Game Update 5.0: Knights of the Eternal Throne Early Access

Highlights

New Storyline: Knights of the Eternal Throne! Knights of the Eternal Throne continues the Outlander's epic conflict against the evil Eternal Empire with nine new Chapters.

New Planet: Iokath! A mysterious and unexplored alien world, built around a star to harness its energy.

A mysterious and unexplored alien world, built around a star to harness its energy. New Planet: Nathema! The forgotten homeworld of Valkorion, ravaged by a dark ritual and barren of life.

All classes can now reach Level 70!

New System! Dark vs. Light! Players can now toggle whether they are fighting for the dark or light side of the Force™. Players contribute dark and light points to their server's alignment.

New System: Galactic Command! Adventure throughout the galaxy and earn progress towards the most powerful gear regardless of what content your play!

New Repeatable Group Content: Uprisings! Uprisings are fast-paced, powerup-filled adventures for four players featuring two difficulty modes: Story and Veteran.

New Uprising: Done and Dusted! Confront the infamous Dust Viper gang in a deadly showdown to stop the criminals from auctioning off the Alliance's greatest secrets.

Confront the infamous Dust Viper gang in a deadly showdown to stop the criminals from auctioning off the Alliance's greatest secrets. New Uprising: Firefrost! Strike down the White Maw pirates and their ferocious Houk leader before they forge weapons capable of ravaging the Alliance.

Strike down the White Maw pirates and their ferocious Houk leader before they forge weapons capable of ravaging the Alliance. New Uprising: Crimson Fang! Drive the Crimson Fang pirates off Port Nowhere before they unleash the spaceport's arsenal against the Alliance.

Drive the Crimson Fang pirates off Port Nowhere before they unleash the spaceport's arsenal against the Alliance. New Uprising: Inferno! Storm a fiery volcano base to wage battle with two vengeful Sith Lords and their army of Imperial defectors.

Storm a fiery volcano base to wage battle with two vengeful Sith Lords and their army of Imperial defectors. New Uprising: Fractured! A rogue Imperial faction has hijacked Vanguard Station, and only you can bring them down—and end their attacks against Alliance settlements.

Start at Level 65! Jump right into the action of Knights of the Eternal Throne with the option to begin the game at level 65!

Choose your Advanced Class at character creation! Existing characters that have not yet chosen an Advanced Class will be prompted to do so after logging into the game.

Ranked Warzone Arena Season 8 has started! Get in there and go berserk!

Knights of the Eternal Throne*

*Knights of the Eternal Throne content is only available to players who are eligible for the two Knights of the Eternal Throne subscriber rewards by having been a Premium player from October 25th to November 27th, 2016. All other Premium players will be able to access the content on December 2nd, 2016. Some features require Premium status. For more information about Knights of the Eternal Throne, visit http://www.swtor.com/eternal-throne.

Dark vs. Light

Players can now choose whether they are fighting for the Dark or Light side of the Force™. Upon doing so, all actions, including killing elite enemies, completing Missions, and making story choices will contribute to the ongoing dark vs. light side war on each server.

These Dark and Light side choices will influence the balance of the two sides of the Force on each server, reflected on the Dark vs. Light side meter shown at the bottom of the Galactic Command interface. As one side begins to dominate, players will begin to see the impact all around them, including new World Bosses that will require a concentrated effort from a large group of players to defeat.

To be declared the winner of the Dark vs. Light side war, one side must reach “Dark 5” or “Light 5”. Upon winning, a few things will happen on the server based on your character’s alignment. If your character is aligned with the winning side (e.g., your character is Dark side, and the Dark side won the war on your server), you will reap the following benefits:

Bonus Command Experience points earned

Access to a special cosmetic item vendor

If your character’s alignment matches the losing side (e.g., your character is Light side, and the Light side lost the war), they will receive the following benefits:

A bonus to all light side points earned

Your galaxy will remain in a “victory state” for a period of time before the war resets. However, this time, the losing side will have an advantage to try to swing the balance back in their favor.

During the “Victory State”, that side’s influence can be seen and felt throughout the galaxy. Powerful bosses loyal the victor’s side will appear on Tattooine, Alderaan, Hoth, and Dromund Kaas or Coruscant. On each of those worlds, there are 8-10 possible places the bosses may appear, and a 25% chance in each spawn area that the boss will stay and face battle. If the losing side can defeat these bosses they will earn bonus Command Experience as well as a chance to earn Dark or Light Tokens. For example, if the light side wins, light side bosses will randomly appear on some worlds. If dark-aligned players defeat these enemies, they have a chance to earn Dark Tokens. These tokens can be used at the special cosmetic item vendor mentioned above.

During this period, the winning side earns bonus Command Experience Points, as well as their Light or Dark Tokens when they earn Command Crates.

Galactic Command

Galactic Command is both an access point and progression system for content in the game. Access the Galactic Command Interface via the in-game menu, or Ctrl + G by default. Every day a new activity will be highlighted on the interface. These highlighted activities provide a Command Bonus. When an activity has a Command Bonus, you earn bonus Command Experience points each time you play.

Earning Command Rank is achieved by playing almost any activity in the game. Every time you play, you earn Command Experience points which increases your Command Rank, earning you rewards in the form of new Command Crates. The Command Experience Points (CXP) you earn are based on a few factors: the difficulty of the activity (Story, Veteran, Master), how many players are required, and how long it takes to complete. For example, you will earn substantially more CXP for completing a Master Difficulty Operation than you will for completing a Heroic Mission.

Completing a Command Rank bar earns the character a Galactic Command Level and a Command Crate. Each Command Crate will have several items including:

A random un-modded outfit piece or weapon

A random gear piece fully modded with a chance of having a set bonus

A random chance to get a crew skill schematic

A chance of getting Jawa Scraps, Rank 5 or 6 Companion gifts, or a reputation item

Replayable Chapters

Knights of the Fallen Empire and Knights of the Eternal Throne Chapters can now be replayed. Once you complete any chapter in any mode, you can launch those chapters again via the Chapter Launcher (Shift+E by default). Select the Chapter you would like to play from the selections on the left. Only chapters you are eligible to start will be highlighted. Then once selected click the Grant Mission button and then the Launch button.

The choices you made in your first play through of each chapter remain as your permanent choices going forward and are not overwritten by repeat playthroughs. Repeat playthroughs will always reference those permanent choices even when played out of order.

Chapter Difficulties

Players now have the option to play chapters in different difficulties. The currently supported modes are Story and Veteran.

Story mode is the default setting and is aimed for players that want exciting combat and storytelling but are not looking for a challenging gameplay experience.

Veteran mode is for those players that want exciting combat, storytelling, and are looking for a more challenging gameplay experience.

Players can set their default preference from their preferences menu and from the drop down on the chapter launcher window (Shift+E by default).

General

All references to old difficulty names have been updated to be consistent. The new names are: Story, Veteran, and Master modes. Players will see this terminology in all content types: Chapters, Uprisings, Flashpoints, and Operations.

The following currencies have been removed from the game. These currencies no longer drop, and it is no longer possible to acquire them. In addition, these currencies that are in a character possession will be removed, and exchanged for credits at the below rates. Characters will accumulate these credits up to a cap of 2,000,000 credits. Common Data Crystals 1:500 Glowing Data Crystals 1:1000 Radiant Data Crystals 1:1500 Warzone Commendations 1:50 Season 6 Commendations 1:50

All four Origin planets have been re-itemized to support Advanced Characters starting at Level 1.

Added new engine technology to improve fidelity of facial expressions in conversations and cinematics for all characters across the entire game. This graphical improvement is visible on High Shader setting.

Character animation is smoother and more performance allowing for more visible characters. Combat and large population scenes run significantly faster.

The visibility system has been optimized increasing the framerate and making the use of cascaded shadows less expensive.

The available number of Character Slots have been updated: 52 slots for Premium Players 26 slots for Preferred Players 22 slots for Free to Play Players

Fixed an issue that occasionally caused shadows to have hard edges.

Fixed an issue where Defense Turrets in the Black Hole area would attack players outside of the intended range.

Fixed an issue that caused the Guild Set Rank Name, Set Rank Description, Message of the Day, and Guild Description windows to become unusable if they were closed with the “X” button.

Data Crystal Vendors have been removed from the game, with the exception of Mod Vendors, which now sell Modifications for Credits.

The Gear Vendors in the Supplies section of both the Imperial and Republic Fleets have been replaced with Dark and Light vendors, featuring new rewards for the Dark Vs Light System.

The Gear Vendors in the Combat Training section of both the Imperial and Republic Fleets have been replaced with a new access point for Uprisings, Heroics, and Ranked PvP Vendors.

The Heroic Terminals on both fleets have moved to the Combat Training section of the fleets.

Increased the amount of Dark and Light points required to reach different Dark Side/Light Side ranks. All characters have had their location on the alignment bar updated.

Cartel Market

Start a New Character at Level 65! Outlander Character Tokens are available for purchase in the Cartel Market. These tokens allow you to create either a level 60 or level 65 character. Existing Level 60 Character Tokens will become Outlander Character Tokens.

Armor from the Scavenger Pack now properly displays its Armor Icon when revealed in the Pack Explorer.

Classes + Combat

General

Players now choose their Advanced Class at Character Creation, beginning their SWTOR adventures as an Advanced Class from Level 1. Ability grants for the Level 1-10 experience have been adjusted to familiarize players with fantasy-defining abilities early.

Utilities are now divided into four Tiers (Skillful, Masterful, Heroic, and Legendary). Eight Utility points are granted along the path to level 70.

Players may need to visit their trainer to learn new and/or updated abilities.

Jedi Knight

Shii-Cho Form is now a passive ability.

Blade Dance has been redesigned and renamed Blade Barrage. Blade Barrage: Instantly perform a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Guardian

Soresu Form is now a Defense exclusive passive ability.

Riposte (Redesign): Ripostes the target, dealing weapon damage. Cannot be parried, dodged, or miss. Riposte can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses.

Guard no longer requires Soresu Form.

Defense

Soresu Form is now a passive ability, replacing Shii-Cho Form.

Shield Specialization has been renamed Abating Defense and redesigned. Abating Defense: Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Awe deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.

Vigilance

Shien Form is now a passive ability, replacing Shii-Cho Form.

New Active Ability: Whirling Blade. Hurl the main-hand lightsaber at a target, dealing weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Dispatch.

Focus

New Passive Ability: Focused Vision. Force Exhaustion grants Focused Vision, making your next Zealous Leap or Concentrated Slice consume no focus.

Utilities

Debilitation (Update): Blade Barrage immobilizes the target for 3 seconds.

Narrowed Focus (Update): Taking non-periodic area of effect damage generates 2 focus (up from 1 focus). This effect cannot occur more than once per second.

True Harmony (Update): Focused Defense (was Enure) increases your movement speed by 50% and grants immunity to movement-impairing effects while active.

Peaceful Focus (Update): Enure (was Focused Defense) removes all cleansable effects when activated.

Inspiring Force has been removed.

Intervention has been removed.

Cut Loose (Redesign): Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.

Jedi Warden has been combined with effects of Intercessor.

Intercessor has been removed.

New Utility: Persistent Chill. Freezing Force pierces enemies with an aching chill, dealing elemental damage to all affected targets over 8 seconds. Additionally, Freezing Force grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.

New Utility: Unyielding Justice. Increases the range of Blade Storm to 30 meters, but Blade Storm deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Unyielding Justice, allowing your next Blade Storm to deal full damage regardless of the distance from the target.

New Utility: Thwart. Guardian Leap grants Thwart, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds.

Sentinel

Juyo Form is now a Watchman exclusive passive ability.

Zen (Redesign): Requires and converts 30 stacks of Centering to enter a Zen state, instantly generating 4 focus, plus 8 additional focus over the next few seconds.

Disable Droid has been removed.

Watchman

Juyo Form is now a passive ability, replacing Shii-Cho Form.

Juyo Mastery modifies the effects of Zen. Zen: Requires and converts 30 stacks of Centering to enter a Zen state, increasing the critical chance of your burn attacks by 100% and causing the burn damage you deal to heal your group for 1% of max health. Lasts for 6 charges.

Combat

New Active Ability: Lance. Spears the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.

Ataru Mastery modifies the effects of Zen. Zen: Requires and converts 30 stacks of Centering to enter a Zen state, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge.

New Passive Ability: Excise. Excise sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.

Sundering effects have been removed from Opportune Attack.

Burning Slices has been moved to Concentration.

Concentration

New Passive Ability: Burning Slices. Damage dealt by Blade Barrage stacks a burning effect on the target that builds up to 3 charges which deal elemental damage over 9 seconds.

Utilities

Debilitation (Update): Blade Barrage immobilizes the target for 3 seconds.

Watchguard has been combined with effects of Displacement.

Displacement has been removed.

Defensive Roll (Update): Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3% (down from 5%).

Reining Reach has been combined with effects of Just Pursuit.

Just Pursuit has been removed.

Cut Loose (Redesign): Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.

Zealous Ward has been combined with effects of Unwavering Resolve.

Unwavering Resolve has been removed.

Inspired Focus (Redesign): Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus.

New Utility: Zealous Judgment. Dispatch refunds 2 focus when used on a target affected by your Pacify and can be used on any target affected by your Pacify, regardless of remaining health. Additionally, activating Pacify grants you Zealous Judgment, increasing your Force and tech resistance by 75% for 6 seconds.

New Utility: Hidden Advance. While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.

New Utility: Intercessor. Force Leap grants Intercessor, allowing you to activate Force Leap a second time. Intercessor lasts up to 7.5 seconds and is removed if Force Leap is reused. If Intercessor is not utilized by the end of its duration, Force Leap is placed on a 7.5 second cooldown. Additionally, Force Leap now builds 2 Centering.

Sith Warrior

Shii-Cho Form is now a passive ability

Ravage (Redesigned to activate instantly): Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Juggernaut

Soresu Form is now an Immortal exclusive passive ability.

Retaliation (Redesign): Retaliates against the target, dealing weapon damage. Cannot be parried, dodged, or miss. Retaliation can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses.

Guard no longer requires Soresu Form.

Immortal

Soresu Form is now a passive ability, replacing Shii-Cho Form.

Shield Specialization has been renamed Conquering Defense and redesigned. Conquering Defense: Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the paralyzing effect ends. Targets immune to the paralyzing effect will immediately suffer from this damage reducing effect.

Vengeance

Shien Form is now a passive ability, replacing Shii-Cho Form.

New Active Ability: Hew. Hurl the main-hand lightsaber at a target, dealing weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Vicious Throw.

Rage

New Passive Ability: Fuming Rage. Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.

Utilities

Overwhelm (Update): Ravage immobilizes the target for 3 seconds.

Deadly Reprisal (Update): Taking non-periodic area of effect damage generates 2 rage (up from 1 rage). This effect cannot occur more than once per second.

Through Power (Update): Enraged Defense (was Endure Pain) increases your movement speed by 50% and grants immunity to movement-impairing effects while active.

Consuming Rage (Update): Endure Pain (was Enraged Defense) removes all cleansable effects when activated.

Emboldening Scream has been removed.

Oppressor has been removed.

Through Victory (Redesign): Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.

Thrown Gauntlet has been combined with effects of Intercessor.

Intercessor has been removed.

New Utility: Piercing Chill. Chilling Scream pierces enemies with an aching chill, dealing elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.

New Utility: Extending Roar. Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.

New Utility: Reckoning. Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds.

Marauder

Juyo Form is now an Annihilation exclusive passive ability.

Berserk (Redesign): Requires and converts 30 stacks of Fury to go Berserk, instantly generating 4 rage, plus 8 additional rage over the next few seconds.

Disable Droid has been removed.

Annihilation

Juyo Form is now a passive ability, replacing Shii-Cho Form.

Juyo Mastery modifies the effects of Berserk. Berserk: Requires and converts 30 stacks of Fury to go Berserk, increasing the critical chance of your bleed attacks by 100% and causing the bleed damage you deal to heal your group for 1% of max health. Lasts for 6 charges.

Carnage

Gore has been renamed Ferocity.

New Active Ability: Gore. Impales the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.

Ataru Mastery modifies the effects of Berserk. Berserk: Requires and converts 30 stacks of Fury to go Berserk, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge.

New Passive Ability: Disembowel. Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.

Sundering effects have been removed from Execute.

Bloody Slashes has been moved to Fury.

Fury

New Passive Ability: Bloody Slashes. Damage dealt by Ravage stacks a bleeding effect on the target that builds up to 3 charges which deal internal damage over 9 seconds.

Utilities

Overwhelm (Update): Ravage immobilizes the target for 3 seconds.

Subjugation has been combined with effects of Displacement.

Displacement has been removed.

Defensive Roll (Update): Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3% (down from 5%).

Maiming Reach has been combined with effects of Inescapable.

Inescapable has been removed.

Through Victory (Redesign): Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.

Blood Ward has been combined with effects of Unflinching Determination.

Unflinching Determination has been removed.

Thirst for Rage (Redesign): Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage.

New Utility: Ruthless Aggressor. Vicious Throw refunds 2 rage when used on a target affected by your Obfuscate and can be used on any target affected by your Obfuscate, regardless of remaining health. Additionally, activating Obfuscate grants you Ruthless Aggressor, increasing your Force and tech resistance by 75% for 6 seconds.

New Utility: Hidden Savagery. While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.

New Utility: Interloper. Force Charge grants Interloper, allowing you to activate Force Charge a second time. Interloper lasts up to 7.5 seconds and is removed if Force Charge is reused. If Interloper is not utilized by the end of its duration, Force Charge is placed on a 7.5 second cooldown. Additionally, Force Charge now builds 2 Fury.

Jedi Consular

Double Strike is now Shadow exclusive.

Telekinetic Throw is now Sage exclusive with a 30-meter range.

Mind Crush is now Sage exclusive with a 30-meter range.

Phase Walk is now Sage exclusive.

Sage

Force Reach (Update): Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also, increases the duration of Force Lift to 60 seconds.

Seer

Preservation (Redesign): Reduces the Force consumed by Force Armor by 15 and reduces the duration of Force-imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%.

New Passive Ability: Soothing Protection. Force Armor grants 10 charges of Soothing Protection to the target. When Force Armor concludes, the target is healed for additional health per remaining charge of Soothing Protection. Targets of your Soothing Protection will lose a charge of Soothing Protection each time you directly heal them.

Telekinetics

New Passive Ability: Magnifying Vibrations. Project deals 20% more damage to targets affected by your Mind Crush.

Balance

New Passive Ability: Resonant Pulse. Targets hit by Force in Balance have a 50% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters for internal damage.

Utilities

Upheaval has been removed.

Pain Bearer (Update): Increases all healing received by 5% (Down from 10%). Does not affect stolen life.

Dizzying Force received Force Lift effects of Pinning Resolve. Dizzying Force: Reduces target's accuracy by 20% for 8 seconds after Force Lift ends. Additionally, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.

Telekinetic Defense (Redesign): Your Force Armor reverberates with Force power, blasting attackers for kinetic damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.

Pinning Resolve has been renamed Staggering Stratagem and combined with effects of Humility. Staggering Stratagem: Reduces the cooldown of Force Stun by 10 seconds. In addition, targets stunned by your Force Stun deal 25% less damage for 10 seconds when Force Stun wears off.

Humility has been removed.

Mental Defense (Redesign): Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%

Metaphysical Alacrity has been combined with effects of Force Haste and improved. Metaphysical Alacrity (Update): Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% (up from 50%) while active, and the active cooldown of Force Speed is finished when Force Barrier ends.

Force Haste has been removed.

Ethereal Entity (Redesign): Using Phase Walk to return to its marked location grants Ethereal Entity, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Ethereal Entity.

New Utility: Swift Rejuvenation. Restoration grants Swift Rejuvenation, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.

New Utility: Valorous Spirit. Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds.

New Utility: Impeding Slash. Lash the target with your lightsaber, dealing weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike.

Shadow

Force Technique is now a passive ability.

Force Breach (Redesign): Blast the target with raw Force power, dealing kinetic damage over 18 seconds.

Entering stealth now additionally increases your stealth level by 15.

Blackout has been removed.

Combat Technique is now a Kinetic Combat exclusive passive ability.

Guard no longer requires Combat Technique.

Kinetic Combat

Combat Technique is now a passive ability.

Psychokinesis modifies the effects of Force Breach. Force Breach: Strike up to 8 nearby enemies with shattering force, dealing internal damage and generating a high amount of threat.

Force Break has been renamed Pulsating Force and redesigned. Pulsating Force (Redesign): Deflection grants Pulsating Force, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Force Breach and Slow Time is increased by 30%.

Infiltration

Shadow Technique is now a passive ability.

Shadow Technique modifies the effects of Force Breach. Force Breach: Unleash your Breaching Shadows, dealing internal damage. This damage scales up with each stack of Breaching Shadows.

New Active Ability: Vaulting Slash. Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike.

Circling Shadows (Update): Double Strike, Whirling Blow, Clairvoyant Strike, Vaulting Slash, Shadow Strike, and Spinning Strike grant Circling Shadows, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times.

Shadow’s Respite (Update): While in stealth mode and for 15 seconds (up from 6 seconds) after leaving stealth mode, Force regeneration is increased by 25% (down from 50%).

Masked Assault (Redesign): Shadow Strike grants 15 seconds of Shadow’s Respite. While Shadow’s Respite is active, all damage taken is reduced by 15%.

Serenity

Vanquish has been renamed Squelch and redesigned. Squelch: Squelches the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Project.

Force Strike (Redesign): Melee attacks that strike a target affected by your Force Breach grant Force Strike, finishing the cooldown on Squelch and making your next Squelch consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike cannot occur more than once every 9 seconds.

Mind Quell (Update): Increases the damage dealt by Squelch by 20%.

Aching Mind (Update): Force in Balance, Squelch, and your periodic damage abilities deal 15% more damage on targets under 30% health.

New Passive Ability: Serene Poise. The damage dealt by Serenity Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.

Utilities

Pinning Resolve has been combined with effects of Subduing Techniques and updated. Pinning Resolve: Reduces the cooldown of Force Stun by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.

Subduing Techniques has been removed.

Fade (Update): Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.

Misdirection (Update): Increases your movement speed by 15% and your effective stealth level by 10 (up from 5).

Kinetic Acceleration (Update): Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

Motion Control has been combined with effects of Humbling Strike.

Humbling Strike has been removed.

Shadowy Veil has been combined with effects of Sapped Mind and redesigned. Shadowy Veil: Increases your armor rating by 30% with Force Technique or Shadow Technique, and Cascading Debris increases movement speed by 35% for 6 seconds with Combat Technique. Additionally, when damage breaks your Mind Maze prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.

Sapped Mind has been removed.

Mind Over Matter (Redesign): Increases the durations of Resilience by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Martial Prowess (Redesign): Force Pull immobilizes its target for 3 seconds, Serenity Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Maze grants Martial Prowess, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.

One with the Shadows (Redesign): Shadow Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants One with the Shadows, causing you to absorb 60% of all incoming damage for the duration of Force Speed.

New Utility: Stalker’s Swiftness. Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.

New Utility: Restorative Shade. When entering stealth with Force Cloak you generate a stack of Restorative Shade and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Restorative Shade heals you for 4% of your health.

New Utility: Avenging Grip. Deflection grants Avenging Grip, reflecting 50% (or 100% for the Kinetic Combat discipline) of all direct single target tech and Force damage back at the attacker. Avenging Grip lasts for 12 seconds and does not absorb incoming damage.

Sith Inquisitor

Thrash is now Assassin exclusive.

Force Lightning is now Sorcerer exclusive with a 30-meter range.

Crushing Darkness is now Sorcerer exclusive with a 30-meter range.

Phase Walk is now Sorcerer exclusive.

Sorcerer

Transmission (Update): Increases the range of Shock, Jolt, Death Field, and Force Slow by 20 meters. Also, increases the duration of Whirlwind to 60 seconds.

Corruption

Efficacious Currents (Redesign): Reduces the Force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%.

New Passive Ability: Sustaining Darkness. Static Barrier grants 10 charges of Sustaining Darkness to the target. When Static Barrier concludes, the target is healed for additional health per remaining charge of Sustaining Darkness. Targets of your Sustaining Darkness will lose a charge of Sustaining Darkness each time you directly heal them.

Lightning

New Passive Ability: Convulsing Currents. Shock deals 20% more damage to targets affected by your Crushing Darkness.

Madness

New Passive Ability: Dark Echo. Targets hit by Death Field have a 50% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters for internal damage.

Utilities

Chain Shock has been removed.

Empty Body (Update): Increases all healing received by 5% (Down from 10%). Does not affect stolen life.

Dizzying Force received Whirlwind effects of Oppressing Force. Dizzying Force: Reduces target's accuracy by 20% for 8 seconds after Whirlwind ends. Additionally, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.

Lightning Barrier (Redesign): Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.

Oppressing Force has been renamed Torturous Tactics and combined with effects of Sap Strength. Torturous Tactics: Lowers the cooldown of Electrocute by 10 seconds. In addition, targets stunned by your Electrocute deal 25% less damage for 10 seconds when Electrocute wears off.

Sap Strength has been removed.

Shapeless Spirit (Redesign): Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%

Surging Speed has been combined with effects of Force Haste and improved. Surging Speed (Update): Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% (up from 50%) while active, and the active cooldown of Force Speed is finished when Force Barrier ends.

Force Haste has been removed.

Shifting Silhouette (Redesign): Using Phase Walk to return to its marked location grants Shifting Silhouette, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Shifting Silhouette.

New Utility: Galvanizing Cleanse. Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.

New Utility: Unnatural Vigor. Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds.

New Utility: Enfeebling Strike. Strike the target with your lightsaber, dealing weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike.

Assassin

Lightning Charge is now a passive ability.

Discharge (Redesign): Blast the target with raw lightning, dealing energy damage over 18 seconds.

Entering stealth now additionally increases your stealth level by 15.

Blackout has been removed.

Dark Charge is now a Darkness exclusive passive ability.

Guard no longer requires Dark Charge.

Darkness

Dark Charge is now a passive ability.

Torment modifies the effects of Discharge. Discharge: Strike up to 8 nearby enemies with dark energy, dealing internal damage and generating a high amount of threat.

Mounting Darkness (Redesign): Deflection grants Mounting Darkness, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Discharge and Wither is increased by 30%.

Deception

Surging Charge is now a passive ability.

Surging Charge modifies the effects of Discharge. Discharge: Unleash your Static Charge, dealing internal damage. This damage scales up with each stack of Static Charge.

New Active Ability: Reaping Strike. Lash the target with an acrobatic strike, dealing weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike.

Induction (Update): Thrash, Lacerate, Voltaic Slash, Reaping Strike, Maul, and Assassinate grant Induction, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times.

Dark Embrace (Update): While in stealth mode and for 15 seconds (up from 6 seconds) after leaving stealth mode, Force regeneration is increased by 25% (down from 50%).

Darkswell (Redesign): Maul grants 15 seconds of Dark Embrace. While Dark Embrace is active, all damage taken is reduced by 15%.

Hatred

Demolish has been renamed Eradicate and redesigned. Eradicate: Crushes the target with devastating force, dealing kinetic damage initially, plus an additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Shock.

Raze (Redesign): Melee attacks that strike a target affected by your Discharge grant Raze, finishing the cooldown on Eradicate and making your next Eradicate consume no Force. Additionally, activating Phantom Stride grants Raze, but Raze cannot occur more than once every 9 seconds.

Dreadful Nightmares (Update): Increases the damage dealt by Eradicate by 20%.

Inevitable Demise (Update): Death Field, Eradicate, and your periodic damage abilities deal 15% more damage on targets under 30% health.

New Passive Ability: Leeching Hunger. The damage dealt by Leeching Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.

Utilities

Oppressing Force has been combined with effects of Static Cling and updated. Oppressing Force: Lowers the cooldown of Electrocute by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.

Static Cling has been removed. Assassins can now wear wool without concern.

Fade (Update): Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.

Obfuscation (Update): Increases your movement speed by 15% and your effective stealth level by 10 (up from 5).

Speed Surge (Updatesss): Activating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.

Magnetism has been combined with effects of Gait Manipulation.

Gait Manipulation has been removed.

Insulation has been combined with effects of Sapped Mind and redesigned. Insulation: Increases your armor rating by 30% with Lightning Charge or Surging Charge, and Depredating Volts increases movement speed by 35% for 6 seconds with Dark Charge. Additionally, when damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.

Sapped Mind has been removed.

Disjunction (Redesign): Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Hand of Darkness (Redesign): Force Pull immobilizes its target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.

Phasing Phantasm (Redesign): Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.

New Utility: Reaper’s Rush. Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset.

New Utility: Renewing Darkness. When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.

New Utility: Retaliatory Grip. Deflection grants Retaliatory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and Force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not absorb incoming damage.

Smuggler

Take Cover is now Gunslinger exclusive.

Charged Burst is now Gunslinger exclusive.

Blaster Whip is now Scoundrel exclusive.

Quick Shot is now Scoundrel exclusive.

Dirty Kick is now Scoundrel exclusive.

Slice Droid has been removed.

Scoundrel

Entering stealth now additionally increases your stealth level by 15.

Sneak has been removed.

New Active Ability: Lacerating Blast. Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic and internal bleed damage.

Blaster Volley has been removed.

New Active Ability: Bushwhack. Exploits your Upper Hand to call in droids that fill the vicinity with spinning blades, dealing bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes an Upper Hand.

Sawbones

Bushwhack gets a 30-meter range boost.

New Passive Ability: Bootlegged Remedy. Kolto Pack grants Bootlegged Remedy, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.

Scrapper

Let ‘Em Have It (Update): Increases the critical chance of Lacerating Blast by 15% and its critical damage bonus by 30%.

Fight or Flight (Redesign): Activating Surrender increases your movement speed by 50% for 6 seconds.

New Passive Ability: Hot and Ready. Damage dealt by Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.

Ruffian

Black Market Mods (Update): Lacerating Blast spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.

Cheap Shots (Redesign): Increases the damage dealt by Quick Shot, Lacerating Blast, and Point Blank Shot by 5%.

New Passive Ability: Cut to the Quick. Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.

Utilities

Let Loose (Update): Lacerating Blast deals 25% more damage.

Curbing Shots has been renamed Curbing Strategies and combined with effects of Flash Powder. Curbing Strategies (Update): Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, when Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.

Flash Powder has been removed.

Anatomy Lessons has been combined with effects of Stopping Power.

Stopping Power has been removed.

Flee the Scene (Update): Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.

Dirty Trickster has been combined with effects of Sedatives.

Sedatives has been removed.

K.O. (Redesign): When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.

Sleight of Foot (Redesign): Reduces the cooldown of Trick Move by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants an Upper Hand.

New Utility: Slippery Shooter. Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.

New Utility: Sly Surrender. Surrender grants Sly Surrender, causing your next Slow-release Medpac to immediately grant two stacks. Additionally, Surrender heals you for 1% of your maximum health every second for 10 seconds and Kolto Pack delivers its heal instantly, no longer healing the target over time.

New Utility: Back At Ya. Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

Gunslinger

New Active Ability: Maim. Hurl a vibroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds.

Sharpshooter

New Passive Ability: Stay Down. Dealing damage with Aimed Shot to a target with less than 30% health grants Stay Down, increasing the damage of your next Quickdraw by 20%.

Saboteur

Sabotage Charge has been renamed Explosive Charge.

New Passive Ability: Sow Chaos. When Sabotage damages a target, Sow Chaos deals additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed.

Dirty Fighting

New Passive Ability: Bloody Mayhem. Hemorrhaging Blast applies Bloody Mayhem to the target, which causes internal damage the next time the target takes damage from your Shrap Bomb.

Utilities

Cool Under Pressure (Update): While in cover, you heal for 2% (up from 1%) of your total health every 3 seconds.

Hot Pursuit has been redesigned. Hot Pursuit: You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. Each use of Charged Burst or Dirty Blast consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.

The effects of Cover Screen have been combined with Hold Your Ground: Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.

Cover Screen has been removed.

Pandemonium has been combined with effects of Pulse Screen.

Pulse Screen has been removed.

Plan B and C (Update): Reduces the cooldown of Below the Belt and Flash Grenade by 15 seconds.

Reset Engagement has been redesigned and combined with effects from Dirty Trickster. Reset Engagement: Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Speed Shot and Penetrating Rounds knocks back the target if they are within 10 meters.

Dirty Trickster has been removed.

Lumbering Impact has been combined with effects of Flash Powder.

Flash Powder has been removed.

Hold your Ground has been redesigned. Hold your Ground: Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.

Perfect Scheme (Update): Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.

New Utility: Opportunity Knocks. For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.

New Utility: Shield Reserve. When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.

New Utility: Bait and Switch. Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.

New Utility: Guile and Guns. Flash Grenade and Below the Belt grant Guile and Guns, allowing your next Quickdraw within 10 seconds to be used regardless of the target's remaining health and deal 15% additional damage.

Agent

Take Cover is now Sniper exclusive.

Snipe is now Sniper exclusive.

Shiv is now Operative exclusive.

Overload Shot is now Operative exclusive.

Debilitate is now Operative exclusive.

Slice Droid has been removed.

Operative

Entering stealth now additionally increases your stealth level by 15.

Sneak has been removed.

New Active Ability: Noxious Knives. Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic and internal poison damage.

Carbine Burst has been removed.

New Active Ability: Toxic Haze. Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes a Tactical Advantage.

Medicine

Toxic Haze gets a 30-meter range boost.

New Passive Ability: Curative Jolt. Kolto Infusion grants Curative Jolt, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds.

Concealment

Imperial Ammunition has been renamed Deadly Toxins and updated. Deadly Toxins: Increases the critical chance of Noxious Knives by 15% and its critical damage bonus by 30%.

Ghost (Redesign): Activating Countermeasures increases movement speed by 50% for 6 seconds.

New Passive Ability: Revealing Weakness. Damage dealt by Volatile Substance marks the target with Revealing Weakness, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.

Lethality

Lethal Proliferation (Update): Noxious Knives spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart.

Cut Down (Redesign): Increases the damage dealt by Lethal Strike, Overload Shot, and Noxious Knives by 5%.

New Passive Ability: Augmented Toxins. Lethal Strike grants Augmented Toxins, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.

Utilities

Imperial Weaponry (Update): Noxious Knives deals 25% more damage.

Curbing Shots has been renamed Curbing Strategies and combined with effects of Flash Powder. Curbing Strategies (Update): Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, when Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.

Flash Powder has been removed.

Precision Instruments has been combined with effects of Pin Down.

Pin Down has been removed.

Advanced Cloaking (Update): Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.

Counterstrike has been renamed Cunning Competencies and combined with effects of Sedatives.

Sedatives has been removed.

Jarring Strike (Redesign): When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.

Circumvention (Redesign): Reduces the cooldown of Holotraverse by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants a Tactical Advantage.

New Utility: Mobile Strategies. Exfiltrate grants a charge of Mobile Strategies, reducing the energy cost of your next Overload Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Overload Shot consumes a charge of Mobile Strategies and grants 10 energy.

New Utility: Curative Agent. Countermeasures grants Curative Agent, causing your next Kolto Probe to immediately grant two stacks. Additionally, Countermeasures heals you for 1% of your maximum health every second for 10 seconds and Kolto Infusion delivers its heal instantly, no longer healing the target over time.

New Utility: Blow for Blow. Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.

Sniper

New Active Ability: Maim. Hurl a vibroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds.

Marksmanship

New Passive Ability: Finish the Job. Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%.

Engineering

New Passive Ability: Electrified Conduit. When EMP Discharge damages a target, Electrified Conduit deals additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.

Virulence

Hew has been renamed Decay.

New Passive Ability: Toxic Surge. Weakening Blast applies Toxic Surge to the target, which causes internal damage the next time the target takes damage from your Corrosive Grenade.

Utilities

Vital Regulators (Update): While in cover, you heal for 2% (up from 1%) of your total health every 3 seconds.

Calculated Pursuit has been redesigned. Calculated Pursuit: You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.

The effects of Cover Screen have been combined with Hold Your Ground: Reduces the cooldowns of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.

Cover Screen has been removed.

Stroke of Genius has been combined with effects of Pulse Screen.

Pulse Screen has been removed.

Evacuate (Update): Reduces the cooldown of Maim and Flash Bang by 15 seconds.

Reestablish Range has been redesigned and combined with effects from Counterstrike. Reestablish Range: Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.

Counterstrike has been removed.

Lumbering Impact has been combined with effects of Flash Powder.

Flash Powder has been removed.

Hold your Ground has been redesigned. Hold your Ground: Reduces the cooldowns of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.

Over-prepared (Update): Reduces the cooldown of Imperial Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Imperial Preparation.

New Utility: Controlled Chaos. For every target initially affected beyond the first, Diversion grants a charge of Controlled Chaos, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.

New Utility: Defensive Safeguards. When Ballistic Shield is activated you gain a charge of Defensive Safeguards for each enemy inside your Ballistic Shield, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.

New Utility: Tactical Retreat. Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.

New Utility: Executioner. Flash Bang and Maim grant Executioner, allowing your next Takedown within 10 seconds to be used regardless of the target's remaining health and deal 15% additional damage.

Trooper

Explosive Round is now Commando exclusive.

Stockstrike is now Vanguard exclusive.

Pulse Cannon has been renamed Ion Wave, redesigned, and is now Vanguard exclusive.

Plasma Cell is now a passive ability.

Sticky Grenade is now Commando exclusive.

Mortar Volley is now Commando exclusive. Vanguards receive Artillery Blitz, an exclusive redesign of Mortar Volley.

Commando

Supercharged Cell (Redesign): Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.

New Active Ability: Echoing Deterrence. Engages a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Combat Medic

Combat Support Cell is now a passive ability, replacing Plasma Cell.

Treated Wound Dressings (Redesign): Increases damage reduction by 5% and tech critical chance by 3%.

Potent Medicine (Redesign): Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.

Potent Medicine modifies the effects of Supercharged Cell. Supercharged Cell: Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and depletes 5 fewer energy cells.

Field Medicine (Update): Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Successive Treatment channels 20% faster.

Gunnery

Armor-piercing Cell is now a passive ability, replacing Plasma Cell.

Cover Fire modifies the effects of Supercharged Cell. Supercharged Cell: Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase armor penetration by 10% for 8 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.

Assault Specialist

New Passive Ability: Pre-emptive Strike. Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing additional elemental damage over 6 seconds.

Utilities

Tenacious Defense has been combined with effects of Kolto Wave.

Kolto Wave has been removed.

Concussive Force (Update): Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.

Parallactic Combat Stims (Redesign): You recharge 20 energy cells (up from 10 energy cells) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.

Sticky Mods (Update): Charged Bolts and Grav Round reduce the movement speed of targets they damage by 40% for 9 seconds (up from 6 seconds). In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.

Suit FOE has been combined with effects of Nightvision Scope.

Nightvision Scope has been removed.

Reflexive Battery has been combined with effects of Kolto Wave.

Kolto Wave has been removed.

Combat Shield has been combined with effects of Med Zone.

Med Zone has been removed.

Smoke Screen (Redesign): Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushbacks for the next 4 seconds. In addition, taking melee or Tech damage within 4 seconds of previously using Propulsion Round refreshes its cooldown. These effects cannot occur more than once every 40 seconds.

Supercharged Defense has been combined with effects of Heavy Trooper.

Heavy Trooper has been removed.

New Utility: Adrenal Surge. Adrenaline Rush heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Adrenaline Rush is increased by 2 seconds.

New Utility: One Man Army. Hindering a target with Electro Net grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Cell reduces the cooldown of Adrenaline Rush by 5 seconds.

New Utility: Trauma Stabilizers. While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.

New Utility: Suppression Protocols. Stealth Scan grants Suppression Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppression Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

Vanguard

New Active Ability: Ion Wave, a redesign of Pulse Cannon. Ion Wave: Blasts everything in a 10-meter cone with ionized energy, dealing elemental damage to up to 8 targets.

New Active Ability: Flak Shell. Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target.

New Active Ability: Artillery Blitz, a Vanguard exclusive redesign of Mortar Volley. Artillery Blitz: Call in a strike while unloading your own plasma blitz upon an area dealing kinetic and elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.

Guard no longer requires Ion Cell.

Shield Specialist

Ion Cell is now a passive ability, replacing Plasma Cell.

Riot Gas (Update): Throws down a canister of Riot Gas over the immediate area for 10 seconds (down from 15 seconds). Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 15% (down from 30%) melee and ranged accuracy loss.

Pulse Engine (Update): Direct damage attacks have a 50% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave or Ion Storm and causes your next Ion Wave or Ion Storm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.

Ion Storm (Redesign): Sprays waves of ionizing energy in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.

Plasmatech

Heated Tools (Update): Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds.

Pulse Generator (Update): Ion Pulse, Explosive Surge, and Plasma Flare grant Pulse Generator, increasing the damage your next Ion Wave deals by 20%, causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.

Fire Pulse has been renamed Plasma Flare and received new VFX.

Rain of Fire (Update): Ion Wave spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round.

Plasmatic Assault (Update): Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%.

Plasma Barrage (Update): Plasma Flare makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Ion Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.

New Passive Ability: Overcharged Plasma. Ion Wave causes the next Plasma Flare to deal 20% more damage.

Tactics

High Energy Cell is now a passive ability, replacing Plasma Cell.

Grenadiership (Update): Reduces the cooldown of Artillery Blitz by 15 seconds and increases the damage it deals by 10%. In addition, Flak Shell deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present.

Tactical Accelerator (Update): Stockstrike, Tactical Surge, Flak Shell, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds.

Utilities

Parallactic Combat Stims (Redesign): You recharge 20 energy cells (up from 10 energy cells) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.

The damage dealt by Reflective Armor has been reduced.

Entangling Tools has been combined with the effects of Neural Delay. Entangling Tools (Update): Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 25% (down from 30%) for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.

Accelerated Reel (Update): Reduces the cooldown of Harpoon by 10 seconds (down from 15 seconds).

Containment Tactics (Update): Reduces the cooldown of Cryo Grenade by 15 seconds (up from 10 seconds).

Efficient Tools has been combined with effects of Emergency Stims.

Emergency Stims has been removed.

Paralytic Augs (Update): Increases the stun durations of Cryo Grenade by 1 second and Neural Surge by .5 seconds.

Defensive Measures has been renamed Strategic Supremacy and combined with effects of Surveyed Terrain.

Surveyed Terrain has been removed.

Guard Cannon (Update): Damaging a target with your Shoulder Cannon missiles heals you for 3% (down from 5%) of your total health.

New Utility: Smothering Slag. Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.

New Utility: Battering Blitz. Using Storm grants Battering Blitz, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.

New Utility: Pull and Pummel. Harpoon deals tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike or Shockstrike against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.

New Utility: Aim Extensions. Battle Focus grants Aim Extensions, allowing Ion Pulse, Tactical Surge, Ion Wave, Ion Storm, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize to be used at 30 meters for 15 seconds.

Bounty Hunter

Missile Blast is now Mercenary exclusive.

Rocket Punch is now Powertech exclusive.

Flame Thrower has been renamed Searing Wave, redesigned, and is now Powertech exclusive.

Combustible Gas Cylinder is now a passive ability.

Explosive Dart is now Mercenary exclusive.

Death from Above is now Mercenary exclusive. Powertechs receive Deadly Onslaught, an exclusive redesign of Death from Above.

Mercenary

Supercharged Gas (Redesign): Requires and converts 10 stacks of Supercharge to vent 10 heat, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.

New Active Ability: Responsive Safeguards. Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

Bodyguard

Combat Support Cylinder is now a passive ability, replacing Combustible Gas Cylinder.

Powered Insulators (Redesign): Increases damage reduction by 5% and tech critical chance by 3%.

Warden (Redesign): Rapid Scan generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.

Warden modifies the effects of Supercharged Gas. Supercharged Gas: Requires and converts 10 stacks of Supercharge to vent 10 heat and increase healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.

Empowered Scans (Update): Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Progressive Scan channels 20% faster.

Arsenal

High Velocity Gas Cylinder is now a passive ability, replacing Combustible Gas Cylinder.

Pinning Fire modifies the effects of Supercharged Gas. Supercharged Gas: Requires and converts 10 stacks of Supercharge to vent 10 heat and increase armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.

Innovative Ordnance

New Passive Ability: Early Ignition. Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing additional elemental damage over 6 seconds.

Utilities

Jet Escape has been combined with effects of Kolto Jets.

Kolto Jets has been removed.

Afterburners (Update): Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.

Gyroscopic Alignment Jets (Redesign): You vent 20 heat (up from 10 heat) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.

Adhesive Supplements (Update): Power Shot and Tracer Missile reduce the movement speed of targets they damage by 40% for 9 seconds (up from 6 seconds). In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.

Infrared Sensors has been renamed Threat Sensors and combined with effects of Suit FOE.

Suit FOE has been removed.

Jet Rebounder has been combined with effects of Kolto Jets.

Kolto Jets has been removed.

Power Shield has been combined with effects of Protective Field.

Protective Field has been removed.

Smoke Screen (Redesign): Rocket Out generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushbacks for the next 4 seconds. In addition, taking melee or Tech damage within 4 seconds of previously using Rocket Out, refreshes its cooldown. These effects cannot occur more than once every 40 seconds.

Supercharged Defense has been combined with effects of Custom Enviro Suit.

Custom Enviro Suit has been removed.

New Utility: Kolto Surge. Kolto Overload heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Kolto Overload is increased by 2 seconds.

New Utility: Tag and Bag. Hindering a target with Electro Net grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Gas reduces the cooldown of Kolto Overload by 5 seconds.

New Utility: Trauma Regulators. While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.

New Utility: Battlefield Protocols. Stealth Scan grants Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

Powertech

New Active Ability: Searing Wave, a redesign of Flame Thrower. Searing Wave: Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets.

New Active Ability: Shatter Slug. Fire a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal kinetic damage to up to 8 enemies within 8 meters of the initial target.

New Active Ability: Deadly Onslaught, a Powertech exclusive redesign of Death from Above. Deadly Onslaught: Unloads all of your ordnances in rapid succession, dealing kinetic and elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.

Guard no longer requires Ion Gas Cylinder.

Shield Tech

Ion Gas Cylinder is now a passive ability, replacing Combustible Gas Cylinder.

Oil Slick (Update): Sprays an oil slick over the immediate area for 10 seconds (down from 15 seconds). Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffering a 15% (down from 30%) melee and ranged accuracy loss.

Flame Engine (Update): Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave or Firestorm and causes your next Searing Wave or Firestorm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.

Firestorm (Redesign): Incinerates everything in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Can be used while moving.

Pyrotech

Heated Tools (Update): Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.

Superheated Flame Thrower (Update): Flame Burst, Flame Sweep, and Immolate grant Superheated Flamethrower, increasing the damage your next Searing Wave deals by 20% causing it to slow affected targets by 45%. This effect can stack up to 2 times.

Rain of Fire (Update): Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile.

Firebug (Update): Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%.

Flame Barrage (Update): Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.

New Passive Ability: Consuming Flames. Searing Wave causes the next Immolate to deal 20% more damage.

Advanced Prototype

High Energy Gas Cylinder is now a passive ability, replacing Combustible Gas Cylinder.

Prototype Missile Silos (Update): Reduces the cooldown of Deadly Onslaught by 15 seconds and increases the damage it deals by 10%. In addition, Shatter Slug deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.

Prototype Particle Accelerator (Update): Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.

Utilities

Gyroscopic Alignment Jets (Redesign): You vent 20 heat (up from 10 heat) when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.

The damage dealt by Reflective Armor has been reduced.

Suppressive Tools has been combined with the effects of Neural Delay. Suppressive Tools (Update): Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% (down from 30%) for 3 seconds. Additionally, Neural Darts slows the target by 50% for 6 seconds.

Accelerated Reel (Update): Reduces the cooldown of Grapple by 10 seconds (down from 15 seconds).

Prototype Electro Surge (Update): Reduces the cooldown of Electro Dart by 15 seconds (up from 10 seconds).

Efficient Suit has been combined with effects of Automated Suit.

Automated Suit has been removed.

Enhanced Paralytics (Update): Increases the stun durations of Electro Dart by 1 second and Carbonize by .5 seconds.

No Escape has been renamed Adaptable Assailant and combined with effects of Explored Area.

Explored Area has been removed.

Shield Cannon (Update): Damaging a target with your Shoulder Cannon missiles heals you for 3% (down from 5%) of your total health.

New Utility: Mutilating Shards. Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.

New Utility: Battering Ram. Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.

New Utility: Reel and Rattle. Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.

New Utility: Pressure Overrides. Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30m for 15 seconds.

Crew Skills

All Crew Skills have had their skill cap increased to 600. All Crew Skills now have new 550-600 skill schematics on their respective trainers, and new Missions for 550-600.

New Grade 10 Materials are now available for all Skills.

New Grade 10 Schematics are now available for all Skills.

New Grade 10 Missions are now available for all Skills.

New harvesting nodes are now available for all Skills. These can be found in the Zakuulan Swamp and Zakuul cities alongside the Grade 9 harvesting nodes.

Armormech

New Grade 10 Armor Assembly Component.

New Rating 220 & 228 Armor.

New MK-10 Augment Kit.

Rating 220 & 228 Endurance Armorings.

Synthweaving

New Grade 10 Synth Bonded Attachment.

New Rating 220 & 228 Armor.

New MK-10 Augment Kit.

Rating 220 & 228 Mastery Armorings.

Armstech

New Grade 10 Arms Assembly

New Rating 220 & 228 Weapons & Offhands.

New MK-10 Augment Kit.

Rating 220 & 228 Barrels.

Artifice

New Grade 10 Artifice Bonded Attachment

New Rating 220 & 228 Weapons

New Rating 220 & 228 Off-hands

Rating 220 & 228 Hilts

New Rating 220 & 228 Relics

New Dye Modules

New Color Crystals

Cybertech

New Grade 10 Cyber Assembly Component.

New Rating 220 & 228 Earpieces.

Rating 220 & 228 Mods & Enhancements.

Biochem

New Grade 10 Cell Graft.

New Rating 220 & 228 Implants.

New Grade 10 Stimpaks, Adrenals, & Medpacks.

Flashpoints + Operations

Equipment no longer drops in Operations and have been replaced with Crafting Schematics of modifications. In addition, the amount of crafting materials dropped has been increased.

The Star Fortresses and Eternal Championship are both bolstered to level 70. They are still accessible beginning at level 65.

High-Priority Target Mode Operations have ended. There are no longer Operations each week that are selected as High-Priority Targets.

Interface

Menu Bar

The HUD’s main menu bar has been refactored into a much more compact pulldown bar, allowing us to add new systems and content without filling up your screen, and giving you more room to dock quickbars and other HUD elements along the top of the screen.

Keyboard shortcuts are displayed next to the menu items, instead of in a large tooltip on the other side of the screen.

The floating Cartel Market menu has been removed, and entry points to those systems now live in the main Menu Bar.

In addition to the previously accessible menu items, the following have been added to the menu bar for easy access: Galactic Command (new feature) Command Stash (new feature) Chapters Collections Interface Editor World Map Codex Tutorials



Galactic Command

Upon reaching level 70, subscribers will have full access to the new Galactic Command UI (default shortcut: CTRL-G), where you can quickly jump into any activity in the game to advance your max level character’s power. Features of the Galactic Command UI include:

Immediately travel to Planetary Missions (which include Heroic and Daily Area missions) as well as Story Mode Flashpoints.

Quickly and simultaneously queue for Flashpoints, Uprisings, Warzones, Operations, and Starfighter matches.

View your current Command Experience Points and progress towards your next Command Rank, as well as access to any Command Crates you have accrued.

View your server’s Galactic Alignment to see the current status of the battle between the light side and the dark side on your server.

Chapter Difficulty

The Chapters window has been updated to allow replaying of previous chapters on either “Story” or “Veteran” difficulty levels.

Previous chapters are now displayed in a list on the left side of the window. Medals denote which difficulties at which you have completed each chapter.

The selected chapter’s difficulty can be changed via the Difficulty dropdown next to the Launch button.

You may also change the current chapter’s difficulty by: Right-clicking the player portrait, or Selecting the chapter’s entry in the Mission Log and selecting a new difficulty at the bottom of the window



Player Flair

In addition to the “Legendary” status, players can earn new portrait and nameplate decorations (Flair) by increasing their Command Rank or via purchase in the Cartel Market. You can choose which Flair you want to display (or disable it altogether) from the “Title Select” dropdown in the Character Sheet.

Command Stash

Command Crates may be opened via the Command Stash, which functions similarly to a lightweight Pack Explorer.

Crates in your inventory will appear in the left pane.

Click “OPEN” to open the crate, after which your awarded contents will appear in your item stash on the right.

When you are ready to transfer your items from the stash to your inventory, simply select them and click “CLAIM”.

You may also DISINTEGRATE items, which will destroy them in exchange for Command Points. As you select items, your Command Rank bar will update with a preview of how many cumulative points you will receive for disintegrating said items. Hovering over an item will also display the disintegration point value in that item’s tooltip.



Galactic Alignment

Players may choose whether their actions contribute to the Dark Side or the Light Side controlling the Galaxy. You may change this setting at any time, via either of two methods:

Toggling the “dark” or “light” button in the Chosen Alignment widget in the HUD (docked next to the minimap by default).

Toggling the “dark” or “light” button in the popup window that appears before launching an activity or when a match is found.

Miscellaneous

Legendary quality items are now denoted by a gold frame and text color, instead of dark indigo (which was difficult to read, and hard to discern from purple Artifact items).

Tooltips have been made more opaque to increase legibility in situations where lots of text may be displayed behind the tooltip (e.g., vendors)

Added a new “Enhanced” GUI layout, which is applied by default to newly-created Level 65 characters.

When creating a character from the Character Select screen, players may now choose to start at Level 1, Level 60 (Knights of the Fallen Empire) or Level 65 (Knights of the Eternal Throne).

Items + Economy

Expertise has been removed from the game. All items that previously had Expertise no longer have it. No other changes were made to the items other than the removal of Expertise.

Expertise Color Crystals have been converted to Mastery Color Crystals.

Unassembled Gear Tokens now have an equivalent credit value to a purchased item of that rating, allowing them to be sold to a vendor.

Missions + NPCs

The Knights of the Fallen Empire and Knights of the Eternal Throne Chapter 1 tutorials have been updated and streamlined. Discipline and fantasy-defining abilities are individually granted as Players progress through Chapter 1. This new, reduced selection of abilities utilizes the Enhanced layout for ease of access.

Mission credit income (including Heroic and Bonus Missions) has been reduced for Players in a group, and now gives a base amount of Credits plus 10% for each additional group member.

It is no longer possible to speak to HK-55 prior to defeating the Zakuul Invaders in Chapter VIII of Knights of the Fallen Empire.

Warzones