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Star Wars The Old Republic Update 3.3 Patch Notes

Update 3.3 Is Focused On Rebalancing the Sage and Sorc Healing Effectiveness.
Star Wars The Old Republic PvP

Jedi Consular

Sage

  • Noble Sacrifice has been redesigned and renamed Vindicate: Vindicate restores 30 Force and heals a friendly target. The cooldown has been removed and a 2 second activation time has been added.
  • 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.
  • Force Mobility now additionally allows Vindicate to be channeled while moving.

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 60 (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 5 additional Force and reduces activation time by 0.25 seconds for each of the first two Resplendence charges, or makes it activate instantly with the third charge. Consumes all charges.
  • 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: Vindicate grants Amnesty, healing the target over 6 seconds. This can only occur once every 15 seconds.
  • The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 10 Force.

Sith Inquisitor

Sorcerer

  • Consumption has been redesigned and renamed Consuming Darkness: Consuming Darkness restores 30 Force and heals a friendly target. The cooldown has been removed and a 2 second activation time has been added. 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.
  • Force Mobility now additionally allows Consuming Darkness to be channeled while moving.

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 60 (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 5 additional Force and reduces activation time by 0.25 seconds for each of the first two Force Surge charges, or makes it activate instantly with the third charge. Consumes all charges.
  • 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: Consuming Darkness grants Reverse Corruptions, healing the target over 6 seconds. This can only occur once every 15 seconds.
  • The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 10 Force.

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.
  • 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 dealt by Medical Probe by 5%, but no longer increases the healing dealt by Advanced Medical Probe.

Gunnery

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

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.
  • 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%.
  • Empowered Scans now increases the healing dealt by Rapid Scan by 5%, but no longer increases the healing dealt by Healing Scan.

Arsenal

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

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 slightly 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%), and Invigorated targets receive 5% more healing (up from 3%) from all sources.
  • 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 slightly 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%), and Invigorated targets receive 5% more healing (up from 3%) from all sources.
  • 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.

Warzone Changes

  • Warzone Commendation limit has been increased to 200,000.
  • Exumed and Dark Reaver Gear costs have been dramatically reduced and now cost Warzone Commendations.
  • Ranked Commendations have been removed from the game. All Ranked Commendations have been converted to Warzone Commendations.
  • New Season-specific Commendations have been added. These new Commendations are awarded for participating in Ranked Warzone Arenas, and have a limit of 1,000,000.
  • A Warzone Commendation Legacy Lockbox has been added to PvP Item vendors on the Fleets. This Lockbox can be used to transfer Warzone Commendations to Legacy characters. They cost 99 Warzone Commendations, and award 99 Warzone Commendations when used.
  • Warzone Experience and Credits have doubled.
  • Damage-dealing Area of Effect Abilities no longer interrupt Objective Capturing in Warzones. Crowd Control Area of Effect Abilities are not affected by this change.
  • The Defuse time in Voidstar has been increased to 6 seconds.
  • Alderaan Civil War, Voidstar, Novare Coast and Ancient Hypergates will be the only Warzones active during PTS in the unranked queue in order to ensure testing of the Area of Effect changes.
Written by
Scott Hartley is a web developer, college student, and is our Senior Editor. Scott has worked on several sites including The Daily Exposition, and The Arcade Corner. When Scott is not working on websites or studying for classes he is likely reading about various scientific discoveries and experiments.

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  1. These are subject to change because players are experiencing resource problems. It would also seem that in the test server there are some bugs where the abilities are not actually healing any more than they should.

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