Categories
Star Wars The Old Republic

New Cartel Market Items – January 2021 PTS

The Old Republic Developers unexpectedly brought up the PTS on the 8th January with changes to Amplifiers and Uprising changes. Along with these changes came a peak of upcoming Cartel market Items

I originally posted preview images on Twitter (in a thread) on the 8th. However, Twitter distorted image quality. So here are all the previews undistorted!

There are two mounts, two weapons, an armor set and a helmet. Cartel Coin costs are currently unknown.

Collections on PTS

Since this is the PTS, these items may be subject to change and the previews may not be accurate in some instances.


Weapons

Yes, both lightsabers look exactly the same on the PTS, currently.


Mounts


Armor

Note the Patient Defender’s Armor Set preview is not accurate and is using Exiled Padawan’s Armor pieces as placeholders.


I think it’s a shame we won’t be able to have multiple players or our companions ride with us in the Dar’Manda ‘bus’. Any of these Cartel Market Items interest you?


If you’d like to give SWTOR a go, use my Referral Link! You’ll get a free 7 Day Trial and all the perks a subscriber has. For more information, check out this link:  www.swtor.com/info/friends

Join the MMO Bits Community Discord and help the community grow! Get a heads up on content and access to announcement channels.

Categories
Game Update 6.0 Onslaught

6.0 Deconstruction Basics Guide

We’ve always been able to deconstruct various Crafted Items and some types of Gear over the years in Star Wars The Old Republic. However, in Game Update 6.0, the Deconstruction System is getting an overhaul and will be integral to not just crafting but gearing as well.


What is Deconstruction?

Deconstruction breaks down items and gives you other items in return. Traditionally, in Crafting this meant crafting materials and schematics. But in 6.0, a few things are changing.

  • You can deconstruct anything regardless of whether you have the relevant Crafting Profession or not. You’ll just get less stuff.
  • Most of the time, instead of getting Crafting Materials, you will get Jawa Peddler Parts, Scrap and Junk.
  • You can deconstruct any gear that you get from drops, buy from vendors or from Renown Crates (except for Tacticals). It’ll give gear you don’t need/want a ‘purpose’.

New User Interface

With the Deconstruction changes comes a new UI that allows you to deconstruct multiple items in bulk. Here are some screenshots of how it works/looks in PTS version 1.5.

Note the UI is incomplete/bugged but functions correctly.

Deconstructing 9999 Stims, as you do…

Basically, you open the Deconstruction Inventory, then click on the items you want to deconstruct and they get added to the Deconstruction Inventory. Once you have all the items you want to deconstruct in your Inventory, you click on ‘Deconstruct’. There is a 3-second countdown, then all the things you got from deconstructing show up in your Inventory. A list also appears listing all the things you got from deconstructing your items.


What Items can you get from Deconstruction?

Here are some of the things you can get from Deconstructing Items.

  • Jawa Peddler
    • Assorted Droid Parts
    • Scavenged Scrap
    • Jawa Junk
  • Tech Fragments (see my Spoils of War Gear Vendor Article for more details)
  • Crafting Schematics (depending on profession & item being deconstructed)
  • Augmentation Slot Component MK-11’s (from select items with Crafting Profession)
  • Various Crafting Materials (from crafted items only)

Categories
6.0 Class Changes Game Update 6.0 Onslaught

6.0 Assassin Changes, Set Bonuses and Tactical Items

Listing of all the Set Bonuses and Tacticals Items available for Assassins.

Updated for Onslaught.



New Ability

Severing Slash – Severing Slash strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds. Players will get this ability at level 72.


New Utility Changes

Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up. To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.

Click on image to enlarge.

Skillful

UTILITY DESCRIPTION
Avoidance Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
Oppressing Force Lowers the cooldwon of Electrocute by 15 seconds and increases the duration of Force SLow and reduces its cooldown by 6 seconds. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
Formless Phantom As Darkness, reduces all damage taken while stuned by 30%. As Deception and Hatred, reduces the damage taken form area attacks by 30%.
Lambaste Increases the damage dealt by Lacerate by 25%.
Electric Bindings Overload binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
Snaring Slashes Thrash, Voltaic Slash, and Lacerate reduce the movement speed of the targets they damage by 30% for 6 seconds.
Nerve Wracking Targets controlled by your Spike or Electrocute take 5% more damage from all sources.
Assassin’s Shelter Mass Mind Control provides Assassin’s Shelter toa ll allies within range, excluding yourself, reducing the damage they take by 5% for the next 6 seconds and healing them for x health over the duration.

Masterful

UTILITY DESCRIPTION
Fade Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
Obfuscation Increases your movement speed by 15%  and your effective stealth level by 10.
Audactiy Reduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated.
Speed Surge Activating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
Magnetism When a target recovers from being stunned by your Spike or Electrocute, its movement speed is slowed by 90% for the following 3 seconds. Addionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.
Dark Stability Activating Deflection grants 6 seconds of immunity to stun,  sleep, lift or incapacitating effects.
Emersion Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
Haunted Dreams If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly.

Heroic

UTILITY DESCRIPTION
Shroud of Madness Activating  Force Cloak grants 2 seconds of Force Shroud.
Insulation When damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds. Additionally, you gain another benefit depending on your active discipline.
Darkness: Depredating Volts increases movement speed by 35% for 6 seconds.
Deception, Hatred: Increases your armor rating by 30%.
Disjunction Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows enemies within 5 meters by 75% for 2.5 aseconds when activated.
Reaper’s Rush Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper’s Rush lasts for 10 seconds. Additionally, if the target of your phantom stride is killed within 10 seconds of using Phantom Stride, Phantom Stride’s cooldown is reset.
Hand of Darkness Force Pull immobilizes the target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
Renewing Darkness When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal for 4% of your maximum health every 2 seconds for 10 seconds. Stacks alst for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.
Phasing Phantasm Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
Retaliatory Grip Deflection grants Retalitory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not abosrb incoming damage.

Tacticals

Darkness (Tank)

TACTICAL DESCRIPTION  SOURCE
Ancient Tome of Wrath Wither generates Redirected Wrath stacks for every enemy it hits, increasing your Shield Absorption by 2% per stack for 5 seconds
Flashpoint Bosses
Shroud of a Shadow Using Force Shroud while Dark Ward is active consumes Dark Ward and extends the duration of Force Shroud by .25 seconds for each Dark Ward stack consumed
Operation Bosses
Ward of the Continuum
Dark Ward gains 5 addition stacks and Phantom Stride resets its cooldown
Flashpoint Bosses

Deception (DPS)

TACTICAL DESCRIPTION  SOURCE
May Cause Injury Activating Severing Slash causes your next Surging Discharge to arc to multiple targets
Flashpoint Bosses
The Awakened Flame When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds
Operation Bosses
Blade of the Elements The critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of Reaping Strike by 1.5 seconds
Flashpoint Bosses

Hatred (DPS)

TACTICAL DESCRIPTION  SOURCE
Two Time Trouble Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 50% chance to tick an additional time when you deal damage with a melee attack
Flashpoint Bosses
Quick Escalation The critical chance of Leeching Strike is increased by 10%. Critically hitting with Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance and Force cost of your next Leeching Strike. Stacks up to 3 times.
Operation Bosses
Severance Pay Death Field does more damage to slowed targets and finishes the cooldown of Severing Slash Flashpoint Bosses

All Specs

TACTICAL DESCRIPTION  SOURCE
Chant of Regeneration Recklessness increases your Force regeneration greatly for a short time Conquest Crates
Friend of the Force
Force Shroud also applies to any ally you are guarding
Daily/Weekly Mission Crates
Jerra’s Persistence Phantom Stride gains 2 charges Crafted – Armstech
Traumatizer Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. PvP Crates
Two Cloaks Force Cloak has 2 charges PvP Crates

 


Gear Sets and Bonuses

Inquisitor

GEAR 2 SET 4 SET 6 SET
Dire Retaliation Endurance +2% Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit. This effect can only occur once every 10 seconds.  
Name of the Controller Endurance +2% Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind  
Soulbender Mastery +2%
Electrocute’s stun lasts an additional 2 seconds
 
Decelerators Mastery +2% Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration  

Assassin

GEAR 2 SET 4 SET 6 SET
Shadow Purger Endurance +2% Severing Slash immobilizes the target for 2 seconds
Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shoud by 2 seconds
Rebuking Assault Endurance +2% Each target hit by Severing Slash grants 1% Damage Reduction for 10 seconds Each target hit by Severing Slash extends Deflection’s duration by 1 second
Efficient Termination Endurance +2% Spike’s stun and slow effects last for an additional second Using Spike grants you 10% damage reduction for 6 seconds.
Death Knell Mastery +2% The cooldown of Recklessness is reduced by 15 seconds Whenever you consume a charge of Recklessness you gain a stack of Reckless Slaughter, increasing melee damage done by 10% for 30 seconds. Stacks up to 3 times.
Saber Master Endurance +2% Reduces the cooldown of Overcharge Saber by 20 seconds Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber
Name of Murderous Revelation Mastery +2% Overcharge Saber and Force Cloak reset the cooldown of Phantom Stride
Using Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for 6 seconds

Sources

Where to get the new Set Bonuses (besides Vendors).

NAME SPEC SOURCE
Controller Inquisitor Crafting – Syntheaving
Death Knell Assassin Conquest Crates
Decelerators Inquisitor PvP Crates
Dire Retaliation Inquisitor Conquest Crates
Efficient Termination Assassin Conquest Crates
Murderous Revelation Assassin PvP Crates
Rebuking Assault Assassin Dxun Operation Bosses
Saber Master Assassin Conquest Crates
Shadow Purger Assassin Operation Bosses
Soulbender Inquisitor Daily/Weekly Mission Crates

Charges

Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice. 
You have to have at least 1 Charge to be able to use an Ability with Charges.

When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.

Assassins have a Tactical with Charges.

CLASS ABILITY/SET BONUS/TACTICAL CHARGES BASE COOLDOWN
Assassin Tactical – Jerra’s Persistance (Phantom Stride) 2 30 seconds

Special Thanks

I’d like to thank Andynul for helping me gather all the information from the PTS.

Categories
6.0 Class Changes Game Update 6.0 Onslaught

6.0 Sorcerer Changes, Set Bonuses and Tactical Items

Listing of all the Set Bonuses and Tacticals Items available for Sorcerers on the PTS.

Updated for Onslaught.



New Ability

Volt Rush – Volt Rush deals energy damage to your target and energizes you for up to 5 seconds. The Energize effect can stack twice, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and a recharge timer of 10 seconds. Players get this ability at level 72.


New Utility Changes

Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up. To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.

Click on the image to enlarge.

Skillfull

UTILITY DESCRIPTION
Force Suffusion Overload Heals you and up to 7 affected allies for x – x.
Sith Defiance Increases damage reduction by 3%.
Tempest Mastery Increases the damage dealt by Force Storm  by 25%.
Empty Body Increases all healing recieved by 5%. Does not affect stolen life.
Dizzying Force Reduces the target’s accuracy by 20% for 8 seconds after whirlwind ends. Additionally, your Whirlwind affects up to 2 additional standard or weak targets within 8 meters of the target.
Dark Speed Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds.
Corrupted Flesh Reduces the damage taken dfrom all periodic effects by 15%.
Torturous Tactics Lowers the cooldwon of Electrocute by 10 seconds. In addition, targets stunned by your Electrocute deal 25% less damage for 10 seconds when electrocute wears off.

Masterful

UTILITY DESCRIPTION
Suppression Activating Cloud Mind grants suppressoin, which increases damage reduction by 25% for 6 seconds.
Dark Resilience Reduces the damage taken by the target of your Extrication by 25% for seconds after you extricate them. Additionally, increases the healing done by Unnatural Preservation by 30%.
Comspiring Force Targets affected by your Afflcition are slowed by 30% for its duration.
Lightning Barrier Your Static Barrier cackles with electricity, shocking attackers for x energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers palced on allies and cannot occur more than once each second.
Surging Speed Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds, In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
Backlash Static Barriers you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.
Haunted Dreams If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly.
Electric Bindings Overlaod binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds end the effect prematurely.

Heroic

UTILITY DESCRIPTION
Emersion Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
Shapeless Spirit Reduces all damamge taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%.
Force Mobility Thundering Blast, Innervate, and Force Leech may be activated while moving.
Galvanizing Cleanse Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts up to 15 seconds.
Corrupted Barrier Your Static Barrier, Force Barrier,a nd Enduring Bastion heal you for 1% of your total health every second as long as they last. This healing scales up to 4% with the charges for Enduring Bastion.
Unnatural Vigor Unnatural Preservation increases your damage reduction by 15% for 6 seconds.  Additionally, reduces the cooldwon of Unnatural Preservation by 5 seconds.
Shifting SIlhouette Using Phase Walk to return to its marked location grants Shifting SIlhouette, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additioally, the cooldown of Phasewalk  is reduced by 15 seconds and all defences are increased by 30% for the duration of Shifting Silhouette.
Enfeabling Strike Strike the target with your lightsbaer dealing x – x weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds.
Replaces Saber Strike.

Tacticals

Corruption (Heals)

TACTICAL DESCRIPTION  SOURCES
All for One Revivification heals more the less allies it affects
Operation Bosses
One for All Revivification heals more for each allies it affects
Flashpoint Bosses
RSVP: Plus One*
Roaming Mend can now heal up to 5 targets instead of 4.
Flashpoints
Storm’s Succor Damaging an enemy with Volt Rush causes your ally closest to the enemy to be healed, scaling with how many Energized charges you have
Daily/Weekly Mission Crates

Lightning (DPS)

TACTICAL DESCRIPTION  SOURCE
Element Convention
Volt Rush triggers Lightning Storm when activated. Chain Lightning gives you Volt Flux, causing your Volt Rush to arc to multiole targets for the next 10 seconds.
Flashpoint Bosses
Eyrin’s Haste
Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks. Lighning Bolt and Thunderng Blast deal 10% more damage while Convection is active.
Operation Bosses
Stormwatch
Lightning Flash applies Stormwatch to it’s targets. For the next 10 seconds, whenever the target takes damage from Affliction, Crushing Darkness, or Thundering Blast a lightning bolt is called down upon the target dealing X energy damage.
Flashpoint Bosses
Ticking Force Bomb
Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks
Daily/Weekly Mission Crates

Madness (DPS)

TACTICAL DESCRIPTION  SOURCE
Slow Mercy Death Field spreads Force Slow’s effect. Demolish hits all nearby targets affected by your Deathmark and Force Storm does 15% more damage to targets affected by your Deathmark
Daily/Weekly Mission Crates
Mystic’s Ruthless Blade Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech and causes the next Force Leech to activate instantly
Operation Bosses
The Rushdown When Force Lightning generates 4 stacks of Wrath you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less force. Volt Rush consumes all stacks of Wrath
Flashpoint Bosses
Tempest of Rho Lightning Strike has a 100% chance and Force Lightning has 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage
Flashpoint Bosses

All Specs

TACTICAL DESCRIPTION  SOURCE
An Explosive Return
Returning to your Phase Walk marker causes an force explosion around you, dealing damage to any enemies around.
Conquest Crates
Cleanse the Agony
Consuming Darkness lowers the cooldown of Expunge by 3 seconds.
Crafted – Artifice
Endless Barrier
Activating Unnatural Preservation removes Static Barrier’s Deionize effect from you.
PvP Crates
A Healing Hand
Extrication now heals you and the target and makes your next Resurgence free.
Daily/Weekly Mission Crates

Gear Sets and Bonuses

Inquisitor

GEAR 2 SET 4 SET 6 SET
Name of Dire Retaliation Endurance +2% Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit. This effect can only occur once every 10 seconds.  
Name of the Controller Endurance +2% Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind  
Soulbender Mastery +2%
Electrocute’s stun lasts an additional 2 seconds
 
Decelerators Mastery +2% Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration  

Sorcerer

GEAR 2 SET 4 SET 6 SET
Name of the Gathering Storm Mastery +2% Force Speed makes your next Force attack deal 20% more damage and Force attacks deal 20% more damage while Polarity Shift is active Activating Force Speed reduces the cooldown of Polarity Shift by 10 seconds. Using Polarity Shift immediately after adds 10 seconds to its duration
Endless Offensive Mastery +2% Volt Rush deals 10% more damage
Energize now stack up to 3 times. Force Speed immediately recharges one Volt Rush ability charge
Empowered Restorer’s Alacrity +2% Dark Heal’s critical chance is increaased by 10%
Dark Heal heals more if you have a Consuming Darkness or Reverse Corruption stack and consumes 1 stack upon use
Revitalized Mystic’s Alacrity +2% Reduces the cooldown of Innervate by 1.5 seconds Healing a target with another ability while Resurgence is active on them has a chance to cause an extra Resurgence tick for half. Refreshing Resurgence on a target refunds some force

Sources

Where to get the new Set Bonuses (besides Vendors).

NAME SPEC SOURCE
Controller Inquisitor Crafting – Synthweaving
Decelerators Inquisitor PvP Crates
Dire Retaliation Inquisitor Conquest Crates
Empowered Restorer’s Sorcerer Conquest Crates
Endless Offensive Sorcerer Dxun Operation Bosses
Gathering Storm Sorcerer Operation Bosses
Revitalized Mystic’s Sorcerer Conquest Crates
Soulbender Inquisitor Daily/Weekly Mission Crates

Charges

Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice. 
You have to have at least 1 Charge to be able to use an Ability with Charges.

When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.

Sorcerers have an Ability with Charges.

CLASS ABILITY/SET BONUS/TACTICAL CHARGES BASE COOLDOWN
Sorcerer Ability – Volt Rush 3 10 seconds

Special Thanks

I’d like to thank Andynul for helping me gather all the information from the PTS.

Categories
6.0 Class Changes Game Update 6.0 Onslaught

6.0 Marauder Changes, Set Bonuses and Tactical Items

Listing of all the Set Bonuses and Tacticals Items available for Marauders.

Updated for Onslaught.



New Ability

Furious Power – Activating this ability consumes all ability charges of Furious Power and applies Furious Power stacks to you. Each stack increases your next direct target single melee attack by 25% and is consumed whenever you deal damage with these attacks. Regains 1 charge every 30 seconds. You get this ability ay level 72.


New Utility Changes

Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up.

To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.

Click on image to enlarge.

Skillful

UTILITY DESCRIPTION
Cloak of Carnage Increases the damage done by Cloak of Pain by 15% and increases its duration by 4 seconds.
Inexorable You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally,, the cooldown of Unleash is reduced by 30 seconds.
Path Carver Sweeping Slash deals 25% more damage.
Overwhelm Ravage immobilises the target for 3 seconds.
Brazen Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds.
Cloak of Rage While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Interceptor Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.

Masterful

UTILITY DESCRIPTION
Subjugation Reduces the cooldown of Obfuscate by 15 seconds and increases its range by 6 meters. In addition, the cooldown of Disruption is reduced by 2 seconds, and Cloak of Pain can be used while stunned.
Phantom Increases your movement speed by 15% and movement speed bonus of Force Camoflague by 20%. Additionally, increases the duration of Force Camoflague by 2 seconds.
Relentless Predation no longer requires or consumes Fury, but will go on cooldown for 30 seconds when activated.
Strangulate Reduces the cooldown of Force Choke by 15 seconds.
Maiming Reach Increases the range of Crippling Slash to 10 meters. Additionally, Crippling Slash now consumes 2 less rage and immobilises the target for 3 seconds. This immobilising effect cannot be applied to the same target moer than once every 10 seconds.
Expunging Camoflague Force Camoflague removes all cleansable effects when activated.
Undying Increases the duration of Undying Rage by 2 seconds and reduces its cooldown by 30 seconds.
Cloak of Annhilation Each use of Assault, Battering Assault, and Crippling Slash reduces the active cooldown of Cloak of Pain by 3 seconds.

Heroic

UTILITY DESCRIPTION
Unbound When Predation is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Predation is increased by 30%.
Brooding Reduces the cooldown of Intimidating Roar by 15 seconds. In addition, you build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds.
Through Victory Mad Dash can be used  while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
Blood Ward Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds,a nd getting attacked while Saber Ward is active heals you for 3% of your maximum health. This healing effect cannot occur more than once every second.
Thirst for Rage Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds.
Ruthless Aggressor Vicious Throw refunds 2 rage when used on a target affected by your Obfuscate and can beused on any target affected by your Obfuscate, regardless of remaining health. Additioally, activating Obfuscate grants you Ruthless Aggressor, reducing the damamge you take from Force and tech attacks by 75% for 6 seconds.
Hidden Savagery While Force Camoflague is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camoflague.
Interloper Force Charge grants Interloper, allowing you to activate Force Charge a second time. Interoper alsts up to 7.5 seconds and is removed if Force Charge is reused. If Interloper is not utilised by the end of its duration, Force Charge is placed on a 7.5 second cooldown. Additionally, Force Charge now builds 2 Fury.

Tacticals

Annihilation

TACTICAL DESCRIPTION  SOURCE
Malmourral Mask
When Annihilate deals damage to an enemy affected by Force Rend triggers a burst of damage up to 8 targets around
Flashpoint Bosses
Not Time for Fools
Annihilate automatically kills standard and weak enemies with less than 30% health. Killing and enemy this way resets the cooldown of Annihilate
Daily/Weekly Mission Crates
Spiteful Saber Vicious Slash, Vicious Throw, and Dual Sbaer Throw refreashes the duration of your Rupture’s bleed effect and ticks its damage
Daily/Weekly Mission Crates
Thirsty Blade Ravage deals 5% more damage for each bleed stacked on the target up to 25%
Flashpoint Bosses

Carnage

TACTICAL DESCRIPTION  SOURCE
Andeddu’s Malevolence Ferocity is always active but only gives a 50% armour penetration Operation Bosses
Fanged God Form
Using Massacure adds Hyper stacks to you increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times. Last 10 seconds or until an ability other than Massacre is used
Flashpoint Bosses
The Prosecution Devastating Blast is now affacted by Furious Power Daily/Weekly Mission Crates
Tome of Smashacre Smash causes your next Massacre to do damage up to 8 enemies near the primary target
Flashpoint Bosses

Fury

TACTICAL DESCRIPTION SOURCE 
Causterised Coronary Furious Strike causes its target to bleed Operation Bosses
Enrage Crush
Raging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in an area around the primary target
Flashpoint Bosses
Force Barter
Furious Strike refunds one additional rage after it hits but refunds all its rage if you have fallen to zero
Flashpoint Bosses
Preserverance Using Obliterate with Furious Power causes it to critically hit Daily/Weekly Mission Crates

All Specs

TACTICAL DESCRIPTION  SOURCE
Defel Spliced Genes Activating Predation finishes the cooldown of Force Camouflage Daily/Weekly Mission Crates
Grievous Wounds Crippling Slash’s trauma and slow effects last twice as long PvP Crates
Hidden Power Force Camouflage generates 2 rage per second Conquest Crates
Undying Cloak
Taking damage while Cloak of Pain is active reduces the cooldown of Undying Rage by 5 seconds per hit. Cannot occur more than once every 2 seconds
Crafted – Cybertech

Gear Sets and Bonuses

Sith Warrior

GEAR 2 SET 4 SET 6 SET
Descent of the Fearless Mastery +2% Whenever you gain or use a Furious Power ability charge while in combat, your damage is increased by 10% for 10 seconds Dealing damage has a 10% chance to build a Furious Power ability charge. Can only occur once every 5 seconds
Nimble Master Alacrity +2%
Force Charge gets two charges
 
Perfect Form Mastery +2% Vicious Slash and Massacre deal 5% more damage Vicious Slash, Massacre, and Sweeping Slash add Vicious Thirst stacks to their targets stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increasing your damage by 3% per stack for 10 seconds
The Undying Endurance +2%
After executing Mad Dash you gain 20% damage reduction for 6 seconds
 
Tormented Power +2%
After Force Choke stun effect finished, it slows its target and every target nearby it for 6 seconds
 
Force Bound Accuracy Rating +2%
Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimiadting Roar wears off.
 

Marauder

GEAR 2 SET 4 SET 6 SET
Dashing Blademaster’s Alacrity +2% Mad Dash’s cooldown is reduced by 10 seconds Activating Mad Dash while under Force Camouflage makes it critically hit and slows and target it damages
Name of the Culling Blade Mastery +2% Activating Dual Saber Throw grants Dispatcher’s Challenge, making your next Vicious Throw critically hit. This effect cant occur more than once every minute Using Dual Saber Throw with Furious Power grants Dispatcher, finishing the cooldown of Force Charge and making your next Vicious Throw usable on any target

Sources

Where to get the new Set Bonuses (besides Vendors).

NAME SPEC SOURCE
Culling Blade Marauder Dxun Operation Bosses
Dashing Blademaster’s Marauder Operation Bosses
Descent of the Fearless Sith Warrior Daily/Weekly Mission Crates
Force Bound Sith Warrior Crafting – Synthweaving
Nimble Master Sith Warrior PvP Crates
Perfect Form Sith Warrior PvP Crates
The Undying Sith Warrior Conquest Crates
Tormented Sith Warrior PvP Crates

Charges

Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice. 
You have to have at least 1 Charge to be able to use an Ability with Charges.

When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.

Sith Warrior’s have an Ability and Set Bonus with Charges.

CLASS ABILITY/SET BONUS/TACTICAL CHARGES BASE COOLDOWN
Sith Warrior Ability – Furious Power 4 30 seconds
Sith Warrior Set Bonus – Nimble Master (Force Charge) 2 15 seconds

Special Thanks

I’d like to thank Andynul for helping me gather all the information.

Categories
6.0 Class Changes Game Update 6.0 Onslaught

6.0 Juggernaut Changes, Set Bonuses and Tactical Items

Listing of all the Set Bonuses and Tacticals Items available for Juggernauts.

Updated for Onslaught.



New Ability

Furious Power – Activating this ability consumes all ability charges of Furious Power and applies Furious Power stacks to you. Each stack increases your next direct target single melee attack by 25% and is consumed whenever you deal damage with these attacks. Regains 1 charge every 30 seconds. You get this ability ay level 72.


New Utility Changes

Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up.

To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.

Click on image to enlarge.

Skillful

UTILITY DESCRIPTION
Payback Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
Warmonger Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
Overwhelm Ravage Immobilises the target for 3 seconds.
Path Carver Sweeping Slash deals 25% more damage.
Deadly Reprisal Taking non-periodic area of effect damage generates 2 rage. This effect cannot occur more than once per second.
Unyielding You generate 4 rage when stunned, immobilised, put to sleep, or knocked around.
Pooled Hatred Whenever your movement is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 sconds.
Sonic Wall Threatening Scream protects all allies within range, excluding yourself, granting Sonic Wall, which abosrbs a moderate amount of damage. Lasts 10 seconds.

Masterful

UTILITY DESCRIPTION
Crushing Fist For Immortal discipline, Smash slows the targets it damages by 60% for 10 seconds. For Vengeance and Rage disiciplines, Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armor rating decreased by 20%.
Strangulate Reduces the cooldown of Force Choke by 15 seconds.
Unstoppable Force Charge grants Unstoppable, granting immunity to movement-imparing effects and effects that push or pull you around for 4 seconds.
Unshackling Rage Activating Enrage purges mvoement-imapring effects and increases your movement speed by 50% for 6 seconds.
Seething Hatred When you exit combat, the active cooldown of Force Charge, Enrage, and Saber Throw are reduced by 100%.
Hardened Defense For Vengeance and Rage, all area effect damage is reduced by 60% for 15 sdeconds after Threatening Scream is activated. For Immortal, all damage is reduced by 30% while stunned.
Through Power Enraged Defense increases your movment speed by 50% and grants immunity to movement-impairing effects while active.
Comsuming Rage Endure Pain removes all cleansable effects when activated.

Heroic

UTILITY DESCRIPTION
War Bringer Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. Lasts up to 15 seconds.
Through Passion Reduces the cooldown of Enraged Defense by 30 seconds.
Through Victory Mad Dash can be used  while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
Piercing Chill Chilling Scream pierces enemies with an aching chill, dealing x elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
Thrown Gauntlet Reduces the cooldwon of Force Push and Intimidating Roar by 15 seconds. Additionally, Saber Throw immobilizes the target for 3 seconds.
Extending Roar Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.
Intimidating Presence Force Charge finishes the cooldown on Disruption. In addition, Saber Reflect lasts 2 seconds longer, and if Soresu form is being utilized, generates a high amount of threat on all enraged enemies within 30 meters when activated.
Reckoning Interecede grants Reckoning, increasing the damage dealt by your next lmelee ability by 20%. This effect alsts for 10 secodns. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.

Tacticals

Immortal (Tanking)

TACTICALS DESCRIPTION  SOURCE
Leviathan’s Hide Crushing Blow generates stacks of Crushing Defense for every enemy it hits, granting 2.5% increase damage reduction per stack for 10 seconds. stacks up to 8 times
Daily/Weekly Mission Crates
Jaw Breaker Using Backhand while Invincible extends the duration of Invinciable by 5 seconds
Operation Bosses
Hord’s Makashi Strike Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.
Flashpoint Bosses

Vengeance (DPS)

TACTICALS DESCRIPTION  SOURCE
Cut to Pieces When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second
Flashpoint Bosses
Hemophilic Slash Vicious Slash refreshes the duration of Force Scream and Impale’s bleeds on the target
Flashpoints Bosses
A Vicious Cycle Hew triggers a Retailation that does 30% more damage Operation Bosses

Rage (DPS)

TACTICALS DESCRIPTION SOURCE
Unknowing Ancient Text Force Crush builds a Furious Power ability charge Operation Bosses
Joiner’s Pressure Activating Force Push on a target affected by Force Crush grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds
Operation Bosses
Syn’s Second Amulet Retaliation refunds one rage and finishes the cooldown of Furious Strike Flashpoint Bosses

All Specs

TACTICALS DESCRIPTION SOURCE
Embrace the Pain The cooldown of Enraged Defense is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. Crafted – Biochem
Higher Focus Enrage builds one Furious Power ability charge Conquest Crates
Rancor’s Tail Activating Saber Ward finishes the cooldown of Force Push PvP Crates
Shielding Shadow* Intercede gives you 3% damage reduction per ally nearby for 6 seconds ?
Throwing Arm Saber Throw lowers the targets accuracy by 70% for 6 seconds. PvP Crates

Gear Sets and Bonuses

Sith Warrior

GEAR 2 SET 4 SET 6 SET
Descent of the Fearless Mastery +2% Whenever you gain or use a Furious Power ability charge while in combat, your damage is increased by 10% for 10 seconds Dealing damage has a 10% chance to build a Furious Power ability charge. Can only occur once every 5 seconds
Nimble Master Alacrity +2%
Force Charge gets two charges
 
Perfect Form Mastery +2% Vicious Slash and Massacre deal 5% more damage Vicious Slash, Massacre, and Sweeping Slash add Vicious Thirst stacks to their targets stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increasing your damage by 3% per stack for 10 seconds
The Undying Endurance +2%
After executing Mad Dash you gain 20% damage reduction for 6 seconds
 
Tormented Power +2%
After Force Choke stun effect finished, it slows its target and every target nearby it for 6 seconds
 
Force Bound Accuracy Rating +2%
Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimiadting Roar wears off.
 

Juggernaut

GEAR 2 SET 4 SET 6 SET
Name of Flawless Riposte Mastery +2% Retaliate no longer has a cooldown Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next retaliation by 10% per stack
Lord of Pain Endurance +2% Threatening Scream’s cooldown is reduced by 5 seconds Threatening Scream increases your damage reduction by 2.5% for each enemy it hits. This effect lasts 10 seconds

Sources

Where to get the new Set Bonuses (besides Vendors).

NAME SPEC SOURCE
Descent of the Fearless Sith Warrior Daily/Weekly Mission Crates
Flawless Riposte Juggernaut Dxun Operation Bosses
Force Bound Sith Warrior Crafting – Synthweaving
Lord of Pain Juggernaut Operation Bosses
Nimble Master Sith Warrior PvP Crates
Perfect Form Sith Warrior PvP Crates
The Undying Sith Warrior Conquest Crates
Tormented Sith Warrior PvP Crates

Charges

Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice. 
You have to have at least 1 Charge to be able to use an Ability with Charges.

When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.

Sith Warrior’s have an Ability and Set Bonus with Charges.

CLASS ABILITY/SET BONUS/TACTICAL CHARGES BASE COOLDOWN
Sith Warrior Ability – Rabid Furor 4 30 seconds
Sith Warrior Set Bonus – Nimble Master(Force Charge) 2 15 seconds

Special Thanks

I’d like to thank Andynul for helping me gather all the information from the PTS.

Categories
Game Update 6.0 Onslaught

6.0 Generic Set Bonuses and Tactical Items for All Classes

Listing of all the generic Set Bonuses and Tacticals Items useable by all Classes.

Updated for Onslaught.


General Set Bonuses

GEAR 2 SET 4 SET 6 SET
Avenger Power +2% Inceases your damage dealt by 5% while you Guard another player  
Beserker Critical Rating +2% Increases Damage dealt by 5% increases Damage taken by 10%  
The Entertainer Endurance +2% Using a Rest and Recharge ability buffs nearby allies for increased xp, mastery, and endurance. Last 1 hour.  
Name of the Final Breath Reduces Damage Taken by 2% while health is below 50% Reduces Damage Taken by 3% while health is below 50% Increases Defense by 10% while health is below 50%
Name of Dying Precision Increase Critical Rating by 112 while health is below 50%. Increases Critical Rating by 230 while health is below 50% Increases Critical Rating by 10% while health is below 50%
Rapid Response Increases Alacrity by 3% while health is below 50% Increases Alacrity by 5% while health is below 50% Increases Alacrity by 10% while health is below 50%
Preserver Shield Rating +2% Passively regenerates 1% of maximum health every 10 seconds  
Stationary Grit Alacrity +2% Increases damage dealt by 3% while not moving or increases Armor Rating by 10% while moving  
Taskmasters Alacrity +2% Significantly increases the attack and activation speed of your Companion  
Trishin Retort* Power +2% Shielding an attack causes your generator to overdrive. Deals X weapon damage up to 8 enemies within 2 meters  
The Victor Defense Rating +2% Defeating enemies heals you for 20% of your maximum health. 5 Second Cooldown
In addition to the heal effect you gain a brief bonus to movement speed when defeating enemies
Stimulated Alacrity +2% Increases Mastery by 100 while under the effects of a stimpack  

*Missing from 6.0 Patch Notes.

Generic Set

This gear set has not set bonus.

GEAR EQUIP
Amplified Champion This equipment shell is enhanced with additional powerful Amplifier opportunies

Sources

NAME SOURCE
Amplified Champion Conquest Crates
Avenger PvP Crates
Berserkers Operation Bosses
Dying Precision Onderon Reputation Vendor
Preserver Corellia Flashpoint Bosses
Rapid Response Daily/Weekly Mission Crates
Stationary Grit Daily/Weekly Mission Crates
Stimulated Flashpoint Bosses
Taskmaster’s Daily/Weekly Mission Crates
The Entertainer’s Daily/Weekly Mission Crates
The Final Breath Daily/Weekly Mission Crates
The Victor Conquest Crates
Trishin’s Retort Daily/Weekly Mission Crates

General Tactical Items

Tactical Items are a new gear slot coming with Onslaught. Here are all the ones useable by all classes.

TACTICAL ITEM DESCRIPTION  SOURCE
A Breath of Fresh Air
Every third Activation of your basic attack restores 10% of your Class Resource.
Onderon Reputation Vendor
Biorythmn
Dealing damage increases all ehaling done, Healing increases all damge done. Stacks up to 5 times. Only one effect can be active at a time.
Onderon Reputation Vendor
Durasteel Wall Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. Daily/Weekly Mission Crates
Krall’s Accord
Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield in that order.
Onslaught Story
Luck Always Changes
Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit.
Corellia Flashpoint Bosses
Overwhelming Offense
Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times.
Daily/Weekly Mission Crates
Reliquary of Time
Reduces cooldown of on use relics by 5%
Daily/Weekly Missions Crates
Rolling Boil
Increases Mastery by 5% for 5 seconds when a relic triggers
Daily/Weekly Missions Crates
The Life Warden Taking damage below 20% health will heal you for a large amount, 10 minute cooldown. Conquest Crates

Special Thanks

I’d like to thank Andynul for assisting me with this Guide.

Categories
Star Wars The Old Republic

6.0 Preliminary Juggernaut Ability, Tactical Items, and Set Bonuses

For the PTS version, see this article –
https://mmobits.com/2019/07/26/6-0-juggernaut-changes-set-bonuses-and-tactical-items/


Here is a preliminary listing of all the Tactical Items and Set Bonuses as well as a description of the new ability for Juggernauts published by the Devs.

Note: This is all subject to change.

Also, if you are a Guardian player, you can expect to see these set bonuses, ability and tacticals mirrored for you as well, they are still in process.


Charges

You will see bonuses which refer to charges. They are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.


New Ability

Furious Focus

(this is a mirror of the new Marauder ability)

Furious Focus has 4 ability charges and recharges every 30 seconds. Activating Furious Focus consumes all charges causing your next attacks to do 25% additional damage. Ex: If you consume 3 charges, your next 3 attacks do 25% increased damage.


Warrior Set Bonuses

These set bonuses will be usable by both Marauders and Juggernauts.

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (Stat benefits, etc).

  • Ubercharge – Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
  • Sap – After Force Choke finishes, it slows its target and every target nearby it for 6 seconds.
  • Positioning – After executing Mad Dash, you gain 20% damage reduction for 6 seconds.
  • Blinding Fear – Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimidating Roar wears off.
  • Critical Focus – Critically hitting has a 20% chance to build a Furious Focus charge. Can only occur once every 10 seconds.
  • Vicious Thirst – Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.

Juggernaut Set Bonuses

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).

  • Retaliator – Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next Retaliation by 10% per stack.
  • Strengthening Scream – Threatening Scream increases your damage reduction by 5% for each enemy you hit. This effect lasts 10 seconds.

Juggernaut Tactical Items

Tacticals are a new item slot coming in Onslaught. You can only wear one Tactical item at a time. 

Juggernaut

  • Higher Focus – Enrage builds one Furious Focus charge.
  • Keep Away – Activating Saber Ward finishes the cooldown of Force Push.
  • Grit Teeth – Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds.
  • Interceding Defense – Reduces the cooldown of Intercede by 5 seconds. Intercede grants 2.5% damage reduction per ally around you after Interceding.

Immortal

  • Crushing Defense – Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
  • Indomitable – Using Backhand while Invincible extends the duration of Invincible by 5 seconds.
  • Retaliating Defense – Retaliation consumes Aegis Assault’s damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.

Vengeance

  • Bloody Vengeance – When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.
  • Payback – Retaliation finishes the cooldown of Hew and allows it to be usable on a target with any health level, it also causes your next Hew to enable Retaliation. This effect cannot occur more than once every 10 seconds.
  • Crimson Slash – Vicious Slash refreshes the duration of Force Scream and Impale’s bleeds on the target.

Rage

The current plan is that these will be mirrored to the Fury options they listed for the Marauder. They may add some unique ones as well.

(Marauder) Fury

  • Detonate – Raging Burst detonates Force Crush, dealing damage and slowing any enemies in an area around the primary target.
  • Obliterator – Using Obliterate with Furious Focus causes it to critically hit.
  • Force Barter – Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.
Categories
Star Wars The Old Republic

6.0 Preliminary Marauder Ability, Tactical Items, and Set Bonuses

For the PTS version, see this article –
https://mmobits.com/2019/07/26/6-0-marauder-changes-set-bonuses-and-tactical-items/

Here is a preliminary listing of all the Tactical Items and Set Bonuses as well as a description of the new ability for Marauders published by the Devs.

Note: This is all subject to change.

Also, if you are a Sentinel player, you can expect to see these set bonuses, ability and tacticals mirrored for you as well, they are still in process.


Charges

You will see bonuses which refer to charges. They are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.


New Ability

Furious Focus

Furious Focus has 4 ability charges and recharges every 30 seconds. Activating Furious Focus consumes all charges causing your next attacks to do 25% additional damage. Ex: If you consume 3 charges, your next 3 attacks do 25% increased damage.


Warrior Set Bonuses

These set bonuses will be usable by both Marauders and Juggernauts.

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (Stat benefits, etc).

  • Ubercharge – Force Charge gets two ability charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
  • Sap – After Force Choke finishes, it slows its target and every target nearby it for 6 seconds.
  • Positioning – After executing Mad Dash, you gain 20% damage reduction for 6 seconds.
  • Blinding Fear – Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimidating Roar wears off.
  • Critical Focus – Critically hitting has a 20% chance to build a Furious Focus charge. Can only occur once every 10 seconds.
  • Vicious Thirst – Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.

Marauder Set Bonuses

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).

  • Dispatcher – Using Dual Saber Throw with Furious Focus grants Dispatcher, finishing the cooldown of Force Charge and making your next Vicious Throw usable on any target.
  • From the Shadows – Activating Mad Dash while under Force Camouflage makes it critically hit and slows any targets it damages.

Marauder Tactical Items

Tacticals are a new item slot coming in Onslaught. You can only wear one Tactical item at a time. 

Marauder

  • Apex Predator – Activating Predation finishes the cooldown of Force Camouflage.
  • Frenzied Focus – Frenzy builds a Furious Focus charge.
  • Hidden Power – Force Camouflage generates 2 rage per second while active.

Annihilation

  • Exterminator – Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.
  • Rapid Rupture – Refreshing Rupture deals double damage on initial hit.
  • Vicious Saber – Vicious Slash applies all of your Deadly Saber stacks to its target at once and resets the cooldown of Deadly Saber.

Carnage

  • Unstable Focus – Using Devastating Blast with Furious Focus causes Devastating Blast to explode, dealing damage to all targets in the area.
  • Hyper – Using Massacre adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times. Last 10 seconds or until an ability other than Massacre is used.
  • Bloody Focus – Using Gore with Furious Focus causes its target to bleed.
  • Always Ferocious – Ferocity is active all the time, but only grants 50% armour penetration.

Fury

  • Detonate – Raging Burst detonates Force Crush, dealing damage and slowing any enemies in an area around the primary target.
  • Obliterator – Using Obliterate with Furious Focus causes it to critically hit.
  • Force Barter – Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.


Categories
Star Wars The Old Republic

6.0 Preliminary Sorcerer Ability, Tactical Items, and Set Bonuses

For the PTS version, see this article –
https://mmobits.com/2019/07/26/6-0-sorcerer-changes-set-bonuses-and-tactical-items/

Here is a preliminary listing of all the Tactical Items and Set Bonuses as well as a description of the new ability for Sorcerers by the Devs.

Note: This is all subject to change.

Also, if you are a Sage player, you can expect to see these set bonuses mirrored for you as well, they are still in process.


Charges

You will see bonuses which refer to charges. They are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.


New Ability

Volt Rush

Deals energy damage to your target and energizes you for up to 5 seconds. The Energize effect can stack twice, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and a recharge timer of 10 seconds.


Inquisitor Set Bonuses

These set bonuses will be usable by both Assassins and Sorcerers.

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (Stat benefits, etc).

  • Decelerate – Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration.
  • Gyre – The cooldown of Whirlwind is reduced by 10 seconds. In addition, killing any enemy before Whirlwind ends resets the cooldown of Whirlwind.
  • Seething Power – Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit. This effect can only occur once every 10 seconds.
  • Powered Electrocute – Electrocute’s stun lasts an additional 2 seconds.

Sorcerer Set Bonuses

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).

  • Energized Overload – Overload energizes you. Volt Rush deals more damage when you are under the Energize effect.
  • Gathering Storm – Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds. Using Polarity Shift immediately after extends its duration.
  • Dark Consumption – Dark Heal heals more if you have a Weary or Reverse Corruption stack and consumes 1 stack upon use.
  • Revitalize – Healing a target with another ability while Resurgence is active on them has a chance to cause an extra Resurgence tick for half. Refreshing Resurgence on a target refunds some force.

Sorcerer Tactical Items

Tacticals are a new item slot coming in Onslaught. You can only wear one Tactical item at a time. 

Sorcerer

  • Dark Cleanse – Consuming Darkness lowers the cooldown of Expunge by 3 seconds.
  • Liberate – Extrication now heals you and the target and makes your next Resurgence free.
  • Preserve Self – Activating Unnatural Preservation removes Static Barrier’s Deionize effect from you.
  • Dark Return – Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around.

Corruption

  • All For One – Revivification heals more for each ally it affects.
  • One For All – Revivification heals more the fewer allies it affects.
  • Extra Mend – Roaming Mend can now heal up to 5 targets instead of 4.
  • Healing Volts – Damaging an enemy with Volt Rush causes your ally closest to the enemy to be healed, scaling with how many Energized stacks are on the enemy.

Lightning

  • Death Channel – Forked Darkness now has a greater chance to activate and Crushing Darkness deals more damage each time it ticks.
  • Volt Flux – Volt Rush triggers Lightning Storm when activated. Chain Lightning spreads the Energized effect and causes your next Volt Rush to arc to nearby targets.
  • Convection Burst – While under Convection, activating Lightning Flash grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks.
  • Stormwatch – Lightning Flash applies Stormwatch to its targets. Anytime this target it critically hit in the next 10 seconds, a weaker Lightning Flash is applied to them.

Madness

  • Exhaustion Field – Death Field does 10% more damage to all targets spreads Force Slow’s effects.
  • Ruthless Demolition – Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech, and causes the next Force Leech to activate instantly.
  • Writhing Terror – Creeping Terror has a 10% chance to tick an additional time whenever Force Lightning deals damage.
  • Wrath Rushdown – When Force Lightning generates 4 stacks of Wrath, you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less Force. Volt Rush consumes all stacks of Wrath.