SWTOR Testserver Patchnotes 3.1.2 Update 1

Jedi Knight
Guardian

  • Focused Defense now grants 12 charges (up from 10) and lasts for 15 seconds (up from 10).

Sith Warrior
Juggernaut

  • Enraged Defense now grants 12 charges (up from 10) and lasts for 15 seconds (up from 10).

Jedi Consular
Sage

  • Redesigned the Upheaval utility: Project gains a 25% chance to produce a second Project that deals 25% damage.

Telekinetics

  • Fixed an issue that caused Tremors to apply Unshakable early, negating interrupts.

Shadow
Infiltration

  • Kinetic Field now increases damage reduction by 3% for 15 seconds (up from 2%) when dealing critical damage. This effect stacks up to 3 times.

Sith Inquisitor
Sorcerer

  • Redesigned the Chain Shock utility: Shock gains a 25% chance to produce a second Shock that deals 25% damage.

Lightning

  • Fixed an issue that caused Conduction to apply Unshakable early, negating interrupts.

Assassin
Deception

  • Entropic Field now increases damage reduction by 3% for 15 seconds (up from 2%) when dealing critical damage. This effect stacks up to 3 times.

Trooper
Commando
Assault Specialist

  • Degauss now increases defense chance by 35% (up from 25%) when activating Diversion. This effect lasts for 6 seconds.
  • Rapid Recharge no longer benefits from a 2% alacrity increase.

Gunnery

  • Redesigned Decoy: Diversion grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to 10 seconds.
  • Curtain of Fire may now be triggered by activating Hail of Bolts, in addition to Grav Round.

Bounty Hunter
Mercenary
Innovative Ordnance

  • Degauss now increases defense chance by 35% (up from 25%) when activating Chaff Flare. This effect lasts for 6 seconds.
  • Rapid Venting no longer benefits from a 2% alacrity increase.

Arsenal

  • Redesigned Decoy: Chaff Flare grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to 10 seconds.
  • Barrage may now be triggered by activating Sweeping Blasters, in addition to Tracer Missile.

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