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 Post subject: 1.2 Changes - Trooper
 Post Posted: Thu Apr 12, 2012 8:22 am 
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Trooper
General

Full Auto's attack animation now begins more quickly to improve reactiveness and faction balance.
Mortar Volley's animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
Storm now places a "root" visual effect on the affected target.
Commando
Concussion Charge now triggers snare visual effects on affected targets.
Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
Cure now costs 1 Energy Cell (down from 2).
Emergency Medical Probe is a new level 50 ability that allows the Commando to revive an incapacitated ally. It is usable in combat.
Tech Override is now trainable at level 46.
Gunnery
Charged Barrier now provides 1% damage reduction per stack.
Curtain of Fire: The chance to trigger this effect has been increased significantly.
Demolition Round's damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Gravity Vortices on the target into account.
Grav Round has been rebalanced in order to encourage more active gameplay rotations. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
Combat Medic
Field Training now increases critical chance by 1% per point.
Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
Kolto Residue now increases all healing received by 3% (down from 5%).
Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
Trauma Probe now costs 2 Energy Cells to activate.
Assault Specialist (Commando)
Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.



Vanguard
Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.
Fire Pulse's visual effect more accurately represents its functionality.
Riot Strike no longer costs Energy Cells.
Animation timing issues with Energy Blast have been addressed.
The hit timing delay on Explosive Surge has been improved.
Shield Specialist
Ceramic Plating: The absorption amount gained from this skill has been slightly reduced.
Counter Attack is now a 3-point skill.
Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
Smoke Grenade is no longer limited by the global cooldown.
Tactics
Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect.
Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds.
Pulse Generator now is granted a stack when Fire Pulse is used. In addition, stacks make Pulse Cannon immune to interrupt and at 5 stacks Pulse Cannon will now slow the movement speed of targets by 70%.
Assault Specialist (Vanguard)
Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

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