SWTOR PTS Patch 2.6 notes

SWTOR Patch 2.6 PTS patch notes released on Jan 10, 2014.

Highlights
New Galactic Starfighter Ship Role: Bomber – The Bomber ship role has been added to Galactic Starfighter, with six new ships available for unlock/purchase!

  • Bombers are tough support ships that drop mines and drones on the battlefield.
  • Mines detonate when enemies get into proximity, inflicting damage or crippling debuffs to all nearby foes.
  • Drones attack nearby enemies with a variety of weapons, while Repair Drones restore the hull of nearby allies.
  • Bombers can also place Hyperspace Beacons which function as mobile respawn points for their allies.

New Galactic Starfighter Game Mode: Team Deathmatch – Team Deathmatch is a new game mode which pits teams of players against each other. The team with the highest player kill score when either time expires or the score limit is reached wins the match. Team Deathmatch maps also contain a new feature, Power-ups!
Power–ups are spawned in the map at the start of a match, and once picked up will respawn at a random point in an area after a random amount of time. Power–ups provide boosts to the player depending on which is picked up, which last 45 seconds. Power–ups on PTS are as follows:

  • Engine Overcharge – Doubles engine power regen rate, increases ship speed by 30%, increases ship defense by 15%, refills engine power to full on pickup.
  • Weapon Overcharge – Doubles blaster power regen rate, refills blaster power to full on pickup.
  • Shield Overcharge – Doubles shield power regen rate, eliminates shield recently consumed regen delay, refills shields to full on pickup.
  • Damage Overcharge – Doubles damage from all primary and secondary non–drone weapons.

All power–ups are indicated on the minimap. The Damage Overcharge power–up is a rare spawn, however there is typically at least one up on the map at any point in time. Players that grab this power–up are identified to all players via a broadcast message and are indicated on the minimap.
New Galactic Starfighter Feature: Battle Record – The personal Galactic Starfighter Battle Record can now be accessed via a button in the upper right corner of the Hangar. Features include detailed lifetime battle stats, and the ability to link each stat to chat.
New Feature: Detailed Scoreboard –Galactic Starfighter’s scoreboard will now feature new tabs containing information on:

  • Performance – Track stats including kills, deaths, damaged dealt/received, hit %, objective captures, and more!
  • Earning – A detailed breakdown of the Requisition you’ve earned during a battle and how it was earned.

New Flashpoint: Kuat Drive Yards-The Republic and the Empire are calling on their greatest warriors to join the fight for control of the Kuat Drive Yards, a highly-contested orbital shipyard with one of the most prolific manufacturing facilities in the Galaxy. Each time you play through Kuat Drive Yards, you have a chance to see a different series of randomized combat scenarios.
New Group Finder Category: Tactical Flashpoints – Kuat Drive Yards is available in the new ‘Tactical Flashpoint’ category in Group Finder. Tactical Flashpoints are role-neutral, meaning Group Finder will match the first four eligible players regardless of group role. Kuat Drive Yards is available to players levels 15-55, and it is bolstered so that a broad level range of players can be matched together.
General

  • You can now queue for Warzones and Galactic Starfighter battles at the same time.

Galactic Starfighter
General

  • Typing “/squad” will allow the player to chat with players in their Squad and/or Group.
  • Quick Look functionality has been added. Players may use their keyboard’s number pad to quickly shift their camera’s view without affecting ship movement.
  • Players who only inflict shield damage to a target now receive appropriate Requisition for the assist when the target is destroyed.
  • Auto Roll functionality has been added. Press “V” (by default) to rotate the ship to the default orientation.
  • Targeted enemies are now highlighted on the Map and Minimap screens.
  • Queuing for Galactic Starfighter battles no longer block character changes.
  • If you have an enemy selected it will now show their target’s name in the Targeting Computer.
  • A confirmation dialog has been added before travelling to the tutorial level.
  • Combat HUD tutorial information on Enemy and Objective Indicators has been expanded.
  • Combat Controls tutorial has been updated to feature targeted defense drones.
  • Players will now be invulnerable to all hull damage while in the Galactic Starfighter tutorial.

Ships and Hangar

  • The dialog for new purchases within the Hangar has been enhanced to show the exact breakdown of Fleet and Ship Requisition to be used.

Environments

  • Several force fields have been removed from the Abandoned Shipyards level in Domination mode.

Components and Crew

  • The “Increased Range” upgrade for Sabotage Probe now features a 10% increase instead of 500m.
  • Crew members now animate within the Hangar preview window.
  • Crew abilities “Running Interference” and “Wingman” have had their area of effect ranges increased from 1000m to 3000m.
  • Bowdaar no longer wears a hoodie within the Hangar.

Classes and Combat
Jedi Consular

Sage
Telekinetics
  • Concentration now additionally reduces the pushback suffered while activating Disturbance by 50/100% (up from 35/70%). The rest of the benefits provided by Concentration remain unchanged.

Balance

  • Psychic Barrier now reduces the pushback suffered while activating Telekinetic Throw by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Psychic Barrier remain unchanged.

Sith Inquisitor

Sorcerer
Lightning
  • Subversion now reduces the pushback suffered while activating Lightning Strike by 50/100% (up from 35/70%). The rest of the benefits provided by Subversion remain unchanged.

Madness

  • Sith Efficacy now reduces the pushback suffered while activating Force Lightning by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Sith Efficacy remain unchanged.

Imperial Agent

General
  • Reduced the activation time, cooldown, energy cost, and damage done by Orbital Strike.

Operative
General

  • Lowered the cost of Hidden Strike to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
  • Increased the duration of Tactical Advantage by 5 seconds (now 15, up from 10).

Concealment

  • 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.

Lethality

  • 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).

Sniper
Lethality

  • 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), but 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).

Smuggler

General
  • Reduced the activation time, cooldown, energy cost, and damage done by XS Freighter Flyby.

Scoundrel
General

  • Lowered the cost of Shoot First to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
  • Increased the duration of Upper Hand by 5 seconds (now 15, up from 10)

Scrapper

  • 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.

Dirty Fighting

  • 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).

Gunslinger
Dirty Fighting

  • 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).

Bounty Hunter

Powertech
Advanced Prototype
  • Prototype Flame Thrower now requires High Energy Gas Cylinder to be active.

Mercenary
General

  • Mercenaries with the Combat Support Cylinder loaded will now be able to use Rapid Shots to heal themselves.

Arsenal

  • Stabilizers now reduces the pushback suffered while activating Tracer Missile and Power Shot by 50/100% (up from 35/70%). The rest of the benefits provided by Stabilizers remain unchanged.

Bodyguard

  • Kolto Shell may now be deployed on more than one target at a time, but a target may not have more than one active Kolto Shell. Additionally, Kolto Shell now generates 10 heat (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
  • The tooltip for the Bodyguard skill has been updated to indicate that it also reduces the rate limit of Peacekeeper, and the Bodyguard skill now requires Kolto Shell instead of Peacekeeper.
  • Peacekeeper has been moved from tier 6 down to tier 5 in the Bodyguard skill tree.
  • Cure Mind has been moved from tier 5 down to tier 4 in the Bodyguard skill tree.
  • Protective Field has been moved from tier 4 up to tier 6 in the Bodyguard skill tree.

Trooper

Vanguard
Tactics
  • Pulse Generator now requires High Energy Cell to be active.

Commando
General

  • Commandos with Combat Support Cell loaded will now be able to use Hammer Shot to heal themselves.

Gunnery

  • Steadied Aim now reduces the pushback suffered while activating Grav Round and Charged Bolts by 50/100% (up from 35/70%). The rest of the benefits provided by Steadied Aim remain unchanged.

Combat Medic

  • Trauma Probe may now be deployed on more than one target at a time, but a target still may not have more than one active Trauma Probe. Additionally, Trauma Probe now costs 10 energy cells (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
  • The tooltip for Probe Medic has been updated to indicate that it also reduces the rate limit of Frontline Medic, and Probe Medic now requires Trauma Probe instead of Frontline Medic.
  • Frontline Medic has been moved from tier 6 down to tier 5 in the Combat Medic skill tree.
  • Psych Aid has been moved from tier 5 down to tier 4 in the Combat Medic skill tree.
  • Med Zone has been moved from tier 4 up to tier 6 in the Combat Medic skill tree.

Items and Economy
General

  • The 2-piece set bonus for the Field Tech’s PVP set now increases the range of Distraction and Takedown or Quickdraw by 5 meters.
  • The 4-piece set bonus for the Field Tech’s PVP set now increases the duration of Orbital Strike or XS Freighter Flyby by 3 seconds.

Legacy
Achievements

  • Achievements have been added for the Bomber ship role.

Missions and NPCs
Oricon

  • The Dread Forces of Oricon are more distracted by the madness of the Dread Masters, and therefore their aggro ranges have been reduced.

PvP
General

  • Queuing for Warzones no longer blocks Hangar changes.

Source: http://www.swtor.com/community/showthread.php?p=7102132#edit7102132

  • kranitoko

    One little thing I like about Bioware is that they come up with a short scenario as to why they change things.

    E.G.

    The Dread Forces of Oricon are more distracted by the madness of the Dread Masters, and therefore their aggro ranges have been reduced.

    :P Cute lol

  • iZer

    I’m speechless. My guild is dying and this update won’t help a bit… *sigh* Bioware.

    • Oscar Enrique Miranda

      whyy?

    • MrM

      It was never supposed to. It’s for the official launch of GSF plus an apology buff to healmandos for not getting anything in 2.5.

      If you guild is dying, leave and find one that is fine. Mine is gaining competent 55s every week. We run 2-3 HM ops simultaneously.

      • iceberg265

        Mine is moving up from 8man to 16man.

        • BrianDavion

          same here. if his guild is dying it’s not exactly BW’s fault.

    • GamerGuy8822

      Well, it doesn’t necessarily mean that Bioware’s SWTOR Guild system is crap just because your Guild is dying. It’s your Guild leader who’s responsible for the Guild’s failure. So if you’re gonna hate on Bioware, then go take it somewhere else. Because i’m sure nobody else wants to see it. I’m not saying their Guild system is good though, it could use some improvements, but it’s decent. So no reason to hate or anything.

  • dodgerfn

    “The Dread Forces of Oricon are more distracted by the madness of the Dread Masters, and therefore their aggro ranges have been reduced”. This was much needed, thanks Bioware!

  • Taft

    Although you cannot fly to the new station, if you pick “exit location” from the end of kuat drive yards it will take you there. a couple of cute quests are there. It looks like you will be able to get there from your ship as there are ship doors there, but they are not currently clickable.

    • Taft

      It also appears that the rep tokens dropping from Kuat may be the same as the next cartel pack as their weekly cap is twice normal in game reps. This puts them along side previous cartel pack reps. This may be good news for some.

  • Zenight

    Darn, there goes my hybrid PT I guess… Anyone know which is better full Pyro or Prototype?

  • dodgerfn

    I like the scoreboard feature, and also like the new tactical flashpoint. I predict the latter will go over very well. Good job Bioware!

    • Nomar

      I agree. Especially for leveling up. There is now a flashpoint where dps don’t have to wait hours for a queue to pop

  • 360

    Hooray for tactical flashpoints. Now I can level without worry for FP queues.

  • GameEntity

    “Each time you play through Kuat Drive Yards, you have a chance to see a different series of randomized combat scenarios.” That’s how all..Flashpoints should be.

    • iceberg265

      Not sure I agree with ALL, but some variety is nice. Hope these turn out fun instead of tedious.

  • Areneth

    They never gonna make different queues for WZ and GSF :(

    • iceberg265

      ? Its in the patch notes that you can queue for both in the patch.

      • Areneth

        Queuing for Warzones no longer blocks Hangar changes

        They fixed hangar changes… but not queues

        • iceberg265

          “You can now queue for Warzones and Galactic Starfighter battles at the same time.”

          • Areneth

            I missed it :)

  • Eric

    WTF! They are taking away the Orbital Strike bonus on the 2 piece and moving it to a 4 piece!?!?!?!?!?!?!?!?!?! That fucking sucks ass! Now I have to re-gear to get the other 2 pve set bonus as the pvp gear bonus is now useless for a decent rotation!

    That really kills the sniper DPS.

    Thanks a lot bioware.

    • jagermensch

      It has been known for a while that the devs were going to nerf the Sniper PVE-2pc + PVP-2pc set bonus combo. Like it or not, it is just another example of their continuing efforts to tune the game.

    • Sudyy

      snipers still have one of the highest single-target dps even without OS..

  • Areneth

    What means “Tactical” flashpoint?

    • http://dulfy.net/ Dulfy

      Tactical flashpoint is a role neutral flashpoint meaning it doesn’t mean if you are healer, tank or dps, you can all go.

  • tearsoflight

    5 of the ships with stats

  • Bronstir

    a way to break the only DPS-viable option for vanguards and powertechs, gj bw..

    • Malias

      No, its fixing the fact they can be as tough as a tank and hit like a Marauder in PvP

      • Bronstir

        yeah by rendering them completely useless as a pve dps (it isn’t the damage, its the rotation that got hurt)

        • Veir

          So, I take it that you’ve yet to discover exactly how decent Tactics has become as a PvE spec?
          Since 2.0, and especially since 2.4, it has become a very powerful spec indeed – someone in my guild’s main raidsquad has a Vanguard using Tactics whose DPS is among the highest (4:52 to kill a 1,000,000 HP dummy by herself), even competing with a similarly-geared Gunslinger. To give some context, this isn’t a raidsquad which is undergeared – they’re all nigh-full 78s (and we’re talking about the 4-piece set bonus and the “high-power” enhancements, not just commendation gear). Hell, she can even pull threat from our Tanks when her burst reaches its highest potential. That isn’t an insignificant feat, although I say this knowing what our Tanks are like (they can easily reclaim the threat, however, and it sticks with them from then on because of the sheer threat they have to generate just to overcome that Vanguard!).
          Admittedly, Tactics isn’t perfect for every fight (Operator IX, for example), but even full Assault is pretty damn decent – I really do wish I could refer to another Vanguard save for the aforementioned one above, because again her DPS is extremely good in that spec (4:57 on the 1,000,000 HP dummy).
          Hybrid is, or is now going to be “used to be”, powerful, aye, but it is certainly not the only viable option for DPS Vanguards out there.

          • Bronstir

            well then, 3.4k parse in bis 78 gear, compared to 4k parse of a commando, and 3.8k parse of sentinels and slingers
            I’m the only one that see a 10-20% difference ? just based on the class you pick, not to mention the gear and skill

            • Veir

              Regardless of the difference – which I do acknowledge – it is still sufficient to cope. That’s all that matters in the end.

  • Jovi’Juan

    62% orbital strike damage reduction… c’mon Bioware… are u kidding me???

    • iceberg265

      It does seem a bit excessive…plus I would have much rather they buffed up other classes a tiny bit than nerfed Slingers. Also I feel like Sage healing and Guardian tanking should have received small buffs.

      • tearsoflight

        I’m not sure where you’re getting slingers, all I saw was scoundrels were getting changed, But on Tuesday we can all read the official patchnotes and see what happened.

        • Jovi’Juan

          I was on PTS last night, it’s true that BW reduced orbital damage but they reduced energy cost, cooldown & activation time (with my sniper, 1.5 secs) so could be an option to use the orbital in the sniper rotation… but as u said, let’s wait to tuesday

          • Eric

            The OS nerf plus the loss of 2pc pve and 2 pc pvp set bonus, pretty much kills the hybrid dps all together.

        • iceberg265

          The Orbital Strike nerf hurts Slingers quite a bit.

          • tearsoflight

            I am curious though how this effects raids, cause it’s rare you use freighter fly by in a GS rotation?

            • iceberg265

              Actually Flyby was used on cooldown by most progression GS, supposedly its a DPS increase even used on single targets.

  • b

    I agree that pulse gen/prototype flame thrower should require high energy cell, but they really need to give van/pt a controlling effect immunity when using pulse cannon/flame thrower that has the 3 stacks of pulse gen/prototype flame thrower…or make it activate instantly instead of over time….the pt/vanguard are lacking burst dps, and something like this would help…

    • Xenoph

      If that’s the case, give Maras CC immunity during Ravage ;P

  • Remi Dumas

    Still no love for sins… Guess they’ll remain useless a little while longer. God, why did they have to be broken in beta…

    • .

      You apparently don’t know much about game updates lately, SINS got huge buffs from the last update, lol…

      • Remi Dumas

        You apparently don’t know much about the game as a whole. They are still sub-par DPS and tank, making up for it only by slightly better utility skills.
        Except for guarding a point in PvP, they’re pretty much a dead weight in everything else. Anything they can do, another class can do better.

        • http://www.intrepidops.com/ Marek

          They’re doing just fine in raids. Hardly “dead weight.”

        • Sudyy

          try not be deception but madness – OMG i cant play maddnes, its not 3 button class :((, they can not give them more dps boosts because of pvp, assassin/shadow can now take you down in his 2 stuns..

  • Mike MacDonald

    This is absolute crap… With 2.5 being space there has been no new endgame content for MONTHS! No new raid in 2.6? Fail. 62% orbital strike damage reduction… So glad I levelled a sniper during dbl xp weekend >.<

  • Nileneno

    whats with the pvp guys? yes,they’re fucked too,now you can’t use the orbitalstrike and the 10% shield probe Bonus togehter,really nice -.-

  • Iscariot

    Has there been word of when a new tier of PvE/PvP gear is being released?

  • HunterJoe

    “Psychic Barrier now reduces…” What is Psychic Barrier? My Sage has no such skill. I have Static Barrier and Force Barrier. Can we get the typo fixed plz?

    • james

      bro its a passive talent in the balance tree… not a usable ability..

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