SWTOR April 24 PTS 3.2.1 Patch Notes

SWTOR Patch notes for the 3.2.1 April 24 Update on the PTS

4 Apr 2015 PTS Update Combat Notes | 04.24.2015, 04:07 PM

Classes + Combat
Jedi Knight
Sentinel

  • Ardor is now a Masterful Utility.
  • Jedi Promulgator is now a Heroic Utility.

Watchman

  • Cauterize now deals its elemental damage over 6 seconds (down from 9 seconds).
  • Force Melt now only costs 2 focus (down from 3 focus), and the damage it deals has been slightly reduced.
  • Accelerating Victory now builds up to a maximum of 2 stacks (down from 3).

Sith Warrior
Marauder

  • Reckless is now a Masterful Utility.
  • Cloak of Annihilation is now a Heroic Utility.

Annihilation

  • Rupture now deals its internal damage over 6 seconds (down from 9 seconds).
  • Force Rend now only costs 2 rage (down from 3 rage), and the damage it deals has been slightly reduced.
  • Swift Demise now builds up to a maximum of 2 stacks (down from 3).

Jedi Consular
Sage

  • Noble Sacrifice has been redesigned: Noble Sacrifice now restores 15 Force and deals elemental damage to an enemy target or heals a friendly target. The cooldown has been removed and a 1.5 second activation time has been added.
  • Benevolence now has a base Force cost of 65 (up from 50) and its healing has been significantly increased.
  • Rejuvenate now has a base Force cost of 45 (up from 30) and its healing has been increased.

Seer

  • Deliverance now has a base Force cost of 45 (up from 30) and its healing has been significantly increased.
  • The healing dealt by Healing Trance has been slightly decreased.
  • Salvation now has a base Force cost of 75 (up from 60) and its healing has been increased.
  • Wandering Mend now has a base Force cost of 60 (up from 50) and its healing has been increased.
  • The Noble Sacrifice effect of Resplendence has been redesigned: Per charge of Resplendence, Noble Sacrifice now restores and additional 5 Force when activated.

Sith Inquisitor
Sorcerer

  • Consumption has been redesigned: Consumption now restores 15 Force and deals elemental damage to an enemy target or heals a friendly target. The cooldown has been removed and a 1.5 second activation time has been added.
  • Dark Heal now has a base Force cost of 65 (up from 50) and its healing has been significantly increased.
  • Resurgence now has a base Force cost of 45 (up from 30) and its healing has been increased.

Corruption

  • Dark Infusion now has a base Force cost of 45 (up from 30) and its healing has been significantly increased.
  • The healing dealt by Innervate has been slightly decreased.
  • Revivification now has a base Force cost of 75 (up from 60) and its healing has been increased.
  • Roaming Mend now has a base Force cost of 60 (up from 50) and its healing has been increased.
  • The Consumption effect of Force Surge has been redesigned: Per charge of Force Surge, Consumption now restores and additional 5 Force when activated.

Smuggler
Scoundrel
Sawbones

  • Slow-release Medpac no longer stacks more than once on a target, now offering all of its healing from a single Slow-release Medpac. The healing of a single Slow-release Medpac has been increased, yet the overall healing previously offered by 2 Slow-release Medpac has been decreased.
  • Smuggled Med Delivery now additionally allows Diagnostic Scan to channel while moving.
  • Emergent Emergencies now additionally increases the healing dealt by Underworld Medicine by 5%.
  • Puissant Poultices now additionally increases the healing dealt by Kolto Pack n by 5%.
  • The description of Accomplished Sawbones now reflects a single stack of Slow-release Medpac.

Imperial Agent
Operative
Medicine

  • Kolto Probe no longer stacks more than once on a target, now offering all of its healing from a single Kolto Probe. The healing of a single Kolto Probe has been increased, yet the overall healing previously offered by 2 Kolto Probes has been decreased.
  • Surprise Surgery now additionally allows Diagnostic Scan to channel while moving.
  • Surgical Precision now additionally increases the healing dealt by Kolto Injection by 5%.
  • Durable Meds now additionally increases the healing dealt by Kolto Infusion by 5%.
  • The description of Accomplished Doctor now reflects a single stack of Kolto Probe.

Trooper
Commando

  • Medical Probe is now available to all Commandos at level 10. The healing dealt by Medical Probe has been reduced.
  • Advanced Medical Probe is now part of the Combat Medic Discipline and has been removed from all other Commandos.

Combat Medic

  • Advanced Medical Probe is now part of the Combat Medic Discipline, available at level 10. The healing dealt by Advanced Medical Probe has been increased.
  • Advanced Medical Probe has been removed from the Combat Medic Discipline and is now available to all Commandos. The healing dealt by Medical Probe has been reduced.
  • Quick Thinking has been redesigned: Quick Thinking now increases the critical healing chance of Medical Probe by 5%.
  • Field Medicine now increases the healing dealt by Medical Probe by 5%, but no longer increases the healing dealt by Advanced Medical Probe.
  • The healing dealt by Med Shot has been reduced.

Gunnery

  • Charged Barrel now reduces the activation time of the next Medical Probe by 20% (instead of Advanced Medical Probe).

Bounty Hunter
Mercenary

  • Rapid Scan is now available to all Mercenaries at level 10. The healing dealt by Rapid Scan has been reduced.
  • Healing Scan is now part of the Bodyguard Discipline and has been removed from all other Mercenaries.

Bodyguard

  • Healing Scan is now part of the Bodyguard Discipline, available at level 10. The healing dealt by Healing Scan has been increased.
  • Rapid Scan has been removed from the Bodyguard Discipline and is now available to all Mercenaries. The healing dealt by Rapid Scan has been reduced.
  • Med Tech has been redesigned: Med Tech now increases the critical healing chance of Rapid Scan by 5%.
  • Empowered Scans now increases the healing dealt by Rapid Scan by 5%, but no longer increases the healing dealt by Healing Scan.
  • The healing dealt by Kolto Shot has been reduced.

Arsenal

  • Tracer Lock now reduces the activation time of the next Rapid Scan by 20% (instead of Healing Scan).
  • The Watchmen

    Healer buffs for Sages and Sorcs, odd change to Sacrifice/Corruption (but better then the first round), a slight Mando/Merc healing change, small Op/Scoundrel healing changes. All good/okay in their own right.

    Why the shorting of DoTs for Annil/Watchmen though? Don’t get that move, though the focus cost reduction of Melt/Rend is nice.

    • Tyler Pittman

      Shortens the ramp up time, at least for the dots. It makes the rotation go through 2 annihilates instead of 3

    • erruss

      i still dont like the sorc changes… if i wanted a class that played like a merc id roll another merc. no aoe reduction utility and light armor means i will likely stop running my sorcs sadly. as im not on pts hopefully a raider can fill me in on how it plays.

    • Naq

      Its so different from the last change though it feels like change for the sake of changing it. I wish they would just change the pvp functionality and leave it all alone otherwise.

  • Vendrimair

    Yay.. A less screwed up NS

  • Ravarah

    These op changes … I like them.

    • nachtwolfe

      its not a buff, its a nerf, you only get 50% of the chance to generate upper hand with half the hots ticking. so significant reduction in healing overall

      • Ravarah

        I didnt say they were a buff …

      • Nutella

        Explain how you only get 50% chance to generate upper hand. Its a buff. Instead of putting 2 stacks of slow release med pack you only have to put one. This doesn’t affect upper hand.

      • iceberg265

        Its a slight nerf to overhealing with a buff to burst healing, which is what Ops really needed.

  • crazysage

    doesn’t look good, I don’t see any mention about the “ghosting” issue on rishi. They really need to fix that, it looks really fucked up walking off the dock into what looks like mid air.

    • RIPSWTOR

      it’s a new “feature” that is “working as intended” lawl you actually thought they would fix that in under 5 months? naaaah, they have to mess with the classes and skill to push even more of the hardcore players away. They are literally making massive rotation changes every update… it’s getting old, they are changing stuff just be relevant.

    • Arby

      I like it. It’s like “omg my speeder really CAN fly! Yay!!”

      But not really

  • kalameet

    HMM, jedi guardian/juggernaut, oh wait no ^^

  • General Stone Star Gaming

    OMG they made operative better!

    • Chex

      While I would need to see how these changes affect the class, I’m not actually sure that this is a good thing for operatives. With SRP now dealing less overall healing (if you were diligent about keeping up two stacks on people) the class actually now appears to be more reliant on the casts….a good improvement to burst healing in PVE, but, will probably negatively impact operatives who heal in PVP, not having any kind of interrupt immunity like the other two classes.

  • Rushz

    I just wonder what the new force-mystic 4-piece set bonus is gonna be.

    • Junna

      I’m guessing there won’t be a new one or if there is, it’ll be on the next tier of gear and that the new tier of gear won’t stack with the current gear so that you need all 6 new pieces.

  • SupRun

    I don’t have a problem with most of these changes, except I think Noble Sacrifice’s change is making Sage healer’s set bonus kinda useless. Might as well run new 2 piece old 2 piece.

    • Rondowar

      They already said the setbonus will change, it’s just unknown what it’ll do

      • SupRun

        Did they say when it would change?

        • Rondowar

          They didn’t, but I’d be very surprised if there isn’t any change next pts update (either changing noble sacrifice or the setbonus)
          Guess somewhere this week or next week

          • SupRun

            Or they might leave it the way it is for live, it’s only on the PTS April 28 with 3.2 live, so we shall see. More PTS stuff doesn’t get to live more than we realize.

            • Rondowar

              True, though announced class changes don’t often get reverted back to live, but anything can happen..
              All we can do is give feedback, and hope they make the right choice

  • tsunami2311

    Sith Warrior

    Marauder

    Reckless is now a Masterful Utility.

    we have no such utility please dont tell me they give us another utlity we dont need to that mess of tree they call our utilities. or are the renaming one of skills and forgot to tell us cause none the notes read mention anything about utility by that name neither does any of utility we have be called that, maybe they mean relentless?

    • Arby

      I think they have to mean relentless, and I’m sure it must be driven by the change to undying rage in 3.2. Not worth the point IMO, moving cloak of annihilation to heroic pisses me off though.

  • Exsage

    Good changes for healers,nerfs the scoundrel a bit and gives much needed buff to sage.

    • Onomatopoesie

      What’s the “buff” exactly?
      Most useful healing skill (healing trance) gets nerfed, so you have to decide wether you build charges of resplendence with healing trance to regenerate force by using them on noble sacrifice – or actual heal.
      Moreover, noble sacrifice seems to be kinda irrevelant now. Another healing skill, which now has to be casted to heal for only a minor amount and regenerate a even more minor amount of force.
      Given the fact that the actual raid content is heavily movement oriented I can’t see how in earth these changes would increase the viability of sage/sorc healers, since the the obvious problems of this class simply do not vanish just by revamping the – hands down – no brainer force management.

      tldr:
      – Main force regen skill gets nerfed heavily; even making the set boni and correspondend utility skill less worthwile – if not completly useless without adequat changes.
      – 2nd most used healing skill gets nerfed.
      – every other healing skill just gets increased heal in relation to higher costs; which in best case gives us more burst heal. In my experience the sage is not lacking burst heal in the moment.

      All of this changes our situation to the worse. I can’t really appreciate it. More difficult force management should be compensated with better healing performance. Not with … nothing. o_O

      • Rondowar

        better wait and see how they change the setbonus/utilites.. it might not get as much nerfed as you say.. (they suggested making noble usable on the run for example) and noble might have some good healing for all we know

    • iceberg265

      Scoundrels needed a buff more than Sages, tbh. Its not really a nerf to Scoundrels, its more of a redesign, it nerfs HoTs but gives them more burst capability, which is what they were really lacking.

      • Haematopoiesis

        Obviously you never compared healing capabilities or took a simple look at raid parses.
        Even at the end of PvP WZs, rated or normal, you almost only see Commandos/Mercs/Scroundrels/OP in the top places regarding healing done with the occasional superb playing Sage/Sorc topping them.
        It’s a no brainer – and everyone knows it.

        Not saying that Sages really needed a buff (imho they did ok, these pts changes are a huge nerf for them raidwise if you ask me).

        But your comment is just downright wrong.

        That said: As a main sage healer I am always happy if I can heal along scroundels or commandos, since the classes can be combined wonderfully. Nerfing the scroundels sustained heal for the sake of some lousy burst heal will change this.

        And I’m not even speaking of the sage nerfes… .

        • Rondowar

          “Even at the end of PvP WZs, rated or normal, you almost only see
          Commandos/Mercs/Scroundrels/OP in the top places regarding healing done
          with the occasional superb playing Sage/Sorc topping them.
          It’s a no brainer – and everyone knows it.”
          I lolled at that xD
          in my experience, sage/sorc always have more pvp healing then Any other class.. (ignoring crappy sages/good mando/scounds, which are rare)

          but true, as a sage, healing alongside a mando or scoundrel is way nicer then a sage (I hate sages :D)

          we’ll really have to wait for more details on what “increased healing” will mean for sage, and how strong noble ‘sacrifice’ will be, before we can call it a nerf

        • iceberg265

          Of course, you are a Sage.

          • Haematopoiesis

            And you’re a scroundel. What does this tell us?
            If you seriously complain about not having enough burst heal and if you really think, nerfing your sustained heal is a good thing: you better reroll Commando, noob – tbh.

            • iceberg265

              I’m actually an Immortal Juggernaut.

              • Haematopoiesis

                So … no need to give me more reason to tell you: stfu gtfo thx bb kid. Cry at the official PvP forum that you can’t kill healers in PvP because they heal themselves. 🙂 Maybe they’d appreciate a good joke.

              • iceberg265

                I have no idea what your problem is, but perhaps you should try to be a little more mature. Who is crying about killing healers in PvP? I’m a raider.

    • Will McBurney

      How in God’s name do you consider this a buff? Have you tried healing on it yet? Most sorcs/sages are reporting 10+% loss to HPS on stationary healing. If you have to move around mechanics, it’s FAR higher. You can’t move and consume, so you can either not die to a mechanic or you can have energy. It’s not an option to do both.

  • Holyfrog

    They really don’t want Mercs off-healing. There were plenty of times in group finder before 3.0 where I got stuck with a crappy healer and had to pull our chestnuts out of the fire. It’s been pretty tough to do that since then this just makes it impossible. I know people will say “if you’re DPS you don’t need to be healing.” But it could help you get past having a bad healer.

    • Fauckers

      They actually helped Mercenary off-healing, Healing Scan has 9 sec cooldown, while Rapid Scan has not, thus you can spam it now and not only heal a single time.

      • Holyfrog

        The healing of rapid scan has been REDUCED and healing scan has been REMOVED. How does that help?

  • Rheya

    Do you guys actually play healer classes? These changes are in no way buffs to healers. All they do is – if at all – increase burst healing at the expense of either heavily increased resource costs, mobility or rng.
    Given the state of actual raid content I don’t understand these changes at all. You’d have thought at least sages would get some slight buffs at the expense of harder force management.
    But healers do NOT benefit from these changes – if at all DD Sages/Sorcs would benefit from the noble sacrifice revamp, IF force management would’ve mattered for them in the first place.
    It actually only mattered for Sage/Sorc healers … . So – what now?
    Less mobility. Less force to actually be useful as a healer in the longer raid bossfights.

    I guess that’s a pvp thing again, huh?

    • Naq

      The benefits are very considerable for pvp.

      • Rondowar

        for sage/mando? not so much, fur scoundrel? very good indeed..
        they nearly put scoundrel back to 2.x mobility :/
        sage: will probably have trouble keeping their healing up in longer fights (a sage heals who is any good, won’t die enough to get full force back).. really depends on how strong noble ‘sacrifice’ will be though

        pve healing didn’t need a buff anyway, so I don’t really see the problem there?

        • Naq

          A sage who remembers to spec for pvp before they queue should see a great deal of benefit to bigger burstier heals. Rarely does a ranked match seem to hinge on a sage going force dead, but I’ll need to play with the new mechanic to be sure. Its better then the last proposition, but I see this being another change for the sake of change because pvp.

          • Rondowar

            ranked hardly ever gives “longer fights”, was thinking of 8v8 wzs, where you can actually keep having to burst all the time (especially voidstar is force intensive for some reason O.o)
            yup, it’s better then the 3min CD bullshit ^^ and it’s completely for pvp, though it effects pve playstyle a bit too

        • Pacman

          Its because you don’t play a Healer in Pve.

          • Rondowar

            Sorry, but I do..
            HM fps: you don’t heal half the time (except blood hunt)
            Sm ops: a skilled and geared healer can soloheal quite a few bosses
            Haven’t done much hm ops lately, but if there’s a problem there? I hope they’ll reduce dmg dealt, not healing done (it would make everything else even More boring)
            Either say something reasonable, or stay silent please (saying that I dissagree therefor I don’t play pve.. it just makes you look a bit stupid)

            • Haematopoiesis

              First of all: Healers must not have to be played excellent to work around crappy balance. Even a mediocre player with mediocre equip has to be able to keep up his teammates during HM FPs or SM Raids. There’s no reason why healers should have a harder time than DDs or Tanks; there’s also no reason why excellent healers should not benefit in the degree an excellent DD benefits – higher numbers, less dead.

              The actual raid content is heavily movement oriented. Bossfights usually takes quite long.
              Speaking for the Sage: Not being able to regain force on the move and healing less with your mobile heal is a huge, huge nerf and makes healing more difficult and therefor the actual raid more difficult overall.

              Burst heal? Fine as it is. Scroundels/OPs complaining about not having enough burst heal – either PvE or PvP – I dare to call f*** noobs; cause with these changes they WILL perform worse for the sake of pushing their overheals even more.

              • Rondowar

                “Even a mediocre player with mediocre equip has to be able to keep up his teammates during HM FPs or SM Raids.” and they can, it’s Very easy to heal hm fps/sm ops (you only need about half the healing that an average healer would do, if he actually healed the whole time, instead of doing dmg as well)

                sage heals.. on live they have no trouble, so me saying pve healing didn’t need a buff is still correct I think?
                on pts, it’s a bit annoying, and it will make overall healing harder, though I have a feeling it’ll be tweaked before it goes live (probably making it usable on the run, or an instant, or give more force=used less)

                scoundrel healing? their overall healing will be decreased (full stacks of SLMP healing is nerfed by 40%), so if you were good at keeping 2 stacks up, you’ll see a drop in healing, but crappy healers won’t notice much difference (think the numbers will probably still change a little before live)

      • Sadness

        And that the most Sad thing they do all the time !

    • Jigga – The Bastion

      >do you guys actually play healer classes

      Yes I do, this is a buff for operative healing in PvE content and the buff to their burst potential is necessary.

      • Haematopoiesis

        It is not a buff. The main reason ops and scroundels perform so well in raids (especially HC raids) is because of their incredible high and easy to use sustained heal. They simply are no burst healers – eventhough none of the (well playing) scroundels I know ever complained about not having good burst heals.

        Your sustained heal gets nerfed. Your presumably too low burst heal gets buffed.

        Do you even realise that – regarding raids – this annihilates the overall perfomance you can achieve by teaming up with a commando or sage healer?

        Play alone. Than that might even be a buff for OPs/Scroundels.

        • Jigga – The Bastion

          >annihilates the overall performance you can achieve

          Healing is not a numbers game it’s about downing the boss. Yes 8 probe stacks rolling is powerful aoe and is useful for some fights, but when you’re running this you have 2 casts in between refreshing the stacks. This puts tremendous pressure on the other healer to heal tanks, and on bosses where tanks are getting hit hard you can’t run the rotation anyways (ruugar, revan, underlurker at some points) I’ll take this change any day.

          This change gives you the best of both worlds, better single target healing, and the ability to massively aoe heal when the fight calls for it.

  • Guest

    1.5 second activation time for Noble Sacrifice… *sigh*

    • Sadness

      Better not use it at all as they done it.
      Cant believe they change this.

  • Naq

    Hopefully sages see a change to their set bonus and related focus abilities, or they might as well grey out a lot of the current skills/bonuses regarding noble sacrifice

    Maybe a talent to reduce it to 1 sec?

    • Naq

      Unrelated but prevalent, MILKSHAKES!

  • guest

    6 seconds is better than 9 for cauterize but because of how much it will mess with the rotation remains to be seen if actually is a quality of life improvement for PVE. And we will need extra resource generation to make up for the 2x use of cauterize or it will be impossible to keep everything on CD and it will just be alot of basic attack spam garbage like with the merc/pt dot specs.
    dropping the cost of cauterize by one focus would nearly even things out, by my recalculated rotation would cost 1 extra focus every 36 seconds. WIth the current setup would cost 6 more focus per 36 seconds trying to keep cauterize on cd. reduction in cost to FM only really helps once in the ramp up, more resource adjustments are needed if they are intent on keeping the changes to cauterize.

    But then again all the changes since 3.0 makes me wonder if the combat team even plays endgame pve or just pvps..

    • Jeri

      They are just doing random blshts for the PvP whiners and mess up the whole game.

  • guest

    Poor healers. sigh. That is a lot of messing with their specs. A lot of potential for overhealing and out of resources. Dont think any of that benefits anything but pvp except maybe the 1x slow release medpac.

    • Healers United

      As it wasn’t hard enough to Heal through the new ops, now more healing Nerfs come !
      I had enough with these sht,

  • Ser JuJoo Guppy

    Well, overall OP healer get boost w/o any changes in stamina use.. but I was already hitting high numbers in content with it. Im actually a bit sad about the single kolto probe change, maintaining 2 stacks on people is part of being a great op healer rather than an alright one. Now it will take considerably less timing / coordination, and i lose some of the healing strength too… hopefully it doesnt lose much strength at least, but meh that’s frustrating to me. Reduces the need for proper energy management too.

  • Sixx

    Now what will Sents/Maras whine about?

    • Mario

      They will whine about all other classes thats all they do from the Beginning of the game…………………………………

  • EleniRPG

    Are they also changing the name of Noble Sacrifice, now that there’s no sacrifice involved? This change makes the ability seem both more annoying and more boring. I agree that they need to make force management a little harder (it felt like a cheat with the set bonus making Noble Sacrifice not do any self-damage), but I’m not sure this is a good way to do it.

    • Elenaki

      Thats not the way.

    • Rondowar

      weeeelll.. it sacrifices your healing output.. 😀
      or it sacrifices enemy health, for POWAAAAH!! moeharharhar (who am I kidding.. 15 force? -_-)

  • Save the Operatives

    Not bad the changes for the Healer Operatives but the DPS builds need a bit of buffing too.
    No one play them on fleet any more.

    Help the Operatives become a class of choice once again, its a pity to be lost and forgotten.

  • Ezmiu

    Consumption currently does (with ~1900 bonus damage/ ~1450 bonus healing) 72 elemental damage or restores 10-62 HP.

    I don’t see why they bothered to add damage/healing to it if they make it this low.

    • Ezmiu

      ***EDIT***
      Forgot to train it up to full, but it is still only like 200 health.

      • Laz

        Assuming similar stats, how does that compare with the resource neutral auto-attack/auto-heal of other healer ACs?

        • Rondowar

          mando/merc does around 1k-1.4k each hit
          scound/oper does around the same
          OP sage/sorc does.. ofc.. between 100 and 380 healing O.o (while also being a cast, which can be interrupted, and you need to stand still 🙁 )

  • lord potato

    This is just absurd. All of it…

  • 1qlgst1

    That’s what they call micro adjustments?

    Chance that everything explodes: 100%

    Funny dev team. I think that’s how they work:

    • Jerry

      Probably yes, and the PvP whiners will be down bellow as the audience.

      Cant believe this is happening.

  • Yallida

    WTF? Another nerf for sorcs? That is not funny anymore. Just remove this class it will be much easier dumbass BioFail

  • okay

    I already feel that playing my sorc is going to be a mess. I mean, why would the fix something that works fine (or, does it? i’m no expert here)? Anyway, don’t wanna judge before actually trying it but it does feel like i little bit of greying out to me.

    • AdjeYo

      I believe the problem they’re trying to fix is that energy managment is just too easy as a sorc healer. But it seems they went a bit overboard with this, could’ve just toned down the force regeneration of consumption a bit.

  • Urza

    So noble sacrifice/consumption got weirder… what about the talent and the 4 piece set bonus?

    • j’oe

      probably will be changed to more dmg/heal, or out of GCD or w/e

      • Przemysław Narbutt

        this my friend is unique ablity, all classes had those, and now bw is trying to get it out for easier balance, meanwhile people will just cry on most popular classes and bw will fuck up everything they can because of qq

    • Varnia

      You really think they will change the setbonus? Dream on. Don’t get me started that we have the same setbonus for pve and pvp – now we will have a useless setbonus till next expansion.

  • Jigga – The Bastion

    Very intriguing changes for medicine operatives but after my initial rage I think that in general this will actually be a buff for the class and here’s why (PvE):

    Operative currently has the worst burst healing in the game, kolto injection is the weakest of the big heals (across classes) likely due to their powerful aoe healing potential. With this change kolto injection / infusion will become stronger and allow for higher burst potential which is extremely important for a few fights here and there (Ruugar for example, HK phase – Revan). Kolto infusion is already beastly and with this buff it will be necessary to use on cooldown (which it basically was before). We’ll see just how weak the probes become, but I think the days of probing 8 people at once and throughout the fight will be gone due to the increased value of the casted heals. Casting just one probe can allow for periods of fights where HoTing the whole raid is useful, cutting the time in half necessary to apply them to the entire group which is exciting; no need to prepare for a certain phase 16 casts ahead of time. Won’t know for sure until the patch, but I like this change.

    The lack of burst wasn’t as noticeable pre-3.0 but it has become quite painful this round of content, glad to see a change coming.

    • Jigga – The Bastion

      After reading through some test results in the feeback thread from Live vs. PTS probes have been effectively been reduced by 40%.

      This kills the operative, I retract the above statement.

  • Rondowar

    testing the sage changes on pts atm (healing me and my companion, 192gear)
    and I’m not happy, took me little over 1 minute to get to 0 force (going full burst, which got me about 5100 hps), and I did 4800hps (and 400 shielding ps) over a 4min fight (I used no adrenals/CDs or force mend, but did have selfheal on my force armor)
    noble sacrifice is really a useless heal, but after the first minute I had to use it about as often as/more than rejuvenate 🙁

    doing the same on live gets me 5400 hps (and 560 shielding ps) over a 4min fight, never had any force trouble (over 80%)
    that is in the exact same gear and spec, only difference was having more force

    “The healing dealt by Healing Trance has been slightly decreased.”
    I think this is the biggest reason why my healing is way higher on live

    • AdjeYo

      I think they might make it an insta cast with set bonus, well I hope they will at least.

      • Rondowar

        would be nice, and hopefully have it give more force or more healing

  • Roburek

    Neither of the changes was expected by community, nor was needed for the game. And big, serious issues still remain as devs just missed these problems silence. Again. PvP unbalanced by FOTM classes, broken endgame gear progression, broken commendation grind (useless ultimates). Endgame players leaving the game, but… who cares, we’ll get bunch of new subs due to x12 bonus, right?

  • Erdall

    I am a bit lost about Kolto Probe change … would that work for all operatives or only for medics then?

    Overall though, thanks for the info Dulfy! Didn’t expect another pts update so close before official release to live servers, :O

    • Rondowar

      for all opers/scounds
      edit: and this is a pts update for 3.2.1, not the official release of 3.2, just so you know ^^

  • EyesOfGehenna .

    It’s still beind tested of course so the end numbers will still have to come but from what I can see this is a step in the right direction.

  • Yallida

    I propose that BioFail rename sorcerer to suckerer :/ Screw you Bio

    • Mashiro

      they could also rename sage to “jedi saiyan” or something like that, because of the several amount of force balls

  • cg_hash

    I honestly don’t understand why they’re trying to make us use noble sacrifice more often. That’s the only explanation for the noble sacrifice revamp and increased force costs for sage/sorc healing abilities. Like why? Anyone care to explain what they’re trying to achieve?

    • Mashiro

      they might be trying that we use abilities we almost dont use

      • Saigon

        What for ?
        So they don’t feel neglected ?

        God Help us with these crazy Devies ………………

      • Yallida

        IMO they want to destroy this class so badly that no one will want play this class ever again…
        Their new politics is “u wanna make progress in SWTOR u gonna have to play merc or jugg. Be thankfull for choice we given to you or we gonna change our mind and we choose class for u”
        But I will never abondon my 3 sorcerers and sage so F u BioFail.
        My dear Bioware with best regards and BUFU

        • FunCLub United

          I agree on this !
          Devs dont destroy that beloved class cos the game will be deserted for ever.

          And no we wont play Droids as a new class.

        • Mashiro

          they can nerf all they want, I give a fuck about numbers, I just kill shits 😉

    • Rondowar

      they want sage/sorc to be more bursty, so making the healing abilities stronger and pricier..
      but for burst you also need times with low healing, and instead of nerfing a heal and making it really cheap, they changed noble ‘sacrifice’ (should change the name really :P)

      it makes a kind of sense, but right now the sustained healing is pretty low (nerfed about 12% when I tested it), imo the extra burst option isn’t worth it

  • Bob Bilbert

    …………………………………………………………………………………

  • Eerie

    So anyone know how much Rapid Scan heals for? I want to know whether my arsenal merc is still self-sustainable or if I’m gonna have to run solely with Mako from now on.

    • Arby

      My guess is that the main difference is going to be the cast and cooldown times, probably the actual amount healed will only be slightly less than now. The big change for a non-body guard is we’re going from a 2 second cast with a 13 second cd to a 1.5 second cast with no cd, both generate 20 heat.

      Losing the cooldown will be significant improvement, but it’s still a small heal with a cast timer so it’s now like off-healers are going it be running around insta-healing their teams to save the day the whole way through a raid or pvp arena.

  • Spruce Cycle

    Devs dont seem to know how exactly they want the classes to play. Guess they cant copy WoW anymore and thats thrown them for a loop.

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  • Alexander Papadopoulos

    As a sorc, I’m liking these changes for general sorc.

    • Nemo

      Pretty sad about the previous Nerfs though, messed the class up.
      Not nice, people are sad all over.

  • Mibom

    Isn’t Cauterize 12 seconds?

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