a gathering crew skill. Even F2P are allowed at least one.

Anyway I just mentioned it since the guy asked about earning money early on. *shrug*

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