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BioWare decided to move ahead with the next set of class changes. SWTOR Update 6.1.1 is now available on PTS and allows you to check out the new armor sets with new unique set bonuses for each class that will be coming with the next patch to the live servers! Conquest changes are also rolling out and available for testing now too!

There were a ton of forum posts from community manager Eric Musco and community coordinator Daniel Steed recently on the SWTOR forums.

The next phase of PTS has begun and available on the test server are currently the new Master Mode Dxun Operation, two new armor sets with new set bonuses for each class and a number of class changes result of ongoing balancing and bug fixing by the dev team.

Some of the previously announced and then delayed healing changes are making it into this update too.

BioWare spoke of incoming Conquest changes with 6.1.1. Those are on the PTS as well.

Below is a full list of all that is new and available on PTS currently as well as plans for what will be on the live servers as soon as Patch 6.1.1 lands. I’ve split all of the info into several sub-sections.

SWTOR 6.1.1 Class Changes

Operative / Scoundrel

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



Medicine / Sawbones

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

Sniper / Gunslinger

Virulence / Dirty Fighting

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

Juggernaut / Guardian

Vengeance / Vigilance

Destroyer’s bleeding / Keening’s burning effect bonus damage increased from 10% to 15%

Gushing Vein’s bleeding / Smoldering Saber’s burning effect critical chance bonus increased from 5% to 10%

Rage / Focus

Brutality / Swift Slash now increases the critical strike chance of Furious Strike / Concentrated Slice and Vicious Throw / Dispatch by 15% (up from 10%)

The Perseverance Tactical has been redesigned: Using Obliterate / Zealous Leap with Furious Power / Force Clarity causes it to critically hit and increases your critical strike chance by 20% for 2 seconds



Sorcerer / Sage

Decreased the initial portion of Resurgence / Rejuvenate healing by roughly 37%, but increased the heal over time portion of Resurgence / Rejuvenate by roughly 67%

The Empowered Restorer set bonus has been redesigned: 4 piece – Static Barrier / Force Armor leaves a heal over time on the target for 12 seconds after being applied 6 piece – Static Barrier / Force Armor immediately heals the target when applied

The Revitalized Mystic set bonus has been rebalanced: 4 piece – Refreshing Resurgence / Rejuvenate on a target refunds 5 Force 6 piece – Healing a target with another healing ability while your Resurgence / Rejuvenate is active on them has a 15% chance to cause your Resurgence / Rejuvenate to provide an additional, unscheduled tick of healing

The Gathering Storm set bonus has been rebalanced: 6 piece – Using Force Speed now reduces the active cooldown of Polarity Shift / Mental Alacrity by 5 seconds (down from 10 seconds), and the duration of Polarity Shift / Mental Alacrity is now increased by 5 seconds (down from 10 seconds) and requires Polarity Shift / Mental Alacrity to be used while Force Speed is active

The Endless Offensive set bonus tooltip has been updated: 4 piece – Now indicates that Volt Rush / Telekinetic Blitz healing is also increased by 10%, if applicable

Tactical Item: Storm’s Succor / Metaphysical Mender (formerly Storm’s Succor) has been redesigned – now each charge of Energized / Empowered (formerly Energized) reduces the Force Volt Rush / Telekinetic Blitz consumes by 30%, and the healing component of Volt Rush / Telekinetic Blitz is a smart heal with a 20-meter range from the target with roughly 56% more healing

Corruption / Seer

Dark Infusion / Deliverance healing increased by roughly 7%

Innervate / Healing Trance healing increased by roughly 6%

Reduced the base Force cost of Revivification / Salvation by 15 (from 75 to 60) and the healing it deals by roughly 11%

Reduced the base Force cost of Roaming Mend / Wandering Mend by 20 (from 70 to 50) and the healing it deals by roughly 19%

Force Bending / Conveyance now reduces the activation time of Dark Infusion / Deliverance by 0.5 seconds (up from 0.25 seconds)

Force Bending / Conveyance now makes Revivification / Salvation activate instantly and no longer reduces its Force cost

Penetrating Darkness / Clairvoyance now increases the critical chance of Dark Heal / Benevolence by 10% (instead of increasing bonus healing by 3%)

Force Surge / Resplendence no longer affects Revivification / Salvation

Dark Concentration / Altruism now also increases the healing dealt by Dark Heal / Benevolence by 50%, in addition to its other effects

Renewal healing increased by roughly 67%

Secrets of the Dark Side / Erudite Mender has been redesigned and now increases the healing done by Resurgence / Rejuvenate and Renewal by 10% (instead of reducing the Force cost of Roaming Mend / Wandering Mend by 10)

Tactical Item: One for All has been redesigned – now gives Roaming Mend / Wandering Mend one extra healing charge

Tactical Item: All for One has been redesigned – now Revivification’s / Salvation’s pool concludes with a burst of dark / light Force energy, healing up to 8 allies within it

Lightning / Telekinetics

Reverberating Force / Reverberation critical hit chance bonus increased from 5% to 15%

Convulsing Currents / Magnifying Vibrations now grants a 10% damage increase to Crushing Darkness / Mind Crush while Polarity Shift / Mental Alacrity is active

Madness / Balance

Disintegration / Critical Kinesis critical chance bonus increased from 5% to 15%

Fulminating Current / Psychokinetic Torrent critical chance bonus given per stack increased from 2% to 3%

Assassin / Shadow

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



Hatred / Serenity

Languishing Lashes / Atrophying Attacks now increases the damage of Leeching Strike / Serenity Strike by 20% against enemies with less than 30% health

Severing Slash / Cleaving Cut now spreads Discharge / Force Breach and Creeping Terror / Sever Force periodic effects.

Fulguration / Rebounding Force now correctly applies to the Two Time Trouble tactical

Deception / Infiltration

Crackling Blasts / Deep Impact critical damage bonus increased from 5% to 20%

Dominating Slashes / Prevailing Strikes now increases the damage of Voltaic Slash and Reaping Strike by 20%

Surging Charge / Shadow Technique does an additional 30% damage

Let us know what your thoughts! Please tell us if you think certain changes make a class overpowered or underpowered. Throughout the next week or so, a thread for Troopers/Bounty Hunters will be created with their respective changes too.

SWTOR 6.1.1 New Set Bonuses

The new Armor Sets will be the guaranteed Set Bonus from the Master Mode difficulty of The Nature of Progress Operation. They will will also have a small chance to be obtained via the random boxes from either Kai Zykken or the Spoils of War Vendor.

Juggernaut:

(2) +2% Endurance

(4) Threatening Scream gets two charges.

(6) Endure Pain increases Elemental and Internal damage reduction by 75% for 3 seconds.

Guardian:

(2) +2% Endurance

(4) Challenging Call gets two charges.

(6) Enure increases Elemental and Internal damage reduction by 75% for 3 seconds.

Marauder:

(2) 2+% Mastery

(4) Killing an enemy generates 2 rage and grants you a speed boost for 1 second, stacking up to 5 times.

(6) Activating Berserk does damage to all targets around you, dealing damage to up to 8 enemies.

Sentinel:

(2) 2+% Mastery

(4) Killing an enemy generates 2 rage and grants you a speed boost for 1 second, stacking up to 5 times.

(6) Activating Zen does damage to all targets around you, dealing damage to up to 8 enemies.

Sorcerer:

(2) +2% Mastery

(4) Activating Force Barrier heals all allies around you.

(6) Activating Force Barrier puts a minor barrier around nearby allies for 8 seconds.

Sage:

(2) +2% Mastery

(4) Activating Force Barrier heals all allies around you.

(6) Activating Force Barrier puts a minor barrier around nearby allies for 8 seconds.

Assassin:

(2) +2% Endurance

(4) Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.

(6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.

Shadow:

(2) +2% Endurance

(4) Deflection grants Ballistic immunity for 6 seconds

(6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.

Sniper:

(2) +2% Mastery

(4) While Ballistic Shield is active, you regain 1 energy per second for each ally inside.

(6) While Ballistic Shield is active, every ally within it applies a damage buff to you, stacking up to 8 times

Gunslinger:

(2) +2% Mastery

(4) While Scrambling Field is active, you regain 1 energy per second for each ally inside.

(6) While Scrambling Field is active, every ally within it applies a damage buff to you, stacking up to 8 times

Operative:

(2) +2% Mastery

(4) Infiltrate maxes out your Tactical Advantages when activated

(6) Tactical Superiority now consumes all Tactical Advantages and scales it’s crit chance buff with amount consumed, up to 20%

Scoundrel:

(2) +2% Mastery

(4) Smuggle maxes out your Upper Hand when activated

(6) Stack the Deck now consumes all Upper Hand and scales it’s crit chance buff with amount consumed, up to 20%

Mercenary:

(2) +2% Mastery

(4) Activating a healing ability has a 15% chance to cause your next Rapid Scan to be critical.

(6) Healing an ally with Rapid Scan applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.

Commando:

(2) +2% Mastery

(4) Activating a healing ability has a 15% chance to cause your next Medical Probe to be critical.

(6) Healing an ally with Medical Probe applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.

The rest:

The new Vanguard and Powertech set is already available in-game, so this class does not get anything new with 6.1.1.

There will be more class changes coming with a later PTS patch, which will include the Trooper and Bounty Hunter updates and more stuff about the Smugglers and Imperial Agents.

SWTOR 6.1.1 Conquest Changes

In Game Update 6.1.1 all Planetary Bonus Missions will be converted into Daily and Weekly Missions! Your character must have completed the respective planets Class Mission in order to qualify.

Not all planned 6.1.1 Conquest changes are currently available for testing. A later update will include the following:

Planetary “Bonus Series” Missions have been converted into new Daily and Weekly Missions! You must have completed your Class Story on the respective planet for them to be available: Taris Balmorra Tatooine Voss

All planned Conquest changes: Expect the UI to look strange as it is a work-in-progress The Objectives that are available are not accurate Changes based on your feedback have not yet been implemented



That’s all for now. If you have access to the Public Test Server, you can hop onto it and have a first hand preview. Remember, you need to be a SWTOR Subscriber to get access to it.

Finally, I would like to inform you that the slightly delayed, but still on track Corruption and Seer Healing Guides from Endonae have been pushed back for release after 6.1.1 and the healing changes go live.

Most (hopefully all!) 6.0+ Class Guides will be updated to reflect on the changes shortly after the update is released officially. I have Dantiko’s Annihilation and Watchman guides currently waiting final reviews and PTS testing before publication. If I release these guides before 6.1.1, you can rest assured that they will both be updated to include the new sets should any of those prove a good asset.

Don’t forget to check the next patch added on Friday, March 13: the SWTOR 6.1.1 PTS continues to evolve as BioWare adds Conquest changes and Dxun NiM tweaks!

Find out everything you need to know about SWTOR 6.1.1 from my collective preview article.