PTS Game Update 2.5: Galactic Starfighter Patch Notes

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Here are the latest patch notes from the Public test servers. If you have the time, go try out Galactic Starfighter now

 
Star Wars™: The Old Republic™ PTS Game Update 2.5: Galactic Starfighter Patch Notes

Last Updated: November 15th, 2013

All content and features on the Public Test Server are not final and are subject to change.

Galactic Starfighter

Access the Galactic Starfighter Hangar Bay by clicking the Ship Icon on the in-game minimap. Players can queue solo or as a group for free-flight 12 v 12 PvP Battles in the first Galactic Starfighter gameplay type: Domination! During Domination, players fight to control multiple satellites. Points are awarded according to how many >satellites each team controls, and the first team to reach 1000 points earns victory. Highly customizable Starfighters available: The Scout – Fast, agile, and maneuverable. Scouts make up for their lack of armor and shielding with incredible elusiveness. The Strike Fighter – The backbone of any squadron. Strike Fighters are versatile, capable of both great offensive and defensive abilities. Very balanced Starfighters against both enemies and objectives. The Gunship – The first Galactic Starfighter support role. These long-range ships are perfect for softening up an objective’s defenses or taking out enemy Starfighters engaged with your allies. Spend earned Requisition to customize and upgrade Starfighters in the Hangar Bay. Full in-game playable tutorial! Learn the basics of Galactic Starfighter flight, combat, and objective capturing! >The tutorial allows players to shed the constraints of battle, and teaches using a series of informative pop-ups during free flight. Players can access the tutorial by clicking on the “?” button near the top left of the Galactic Starfighter Hangar.

Classes and Combat

Combat Terminology Cleanse is now defined as an effect which removes a limited number of a certain type (or types) of negative effects, usually Force or Tech, from the target. Purge is now defined as an effect which removes all negative dispellable effects of a certain type (or types) from the target (usually self). Many ability tooltips have been updated to properly indicate whether an ability cleanses or purges negative effects from a target.

Jedi Knight

Guardian Vigilance Debilitation has been added to the Vigilance Skill Tree and provides a 50/100% chance to immobilize the target for the duration of Master Strike.

Sentinel General The stacking buff provided by Juyo Form now lasts 24 seconds (up from 15) and can be applied once every >second (down from every 1.5 seconds). Inspiration and Transcendence no longer prevent the Sentinel from becoming Centered while they are active. Inspiration now affects the player’s entire Operation group up to 40 meters away from the Sentinel (up from 30 meters). Additionally, Inspiration applies a debuff which lasts for five minutes on all affected group members. This debuff prevents affected players from regaining Inspiration while it is active. Guarded by the Force now has a 2 minute cooldown (up from 1 minute and 30 seconds). The health for Guarded by the Force is now spent when the damage reducing effect expires, rather than when it begins. The cost remains at 50% of current player health. Focus Enduring no longer increases damage reduction but still reduces the cooldown of Guarded by the Force by 15/30 seconds. Force Health no longer interacts with Guarded by the Force. It now permanently increases passive damage reduction by 1/2% and still builds 1/2 Focus when Twin Saber Throw is used. Watchman The stacking “Merciless” buff provided by Merciless Slash now lasts 24 seconds (up from 15).

Sith Warrior

Juggernaut Vengeance Overwhelm has been added to the Vengeance Skill Tree and provides a 50/100% chance to immobilize the target for the duration of Ravage.

Marauder General

The stacking buff provided by Juyo Form now lasts 24 seconds (up from 15) and can be applied once every second (down from every 1.5 seconds). Bloodthirst and Predation no longer prevent the Marauder from building Fury while they are active. Bloodthirst now affects the player’s entire Operation Group up to 40 meters away from the Marauder (up from >30 meters). Additionally, the ability now applies a debuff which lasts for five minutes on all affected group >members and prevents affected players from regaining Bloodthirst while it is active. Undying Rage now has a 2 minute cooldown (up from 1 minute and 30 seconds). The health for Undying Rage is now spent when the damage reducing effect expires, rather than when it begins. The cost remains at 50% of current player health. Rage Undying no longer increases damage reduction but still reduces the cooldown of Undying Rage by 15/30 seconds. Force Vigor no longer interacts with Undying Rage. It now permanently increases passive damage reduction by 1/2% and still builds 1/2 Rage when Dual Saber Throw is used. Annihilation The stacking “Annihilator” buff provided by Annihilate now lasts 24 seconds (up from 15).

Jedi Consular

General Slightly increased the damage dealt by Double Strike.

Sage Balance In addition to previous effects, Psychic Absorption now prevents the damage-over-time effects applied by Sever Force, Mind Crush, and Weaken Mind from being cleansed.

Shadow General Combat Technique no longer heals the Shadow. The ability now increases armor rating by 130% (up from 115%) and deals additional threat when it damages an enemy target. Slightly increased the damage dealt by Shadow Strike. Slightly increased the damage dealt by Whirling Blow. While Battle Readiness is active, the active Technique now heals the Shadow when it triggers its effect. Shadow Strike has had its cost reduced to 40 Force (down from 50). Kinetic Combat Three stacks of Harnessed Shadows no longer cause the Shadow to be healed when Telekinetic Throw deals damage. Instead, the skill grants Shadow Protection, which increases damage reduction by 1%. Shadow Protection stacks up to four times and lasts 12 seconds. Rapid Recovery has been renamed Elusiveness and has been redesigned: the skill now increases the armor rating Combat Technique grants by an additional 10%/20%. Elusiveness has been renamed Rapid Recovery; the skill’s effects have not changed. Shadow Wrap now additionally grants 2/4 stacks of Shadow Protection when the Shadow exits stealth. Infiltration Slightly increased the damage dealt by Clairvoyant Strike. Balance In addition to previous effects, Psychic Absorption now prevents the damage-over-time effects applied by Sever Force, Force Breach, and Mind Crush from being cleansed.

Sith Inquisitor

General Slightly increased the damage dealt by Thrash.

Sorcerer General Purge has been renamed to Expunge; the ability’s functionality has not changed. Madness n addition to previous effects, Devour now prevents the damage-over-time effects applied by Creeping Terror, >Crushing Darkness, and Affliction from being cleansed.

Assassin .General Dark Charge no longer heals the Assassin. The ability now increases armor rating by 130% (up from 115%) and generates additional threat when damaging an enemy target. Slightly increased the damage dealt by Maul. Slightly increased the damage dealt by Lacerate. While Overcharge Saber is active, Lightsaber charges now heal the Assassin when they trigger their effects. Maul has had its cost reduced to 40 Force (down from 50). Darkness Three stacks of Harnessed Darkness no longer cause the Assassin to be healed when Force Lightning deals damage. Instead, the skill grants Dark Protection, which increases damage reduction by 1%. Dark Protection stacks up to four times and lasts 12 seconds. Swelling Shadows has been redesigned: the skill now increases the armor rating granted by Dark Charge by an additional 10/20%. Conspirator’s Cloak now additionally grants 2/4 stacks of Dark Protection when the Assassin exits stealth. Deception Slightly increased the damage dealt by Voltaic Slash. Madness In addition to previous effects, Devour now prevents the damage-over-time effects applied by Creeping Terror, Discharge, and Crushing Darkness from being cleansed.

Imperial Agent
General Increased the damage dealt by Overload Shot.

Operative Operatives are now able to be charged and pulled by other players while in Cover.

Smuggler

General Increased the damage dealt by Quick Shot.

Scoundrel Scoundrels are now able to be charged and pulled by other players while in Cover.

Bounty Hunter The tooltip for Rail Shot now correctly indicates that the ability deals increased damage when the player is dual wielding.

PvP

Warzones Arenas Makeb Mesa, a new Arena Warzone, is has been added to Ranked and unranked Warzone queues! This additional map does not increase the probability of an Arena being selected as the game type for unranked Warzones.

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