New Set Bonuses and Class Changes coming in 6.1.1

Here are all the Class Changes and Set Bonuses coming in Game Update 6.1.1. These are all now available for testing on the PTS.


Set Bonuses

All of these Set Bonuses will be the guaranteed drops for each class from the Master Mode difficulty of The Nature of Progress Operation. (Note: These Set Bonuses will also have a small chance to be gotten via the random boxes from either Kai Zykken or the Spoils of War Vendor.)


Juggernaut / Guardian

Juggernaut

(2) +2% Endurance
(4) Threatening Scream gets two charges.
(6) Endure Pain increases Elemental and Internal damage reduction by 75% for 3 seconds.

Guardian

(2) +2% Endurance
(4) Challenging Call gets two charges.
(6) Enure increases Elemental and Internal damage reduction by 75% for 3 seconds.


Marauder / Sentinel

Marauder

(2) 2+% Mastery
(4) Killing an enemy generates 2 rage and grants you a speed boost for 1 second, stacking up to 5 times.
(6) Activating Berserk does damage to all targets around you, dealing damage to up to 8 enemies.

Sentinel

(2) 2+% Mastery
(4) Killing an enemy generates 2 rage and grants you a speed boost for 1 second, stacking up to 5 times.
(6) Activating Zen does damage to all targets around you, dealing damage to up to 8 enemies.


Sorcerer / Sage

Sorcerer

(2) +2% Mastery
(4) Activating Force Barrier heals all allies around you.
(6) Activating Force Barrier puts a minor barrier around nearby allies for 8 seconds.

Sage

(2) +2% Mastery
(4) Activating Force Barrier heals all allies around you.
(6) Activating Force Barrier puts a minor barrier around nearby allies for 8 seconds.


Assassin / Shadow

Assassin

(2) +2% Endurance
(4) Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.
(6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.

Shadow

(2) +2% Endurance
(4) Deflection grants Ballistic immunity for 6 seconds
(6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.


Mercenary / Commando

Mercenary

(2) +2% Mastery
(4) Activating a healing ability has a 15% chance to cause your next Rapid Scan to be critical.
(6) Healing an ally with Rapid Scan applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.

Commando

(2) +2% Mastery
(4) Activating a healing ability has a 15% chance to cause your next Medical Probe to be critical.
(6) Healing an ally with Medical Probe applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.


Sniper / Gunslinger

Sniper

(2) +2% Mastery
(4) While Ballistic Shield is active, you regain 1 energy per second for each ally inside.
(6) While Ballistic Shield is active, every ally within it applies a damage buff to you, stacking up to 8 times

Gunslinger

(2) +2% Mastery
(4) While Scrambling Field is active, you regain 1 energy per second for each ally inside.
(6) While Scrambling Field is active, every ally within it applies a damage buff to you, stacking up to 8 times


Operative and Scoundrel

Operative

(2) +2% Mastery
(4) Infiltrate maxes out your Tactical Advantages when activated
(6) Tactical Superiority now consumes all Tactical Advantages and scales its crit chance buff with the amount consumed, up to 20%

Scoundrel

(2) +2% Mastery
(4) Smuggle maxes out your Upper Hand when activated
(6) Stack the Deck now consumes all Upper Hand and scales its crit chance buff with the amount consumed, up to 20%


Class Changes

Here are all the Class Changes.


Operative / Scoundrel
  • The Aggressive Medication set bonus is slightly redesigned:
    • 4 piece – Now removes the energy cost for Toxic Haze / Bushwhack and appropriately works on the healer’s ranged version of the ability as well

Medicine / Sawbones

  • Accomplished Doctor / Sawbones now also allows the initial heal from Kolto Infusion / Pack to refresh the duration of a 2-stack Kolto Probe / Slow-release Medpac in addition to its other effects

Sniper / Gunslinger

Virulence / Dirty Fighting

  • The periodic damage effect applied by Lethal Shot / Dirty Shot with Exploited Weakness Tactical has been reduced by 30%

Juggernaut / Guardian

Vengeance / Vigilance

  • Destroyer’s bleeding / Keening’s burning effect bonus damage increased from 10% to 15%
  • Gushing Vein’s bleeding / Smoldering Saber’s burning effect critical chance bonus increased from 5% to 10%

Rage / Focus

  • Brutality / Swift Slash now increases the critical strike chance of Furious Strike / Concentrated Slice and Vicious Throw / Dispatch by 15% (up from 10%)
  • The Perseverance Tactical has been redesigned:
    • Using Obliterate / Zealous Leap with Furious Power / Force Clarity causes it to critically hit and increases your critical strike chance by 20% for 2 seconds

Sorcerer / Sage
  • Decreased the initial portion of Resurgence / Rejuvenate healing by roughly 37%, but increased the heal over time portion of Resurgence / Rejuvenate by roughly 67%
  • The Empowered Restorer set bonus has been redesigned:
    • 4 piece – Static Barrier / Force Armor leaves a heal overtime on the target for 12 seconds after being applied
    • 6 piece – Static Barrier / Force Armor immediately heals the target when applied
  • The Revitalized Mystic set bonus has been rebalanced:
    • 4 piece – Refreshing Resurgence / Rejuvenate on a target refunds 5 Force
    • 6 piece – Healing a target with another healing ability while your Resurgence / Rejuvenate is active on them has a 15% chance to cause your Resurgence / Rejuvenate to provide an additional, unscheduled tick of healing
  • The Gathering Storm set bonus has been rebalanced:
    • 6 piece – Using Force Speed now reduces the active cooldown of Polarity Shift / Mental Alacrity by 5 seconds (down from 10 seconds), and the duration of Polarity Shift / Mental Alacrity is now increased by 5 seconds (down from 10 seconds) and requires Polarity Shift / Mental Alacrity to be used while Force Speed is active
  • The Endless Offensive set bonus tooltip has been updated:
    • 4 piece – Now indicates that Volt Rush / Telekinetic Blitz healing is also increased by 10%, if applicable
  • Tactical Item: Storm’s Succor / Metaphysical Mender (formerly Storm’s Succor) has been redesigned – now each charge of Energized / Empowered (formerly Energized) reduces the Force Volt Rush / Telekinetic Blitz consumes by 30%, and the healing component of Volt Rush / Telekinetic Blitz is a smart heal with a 20-meter range from the target with roughly 56% more healing

Corruption / Seer

  • Dark Infusion / Deliverance healing increased by roughly 7%
  • Innervate / Healing Trance healing increased by roughly 6%
  • Reduced the base Force cost of Revivification / Salvation by 15 (from 75 to 60) and the healing it deals by roughly 11%
  • Reduced the base Force cost of Roaming Mend / Wandering Mend by 20 (from 70 to 50) and the healing it deals by roughly 19%
  • Force Bending / Conveyance now reduces the activation time of Dark Infusion / Deliverance by 0.5 seconds (up from 0.25 seconds)
  • Force Bending / Conveyance now makes Revivification / Salvation activate instantly and no longer reduces its Force cost
  • Penetrating Darkness / Clairvoyance now increases the critical chance of Dark Heal / Benevolence by 10% (instead of increasing bonus healing by 3%)
  • Force Surge / Resplendence no longer affects Revivification / Salvation
  • Dark Concentration / Altruism now also increases the healing dealt by Dark Heal / Benevolence by 50%, in addition to its other effects
  • Renewal healing increased by roughly 67%
  • Secrets of the Dark Side / Erudite Mender has been redesigned and now increases the healing done by Resurgence / Rejuvenate and Renewal by 10% (instead of reducing the Force cost of Roaming Mend / Wandering Mend by 10)
  • Tactical Item: One for All has been redesigned – now gives Roaming Mend / Wandering Mend one extra healing charge
  • Tactical Item: All for One has been redesigned – now Revivification’s / Salvation’s pool concludes with a burst of dark / light Force energy, healing up to 8 allies within it

Lightning / Telekinetics

  • Reverberating Force / Reverberation critical hit chance bonus increased from 5% to 15%
  • Convulsing Currents / Magnifying Vibrations now grants a 10% damage increase to Crushing Darkness / Mind Crush while Polarity Shift / Mental Alacrity is active

Madness / Balance

  • Disintegration / Critical Kinesis critical chance bonus increased from 5% to 15%
  • Fulminating Current / Psychokinetic Torrent critical chance bonus given per stack increased from 2% to 3%

Assassin / Shadow
  • The Death Knell Set Bonus has changed:
    • 4 piece: The cooldown of Recklessness / Force Potency is reduced by 15 seconds. Whenever you activate Recklessness / Force Potency you gain Reckless Critical, making your next Maul / Shadow Strike or Leeching Strike / Serenity Strike critically hit

Hatred / Serenity

  • Languishing Lashes / Atrophying Attacks now increases the damage of Leeching Strike / Serenity Strike by 20% against enemies with less than 30% health
  • Severing Slash / Cleaving Cut now spreads Discharge / Force Breach and Creeping Terror / Sever Force periodic effects.
  • Fulguration / Rebounding Force now correctly applies to the Two Time Trouble tactical

Deception / Infiltration

  • Crackling Blasts / Deep Impact critical damage bonus increased from 5% to 20%
  • Dominating Slashes / Prevailing Strikes now increases the damage of Voltaic Slash and Reaping Strike by 20%
  • Surging Charge / Shadow Technique does an additional 30% damage

Leave a ReplyCancel reply

Exit mobile version