swtor set bonus
Explosive Yield – (4) Power Yield’s duration is extended by 5 seconds. It’s been 7 months now since 6.0 was released and I dare say anyone whose been playing since then is close to geared up with multiple sets. STAR WARS: The Old Republic > English > Classes Tank Set Bonus Reply. (2) +2% Endurance(4) Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics. I’ve split all of the info into several sub-sections. If you want to wear a new shell with a set bonus on it but don’t want to lose the look of your current gear, you can create an outfit with your old piece of gear and wear it over your newly-equipped set bonus piece. Set bonuses are easy to notice while you are working on gearing up, because they only appear on items with a gold-border – but not all gold-bordered items are set bonus items. Remember, you need to be a SWTOR Subscriber to get access to it. Support projects on this website by making a pledge on Patreon! The result of that is the fact that they only offer general perks and boosts to your gameplay. Category Cartel Market Crafting Armormech Armormech Trainer Armormech Schematics Armormech Reverse Engineer Armormech Set Bonus Schematics Synthweaving Synthweaving Trainer Synthweaving Schematics Synthweaving Reverse Engineer Synthweaving Set Bonus … The stats of the gear work, but the set bonus is disabled. As more info comes out, I'll update it. The Endless Offensive set bonus tooltip has been updated: 4 piece – Now indicates that Volt Rush / Telekinetic Blitz healing is also increased by 10%, if applicable, Tactical Item: Storm’s Succor / Metaphysical Mender (formerly Storm’s Succor) has been redesigned – now each charge of Energized / Empowered (formerly Energized) reduces the Force Volt Rush / Telekinetic Blitz consumes by 30%, and the healing component of Volt Rush / Telekinetic Blitz is a smart heal with a 20-meter range from the target with roughly 56% more healing, Dark Infusion / Deliverance healing increased by roughly 7%, Innervate / Healing Trance healing increased by roughly 6%, Reduced the base Force cost of Revivification / Salvation by 15 (from 75 to 60) and the healing it deals by roughly 11%, Reduced the base Force cost of Roaming Mend / Wandering Mend by 20 (from 70 to 50) and the healing it deals by roughly 19%, Force Bending / Conveyance now reduces the activation time of Dark Infusion / Deliverance by 0.5 seconds (up from 0.25 seconds), Force Bending / Conveyance now makes Revivification / Salvation activate instantly and no longer reduces its Force cost, Penetrating Darkness / Clairvoyance now increases the critical chance of Dark Heal / Benevolence by 10% (instead of increasing bonus healing by 3%), Force Surge / Resplendence no longer affects Revivification / Salvation, Dark Concentration / Altruism now also increases the healing dealt by Dark Heal / Benevolence by 50%, in addition to its other effects, Secrets of the Dark Side / Erudite Mender has been redesigned and now increases the healing done by Resurgence / Rejuvenate and Renewal by 10% (instead of reducing the Force cost of Roaming Mend / Wandering Mend by 10), Tactical Item: One for All has been redesigned – now gives Roaming Mend / Wandering Mend one extra healing charge, Tactical Item: All for One has been redesigned – now Revivification’s / Salvation’s pool concludes with a burst of dark / light Force energy, healing up to 8 allies within it, Reverberating Force / Reverberation critical hit chance bonus increased from 5% to 15%, Convulsing Currents / Magnifying Vibrations now grants a 10% damage increase to Crushing Darkness / Mind Crush while Polarity Shift / Mental Alacrity is active, Disintegration / Critical Kinesis critical chance bonus increased from 5% to 15%, Fulminating Current / Psychokinetic Torrent critical chance bonus given per stack increased from 2% to 3%, 4 piece: The cooldown of Recklessness / Force Potency is reduced by 15 seconds. 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