
Today, I was made aware of an effort to datamine some upcoming changes in Game Update 1.7 . This information was passed along to me from an anonymous source, but the original miner would appear to be a user by the name of Kamii.
So far, the information largely relates to changes in classes, including new abilities, and revamping some of the already present abilities. For all this information, as well as my opinion on the matter, hit the jump.
EDIT: After receiving a few tips from some anonymous sources, I'm updating this post with more accurate and more concise information about the previously posted leaks. Hit the jump for the updated article, as well as to discuss the information contained therein.
I'll start this post with a few disclaimers. The information here has been datamined, and as such it is very likely to change before the actual release of the update, let alone it's time on the PTS; so, bearing that in mind, this is more of a snapshot of what the changes look like at present. As the update becomes available for play on the PTS you can expect a full round of coverage from here. For now, take from these what you will and, preferably, with a grain of salt. I'll be doing a bit of digging myself in the coming week, and I'll see if I can make more sense of what we know thus far. Having said that, I'll provide a cleaned up list of the changes.
On a final note, please keep your discussion here; threads are being deleted on the official site, and could result in a ban. You have been warned.
Changes by Class
Jedi Knight
General:
- Dual Saber Throw: Throws both lightsabers in a straight line towards the target, dealing <<x>> weapon damage to all enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for <<y>> seconds. Requires two lightsabers.
- Saber Reflect: Reflects all direct single target ranged, Force, and Tech attacks back to the attacker for <<x>> seconds.
Focus:
- Force Exhaustion: Progressively slows the target from 50% to 5% movement speed over <<x>> seconds and deals <<y>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<z>> kinetic damage. Ticks 3 times.
- Singularity: Stacks to 3 times, instead of 4. Requires Shii-Cho form to be active.
- Force Guard: Reduces damage taken from Force attacks by <<x>>%. In addition, whenever you reflect Force damage with Saber Reflect, you build <<y>> focus.
- Force Health: Reduces the health spent by Guarded by the Force by <<x>>%. In addition, Dual Saber Throw builds <<y>> focus.
- Heightened Power: Increases all damage dealt by <<x>>% for <<y>> seconds after using Force Sweep.
- Incisor: Force Leap and Zealous Leap have a <<x>>% chance to snare the target, reducing it's movement speed by 50% for <<y>> seconds.
- Intervention: Force Leap, Zealous Leap, and Guardian Leap have a <<x>>% chance to grant Intervention, which makes your next Freezing Force cost no focus and activate with a 0.5 second global cooldown.
- Jedi Enforcer: Increases the damage dealt by Rebuke by <<x>>% and increases it's duration by <<y>> seconds.
- Sokan: Combat Focus has a <<x>>% chance to grant Sokan, removing and granting immunity to all movement slowing effects for the duration.
Sentinel - Combat:
- Blade Fan: Increases the damage of Blade Storm and Blade Rush by 3/6/9%.
- Contemplation: Reduces the cooldown of Awe by 7.5/15 seconds. In addition, you build up to <<x>> Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds.
- Hand of Justice: Increases the damage dealt by Slash and Blade Rush by 1/2%. In addition, your Ataru Form damage has a 15/30% chance to trigger Hand of Justice, which finishes the cooldown on Dispatch and makes your next Dispatch free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
- Saber Screen: When your Ataru Form deals damage, your damage reduction and melee and ranged defenses are increased by <<x>>%. Stacks up to 3 times, lasts <<y>> seconds.
Sentinel - Watchman:
- Inexhaustible Zeal: Juyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in total.
- Weakening Wounds: Applying a burn effect to your target reduces it's damage dealt by 2.5/5% for <<x>> seconds.
- Zealous Ward: Getting attacked while Saber Ward is active heals you for <<x>>% of your maximum health. This effect cannot occur more than once every 1.5 seconds.
Guardian - Vigilance:
- Force Rush: Now only affects Blade Storm and gives 25% critical hit chance and lasts 15 seconds, instead of 9.
- Zen Strike: Gives 3 focus, instead of 2.
- Engulfing Force: Damage increased by 10%
- Sundering Throw: Changed from 15 seconds to 45 seconds; armor debuff increased from 4% to 20%
- Keening: Increases the damage dealt by your burning effects by <<x>>%. In addition, your Master Strike and burning damage has a <<y>>% chance to trigger Keening, which finishes the cooldown on Dispatch and makes your next Dispatch free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
- Preparation: When you exit combat, the active cooldowns of Force Leap, Combat Focus, and Saber Throw are reduced by <<x>>%
Guardian - Defense:
- Battlefield Command: Getting attacked while in Soresu Form reduces the active cooldown of Force Leap by <<x>>. This effect cannot occur more than once every 1.5 seconds.
- Beacon of Might: Reduces the cooldown of Warding Call by <<x>> seconds, increases the damage dealt by Hilt Strike and Guardian Slash by <<y>>%, and reduces the cooldown of Riposte by <<z>>.
- Daunting Presence: Force Leap has a <<x>>% chance to finish the cooldown on Force Kick. In addition, Saber Reflect lasts <<y>> longer and generates a high amount of threat on all engaged enemies within 30 meters when activated.
- Expeditious Protector: When your guarded target is attacked, you gain Expeditious Protector for 6 seconds, increasing your movement speed by <<x>>%.
- Guardianship: Challenging Call has a <<x>>% chance to protect all allies within range, excluding yourself, granting Guardianship, which absorbs a moderate amount of damage. Lasts 10 seconds.
Jedi Consular
General:
- Force Barrier: Projects a Force Barrier around you, granting immunity to all control, damage and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled.
- Phase Walk: Activating this ability marks your current location for <<x>> seconds. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds. Does not break stealth.
Balance:
- Crush Spirit: Increases the damage dealt by Force in Balance and periodic effects by <<x>>% on targets below 30% of max health.
- Lambaste: Whirling Blow now automatically triggers Force Technique on affected targets on a separate rate limit.
- Rippling Force (Sage): Damage dealt by Telekinetic Throw has a <<x>>% chance and damage dealt by Disturbance has a <<y>>% chance to apply Rippling Force to the target, which deals <<z>> kinetic damage over <<a>> seconds.
- Rippling Force (Shadow): When your Force Technique deals damage, it has a <<x>>% chance to apply Rippling Force to the target, which deals <<y>> kinetic damage over <<z>> seconds.
- Telekinetic Focal Point: Damage dealt by Telekinetic Throw has a <<x>>% chance and damage dealt by Disturbance has a <<y>>% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stakcs up to 4 times, lasts <<z>> seconds.
Shadow - Kinetic Combat
- Kinetic Bulwark: Consuming a charge of Kinetic Ward increases shield absorption by <<1>>%. Stacks up to 8 times. This effect lasts for 20 seconds or until Kinetic Ward is reactivated.
- Shadow Wrap: Double Strike and Spinning Strike have a <<x>>% chance to grant Shadow Wrap, which makes your next Shadow Strike cost <<y>>% less Force and is usable when face to face with your target. This effect cannot occur more than once every 10 seconds.
- Shadow's Shelter: Increases all healing received by <<x>>%. In addition, deploying Phase Walk also deploys Shadow's Shelter, increasing the healing done by those within 5 meters of the Phase Walk by <<y>>%.
Shadow - Infiltration
- Impose Weakness: Low Slash and Spike have a 100% chance to automatically trigger your Duplicity on a separate 10-second rate limit.
- Judgment: Increases all damage dealt to targets below 30% of max health by <<x>>%. Additionally reduces the Force cost of Spinning Strike by <<y>>.
- Shadow's Mark: Increases the accuracy of melee and Force attacks by <<x>>% and the damage dealt by Shadow Strike by <<y>>%.
Sage - Seer
- Amnesty: Reduces the duration of Noble Sacrifice's Force degeneration effects by <<x>> seconds. In addition, Force Barrier now purges Noble Sacrifice's Force degeneration effects.
- Force Warden: Healing Trance channels and ticks <<x>>% faster
- Force Gift: Increases alacrity by <<x>>%
- Humility: Targets stunned by your Force Stun suffer Humility when Force Stun wears off, which reduces all damage dealt by <<x>>% for 10 seconds.
- Life Ward: Your Force Armor and Force Barrier heal you for <<x>>% of your total health every second for as long as they last.
-
Master Speed: Increases the duration of Force Speed by <<x>> seconds. In addition, when Force Barrier ends, the active cooldown of Force Speed is finished.
Sage - Telekinetics
- Cascading Force: Telekinetic Wave has a <<x>>% chance to immobilize all affected targets for <<y>> and slow all affected targets by 50% for <<z>> seconds
- Flowing Force: Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by <<x>> seconds and reduces its cooldown by <<y>> seconds.
- Force Haste: Reduces the cooldown of Force Speed by <<x>> seconds, Force Slow by <<y>> seconds, and Force Barrier by <<z>> seconds.
- Kinetic Collapse: Force Armors you place on yourself have a <<x>>% chance to collapse in a concussive blastwave when they end, incapacitating all nearby enemies for 3 seconds. This effect does not break on damage.
Smuggler
General
- All In: Immediately finishes the cooldown of Cool Head and restores 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
- Blasters Blazing: Increases the damage dealt by Quick Shot by 15%.
- Hightail It: Roll forward 18 meters, freeing yourself from movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.
- Ready for Anything: Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.
- Scamper: Roll forward 12 meters. When slowed, you only roll forward 6 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth.
Dirty Fighting:
- Dirty Shot: Increases all Wounding Shots damage dealt by <<x>>%. In addition, damage dealt by Wounding Shots has a <<y>>% chance to trigger Dirty Shot, which finishes the cooldown of Quickdraw and makes your next Quickdraw usable on a target with any health level.
- Hotwired Defenses: Increases the amount of damage absorbed by Defense Screen by <<x>>%.
- Pugnacious: Pugnacity immediately restores <<x>> energy when activated. Additionally reduces the cooldown of Pugnacity by <<y>> seconds.
- Quick Getaway: Reduces the cooldown of Dodge by <<x>> seconds and Escape by <<y>> seconds
- Rough and Tumble: Reduces the energy cost of Wounding Shots by <<x>>.
- Scurry: Increases the duration of your Dodge by <<x>> and your effective stealth level by <<y>>. In addition, when you activate Scamper, you have a <<z>>% chance to gain Scurry, which makes your next Kolto Pack activate instantly, cost no energy, and not require or consume Upper Hand.
- Shrap Mine: Increases the duration of your Dodge by <<x>>. In addition, when you activate Hightail It, you have a <<y>>% chance to detonate a Shrap Mine that instantly deals <<z>> internal damage to all nearby enemies. Affected targets are additionally slowed by 70% for <<a>> seconds. Does not affect sleeping or incapacitated targets.
- Unfair Advantage: Blaster Whip has a <<x>>% chance to trigger Unfair Advantage, which makes your next Wounding Shots regrant Upper Hand and cost no energy. This effect cannot occur more than once every 10 seconds.
Gunslinger - Saboteur
- Jury-Rigged Mods: Reduces the cooldown of Sabotage Charge and Speed Shot by <<x>> seconds and reduces their energy costs by <<y>>.
- Scatter Bombs: Reduces the energy cost of Thermal Grenade by <<x>>. In addition, when rolling with Hightail It, you have a <<y>>% chance to drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing <<z>> kinetic damage to any nearby enemy.
Gunslinger - Sharpshooter
- Aim High: Increases the critical chance of Quickdraw and Speed Shot by <<x>>% and reduces and reduces their energy cost by <<y>>.
- Heads Up: When Hunker Down ends, you have a <<x>>% chance to gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
- Kneecappin': Increases the Trauma duration of Flourish Shot by <<x>> seconds. In addition, when Leg Shot's immobilize effect wears off, there is a <<y>>% chance the target's movement is slowed by 70% for 3 seconds.
- Smoking Barrels: Trickshot reduces the energy cost of your next two Charged Bursts by <<x>>.
Scoundrel - Scrapper
- Rolling Punches: Back Blast and Shoot First have a <<x>>% chance to trigger Rolling Punches, which increases alacrity(????) by <<y>>% for <<z>> seconds.
- Slippery Devil: Increases your effective stealth level by <<x>>. In addition, when you activate Scamper, you have a <<y>>% chance to trigger Dodge for 1 second. This effect cannot occur more than once every 15 seconds. Also reduces the energy cost of Scamper by <<z>>.
Scoundrel - Sawbones
- Puissant Poultices: Increases the healing dealt by Slow-release Medpac and Kolto Cloud by <<x>>%. Additionally increases the duration of Kolto Cloud by <<y>> seconds and reduces the energy cost of Slow-release Medpac by <<z>>
- Smuggled Med Delivery: Exiting Stealth mode grants <<x>> stacks of Upper Hand.
Trooper
General:
- Electro Net: Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<x>> energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 sec.
- Into the Fray: Increases the duration of Reactive Shield by <<x>> seconds. In addition, suffering direct damage from area attacks generates <<y>> energy cells and heals you for <<z>>% of your total health. This effect cannot occur more than once every 3 seconds.
- Mortar Salvo: Explosive Round can now be fired as a salvo, rapidly shooting up to 3 weaker rounds before depleting energy cells and going on cooldown for 6 seconds.
- Shoulder Cannon: Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<x>> kinetic damage. A missile can be launched up to once per second. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled.
Assault Specialist:
- Assault Frame: Reduces the damage taken by all periodic effects by <<x>>%.
- Hyper Assault Cell: Reduces the cost of Explosive Surge by <<x>> and gives Explosive Surge a <<y>>% chance to trigger your Plasma Cell on all affected targets.
- Hyper Barrels: Reduces the cost of Charged Bolts by <<x>> and the cooldown of Full Auto by <<y>> seconds. Additionally increases the damage dealt by High Impact Bolt, Charged Bolts and Full Auto by <<z>>%.
- Riot Augs: Increases the damage dealt by Stockstrike, Incendiary Round, and Assault Plastique by <<x>>%.
Commando - Combat Medic:
- Kolto Wave: Concussion Charge now has a <<x>>% chance to heal you and all allies within range for <<y>>.
- Kolto Pods: Kolto Bomb leaves a pool of kolto that heals allies for <<x>> over <<y>> seconds.
- Probe Medic: Increases the healing done by Trauma Probe by <<x>>%, increases its max number of charges by <<y>>, and reduces its rate limit by <<z>> seconds.
Commando - Gunnery:
- Decoy: Diversion has a <<x>>% chance to intercept and absorb the next incoming direct Force or tech attack. Lasts <<y>> seconds.
- Overclock: Reduces the cooldown of Concussive Round by <<x>> seconds and Tech Override by <<y>> seconds. In addition, Tech Override has a <<z>>% chance to yield a second charge, making your next two abilities with an activation time activate instantly.
- Reflexive Shield: When you take damage, you have <<x>>% chance to reduce the active cooldown of Reactive Shield by <<y>> seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a <<y>>% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<a>> seconds. This effect cannot occur more than once every 10 seconds.
Vanguard - Shield Specialist:
- Guard Cannon: Increases the damage dealt and threat generated by Explosive Surge and Shoulder Cannon by <<x>>%. In addition, damaging a target with your Shoulder Cannon missiles heals you for <<y>>% of your total health.
- Pulse Engine: Direct damage attacks have a <<x>>% chance to trigger Pulse Engine, which finishes the cooldown on Pulse Cannon and causes your next Pulse Cannon to be free and channel and tick twice as fast. This effect cannot occur more than once every 24 seconds, but each rank beyond the first reduces this rate limit by 6 seconds.
- Shrap Satchel: Explosive Surge has a <<x>>% chance to snare affected targets, reducing their movement speed by 50% for <<y>> seconds.
Vanguard - Tactics:
- Advance the Line: Increases the duration of Hold the Line by <<x>> seconds.
- Charged Loaders: Increases ranged critical chance by <<x>>%. Additionally increases the damage dealt by Shoulder Cannon by <<y>>%, and immediately loads <<z>> additional missiles.
- Triumph: Increases the damage you deal to bleeding targets by <<x>>%.
Group Finder:
One small change to group finder sees new quests for Operation, Flashpoint, Hardmode Flashpoint.
We also have access to a new map, presumably the map for Scum and Villainy, the previously leaked new Operation:

Conclusion and Thoughts
As I said in the introduction paragraph, datamined information is really nothing to bet the farm on. These changes will likely change again before we see a release client; but, what this does afford us is a look at some possible changes coming our way. Also worth mentioning, this is no guarantee that these are changes intended specifically for 1.7, only that they were included with the files for 1.7 on the PTS. Often times, files for later content will be included with sooner patches, so that the groundwork or pieces are already in place to be worked with later. That being said, we don't know which of these changes will go where, or how soon we'll see them, but I figured that any information we can get our hands on, at this point, is a welcome glimpse of things to come. I'll be doing a little digging into this further myself, and I'll keep you folks posted in the coming week. Also, with the 1.7 patch available for download on the PTS, as well as the recent announcement involving character transfers for the PTS, I'd say we're going to see it available for testing very shortly. So, keep a look out, and I'll do my best to stay on top of any further information that makes it's way over here. Thanks for reading, discussion and speculation in the comments please.
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Posted 2/13/2013 1:52:19 PMI see they still have yet to figure out what the hell to do with Operatives and dps. I know the list is incomplete, but wow. Alacrity? It's like they decided, "Alright! How can we put the Operatives in their place?" and then they said, "I know! Let's make something called "Rolling Punches" which will only be usable after two dps moves which we've nerfed into the ground and then make it boost Alacrity!"
And then everyone at BioWare cackled maniacally and they proceeded to give Warriors and Knights a cooldown to decimate every non-Warrior/Knight. (Saber Reflect)
Because they needed that. Because I think there was a level 40-something Marauder who died to a EWH-geared Gunslinger somewhere.
Again. I know that the list is incomplete but this is a horrible first impression, since it seems like they aren't really working to bring classes more in line with one another, they are just working on making the gap which exists currently even larger. Except for Snipers.
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Posted 2/10/2013 9:13:23 PMI'm a bit confused as to why these are being found in 1.7 datamining? Surely these are new abilities for points further up the skill charts from new points acquired from leveling up to 55, right? So is the assumption that these are going in to 1.7 to possibly be testing on the PTS?
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Posted 2/10/2013 9:21:30 PMMy assumption is that these are being loaded onto the PTS and will come out with Rise of the Hutt Cartel.
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Posted 2/11/2013 12:15:23 AMGotcha. Thanks Vox!
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Posted 2/11/2013 1:29:35 AMWelcome, thanks for commenting and reading.
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Posted 2/10/2013 12:47:53 PMI'm confused. Are they changing the empire to do their version of same thing, or are they actually making empire and republic a little bit different now? I suppose it's exciting either way, it should spice things up.
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Posted 2/10/2013 3:30:32 PMI imagine there will be some kind of parity between the abilities, kind of like what we've seen so far. However, I'd love to see class/AC specific abilities that would really define the class as being part of that specific faction or alignment. Personally I feel that abilities should be more closely tied to alignment rather than faction. Dark Jedi using Force Lightning, etc.
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Posted 2/11/2013 10:26:48 AMThat makes sense, thanks for the reply.
Differentiation along alignment or faction lines would be neat, even if it was only for the level 50+ abilities.
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Posted 2/9/2013 7:23:12 AMThey announced yesterday 1.7 will drop Tuesday February 12th with PTS.
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Posted 2/9/2013 12:33:20 PMhttp://www.swtor.com/blog/scheduled-maintenance-game-update-1.7-february-12th-2013
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Posted 2/9/2013 4:34:40 AMThey shouldn't nerf it when Assasins that are geared properly can do 9k hits and also much more damage per second than most sents. Check the dps on the harbinger server records for reference. People are going to be screwed when they get stuck against a good premade and have no one to save their a$$. I've done 700k+ dmg overall no problem with vigi spec so i'm fine..but it's going to be pretty sad. Bad players that complain ruin pvp.
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Posted 2/9/2013 12:57:50 AMThank you Vox, this is exactly the type of thing that I come to DH to see. Excellent work, hope to see many of these changes come to light, many of these abilities and talents look really fun.4
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Posted 2/8/2013 10:25:02 PMSo question:
If "Dual Saber Throw" is a Jedi Knight ability instead of a Sentinel only ability, and it requires 2 lightsabers, wouldn't that gimp Guardians b/c they can't get a JK base class ability?
Unless they have something else in store for Guardians... (as in dual wielding)
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Posted 2/8/2013 10:31:10 PMI'm not entirely sure. In the information I received, it was listed as not having an AC specified. Whether or not this is an oversight, incorrectly placed, or a sign of things to come for Guardians remains to be seen.
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Posted 2/14/2013 9:26:06 AMIt looks to me like the new abilities just haven't been specified for Advanced Classes in this info, if you look at what I'd assume is the new skill tree abilities each ability is only referenced in an AC specific tree or in a skill that references another AC specific ability (the dual wielding thing is also a bit of a clue).
To use the example of Dual Saber Throw the only reference is in the Force Heal skill on the Focus tree which also mentions Guarded by the Force, which as I'm sure you know is a Sentinel only ability.
Edit: Here's how they split as far as I can see:
Knight
Sentinel
Dual Saber Throw
Guardian
Saber Reflect
Consular
Shadow
Phase Walk
Sage
Force Barrier
Smuggler
Gunslinger
Hightail It
Scoundrel
Scamper
(Not sure about the other 3 here though Ready for Anything looks like more of a Gunslinger skill)
Trooper
Commando
Electro Net (bit of a guess)
Vanguard
Shoulder Cannon
(Once again not sure about the 2 passive skills though with the addition of self heals to Vanguard tanks Into the Fray could be another part of this)