SWTOR Class Utility Changes Coming with 5.6

Bioware has provided a list of the class utility changes coming with Game Update 5.6.

Utility Changes coming in GU 5.6 | 10.27.2017, 07:31 PM
Hey folks,

As we alluded to in the roadmap, we are planning a host of utility changes in Game Update 5.6 coming on 11/28. Instead of splitting them up by Class we decided to just deliver all of them to you at once. Below you will find every utility change that is currently planned:

Imperial
————————————————————————————————————————
Sniper

  • The heal given to Ballistic Shield by Defensive Safeguards has been reduced from 3% to 1% of maximum health per second while under Ballistic Shield

DevNotes: The Sniper’s defensive cooldowns were too strong, so we reduced the effectiveness of Defensive Safeguards.

Virulence

  • Lethal Purpose now restores 1 energy each time a poison effect deals damage, instead of 2 energy each time a poison effect deals critical damage

DevNotes: We changed Lethal Purpose to smooth out energy regain and provide better resource management for Virulence Snipers, and lower their reliance on the Critical Rating stat.

Operative
Lethality

  • Lethal Purpose now restores 1 energy each time a poison effect deals damage, instead of 2 energy each time a poison effect deals critical damage

DevNotes: We changed Lethal Purpose to smooth out energy regain and provide better resource management for Lethality Operatives, and lower their reliance on the Critical Rating stat.

Medicine

  • Surgical Steadiness now grants Unshakable for 4 seconds of interrupt immunity whenever Exfiltrate is put on cooldown

DevNotes: We felt the Medicine Operative didn’t have enough defensive options in relation to the other healers, so we gave them the ability to apply Unshakeable to themselves after using Exfiltrate.

Mercenary

  • Trauma Regulators now heals for 4% per stack instead of 5% and stacks 10 times instead of 15
  • The heal from Kolto Overload given by Kolto Surge can only heal the Mercenary up to 60% of their maximum health instead of 70%
  • Trauma Regulators is a now a Heroic utility and Kolto Surge is now a Legendary utility

DevNotes: The Mercenary’s defensive options were too good, so we reduced the effectiveness of Trauma Regulators and Kolto Surge.

Innovative Ordnance

  • Fusion Missile and Explosive Dart now spread both Incendiary Missile’s burn and Serrated Shot’s bleed effects

DevNotes: Innovative Ordnance seemed to have some difficulty spreading their damage over time effects, so we altered Fusion Missile and Explosive Dart to both spread each damage over time effect.

Powertech

  • In addition to its other effects, the Hitman utility now reduces the damage taken from area of effect attacks by 30% for the Pyrotech and Advanced Prototype disciplines, and reduces the damage taken while stunned by 30% for the Shield Tech discipline

Advanced Prototype

  • Stabilized Armor has been replaced by Prototype Armor, which increases damage reduction by 2% for 15 seconds each time you are dealt critical damage, stacking up to 3 times.

DevNotes: We felt that Pyrotech Powertechs lacked the same defensive effectiveness as Advanced Prototype Powertechs, so we moved the protection against area of effect attacks from the Advanced Prototype discipline to a utility available for both disciplines. To fill the void, we gave Advanced Prototype the Prototype Armor passive, a new ability that replaces Stabilized Armor. Finally, we gave Shield Techs that take the Hitman utility some protection against damage while stunned.

Sorcerer
Madness

  • Deathmark stacks are now only consumed by your own periodic damage, and only your periodic damage gains a damage benefit from your Deathmark
  • Madness (the passive skill) now grants you a 10% armor bonus while your Resurgence is healing you

DevNotes: Deathmark stacks were getting consumed by other Sith Inquisitor players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage. Additionally, Madness needed some extra defensive options, so we gave the discipline a slight defensive boost after using Resurgence on themselves.

Lightning

  • Convection now grants 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s Static Barrier

DevNotes: The Lightning discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s Static Barrier.

Assassin

  • The Formless Phantom utility has been redesigned and now reduces damage taken from area of effect attacks by 30% for the Deception and Hatred disciplines and reduces damage taken while stunned by 30% for the Darkness discipline

Deception

  • Entropic Field no longer reduces damage taken from area of effect attacks by 30%

Hatred

  • Deathmark stacks are now only consumed by your own periodic damage, and only your periodic damage gains a damage benefit from your Deathmark

DevNotes: We felt that Hatred wasn’t as effective on defense as Deception, so we altered Entropic Field to remove the protection against area of effect attacks and added that effect to the Formless Phantom utility available to both disciplines, and made it so the damage protection while stunned is only available to the Darkness discipline.
Additionally, Deathmark stacks were getting consumed by other Sith Inquisitor players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage.

Juggernaut

  • Pooled Hatred now applies its full damage bonus to Shatter and Force Crush, and is no longer consumed prematurely by a damage tick from a Rage-costing ability that deals damage over time
  • The Whiplash utility has been replaced by Hardened Defense, which reduces the damage taken from area of effect attacks by 60% for 15 seconds after Threatening Scream is used for the Vengeance and Rage disciplines, and reduces damage taken while stunned by 30% for the Immortal discipline
  • The Thrown Gauntlet utility’s Intercede-improving effects have been moved to the Reckoning utility, and Thrown Gauntlet now additionally immobilizes any target hit by Saber Throw

Vengeance

  • Deafening Defense no longer causes Threatening Scream to provide protection against area of effect attacks

DevNotes: Pooled Hatred was not applying its damage bonus to damage over time effects, so we changed it to make sure it was giving a damage boost to all the appropriate abilities.
Additionally, we rearranged a lot of the Juggernaut’s utilities to make the Rage discipline more viable on defense. We consolidated Whiplash, Thrown Gauntlet and Reckoning into two utilities, and gave Juggernauts a completely new utility, Hardened Defense, which gives them an area of effect damage reduction. Finally, we took out the damage reduction from Vengeance’s Deafening Defense passive, which is now available with the Hardened Defense utility.

Marauder
Carnage

  • Ferocity is now stack-based with 2 stacks lasting 10 seconds, affecting Devastating Blast, Gore, Vicious Throw and Massacre, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Carnage discipline from players that could successfully “clip” a Vicious Throw in a Ferocity window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Ferocity during the original 3 second window instead of 2. To remedy this, we changed Ferocity to be stack based, with 2 stacks lasting 10 seconds. Additionally, Ferocity now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack Ferocity.

Although this will look like a DPS loss, Carnage’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Carnage’s DPS to our target.

Republic
————————————————————————————————————————
Gunslinger

  • The heal given to Scrambling Field by Shield Reserve has been reduced from 3% to 1% of maximum health per second while under Scrambling Field

DevNotes: The Gunslinger’s defensive cooldowns were too strong, so we reduced the effectiveness of Shield Reserves

Dirty Fighting

  • Fighting Spirit now restores 1 energy each time a bleed effect deals damage, instead of 2 energy each time a bleed effect deals critical damage

DevNotes: We changed Fighting Spirit to smooth out energy regain and provide better resource management for Dirty Fighting Gunslingers, and lower their reliance on the Critical Rating stat.

Scoundrel
Ruffian

  • Fighting Spirit now restores 1 energy each time a bleed effect deals damage, instead of 2 energy each time a bleed effect deals critical damage

DevNotes: We changed Fighting Spirit to smooth out energy regain and provide better resource management for Ruffian Scoundrels, and lower their reliance on the Critical Rating stat.

Sawbones

  • Smuggled Technology now grants Unshakable for 4 seconds of interrupt immunity whenever Scamper is put on cooldown

DevNotes: We felt the Sawbones Scoundrel didn’t have enough defensive options in relation to the other healers, so we gave them the ability to apply Unshakeable to themselves after using Scamper.

Commando

  • Trauma Stabilizers now heals for 4% per stack instead of 5% and stacks 10 times instead of 15
  • The heal from Adrenaline Rush given by Adrenal Surge can only heal the Commando up to 60% of their maximum health instead of 70%
  • Trauma Stabilizers is a now a Heroic utility and Adrenal Surge is now a Legendary utility

DevNotes: The Commando’s defensive options were too good, so we reduced the effectiveness of Trauma Stabilizers and Adrenal Surge.

Assault Specialist

  • Plasma Grenade and Sticky Grenade now spread both Incendiary Round’s burn and Serrated Bolt’s bleed effects

DevNotes: The Assault Specialist seemed to have some difficulty spreading their damage over time effects, so we altered Plasma Grenade and Sticky Grenade to both spread each damage over time effect.

Vanguard

  • In addition to its other effects, the Frontline Defense utility now reduces the damage taken from area of effect attacks by 30% for the Plasmatech and Tactics disciplines, and reduces damage taken while stunned by 30% for the Shield Specialist discipline

Tactics

  • Shock Absorbers has been replaced by Tactical Armor, which increases damage reduction by 2% for 15 seconds each time you are dealt critical damage, stacking up to 3 times.

DevNotes: We felt that Plasmatech Vanguards lacked the same defensive effectiveness as Tactics Vanguards, so we moved the protection against area of effect attacks from the Tactics discipline to a utility available for both disciplines. To fill the void, we gave Tactics the Tactical Armor passive, a new ability that replaces Shock Absorbers. Finally, we gave Shield Specialists that take the Frontline Defense utility some protection against damage while stunned.

Sage
Balance

  • Force Suppression stacks are now only consumed by your own periodic damage, and only your periodic damage gains a benefit from your Force Suppression
  • Telekinetic Balance now grants you a 10% armor bonus while your Rejuvenate is healing you

DevNotes: Force Suppression stacks were getting consumed by other Jedi Consular players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage. Additionally, Balance needed some extra defensive options, so we gave the discipline a slight defensive boost after using Rejuvenate on themselves.

Telekinetics

  • Clamoring Force now grants 5% damage reduction for Telekinetics Sages while Force Imbalanced by anyone’s Force Armor

DevNotes: The Telekinetics discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s Static Barrier.
Shadow

  • The Intangible Spirit utility has been redesigned and now reduces damage taken from area of effect attacks by 30% for the Infiltration and Serenity disciplines and reduces damage taken while stunned by 30% for the Kinetic Combat discipline

Infiltration

  • Kinetic Field no longer reduces damage taken from area of effect attacks by 30%

Serenity

  • Force Suppression stacks are now only consumed by your own periodic damage

DevNotes: We felt that Serenity wasn’t as effective on defense as Infiltration, so we altered Kinetic Field to remove the protection against area of effect attacks and added that effect to the Intangible Spirit utility available to both disciplines, and made it so the damage protection while stunned is only available to the Kinetic Combat discipline.
Additionally, Force Suppression stacks were getting consumed by other Jedi Consular players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage.

Guardian

  • Gather Strength now applies its full damage bonus to Plasma Brand and Force Exhaustion, and is no longer consumed prematurely by a damage tick from a Focus-costing ability that deals damage over time
  • The Whiplash utility has been replaced by a new utility: Stalwart Defense, which reduces the damage taken from area of effect attacks by 60% for 15 seconds after Challenging Call is used for the Vigilance and Focus disciplines, and reduces damage taken while stunned by 30% for the Defense discipline
  • The Jedi Warden utility’s Guardian Leap-improving effects have been moved to the Thwart utility, and Jedi Warden now additionally immobilizes any target hit by a Saber Throw

Vigilance

  • Commanding Awe no longer causes Challenging Call to provide protection against area of effect attacks

DevNotes: Gather Strength was not applying its damage bonus to damage over time effects, so we changed it to make sure it was giving a damage boost to all the appropriate abilities.

Additionally, we rearranged a lot of the Guardian’s utilities to make the Focus discipline more viable on defense. We consolidated Whiplash, Jedi Warden and Thwart into two utilities, and gave Guardians a completely new utility, Stalwart Defense, which gives them area of effect damage reduction. Finally, we took out the damage reduction from Vigilance’s Commanding Awe passive, which is now available with the Stalwart Defense utility.

Sentinel
Combat

  • Precision is now stack-based with 2 stacks lasting 10 seconds, affecting Clashing Blast, Lance, Dispatch, and Blade Rush, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Combat discipline from players that could successfully “clip” a Dispatch in a Precision window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Precision during the original 3 second window instead of 2. To remedy this, we changed Precision to be stack based, with 2 stacks lasting 10 seconds. Additionally, Precision now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack of Precision.

Although this will look like a DPS loss, Combat’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Combat’s DPS to our target.

Thanks!

-eric

  • Invalid

    RIP carnage
    Idiotic reasoning
    “Although this will look like a DPS loss, Carnage’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Carnage’s DPS to our target.”
    Although this looks like….. come on, its 500-700dps loss.
    “those who couldn’t, due to factors outside of their control like server latency.”
    Like they cared for the server merges from West to East US. Aussie marauders clipped with 200-300ms so what people are they talking about?
    So after patch, you should go fury. Once you master it, you get fury nerf. Reasoning “our metrics showed fury overperformed”.

  • Deewe

    Honestly, don’t care anymore.

    I just play the game and stay away from anything that requires optimal stats and rotation as they keep screwing it.

    • Paulo Gomes

      That’s the most sensible approach.

  • Anca Gaspar

    OFC, nerf merc and boost the fcking juggernaut! Is not enough we will be FORCED to recruit that slut garbage piece of shit jaesa, we have now to bend and accept to be anally raped by jeggs at every corner. fuck you bw, ea and the rest of idiots.

    • gua543

      Oh come on, mercs needed a nerf on their defensive cooldowns badly. Jugg changes are more of QoL stuff. AoE damage reduction and two abilities actually benefiting from something that should have worked to begin with, that’s what you call a boost?

      • Conny Johansson

        mercs was the ass flavor of the game for years. its only fair that they got the chance to be a bit op for a time. And the merc is still fairly soft for running with heavy gear and now they willl make it even worse for them by letting the spread increase and that in turn will make them collect even more agro and since the def has gone down they will once again become the ass flavor of the game.

        • gua543

          First of all, a bit OP for a time? Mercs have had god-like defensives since 5.0, which launched about an year ago. The blame mostly lies with Bioware, because first they buff a class to the sky, then they nerf it to the ground and then maybe they reach something in-between those two extremes.

          Second, you’re talking about aggro problems. If, as a dps, you have to rely on your defensives in a raid and include them regularly in your rotation, then you have a shit tank.

          • Paulo Gomes

            Yep. There might be a few occasions where you have to pop up those Def cd’s. But as you said, if you’re doing it frequently, might wanna check what your tank is doing…

    • Erin

      you’re funny 🙂

    • Vincent van der Laan

      u funny merc,s are atm most op class 😛 almost 1 shot peeps

      • Anca Gaspar

        Someone HAS to compensate you dumbasses juggs and mara, if (for example) Battlelord Kreshan looks funny at you youre on the floor..

  • “We felt”, “we noticed”, “it seemed”…

    Question is – are your feelings and observations correct? 🙂

    • a4 black

      Its a good way as any to avoid making an statement

    • gog

      Well, if they’d been honest and written “we’re wildly guessing” for every change it would’ve been too repetitive to read, at least they tried to mix it up a bit… 😉

  • John Kosto

    More nerfs, more pvp whiners causing class changes, more nonsensical changes.

    A lot of sentinels are going to be so pissed with the change in Precision….

    • Paulo Gomes

      Yep. That clipping on Carnage was soooo sweet. Oh, it was good while it lasted…

      • John Kosto

        Personally I do like a clean, nice rotation, and a priority system a lot more than squeezing in a clipping extra hit. So even on my Combat Sentinel, I didn’t really struggle to do that. I don’t even think that making the hit without precision would lower your DPS THAT much. In any case…. whatever, that’s the least of the changes that bothers me. The problem is that they are continuously nerfing everything.

        • You see it all wrong. They’re not “nerfing”, they’re “evening out to the their target” 😉

      • Damz

        the problem is, they are putting 2 stacks of Precision, while you could do 3 attacks during precision. and clipped Dispatch was 4th that u were squeezing in. i guess they should make then at least 3 stacks of dispatch if they dont want to mess up the spec

  • Bang bang

    I wonder is it going to be a lot worst, than what they have stated. Because they seem to lie a lot these days.

  • its okay i didnt like playing my sniper anyhow

  • Mer Vila

    “The Sniper’s defensive cooldowns were too strong”
    BAHAHAHAHAHAHAHAAAAAHAAHAHAHAA!!!!
    Stopped reading at that point because, what sense?

    • Ben Gimson

      Ever tried to kill a sniper as a melee class?

    • Paulo Gomes

      Even I, a retarded pvp player could see just from reading the Utilities that Snipers were a tough nut to crack. I know of snipers that defended nodes ALONE. AND got away with it. Specially Engineering.

      • John Kosto

        Fuck pvp though….

        • gua543

          You need defensives in ops that badly?

          • John Kosto

            Nah, I don’t even play a sniper in HM ops. It’s about the fact that they are constantly making changes based on pvp.

            • gua543

              Tbh I don’t mind if they tweak defensive abilities based on PvP feedback. Nerfing dps and healing though, that’s a whole other thing.

    • Retard Alert

      Not sure if serious, or just retard.

      You’re the one that should be laughed at if you think DCD of Sniper were fine.

    • Mer Vila

      Did I say it was good or bad?
      I´m just laughing at what they are doing, when there´s a bunch of other things that need to be done first.

  • Conny Johansson

    how about the dev team stop making new fucking tiers of gear and lvls this is what keeps fucking everything up. Every single time there has been an update since launch of this game they have messed up the balance of the classes. So take a good look at a mmo like GW2 they dont have this shit problem and ppl still love that game. Whats the point of making the gear higher if you keep on nerfing us right after. It just makes you want to puke on this game.

    • Sindariel

      GW2 has terrible balancing, too.

      • OldTimer

        Yep. Played it tonight, guildies eager for the balance patch and complaining about how there’s still no place for necros in group content. Just like the last 5 years.

    • With you on the gear, can’t stand GW2 PvP though.

  • Naefas
  • Ramzzess

    Buff Deception sin

    • Blackfrost

      the highest dps class in the game is Fury Mara at 10.7, the highest deception assassin in the game is 10.3, arsenal merc is 9.4. i think deception is in a good place right now

      • Ramzzess

        Those are PvE numbers. It’s not the case in PvP where you have to account for a lot more than parsing on a dummy who doesn’t fight back.

        • Blackfrost

          pvp is different for everyone and people you going again. i been first a few times with my assassin but destroy numbers on the leadership board with my sniper. pvp is more about the player then anything compared to pve where it’s more gear dependent.

          • Ramzzess

            You worded it perfectly.

    • Jon -USADA caught me on PCT- J

      They nerfed our stun damage reduction and changed it to aoe. What a joke

  • Ben Gimson

    Glad to see their finally nerfing merc defenses. Let’s hope it’s enough to finally end this long-running joke.

    • No more unlimited powah?

    • Justin

      It won’t be. Their shield will still have its cooldown lowered by 3 secs when the merc is attacked with a 1.5 sec cap I believe. So they will still have a 50k+ heal VERY often, Ive tried to focus mercs on my different toons and if the merc is good they are able to survive long enough for the shield to come back up and them get that huge heal. Most people (the bads) don’t even know you dont have to wait for the shield to expire to get the heal once you reach your full heal stacks, you just have to click it off lol. Its ridiculous.

      • Ben Gimson

        Yeah, not sure how BW ever thought it was ok for a class to become so superior to the others. They’re better tanks than actual tank classes :/

  • Xandryah

    swtor-players might want to compare how does it feel to play ESO-PVP as solo-player and judge that combat-system (no single-ability-CD’s, no global-CD, no stat-caps, no lock-targeting-system, very super-lazy, official UI among other things. Sure, the game’s world looks pretty (although too much condensed and clustered elements in general, if you know what i mean; it feels too tight and small and not wide-open sandbox, real-life world-experience). The character-creator is also the best in the world, imo. But the combat-system and the balance and the indifference in the forums is aweful! SWTOR in this regard (combat-system/balance) is so much better (themepark). I agree that it could be a bit more ‘sandboxy’ . But the math is fathomable for the consumer/player and rather reliable..

    • Don Loco

      Attempt: Weak and feeble. Fail at cheer-leading, kindly take the class again.

    • Bogdan Paunescu

      ESO is a totally different game. First of all it was made to be played on consoles as well which means everything needs to be simplified as hell. The combat system is extremely boring. Resource management is retard proof and all you do is spam the same hand-in-the-air or staff -in-the-air ability until something procs. Global CD is hidden behind cast animations and activation times.

  • Swaynee

    devs: whats wrong with the sorcerer? 😮
    community: the lightning sorcerer does not enough damage. you nerfed the shit out of it
    devs: its the defense, isnt it?

  • drt

    “DevNotes: The Sniper’s defensive cooldowns were too strong, so we reduced the effectiveness of Defensive Safeguards.”

    What game are they talking about? I thought this should be about SWTOR. But obviously it isn’t. Why are the devs talking about some other game?

  • xp2000me

    BioWare has finally reached the heighest possible level of incompetence.
    From now on, it has to become better. Right?

    • Matrim

      They have this ability to always find new depths and lows of their incompetence. Every time when you think they have hit a concrete below them, they find a way to dig through it.

  • Syok

    Eh, I tried to play SWTOR for last three days, I just used some random ref link. Nothing happens. Nothing. Literally nothing, except for few SM runs and constant “q solo for reskinned rewards” messages on chat. RIP SWTOR.

    • D_Pulse

      What server?

      • Syok

        TRE.

        • EyesOfGehenna .

          I’m on TRE. Although I won’t say that everything is peachy, there certainly is more going on than that…though you may need to be on the imp side.

          • Syok

            I always play on the imp side. I stand corrected, we did 2 SM ops. In whole day. Sigh.

            • Matrim

              I also play there and I completely agree. Even 6 months ago you could always see people searching for hm ops all the time, and ofc people looking for the usual sm runs. Nowadays the fleet chat is like a cemetary towards groupping. Sure there are still some raids forming, but when once they were 5 different ones every minute, now it is 5 different ones every hour, and 4 of them are sm, 1 is for ev or kp hm… It is a sad picture.

  • DerpDude

    “Deathmark
    stacks were getting consumed by other Sith Inquisitor players’ periodic
    effects, so we redesigned it to only be consumed by the caster’s own
    periodic damage.”

    This was a bug wasn’t it…for almost a year if not more.
    They won’t admit it so they say it is “redesigned” !?

    • Syok

      “Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 10 periodic damaging abilities by 20%. Lasts 30 seconds.”

      So yeah, it was a bug. Nice try, Bioware, nice try.

    • Sindariel

      A year?! FIVE years!

      • DerpDude

        Ouch…that’s even worse.
        I almost always ended up in groups with Lightning and not Madness when we were multiple sorcs…so didn’t notice =/

      • Six lol

  • Whitedragon

    I keep hearing class balance… then why are the non-force using characters stronger then force using characters? where’s the balance? I guess a blaster , cannon and a shiv blade are more powerful then a light saber and the force. any light saber attack should have 100% armor Pen.. its a fuckin light saber!!!

    • ConcernedGuest

      I fully support you in this … light saber attack 100% armor penetration … and blaster rifles should have a range of at least 300 meters and sniper rifles at least of 1000 m … every standard rifle on this technological backward planet called earth has more range, damage potential and penetration than those gas weapons in star wars

      • Whitedragon

        if a Sniper rifle was kinetic damage like a bullet i would agree with the 1000 meters, but those are plasma energy weapons. Accuracy at that range would be a problem.
        Blaster rifles would have a maximum effective range of 50 meters . but we’ve seen a light saber cut through blast doors, which are designed to withstand laser blasts. A constricted plasma arc reaches temperatures between 14432°F and 45032°F.
        A Light saber is a constricted plasma arc that should achieve 100% Armor Penetration. so in pvp my low slash should in fact cut your legs off. 🙂

      • Yeah I hope the devs are reading this.

    • üo

      So all NFU are stronger than FU…?
      Huh?
      Compare MM Sniper or DPS PT with dual wielding Jedi Knights, and think again.

      • Whitedragon

        you think once SNIPER! …REALLY!

    • I was stronger than most until DEV gods took away my Wrath+Chain Lightning proc…Now I’m just a mere mortal with 10,000 cartel coins….

      • Whitedragon

        can i have 600 cc ?

        • LoL what server you on Dragon? I can never find your ass in game! You know where my toons at!

          • Whitedragon

            you can’t give people cartel coins and no i don’t know where your toons at 🙂

  • Need2Crash

    Unless i missing something the “carnage” changes have nothing to do with “utility” it straight up nerf and there reason is even more funny cause you can fit 3 in that window begin with, seeing the spec has always relied on alacrity in first place. there isnt even a “utility” listed for the class or spec.

    everything else is utility changes. BW just continues to show how incompetent they are. and think we are stupid too.

  • CRYPT from CATACOMBZ

    For all who’s bitching about balance. I used to play SWTOR for 4 years. Don’t regret. It was really amazing gaming time for me, met a lot of retards, but met a lot of nice people too! Was enjoying PvPs as much as PvE content, to the time, when i found everything is reskined recyclate shit. But still SW:TOR will have in my heart big place.

    Started play WoW and found it’s much much better in many aspect except PvP. How fuckin unbalanced classes can be you can see only in WoW. Compared with SWTOR. SWTOR has always +- balanced classes, but WoW about balance is just a fuckin joke. So enjoy just SWTOR PvP

    • Whitedragon

      WoW is for little girls!

    • noah

      I also played swtor since 2011, stopped last year. purely for what u put. been playing wow since 2010 and its just a more polished game overall. I only pvped after a year of playing anyways. pretty much 6 years of pvp lol. I wish swtor would take more elements from wow to really feel like a mmo and not the cartel market rpg

    • dfsdf

      I play SWTOR since 2011. About 6 years. Now what?

    • HMH

      Elves are gross

      • CrumpetTrumpet

        You’d totally still bed one though, right?

    • Now this I agree with, as I’ve been with SWTOR since the jump and WoW since BC. The PvP is what keeps me coming back to SWTOR and the story arcs. It’s a lot more balanced than most MMO PvP games, and it’s pretty intense and fun if everybody understands the game.

  • Davrel Kex

    Rofl, they actually NERFED DPS PT’s defensives when it was almost unanimously agreed in the pvp community that it’s defensives were garbage, and they BUFFED THE TANK SPEC’S DEFENSIVES.

    I’m fucking done with this garbage dev team.

  • Bobbie Bowman

    RIP Combat/Carnage spec, You will forever remain in our hearts.

    • Blackfrost

      that’s what they said about arsenal but there are still a shit ton of mercs out there playing it.

  • Vladislav

    After 6(!!!) years they finally did it!

    “Deathmark stacks are now only consumed by your own periodic damage, and only your periodic damage gains a damage benefit from your Deathmark”
    After 6, f***ing, years!..

  • Sweet

    I kinda like these changes (except for carnage).
    Less damage reduction while stunned, more aoe damage reduction. Maybe we’ll see some burst comps again in pvp.

  • Sorcerer
    Madness

    Deathmark stacks are now only consumed by your own periodic damage, and only your periodic damage gains a damage benefit from your Deathmark
    Madness (the passive skill) now grants you a 10% armor bonus while your Resurgence is healing you
    DevNotes: Deathmark stacks were getting consumed by other Sith Inquisitor players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage. Additionally, Madness needed some extra defensive options, so we gave the discipline a slight defensive boost after using Resurgence on themselves.

    It’s about time. I just hate to resub and grind all that damn gear…

  • Annoyed30something

    I like how they announced this “utility” change for marauders as an afterthought. It is a devastating nerf that will alter all carnage builds and rotations. So after a year of enduring the shitpile that was Galactic Command and grinding to level 300 and getting my alacrity to where it needs to be to do the “clipping” method, I get to start over. Yeah fuck you too Bioware. Why do i I still play this game anymore.

  • Justin

    So Merc/Mando shields will still have its cooldown lowered by 3 secs when the merc is attacked with a 1.5 sec cap I believe. So they will still have a 50k+ heal VERY often, Ive tried to focus mercs on my different toons and if the merc is good they are able to survive long enough for the shield to come back up and them get that huge heal again. Most people (the bads) don’t even know you dont have to wait for the shield to expire to get the heal, once you reach your full heal stacks, you just have to click it off lol. Its ridiculous.

    Powertechs…. WTF. They have possibly the worst survivability in the whole game!!!! They are a melee class with barely anyway to survive. 1v1 they can do okay pending on the class but once its a situation like 4v4 for example the PT is screwed. They go down faster than Sorcs do, Sorcs can at least bubble or teleport. What a joke!

    Snipers….Snipers will remain insane when it comes to defensive cooldowns. Ballistic shields every 6 secs, AOE damage reduction shield with a 1% heal attached, two evasions, two shields, two rolls with 10% heals attached, AOE soft stun, single target hard stun, AOE Accuracy reduction, AOE knock back, roots, slows, 20% ranged defense increase when leaving entrench skill, 20% chance to resist force and tech attack skill….. ARE YOU KIDDING ME?!?!?! I don’t even think I listed it all… All that given to one class when you have Sorcs, PTs and Hatred assassins with horrible survivability. Blows my mind…

    Mara’s/Sents, I can’t believe they haven’t taken the stun immunity away from Fury and given it to Carnage. Carnage DPS all rests on a 3 sec window, it’s so easy to shut this spec down it’s sad. So Fury is given a second leap within 10 meters, stun immunity, everything else Mara’s have and stupid easy burst rotation….

  • dyNASTY

    Sentinel Combat spec just got Mutilated holy shit!

  • dyNASTY

    0 consideration of Zen + Precision Synergy
    0 consideration and information on how Precision interacts with the spec,
    0 consideration of aoe related rotations such as Sweep, Twin Saber Throw, Cyclone Slash
    LOL what the fuck!?

    do they even want people to play this class?

  • ThatGuy

    The upcoming server merge is the final step before this game falls off the cliff. It’s shit like “so this change should effectively normalize Carnage’s DPS to our target” that’s made all the great ones leave the game. What about ‘our’ target DPS, the players? You know, the ones who keep the game afloat. All the devs have ever served to do is piss off players to the point of probably just a few thousand players remaining worldwide at this point. Star Wars – it’s a fucking gold mine, and EA managed to fuck it all up.

  • Frysson

    Wait, wait, wait. Combat Sentinel/Carnage Marauder has always been an alacrity-focused spec, right? The passive “Ataru Form” even increases your alacrity. And the rotation has always been about putting as much abilities as we can inside the precision window… Because in 5.0 Bioware split Master Strike/Blade Barrage into 2 abilities, Combat/Carnage post 5.0 needs to fit in FOUR abilities inside the precision window, NOT THREE. Now they not only make Precision unusable with Blade Barrage, they also make Precision only able to buff TWO abilities. C’mon Bioware, Combat is my favorite spec because it feels fast-paced to battle using one. This nerf is killing it. At least make Precision has 3 stacks instead of 2, please…?

Back to Top