Changes in 1.4

So, this developer blog went up and it is full of all kinds of interesting class changes.

Shall go in order:

-Electro Dart and Cryo Grenade now have a 10-meter range.
-Electrocute and Force Stun now have a 10-meter range.

This…kind of stinks. Our stun is now only 10 meters…I mean, I guess we may be that close in PVE sometimes anyway when we need to stun, but it sucks for PVP.

-Overload and Force Wave have been redesigned. These abilities now knock back all targets within a 15-meter 120-degree cone in front of you. Furthermore, these abilities now knock back all potential targets instantly; they no longer wait for an animation note at the end of the ability animation.

so not good. I can’t aim at all so umm…chances of me hitting someone (which I already had a hard enough time being in range with a full circle) is pretty bad. Also incredibly useless when you are trying to get rid of someone behind you. Yay for at least being instant though but…

Also Resolve changes where if someone is stunned and someone else used it at the same time, it won’t count towards it as it didn’t actually stun the person.

Anyway, now class changes….

Mercenaries and Commandos:
–Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. (Yay for them getting an interrupt!)
–Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect.
–Tracer Lock/Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan/Advanced Medical Probe by 20% per stack.
–Kolto Residue: Now additionally snares enemies struck by your Kolto Missile/Kolto Bomb by 50% for 3 seconds.
–New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit.

Sage/Sorcerer:
–Force Speed now has a 20-second cooldown (down from 30) for all Consulars and Inquisitors. (yaaaaaaaay)
–New Sorcerer/Sage ability, Unnatural Preservation/Force Mend: Heal yourself for a moderate amount. Only usable on yourself. Instant, costs no Force, 30-second cooldown. This ability is trainable at level 18. (OMGYES (would be better if it just regained force though…and that stupid nerf never happened))
–Dark Resilience/Valiance: Now additionally increases the healing dealt by Unnatural Preservation/Force Mend by 15% per point. (Thank god I have 2 points in there still. Yaaaay. That means it kind of gives you your health back too for Noble Sacrifice)
–Fadeout/Egress has been redesigned. Now causes Force Speed to remove all roots and snares and grant immunity to roots and snares for the duration. (This is probably helpful for PVP. I still don’t care for it though)
–Polarity Shift/Mental Alacrity now additionally grants immunity to interrupts for the duration. Improved visual FX to demonstrate this effect. (Doesn’t effect healing so..but again, good for PVP I guess)
–Backlash/Kinetic Collapse: The incapacitation effect caused by this skill no longer breaks on damage. (See above 😛 And well, I suppose actually this is good in PVE too)

OMGNEWHEALOMGNEWHEALOMGNEWHEAL YES! And more speeding around.

Then some stealthy changes:
Smuggler/Agent:
–Disappearing Act/Cloaking Screen now has a 2-minute cooldown.
–Energy Screen has been renamed to Ghost. Fight or Flight/Ghost: Now this skill finishes the cooldown on Sneak when you exit stealth mode. Furthermore, this skill allows Sneak to be used out of stealth mode, increasing movement speed by 50% for 6 seconds. This skill still removes the healing done and healing received penalty caused by Disappearing Act/Cloaking Screen.
–Flee the Scene/Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. Now reduces the cooldown of Disappearing Act/Cloaking Screen by 15 seconds per point (down from 30 seconds per point).

Shadows/Assassins:
–Force Cloak now has a 2 minute cooldown.
–Infiltration Tactics/Duplicity: Now when triggered, your next Shadow Strike/Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
–Celerity/Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
–Masked Assault/Darkswell: Now additionally finishes the cooldown of Blackout when you exit Stealth mode. In addition, Masked Assault/Blackout causes Shadow’s Respite/Dark Embrace to reduce all damage taken by 25% while active.
–Fade now additionally reduces damage taken from area effects by 15% per point. Kinetic Field/Entropic Field no longer provides this effect. Now reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point).
–Kinetic Field/Entropic Field has been redesigned. Now critical hits cause you to build a Kinetic/Entropic Field, increasing damage reduction by 1% per point per stack. Stacks up to 3 times.
–Humbling Strike/Magnetism is a new 1-point skill. Causes the target of your Spinning Kick/Spike to be slowed by 70% for 3 seconds when the knockdown effect ends.
–Clairvoyant Strike/Voltaic Slash: Using Project/Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike/Assassinate during execute phases.

No idea how these changes effect much (though, Stealth cooldown kind of stinks) but YAYNEWHEALFORSAGES.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.