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

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Categories
Star Wars The Old Republic

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
Categories
Uncategorized

Exclusive NEW Mercenary/Commando Set Bonus coming in 6.1.1!

UPDATED with additional information from Developer Tracker.


Here is the new Mercenary Set Bonus coming in Game Update 6.1.1. It is healing focused.

Set Bonus – Rapid Response

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.

This set will be a guaranteed drop from NIM Dxun.

This Set Bonus will be the guaranteed Mercenary/Commando Set Bonus from the Master Mode difficulty of The Nature of Progress Operation. (Note: This Set Bonus will also have a small chance to be gotten via the random boxes from either Kai Zykken or the Spoils of War Vendor.)

This set will be available for testing on the 6.1.1 PTS along with other new Set Bonuses, Class Changes, NIM Dxun and Conquest Changes.

Categories
News Star Wars The Old Republic

6.1.1 Nightmare Dxun, Healing Changes + Conquest Changes coming to PTS soon!

Dan has once again posted on the Developer Tracker with more news on the upcoming Game Update 6.1.1.

Game Update 6.1.1 will now include NIM Dxun, Class Changes and new Set Bonuses, as well as the Conquest Changes, revealed yesterday.

6.1.1 PTS may be up this Friday!


Hey everyone,

Already there has been a lot of good feedback in this thread! After some internal discussion, the team has decided to merge Game Updates 6.1.1 and 6.1.2 together, in order to make everything available on PTS. This way, everyone can get hands-on experience for how these Conquest changes work and we can have more iterations of feedback.

We might be able to get PTS up by this Friday, but if not keep your eyes peeled for an update next week. This revised Game Update 6.1.1 will feature these Conquest changes, Master Mode difficulty for the Nature of Progress Operation, new Set Bonuses, and Class changes focused primarily on healing. Feedback threads for these other topics mentioned will be created for the PTS forum soon.

Thanks for the feedback and please keep it coming!

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 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
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.
Categories
Star Wars The Old Republic

How to get onto the PTS

Here is a Guide on how to get onto the PTS!

The only requirement for PTS access is to be an active Subscriber.

Currently on PTS – Onslaught Phase 1

Downloading the PTS

Since you will basically be redownloading the entire game (so yes, you need some space for it), I’d recommend finding the time to do this when you won’t want to play the game ie. in the morning before you go to work or when you’re sleeping.

  • Log in to the Star Wars The Old Republic launcher using your username and password.
  • Click on your account name in the top right-hand corner, then click on “Settings”.
  • Under “Enable Public Test Server Access”, select “Yes”.
  • Click “Save”.
  • Now click on the icon in the bottom-left corner (highlighted below).
  • Under “Pick an Environment” select “Public Test”.
  • Click “Next” and you will begin patching on the Public Test Server*.
  • When patching is complete, click “Play”.

How to boost your character to Level 75

When you create a fresh level 1 character on the PTS, all you have to do is find the glowing blue terminal (should be close to where you spawn). Click on it and it will transport you to Odessen and you will be boosted to Level 75 instantly.


Copying Your Character to the PTS

Rather than having to create a new Character, you can carry your existing characters from live servers onto the PTS. Here is how you do that.

Note: you are currently unable to copy characters onto the PTS (for the current phase of testing).

  • Log onto www.swtor.com.
  • Click on your account name in the top right-hand corner of the site.
  • Click “My Account.”
  • In the left column, click the link entitled “PTS Character Copy.”
  • Select the server and then the character that you wish to copy from.
  • Click the “Copy Character” button.
  • The site will display the current status of your character copy at the top of the page. Additionally, you can click the “View your character transfer history” link to see if the copy has completed.