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SWTOR: Patch 2.6 changes to Concealment Operative and Scrapper Scoundrel talents

Eric Musco went on the forums today to announce a couple of details regarding the patch 2.6 changes to Concealment and Scrapper trees for Operative and Scoundrels respectively.Also added are changes to Lethality and Dirty Fighting.

Hey everyone!
Although you will see the 2.6 patch notes fairly soon™, I wanted to show you guys the changes we have made for Concealment Ops and talk a bit about why you didn’t see survivability changes yet. First the 2.6 changes!

  • Surgical Strikes now increases the damage dealt by Shiv, Overload Shot, and Backstab by 5% (up from 4%).
  • Collateral Strike now has a 50/100% chance to trigger when Laceration is used (up from 35/70%).
  • Culling now increases the damage dealt by Laceration and Collateral Strike by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Collateral Strike damages an enemy target (down from 5/10).
  • Waylay now increases the damage dealt by Backstab by 5% (up from 4%).
  • Meticulously Kept Blades now additionally increases the critical damage dealt by Laceration by 10/20/30%, but no longer increases the critical damage dealt by Sever Tendon.
  • Calculated Frenzy no longer increases Alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.

As you can see, there is quite a bit happening to increase Concealment damage in 2.6. Now, I know one of the things that came out of the brainstorming threads and the Class Reps was that you need survivability. I want to tell you that we don’t disagree with that sentiment at all! The issue that stands currently is that most of the survivability of the Operative is tied into the base class. That means that if we increase Concealment survivability, we are also going to increase how hard it is to kill a Medicine Operative. That isn’t ideal.

We are still exploring options but it will take a bit of time as we tackle increasing the DPS specs survivability without doing the same for Medicine.
Hope that makes sense!
-eric

For the Scoundrels checking in…

  • Scrappy now increases the damage dealt by Blaster Whip, Quick Shot, and Back Blast by 5% (up from 4%).
  • Flying Fists now has a 50/100% chance to trigger when Sucker Punch is used (up from 35/70%).
  • Turn the Tables now increases the damage dealt by Sucker Punch and Flying Fists by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Flying Fists damages an enemy target (down from 5/10).
  • Sawed Off now increases the damage dealt by Back Blast by 5% (up from 4%).
  • Underdog now additionally increases the critical damage dealt by Sucker Punch by 10/20/30%, but no longer increases the critical damage dealt by Tendon Blast.
  • Rolling Punches no longer increases alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.

Source: http://www.swtor.com/community/showthread.php?p=7096898#edit7096898

Here are the Lethality changes in 2.6.

  • Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
  • Lethal Injectors is now a 2-point skill (up from 1), each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).

Our current plan is to open PTS today or tomorrow. That is subject to change as always if we run into any issues, but you should be able to get your hands on the full patch notes and 2.6 soon!
-eric
PS for the Dirty Fighters:

  • Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
  • Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

35 replies on “SWTOR: Patch 2.6 changes to Concealment Operative and Scrapper Scoundrel talents”

Love how Operatives/Scoundrels get buffs, BUT NOT Assassins/Shadows, the absolute worse Adv. Class in the game. Dps wise.

Aggreed, kind of. Shadows (and assassins, but I don’t have one of those so :P) are great in a pvp setting as they can drop a hell of a lot of damage in a very small window and if spec’d right then they can easily lock down a healer as well. Where they fall apart is that they can’t sustain the dps that other classes can over a long fight.

Short fight = shadows a brilliant; Long fight = you need to be a really good player to keep up with the rest of the group.

The changes I see here for the scoundrel should bring mid-tree scoundrels up to the same level as a mid-tree shadow. With the added benefit of some minor buffing for the right-tree builds as well.

In a long fight you have the same problems as a concealment operative like an assassin. But the assassin will survive because of his tanking skills.

Assassins and Shadows are the better stealther and a two hit killer.
Compared to Operatives and Scoundrels they need no buff!

AND:

“and recovers 4/8 energy whenever Collateral Strike damages an enemy target (down from 5/10).”

Energy is nerfed! Operatives and Scoundrels will become worse in long fights!

only if your rotation is positive to begin with, since it speeds everything up, a energy negative rotation will get worse with alacrity and talents that return energy are usually unaffected by alacrity making it worse still.

The problem is that the only OP fights that are short, that Assassins/Shadows thrive in, are trash mob fights. In boss fights, they nose dive, then and they plateau both fast and HARD. Which is a big problem. Only having them strong in PvP is just poor class design.

Sooooo…..legit for the thing that is secondary in the sheer vast majority of all MMO’s? Including this one.

Assassin/Shadow is in a WAYYYY better place than Operative DPS ATM. I would know because I play both. If you mean Madness you are right but Deception or tank hybrids? NO.

Yeah, this is patently false and flies in the face of your average parses. And I play both too. I have one of every dps, minus a merc.

Well well well…the thing is, in PvE you only need to be powerfull enough to kill a scripted boss to reach your goal. It doesnt matter, if you made some mistakes or other classes are more powerfull. The outcome is the same. If you are good enough, you get the reward.

In PvP, you lose, if someone else is more powerfull than you.

This isn’t even an issue, because the vast majority of MMO’s focus on PvE and dump most of the development money into it. PvP is usually secondary and an after-thought. And rightfully so.

This posting was made in the Operatives forum. I suspect there will be other class changes as well, but they just happened to post about this one first.

ALL spam healers need their survivability in PVP lowered!!! Two people beating on a healer who just spam heals and his health hardly drops is BS. If you aren’t healing other people then you shouldn’t get all those self-heal options. PERIOD!

Sorry, but someone has to say this: Spoken like someone who doesn’t play a healer in pvp.

Healers get absolutely pounded on in pvp (for good reason), the more survivability they have in pvp the more people will want to play them, the more people paying healers in pvp the more enjoyable pvp matches become.

You clearly dont play OP healer in pvp, and you are bad enough if you dont focus them and interupt their big heals. OP healers in pvp are killed easily simply because you cant spam your probes to infinity and back since damage is too high to sustain. For example, you can get about 3-4k heals from probe, while at the same time you get pounded by maul and smash well over 9k. Not to menition that you have 3 sec(?) immunity on leap which shuts down your cc before they can smash you to the oblivion. Do the math. If you cant shut down OP healer in pvp because you “cant target him”, then sorry to bring this up to you, you are bad. Im mediocre pvp player and never had issues with targeting desired people. Also there is one keybind that targets the guy which is in front of you. Lurk it up on keybinds tab, it might help you with targeting people in wz.

Yeah that’s what those two classes needed increased dmg. It’s already hard enough to get a lock on them with their movement speed boost, then all they have to do is the “epilepsy shuffle” and you will be dead before you can lock onto them.

Use the tab to select them.. i assume you are trying to click on them because that is the only way that targeting could be hard. Learn to play before you hate on an underpowered classes almost only unique ability.

Why are you argumenting from the pvp pov?
95% of the game is PvE. And in PvE Scoundrels are making way less damage then the other heal/dps classes.

scoundrels outdamage Mandos and Sages by simply
keeping dots up, using Blaster Whip on CD and Wounding Shots if 2x Upperhand or Unfair Advantage fill with Hemorrhaging Blast > Backblast > Flurry

no procs that don’t happen and screw your Rotation.

and now the middle tree will be an even better option for fights like Corruptor Zero where you were a bit clunky dealing with Adds.

I’m praying to God they’ll nerf Sawbones into Oblivion so that I’m allowed to use my Scoundrel as DPS when these changes hit live.

i’d like to point out it is leathailty operatives and DF scoundrels doing that damage the middle tree is far behind 2nd place in dps.

she said pve scoundrels never said concealment, concealment was prob in the mid of the list, but with this changes, we will see, leth was in fact 2nd

false, operatives are the 2nd highest dps class atm without using exploits (like relics) behind mercs, also Op healers have probably the highest dps capabilities just by keeping dot and using orbital, wiht couple of quick shivs in melee targes for TA heals, mercs are close and could be just as good, but harder overall, using supercharged to dps on a harder fight is not always an option.

Nerf/Buff 50/50

Whats the problem with Sever Tendons critical damage? LOL
If they give Operatives and Scoundrels something they also have to take something away. Because they don’t want to give any love to this classes.

At the bottom line I see 1-3% more damage.
Yay!

There may be new energy problems – wich could cause about -3 to -5% DMG overall.
We’ll see. It’s BioWare – 70% chance this is a class nerf, not a buff.

lol u really complainig about taking off sever tendon thats never used and does so low dmg its useless?, i mean in pvp can be useful and the extra dmg is welcome, but its an ability that should have never been there, up to a point that seems like they mistaken Lacerate with tendon in the first place

lol your bad if you never use sever tendon. A low cooldown slow with a 2 second root if spec’d. It is extremely strong.

mmm sorry i forgot this was the patch notes thingie, and not the pve class guide, so probably you are talking about PvP which i dont care and wont bother posting 🙂 and you are right as far as the root, if u talking pve, well, you are just wrong lol.

however an increase on your highest dmg ability crit chance regardless of sever tendon is a huge increase and new other things.

Drat just getting used to my scoundrel and the healing rotation. I don’t really care about the damage for pvp and I have a wookie that makes short work of pve for me. I switched over from commando heals so I will be sad if they end up in the same range now.

Of course its all pvp related changes. Even though there are way way more pve’ers. Because the pvpers bitch the loudest, so everyone else gets screwed. Nice.

The problem with middle tree ops was NEVER dps. Their burst will slaughter you. It’s the energy that is awful. If you don’t have amazing luck with procs you can’t sustain over a long fight. But ofc that is pve not pvp, since in pvp you’ve killed them before you ever see that problem. So this is either a buff that will just make ops OP in pvp or a pve nerf with a nice mask on so that the devs don’t get raged at again. Probably both.

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