About David

David Holloway has been involved with gaming since the early 1970′s and with virtual worlds since heavy use of a MOO in 1993 – he even admits to having owned a Vic 20 and used it heavily to play cassette-based roleplaying games. As far as Star Wars goes, he still owns his original set of Star Wars figures and can vouch for the fact that a 1978 Stormtrooper can be blown to bits by shooting it with a slug gun from a distance. He’s also played Star Wars games as far back as the Super Nintendo console and to this day is devastated by the accidental erasure of all his progress on Lego Star Wars on the Wii.

Flash Point 55: Wookanese and Gillard’s Through-Hole

flashpoint-podcastIt’s great to have Jason from OotiniCast co-host with us this week (thanks Jason!), in another episode dominated by Game Update 2.0 and Rise of the Hutt Cartel.

Points of discussion:

SWTOR
– Roundtable on 2.0 / ROTHC Likes and Dislikes
– Does ROTHC qualify as an expansion?
– Class changes
– David discovers Unity finally
– Local server petition discussion
– SWTOR achievement system

Other
– Minecraft
– The Secret World
– Elder Scrolls Online (via the Gamers of Oceania Facebook Group)
– WildStar
– StarCraft 2 Heart of the Swarm
Harrison Ford on Jimmy Kimmel
– Wreck-It Ralph
– House of Cards

Please send us a question for discussion on the next episode!

– Shout outs for our forums, Facebook page, Twitter account, Simon’s Twitter account and Kristy’s Twitter account.

Please review or rate the podcast on iTunes if you can – it makes a huge difference!

Listen via iTunes or right here:

The Island of Stillborn Stars Goes Live in TSW

tsw-raid-newFuncom have released patch 1.6.2 for The Secret World, which contains a new Lair for people to explore: The Island of Stillborn Stars.

Here’s the breathless blurb from the team on what this Lair is about:

The mysterious and brutal Eidolon of the Outer Dark has just made the final connection to our dimension. You can now take on this monstrous challenge in his prison – The Island of Stillborn Stars.

The brand new Lair Raid has gone through final testing on the TestLive servers and has now gone live.

Check out the Issue #6 preview video containing scenes from the new Lair Raid here.

You must first piece together all the pattern pieces from existing Lair bosses before you can take on this terrible new foe.

Gather in groups of ten, find the location of his portal, perform the ritual and enter this new and unexplored dimension where the immense monster awaits.

Though the journey to reach this new challenge is long and arduous, the rewards are powerful and rare. The allure of mighty Signets cannot be denied.

So get out there people and test your metal in this new challenge. It is certainly a trap, but will you bite with jaws of steel?

We’ll have the 1.6.2 patch notes available for you shortly as well.

World of Warcraft 5.3 Patch Notes (PTR)

pandaria-balloonAnother batch of patch notes goodness for WoW players. 5.3 is now on the PTR and although nothing’s finalised, there’s plenty of interesting changes afoot in a range of areas.

So if you’re stuck somewhere without WoW to play, do the next big thing and trawl through the patch notes for the next update. Enjoy!

============================

World of Warcraft PTR Patch 5.3

General
  • Please note: During the 5.3 PTR, not all the content listed may be available for testing, or may only be available during a limited testing window. Keep an eye on our PTR Discussion forum for details.
  • New Battleground: Deepwind Gorge
    • In the new Battleground situated in the Valley of the Four Winds, the Alliance and Horde continue their war for Pandaria’s precious resources. While the two factions battle for control over mines, they must also protect their own resources from being stolen and turned against them!
  • New Arena: The Tiger’s Peak
    • Gladiator hopefuls have a new location to test their mettle amidst the Kun-Lai mountain tops, in the training grounds of the powerful Shado-Pan. Players must make use of the looming tiger statues and fenced platforms to gain an advantage that will bring victory and glory!
  • New Scenario: Battle on the High Seas
    • Help your faction fend off enemy forces in the midst of a battle for naval supremacy on the High Seas.
  • New Scenario: Blood in the Snow
    • An agent of Zandalar has infiltrated Dun Morogh and rallied the Frostmane trolls. At Varian’s request, Moira will lead her personal guard against them once the king’s champions have stopped the magical storm protecting Shimmer Ridge.
  • New Scenario: Dark Heart of Pandaria
    • Goblin engineers have been excavating in the Vale of Eternal Blossoms to find a mysterious artifact, but all they’ve found is trouble; you have been personally called upon by the Warchief to aid them in their hour of need.
  • New Scenario: The Secrets of Ragefire
    • Infiltrate the Emberdeep Caverns and assist the Gob Squad in investigating a recent disappearance in Durotar.
  • Heroic Scenarios
    • A Heroic difficulty for Scenarios have been added and are designed to provide challenging content for small groups of well-seasoned adventurers. Completing a Heroic Scenario awards Valor points, and a chance to obtain Raid Finder quality items.
    • Heroic Scenarios require a pre-made group to join.
    • Heroic Scenarios offer bonus objectives that will reward additional valor if completed.
      • An option to run a random Heroic Scenario has been added as a drop-down in the Scenario tab in Dungeon Finder.
    • Players can complete a normal or Heroic Scenario for bonus valor each day, but not both.
    • Six Heroic Scenarios will be available in patch 5.3. Four are new and two are upgrades of existing normal Scenarios.
      • Battle of the High Seas
      • Blood in the Snow
      • Dark Heart of Pandaria
      • The Secrets of Ragefire
      • Crypt of Forgotten Kings
      • A Brewing Storm
  • Quest Campaign: Escalation
    • The Darkspear Trolls are in open rebellion against the Warchief! Aid your faction in preparing to rout Garrosh Hellscream from Orgrimmar
      • Alliance heroes will scout Orgrimmar’s outskirts and engage in SI:7 espionage to weaken Garrosh’s power structure.
      • Horde heroes will help Vol’jin’s insurgency survive a Kor’kron assault and advance towards the Horde capital.
    • Visit Lorewalker Cho at the Seat of Knowledge in the Vale of Eternal Blossoms to begin questing.
  • Battlefield: Barrens
    • Put the stranglehold on Orgrimmar by undermining the Kor’kron supply chain in Northern Barrens.
      • Collect resources by killing Kor’kron loyalists and their supporters.
      • Get a group together to kill Kor’kron leaders for bonus resources.
      • Escort your faction’s caravans across the zone for even more additional resources.
    • The Darkspear Rebellion will reward your efforts to undermine the Warchief by helping you upgrade Latent Kor’kron Armor into useable gear.
    • Participate in the Escalation Quest Campaign to learn how to engage in the Barrens conflict.
  • The Legendary Quest Continues
    • Journey with Wrathion to the four corners of Pandaria to speak with the August Celestials.
    • Champions will have had to complete Wrathion’s earlier tasks (including “Heart of the Thunder King”) to continue.
  • New Brawler’s Guild Bosses
    • Test your might against two new tiers of bosses in the Brawl’gar Arena in Orgrimmar or Bizmo’s Brawl Pub in Stormwind.
    • New VIP areas are now accessible for brawlers at or above rank 8.
    • Bizmo has raised the floor in his arena to hide the bodies. Or… maybe to improve the sight lines. We’ll never know for sure.
    • Special “Challenge Cards” can now drop from mobs or reward satchels, allowing you to summon and battle unique bosses.

Classes

  • Healing abilities and spells which automatically pick targets now follow consistent rules for targetting logic. Targets with lower % health will be preferred, and players are weighted more heavily than pets.
  • Players with full health no longer count towards the cap for area-of-effect healing abilities and spells.
  • The following summoned pets/totems will now chain cast their spells with no delay between casts, allowing them to cast their spells more frequently in the same amount of time.
    • Death Knight: Gargoyle
    • Druid: Force of Nature (Balance, Restoration), Mirror Image (Symbiosis)
    • Mage: Mirror Image, Water Elemental
    • Shaman: Searing Totem
    • Warlock: Doomguard, Terrorguard, Wild Imp
Death Knight

Unholy

  • Sudden Doom now requires the Death Knight to be in Unholy Presence to activate the effect that causes Death Coil to cost no Runic Power.
Druid

General

  • Mark of the Wild had its mana cost reduced to 5%, down from 10%.
  • Symbiosis: Intimidating Roar had its cooldown increased to 90 seconds, up from 60 seconds.

Talents

  • Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.
    • Restoration version of the Treant now casts Swiftmend on the Druid’s target when summoned. This version of Swiftmend does not require or consume a heal-over-time effect on the target.

Glyphs

  • Glyph of Solar Beam have been removed and replaced with Glyph of Omens.
  • New Glyph: Glyph of Omens: While the Druid is not in a Solar or Lunar Eclipse, the following abilities will generate 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Solar Beam, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol’s Vortex, and Mighty Bash.

Balance

  • Solar Beam is now more responsive when players enter and leave the beam’s area-of-effect.
Hunter

General

  • Hunters now have 50 pet stable slots, up from 20.

Item Sets

  • PvP 2-piece set bonus has been redesigned. Using Arcane Shot now causes the Hunter’s PvP Power to increase by 800 for 6 seconds.
Mage

General

  • Arcane Brilliance had its mana cost reduced to 1%, down from 4%.
  • Dalaran Brilliance had its mana cost reduced to 1%, down from 4%.
  • Teleport: Vale of Eternal Blossoms and Portal: Vale of Eternal Blossoms now have new icons.
Monk

General

  • Spear Hand Strike now locks a spell school out for 4 seconds, down from 5 seconds.
  • Nimble Brew now also removes horrify effects, and reduces the duration of horrify effects and fear, and is available to all Monk specializations (formerly only available for Brewmaster and Windwalker Monks).

Talents

  • Ring of Peace had been redesigned. The ability forms an 8-yard sanctuary around a friendly target for 8 seconds, instantly disarming and silencing enemies within the area-of-effect for 3 seconds. Enemies that use abilities other than auto-attacks or cast spells on allies within the Ring of Peace will be disarmed and silenced for 3 seconds. Disarm and silence effects are subject to diminishing returns.

Windwalker

  • Legacy of the Emperor had its energy cost reduced to 1%, down from 6%.
  • Legacy of the White Tiger had its energy cost reduced to 1%, down from 6%.
Paladin

General

  • Blessing of Kings had its mana cost reduced to 5%, down from 22.3%.
  • Blessing of Might had its mana cost reduced to 5%, down from 22.3%.
Priest

General

  • Power Word: Fortitude had its mana cost reduced to 1%, down from 4.4%.
  • Mass Dispel no longer dispels magic effects that are normally undispellable. Cast time has been decreased to 0.5 seconds, down from 1.5 seconds for Discipline and Holy Priests.
  • Void Shift had its cooldown decreased to 5 minutes, down from 6 minutes for Discipline and Holy Priests. For Shadow Priests, cooldown has been increased to 10 minutes, up from 6 minutes, and the spell is no longer usable while in Arenas or Rated Battlegrounds.

Glyphs

  • Glyph of Mass Dispel has been redesigned and no longer reduces cast time. The glyph now enables Mass Dispel to dispel magic effects that are normally undispellable.

Discipline

  • Atonement now heals nearby friendly targets for 80% of the damage dealt, down from 100%.
Rogue

Talents

  • Shuriken Toss now deals 100% more damage in the initial ranged attack, and energy cost has been increased to 40 energy, up from 20.
Shaman

General

  • Lightning Bolt can now be cast while moving.

Glyphs

  • New Glyph: Glyph of Lightning Shield causes Lightning Shield to reduce the amount of damage taken by 10% for 6 seconds after Lightning Shield is triggered.
  • Glyph of Unleashed Lightning has been removed and replaced with Glyph of Lightning Shield.
Warlock

General

  • Dark Intent had its mana cost reduced to 1%, down from 4%.
  • Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 50% of the summoning Warlock’s health, and 100% of their resilience.
Warrior

General

  • Defensive Stance now decreases damage taken by 25%, up from 15%.

Talents

  • Vigilance now resets the cooldown on Taunt in addition to its current effects.

Protection

  • Unwavering Sentinel no longer increases the damage reduction of Defensive Stance by 10%.
Quests
  • More information coming soon.
Creatures
  • Creatures that are Level-90 and above now have a chance to drop Lesser Charms of Good Fortune.
  • Rare spawns in Pandaria (except Zandalari Warscouts, and Zandalari Warbringers) and bosses in Battlefield: Barrens will now always drop Lesser Charms of Good Fortune.
  • Oondasta
    • Shiny Pile of Refuse now has a chance to contain a Primal Egg, and a number of Dinosaur Bones.
    • Spitfire Beam no longer increases in damage with each jump, deals a flat 200,000 damage(up from 150,000 damage), and jumps to 99 targets (up from 20 targets).
Pet Battles

General

  • Bonus damage has been added to many basic abilities, at the cost of slightly reduced accuracy.
  • Pet Battle Duels are now available in all dungeons and raids. Enjoy!
  • Pet Battles in the wild and duels are now viewable by other players in the world.
  • Hit Chance is now displayed for all abilities.
  • Abilities no longer have a base chance to miss or be dodged by opposing pets of the same level.
  • Reduced the chance to miss when fighting higher-level opponents from 5% per level to 2% per level.
  • A series of new achievements and rewards have been added for max-level matchmaking PvP pet battles
  • Wins for max-level, matchmaking PvP pet battles can now be tracked in statistics.
  • Battle pets’ recent ability loadouts will now be saved when pets are swapped in and out of battle slots.
  • Species specific Flawless Battle-Stones are now Bind to Battle.net account.
  • Black Claw now deals 20% less damage.
  • Blistering Cold had now deals 100% more damage.
  • Hunting Party now has an increased cooldown of 4 rounds, up from 3 rounds.
  • Fixed an issue where pet abilities that had a chance to stun were not working correctly.

Battle Pets

  • A number of new battle pets have been added to the Throne of Thunder and Isle of Thunder. Happy hunting!
  • Whispers from pet tamers in the north have spread word of an elusive new battle pet that can be found in the frozen tundras of Northrend. The Unborn Val’kyr awaits.
  • Battle Pet drops have been added to Burning Crusade raids. These new pets can be obtained from raid bosses in Karazhan, Tempest Keep and Serpenshrine Cavern. Obtaining all of these new pets will reward players with a new battle pet, Tito!
  • Ethereal Soul-Trader has been returned to his original, larger size.
  • Teldrassil Sproutling, Withers, and Ruby Sapling’s Shell Shield has been replaced with a new ability: Ironbark.

Battle Pet Quests

  • Beasts of Fable daily quest has been broken into three separate chapters. Players can now choose to do any or all of the chapters each day.  Rewards have been modified to include a new consumable that will boost battle pet XP for a limited time.
  • All Pet Battle daily quests on Pandaria, Beasts of Fable and Spirit Tamer quests will now award experience, valor, and Lesser Charms of Good Fortune.
  • All Pet Battle quests will now award experience.
  • Increased the difficulty of elite pets on the Beasts of Fable quest.
  • A new weekly quest for max-level, matchmaking PvP pet battles has been added.
Raids, Dungeons, and Scenarios

Loot Specialization

  • Players can now choose to receive loot for specializations other than the one that’s currently active. This feature can be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards.

Raids

  • Bonus Roll
    • Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player.
  • Serpentshrine Cavern
    • For the Fathom-Lord Karathress encounter, Cataclysmic Bolt now deals 10% of the target’s maximum health plus 5000 damage, down from 50% of target’s maximum health, the stun effect can be removed by abilities that free the player from stuns, and the spell now targets any character class instead of only targeting character classes with mana.
    • Lady Vashj
      • Coilfang Strider’s Panic ability now activates every 4 seconds, up from every 2 seconds.
      • Shock Blast’s stun effect can now be removed by abilities that free the player from stuns.
      • Tainted Elementals now despawn after 20 seconds, up from 15 seconds.
  • Tempest Keep
    • For the High Astromancer Solarian encounter, Nether Scryer’s Domination spell now has a 2 second cast time, up from instant cast, and can be silenced.
    • For the Void Reaver encounter, the radius for Arcane Orb has been reduced to 15 yards, down from 20 yards.
  • Throne of Thunder
    • Amani’shi Beast Shaman no longer casts Chain Lightning while mounted on Amani Warbears.

Scenarios

  • Lorewalker Cho will allow heroes to take part in either faction’s Scenarios, so players can see what the other side has been up to.
PvP
  • A blog titled: PvP Gear in Patch 5.3 has additional information and reasoning behind the PvP changes in 5.3.
  • All characters now have a base Resilience of 65%.
  • Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
  • PvP Power bonus to healing are now based on class and specialization.
    • Healing specializations receives a 100% bonus to healing from PvP Power.
    • Damage specializations for Druids, Monks, Paladins, and Shamans receives a 70% bonus to healing from PvP Power.
    • All other specializations and classes (including tanking) receives a 40% bonus to healing from PvP Power.
  • PvP Power bonus to healing for healing specializations has been increased to 100%, up from 50% for Druids, Monks, Paladins, Priests, and Shamans.
  • PvP Power bonus to healing for damage specializations has been increased to 75%, up from 25% for Druids, Monks, Paladins, Priests, and Shamans.

PvP Items

  • Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493. Weapons and shields/off-hand items remain unchanged at ilevel 498.
  • Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
  • Resilience has been removed from most PvP gear.
    • Resilience gems and enchants will continue to be available and remain unchanged.
    • 4-piece PvP set bonus for all Season 12 and 13 armor sets that granted 1000 Resilience now grants 1000 PvP Power instead.
  • PvP Power will remain exclusively on PvP gear.
  • Glorious Tyranny weapon enchantment now grants 600 PvP Power instead of 400 PvP Power and 200 Resilience.
  • New weapon enchantment: Bloody Dancing Steel is functionally equivalent to Dancing Steel, shares the same visual effect as Glorious Tyranny, costs a scroll of the base enchant, and requires a 2200 rating.
  • New weapon enchantment: Spirit of Conquest is functionally equivalent to Jade Spirit, shares the same visual effect as Glorious Tyranny, costs a scroll of the base enchant, and requires a 2200 rating.
  • Tyrannical Gladiator’s Tabard and Tyrannical Gladiator’s Greatcloak are available as new prestige items at 2500 rating for 1000 Conquest Points.
Battlegrounds and Arenas
  • Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496.
  • Dalaran Arena: Masons of Dalaran have been hard at work installing steps in the two remaining corners of the arena.
  • Eye of the Storm: The starting platforms have been lowered.
Professions
  • Herbalists of low skill can now pick herbs in Pandaria for a small amount of usable material. The yield an herbalist will be able to harvest from each node is determined by skill level.
  • Miners of low skill can now mine mineral deposits in Pandaria for a small amount of usable material. The yield a miner will be able to harvest from each node is determined by skill level.
Items
  • The Voidbinders are back in capital cities and shrines.
    • PvE Item Upgrades
      • Items upgradable by Valor now require 250 Valor to upgrade per 4 item levels, for a total of 500 Valor for 8 item levels per item. This is retroactive to all items that use Valor.
      • Items upgradable by Justice now require 750 Justice to upgrade per 8 item levels, for a total of 750 Justice for 8 item levels per item. This is retroactive to all items that use Justice.
    • PvP Item Upgrades
      • Malevolent Gladiator’s Conquest (Season 12) items that have upgrades available are still upgradable at their original costs.
      • Dreadful Gladiator’s Honor (Season 12) items that have upgrades available are still upgradable at their original costs.
      • No other PvP items are upgradable.
  • Reduced the amount of Justice, Honor, and Darkmoon Faire tickets needed to upgrade heirloom items by 60%.
  • Players starting on Cataclysm content can purchase level-80 gear from Iris Moonweaver in Hyjal and Erunak in Vashj’ir to more easily qualify for Blackrock Caverns and Abyssal Maw: Throne of Tides.
  • Two new purchasable items using Elder Charms of Good Fortune have been added for Troves of the Thunder King Scenario.
    • A box that could be placed and jumped on, opening up new paths through the Scenario.
    • Excess Elder Charms of Good Fortune can be used to purchase an Arcane Trove/Sunreaver Bounty.
  • A new achievement and reward has been added for obtaining 200 mounts.
  • Unclaimed Black Market Containers are now available on the Black Market Auction House. What’s inside? It’s a mystery! When opened, the container has a chance to contain any item that can be available on the BMAH.
  • Courageous Primal Diamond had its clearcasting effect renamed to “Lucidity” to differentiate it from other spells with that name.
UI
  • A new option to display pet tamers on the world map has been added. This should help players looking to find unlocked Pet Battle daily quests.
  • When using name plates, castbars will now display for all creatures and players in the area.

Rise Of The Hutt Cartel Launch Server Maintenance

swtor-server-down

It’s launch time for Rise Of The Hutt Cartel, so the servers are coming down at what’s a pretty unfortunate time for local players, although if it stays at 2 hours as stated it’s not the end of the world.

Here are the time conversions:

AEST: 3.30pm – 5.30pm
AWST: 1.30pm – 3.30pm
NZST: 5.30pm – 7.30pm

The full info from BioWare:

On April 13th at 10:30PM PDT (April 14th, 5:30AM GMT) all game servers and SWTOR.com will be unavailable as we perform scheduled maintenance. This maintenance is to open up access to Rise of the Hutt Cartel for everyone who has purchased the Digital Expansion. We will not be implementing any game changes or bug fixes during this downtime. There will not be a patch to download, because all content was released with the patch on April 9th.

Details are as follows:
Date: Saturday April 13th – Sunday April 14th
Duration: 2 hours
Time: April 13th, 10:30PM PDT (April 14th, 5:30AM GMT ) – April 14th, 12:30AM PDT (7:30AM GMT)

Rise Of The Hutt Cartel: A Targeted Review

Rise of the Hutt Cartel ReviewIt’s only been a few days since early access started, and it’s still a day until the full launch of SWTOR’s first expansion, Rise of the Hutt Cartel. Being the dedicated chap I am, I’ve already put in a solid block of hours to levelling my Jedi Sage from 50 to nearly 52 (yes, yes, I know I have a long way to go).

That amount of ROTHC gameplay has given me enough exposure to the content to feel I can make some considered judgements on it. Instead of going on too much about specific likes and dislikes (make sure you check out Simon’s mini-review here), I thought I’d target my thoughts to particular groups of people.

Also, I’ve thrown in information related to Game Update 2.0 Scum and Villainy as it’s all in the mix now. So here goes:

 

Brickbats and Bouquets In Less Than 200 Words

Bouquets: This expansion is worth the money for the level of extra content it provides, Makeb looks great as a planet and is well differentiated from current planets. The Hutt storyline is engaging as well. Love the improved achievement system.

Brickbats: Quite a few graphical glitches and I’ve had an ongoing issue with staying in combat. It seems related to all the low level droids around – if one’s in an area where you’ve killed a bunch of enemies, you stay in combat even if you kill that droid. Killing the droid before the last mob seems to help sometimes. Very frustrating – please get this fixed BioWare. I also dislike the on-planet transport not showing the full journey – there’s a fade to black and arrival to the destination. Some will love this but for me it takes away from immersion in the game and seems and obvious way to save development time.

 

ROTHC By Play Styles

As promised, here’s some thoughts on how appealing ROTHC is, based on individual play styles:

For everyone: It doesn’t matter what sort of player you are, this release is a sign of SWTOR’s growing maturity as a game. There’s something for everyone here – even with some frustrating issues that have taken some of the fun out of the new content for me (more on that below).

For the cynical ex-SWTOR player: There’s enough in this expansion to make it worthwhile for you to invest a few hours. The reasons each person departs a game are obviously individual so ROTHC may still not have addressed them for you. But if you were wanting more story content, more Flashpoints and Operations and some improvements in interface and usability, then that’s been delivered to a large extent.

For the Achievement Junkie: I well and truly fall into this category and there’s been some much needed updates to the achievement system. For starters there’s a lot more achievements to earn. Unfortunately a lot of them don’t reflect your playtime prior to the new system’s achievements – an example is in regard to companions where you earn achievements for the number of kills done with each companion: all started at zero on my Level 50 Sage. That said, it doesn’t take long to chalk up a bunch of kills so it’s not a deal-breaker.

For the casual / solo player:  aside from the extra story and content, this expansion doesn’t deliver a lot extra for the more casual of us – although for me the achievement system adds to the solo appeal.

For the hardcore raider: For any raider it’s about progression and this expansion definitely offers that. Every new Operation and its challenges are very individual for each guild, so it’ll be a few weeks before we get any serious evaluation of either Terror From Beyond or Scum and Villainy.

For the PvP’er: This is a difficult one, particularly from an oceanic perspective. There’s certainly been changes with tiers and rankings and gear, but that’s about it. The imminent closure of local servers is not going to make many PvP players happy I wouldn’t think.

The Summary

Given the challenges SWTOR has faced over the first nearly 18 months of its existence, there’s been a lot riding on this expansion. The move to F2p saved the game’s bacon for the short to medium term. Rise of the Hutt Cartel has achieved something more: proof of a game with a growing content that integrates well with the current game. If BioWare fix some of the more annoying glitches in the next few weeks, I’ll be one of hopefully many touting SWTOR’s new expansion as one worth exploring.

What’s your take on ROTHC so far?

SWTOR 2.0 Full Patch Notes

swtor-patch-incoming-banner

Scum and Villainy has dropped! If you’re stuck at work or somewhere away from your playing rig, console yourself with a browse through the SWTOR 2.0 full patch notes. Enjoy!

Rise of the Hutt Cartel and
Game Update 2.0: Scum and Villainy

4/9/2013

Rise of the Hutt Cartel

The Hutt Cartel has emerged from the shadows to challenge the Galactic Republic and Sith Empire for control, unleashing never-before-seen Droids and monstrous battle stations to serve as powerful weapons of destruction. Join your faction and explore story-driven missions with explosive combat to save the future of the galaxy! For more information about how to access the Rise of the Hutt Cartel features and content, please visit www.swtor.com/rothc.

  • All Classes can now reach Level 55!
  • New Planet: Makeb! The Republic has won victories on Corellia and elsewhere, but the Empire hasn’t given up their campaign for dominance and battles are still being fought across the galaxy. With no end to the war in sight, new forces are rising up to seize the opportunity to profit from the chaos on the idyllic world of Makeb, the Hutt Cartel have been quietly laboring away on something big, making both the Empire and the Republic wary of a third organization entering the war. Members of both the Empire and the Republic who are level 50 or above should expect a holoterminal transmission aboard their personal star ships with further information on Makeb and the Hutt Cartel.
  • New Feature: Macrobinoculars! Both the Empire and the Republic have cleared a new piece of equipment for use in the field. Explore Makeb to uncover exciting new technology that unlocks valuable objects and additional story-driven missions. Imperial players, level 53 and above, can acquire their Macrobinoculars from T4-M7 in the Sith Sanctum on Dromund Kaas. Republic players, level 53 and above, can receive their Macrobinoculars from M3-8Z, located in the Senate Plaza on Coruscant.
  • New Feature: Seeker Droid! A new piece of technology has both Republic and Imperial treasure hunters flocking to unlikely sites on planets across the galaxy. By using these Seeker Droids, players can uncover highly desirable hidden items, treasures, and unique artifacts! Seeker Droids are available to all characters who are level 50 and above. Imperial players can retrieve their Seeker Droid from Z1-3C in the Sith Sanctum on Dromund Kaas. Republic players can pick up their Seeker Droid from BB-6G to at the Senate Plaza on Coruscant.

Game Update 2.0 Highlights

  • New Operation: Scum and Villainy! Scum and Villainy is a new Operation which takes place on the seedy Outer Rim world of Darvannis, where mysterious forces are gathering an army of warlords and mercenaries. This Operation is available at level 55 in four difficulty modes, and it contains seven bosses with lockouts. It can be accessed from the Ziost Shadow or the Gav Daragon on the Imperial and Republic Fleets.
  • New Feature: Achievements! The Legacy System has expanded to include Legacy Achievements, which recognize important accomplishments and milestones across all characters in your Legacy.
  • New Hard Mode Flashpoints! Hard Mode is now available for the following Flashpoints at level 55:
    • Athiss
    • Cademimu
    • Hammer Station
    • Mandalorian Raiders
  • New Feature: Priority Mission Terminal! The Daily Mission Terminal on the Fleet has been replaced by the Priority Mission Terminal. The Priority Mission Terminal provides daily, weekly, and introductory missions for high-priority activities such as Flashpoints, Group Finder, Warzones, and other repeatable content.
  • New Tier of Gear! New, more powerful gear is available from Flashpoints, Operations, and Warzones at level 55! Additionally, many commendation types have been consolidated and simplified. See the Items section for more details.
  • Players who are in a guild will now receive a 5% bonus to all experience gained!

Cartel Market

New Items

      • A new Armor set is available on the Cartel Market. The Eradicator’s Warsuit is a collection of adaptive gear with no modifications. This armor set is available to any class. Cost: 900 Cartel Coins
      • A new Bundle is available on the Cartel Market. The Going Places Basic Bundle offers a selection of items and unlocks to help increase player mobility. The bundle allows players to improve their movement throughout the universe. Cost: 375 Cartel Coins (Discounted by 40% for a limited time!)
      • A new Bundle is available on the Cartel Market. The Going Places Bundle contains a huge selection of items, character perks, and unlocks to increase all forms of travel. The items contained within will increase travel speeds, decrease travel times, and allow for easier access to frequently visited areas. Cost: 2150 Cartel Coins (Discounted by 50% for a limited time!)

New Discounts

      • The Unlock: Inventory Module is now discounted by 20%. Cost: 140 Cartel Coins
      • The Unlock: Inventory Module (Account) is now discounted by 20%. Cost: 312 Cartel Coins
      • Medical Probes are now discounted by 40%. Cost: 240 Cartel Coins
      • The Major XP Boost is now discounted by 25%. Cost: 90 Cartel Coins
      • The Minor XP Boost is now discounted by 25%. Cost: 45 Cartel Coins
      • The Czerka CR-17 Incendia is now discounted by 10%. Cost: 1620 Cartel Coins
      • The Investigator’s Amor Set is now discounted by 20%. Cost: 960 Cartel Coins
      • The Pathfinder’s Armor Set is now discounted by 20%. Cost: 960 Cartel Coins
      • The Clandestine Officer’s Armor Set is now discounted by 25%. Cost: 1080 Cartel Coins
      • The Outlaw’s Armor Set is now discounted by 20%. Cost: 960 Cartel Coins
      • The Malevolent Interrogator Armor Set is now discounted by 25%. Cost: 1080 Cartel Coins
      • The Sanctified Caretaker Armor Set is now discounted by 25%. Cost: 1080 Cartel Coins

Expiring Discounts

      • The Ivory Mouse Horranth is no longer 75% off.
      • The Unlock: Crew Skill Slot is no longer 30% off.
      • The Unlock: Crew Skill Slot (Account) is no longer 20% off.
      • The Customization Control: Unify Colors is no longer 30% off.
      • The Customization Control: Unify Colors (Account) is no longer 20% off.
      • The Sith Raider Armor Set is no longer 10% off.
      • The X-3 Techmaster Armor Set is no longer 33% off.
      • The Noble Commander’s Armor Set is no longer 33% off.

General

    • The Carbonite Chamber and Life Day Orb have been updated to reflect changes to the rest and recovery mechanics.

General

  • Players who are in a guild will now receive a 5% bonus to all experience gained!
  • The Kaas City Central Taxi is now connected to the Kaas City Entrance Speeder.
  • Travel costs on the galaxy map are now based on the destination selected instead of the distance travelled. As a result, higher level areas now cost more to travel to than lower level areas.
  • All resurrection timers have been adjusted:
    • The countdown timer before resurrection will now increase on more consistent intervals.
    • The maximum countdown timer before using a Medical Probe has been a decreased to 3 minutes.
    • The maximum countdown timer before resurrection to a Medical Center has been decreased to 5 seconds.
    • The maximum countdown timer before accepting a resurrection from another player has been decreased to 2 minutes.

Classes and Combat

General

      • All Classes can now reach Level 55! The level cap increase to 55 is included with the purchase of the Digital Expansion, Rise of the Hutt Cartel.
      • All Class Skill Trees have been adjusted significantly, and all player Skill Points have been refunded. Changes to active abilities are listed in the Class sections below. Individual skill changes are not listed in the specific Class sections below. For details on individual skill changes, refer to your Class Skill Tree tooltips.
      • Alacrity has been redesigned to be a more universally useful stat. Now Alacrity reduces the activation time of all abilities, including instant abilities. If such an ability is reduced below the global cooldown, the global cooldown is reduced as well. Alacrity now also increases resource regeneration for all classes by the same amount that it increases ability activation speed.
      • Removed diminishing returns from Expertise such that each point of Expertise will now grant a consistent percentage of bonus until the hard cap is reached. Hard Caps are as follows:
        • PvP Damage Boost – 60%
        • PvP Healing Boost – 35%
        • PvP Damage Reduction – 37.5%
      • Stat bonuses from skills that are smaller than 10% will now show up correctly in the Character Sheet tooltips.
      • Abilities whose cooldowns are not a whole number will now list their cooldown to the nearest decimal place. (i.e 16.5). Abilities whose cooldowns are a whole number will not be affected (i.e 17 will read 17 and not 17.0)
      • The global cooldown will now reset and trigger appropriately when an ability with a cast time becomes an instant due to another ability or skill’s effect.
      • Moving the same moment a stance, cell, ammo, or charge cast finishes will no longer deactivate the effect of the stance, cell, ammo, or charge.
      • Personal shield generators are now effective against all attacks that deal Energy and Kinetic Damage, rather than just direct weapon attacks.

Jedi Knight

New Ability Highlights
        • Sentinel: A new ability, Twin Saber Throw, has been added. Twin Saber Throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51.
        • Guardian: A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker for 3 seconds. This ability is trainable at level 51.
        • Guardian: A new passive ability, Visionary, has been added. Visionary builds 1 Focus when attacked. This effect cannot occur more than once every 6 seconds.
General
        • Pommel Strike has been removed from the game.
        • Opportune Strike has been removed from the game.
        • Alacrity no longer reduces the channel duration for Force Stasis.
Sentinel
        • A new ability, Twin Saber Throw, has been added. Twin Saber Throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51.
        • Zen (Ataru Form) has been redesigned. Now, while Ataru Form is active, using Zen grants 30% Alacrity, and each attack consumes 1 charge.
        • Rebuke no longer triggers from damage over time.
Focus (Sentinel)
          • Force Exhaustion now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds.
          • Focused Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%.
Guardian
        • A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker for 3 seconds. This ability is trainable at level 51.
        • A new passive ability, Visionary, has been added. Visionary builds 1 Focus when attacked. This effect cannot occur more than once every 6 seconds.
        • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
        • Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
        • Sundering Strike has been redesigned. This ability now has a 15-second cooldown, applies 20% armor reduction for 45 seconds, and builds 5 Focus. The armor reduction it applies no longer stacks.
        • Taunt and Challenging Call can no longer miss.
        • Soresu Form no longer generates Focus when attacked.
Vigilance
          • Shien Form no longer generates Focus when attacked.
          • Plasma Brand now has a 12-second cooldown and deals slightly more damage and no longer requires an enemy target to be affected by the Guardian’s Sunder Armor.
Defense
          • Guardian Slash has been redesigned. This ability now deals high damage to the target, and if the target is affected by armor reduction this attack will strike up to 4 additional nearby enemies. Using Guardian Slash enables Riposte and increases all damage reduction by 3% for 20 seconds.
Focus (Guardian)
          • Force Exhaustion now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds.
          • Focused Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%.

Sith Warrior

New Ability Highlights
        • Marauder: A new ability, Dual Saber Throw has been added. Dual Saber throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51.
        • Juggernaut: A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker, lasts 3 seconds, and is trainable at level 51.
        • Juggernaut: A new passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds.
General
        • Pommel Strike has been removed from the game.
        • Savage Kick has been removed from the game.
        • Alacrity no longer reduces the channel duration for Force Choke.
Marauder
        • A new ability, Dual Saber Throw has been added. Dual Saber throw throws both Lightsabers at a target up to 30 meters away, striking everything within its path and slows the movement speed of affected targets by 50% for 6 seconds. This ability is trainable at level 51.
        • Berserk (Ataru Form) has been redesigned. Now, while Ataru Form is active, Berserk grants 30% Alacrity, and each attack consumes 1 charge.
        • Cloak of Pain no longer triggers from damage over time.
Rage (Marauder)
          • Force Crush now slows targets from 50% (down from 60%) to 5% movement speed and deals damage over 3 seconds.
          • Dark Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%.
Juggernaut
        • A new ability, Saber Reflect, has been added. Saber Reflect reflects all direct, single target ranged, Force, and Tech damage back to the attacker, lasts 3 seconds, and is trainable at level 51.
        • A new passive ability, Endless Rage, has been added. Endless Rage builds 1 Rage when attacked. This effect cannot occur more than once every 6 seconds.
        • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
        • Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
        • Sundering Assault has been redesigned. This ability now has a 15-second cooldown, applies 20% armor reduction for 45 seconds, and builds 5 Rage. The armor reduction it applies no longer stacks
        • Soresu Form no longer generates rage when attacked.
        • Taunt and Threatening Scream can no longer miss.
Vengeance
          • Shien Form no longer generates Rage when attacked.
          • Shatter now has a 12-second cooldown, deals slightly more damage, and no longer requires an enemy target to be affected by the Juggernaut’s Sunder Armor.
Immortal
          • Crushing Blow has been redesigned. This ability deals high damage to the target, and if the target is affected by armor reduction this attack will strike up to 4 additional nearby enemies. Using Crushing Blow enables Retaliation and increases all damage reduction by 3% for 20 seconds.
Rage (Juggernaut)
          • Force Crush now slows targets from 50% to 5% movement speed and deals damage over 3 seconds.
          • Dark Resonance no longer increases the critical damage of Force attacks by 30%. It now increases the critical damage of all attacks by 15%.

Jedi Consular

New Ability Highlights
        • Sage: A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sage, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51.
        • Shadow: A new ability, Phase Walk, has been added. Phase Walk allows the Shadow to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.
General
        • Tumult has been removed from the game.
Sage
        • A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sage, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51.
        • Benevolence now costs 70 Force and heals for significantly more.
        • Weaken Mind now costs 30 Force (down from 35), lasts 18 seconds, and the damage has been slightly increased.
        • Force Armor no longer has a cooldown. Force Armor still applies Force-imbalance, a debuff that prevents the target from being affected by another Force Armor for the next 20 seconds.
        • Mental Alacrity is now trainable for all Sages at level 28.
        • Disturbance now costs 40 Force (up from 30) and deals proportionately more damage
Seer
          • Healing Trance now heals for slightly more.
Telekinetics
          • Telekinetic Wave now costs 60 Force (up from 50) and deals proportionately more damage.
          • Turbulence now costs 50 Force (up from 45) and deals proportionately more damage.
          • Mental Alacrity is no longer in the Telekinetics tree. This ability is now available to all Sages.
          • Kinetic Collapse’s effect is now limited to the caster.
Balance (Sage)
          • Sever Force’s damage has been slightly increased.
Shadow
        • A new ability, Phase Walk, has been added. Phase Walk allows the Shadow to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.
        • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
        • Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
        • All abilities that formerly required a double-bladed Lightsaber may now be performed with an Electrostaff.
        • Force Breach (Force Technique) no longer has a cooldown. Force Breach (Combat Technique) now has a 6 second cooldown. Force Breach (Shadow Technique) has been redesigned. This ability is now only usable with one or more Breaching Shadows, which builds when Shadow Technique triggers. Force Breach (Shadow Technique) deals more damage per Breaching Shadow consumed. Force Breach (Shadow Technique) no longer has a cooldown.
        • Battle Readiness now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used.
        • Force Breach’s accuracy debuff now lasts 30 seconds (up from 18) when using Combat Technique.
        • Mind Control and Mass Mind Control can no longer miss.
Kinetic Combat
          • Kinetic Ward no longer has a Force cost and now has a 15-second cooldown.
          • Kinetic Ward now has 15 Charges (up from 8).
          • Bombardment now makes Project generate 15% more threat per point and cost 15% less Force per point while Combat Technique is active.
          • Slow Time now has a 9-second cooldown and costs 20 Force. Damage remains mostly unchanged.
Infiltration
          • Shadow Technique can now only trigger once every 4.5 seconds and deals significantly more damage. In addition, when it triggers it builds 1 stack of Breaching Shadow. Breaching Shadow is consumed by Force Breach to deal additional damage.
          • Clairvoyant Strike no longer increases the damage dealt by Project. Instead, this ability stacks up to two times and builds Clairvoyance, which gives Project a 50% chance per stack to automatically trigger Shadow Technique and bypass its rate limit.
Balance (Shadow)
          • Sever Force’s damage has been slightly increased.

Sith Inquisitor

New Ability Highlights
        • Sorcerer: A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sorcerer, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51.
        • Assassin: A new ability, Phase Walk, has been added. Phase Walk allows the Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.
General
        • Tumult has been removed from the game.
Sorcerer
        • A new ability, Force Barrier, has been added. Force Barrier projects a barrier around the Sorcerer, providing immunity to all damage and effects while channeled (up to 10 seconds). Force Barrier is trainable at level 51.
        • Dark Heal now costs 70 Force and heals for significantly more.
        • Affliction now costs 30 Force (down from 35), lasts 18 seconds, and the damage has been slightly increased.
        • Static Barrier no longer has a cooldown. Static Barrier still applies Deionized, preventing the target from being affected by another Static Barrier for the next 20 seconds.
        • Polarity Shift is now trainable for all Sorcerers at level 28.
        • Lightning Strike now costs 40 Force (up from 30) and deals proportionately more damage.
Corruption
          • Innervate now heals for slightly more.
Lightning
          • Chain Lightning now costs 60 Force (up from 50) and deals proportionately more damage.
          • Thundering Blast now costs 50 Force (up from 45) and deals proportionately more damage.
          • Polarity Shift is no longer in the Lightning tree. This ability is now available to all Sorcerers.
          • Backlash’s effect is now limited to the caster.
Madness (Sorcerer)
          • Creeping Terror’s damage has been slightly increased.
Assassin
        • A new ability, Phase Walk, has been added. Phase Walk allows the Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.
        • All abilities that formerly required a double-bladed Lightsaber may now be performed with an Electrostaff.
        • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range
        • Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
        • Discharge (Lightning) no longer has a cooldown. Discharge (Dark) now has a 6 second cooldown. Discharge (Surging) has been redesigned. This ability is now only usable with one or more Static Charge, which builds when Surging Charge triggers. Discharge (Surging) deals more damage per Static Charge consumed. Discharge (Surging) no longer has a cooldown.
        • Overcharge Saber now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used.
        • Discharge’s accuracy debuff now lasts 30 seconds (up from 18) when using Dark Charge.
        • Mind Control and Mass Mind Control can no longer miss.
Darkness
          • Dark Ward no longer has a Force cost and now has a 15-second cooldown.
          • Dark Ward now has 15 Charges (up from 8).
          • Electrify now makes Shock generate 15% more threat per point and cost 15% less Force per point while Dark Charge is active.
          • Wither now has a 9-second cooldown and costs 20 Force. Damage remains mostly unchanged.
Deception
          • Surging Charge can now only trigger once every 4.5 seconds and deals significantly more damage. In addition, when it triggers it builds 1 stack of Static Charge. Static Charge is consumed by Discharge to deal additional damage.
          • Voltaic Slash no longer increases the damage dealt by Shock. Instead, this ability stacks up to 2 times and builds Voltage, which gives Shock a 50% chance per stack to automatically trigger Surging Charge and bypass its rate limit.
Madness (Assassin)
          • Creeping Terror’s damage has been slightly increased.

Smuggler

New Ability Highlights
        • Gunslinger: A new ability, Hightail It, has been added. Hightail It will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51.
        • Gunslinger: A new passive ability, Ready for Anything, has been added. Ready for Anything increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.
        • Scoundrel: A new ability, Scamper, has been added. Scamper will roll the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.
        • Scoundrel: A new passive ability, Street Tough, has been added which increases Energy regeneration rate.
General
        • Using cover while jumping will now issue an appropriate error message.
        • Sabotage Charge now costs 25 Energy and deals slightly more damage.
        • Vital Shot now costs 16 Energy.
        • Dodge now removes all hostile effects without requiring Lucky Dodge.
        • Headshot has been removed from the game.
        • Cheap Shot has been removed from the game.
        • Energy regeneration rates will now display values rounded to two decimal places (e.g. x.xx).
Gunslinger
        • A new ability, Hightail It, has been added. Hightail It will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51.
        • A new passive ability, Ready for Anything, has been added. Ready for Anything increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.
        • The armor reduction from Flourish Shot can no longer be cleansed.
        • Scrambling Field no longer requires cover. The ability now lasts 20 seconds (up from 15), and deploys at the player’s current position, remaining there for the duration.
Sharpshooter
          • Burst Volley now lasts 15 seconds.
          • Trickshot now costs 5 energy (down from 10) and deals slightly less damage as a result. Trickshot can now be triggered from a complete Speed Shot.
Saboteur
          • Sabotage has been redesigned. This ability no longer requires a target and now has a one minute and 15-second cooldown. Activating Sabotage now finishes the cooldowns on Defense Screen, Cool Head, Hightail It, and Hunker Down.
          • Shock Charge now costs 15 Energy (down from 20) and does not have a cooldown, but only one Shock Charge can be active at a time.
          • Crack Shot now additionally increases the range of all ranged attacks by 5 meters.
Dirty Fighting (Gunslinger)
          • Damage dealt by the weaker versions of Vital Shot or Shrap Bomb which are created by Nice Try will no longer break the target out of stealth.
Scoundrel
        • A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.
        • A new passive ability, Street Tough, has been added which increases Energy regeneration rate.
        • Lucky Dodge has been removed from the game. This effect is now incorporated into Dodge by default.
        • Blaster Volley is now trainable at level 12.
        • Kolto Pack has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds.
        • Pugnacity is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Upper Hand. Instead, this ability now has a 2-minute cooldown, grants Upper Hand, and increases alacrity for a short duration.
        • Upper Hand now causes the character to giggle the first time it is applied if Upper Hand is not already active.
        • Diagnostic Scan is now trainable at level 18.
        • Smuggle can now only be activated while Stealth is active. Additionally, Smuggled group members can now use Sneak and Blackout.
        • Smuggle now provides a visual effect that shows the stealth field projected around the Scoundrel.
        • Smuggle now reduces movement speed by 15% (down from 30%).
Dirty Fighting (Scoundrel)
          • Damage dealt by the weaker versions of Vital Shot or Shrap Bomb, which are created by Nice Try, will no longer break the target out of stealth.

Imperial Agent

New Ability Highlights
        • Sniper: A new ability, Covered Escape, has been added. Covered Escape will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51.
        • Sniper: A new passive ability, Spotter, has been added. Spotter increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.
        • Operative: A new ability, Exfiltrate, has been added. Exfiltrate will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Exfiltrate does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.
        • Operative: New passive ability, Preparedness, has been added which increases Energy regeneration rate.
General
        • Using cover while jumping will now issue an appropriate error message.
        • Explosive Probe now costs 25 Energy and deals slightly more damage.
        • Corrosive Dart now costs 16 Energy.
        • Evasion now removes all hostile removable effects without requiring Avoidance Training..
        • Headshot has been removed from the game.
        • Eviscerate has been removed from the game.
        • Energy regeneration rates will now display values rounded to two decimal places (e.g. x.xx).
Sniper
        • A new ability, Covered Escape, has been added. Covered Escape will roll players forward up to 18 meters, landing crouched in cover. While rolling, defense is greatly increased and any movement-impairing effects are broken. The ability has a 20 second cooldown and is trainable at level 51.
        • A new passive ability, Spotter, has been added. Spotter increases stealth detection while in cover, building up to 30 additional levels of stealth detection over 30 seconds. The effect ends when leaving cover.
        • The armor reduction from Shatter Shot can no longer be cleansed.
        • Ballistic Shield no longer requires cover. The ability now lasts 20 seconds (up from 15), deploys at the player’s current position, remaining there for the duration.
Marksmanship
          • Sniper Volley now lasts 15 seconds.
          • Followthrough now costs 5 energy (down from 10) and deals slightly less damage as a result. Followthrough can now be triggered from a complete Series of Shots.
Engineering
          • EMP Discharge has been redesigned. This ability no longer requires a target and now has a one minute and 15-second cooldown. Activating EMP discharge now finishes the cooldowns on Shield Probe, Adrenaline Probe, Covered Escape, and Entrench.
          • Interrogation Probe now costs 15 energy (down from 20) and does not have a cooldown, but only one Interrogation Probe can be active at a time.
          • Advanced Targeting now additionally increases the range of all ranged attacks by 5 meters.
Lethality (Sniper)
          • Damage dealt by the weaker versions of Corrosive Dart or Corrosive Grenade which are created by Lingering Toxins will no longer break the target out of stealth.
Operative
        • A new ability, Exfiltrate, has been added. Exfiltrate will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Exfiltrate does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51.
        • New passive ability, Preparedness, has been added which increases Energy regeneration rate.
        • Avoidance Training has been removed from the game. This effect is now incorporated into Evasion by default.
        • Carbine Burst is now trainable at level 12.
        • Kolto Infusion has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds.
        • Stim Boost is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Tactical Advantage. Instead, this ability now has a 2-minute cooldown, grants Tactical Advantage, and increases Alacrity for a short duration.
        • Tactical Advantage now causes the character to giggle the first time it is applied if Tactical Advantage is not already active.
        • Diagnostic Scan is now trainable at level 18.
        • Infiltrate can now only be activated while Stealth is active Additionally, Infiltrated group members can now use Sneak and Blackout.
        • Infiltrate now provides a visual effect that shows the stealth field projected around the Operative.
        • Infiltrate now reduces movement speed by 15% (down from 30%).
Medicine
          • Kolto Probe will no longer display a probe for each activation on a target. Now one probe will remain for the duration of the ability’s effect.
Lethality (Operative)
          • Damage dealt by the weaker versions of Corrosive Dart or Corrosive Grenade, which are created by Lingering Toxins, will no longer break the target out of stealth.

Trooper

New Ability Highlights
        • Commando: A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
        • Commando: A new Passive ability, Mortar Salvo, has been added. Mortar Salvo fires 2 weaker Explosive Rounds that combine for 10% more damage. This ability is trainable at level 10.
        • Vanguard: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
        • Vanguard: A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 2.5% of total health. This effect cannot occur more than once every 3 seconds.
General
        • The Trooper’s Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total.
        • Hold the Line is now trainable at level 26 for all Troopers. This ability has a duration of 6 seconds, which can be extended to 10 seconds using the skills in the Gunnery and Tactics Skill Trees.
        • Diversion is now trainable at level 30 for all Troopers.
        • Blitz has been removed from the game.
        • Adrenaline Rush has been redesigned. Adrenaline Rush now gets the player Fired Up which will trigger when they drop below 30% health. Once triggered, Adrenaline Rush will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds.
        • The proc rate for Plasma Cell is now 25% (up from 10%), and the damage it deals has been rebalanced.
Commando
        • A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
        • A new Passive ability, Mortar Salvo, has been added. Mortar Salvo fires 2 weaker Explosive Rounds that combine for 10% more damage. This ability is trainable at level 10.
        • Concussion Charge now costs 8 Energy cells (down from 16).
        • Kolto Bomb is now trainable at level 20 to all Commandos.
        • Armor-Piercing Cell now additionally increases Alacrity by 3% while active.
Gunnery
          • The Gravity Vortex applied by Grav Round now lasts 45 seconds. In addition, the Gravity Vortex effect now reduces armor by 20% and no longer stacks. Furthermore, this ability now fires a faster-moving projectile.
          • Demolition Round now deals approximately 16% more damage. The ability deals 25% additional damage if the target is affected by the Commando’s Gravity Vortex. In addition, this ability now fires a slightly slower-moving projectile, ensuring that the Gravity Vortex effect will be properly recognized if Demolition Round is fired immediately after a Grav Round.
          • Gravity Surge no longer affects Gravity Vortices applied by Grav Round.
Assault Specialist (Commando)
          • Assault Plastique has been redesigned: The Trooper now throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.
Vanguard
        • A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 2.5% of total health. This effect cannot occur more than once every 3 seconds.
        • A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
        • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
        • Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
        • Ion Cell now reduces all damage dealt by 5% while active.
        • Neural Jolt and Sonic Round can no longer miss.
Shield Specialist
          • Smoke Grenade has been redesigned and renamed to Riot Gas. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy.
          • Energy Blast has been redesigned and is now only usable with 3 stacks of Power Screen. Using Energy Blast consumes Power Screen to deal elemental damage, recharge 8 Energy Cells, and increase Shield Absorption by 25% for 6 seconds.
          • Power Screen now triggers from shielding an attack or triggering Ion Cell.
Assault Specialist (Vanguard)
          • Assault Plastique has been redesigned. The Trooper now throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.

Bounty Hunter

New Ability Highlights
        • Mercenary: A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
        • Mercenary: New Passive ability, Missile Salvo, has been added. Missile Salvo fires 2 weaker Missile Blasts that combine for 10% more damage. This ability is trainable at level 10.
        • Powertech: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
        • Powertech: A new Passive ability, Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 2.5% of total health. This effect cannot occur more than once every 3 seconds.
General
        • Hydraulic Overrides is now trainable at level 26 for all Bounty Hunters. This ability has an initial duration of 6 seconds, which can be extended to 10 seconds using the skills in the Arsenal and Advanced Prototype Skill Trees.
        • Chaff Flare is now trainable at level 30 for all Bounty Hunters.
        • Shoulder Slam has been removed from the game
        • Kolto Overload has been redesigned. Kolto Overload now puts a Health Monitor on the player which will trigger when they drop below 30% health. Once triggered, Kolto Overload will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds.
Mercenary
        • A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
        • New Passive ability, Missile Salvo, has been added. Missile Salvo allows up to 3 weaker Missile Blasts to be fired in a row before generating heat and going on cooldown for 6 seconds. This ability is trainable at level 10.
        • Jet Boost now generates 8 Heat (down from 16).
        • Kolto Missile is now trainable at level 20 for all Mercenaries.
        • High Velocity Gas Cylinder now additionally increases Alacrity by 3% while active.
Arsenal
          • The Heat Signature applied by Tracer Missile now lasts 45 seconds. In addition, the Heat Signature effect now reduces armor by 20% and no longer stacks. Furthermore, this ability now fires a faster-moving projectile.
          • Heatseeker Missiles now deals approximately 16% more damage. The ability deals 25% additional damage if the target is affected by the Mercenary’s Heat Signature. In addition, this ability now fires a slightly slower-moving projectile, ensuring that the Heat Signature effect will be properly recognized if Heatseeker Missiles is fired immediately after a Tracer Missile. Light ‘Em Up no longer affects Heat Signatures applied by Tracer Missile.
Pyrotech (Mercenary)
          • Thermal Detonator has been redesigned: The Bounty Hunter now hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.
Powertech
        • A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
        • A new Passive ability, Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 2.5% of total health. This effect cannot occur more than once every 3 seconds.
        • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
        • Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
        • Ion Gas Cylinder now reduces all damage dealt by 5% while active.
        • Neural Dart and Sonic Missile can no longer miss.
Shield Tech
          • Heat Blast has been redesigned and is now only usable with 3 stacks of Heat Screen. Using Heat Blast consumes Heat Screen to deal Elemental Damage, vent 8 Heat, and increase Shield Absorption by 25% for 6 seconds.
          • Oil Slick has been redesigned. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy.
          • Heat Screen now triggers from shielding an attack or triggering Ion Gas Cylinder.
Pyrotech (Powertech)
        • Thermal Detonator has been redesigned. The Bounty Hunter now hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.

Companion Characters

General

      • Corrected an issue preventing some Companion Characters from using certain abilities, such as HK-51’s “Assassinate” ability.
      • Aric Jorgan: Several cinematic conversations now have improved camera angles.

Affection

      • Companion Affection gained from mission conversations has been redesigned. Companions will still give more or less affection based on their personality preference, but the affection amounts are now scaled based on the level of the mission, and the dialogue options are scaled the same for all Companion Characters.
      • Companion reaction tooltips have been added to companion gifts to illustrate how a companion will react when receiving the gift.
      • Sergeant Rusk: The mission “Master Gend’s Mission” will now grant the proper companion affection.
      • The Sith Inquisitor mission “Thanaton Strikes Back” will now appropriately grant companion affection.

Combat

Sith Warrior
        • Malavai Quinn: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health.
        • Lt. Pierce: Flameguard is now usable at 30 meters.
        • Lt. Pierce: Rifle Rush now deals damage to the target, but it can no longer be used against targets in cover.
        • Vette: Blaster Sweep now deals slightly more damage.
        • Broonmark: Violent Toss now utilizes the damage of the weapon Broonmark wields. This will result in a slight damage increase based on the power of the weapon.
        • Broonmark: Cleave now deals more damage and has a radius of 5 meters.
        • Jaesa Willsaam: Freeze now deals damage in addition to slowing the movement of the target.
Jedi Knight
        • Doc: This companion no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or target who is under 90% maximum health.
        • T7-01: Flameguard is now usable at 30 meters.
        • T7-01: Intercept now additionally deals damage to the target, instead of only generating threat.
        • Sergeant Rusk: Spread Fire now deals slightly more damage.
        • Lord Scourge: Lightning Punch now deals slightly less damage.
        • Lord Scourge: Savage Charge no longer deals damage and can no longer be used on a target in cover.
        • Lord Scourge: Cleave now deals more damage and has a radius of 5 meters.
        • Kira Carsen: Freeze now deals damage in addition to slowing the movement of the target.
Imperial Agent
        • Doctor Lokin: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health.
        • Doctor Lokin: Increased the damage dealt by Swipe and Infect.
        • Kaliyo: Defensive Blast is now usable at 30 meters. Additionally, Defensive Blast will deal slightly more damage.
        • Kaliyo Djannis: Storm’s tooltip has been updated to reflect that the target cannot be in cover.
        • Ensign Temple: Blaster Sweep now deals slightly more damage.
        • Ensign Temple: Force Burst now deals less damage.
        • SCORPIO: Power Attack will deal slightly more damage.
        • SCORPIO: Jet Rush can no longer be used against a target in cover.
        • SCORPIO: Cleave will now deal more damage and have a radius of 5 meters.
        • Vector: Oil Spill will now deal damage in addition to slowing the movement of the target.
Smuggler
        • Guss Tuno: This companion no longer attempt to use Electro-Trap on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health.
        • Corso Riggs: Flameguard is now usable at 30 meters.
        • Corso Riggs: Illegal Jet Pack’s tooltip has been updated to reflect that the target cannot be in cover.
        • Corso Riggs: Attempting to activate “Deploy Shields” while out of combat will now provide the proper error message.
        • Risha: Gas Grenade now deals more damage.
        • Bowdaar: Wookie Toss will now utilize the damage of the weapon Bowdaar wields. This will result in a slight damage increase, based on the power of the weapon.
        • Bowdaar: Cleave will now deal more damage and has a radius of 5 meters.
        • Bowdaar: Tooltip on Bowdaar’s ability “Wookiee Roar” has been corrected to properly reflect the ability name.
Sith Inquisitor
        • Talos Drellik: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health.
        • Xalek: Shockguard is now usable at 30 meters.
        • Xalek: Charge now deals damage to the target, but it can no longer be used against a target in cover.
        • Andronikos Revel: Blaster Sweep now deals slightly more damage.
        • Andronikos Revel: Low Blow now does less damage.
        • Khem Val: Rake now deals slightly more damage.
        • Khem Val: Consume Essence now heals for slightly less.
        • Ashara Zavros: Freeze will now deal damage in addition to slowing the movement of the target.
        • Khem Val: Cleave will now deal more damage and has a radius of 5 meters.
Jedi Consular
        • Tharan Cedrax: This companion will no longer attempt to use Deploy Holiday on a target suffering from a periodic effect (such as damage over time), or who is under 90% maximum health.
        • Felix Iresso: Flameguard is now usable at 30 meters.
        • Felix Iresso: Rifle Rush will deal damage to the target, but it can no longer be used against a target in cover.
        • Felix Iresso: Incendiary Mortar now deals less damage initially over a slightly larger area of effect radius.
        • Zenith: Collateral Damage will deal slightly more damage over time.
        • Qyzen Fess: Power Attack will deal slightly more damage.
        • Qyzen Fess: Flush Prey no longer deals damage or immobilizes the target, and it can no longer be used against a target in cover.
        • Qyzen Fess: Hunter’s Surge now deals slightly less damage over a larger area of effect radius. Additionally, the tooltip has been corrected to reflect the actual maximum of 3 targets.
        • Nadia Grell: Freeze will now deal damage in addition to slowing the movement of the target.
Bounty Hunter
        • Mako: This companion will no longer attempt to use Electro-Stasis on a target suffering from a periodic effect (such as damage over time), or who is under 90% maximum health.
        • Blizz: Zipline now deals damage to the target.
        • Blizz: Flameguard is now usable at 30 meters.
        • Gault: Poison Grenade now deals more damage.
        • Skadge: Savage Hit now utilizes the damage of the weapon Skadge wields. This will result in a slight damage increase based on the power of the weapon.
        • Skadge: Cleave will deals more damage and have a radius of 5 meters.
        • Torian Cadera: Oil Spill will deals damage in addition to slowing the movement of the target.
Trooper
      • Elara Dorne: This companion will no longer attempt to use Carbonized Stream on a target suffering from a periodic effect (such as damage over time) or who is under 90% maximum health.
      • M1-4X: Flameguard is now usable at 30 meters.
      • M1-4X: Tow Cable now deals damage to the target instead of only generating threat.
      • Aric Jorgan: Spread Fire now deals slighty more damage.
      • Tanno Vik: Power Attack deals slightly more damage.
      • Tanno Vik: Cleave now deals more damage and has a radius of 5 meters.
      • Sgt. Yuun: Tracker’s Strike will now deal damage to the target in addition to slowing the movement of the target.

Crew Skills

General

      • All Crew Skills now have a skill cap of 450!
      • To train beyond 400, players must visit individual Crew Skill trainers and train the Advanced version of each skill.
      • Added new missions, schematics, crafting materials, and harvesting nodes
      • Added new Augmentation Kits.
      • Augmentation Slot Component MK-7 and MK-8 are obtained by Reverse Engineering level 52 crafted items.
      • Augmentation Slot Component MK-9 is obtained by Reverse Engineering level 54+ crafted items.
      • New mission tiers do not contain Companion Gift missions.

Crafting Skills

    • Exotic Crafting Materials at level 55 are now obtained primarily through loot drops and cannot be obtained by Reverse Engineering.
    • Artifice now allows players to Reverse Engineer the following Advanced Indestructible, Advanced Hawkeye, and Advanced Eviscerating color crystals:
      • Black-Blue
      • Black-Red
      • Cyan
      • Purple

Flashpoints and Operations

General

      • Classic Commendations can now be acquired from level 50 Flashpoints, Operations, and daily areas, and they can be used to purchase Campaign gear from the Classic Gear Vendor on the Fleet, in addition to many items previously purchased for Daily Commendations at Mission Support Vendors.

Flashpoints

General
        • Level 50 Flashpoint bosses now drop Black Hole pieces.
Athiss
        • Hard Mode is now available and is balanced for level 55 players!
        • Players will no longer be prevented from using Force Leap on Alchemical Shrieker while at the entrance to the tomb.
Cademimu
        • Hard Mode is now available and is balanced for level 55 players!
Hammer Station
        • Hard Mode is now available and is balanced for level 55 players!
Lost Island
        • Adjusted the encounter with LR-5 Sentinel Droid in Hard Mode
        • The enrage timer has been increased by 1 minute.
        • Lava damage has been decreased.
        • Discharge deals less damage, the cooldown has been increased, the duration has been reduced, and the time between expansions has been increased.
        • Adjusted the encounter with Project Savrip in Hard Mode
        • The enrage timer has been increased by 1 minute.
        • Acid Spit damage has been decreased.
        • Rak Rot can now be cleansed.
        • Adjusted the encounter with Doctor Lorrik in Hard Mode
        • Viral Vial will now take longer to hit.
        • While throwing Satchel Charges, Doctor Lorrik will now face in only one direction.
        • Flutterplume Plaguebearer will no longer repeatedly spawn additional enemies.
        • The slow effect has been reduced for Vile Spit when used by a Vile Shaclaw.
        • Decreased the duration and increased the cooldown for Towline when used by a Utility Droid.
        • Kolto Projection now has a cooldown and Reactive Shield no longer grants interrupt immunity when used by a Hybrid Rakghoul Medic.
Mandalorian Raiders
        • Hard Mode is now available and is balanced for level 55 players!
        • The Boarding Party will now deal less damage in Story Mode.
The False Emperor
        • Players are no longer able to defeat the final encounter by kiting the boss into the chasm without the use of supplied bombs or knockbacks.

Operations

New Operation: Scum and Villainy!
        • Scum and Villainy is a new Operation which takes place on the seedy Outer Rim world of Darvannis, where mysterious forces are gathering an army of warlords and mercenaries. This Operation is available at level 55 in four difficulty modes, and it contains seven bosses with lockouts. It can be accessed from the Ziost Shadow or the Gav Daragon on the Imperial and Republic Fleets.
Eternity Vault
        • All Story Mode bosses now drop Black Hole gear. All Hard and Nightmare Mode bosses now drop Hazmat gear.
Explosive Conflict
        • Explosive Conflict is now available in Group Finder from levels 50-54.
        • All Story Mode bosses now drop Hazmat gear.
        • All Hard and Nightmare Mode bosses now drop Hazmat pieces and Unassembled Dreadguard items.
        • Removed the group of enemies directly before the encounter with Toth and Zorn.
Karagga’s Palace
        • All Story Mode bosses now drop Black Hole gear.
        • All Hard and Nightmare Mode bosses now drop Hazmat gear.
Terror From Beyond
      • Terror From Beyond is now available in Group Finder at level 55.
      • The missions New Frontiers and Ancient Allies are now level 55. Players are still eligible for these missions at level 50.
      • All difficulty modes have been rebalanced to provide proper challenge and reward to level 55 players.
      • Chests in this Operation have been replaced by enemies that drop special loot: Covert Observers and Brutal Invaders. Loot drops have been updated to level 55. Arkanian items will now drop in Story Mode, and Underworld items now drop in Hard Mode.

Items and Economy

General

      • New tiers of gear are now available from Flashpoints, Operations, and Group Finder at level 55! You can view the new gear in the Supplies and Combat Training wings of the Fleet.
      • Relics that have a chance to proc damage will no longer break a character out of stealth upon triggering.
      • The Hyrotii Scrapper speeder now has a new icon.
      • Extracted level 51+ Armoring modifications of Artifact Quality and higher now become bound to the type of gear the mod was extracted from (Chest, Legs, Head, etc).

Set Bonuses

      • All set bonuses are now stored exclusively on Armoring mods instead of equipment shells. Players will now be able to transfer set bonuses shells between equipment shells by simply moving the Armoring mod. The rules are as follows:
        • Set bonuses can be extracted from a shell by removing the Armoring mod.
        • While Armoring mods are not applied to any items, they retain their extracted set bonus.
        • When Armoring mods with a set bonus are placed in another item of the same type (Chest, Legs, Head, etc), the set bonus will then applies to that piece of armor. Modified gear with a set bonus applied will receive a notification when attempting to overwrite the Armoring mod with another Armoring mod with a set bonus. If confirmed, the new mod’s set bonus will overwrite the original set bonus.
      • Some Level 55 Set Bonuses have been updated from their Level 50 counterparts. All Level 55 Set Bonuses are now listed without their “Rakata” or “Battlemaster” prefix.
Class Set Bonus Updates
Juggernaut (DPS)
          • Vindicator’s Gear 2pc (PVE): Reduces the minimum range of Saber Throw by 10m.
          • Vindicator’s Gear 4pc (PVE): Now increases Force Scream damage by 8%.
Guardian (DPS)
          • Vindicator’s Gear 2pc (PVE): Reduces the minimum range of Saber Throw by 10m.
          • Vindicator’s Gear 4pc (PVE): Now increases Blade Storm damage by 8%.
Marauder (DPS)
          • Weaponmaster’s Gear 2pc (PvE): Now increases Ravage damage dealt by 8%.
          • Weaponmaster’s Gear 4pc (PvE): Now in addition to reducing the cooldown of Frenzy, also makes activating Berserk increase all damage dealt by 4% for 15 seconds.
          • Weaponmaster’s Gear 2pc (PvP): Now in addition to reducing the cooldown of Undying Rage, also increases its duration by 1 second.
          • Weaponmaster’s Gear 4pc (PvP): Now increases all damage dealt by 10% for 5 seconds after using Force Charge.
Sentinel (DPS)
          • Weaponmaster’s Gear 2pc (PvE): Now increases Master Strike damage dealt by 8%.
          • Weaponmaster’s Gear 4pc (PvE): Now in addition to reducing the cooldown of Valorous Call, also makes activating Zen increase all damage dealt by 4% for 15 seconds.
          • Weaponmaster’s Gear 2pc (PvP): Now in addition to reducing the cooldown of Guarded by the Force, also increases its duration by 1 second.
          • Weaponmaster’s Gear 4pc (PvP): Now increases all damage dealt by 10% for 5 seconds after using Force Leap.
Mercenary (Healer)
          • Combat Medic’s Gear 2pc (PvP): Reduces the cooldown of Hydraulic Overrides by 5 seconds.
Commando (Healer)
          • Combat Medic’s Gear 2pc (PvP): Reduces the cooldown of Hold the Line by 5 seconds.
Operative (DPS)
          • Field Tech’s Gear 2pc (PvE): Increases Backstab critical chance by 15.
Scoundrel (DPS)
          • Field Tech’s Gear 2pc (PvE): Increases Back Blast critical chance by 15.
Operative (Healer)
          • Field Medic’s Gear 2pc (PvE): Increases healing done by Recuperative Nanotech by 15%.
          • Field Medic’s Gear 4pc (PvE): Increases maximum Energy by 5.
          • Field Medic’s Gear 2pc (PvP): Increases the damage absorbed by Shield Probe by 10%.
Scoundrel (Healer)
          • Field Medic’s Gear 2pc (PvE): Increases healing done by Kolto Cloud by 15%.
          • Field Medic’s Gear 4pc (PvE): Increases maximum Energy by 5.
          • Field Medic’s Gear 2pc (PvP): Increases the damage absorbed by Defense Screen by 10%.
Sorcerer (DPS)
          • Force-Master’s Gear 2pc (PvE): Now additionally reduces the cooldown of Polarity Shift by 15 seconds.
Sage (DPS)
          • Force-Master’s Gear 2pc (PvE): Now additionally reduces the cooldown of Mental Alacrity by 15 seconds.
Sorcerer (Healer)
          • Force-Mystic’s Gear 2pc (PvP): Reduces Static Barrier lockout debuff duration by 3 seconds.
Sage (Healer)
          • Force-Mystic’s Gear 2pc (PvP): Reduces Force Armor lockout debuff duration by 3 seconds.
Sniper (DPS)
          • Field Tech’s Gear 2pc (PvE): Activating Target Acquired restores 10 Energy.
Gunslinger (DPS)
          • Field Tech’s Gear 2pc (PvE): Activating Illegal Mods restores 10 Energy.

Commendations

      • Basic Commendations, Elite Commendations, and Ultimate Commendations can now be earned from content at levels 51-55. These commendation types can be used to purchase increasingly more powerful gear at level 55. The Basic Gear Vendor will prepare you for group content at 55, the Elite Gear Vendor will prepare you for Operations at level 55, and the Ultimate Gear Vendor will prepare you for the most challenging Operations bosses in the Galaxy.
      • Commendations from individual planets have been converted into a single Planetary Commendation type. Vendors that previously traded items for specific planet commendations now trade the same items for Planetary Commendations.
      • Weekly limits are now enforced on Commendation gains for certain Commendation type. Players will not be able to obtain any Commendations beyond the weekly limit displayed in the Currency Window. This limit is reset on a weekly schedule that corresponds with the weekly Operations lockout reset schedule. Limits are as follows:
        • Planetary Commendations – Unlimited Weekly; 50 Maximum
        • Classic Commendations – 200 Weekly; 400 Maximum
        • Basic Commendations – 300 Weekly; 600 Maximum
        • Elite Commendations – 200 Weekly; 400 Maximum
        • Ultimate Commendations – 150 Weekly; 300 Maximum
      • Tionese Crystals have been converted to the new Planetary Commendation type at a 2:1 ratio and no longer drop from any content.
      • Daily, Tionese, Columi, and Black Hole Commendations have all been converted to Classic Commendations. Missions and loot that previously awarded these commendations will now award Classic Commendations instead.
      • Daily, Tionese, Columi, and Black Hole Commendations in your inventory will be converted to Classic Commendations at the following ratios:
        • Tionese Commendations – 6:1
        • Columi Commendations – 4:1
        • Daily Commendations – 4:1
        • Black Hole Commendations – 1:1

Vendors

    • Added new vendors for Classic, Basic, Elite, Ultimate Commendation types to the Supply area of the Republic and Imperial Fleets.
    • Added a new Warzone & Ranked Warzone vendor for each Class in the Combat area of the Republic and Imperial Fleets.
    • The PvP Weapons vendor and PvP Items vendor have had their items modified.
    • A new Warzone and Ranked Warzone Enhancement Vendor can be found in the Combat section of the fleet. This vendor sells Partisan and Conqueror Enhancements.
    • A new Classic Commendation vendor has been placed in the new Hangar Hub area of the Gav Daragon and Ziost Shadow Fleet ships. This vendor will exchange Unassembled Rakata, Columi, or Campaign items for the new Classic Commendations.
    • The Crew Skill Trade Vendor now contains Common (white) rarity crafting items for new level 51+ Crafting items.
    • Commendation vendors on Section X, Ilum, Black Hole, and Belsavis for both Factions have been adjusted to require Classic Commendations and will now include Campaign Chest pieces in addition to their previous items.

Legacy

Achievements

      • The Legacy System has expanded to include Legacy Achievements, which recognize important accomplishments and milestones across all characters in your Legacy.
      • Achievements are granted for completing missions, defeating enemies, clearing Flashpoints and Operations, completing difficult challenges, and many other activities.
      • All characters in your Legacy contribute progress towards all achievements, and rewards are shared across your Legacy.
      • Achievements may unlock titles, grant items, or even add Cartel Coins to your account! You can access your Legacy Achievements through the Legacy Panel, even if you have not yet named your Legacy.

Training Dummies

    • Operation Training Dummy has been updated to Level 55.
    • Warzone Training Dummy has been updated to Level 55.
    • The Warzone and Operation training dummies on the Consular and Trooper ships have been moved so that area effect spells will not hit both dummies.
    • Attacking Training Dummies will now play the appropriate ability sound effect.
    • A scrollbar should now appear for long reputation descriptions in the Legacy Reputation Window.

Missions and NPCs

General

      • Mission Terminals on the Republic and Imperial Fleets have been updated, and various [WEEKLY] and [DAILY] missions have been removed, updated, or consolidated into new missions.
      • The Daily Mission Terminal on the Fleet has been replaced by the Priority Missions terminal. This terminal provides daily, weekly, and introductory missions for activities such as Flashpoints, Group Finder, Warzones, and other high-priority content.
      • The Operations Terminal is a new mission terminal that grants missions that require Operations groups to complete, including a unique [WEEKLY] mission for every Operation at levels 50 and 55. These missions provide commendations, credits, and information about the recommended gear rating for each difficulty mode.
      • “[WEEKLY] The War Front” is a new, weekly Warzone mission available on the PvP Mission Terminal from levels 10-54. This mission is unlocked by completing the “Introduction to Warzones” mission.

Missions

World Missions
        • Added new Priority Transport Terminals to the Fleet and several Orbital Stations, which provide transportation between high level mission areas such as The Black Hole, Ilum, Section X, and Makeb. Planetary shuttles on Belsavis, Ilum, and Corellia have had these transport options removed for clarity.
Ilum
          • Ilum Under Siege: The final cinematic for this Republic mission has been polished for a more enjoyable viewing experience.
Belsavis
            Section X

            • [WEEKLY] Section X Crisis is now Level 52.
            • Missions in Section X now reward Basic Commendations.
Class Missions
Trooper
          • Lost and Found: The loading screen for this Taris mission will now use proper gender pronouns in the loading screen story recap.
          • The Ambush: This mission will now grant dark side points appropriately.

NPCs

    • Enemies with Advanced Stealth Detection will no longer attack players who enter stealth outside of combat range.
    • Enemies of Elite toughness now have 5% Force and Tech defense, and enemies of Champion toughness have 10% Force and Tech defense. This gives greater chance of resisting Force and Tech attacks, and increases the importance of Accuracy when fighting Elite enemies.

PvP

General

      • Players can now exchange 40 Warzone Commendations for a Planetary Commendation at the PvP Items vendor.

Warzones

      • Bolster is now based on item rating rather than character level. Recruit-level gear is no longer available, as players will be automatically bolstered to this level of item power if they do not meet it naturally.
      • Players will now be separated into three level brackets for normal Warzone play: 10 – 29, 30 – 54, and level 55. Ranked Warzones now requires level 55.
      • Made adjustments to balance the Warzone types that players will see when queuing.
Voidstar
      • Voidstar spawn doors will no longer be active for Defenders in the Reactor and Cargo room if the Attackers have not activated the bridges or brought down the shields. This will allow the Defenders to prepare at the doors before the attackers have access to the area.

Space Combat

  • Grade 7 Beam Generators will now deal the correct amount of damage.
  • Repeatable Space Combat missions will no longer provide credit rewards.
  • All Daily and Weekly Space Combat missions have had their credit rewards significantly increased.

UI

  • A new option has been added to Operation, party, player, and target frames to resize the buffs and debuffs. The Operation frames also now have the option to add spacing between party members to allow room for larger buffs and debuffs.
  • Cast bars will no longer incorrectly cut off the bottom of text.

Miscellaneous Bug Fixes

  • Various typos and mistakes in mission and codex text have been corrected for all languages.
  • Looping ambient sounds will now properly play while in range to hear them.

SWTOR Maintenance Downtime For Game Update 2.0

swtor-server-down

Game Update 2.0: Scum and Villainy is coming, and there’ll be a 6-hour server downtime before it goes live. Here are the time conversions:

AEST: 11am-5pm Tuesday 9th April

AWST: 9am-3pm Tuesday 9th April

NZST: 1pm-7pm Tuesday 9th April

If you get bored, why not give our latest podcast episode a listen?

The full info from BioWare:

On April 8th at 6PM PDT (April 9th, 1AM GMT) all game servers, SWTOR.com, and the launcher will be unavailable as we perform scheduled maintenance. Game Update 2.0 will be implemented during this downtime.

Details are as follows:
Date: Monday April 8th- Tuesday April 9th
Duration: 6 hours
Time: April 8th, 6PM PDT (April 9th, 1AM GMT ) – April 9th, 12AM PDT (7AM GMT)

Flash Point 54: BioWare Shock Infinite

flashpoint-podcastBack on schedule and faced with a huge bunch of talking points, we plough through as many as possible!

Points of discussion:

SWTOR
– Server merges
– Rise of the Hutt Cartel
– 2.0 planet commendations and the great currency converter telling you what you’ll get

Other
– LucasArts downsizing
– Initial Defiance impressions
– Marvel Heroes
– Assorted movie and game chatter

Please send us a question for discussion on the next episode!

– Shout outs for our forums, Facebook page, Twitter account, Simon’s Twitter account and Kristy’s Twitter account.

Please review or rate the podcast on iTunes if you can – it makes a huge difference!

Listen via iTunes or right here:

SWTOR Display Name Login: How To Find Out Your Display Name

alderaan11With the latest update to SWTOR, your ability to log in to the game with your email address is gone. Instead, you need to provide your SWTOR display name. If you can’t remember your display name (in a lot of cases it will be your forum handle), here’s the info BioWare have provided on how to confirm it:

Beginning, today, April 2, 2013, logging in to the game or website will require your Display Name. Email addresses are no longer accepted; your Display Name is the only accepted option.

In case you forgot your Display Name, simply:

  • Click on the “Log In” button at the top right hand corner of www.StarWarsTheOldRepublic.com.
  • Click “Forgot your Display Name?”
  • Enter the email address associated with your account.
  • Click “Recover Display Name.”
  • An automated email will be sent to the email address associated with your account. Your Display Name is within this automated email.

Also, a new process utilizing “One-Time Passwords” will be replacing the Security Questions and Answers previously requested during log in. This change will allow us to enable self-service recovery measures.

There are a few new ways to help you recover important account information faster and more efficiently in case you forgot or lost this information. Below are all the measures you can take:

  1. Self-service for “Forgot my Password”
  2. Self-service for “Forgot my Display Name”
  3. Self-service for “Lost my Security Key”
  4. Self-service for “Remove my Security Key”
  5. Self-service for “Change my Security Key”

These changes increase the security of our game authentication system, which helps to keep the game protected from many security threats including account takeovers.

For additional information on the Display Name Log In, check out the Forum Post by our Senior Manager of Security. If you have any questions, please visit our Display Name Log In FAQ.

Over to you – do you like the display name login requirement or prefer the old way?

Petition To Save SWTOR Oceanic Servers

oceanic-serversIn case you hadn’t heard, local SWTOR players are about to lose their Australia-based serves. In an attempt to reverse the decision, a petition has been set up to show BioWare / EA the level of commitment from the local SWTOR community to at leas one local merged server.

I for one can totally see the validity in the one server approach – it’ll be hard for BioWare / EA to argue otherwise outside cost saving grounds. Here’s the background on the petition:

Bioware Representative, Eric Musco, has announced that in the near future the Asia-Pacific Servers for Star Wars: The Old Republic will be merged with West Coast US servers. This is after months of the APAC population asking for actions to improve the population on our local servers.

The vast majority of players wish for a merge of the 3 APAC servers into 1 server. Thus achieving the following:
1. Retain our current local latencies
2. Improve the population on the local server
3. Less forced transfer and name changes
4. Similar community atmosphere across the board to what currently exists.

The would no longer be a PVP, PVE and RP-PVE server but the merge would be accepted by most on all of these servers, moreso than forced transfers to US Servers.

So if you feel strongly about the issue, go and sign the petition right here.

Rise Of The Hutt Cartel Interview: Brian Audette

audetteTo coincide with the announcement of Rise of the Hutt Cartel’s launch date, we fired some questions through on the expansion and got some replies from ROTHC’s content design lead, Brian Audette:

Can you give a little insight onto the journey that’s been undertaken to get to RotHC being a near-live expansion for SWTOR?

Brian Audette: A lot of what would ultimately come to make up Rise of the Hutt Cartel already existed in some early form around the time that we launched SWTOR. As with any live experience however you don’t really learn what players want and what you need to do next until the product is actually out there, so we spent most of our time after launch addressing player feedback and shoring up the existing game. It wasn’t until late last summer that we really started developing RotHC full bore. The great thing is by that time we had already solidified much of the art, writing and quest design, thus giving us the freedom to really jump into it and the time to make it shine. This was also when we decided to add our new Macrobinoculars and Seeker Droid content as part of Rise of the Hutt Cartel as well and a lot of work went into not only finding the most epic way to introduce those features, but to make them exciting and worth doing over and over again. We’re all really excited for people to finally get their hands on all of this new game play.

How did the development process evolve compared to the original game development i.e. did you have more/less time to flesh out story elements?

Brian: We learned a lot of lessons through developing and launching SWTOR that allowed us to get out in front of potential issues before they became problems with Rise of the Hutt Cartel. One of the most important things we did was getting writers, artists, engineers and designers together very early in the process of creating Rise of the Hutt Cartel both to get input from every discipline, but also to make sure everyone was on the same page. I think it was this attempt at synergy that allowed us to create an experience that feels incredibly tight, where story, visuals, and game play all work together to create one amazing adventure.

It’s fair to say there’s a significant cohort of ex-SWTOR players out there – what would you say that ROTHC offers that should make them want to come back?

Brian: Well first off, we’ve added a lot of great features and content to the game since launch including hard mode Flashpoints, new Operations, new Warzones, Group Finder, and the Legacy system. Rise of the Hutt Cartel builds on that content by adding Makeb – a whole new world of story content – allowing players to continue their character’s epic journey. We’ve got the all new Macrobinoculars and Seeker Droid content that will allow players to explore the galaxy in search of unique items, artifacts, and gear. We’re raising the level cap to 55 with new abilities and talents to train, as well as new gear and tons of class balances based on player feedback.

Finally, along with the launch of Rise of the Hutt Cartel we’ve got our 2.0 game update which introduces more tweaks and bug fixes along with four level 55 hard mode Flashpoints, and an all new level 55 Operation. If you combine all this with continued commitment to publish regular game updates featuring more new content and features and the fact that you can jump in and play much of the game’s content for free, it’s never been a better time to play SWTOR.

It’s coming up to 18 months since SWTOR launched and by that time ROTHC will have been live for 8 weeks or so – looking back what are three achievements you’re most proud of and what are three things you wish you’d done differently over that time?

Brian: I think that all the things I wish we had done differently can be summed up under one singular heading, that being getting more frequent and regular updates out to our players. An MMO is a service and we serve the customer best when we’re able to interface with them and react to their feedback in a timely, regular manner. Even though not everything is a simple fix and there’s always going to be issues and features that take months to get addressed, I think we’ve drastically improved our response time since going free-to-play back in November and we’re committed to maintaining a regular cadence of updates and releases going forward.

Some of the things I’m most proud of are features like Group Finder, the Legacy system, and the Cartel Market that have been huge improvements to the game and that not only make it better to play, but make it a better service as well. It took us a while to get our balance, but with Rise of the Hutt Cartel we’re off and running through year two of SWTOR and committed to providing quality service and top-notch game play well into the future.

What personally for you is the most exciting part of your involvement with ROTHC?

Brian: The most exciting part for me is getting to work with some of the most talented developers in the business. SWTOR and Rise of the Hutt Cartel have been group efforts from day one and as developers I think we’re always striving to outshine each other’s expectations the whole way. Every time I play through this content I’m incredibly proud of what we’ve accomplished and while I can’t wait for players to get their hands on it, I’m also really excited to start working on all the awesome things that are coming next.

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So there you have it – is there anything in what Brian has said that particularly caught your attention or surprised you?

Rise Of The Hutt Cartel Launch Date Announced

SWTOR’s first large expansion now has an official live date, and it’s a date that’s earlier than some people thought. Sunday April 14th (or Monday local time)i s when we get to jump in, or for those who pre-ordered before the 7th January it’s 5 days earlier on the 9th April.

We’ll bring you the exact local launch times as more details are confirmed. A second in-depth trailer has been released to coincide with the announcement, check it out:

So make sure you have some free time organised during April for some serious levelling time!