http://www.reddit.com/r/swtor/commen...fficients_and/
Еще инфа с новой обновы ПТС-а и ПвП сет бонусы.
Set bonuses:
Sorc / Sage DPS:
* 2 Piece: Turbulence or Force Serenity and Thundering Blast or Force Leech increase alacrity by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Reduces cost of Lightning Strike and Force Lightning or Disturbance and Telekinetic Throw by 2 and reduces the cooldown of Polarity Shift or Mental Alacrity by 15 seconds.
* 6 Piece: ightning Strike and Lightning Bolt or Disturbance and Telekinetic Burst reduce the cooldown of Recklessness or Force Potency by 1 second.
Sorc / Sage Heals:
* 2 Piece: Activating a healing ability has a 15% chance to grant Force-Mystic's Critical Bonus which causes your next Dark Infusion or Deliverance to be a critical. This effect can only occur once every 30 seconds.
* 4 Piece: Consumption or Noble Sacrifice no longer removes any health when used with a stack of Force Surge or Resplendence.
* 6 Piece: Reduces cooldown of Innervate or Healing Trance by 1.5 seconds.
Sin / Shadow DPS:
* 2 Piece: Ball Lightning and Leeching Strike or Psychokinetic Blast and Serenity Strike increase power by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Increases Recklessness or Force Potency charges by 1 and reduces its cooldown by 15 seconds.
* 6 Piece: After using Overcharge Saber or Battle Rediness your next Ball Lightning and Leeching Strike or Psychokinetic Blast and Serenity Strike will critically hit.
Sin / Shadow Tank:
* 2 Piece: Wither or Slow Time increases damage reduction by 2% for 3 seconds.
* 4 Piece: Wither or Slow Time reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds per activation.
* Dark Ward's or Kinetic Ward's duration is increased by 3 seconds and charges are increased by 3.
Operative / Scoundrel DPS:
* 2 Piece: Laceration and Corrosive Assault or Sucker Punch and Brutal Shots increase power by 5% for 15 seconds. Cannot occur more than once every 30 seconds.
* 4 Piece: Overload Shot and Quick Shot's energy cost is reduced by 2.
* 6 Piece: Activating Stim Boost or Pugnacity will grant Enforcer's Critical Bonus making your next Laceration and Lethal Shot or Sucker Punch and Point Blank Shot critically hit.
Operative / Scoundrel Heals:
* 2 Piece: Activating a healing ability has a 15% chance to grant Field Medic's Critical Bonus which causes your next Kolto Injection or Underworld Medicine to be a critical. This effect can only occur once every 30 seconds.
* 4 Piece: Kolto Infusion or Underworld Medicine's energy cost is reduced by 2.
* 6 Piece: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 2 seconds.
Merc / Commando Heals:
* 2 Piece: Activating a healing ability has a 15% chance to grant Combat Medic's Critical Bonus which causes your next Rapid Scan or Medical Probe to be a critical. This effect can only occur once every 30 seconds.
* 4 Piece: While in Combat Support Cylinder or Combat Support Cell the duration of Supercharged Gas and Supercharge Cells is increased by 5 seconds.
* 6 Piece: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 2 seconds.
Merc / Commando DPS:
* 2 Piece: Heatseeker Missile and Thermal Detonator or Demolition Round and Assault Plastique increase alacrity by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Power Surge or Tech Override's cooldown is reduced by 5 seconds.
* 6 Piece: Activating Electro Net will grant Eliminator's Critical Bonus making your next Priming Shot and Mag Shot or Vortex Bolt and Mag Bolt critically hit.
Powertech / Vanguard DPS:
* 2 Piece: Flaming Fist and Magnetic Blast or Shockstrike and Tactical Surge increase power by 5% for 15 seconds. Cannot occur more than once every 30 seconds.
* 4 Piece: Flame Burst and Magnetic Blast heat is reduced by 2 or Ion Pulse Tactical Surge energy cells is reduced by 2.
* 6 Piece: Dealing tech damage will grant Combat Tech's Critical Bonus making one of your next Energy Burst and Immolate or Cell Burst and Fire Pulse critically hit. This effect can't occur more than once every minute.
Powertech / Vanguard Tank:
* 2 Piece: Heat Blast or Energy Blast increases damage reduction by 2% for 5 seconds.
* 4 Piece: While Ion Gas Cylinder or Ion Cell is active, Rocket Punch or Stockstrike reduce the cooldowns of Neural Dart and Sonic Missile or Neural Jolt and Sonic Round by 2 seconds.
* 6 Piece: Increases the duration of Oil Slick or Riot Gas by 3 seconds and the duration of Energy Shield or Reactive Shield by 4 seconds.
Sniper / Gunslinger:
* 2 Piece: Dealing ranged weapon damage increases power by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy.
* 6 Piece: Laze Target or Smuggler's Luck now has 2 charges and its duration is doubled.
Marauder / Sentinel:
* 2 Piece: Dual Saber Throw or Twin Saber Throw increases power by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 4% for 15 seconds.
* 6 Piece: Dealing melee damage will grant Weaponmaster's/Challenger's Critical Bonus making one of your next Vicious Throw, Furious Strike and Annhiliate or Dispatch, Concentrated Slice and Merciless Slash critically hit. This effect can't occur more than once every minute.
Juggernaut / Guardian DPS:
* 2 Piece: Smash and Raging Burst or Force Sweep and Focused Burst increases power by 5% for 15 seconds. Cannot occur more than once every 30 of seconds.
* 4 Piece: Reduces the minimum range of Saber Throw by 10 meters.
* 6 Piece: Enrage or Combat Focus will grant Vindicator's Critical Bonus making your next Impale and Furious Strike or Overhead Slash and Concentrated Slice critically hit.
Juggernaut / Guardian Tanks:
* 2 Piece: Crushing Blow or Guardian Slash increases damage reduction by 2% for 4 seconds.
* 4 Piece: Aegis Assault or Warding Strike reduces the cooldown of Taunt and Challenging Call or Threatening Scream by 2 seconds per activation.
* 6 Piece: Increases the duration of Blade Turning by 1.5 second, and the duration of Invincible or Warding Call by 3 seconds.
У синов теперь можно сделать 5 зарядов рекленесса, ток толку бурста та нет. И надо одеваться на павер, т.к. 5% бонус к паверу после бласта.
Добавлено через 23 минуты
Увеличили КД на интерапты, шта они делают?
Agent/Smuggler: 18s (up from 12)
PT/VG : 12s (up from 8)
Merc/Mando : 24s (up from 12)
Inq/Consular : 18s (up from 12)
Warrior/Knight : 12s (up from 8)