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 Post subject: 1.2 Changes - Jedi Knight
 Post Posted: Thu Apr 12, 2012 8:19 am 
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Jedi Knight
General

Awe no longer costs Focus to activate.
Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
Force Kick no longer costs Focus to activate.
Force Leap now places a "root" visual effect on the affected target.
Master Strike can no longer be interrupted, and its damage has been increased by approximately 15%.
Sentinel
Due to changes in the Sentinel skill trees, Sentinels have had their skill points refunded.
Crippling Throw's "Trauma" effect can no longer be cleansed.
Force Camouflage now additionally reduces all damage taken by 50% while active.
Pacify no longer has a Focus cost and is no longer limited by the global cooldown.
Transcendence now affects all Operation Group members.
Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.
Watchman
Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.
Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
Inflammation now applies a 50% movement speed reduction (up from 30%).
Valor is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Combat
Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
Ataru Form now correctly triggers when fighting very large targets.
Fleetfooted now additionally increases the movement speed bonus granted by Transcendence by 15% per point.
Temperance has been replaced by Stagger, which increases Force Leap's immobilize effect.
Focus (Sentinel)
Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
Force Exhaustion's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
Gravity now specifically affects Leg Slash and Force Exhaustion.
Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Zen (while in Shii-Cho Form) to immediately grant 2 stacks of Singularity per point.
Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
Singularity's buff effects now last 20 seconds (up from 15).
Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
Unwavering Focus has been removed from the game.
Zealous Leap now immobilizes the target for 1 second.
Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Sentinel is in Shii-Cho Form.



Guardian
Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.
Added Focused Defense, a new ability that allows the Guardian to spend Focus to lower threat. While active, one point of Focus is spent each time damage is taken to heal the Guardian for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vigilance
Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian's damage reduction while Focused Defense is active.
Single Saber Mastery is no longer restricted to certain stances.
Stagger is now located in Tier 1 of the Vigilance skill tree.
Sundering Throw is a new Tier 6 skill that replaces Protector.
Zen Strike now generates 2 points of Focus when it is triggered.
Defense
Blade Barrier is now located in Tier 4 of the skill tree.
Blade Storm no longer consumes stacks of Courage while the "Momentum" buff is active.
Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.
Dust Storm is now a 3-point skill that provides the same overall effect.
Guardian Slash now generates 50% additional threat.
Momentum is now a 2-point skill that provides the same overall effect.
Pacification is now a 1-point skill with a slightly reduced overall effect.
Shield Specialization is now located in Tier 5 of the skill tree.
Stasis Mastery is now located in Tier 4 of the skill tree.
Focus (Guardian)
Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
Force Exhaustion's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
Gravity now specifically affects Freezing Force and Force Exhaustion.
Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Combat Focus to immediately grant 2 stacks of Singularity per point.
Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
Singularity's buff effects now last 20 seconds (up from 15).
Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
Through Peace, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Focused Defense by 1 Focus per point.
Unwavering Focus has been removed from the game.
Zealous Leap now immobilizes the target for 1 second.
Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Guardian is in Shii-Cho Form.

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Order of Sixty Six Webmaster
Guildmaster for The Exiled Lords

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 Post subject: Re: 1.2 Changes - Jedi Knight
 Post Posted: Thu Apr 12, 2012 10:59 am 
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Posts: 2602
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See, I was just putting off writing the talents section of my class guide because I knew this would happen!

...Seriously...

>_>

<_<

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PC GAMER - T.J. Hafer


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 Post subject: Re: 1.2 Changes - Jedi Knight
 Post Posted: Thu Apr 12, 2012 11:14 am 
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Believe me TJ.. those changes for the Tank JK are needed...yall need that aggro boost BIG time.

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Captain Zeece / Sgt. Perrian
Order of Sixty Six Webmaster
Guildmaster for The Exiled Lords

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Co-host of Geekhead Radio
look me up on Twitter, Google + or Facebook - Clayton Havens


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 Post subject: Re: 1.2 Changes - Jedi Knight
 Post Posted: Thu Apr 12, 2012 1:11 pm 
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Sith Lord
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Joined: Wed Mar 26, 2008 4:54 am
Posts: 2602
Location: SF Bay Area, USA
Perrian wrote:
Believe me TJ.. those changes for the Tank JK are needed...yall need that aggro boost BIG time.

You are very correct.

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PC GAMER - T.J. Hafer


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