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Jedi Knight/Sith Warrior
Jedi Knights and Sith Warriors will notice that Riposte/Retaliation is now specific to the Guardian and Juggernaut Advanced Classes instead of being an ability that all Knights and Warriors get. This change was made due to Sentinel and Marauder Disciplines not supporting the effective use of Riposte and, barring fringe cases, Riposte was a poor use of Focus/Rage. Guardians and Juggernauts will find that the new Riposte is part of the Global Cooldown, deals more damage and consumes less Focus/Rage than Slash/Vicious Slash. Sentinels and Marauders will also notice that Crippling Throw/Deadly Throw has been removed, but the healing received debuff it applied has been added to Crippling Slash. For further changes, see below:
Sentinel and Marauder
Guardian and Juggernaut
Jedi Consular/Sith Inquisitor
The most substantial Base Class change for Jedi Consulars and Sith Inquisitors is that Force Potency/Recklessness now affected numerous channeled abilities instead of just one. Sages and Sorcerers will find that a few abilities that used to go to all Shadows and Sages have been moved into specific Disciplines, but Rejuvenation/Resurgence is now available to all. Shadows and Assassins have received a few quality of life improvements, such as Force Cloak no longer inhibiting healing while active. Additionally, Whirling Blow/Lacerate has been adjusted in order to make it more viable in a rotation. For further changes, see below:
Shadow and Assassin
Sage and Sorcerer
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The Smuggler and Imperial Agent Base Classes have been refined, and a few abilities have been moved out of the Base Class and into appropriate Disciplines. Gunslingers and Snipers will likely first notice that being in cover is no longer a requirement for many of the abilities that previously required it, but also that being in cover is advantageous. Scoundrels and Operatives will find that they have more survivability with the inclusion of an instant activation heal and gaining Scamper/Exfiltrate earlier in the game. For further changes, see below:
Scoundrel + Operative
Gunslinger + Sniper
Troopers and Bounty Hunters will find that their resource costs have been adjusted in order to make resources more manageable, and that the order that abilities are received has been streamlined to allow for easier leveling and earlier access to tanking and healing abilities, depending on Discipline. Additionally, Diversion/Chaff Flare is now just for Commandos/Mercenaries, while Vanguards/Powertechs can reduce their threat with Sonic Round/Missile while Ion Cell/Gas Cylinder is not active, but it continues to be an area taunt while Ion Cell/Gas Cylinder is active. For further changes, see below:
Commando + Mercenary
Vanguard + Powertech
Flashpoints + Operations
Blood Hunt has been added to the Tactical Flashpoint category for levels 56-60.
Battle of Rishi has been added to the Tactical Flashpoint category for levels 56-60.
Assault on Tython has been added to the Hard Mode Flashpoint category at level 60.
Korriban Incursion has been added to the Hard Mode Flashpoint category at level 60.
The Depth of Manaan has been added to the Hard Mode Flashpoint category at level 60.
Legacy of the Rakata has been added to the Hard Mode Flashpoint category at level 60.
The Ravagers has been added to the Operations category at level 60.
Temple of Sacrifice has been added to the Operations category at level 60.
The Depths of Manaan Flashpoint now properly grants the Codex Entry for C2-D4.
New GUI Element: Effect Procs! An eye-catching visual effect is now played around hotbar buttons when the ability in that button has been “powered up” by another effect.
The Player Buff and Player Debuff trays have been removed from the Player Frame and have been moved into new, separate frames that are moveable in the Interface Editor.
New Option: Show Personal/Group Mission Progress! This option has been added to the User Interface section of the Preferences Window. When enabled, Mission progress will be shown in the large tooltip when placing your cursor over an object in-game that is involved with a Mission the player/party member is on.
New Option: Highlight Effects! This option allows the user to enable effect highlighting, which adds a border to buff and debuff icons.
New Option: Effect Highlight Max Duration! This option allows the user to define the max duration of the effects they would like highlighted.
New Option: Personal Effects! Allows the user to enable personal sorting on the effects. If this option is selected it will separate the buffs into two lists apply the sort to those two lists then merge them back together displaying personal first.
New Option: Effect Sort Type! This option allows the user to define the sort for the selected frame, and has been added to the Player Buff, Player Debuff, Target, and Focus Target Frames:
Apply Time: This option sorts the effects by the time they were applied. This is the most similar to how effects are currently sorted.
Total Duration: This option sorts effects by the total duration of the effect.
Time Remaining: This option sorts the effects by the time remaining until they are finished.
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