BioWare have updated the SWTOR Public test servers wiht a new patch. This update is focusing on class changes. Check it out below:
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.