Showing posts with label 1.2 patch. Show all posts
Showing posts with label 1.2 patch. Show all posts

Friday, 18 May 2012

Server transfers next week?

In twitter, Stephen Reid the Community Manager of SWTOR answered a question from a player and said that server transfers are coming BEFORE 1.3 and would expect more news next week. I would probably been expecting an update to the transfers like details about the procedure and even applies for a server transfer.

Sunday, 29 April 2012

New Abilities Suggestion



Bioware has done a good job with classes’ abilities. They've created interesting rotations and playstyles. For me, the addition of cover classes is revolutionary and something closer to modern warfare. The feeling I have thought is that they could do better in some things. Most classes don't have enough utilities or I think they should have a more dynamic playstyles. I have some abilities I would suggest. I know that they cannot changes classes midgame but they could surely change some with an expansion.


For Warriors/Knights both AC:


     Disarm. 90sec CD. Cho mai is used a lot by both Jedi and Sith. It would last for 12sec and it would prevent abilities that require a weapon.
     Force Deflection. 30sec CD, last for 6 secs, the Jedi/Sith uses the Force to defend an attack and reflect it back to the attacker.


For Juggernauts/Guardians:


     Battle Prowess. 120sec CD. For 12sec you deal and receive 20% more damage, you are allowed to use Vicious Throw/Dispatch during the duration and you are immune to slows and throwbacks.


For Marauders/Sentinels:


     Cower in Fear. 60sec CD. Incapacitate your opponent for 60sec/8scs in PvP. Effect breaks if any damage is dealt after 2secs.
     Chasing Throw. 20sec CD. Throws your main hand lighsaber, doing little damage, increase your speed by 30% for 4secs.


 Both classes should have disarm abilities that are popular in SW universe and movies. Plus, the reflect ability is something that is also used by the Jedi in the movies when they deflect back their enemies weapon blasts. Now, a big dps CD is missing in Juggernauts/Knights dps rotation that's why I believe Battle Prowess will come in hand. Finally, a Marauder/Sentinel has enough dps but lack in Crowd Controls. Another stun will help them kite and survive better than what they have now. As Juggernauts/Knights have more mobility I believe Marauders could get a small sprint.




For Inquisitors/Consulars both AC:


     Battle Meditation. 180sec CD. Increases the party's damage and healing done by 15%. For me, Battle Meditation is the most iconic Force ability in the Old Republic era and would make many people happy if it's implanted.
     
For Sorcerers/Sages:


     Force Mark. 120sec CD. Marks an opponent for 30sec. Every time that the marked opponent receives damage from the Sorcerer/Sage, heals up to 3 allies standing in 15meters for 30% of the damage from the marked opponent takes. If an ally is marked then any heal he receives from Sorcerer/Sage, damage up to 3 enemies standing in 15 meters for 30% of the healing done to the marked ally.
     Force Slow. 40sec CD. Any enemy inflicted by this ability has his next channeled or casting ability used after 6sec to have it's time to activate increased by 100%.
     Dreadmaster. Strikes fear in the enemy, causing him to cower in fear for up to 20 sec.  Damage caused may interrupt the effect.  Only 1 target can be feared at a time.


For Assassins/Shadows:


     Shatterpoint. 240sec CD. Increase your abilities critical chance by 40% for 12sec.
    Precognition. 180sec CD. You are immune to all damage for 8sec. You also do 50% less damage.


Battle meditation is an ability that I was surprised that didn't make it to the game. Especially when there's only one advance class with the ability to increase the performance of a group. For me, Inquisitors/Consulars are the most polished and all-around class and they don't need a big change. Force Mark is a very interesting ability as it’ll give a twist that is needed in a mmo. Force Slow gives a strong weapon against healers and other ranged dps. Assassins/Shadows are in need of a big dps CD. Also, fear fits into sorcs/sages. Shatterpoint is also a very interesting Force Power in the SW universe that could fit in the Assassins/Shadows story, as the seeker of Force knowledge. Same goes for Precognition. A strong defensive CD, mostly for the assassins dpsers than the tank. In general, the SW universe has very interesting Force Powers that could spice up the force users gameplay.






For Imperial Agents/Smugglers both AC:


     Carefull Shot. 90sec CD. Disarms the opponent for 12secs. A really, really good ability that is missing right now.
     Duty Calls. 180sec CD. Whenever you are attacked by an enemy your moving speed is increased by 4% for 12sec. It can stack up to 5 times.


For Operatives/Scoundrels:


     Erradicate. 180sec CD. Attempts to break the damage reduction shields and all invulnerabilities. Needs to be in cover.
    Tactital Superiority. 120sec CD. For the next 6sec all of your abilities don't consume the Tactical Advantage buff.
    Cloaking Area. 180sec CD. Creates a an Invisible Area in 10m around the Operative/Scoundrel for 6sec. Enemies are confused and can't target into or out of the cloaking area.


For Snipers/Gunslingers:


     Emergency Countermeasures. 180sec CD. Decrease the CD of all of your abilities by 50%.
     Sniper's Patience. After remaining stationary for 4sec you get sniper's patience that increases your next Snipe or Ambush critical chance by 3%. Stacks up to 5 times.
     Master Marksman. 120sec CD. For the next 20sec it allows the Sniper to shoot Snipe out of cover and while you are moving. Every Snipe that is shot consumes a Sniper's Patience buff. Any melee attack you receive has a 50% chance to restore a Sniper's Patience buff. This effect cannot occur more than once every 6sec.




IA/Smuggler should have a Disarm ability, a defensive CD needed in game. As class with no sprint, no charge and with little mobility a small moving speed buff is needed. Operatives/Scoundrels got nerf when their burst was reduced. Right now it's a class that has little chance in a head on against most melees and ranged. Eradicate will break the defense of their opponent, forcing them against a wall. Tactical Superiority will help them hit harder against kiting opponents. Snipers/Gunslingers are a class of area denial, where they can protect their spot pretty easily. The problem is when they'll get force to battle in close quarters. Sniper's Patience and Master Marksman will give Snipers/Gunslingers the chance to kite, to maintain their range against melee. Also, a stationary covered Sniper that is an upper level, cannot be charged, cannot get countered from Warriors/Knights. Give Snipers mobility and give Warriors the chance to land on them.






For Bounty Hunters/Trooper both AC:


     Gravity Generator. 30sec CD. Places a gravity generator that pulls all enemies up to 15m to its center. Then it slows them for 50% until they leave the generator’s range.
     Carbonite Shell. 180sec CD. You create a carbonite shell around you that makes you invulnerable to any damage. Lasts for 6sec.
      Repelling Shield. 45sec CD. You use your shield to absorb an attack of an enemy and in the next 6sec you can unleash it back to an opponent.




For Mercenaries/Commandos:


     Matter Transmitter. Place at your feet the exit of a matter transmitter device. After that, every 40sec you can use a second matter transmitter and enter into the hoop that it's created and be transmitted to the exit.
     Warmachine. 21sec CD. 20m range. Fires a barrage of missiles that explode on contact, doing high damage and increasing all damage dealt for 15% for the next 9sec. The missiles can hit the target even if the enemy is not in line of sight.


For Powertechs/Vanguards:


     Armor of Retribution. 60sec CD. The heat of your armor burns every enemy that attacks you in melee range for 30sec.
     Cold Blood. 60 sec CD. Powertech gains his calm and rally his allies removing all Fear and Disorient effects from party and ops member. This ability can be used even when the user is afflicted with such effects.


Bounty Hunters/Troopers are in a very interesting spot in my opinion. Heavy geared, can take a beating... Really, really like them. They still need some more dynamic playstyle. Gravity Generator is a nice crowd control ability that can be follow by Death from Above/Mortar Volley. Carbonite Shell will give a big defensive CD that would mostly help the dps than healers or tanks. Mercs and Commandos are quite good right now. They lack mobility as Arsenal/Gunnery and even though they get some in Pyrotech/Assault Specialist, they lose some dps. Instead of giving more instant abilities I suggest Matter Transmitter. Same goes for Warmachine that would be a nice and unique ability. Totally worth against fleeing enemies that try to hide behind a crate to heal themselves up. Right now, mercs/commandos feel like a stationary turret. Even if it's intended, I believe that it would be fun to give them some kite ability. Powertechs on the other hand are extremely well designed. Great mobility, lots and lots of abilities the only thing I came up with is a dot against melee and a CD to remove fear to give them some more fast paced action.


OVERALL


In general there are many interesting abilities but are not equally scattered. For example Marauders/Sentinels seem to be more interesting than Juggernauts/Guardians dps, especially in PvP. Marauders/Sentinels get a healing debuff, a sort vanish and stealth, a health regeneration and finally a major dps increase, whereas Juggs/Guardians only have an extra charge to their allies, a temporary increase of health and a defensive cooldown. I hope my suggestion would mostly instigate of a more all around abilities, with more mobility and versability. DPS rotations are mostly fine and with the changes in AoE heals I'm mostly happy with the healer experiences so far.

Thursday, 26 April 2012

Relic list from Lost Island


Lost Island's third boss, Transgenic Sample Eleven is dropping random relics and because I didn't find them listed as his droplist in any of the major databanks on the Internet, I decided to make some research of my own and here they are. Obviously BW continues with the proc relic something that I find very interesting and dynamic.


(51) Relic of Vital Rupturing
Binds on Pickup
Relic
Total Stats:
+61 Endurance
Requires Level 50
On Hit: Damaging attacks have a 30% chance to deal 128 additional internal damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects.


(51) Relic of Kinetic Force
Binds on Pickup
Relic
Total Stats:
+61 Endurance
Requires Level 50
On Hit: Damaging attacks have a 30% chance to deal 170 additional kinetic damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects.


(51) Relic of Vital Mending
Binds on Pickup
Relic
Total Stats:
+61 Endurance
Requires Level 50
On Hit: Healing an ally has a 50% chance to restore an additional 307 health over 3 seconds. This effect can only occur once every 20 seconds, and shares this limit with similar healing effects.

(51) Volatile Energy Module
Binds on Pickup
Relic
Total Stats:
+61 Endurance
Requires Level 50
On Hit: Damaging attacks have a 30% chance to deal 170 additional energy damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects.


(51) Plasma Injection Nanobots
Binds on Pickup
Relic
Total Stats:
+61 Endurance
Requires Level 50
On Hit: Damaging attacks have a 30% chance to deal 128 additional elemental damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects.


Guide for Gearing up 1.2


This guide will provide the new gear that is introduced with patch 1.2

Lost Island Heroic Mode
LR-5 Sentinel Droid: Columi boots
Project Sav-Rak: Columi Legs
Transgenic Sample Eleven: Relic
Doctor Lorrick: Columi Mainhand, Rakata Chest

Explosive Conflict – Storymode
Toth and Zorn: Rakata Bracer, Rakata Implant, Rakata Chest
Stormcaller and Firebrand: Rakata Belt, Rakata Offhand, Rakata Boot
Colonel Vorgath: Rakata Legs, Rakata Gloves, Rakata Implant
Warload Kephess: Rakata Helmet, Rakata Mainhand, Random Black Hole MK2/MK3 gear  or Campaign Relic

Explosive Conflict – Hardmode
Toth and Zorn: Campaign Legs, Campaign Bracers, Random Black Hole gear or Campaign Relic
Stormcaller and Firebrand: Campaign Belt, Campaign Offhand, Random Black Hole gear or Campaign Relic
Colonel Vorgath: Campaign Chest, Campaign Gloves, Random Black Hole gear or Campaign Relic
Warload Kephess: Campaign Mainhand, Campaign Helm, Random Black Hole gear or Campaign Relic

Tuesday, 24 April 2012

Suggestions for SWTOR future, Personalisation of Class Abilities

With the introduction of 1.2 I believe Bioware made a step to the right direction. They seem to listen to their customers and try their best to implant new ideas and tools for them.
As a player myself, I decided to think about the state of the game and I believe that some changes as well as some new addition would make this game a more fun and interesting experience. I'm really really enjoying the game and I'm seeing myself playing it for years from now.


From now on, and time to time, I would post some of my suggestions. I have already mailed them to Bioware but I wanted to share it with the rest of you. Today, I would talk about THE PERSONALISATION OF CLASS ABILITIES.



Right now, you can’t adjust the game spec and skill tree to your own personal test. Most of the time there’s only one BEST spec to play. Most of the abilities are no brainers and for me at least, there was not a single moment of hesitation to which skill to use for my built.

I know that most people want to tune their class to their personal taste. For PvP for example, there are people that play a Jedi Guardian and want more stuns in the game. There are others that prefer more slowing effects, others that want big bursts and finally some would want a more all-around spec. Right now, there’s no way to do that and it’s something that’s missing in my opinion.

So, why don’t implant the Mass Effect’s power system? Every 5 level, give players a power point and let him put it to one of his abilities. Each of his abilities has 3 stages. Enhanced, Empowered, Devastating. Every time he put a point to an ability, that ability gets an improved effect and finally when he has put all 3, he could choose between two evolved abilities.

Let’s take for example, Jedi Knights Force Stasis. If he puts a point to Force Stasis, the Force Stasis will increase the damage done by 10% and has 33% chance to slow the enemy by 50% of his normal speed for 3sec. A second point would increase the damage done by 20% and has 66% chance to slow the enemy by 50% of his normal speed for 3sec. The third point would increase the damage done by 30% and has 100% chance to slow the enemy by 50% of his normal speed for 3sec. Plus, at the Devastating stage, the player would be able to choose between two forms of Force Stasis.

a) Connection with the Force. Force Stasis becomes an instant ability.
b) Force Barrier. While you channel Force Stasis you become immune to all effects and attacks.

Another example could be Force Push. Level 1 to 3 would increase the damage dealt by Push and at Level 3, the players would be able to choose between two different versions.

a) Force Slam. The Force Push is so strong that throws the enemy on the air and then slams them on the ground for 2sec
b) Force Shockwave. All enemies in a front cone are pushed.

A final example could be the Mercenary’s Power Shield. Level 1 to 3 could increase the duration and the shielding percentage. Devastating Power Shield could have those two choices.

a) Omni-Shield. Reduces the heat cost of all your abilities by 50% and increase alacrity by 30%
b) Multi-Shield. When you activate Power Shield all of your healing abilities would place a shield on affected target.

Try to give both final abilities a PvE and PvE usage. Also, each one must be something different and tempting, so good to be needed from the players and would frustrate them to be able only to choose one. That way, no best-builds, no butter cutter would be made and each player would build his spec based on his personal playstyle.

That's for now, I'm looking forward for your suggestions and opinions.

Monday, 23 April 2012

Sith Juggernaut Rage Spec Burst DPS Guide/Tutorial

After spending some time with my family and friends, I'm back in game and I'm pushing myself through the 1.2 content. With the introduction of dummies, I decided to make a video guide about jugg's rage spec burst damage. Through the next days, my old guides would be updated and new ones would be posted. Also expect more and more videos on youtube so, I recommend you to subscribe in my channel: http://www.youtube.com/user/kingofkalamos/

Hope you'll like the guide and I'm looking forward for your thoughts and comments



Friday, 13 April 2012

Bioware Rewards Subscribers with 1.2!

I've just received a new mail from BW that awards their subscribers, old and current. First of all, I'll begin with the e-mail.




You are one of our most active and valued high level players and we know you have been waiting patiently for Game Update 1.2: Legacy. To show our appreciation, check out all the great new features this update has to offer-on us. We will be adding an additional 30 days of game time to your account at no charge*. The free 30 days will appear on your account by April 24, 11:59PM CDT, April 25, 4:59AM GMT.As an added bonus, we will be awarding all active subscribers an in-game Legacy reward, the Legacy Tauntaun Ram Pet**, as our way of saying thanks for your support. The Tauntaun Ram Pet will be delivered to you via in-game mail by April 24, 2012, 11:59PM CDT/ April 25, 2012, 4:59AM GMT.



If you visit the official site you can find the conditiotion for the rewards:
In order to make sure that you receive your in-game Legacy Tauntaun Ram, your account must meet the following criteria by April 12, 2012 ,12:00PM CDT, 5:00PM GMT or April 21, 2012, 12:00PM CDT, 5:00PM GMT: 
You must have purchased the game and redeemed an official Game Product Registration Code at the Code Redemption Center.
You must have signed up for a recurring subscription using a valid payment method OR redeemed a Game Time Code.
Your account must not be banned.


You can still obtain the pet if your account is inactive, as soon as you purchase and activate your account before the 21th of April.


For any active account with a level 50 character, BW provides a month free! The month will be added at the end of the current subscribtion plan.


Finally, I think Bioware just won some points from the mmo community when they also announced that they will give 7 days (from 13th of April to the 19th of April) free game time for their inactive subscribers.


Obviously, with Mist of Pandaria and Guild Wars 2 in the corner waiting to steal the subscribers, Bioware's Devs try their best to win the race before it begins. Will see if that will work

Thursday, 12 April 2012

Corellia dailies and new relics

The 1.2 game update includes a new series of daily missions in Corellia tha would provide a new Daily Commendation that would be used to purchase new gear. Among others you'll be able to buy the new Campaign relics. Bioware finally takes a step forwards to proc and dynamic relics that where for the first time introduced in Karagga's Palace but where not strong enough to be honest, as to replace the on-use ones.


So, here's the list of the new Campaign relics that are obtainable with 200 COMMENDATION EACH:



Campaign Relic of Boundless Ages
Use: 405 power for 20 sec.


Campaign Relic of Dark Radiance
Equip: 30% chance to deal 184 Internal damage. 4.5 sec CD


Campaign Relic of Elemental Transcendance
Equip: 30% chance to deal 184 Elemental damage. 4.5 sec CD


Campaign Relic of Ephemeral Mending
Equip: 50% chance to heal your target for 443 health over 3 sec. 20 sec CD


Campaign Relic of Imperiling Serenity
Use: 405 Defense for 20 sec.


Campaign Relic of Shield Amplification
Equip: Shielding an attack grants 405 Absorb Rating for 6 sec. 20 sec CD


Campaign Relic of the Cerulean Nova
Equip: 30% chance to deal 246 Energy damage. 4.5 sec CD


Campaign Relic of the Kinetic Tempest
Equip: 30% chance to deal 246 Kinetic damage. 4.5 sec CD


Campaign Relic of the Primeval Fatesealer
Use: 405 alacrity for 20 sec.


Campaign Relic of the Shrouded Crusader
Use: 255 Shield and Absorb rating for 20 sec.

Friday, 30 March 2012

1.2 Changes, Buffs and Nerfs and my Verdict



1.2 Brings a lot of changes in most of the classes. Overall, the style of the game is going to change, PvP mostly. First of all, healing is getting reduced. Damage would now mean more in PvP. Also, that way, PvE content is going to be harder if the damage dealt by bosses is unchanged. Secondly, players will live longer due to high expertise and more endurance; they will do less damage and less healing. In general, most damage dealing specs have their rotation changed.

I would also want to add those are MY OPINION. You are free to disagree and comment. My reason for posting this is to summarize the incoming changes. This post summarizes the patch notes up to the 03/30.


SITH WARRIOR/JEDI KNIGHT

Buff: Termination phase. Can now use their execute ability at or below 30% up from 20%.
Buff: Ravage/Master Strike damage is increased by 10%.

JUGGERNAUT/GUARDIAN
Buff: Interrupt don't cost rage/focus anymore.
Buff: Termination phase. Can now use their execute ability at or below 30% up from 20%.
Buff: Single Saber Master now applies for all Forms.
Buff: Ravage/Master Strike has its damage increased by 15%.
Buff: Self healing has been added.


VERDICT:
RAGE/FOCUS: BUFFED
VENGEANCE/VIGILANCE: EVEN~BUFFED
IMMORTAL/DEFENSE: EVEN~NERFED
PvP PERFORMANCE: INCREASED
PvE PERFORMANCE: INCREASED
TANKING PERFORMANCE: EVEN
To be honest, Juggernauts/Guardians needed those changes. They got self healing, an ability that would turn the tables in PvP and an increase to AoE damage for all trees. Rage/Focus has now more mobility and control and an extra burst, perfect for PvP. Vengeance/Vigilance were slightly buffed, they already got what was needed for PvE. Finally, Immortal/Defense would now build threat easier with their abilities and would now depend less to their AoE taunt ability. Some people consider this a nerf but overall, the spec has now more appropriate and class, dps rotation.

MARAUDER/SENTINEL
Buff: Ravage/Master Strike has its damage increased by 15%.
Buff: Trauma cannot be dispelled.
Even: Ataru Form's proc'ed attacks changed to physical damage from force damage and increased the damage dealt by 10%. Overall, no change for PvE, for PvP the attacks can now be blocked/parried.
Buff: Decimate/Swelling Winds has been moved to the Shared tree, that means a potential increase to AoE damage if it's spec'ed.

VERDICT:
RAGE/FOCUS: BUFFED
CARNAGE/COMBAT: EVEN
ANNIHILATION/WATCHMAN: EVEN~BUFFED
PvP PERFORMANCE: INCREASED
PvE PERFORMANCE: EVEN
Annihilation/Watchmen, the PvE tree changed only a little as it was balanced anyway. It’s PvP ability were nerfed and would be avoided from PvPers. The other two trees are dealing a little less damage with more survivability and mobility. Rage would finally be viable for PvP Marauders/Sentinels.



SITH INQUISITOR/JEDI CONSULAR




ASSASSIN/SHADOW
Not touched at all, nothing to comment.


SORCERER/SAGE
Even~Nerf: Redesign of the Force Bending/Conveyance buff. It now applies to fewer abilities but has increased the performance of the remaining ones.
Nerf: Force Surge/Resplendence no longer removes the health cost from Consumption/Noble Sacrifice.
Nerf: Reduced the critical chance of Force Lightning, Lightning Strike/Project, Weakened Mind.
Nerf: Wrath/Presence of Mind now affects Lightning Strike, Crushing Darkness/Disturbance, Mind Crush only.
Buff: Dark Resilience/Valiance now reduces the health spent by Consumption/Noble Sacrifice by 2% per point (up from 1% per point).

VERDICT:
MADNESS/BALANCE: GREATLY NERFED
CORRUPTION/ SEER: NERFED
LIGHTNING/TELEKINETICS: EVEN
PvP PERFORMANCE: EVEN~NERFED
PvE PERFORMANCE: NERFED
TANKING PERFORMANCE: EVEN
HEALING PERFORMANCE: GREATLY NERFED
Bioware decided to nerf the most overpower spec’ed of the game. Most Madness/Balance would expect those changes even though the nerf-bat hit them hard. A bitter taste is left for Sorcerer/Sage healers though, as they see their burst healing to shrink. Lightning/Telekinetics was almost left the same and now is on par with Madness/Balance.


IMPERIAL AGENT/SMUGGLER

Buff: Cover Mechanic. When immobilized, can now crouch and cannot be pushed out of cover via the "cover integrity" mechanic.

OPERATIVE/SCOUNREL
Nerf: Backstab/Backblast has it's CD increased by 3sec and its damage done increased by 5%.
Nerf: Hidden Strike/Shoot First now has a CD (7.5 sec).
Even~Buff: Changes in Culling/Turn the Tables produces almost the same dps.
Nerf: The introduction of Flanking and the change of Waylay/Sawed Off will make Backstab/blast more energy expensive.
Buff: Laceration/Sucker Punch will now be more used in our rotation. It would really show its potential at prolonged fights.
Buff: Lingering Toxins/Nice Try is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart/Vital Shot and Corrosive Grenade/Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
Nerf: Decrease by 2% the critical chance that was obtained via ability.
Nerf: Shiv/Blaster Whip has its damage done decreased by 1%. This ability was obtained via ability.
Buff: Tactical Advantage/Upper Hand that is obtained by healers is getting buffed a lot. Abilities now increases the TA/UP stack limit if you heal an ally with your basic healing ability and he has 30% of his life or less. Also, if spec'ed, TA/UP has its duration increased by 2sec.
Buff: Recuperative Nanotech/Kolto Cloud has its CD increased by 3sec, healing done increased by 10% and its duration decreased by 9sec.
Buff: Weaking Blast/Haemorrhaging Blast no longer costs energy.

VERDICT:
MEDIC/SAWBONES: GREATLY BUFFED
CONCEALMENT/SCRAPPER: GREATLY NERFED
LETHALITY/DIRTY FIGHTING: EVEN~NERFED
PvP PERFORMANCE: NERFED
PvE PERFORMANCE: NERFED
HEALING PERFORMANCE: GREATLY BUFFED
Long story, short: Operatives/Scoundrels got FUCKED! Concealment/Scrapper is now unplayable for PvP. Their essential burst is gone; their dps is now more sustained but still lower than what it was. No more, killing an enemy in a lockdown. Only the new combat logs will show us if it’s now viable for PvE. Lethality/Dirty Fighting got some utility and is now viable for PvP. Overall, this class is not the same anymore. The only bright light at the end of the tunnel comes for Operatives/Scoundrels healers. They now have the best healing burst in the game. Their allies cannot die, as they have increased performance when they heal targets that have very low health and finally, their AoE healing has got much, much better.


SNIPER/GUNSLINGER
Buff: Snipers/Gunslingers can now inflict Trauma, a decrease to healing received debuff.
Buff: A new ability decrease the damage received when they use Entrench/Hunker Down. Now they can stay longer still when others have to move.
Buff: Sniper Volley/Burst Volley has been redesigned. Can now be triggered by doing damage; additionally, it increases Alacrity and energy regeneration by 10% for 10sec.
Nerf: Calculated Pursuit/Hot Pursuit now makes the next Overload Shot/Quick Shot cost no energy instead of having 50% change to use Snipe/Charge Burst in any situation.
Buff: EMP Discharge/Sabotage has it's ranged increased by 30m.
Buff: Plasma Probe/Incendiary Grenade has been greatly improved. Can now snares anyone that is inflicted, deals more of its damage in the first seconds and stuns anyone that also suffers from your Interrogation Probe/Shock Charge.
Nerf: Cull/Wounding Shots costs 5 less energy and deals 15% less damage.
Buff: Points can be spent to make Cull, Series of Shots/Wounding Shots, Speed Shots to deal 4% per point. (It was 2% per point).
Buff: Interrogation Probe's/Shock Charge's cooldown now resets if a target is defeated while under its effects.

VERDICT:
MARKMANSHIP/SHARPSHOOTER: BUFFED
ENGINEERING/SABOTEUR: EVEN~BUFFED
LETHALITY/DIRTY FIGHTING: EVEN
PvP PERFORMANCE: BUFFED
PvE PERFORMANCE: BUFFED
Markmanship/Sharpshooter is now what they were intended to be: a living turret, with high defense and little movement requirements. Additionally, the addition of Trauma would help them in their fight and would also make PvP in general more balanced, as Trauma was a debuff provided from Marauder/Sentinel only. The tree is based on RNG as it can do fairly good contained damage in general but can also be quite bursty, if buffs are stacked. Engineering/Saboteur has some few changes, mostly towards a control and utility direction. Lethality/Dirty Fighting stays almost the same. Overall it seems that Bioware plans to make Markmanship/Sharpshooter the PvE spec, Engineering/Saboteur the PvP spec. Both are viable for both activities, it seems though that Markmanship/Sharpshooter leans more to high damage and high defense, mostly for solo PvP whereas Engineering/Saboteur has more area denial abilities and more control over the battlefield, a more preferable playstyle for group PvP. Lethality on the other hand is still good, but benefits more Operatives/Scoundrels that want to play PvP.


BOUNTY HUNTER/TROOPER

MERCENARY/COMMANDO
Buff: Cure now costs 8 heat/ammo less.
Buff: Jet Boost/Concussion Charge now also snares the inflicted enemies.
Nerf: Power Shot, Tracer Missiles/Charged Bolts, Grav Round cost less but needs 1 more second to be activated and also deals 10% less damage. Also, the ability Muzzle Fluting has redesigned and no longer decrease the cost for Power Shot, Tracer Missiles/Charged Bolts, Grav Round and it decreases their activation time.
Buff: Barrage/Full Auto now has a greater chance to occur.
Buff: Heatseekers Missiles/Demolition Rounds has its damage done increased by 10%.
Nerf: Power Barrier/Charged Barrier now provides 1% less damage reduction per stack.
Nerf: Critical Efficiency/Field Triage now reduces the cost of Rapid Scan/Medical Probe by 8 (down from 16)/1 Ammo (down from 2).
Buff: Cure Mind/Psych Aid no longer reduces the cost of Cure/Field Aid. It now causes Cure/Field Aid to heal the target for a small amount.
Nerf: Hired Muscle/Field Training now increases critical chance by 1% per point (down from 2%).
Buff: Kolto Missile/Kolto Bomb now affects up to 4 targets (up from 3).
Nerf: Kolto Residue now increases all healing received by 3% (down from 5%).
Nerf: Kolto Shell/Trauma Probe now has a cost when it's activated.
Nerf: Supercharged Gas/Supercharged Shell now vents 8 Heat (down from 16)/1 Ammo (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile/Kolto Bomb now reduces damage taken by 5% (down from 10%).
Buff: NEW ABILITY Onboard AED/Emergency Medical Probe is a new level 50 ability that allows the Mercenary to revive an incapacitated ally. It is usable in combat.

VERDICT:
ARSENAL/GUNNERY: EVEN~NERFED
BODYGUARD/COMBAT MEDIC: GREATLY NERFED
PYROTECH/ASSAULT SPECIALST: EVEN
PvP PERFORMANCE: NERFED
PvE PERFORMANCE: NERFED
Arsemal/Gunnery has its rotation changed a lot. To be honest, that spec was in need of a change as its playstyle was a one-button-spam. As it seems right now, the main abilities have their damage done reduced and their overall rotation would now be more engaging. We don’t know how much more often Barrage/ would now occur so it’s hard to say if the spec would be nerfed and how much its performance would affect it. 1.2 is bad news for Bodyguards/Combat Medic as they are straightly nerfed. Finally, they got a combat resurrection but most of their healing abilities are now weaker and more expensive. The only good change is that their AoE healing now affects one more target. Pyrotech/Assault Specialist has no change.


POWERTECH/VANGUARD
Buff: Interrupt don't cost heat/ammo any more.
Nerf: Self healing has been removed and the skill has been replaced by one that gives slowing effect to one of your abilities.
Buff: Heat Screen/Power Screen is a new 2-point skill that causes Flame Burst and Heat Blast/Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
Even~Nerf: Energy Blast/Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by 15%.
Buff: Smoke Grenade/Oil Slick is no longer limited by the global cooldown.
Buff: Prototype Particle Accelerator/Ionic Accelerator now requires Combustible Gas Cylinder/Plasma Shell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.


VERDICT:
SHIELD TECH/SHIELD SPECIALIST : BUFFED
ADVANCED PROTOTYPE/TACTICS: EVEN~NERFED
PYROTECH/ ASSAULT SPECIALST: EVEN
PvP PERFORMANCE: EVEN
PvE PERFORMANCE: EVEN
PT/Vanguard tanks will be buffed at 1.2. New mitigation system and some of their abilities are now out of the GCD. Advanced Prototype/Tactics would see their self healing gone and would lose some considerable power in PvP. Finally, the Share Tree doesn't see many changes. Overall, 1.2 would not be a bad patch for PT/Vanguard.