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SWTOR Patch 3.3 PTS June 26 Update Notes

SWTOR Patch 3.3 PTS June 26 update notes. This will be the final updates to the 3.3 PTS.

PTS Update – June 26th, 2015 | 06.25.2015, 08:06 PM

Hey folks!
We are going to be doing a final update to the PTS tomorrow, 6/26. I’m aiming to get things kicked off around 930AM CDT.
In the meantime, here are the changes coming:

Jedi Consular
Sage

  • Vindicate now makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.

Seer

  • The Vindicate effect of Resplendence has been expanded: Using Vindicate with a charge of Resplendence does not make you Weary.
  • Amnesty has been redesigned to incorporate the new Weary debuff: Spending a charge of Resplendence on Vindicate grants Amnesty, restoring 2 Force every second for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence.

Sith Inquisitor
Sorcerer

  • Consuming Darkness now makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.

Corruption

  • The Consuming Darkness effect of Force Surge has been expanded: Using Consuming Darkness with a charge of Force Surge does not make you Weary.
  • Reverse Corruptions has been redesigned to incorporate the new Weary debuff: Spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, restoring 2 Force every second for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge.

Lightning

  • Thundering Blast now has a travel time to match the Turbulence ability of the Telekinetics Sage.

Warzones

  • Medals for Arenas (this change does not affect Warzones) have been adjusted to better reward characters that engage in meaningful participation for their role. In addition, the kill amounts were reduced to better reflect the content.
    • Soldier Medal now requires 4 kills, down from 10.
    • Commando Medal now requires 8 kills, down from 25.
    • Healer Medal now requires 150,000 healing, up from 90,000.
    • Savior Medal now requires 650,000 healing, up from 360,000.
    • Protector Medal now requires 150,000 protection, up from 60,000.

3.3 Final PTS Update Notes + Comments | 06.26.2015, 03:20 PM

Jedi Consular
Sage

  • Vindicate now makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. Following community and internal feedback, we found that the previous iteration of Vindicate led to an overly simplified resource management scheme. By adding the debuff of “Weary” to Vindicate, we promote Force management awareness and avoid supporting overuse of Vindicate.

Seer

  • The Vindicate effect of Resplendence has been expanded: Using Vindicate with a charge of Resplendence does not make you Weary. This change encourages Seer Sages to utilize Vindicate with a charge of Resplendence to prevent Weary. We want to maintain a synergy between Vindicate and Resplendence charges, and this design assists in maintaining a positive Force regeneration when the two are used in sync.
  • Amnesty has been redesigned to incorporate the new Weary debuff: Spending a charge of Resplendence on Vindicate grants Amnesty, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence. This design supports focused Force management, rewarding players who use their Vindicate wisely. By properly timing the use of Resplendence charges with Vindicate, Seer Sages will have identical HPS output and potential to that witnessed in the previous PTS patch.

Sith Inquisitor
Sorcerer

  • Consuming Darkness now makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. Following community and internal feedback, we found that the previous iteration of Consuming Darkness led to an overly simplified resource management scheme. By adding the debuff of “Weary” to Consuming Darkness, we promote Force management awareness and avoid supporting overuse of Consuming Darkness.

Corruption

  • The Consuming Darkness effect of Force Surge has been expanded: Using Consuming Darkness with a charge of Force Surge does not make you Weary. This change encourages Corruption Sorcerers to utilize Consuming Darkness with a charge of Force Surge to prevent Weary. We want to maintain a synergy between Consuming Darkness and Force Surge charges, and this design assists in maintaining a positive Force regeneration when the two are used in sync.
  • Reverse Corruptions has been redesigned to incorporate the new Weary debuff: Spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge. This design supports focused Force management, rewarding players who use their Consuming Darkness wisely. By properly timing the use of Forge Surge charges with Consuming Darkness, Corruption Sorcerers will have identical HPS output and potential to that witnessed in the previous PTS patch.

Lightning

  • Thundering Blast now has a travel time to match the Turbulence ability of the Telekinetics Sage. We fixed a bug that caused Thundering Blast to not have a travel time, thus allowing for advantages in certain scenarios.

By Dulfy

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

76 replies on “SWTOR Patch 3.3 PTS June 26 Update Notes”

They seem to be working very hard to make sure sage/sorc healing and force management gets changed.

The change is sort of going back to how it was in one regard: Noble Sacrifice / Consumption currently gives you a debuff that reduces Force regeneration by 2 if you don’t use it with Force Surge or Resplendence.

did you test it on the pts? i think no..
the new burst of my sorc is amazing.. and the new force-management is as easy as it was before.. now its just on GCD than off GCD as healer.

… I’m glad they are going back to story driven content, because the way they keep changing how my sorc healer works every other week is enough to keep it away from FPs/OPs for the foreseeable future.

Try it out on the PTS, it really isn’t as bad as it sounds. If anything I actually approve, and I’ve been playing a Sorc Healer since Makeb.

It’s not a case of “good” or “bad”, it has more to do with the fact that for the past 2 months or so they have being changing, or planing to change, how sorcs heal with most PTS patches.

so, thats a no on the yavin strongholds. meh, they’ll probably bring that to the test servers a week before it drops on live, around the time of their san diego cantina tour, which so happens to be 10 days before 3.3 goes live. 😉

no, they never really did. just something most people kinda hope for, a chance to check it out and maybe toy around with it before it goes live. i thought they did something like that a short while ago, but it was probably during a stream, and not an event. i just figured with the Catina tour being on July 11, and 3.3 dropping on the 21, there might be a some sort of connection between the two. but i could be wrong. nothing’s official.

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Because playing with a sorc/sage heal with the 6 piece set bonus requires little to no attention to resource management, while the other 2 heal specs have to take their resource into consideration too.

But that’s what makes sorcerer unique. It’s not like sorcerer healer is any stronger than the other healers.

The problem is that it’s a constraint on any further balancing changes. By reintroducing resource management to the class, the Sage/Sorcerer’s burst healing can be tuned independently of their sustained healing, and vice versa.

Why reducing kills for Soldier and Commando Medal? And why tehy don’t increase the damaging medals?

They are reducing them for Arenas only as it is 4v4 and it is impossible to get more than 11 kills, normal warzones stay the same

ive always ound it stupid taht it damaged you and that it reduced force regen rate ive never used it becaus of it

Yeh it really is about the healer spec. Personally I have all set bonuses so then it’s not an issue. This weariness thing is something we currently have on live anyways which can be avoided by using stacks. As a sorc healer I only use consumption when I have stacks anyways so that doesn’t really change for me. It’s funny how step by step things get closer again to how it currently works.

Maybe i don’t understand something.. But what is difference between their “changes” and what now have Sagessorcs (Except healing stack now increase your force regen)?

“Vindicate now makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.”

maybe i’m missing something. how is this different than noble sacrifice?

Vindicate is Noble Sacrifice, the redesign they are adding means they are redesigning the names as well Consuming Darkness = Consumption/Vindicate = Noble Sacrifice…

First off, Noble Sacrifice is a flat 8% of your maximum force, . This means that it will generate 48 force.

Vindicate, howerver, will generate 50 force by default. On top of that, whereas Noble Sacrifice only had the removal of the force degen effect (+ health cost with set bonus) when using Resplendence, Vindicate will get that as well as an extra 10 force – giving it 60 force every time its used instead of the 48 of Noble Sacrifice.

Add in the new set bonus and its 65 force on GCD vs 48 force off GCD, and if you screw up and use Vindicate without resplendence you can recover by using a vindicate with Resplendence, instead of having to burn Force Barrier. Plus if you do use resplendence on vindicate its another 2 force/second you’re getting – so if you’re using Vindicate every 9 seconds, for example, Vindicate is worth 83 force, compared to the 48 of Noble Sacrifice. And you don’t need a set bonus to avoid the HP cost either, since Vindicate doesn’t have it.

So why the rename? Since vindicate doesn’t cost HP, the name Noble Sacrifice doesn’t make sense anymore, and a new one was needed. Vindicate is a much better name.

My only complaint is the utility that used to reduce the HP cost of Noble Sacrifice is having that aspect changed to a Damage Reduction boost on Rescue, which will lead to trolling under the excuse of “I was helping you stay alive!”. I’d much rather a small self heal tied to vindicate instead (e.g. ~2% self heal – since on live, you save ~3.8% HP by picking up that utility if you don’t have the new set bonus)

What about Lightning? Crushing Darkness with proc is a regularly used skill, and while our force management is rather good this change would seriously jeopardize this, especially during extended fights.

Crushing Darkenss is not at all being implemented into this change. It’s Consuming Darkness (the new Consumption).

This is aimed to people that tried this on PTS. Are these changes any good? Because to me, reading all this changes makes me think that we are spending more time worrying about force than actually healing… something that to me it will ruin the fun of sorc healing. And other things: does the more burst we will have makes us in fact stronger healers or simply increases our over healing? Are we still gonna be able to save a raid from mistakes (taking too much damage) and recover later or are we gonna be able to burst once and then force starve the rest of the fight?
And even tough I recognize that force management is somewhat easy currently I do find myself needing to get very low on force in some fights which makes me wonder how it will be with these new changes… To be honest (without testing PTS myself) I am not too confident these will be good changes. Can anyone that played PTS comment on my questions/concerns?

I liked the last batch, where using Vindicate gave you BONUS to regen, not decrease.

This way, it just seems a little dull…

Overall, sustained healing will go down but burst will go up

Not much to worry about ^^
We end up with stronger burst, nearly as easy force management (you only have to think about it if you want perfection, using it every 10secs)
It only makes us “stronger healers” if the target needs the increased healing, but we don’t have any small filler heals
After going full burst, getting force back up is really easy and fast
I think I answered all questions?

I’ve been out of the game for a few months (shortly after SoR was released) and am currently waiting for the expansion. I do take a look at the patch notes from time to time. It seems that the patches have been more or less minor class balancing changes (changed force cost, changed minor proc rates etc). Has there been any actual change to the game in the last few months? I am genuinely curious if there is anything new to check out in game? While these balances are great and I suppose gives something ‘new’, I don’t really consider them real patches or content.

No the only thing that is coming is that when this goes live with 3.3 there will be a new stronghold (Yavin 4) and if finished on time the togruta will become a playable race. I wouldn’t expect much in the way of new content till October when the expansion comes out.

We all make our own decisions. I enjoy it still but it does look like as of October content will increase with new chapters being released after the initial block regularly. I have lots of alts so I am just getting around to having them to 60 and geared up with ressurrected gear. I’ll be done with that in about a month and I will enjoy the new stronghold and increased hook limit of tatooine as well. That’ll keep me busy for a bit, as well as leveling 2 new togruta characters so I am pretty much on track for being ready just in time for October.

Nice. I had heard about Yavin 4 stronghold being released, however I read somewhere that the stronghold limit is still 4? If that’s true I will have to destroy/remove one of my stronghold that I had spent a lot of time decorating. I really wish they would change their mind and allow us to have all the stronghold and only count 4 of them towards the planetary conquest bonus.

It’s only 4 strongholds you can have at one time, I believe they said performance issues would come if they raised it to 5.

You may own more than 4, but you will have to deactivate one. It just simply puts the stronghold “to sleep.” No one can travel to it until you reactivate it and deactivate a different one.

Wait, so if I deactivate a stronghold, would all the decorations stay as is? That is if I wanted to reactivate it later, does everything come back as was? Also the decorations that were in the deactivated stronghold, are they still technically ‘used’?

Though I have not tested all of your questions, these are my assumptions: The decorations would stay in place and be considered “used.” Now if you’re into Planetary Conquest, this poses a problem because your bonus % would go down because you have decor in a deactivated house. However, if you don’t really care about Conquest, and want your house looking the way it did with decor in place, you should be fine.

I just want to kill the twin headed Musco twins over and over and over and over… and over and over and over… and over.

Ziost isn’t worth subscribing, in my opinion. I would wait if you were bored with the game.

Or try GW2… I went back to that and it is dynamic where Swtor isn’t. You don’t get “Jawa Movie Titles” in gen chat in GW2 because people have things to do and not just sitting on fleet waiting for “pops”.

sorry bioware I’m leaving to play Halo on October 27th. I’ll be always a EU fan at heart, but they just haven’t given enough nods to it. like i don’t want to be playing this game when rainbow lightsabers come out

Dps can still use vindicate
When you spam it:
50force costs 20force less regen, 30 gained;
100force costs 42force less regen, 58 gained;
150force costs 70force less regen, 80 gained;
200force costs 96force less regen, 104 gained
After that it’s 50force costs 12force less regen, 38 gained for every use
Nice for any phases where bosses are immune/untargetable ^^

Changes in corruption werent’ so necessary. Sorcerer healer is strong enough healing class. I wonder when they will fix broken Madness. I want more variety on my dps sorcerer.

lets hope for the revivication o the Balance / Madness Spec in 4.0 with a new ability that is USEFUL and not a damage loss.

in fact i realy really hope they will get rid of hc operations like tos or ravagers that are only doable by 200people in the world and turn the operations-part of the game somehow to a multiplayer experience for everyone.

in fact i realy really hope they will get rid of hc operations like tos or ravagers that are only doable by 200people in the world and turn the operations-part of the game somehow to a multiplayer experience for everyone.

At this moment our raid group has 4/5 progress in both ToS and Ravagers HM, and we are not hard core gamers. So they’re enough doable. But back to sorcerers – it’s really annoying when you can’t use both Lightning and Madness, to be more flexible and effective. Why change Corruption, it’s already good. Bioware, fix damn Madness!!!

I wonder when is the new Togruta race is coming, it happens to be my favorite…
I just hope they don’t stick the human faces on the Togruta morphology like they did with Twi’lek 🙁

Haha I do indeed. It is the quickest and most detailed way to see what the new content in the future will be. They do plenty of visual demonstrations of all kinds of things: pvp, pve, stronholds, etc.

Yeah they are pushing for 3.3 23/24 July not sure when. Exactly or if the dates are accurate at all might confuse with some else but 3.3 is due next month.

What I wanna know is, do we continue the story after ziost or do we get a blank till new xpac

July 21

I, too, have been wondering if we will get some closure for the Ziost storyline before KotFE.

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