5.0 class changes
We are still months away from KotET releasing, but here's an early overview of the class changes coming with 5.0. Keep in mind that this is based on an early PTS patch; there are many placeholders and everything is subject to change. We will update this article as new PTS patches are being deployed. (last update: October 11th, 2016)
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We appreciate the support from TORCommunity, SWTORHamster, SWTORCoconut and Delegate who helped cross-checking all the changes. Make sure to check out TorCommunity for updates as well!
Thanks to Snave and other players for discussing these changes on stream!
Contents
- Global changes
- Sith Juggernaut / Jedi Guardian changes
- Sith Marauder / Jedi Sentinel changes
- Sith Assassin / Jedi Shadow changes
- Sith Sorcerer / Jedi Sage changes
- Operative / Scoundrel changes
- Sniper / Gunslinger changes
- Powertech / Vanguard changes
- Mercenary / Commando changes
- Patch Notes and Known Issues
Global changes
- Classes have been simplified to make the game more approachable for new players.
- Base classes have been removed from the game; you have to choose an advanced class during character creation. This was previously only required for level 60 token characters and will now extend to level 1 characters. We don't know if and how existing base class characters will be affected.
- Ability pruning: With base classes removed, the advanced classes will now vary further than before. Various base class abilities are now restricted to one advanced class, ensuring that ranged players won't use melee abilities (and vice versa). This improves advanced class identity and simplifies the skill bar for new players.
- You no longer have multiple stances (Forms, Charges, Techniques, Cylinders, Cells) available at once. Instead, there is a passive stance that gets replaced depending on the current Discipline. This ensures that you cannot accidentally select the wrong stance.
- To improve the leveling process on advanced classes, many abilities get learned earlier than before. This reduces the "keystone ability" issue where you need to relearn the rotation every time you receive an important ability. Players receive the first Discipline passive at level 10 and the first utility slot at level 14.
- Abilities and passives that were automatically learned upon selecting an advanced class now have to be picked up from the class trainer at the respective level.
- All casted and channeled abilities have been removed from melee classes or turned into instants, making melee players more mobile.
- Stealthed players are now fully invisible, you can no longer see them even when you are right next to them. The stealth level increase that was previously tied to an ability (8s duration, 60s cooldown) is now always active. You can only reveal stealthed players with AoE abilities or increased stealth detection now. Players who were stealthed by an Operative's Infiltrate or a Scoundrel's Smuggle are not affected by this change; you can still see them if you are within 15 meters.
- Guard is no longer tied to the tanking stance and can now be used by DPS players as well.
- 60-second droid mezes have been removed from Agents/Smugglers and Marauders/Sentinels. Droids (and other NPCs) can still be mezed with the mezes from Sorcerers/Sages and Mercenaries/Commandos.
- Sorcerers/Sages and Hatred Assassins/Serenity Shadows had nearly all abilities nerfed by 2-10%. Other classes have not seen this many nerfs to damage and healing numbers but it's possible that this has yet to happen.
- Each Discipline receives a new passive at level 68 (new level cap is 70).
- This does not include Disciplines where the stance was moved from the advanced class to the Discipline, because the stance counts as the new passive. Since there still must be something at level 68 for these Disciplines, one of the existing passives now won't be granted until level 68.
- Disciplines that already included the stance received a new ability because the stance was changed from an ability to a passive.
- The number of utilities stays at 24 but they are organized differently.
- You can now select one additional utility, bringing the total number of slots to 8, up from 7.
- Some utilities have been combined, which means you now only need to spend one slot to get the bonuses from what previously were two utilities.
- Where utilities have been combined, new utilities have been added so that the total count stays at 24.
- You are now granted each utility slot three levels earlier than before:
- with 4.0 at levels 17, 25, 33, 41, 49, 57, 65
- with 5.0 at levels 14, 22, 30, 38, 46, 54, 62, 70
- Instead of three tiers with 8 utilities each, there are now four tiers with 6 utilities each.
- As before, you need to spend a certain amount of utility points in the lower tiers before you can access the higher tiers.
- During 4.0, the required numbers were 0, 3 and 5.
- With 5.0, they will be 0, 2, 4 and 6.
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Sith Juggernaut / Jedi Guardian
- Ravage/Blade Dance has been turned into an instant ability.
- Saber form is now passive and automatically set depending on the Discipline.
- Guard can be used by DPS players.
Discipline changes
Rage/Focus gets a new passive at level 68 and Vengeance/Vigilance gets a new ability at 42 because Shien Form was changed from a passive to an active. Immortal/Defense got no new ability or passive because Soresu Form has been added instead.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Marauders/Sentinels.
Updated discipline paths
Rage / Focus
Vengeance / Vigilance
Immortal / Defense
Updated list of utilities by tier
Sith Marauder / Jedi Sentinel
- Ravage/Blade Dance has been turned into an instant ability.
- The weapon form is now a passive and automatically selected depending on the Discipline.
- The 60 second droid mez has been removed.
Discipline changes
- Bloody Slashes/Burning Slices was moved from Carnage/Combat to Fury/Concentration.
- To make up for it, Carnage/Combat had part of the effect from Execute/Opportune Attack split into a new passive, Disembowel/Exercise. Because Ataru Form is now a passive, they also received a new ability, Gore/Lance.
- Annihilation/Watchman did not receive a new passive because they received the Juyo Form passive instead.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Juggernauts/Guardians.
Updated discipline paths
Fury / Concentration
Annihilation / Watchman
Carnage / Combat
Updated list of utilities by tier
Sith Assassin / Jedi Shadow
- Two non-instant abilities are now for Sorcerers/Sages only.
- Phase Walk is now for Sorcerers/Sages only.
- Various abilities have been nerfed and now deal less damage.
- Guard can now be used by DPS players.
- Blackout has been merged into stealth.
- The stance (Charge/Technique) is now passive and is automatically set depending on the Discipline.
Discipline changes
- Hatred/Serenity receives a new passive at level 68.
- Deception/Infiltration receives a new ability because the stance was turned from an ability into a passive.
- Darkness/Kinetic Combat receives no new passive because it now has the passive stance.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Sorcerers/Sages.
Updated discipline paths
Hatred / Serenity
Deception / Infiltration
Darkness / Kinetic Combat
Updated list of utilities by tier
Sith Sorcerer / Jedi Sage
- Thrash/Double Strike was removed because Sorcerer/Sage is a ranged class.
- The Saber Strike basic attack remains available, though there is a new Legendary utility that replaces Saber Strike with Enfeebling Lash (6s cooldown), immobilizing players for 3 seconds.
- Various abilities had their damage and healing nerfed.
Discipline changes
- All Disciplines receive a new passive at level 68.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Assassins/Shadows.
Updated discipline paths
Lightning / Telekinetics
Madness / Balance
Corruption / Seer
Updated list of utilities by tier
Operative / Scoundrel
- Operatives/Scoundrels receive a new ability Toxic Haze / Bushwhack. This is a PBAoE attack that will also stun PvE mobs. In the healing Discipline, this gets turned into a GTAoE.
- Sneak has been merged into Stealth and is now always active, turning stealthed Operatives/Scoundrels invisible unless enemy players have talents to increase stealth detection.
- Slice Droid was removed but Operatives/Scoundrels still have the 60 second mez from stealth for non-droids.
- Cover has been removed, it is now a baseline for Snipers/Gunslingers only.
- Snipe/Charged Burst, a 30 meter attack, was removed because the Operative/Scoundrel is a melee class; it is only usable by Snipers/Gunslingers now.
Discipline changes
The new passives are automatically granted at level 68.
Utility changes
We don't yet know which tier the utilities will be in.
Updated list of abilities by level
B = base class ability, shared with Snipers/Gunslingers.
Updated discipline paths
Medic / Sawbones
Lethality / Ruffian
Concealment / Scrapper
Updated list of utilities by tier
Note: Operative utilities have not yet been updated into the new 4-tier layout; this will likely be fixed in an upcoming PTS patch.
Sniper / Gunslinger
- The 4 second hard stun was moved to Operatives/Scoundrels, therefore Snipers/Gunslingers receive a new hard stun. The 60 second droid mez has been removed.
- Two melee abilities have been moved to Operatives/Scoundrels because the Sniper/Gunslinger is a ranged class.
Discipline changes
The new passives are automatically granted at level 68.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Operatives/Scoundrels.
Updated discipline paths
Marksmanship / Sharpshooter
Virulence / Dirty Fighting
Engineering / Saboteur
Updated list of utilities by tier
Powertech / Vanguard
- The AoE abilities have been reworked.
- The tanking stance requirement has been removed from Guard, allowing DPS players to use Guard.
- One of the defensive cooldowns has been slightly nerfed.
- Leaping to a target now deals 33% less damage to ensure it is not overpowered in combination with the new Battering Ram utility.
- The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
Discipline changes
Pyrotech/Plasmatech receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Mercenaries/Commandos.
Updated discipline paths
Pyrotech / Plasmatech
Advanced Prototype / Tactics
Shield Tech / Shield Specialist
Updated list of utilities by tier
Mercenary / Commando
- New defensive cooldown: Responsive Obviation / Echoing Deterrence.
- Two melee abilities have been removed because the Mercenary/Commando is a ranged class.
- One of the defensive cooldowns has been slightly nerfed.
- The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
Discipline changes
Innovative Ordnance/Assault Specialist receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.
Utility changes
Updated list of abilities by level
B = base class ability, shared with Powertechs/Vanguards.
Updated discipline paths
Innovative Ordnance / Assault Specialist
Arsenal / Gunnery
Bodyguard / Combat Medic
Updated list of utilities by tier
Patch Notes and Known Issues
This is a list of issues we have identified in the current PTS build, as well as changes between patches. It is mainly for internal use, feel free to ignore it.
Known issues
- General
- Various ability icons are still placeholders.
- Various German and French translations are still missing.
- Set bonuses are still missing on level 70 gear.
- Heroic Moment legacy abilities were left unchanged even though some of the abilities they were inspired by no longer exist or are now part of an advanced class. This may be working as intended.
- Sith Juggernaut / Jedi Guardian
- No issues found.
- Sith Marauder / Jedi Sentinel
- No issues found.
- Sith Assassin / Jedi Shadow
- The stun from Project was shortened but the stun from Shock is still 3 seconds.
- Various Jedi Shadow abilities still refer to the Techniques as being active even though they are passive now.
- There is a typo in Crush Spirit, tto should be to.
- Sith Sorcerer / Jedi Sage
- The stun from Project was shortened but the stun from Shock is still 3 seconds.
- Operative / Scoundrel
- Advanced Cloaking / Flee the Scene still affects Sneak even though that ability has been removed.
- Sniper / Gunslinger
- No issues found.
- Powertech / Vanguard
- The tooltip for Ordnance Onslaught shows the kinetic damage twice instead of showing the kinetic and the elemental damage.
- The Vanguard abilities Plasma Cell, High Energy Cell and Ion Cell don't yet mention that Plasma Cell is being replaced.
- The 45 second impair from Firestorm/Ion Storm may currently be bugged, not sure though.
- The tooltip for Ion Storm from Vanguard tanks still mentions a duration even though it is now an instant, it mentions 28 energy cells and it still mentions Pulse Cannon even though that was replaced by Ion Squall.
- The Vanguard tank passives Static Field and Ion Overload still mention they only activate when Ion Cell is activate even though the cell is now always active.
- Pulse Generator still makes the next Ion Squall immune to interrupts while this was taken out from the Powertech ability.
- Fire Pulse was renamed to Plasma Flare but is still referenced as Fire Pulse by Plasma Barrage, Plasmatic Assault, Pulse Generator and Sweltering Sear.
- Prototype Particle Accelerator still mentions the stance even though it is passive now.
- In its tooltip, the Vanguard utility Battering Ram is called Battering Blitz, this is a relic from when this utility was still called Battering Blitz.
- The Vanguard version of the Adaptable Assailant utility is still missing.
- Mercenary / Commando
- Curtain of Fire still finishes the cooldown on Full Auto even though this was removed from the Mercenary equivalent.
- Only the Mercenary utility Suit FOE was updated; the Commando utility Suit FOE was left unchanged.
5.0 PTS build #6 (October 11th, 2016)
- Sith Juggernaut / Jedi Guardian
- Censuring Slice: icon changed from republic to abl_jk_gu_censuring_slice
- Sith Marauder / Jedi Sentinel
- Gore: now an instant, no longer a 1.5s cast
- Sith Assassin / Jedi Shadow
- Lightning Charge/Force Technique: now granted at level 2 instead of 10
- Reaper's Rush utility: killed within 6 seconds → killed within 10 seconds
- Sith Sorcerer / Jedi Sage
- The offhand focus can now be equipped at level 1, down from 10.
- Transmission/Force Reach passive: no longer affects Force Lightning/Telekinetic Throw and Crushing Darkness/Mind Crush
- Concentration passive: icon changed from cc_aggressive to abl_jc_sa_concentration; Telekinetics Bolt → Telekinetic Burst
- Magnifying Vibrations: icon changed from republic to abl_jc_sa_magnifying_vibrations
- Resonant Pulse: icon changed from republic to abl_jc_sa_resonant_pulse
- Forbidding Fervor: icon changed from empire to abl_si_so_forbidding_fervor
- Resonating Restitution: icon changed from republic to abl_jc_sa_resonating_restitution
- Lightning Barrier: icon changed from empire to cloakofpain
- Telekinetic Defense: icon changed from empire to unleash
- Hastening Rejuvenation: icon changed from republic to abl_jc_sa_hastening_rejuvenation
- Unfettered Spirit: icon changed from republic to abl_jc_sa_unfettered_spirit
- Sapping Strike: icon changed from republic to abl_jc_sa_sapping_strike
- Operative / Scoundrel
- Countermeasures: icon changed from subterfuge to abl_ag_sn_countermeasures
- Erosive Efficacy/Cut to the Quick: Crit chance now at 25%, down from 30%. Crit damage now at 15%, down from 30%
- Curative Counteragent: 1% heal per second duration increased from 5 to 10 seconds. Also, Kolto Infusion now heals instantly, but no longer heals the target over time.
- Sniper / Gunslinger
- Maim: icon changed from hamstring to abl_ag_sn_maim
- Below the Belt: flavor text changed: "Fire from both blasters with crippling accuracy" → "Aim your sights low"
- Countermeasures: icon changed from subterfuge to abl_ag_sn_countermeasures
- Sniper Volley: icon changed from lockandload to abl_ag_sn_snipervolley
- Finish the Job: icon changed from republic to abl_ag_sn_finish_the_job
- Cull: icon changed from cull to abl_ag_sn_cull
- Wracking Erosion: icon changed from republic to abl_ag_sn_wracking_erosion
- EMP Discharge: icon changed from detonateprobe to abl_ag_sn_empdischarge
- Conductive Conduit: icon changed from republic to abl_ag_sn_conductive_conduit
- Executioner: icon changed from republic to abl_ag_sn_executioner
- Fortuitous Bedlam: icon changed from republic to abl_ag_sn_fortuitous_bedlam
- Counteroffensive Safeguards: icon changed from republic to abl_ag_sn_counteroffensive_safeguards
- Reinforcing Retreat: icon changed from republic to abl_ag_sn_smoke_and_siege
- Powertech / Vanguard
- Ordnance Onslaught/Artillery Blitz: icon changed from republic → abl_bh_pt_ordnance_onslaught, 3s channel → 3s cast
- Searing Wave: icon changed from bountyhunter to abl_bh_pt_searing_wave
- Shatter Slug: icon changed from republic to abl_bh_pt_shatter_slug
- Consuming Conflagration: icon changed from abl_jk_gu_burning_storm to abl_bh_pt_firestorm
- Plasma Cell: removed "Only one cell can be active at a time."
- High Energy Cell: Only one cell can be active at a time. → Replaces Plasma Cell.
- Ion Cell: Only one cell can be active at a time. &rarr, Replaces Plasma Cell.
- Firestorm: Range removed. icon changed from abl_bh_pt_firestorm to abl_bh_pt_consuming_conflagration
- Mutilating Shards: icon changed from republic to abl_bh_pt_mutilating_shards
- Override Pressure Limiters: icon changed from republic to abl_bh_pt_override_pressure_limiters
- Reel and Rattle: icon changed from republic to abl_bh_pt_reel_and_rattle
- Battering Ram: icon changed from republic to abl_bh_pt_battering_ram
- Mercenary / Commando
- Missile Blast/Explosive Round: range 30m → 10m because there still is a passive that increases the range back to 30m
- Smoke Screen: Old effect reinstated in addition to the new 5.0 effect
- Plasma Cell: removed "Only one cell can be active at a time."
- Armor-piercing Cell: Only one cell can be active at a time. → Replaces Plasma Cell.
- Combat Support Cell: Only one cell can be active at a time. → Replaces Plasma Cell.
- Upgraded Arsenal/Special Munitions passive: the effects of the cylinders are now on Discipline-specific passives and no longer on this passive
- Terminal Velocity/Cell Charger: new effect In addition, the heat generated by Rail Shot is reduced by 10.
- Powered Insulators/Treated Wound Dressings: new effect Increases damage reduction by 5% and tech critical chance by 3%.
- Power Barrels/Hyper Barrel: new effect: In addition, increases ranged critical chance by 5%.
- Hyper Barrels renamed to Hyper Barrel
- Anticipatory Ignition: icon changed from republic to abl_bh_me_anticipatory_ignition
- Kolto Surge: icon changed from abl_bh_me_kolto_boosters to abl_bh_me_kolto_surge
- Trauma Regulators: icon changed from republic to abl_bh_me_trauma_regulators
- Conflict Response Protocols: icon changed from republic to abl_bh_me_conflict_response_protocols
- Tag and Bag: icon changed from republic to abl_bh_me_tag_and_bag
5.0 PTS build #5 (September 23th, 2016)
Only cosmetic changes.
- [Operative] Carbine Burst: Icon changed from desperatecommand to abl_ag_op_carbine_burst
- [Operative] Infiltrate: Icon changed from souterrimpirate to abl_ag_op_infiltrate
- [Operative] Curative Swell: Icon changed from republic to abl_ag_op_curative_swell
- [Operative] Corrosive Assault: Icon changed from cull to abl_ag_op_corrosive_assault
- [Operative] Toxic Blast: Icon changed from defensivecommand to abl_ag_op_toxic_blast
- [Operative] Erosive Efficacy: Icon changed from republic to abl_ag_op_mordant_susceptibility
- [Operative] Mutilating Methods: Icon changed from republic to abl_ag_op_mutilating_methods
- [Operative] Eye for an Eye utility: Icon changed from republic to abl_ag_op_eye_for_an_eye
- [Operative] Mobile Assailer utility: Icon changed from republic to abl_ag_op_mobile_assailer
5.0 PTS build #4 (September 22th, 2016)
- Sith Juggernaut / Jedi Guardian
- War Bringer/Ardent Advocate utility: now affects Hew/Censuring Slice in addition to Vicious Throw/Dispatch (previously only Vicious Throw/Dispatch)
- [Guardian only] Unyielding Justice: the effect is now on Force Push and no longer on Blade Storm; it now matches with the Marauder equivalent (Extending Ire)
- Savagery/Force Rush: cosmetic change (Vicious Throw/Dispatch → Hew/Censuring Slice)
- Destroyer/Keening: cosmetic change (Vicious Throw/Dispatch → Hew/Censuring Slice)
- [Juggernaut only] Hew: icon changed from abl_swjk_jugu_whiplash to empire
- Sith Marauder / Jedi Sentinel
- [Juggernaut only] Gore is now a 1.5 second cast, no longer an instant (Juggernaut equivalent Lance is still an instant)
- Sith Assassin / Jedi Shadow
- [Assassin only] Discharge Darkness was removed; assassins get to keep their current Depredating Volts ability.
- Sith Sorcerer / Jedi Sage
- Enfeebling Lash/Sapping Strike utility: cooldown increased to 15 seconds (up from 6 seconds)
- Operative / Scoundrel
- New level 38 ability: Toxic Haze/Bushwhack (PBAoE attack and stun in PvE content)
- Tactical Medicine/Bedside Manner passive (Medic/Sawbones): Now turns Toxic Haze/Bushwhack from a PBAoE to a GTAoE with a 30 meter range, in addition to the previous +3% healing proc.
- The raid buff Tactical Superiority/Stack the Deck is now granted at level 66 (up from 56). Other classes still get their raid buff at level 56.
- Scoundrel utilities have been converted into the new 4-tier layout. Operative utilities still follow the old 3-tier layout.
- [Scoundrel only] Slippery Shooter moved from Tier 1 to 4
- [Scoundrel only] Curbing Strategies moved from Tier 1 to 2
- [Scoundrel only] Back At Ya moved from Tier 2 to 4
- [Scoundrel only] Surprise Comeback moved from Tier 3 to Tier 4
- [Scoundrel only] Hotwired Defenses moved from Tier 3 to Tier 4
- [Scoundrel only] Sleight of Foot moved from Tier 3 to Tier 4
- [Scoundrel only] New utility Salubrious Surrender (their equivalent of the Agent's Curative Counteragent utility that was already added in a previous patch)
- [Scoundrel only] Sedatives removed (Agent utility was already removed in a previous patch)
- Curbing Strategies: cosmetic change (Additionally, after In addition, when Flash Bang/Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy is reduced by 20% for 8 seconds.)
- [Agent only] Eye for an Eye: cosmetic change (Evasion grants a charge of Eye for an Eye)
- Sniper / Gunslinger
- Fortuitous Bedlam/Fruitful Rumpus utility: Now procs for every target except the first, instead of for every two targets (Diversion grants 1 stack For every target affected beyond the first, Diversion grants a charge of Fortuitous Bedlam/Fruitful Rumpus for every two targets initially affected, increasing armor penetration by 15% per stack, lasting for charge. This effect lasts 8 seconds.)
- Counteroffensive Safeguards/Wily Resilience utility: now mentions its duration (When Ballistic Shield/Scrambling Field is activated you gain a charge of Counteroffensive Safeguards/Wily Resilience for up to 4 enemies each enemy inside your Ballistic Shield/Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield/Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked around.)
- [Sniper only] Maim: cosmetic change (Hurls a vibroknife at the target with debilitating precision, dealing X energy damage and stunning it the target for 4 seconds.)
- [Gunslinger only] Below the Belt cosmetic change (Blasts the target for Fire from both blasters with crippling accuracy, dealing dealing X energy damage and stunning it the target for 4 seconds.)
- Lumbering Impact utility: cosmetic change (In addition, after when Flash Bang/Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.)
- Hold Your Ground utility: cosmetic change (In addition, when you exiting cover,)
- Executioner/Guile and Guns utility: cosmetic change (dealing → deal), also fixed a copy & paste error in the Gunslinger utility (Executioner → Guile and Guns)
- Powertech / Vanguard
- [Powertech only] Shatter Slug: cosmetic change (Fires a high impact slug from your wrist launcher, that instantly exploding explodes on contact with the target, spraying the area with shrapnel shards that deal dealing X kinetic damage to up to 8 enemies in an 8m area within 8 meters of the initial target.)
- [Vanguard only] Flak Shell: cosmetic change (Fires a high velocity impact shell, that instantly exploding explodes on contact with the target, spraying the area with searing bits of slag that deal dealing X kinetic damage to up to 8 enemies in an 8m area within 8 meters of the initial target.)
- Mercenary / Commando
- New level 66 ability: Responsive ObviationResponsive Obviation/ Echoing Deterrence
Instant
Cooldown: 120s
Activates an advanced response system that absorbs all incoming direct single target damage for the next <<1[%d seconds/%d second/%d seconds]>>, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.Echoing Deterrence(defensive cooldown with reflect and self-heal, can be used while stunned)
Instant
Cooldown: 120s
Engages a defensive response system that absorbs all incoming direct single target damage for the next <<1[%d seconds/%d second/%d seconds]>>, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.
- New level 66 ability: Responsive Obviation
5.0 PTS build #3 (September 9th, 2016)
No changes.
5.0 PTS build #2 (September 7th, 2016)
- The fourth utility tier was renamed from TIER 4 to LEGENDARY.
- Assassins have lost Force Lightning, Crushing Darkness and Phase Walk. Sorcerers have lost Thrash.
- New abilities and passives have been added to the Inquisitor/Consular disciplines.
- Blackout was removed from Assassins/Shadows.
- Phantom Stride and Shadow Stride had their icons swapped.
- Hatred's passives Raze and Bloodletting were updated.
- Darkness's passives Energize, Harnessed Darkness, Lightning Reflexes and Premonition were updated.
- Various utility changes to Assassins/Shadows and Sorcerers/Sages.
- Sniper/Gunslinger utilities have been sorted under the correct tier.
- Sentinel utilities were replaced and reordered: Inspired Focus (Talent), Displacement, Just Pursuit and Unwavering Resolve were removed and Inspired Focus (Ability), Intrepid Fencer, Opportune Approach and Intercessor were added.
- Marauder utilities were reordered.
- The stealth level on Scouting and Shifty-eyed was increased.
- Electrify/Bombardment and Torment/Psychokinesis no longer mention an active stance.
- Cut Loose was reworded.
- Hold Your Ground received the bonus from Cover Screen, which was already removed in #1.
- The icon on Vigilance's Censuring Slice was changed to a placeholder, and the animation was updated.
- The Marauder utility Callous Aggressor had its description slightly edited but no functional changes.
5.0 PTS build #1 (August 31st, 2016)
First build for the 5.0 PTS.