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Scheduled Maintenance ~ Tues to Wed, May 21-22nd ~ Update 3.3

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From the official System Alerts page:

All servers will be unavailable while we apply Game Update 3.3. This downtime will begin at approximately 8PM PDT (03:00 GMT) on July 21st and will last until 9AM PDT (15:00 GMT) on July 22nd.

During maintenance, all updates and additional information will be posted on our Twitter account. Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

New Users: After the patch drops, Buddy Wing will not function until updated. Please be patient. Users can check Buddy Updates for a version number higher than 1215.699 to determine if the update is ready.

When available, patch notes will be found here: Patch 3.3

Cheers,
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Bah, new class changes:
Code:
Classes + Combat

Jedi Consular
 Sage 
•Noble Sacrifice has been redesigned and renamed Vindicate: Calls upon the light energy surrounding you, restoring 50 Force. Utilizing Vindicate makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. 
•All Sages will need to visit their class trainer to attain Vindicate. 
•Benevolence now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•Rejuvenate now has a base Force cost of 45 (up from 30) and its healing has been increased. 
•Now that Noble Sacrifice has been removed, Valiance no longer affects Noble Sacrifice. Valiance now additionally reduces the damage taken by the target of your Rescue by 25% for 6 seconds after you rescue them.


Seer 
•Deliverance now has a base Force cost of 45 (up from 30) and its healing has been significantly increased. 
• Healing Trance now has a base Force cost of 60 (up from 40) and its healing has been increased. 
• Salvation now has a base Force cost of 75 (up from 60) and its healing has been increased. 
•Wandering Mend now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•The Noble Sacrifice effect of Resplendence has been removed and redesigned with Vindicate: Vindicate restores an additional 10 Force and consumes 1 charge of Resplendence. Additionally, using Vindicate with a charge of Resplendence does not make you Weary. 
• The Salvation effect of Resplendence now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. 
• Immutable Force now additionally reduces the Force cost of Wandering Mend by 5. 
•Conveyance no longer highlights its associated healing abilities when active. 
•Increased the healing granted by Renewal after refreshing Rejuvenate on a target. 
•Amnesty has been redesigned: Spending a charge of Resplendence on Vindicate grants Amnesty, increasing Force regeneration by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence. 
• The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 5 Force.


Shadow
Serenity 
•  Prolific Justice now spreads periodic Force Breach and Sever Force effects with Whirling Blow (instead of Force in Balance).


Sith Inquisitor
 Sorcerer 
•Consumption has been redesigned and renamed Consuming Darkness: Consuming Darkness consumes the dark energy around you, restoring 50 Force. Utilizing Consuming Darkness makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. 
• All Sorcerers will need to visit their class trainer to attain Consuming Darkness. 
•Dark Heal now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•Resurgence now has a base Force cost of 45 (up from 30) and its healing has been increased. 
•Now that Consumption has been removed, Dark Resilience no longer affects Consumption. Dark Resilience now additionally reduces the damage taken by the target of your Extrication by 25% for 6 seconds after you extricate them.


Corruption 
• Dark Infusion now has a base Force cost of 45 (up from 30) and its healing has been significantly increased. 
•Innervate now has a base Force cost of 60 (up from 40) and its healing has been increased. 
•Revivification now has a base Force cost of 75 (up from 60) and its healing has been increased. 
•Roaming Mend now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•The Consumption effect of Force Surge has been removed and redesigned with Consuming Darkness: Consuming Darkness restores an additional 10 Force and consumes 1 charge of Force Surge. Additionally, using Consuming Darkness with a charge of Force Surge does not make you Weary. 
•The Revivification effect of Force Surge causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. 
• Dark Mending now additionally reduces the Force cost of Roaming Mend by 5. 
•Force Bending no longer highlights its associated healing abilities when active. 
•Increased the healing granted by Renewal after refreshing Resurgence on a target. 
•Reverse Corruptions has been redesigned: Spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, increasing Force regeneration by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge. 
•The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 5 Force.


Lightning 
•Thundering Blast now has a travel time to match the Turbulence ability of the Telekinetics Sage.


Assassin
Hatred 
•Profuse Horror now spreads periodic Creeping Terror and Discharge effects with Lacerate (instead of Death Field).


Trooper
 Commando 
•Medical Probe is now available to all Commandos at level 10. The healing dealt by Medical Probe has been reduced. 
•Advanced Medical Probe is now part of the Combat Medic Discipline and has been removed from all other Commandos. 
•The healing dealt by Med Shot has been reduced. 
•Target Lock now increases the critical chance of Medical Probe by 5%, but no longer increases the critical chance of Advanced Medical Probe. 
•Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%. 
• The Combat Medic’s 4-piece set bonus now properly increases the duration of Supercharged Cell. 
• All Commandos may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.


Combat Medic 
•Advanced Medical Probe is now part of the Combat Medic Discipline, available at level 10. The healing dealt by Advanced Medical Probe has been increased. 
•Medical Probe has been removed from the Combat Medic Discipline and is now available to all Commandos. The healing dealt by Medical Probe has been reduced. 
•Quick Thinking has been redesigned: Quick Thinking now increases the critical healing chance of Medical Probe by 5%. 
•Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%, but no longer increases the healing dealt by Advanced Medical Probe.


Gunnery 
•Charged Barrel now reduces the activation time and increases the healing dealt by the next Medical Probe by 20% (instead of Advanced Medical Probe).


Assault Specialist 
• Rapid Recharge now additionally reduces the heat cost of Medical Probe by 5. 
•Blazing Celerity now additionally makes Medical Probe activate instantly after dealing damage with Mag Bolt.


Bounty Hunter
 Mercenary 
•Rapid Scan is now available to all Mercenaries at level 10. The healing dealt by Rapid Scan has been reduced. 
•Healing Scan is now part of the Bodyguard Discipline and has been removed from all other Mercenaries. 
•The healing dealt by Kolto Shot has been reduced. 
•Advanced Targeting now increases the critical chance of Rapid Scan by 5%, but no longer increases the critical chance of Healing Scan. 
•Empowered Scans now increases the healing done by Emergency Scan and Rapid Scan by 10%. 
•The Combat Medic’s 4-piece set bonus now properly increases the duration of Supercharged Gas. 
•All Mercenaries may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.


Bodyguard 
•Healing Scan is now part of the Bodyguard Discipline, available at level 10. The healing dealt by Healing Scan has been increased. 
•Rapid Scan has been removed from the Bodyguard Discipline and is now available to all Mercenaries. The healing dealt by Rapid Scan has been reduced. 
•Med Tech has been redesigned: Med Tech now increases the critical healing chance of Rapid Scan by 5%. 
• Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%, but no longer increases the healing dealt by Healing Scan.


Arsenal 
•Tracer Lock now reduces the activation time and increases the healing dealt by the next Rapid Scan by 20% (instead of Healing Scan).


Innovative Ordnance 
• Rapid Venting now additionally reduces the heat cost of Rapid Scan by 5. 
•Speed to Burn now additionally makes Rapid Scan activate instantly after dealing damage with Mag Shot.


Smuggler
 Scoundrel 
• The healing dealt by Diagnostic Scan has been reduced. 
• Increased the immediate healing dealt by Kolto Pack, and reduced the healing dealt by its following duration heal. 
• Slow-release Medpac now costs 10 energy (down from 15 energy). The healing dealt by Slow-release Medpac has been reduced.


Sawbones 
•Smuggled Med Delivery now additionally allows Diagnostic Scan to channel while moving. 
•  Kolto Cloud now costs 20 energy (down from 25 energy). The healing dealt by Kolto Cloud has been slightly reduced. 
• The healing dealt by Underworld Medicine has been significantly increased. 
•  Homegrown Pharmacology now increases the healing dealt by periodic effects by 5% (up from 3%). 
• Puissant Poultices no longer reduces the energy cost of Slow-release Medpac by 5. 
•  Bedside Manner now increases all healing done by 5% (up from 3%) for 6 seconds when an Upper Hand is consumed by a healing ability. 
• The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.


Imperial Agent
 Operative 
•The healing dealt by Diagnostic Scan has been reduced. 
• Increased the immediate healing dealt by Kolto Infusion, and reduced the healing dealt by its following duration heal. 
• Kolto Probe now costs 10 energy (down from 15 energy). The healing dealt by Kolto Probe has been reduced.


Medicine 
• Surprise Surgery now additionally allows Diagnostic Scan to channel while moving. 
•  Recuperative Nanotech now costs 20 energy (down from 25 energy). The healing dealt by Recuperative Nanotech has been slightly reduced. 
•   The healing dealt by Kolto Injection has been significantly increased. 
•  Medical Therapy now increases the healing dealt by periodic effects by 5% (up from 3%). 
•  Durable Meds no longer reduces the energy cost of Kolto Probe by 5. 
•   Tactical Medicine now increases all healing done by 5% (up from 3%) for 6 seconds when a Tactical Advantage is consumed by a healing ability. 
• The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.
 
Bah, new class changes:
Code:
Classes + Combat

Jedi Consular
 Sage 
•Noble Sacrifice has been redesigned and renamed Vindicate: Calls upon the light energy surrounding you, restoring 50 Force. Utilizing Vindicate makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. 
•All Sages will need to visit their class trainer to attain Vindicate. 
•Benevolence now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•Rejuvenate now has a base Force cost of 45 (up from 30) and its healing has been increased. 
•Now that Noble Sacrifice has been removed, Valiance no longer affects Noble Sacrifice. Valiance now additionally reduces the damage taken by the target of your Rescue by 25% for 6 seconds after you rescue them.


Seer 
•Deliverance now has a base Force cost of 45 (up from 30) and its healing has been significantly increased. 
• Healing Trance now has a base Force cost of 60 (up from 40) and its healing has been increased. 
• Salvation now has a base Force cost of 75 (up from 60) and its healing has been increased. 
•Wandering Mend now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•The Noble Sacrifice effect of Resplendence has been removed and redesigned with Vindicate: Vindicate restores an additional 10 Force and consumes 1 charge of Resplendence. Additionally, using Vindicate with a charge of Resplendence does not make you Weary. 
• The Salvation effect of Resplendence now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. 
• Immutable Force now additionally reduces the Force cost of Wandering Mend by 5. 
•Conveyance no longer highlights its associated healing abilities when active. 
•Increased the healing granted by Renewal after refreshing Rejuvenate on a target. 
•Amnesty has been redesigned: Spending a charge of Resplendence on Vindicate grants Amnesty, increasing Force regeneration by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence. 
• The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 5 Force.


Shadow
Serenity 
•  Prolific Justice now spreads periodic Force Breach and Sever Force effects with Whirling Blow (instead of Force in Balance).


Sith Inquisitor
 Sorcerer 
•Consumption has been redesigned and renamed Consuming Darkness: Consuming Darkness consumes the dark energy around you, restoring 50 Force. Utilizing Consuming Darkness makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. 
• All Sorcerers will need to visit their class trainer to attain Consuming Darkness. 
•Dark Heal now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•Resurgence now has a base Force cost of 45 (up from 30) and its healing has been increased. 
•Now that Consumption has been removed, Dark Resilience no longer affects Consumption. Dark Resilience now additionally reduces the damage taken by the target of your Extrication by 25% for 6 seconds after you extricate them.


Corruption 
• Dark Infusion now has a base Force cost of 45 (up from 30) and its healing has been significantly increased. 
•Innervate now has a base Force cost of 60 (up from 40) and its healing has been increased. 
•Revivification now has a base Force cost of 75 (up from 60) and its healing has been increased. 
•Roaming Mend now has a base Force cost of 65 (up from 50) and its healing has been significantly increased. 
•The Consumption effect of Force Surge has been removed and redesigned with Consuming Darkness: Consuming Darkness restores an additional 10 Force and consumes 1 charge of Force Surge. Additionally, using Consuming Darkness with a charge of Force Surge does not make you Weary. 
•The Revivification effect of Force Surge causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. 
• Dark Mending now additionally reduces the Force cost of Roaming Mend by 5. 
•Force Bending no longer highlights its associated healing abilities when active. 
•Increased the healing granted by Renewal after refreshing Resurgence on a target. 
•Reverse Corruptions has been redesigned: Spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, increasing Force regeneration by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge. 
•The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 5 Force.


Lightning 
•Thundering Blast now has a travel time to match the Turbulence ability of the Telekinetics Sage.


Assassin
Hatred 
•Profuse Horror now spreads periodic Creeping Terror and Discharge effects with Lacerate (instead of Death Field).


Trooper
 Commando 
•Medical Probe is now available to all Commandos at level 10. The healing dealt by Medical Probe has been reduced. 
•Advanced Medical Probe is now part of the Combat Medic Discipline and has been removed from all other Commandos. 
•The healing dealt by Med Shot has been reduced. 
•Target Lock now increases the critical chance of Medical Probe by 5%, but no longer increases the critical chance of Advanced Medical Probe. 
•Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%. 
• The Combat Medic’s 4-piece set bonus now properly increases the duration of Supercharged Cell. 
• All Commandos may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.


Combat Medic 
•Advanced Medical Probe is now part of the Combat Medic Discipline, available at level 10. The healing dealt by Advanced Medical Probe has been increased. 
•Medical Probe has been removed from the Combat Medic Discipline and is now available to all Commandos. The healing dealt by Medical Probe has been reduced. 
•Quick Thinking has been redesigned: Quick Thinking now increases the critical healing chance of Medical Probe by 5%. 
•Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%, but no longer increases the healing dealt by Advanced Medical Probe.


Gunnery 
•Charged Barrel now reduces the activation time and increases the healing dealt by the next Medical Probe by 20% (instead of Advanced Medical Probe).


Assault Specialist 
• Rapid Recharge now additionally reduces the heat cost of Medical Probe by 5. 
•Blazing Celerity now additionally makes Medical Probe activate instantly after dealing damage with Mag Bolt.


Bounty Hunter
 Mercenary 
•Rapid Scan is now available to all Mercenaries at level 10. The healing dealt by Rapid Scan has been reduced. 
•Healing Scan is now part of the Bodyguard Discipline and has been removed from all other Mercenaries. 
•The healing dealt by Kolto Shot has been reduced. 
•Advanced Targeting now increases the critical chance of Rapid Scan by 5%, but no longer increases the critical chance of Healing Scan. 
•Empowered Scans now increases the healing done by Emergency Scan and Rapid Scan by 10%. 
•The Combat Medic’s 4-piece set bonus now properly increases the duration of Supercharged Gas. 
•All Mercenaries may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.


Bodyguard 
•Healing Scan is now part of the Bodyguard Discipline, available at level 10. The healing dealt by Healing Scan has been increased. 
•Rapid Scan has been removed from the Bodyguard Discipline and is now available to all Mercenaries. The healing dealt by Rapid Scan has been reduced. 
•Med Tech has been redesigned: Med Tech now increases the critical healing chance of Rapid Scan by 5%. 
• Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%, but no longer increases the healing dealt by Healing Scan.


Arsenal 
•Tracer Lock now reduces the activation time and increases the healing dealt by the next Rapid Scan by 20% (instead of Healing Scan).


Innovative Ordnance 
• Rapid Venting now additionally reduces the heat cost of Rapid Scan by 5. 
•Speed to Burn now additionally makes Rapid Scan activate instantly after dealing damage with Mag Shot.


Smuggler
 Scoundrel 
• The healing dealt by Diagnostic Scan has been reduced. 
• Increased the immediate healing dealt by Kolto Pack, and reduced the healing dealt by its following duration heal. 
• Slow-release Medpac now costs 10 energy (down from 15 energy). The healing dealt by Slow-release Medpac has been reduced.


Sawbones 
•Smuggled Med Delivery now additionally allows Diagnostic Scan to channel while moving. 
•  Kolto Cloud now costs 20 energy (down from 25 energy). The healing dealt by Kolto Cloud has been slightly reduced. 
• The healing dealt by Underworld Medicine has been significantly increased. 
•  Homegrown Pharmacology now increases the healing dealt by periodic effects by 5% (up from 3%). 
• Puissant Poultices no longer reduces the energy cost of Slow-release Medpac by 5. 
•  Bedside Manner now increases all healing done by 5% (up from 3%) for 6 seconds when an Upper Hand is consumed by a healing ability. 
• The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.


Imperial Agent
 Operative 
•The healing dealt by Diagnostic Scan has been reduced. 
• Increased the immediate healing dealt by Kolto Infusion, and reduced the healing dealt by its following duration heal. 
• Kolto Probe now costs 10 energy (down from 15 energy). The healing dealt by Kolto Probe has been reduced.


Medicine 
• Surprise Surgery now additionally allows Diagnostic Scan to channel while moving. 
•  Recuperative Nanotech now costs 20 energy (down from 25 energy). The healing dealt by Recuperative Nanotech has been slightly reduced. 
•   The healing dealt by Kolto Injection has been significantly increased. 
•  Medical Therapy now increases the healing dealt by periodic effects by 5% (up from 3%). 
•  Durable Meds no longer reduces the energy cost of Kolto Probe by 5. 
•   Tactical Medicine now increases all healing done by 5% (up from 3%) for 6 seconds when a Tactical Advantage is consumed by a healing ability. 
• The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.

Does that affect the current rutines much?
 
All i can see is big changes to consular or inquisitor (counterparts), rest is more change of healing.
So Consular and Inquisitor need to bee handled as a new spell is added for another.
 
I Changed the following spells:
Consular: Noble Sacrifice to Vindicate
Sorcerer: Consumption to Consuming Darkness

They need to be checked if they need more work, on the consumption part. But this is more for the peeps who know the classes.
 

Attachments

If I'm reading those patch notes correctly, all we need to do is change the name from "Noble Sacrifice" to "Vindicate". That seems like a lot of work for almost no change, good job Bioware.
 
Huray for the confusions :)
But those are changed, all that needs to be done is, Aevitas taking in these changes and people that need to train the new spell.
 
Huray for the confusions :)
But those are changed, all that needs to be done is, Aevitas taking in these changes and people that need to train the new spell.

I already pushed your changes to the SVN, so they should be there when the update drops.
 
I already pushed your changes to the SVN, so they should be there when the update drops.
Nice!
Note to the fellow botters, if you have one of these classes, you NEED to learn the new spells to be on par with before the update hit!
 
I dont think that's the current one. I think alltrueist and aevitas have a private svn :)
 
I dont think that's the current one. I think alltrueist and aevitas have a private svn :)

Ama's on there too! He created everything! :D

Sorry, I didn't even know it was private, I thought you guys all had access to it.
 
TY Aevitas! It looks pretty as well - um..is that Salmon or pink? :P
 
Ama's on there too! He created everything! :D

Sorry, I didn't even know it was private, I thought you guys all had access to it.

Damn! I thought we had SVN to see the changes and whats new in the code :)
 
I dont understand is working now or not ?

Update: Also i hate the new color, is realy confusing, pls leave the default skin..
 
Last edited:
Is also working for me now , i had to delete all the old buddy files and redownload .
 
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