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  • 5.0 patch notes

    Not sure why I'm bothering, maybe it's just old habits.



    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.




    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.


    Honor your opponent, for without him you have no glory.
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