Level 50? Check. Done.

Now to do everything else.

Ding! 50.

The character shown there is Fortress (or as I say when I'm saying it out loud, THE INDOMITABLE FORTRESS EPSILON), and he, along with Doc, leveled by finishing up a bonus quest on Corellia. I promptly finished up in that area then Fleet Passed back to buy craptons of new ranks of skills, a new speeder, and to gear up T7 for the inevitable story quest in which I am stuck with T7 for some reason. (That's literally all I know about it thus far.)

So, Onward

I'm tempted to just skip the rest of the non-Jedi-Knight-story parts of Corellia, but I know 1.2 is bringing new Corellia dailies, and I'd wager those would just require the planet to be completed, so I'll end up doing these quests eventually.

Also need to take a look at the Belsavis dailies, now that I can do them, and start gearing up, even though I likely won't be able to run Ops with my guild until early June due to schedule shenanigans - right now the weekday Op group, which would normally be ideal for me, runs on the same nights that I play L5R, while the weekend Op group is out of the picture because weekends are the only time I get to spend time with my girlfriend (at least for a couple months until we move in together).

Fort also has some crew skill work to do; slicing is (of course) maxed and bioanalysis is a mere 4 points from cap, but biochem is sitting at 280, mostly due to a lack of ... some specific part, I don't remember what one.

But beyond that?

Alts, Alts, Alts, Alts

Lots of alts. I may not be as much of an altoholic as Psynister, but thanks to the measly 8 character slots per server, like him, I'm feeling a need to actually plan my Legacy. At this point, there's only two things set in stone: Fortress, who's level 50, and Jentra, my zabrak Jedi Shadow, who is 46 and right behind him. That leaves me six slots, which right now are being used for:

  • Vormav, chiss bounty hunter, probably my first "serious" Empire alt - need to talk to the dudes in Mongbat about getting him joined up.

  • Shepard, human trooper, but probably not for long - though I will keep him around to squat on that name forever before I get around to playing a trooper because it is GLORIOUS.

  • Kyzur, my very first character, who I don't have a real urge to play but I haven't had the balls to delete yet.

  • Rolento, a cyborg gunslinger - again, mostly sitting on the name at this point, as I plan to reroll him once I unlock some further legacy stuff.

  • Two empty slots.

I feel cramped already. I really hope that Bioware determines the requirements for further slots because I pretty much want to unlock all the things.

Here's hoping.

Sixth screenshot meme (contains slight Jedi Knight spoiler)

Psynister left his tags open for the Sixth Meme which has been floating around the WoW blogosphere (and now is somewhat making inroads into the SWTOR blogosphere). That's good enough for me - I fall into "everyone who hasn't been tagged yet."

The basic premise is easy…

  • Go into your image folder

  • Open the sixth sub-folder and choose the sixth image.

  • Publish the image! (and a few words wouldn’t hurt, though I dare say I couln’t stop a blogger from adding a few words of their own).

  • Challenge six new bloggers.

  • Link to them.

The problem lies in the fact that I apparently have the most disorganized approach to screenshots ever: one big folder, ordered by timestamps and game (which happens automatically thanks to Fraps). However, my Fraps folder is the sixth one in my general images folder, so I guess it kinda counts! So, let's see what we get:

Dinging in space. Well, that was boring. Let's try sixth from the bottom.

Lord Scourge, talking about... well, who IS he talking about? Spoilers! Okay, let's try something else - I enlarged my Fraps folder until the icons are in rows of six, and picked the sixth screenshot of the sixth row.

One of the walkers on Hoth, seemingly wearing sunglasses - this one's stationed outside Aurek Base.

Well, that could've gone better. Ah well. I'll redo Psynister's tagging: if you haven't been tagged yet, consider yourself tagged now.

Focus, Padawan

Form I: Shii-Cho Form(Disclaimer: All of the article below is based on my experience leveling a Sentinel. YMMV, as always.)

The Jedi Sentinel can be an interesting class to level, especially when it comes to picking a skill spec. The three skill trees all say "Damage," which doesn't tell you a whole lot, but after reviewing the talents, you can get the gist of them:

  • *Watchman *does its work in Juyo Formlights things on fire, has Force Leap with a shorter cooldown and minimum range of 0, and is capped off with a 5(!) Focus ability that hits like a train. It also has some minor self-heals from its talents and from Zen. Watchman seems to be the "traditional" leveling tree, mostly because of these self-heals and ease of play (at least until 40, when you're trying to figure out how to shoehorn Merciless Slash into your priority list, but that's another topic entirely).

  • Combat focuses on hitting more often thanks to Ataru Form (both in the sense of bonus accuracy, and in terms of Ataru Form hits), contains an attack that lets you momentarily pierce all armor and is capped off with a Slash replacement that... causes you to do more Ataru Form hits. Really, the entire thing's built around maximizing Ataru Form. Even its Zen ability is based around Blade Rushing more (or Slashing more, prior to 40). Combat also, notably, has exactly zero survival tools outside of a way to avoid some AOE damage - it is the "glass cannon" spec. Unless you're towing around Doc or using one of the tanks, or wearing some extremely good armor, it can be a mite tricky to level as Combat.

  • And then there's Focus, the shared tree - although there are minor differences between the Guardian and Sentinel version of these. Focus seems like a real oddball at first - its work is done in Shii-Cho Form, which (thanks to talents) lowers a number of cooldowns, it has multiple talent boosts to Master Strike and Force Stasis, and it picks up some bizarre talents in the form of Zealous Leap (basically Slash on steroids with a 10-meter range) and Force Exhaustion (a DoT + progressive slow that ends with a big hit). When in Shii-Cho Form, Zen is similar to Combat's Ataru Form Zen, but with a slight difference: Slash is completely free, and also cleaves a nearby enemy. Its survivability comes from the inherent damage reduction of Shii-Cho Form (which increases from 3% to 7% when talented) as well as reducing the cooldown of Guarded By the Force to 1 minute.

Focus is easily one of the odder trees - it discards some abilities you gain from being a Sentinel (like Juyo Form) and focuses on things present for JKs from early levels, while also adding strange new abilities like a second leap and a DoT. So what's the big deal? You might want to think about leveling as a Focus Sentinel. Why? More after the jump.

Now, keep in mind this only applies to Sentinels (and, I suppose, their Marauder cross-faction ilk). The Guardian version of Focus lacks Blade Focus, and has somewhat less need for innate damage reduction due to wearing heavy armor. For the most part, however, this advice should be transferable - just remember that I really don't know anything about Jedi Guardians because I haven't leveled one. (Yet.)

So what are the pros and cons of leveling Focus? Pros first:

  • Innate damage reduction. Watchman offers 1% heals when your burns tick, and an extra 1% for you for the six ticks of Zen. Combat... hopes and prays it can kill everything quickly. Focus starts with 3% damage reduction, jumps to 5% somewhere in the 40s, and ends up with 7% damage reduction by level 50. It's at least as hardy a spec as Watchman (or more so, in my personal experience) - handy if you want to level with a companion whose name isn't Doc.

  • Highly suited for AOE. Mobs rarely come alone in SWTOR. Yes, Watchman has 2 talent points at the bottom that make Force Sweep and Cyclone Slash cheap and dirty. We'll be taking those first as Focus. They pair nicely with talents like Felling Blow and Singularity, which turns your Force Sweep into such a monster that you'll be hitting it in single-target combat too. There's also Shii-Cho Form's Zen effect, which gives you six free Slashes that also cleave a second target for 100% damage (and, once properly talented , turns Slash + Zen into a focus-generating machine - yes, you are refunded a Focus per Slash, despite not spending any!)

  • Simple and satisfying. Simply put, if you like simply killing the shit out of things, Focus will be nearly as good a tree for you as Combat or post-40 Watchman. Everything in Focus' PvE arsenal is based around two simple concepts: hitting like a truck, and making other things in your ability list hit like a truck. Additionally, it's not a complex tree to play - only Combat is simpler, within the same class, and there aren't really any timers to monitor or random events to watch for - the procs such as Felling Blow and Singularity are predictable as they come, so you really just need to focus on hitting the big-damage buttons until everything is dead.

  • More Master Strike, more often. I dunno, it's just a personal favorite of mine. It might not be worth using on bosses (it's seemingly not for Combat, and Watchman only uses it under specific circumstances), but it's just fun.

And the cons:

  • Lack of endgame/party play preparation. Granted, this may not matter to you. Right now, Watchman - as DoT-based specs tend to do - is mathing out as the top DPS spec for Sentinels. The argument could be made that leveling as Watchman would be the best way to get used to Watchman to perform better in operations. The truth of the matter is, though, that without a combat log it's still not 100% certain who's on top - hell, the Watchman/Annihilation community is even split over whether their top-level talent is worth a point - or whether that matters to you.

  • No self-heals. Focus' survival ability is very passive - Shii-Cho damage reduction - and doesn't have the self-heals of Watchman in Juyo Form. Its only other real boost is a cooldown reduction on Guarded By the Force. Of course, on the flip side, that damage reduction is always there, while Watchman is dependent on crits for its healing--and while you're able to guarantee six critical ticks with Zen, you have to have the Centering available to do so, and you need to have six ticks of burn damage ready to apply. It's probably six of one, half-dozen of the other.

  • Not a lot of cool visuals. Watchman lights people on fire regularly, leaps like a bunny, and their top-tier talent looks like you're whacking someone with two bolts of lightning. Combat is simply a flurry of blows - you are the fastest thing with two blades. By contrast, Focus seems almost methodical, and a lot of time is spent using a lot of the same abilities you're used to before you ever turn 10 - Slash, Blade Storm, Force Sweep, and so on. Zealous Leap looks neat, but it's very similar to Force Leap in terms of appearance. If you're one for consistency, this might be okay, but if you need some visual variety in your attacks, this might not be the tree for you.

  • The Singularity/Felling Blow combo is probably due for a nerf. I understand it's supposed to hit hard, but seriously, this is the hardest hitting thing in my arsenal, and I can pull it off every 18 seconds. Call me cynical if you wish, but it seems too good to be true.

Enough With the Bullet-Point Shenanigans, Show Us Some Skill Specs

Alrighty then, insistent reader, you asked for it! I'll start with the first talent point, then jump a few levels at a time. This is, as with most things I write, solely for PvE - a talent spec suitable for leveling by questing and running Flashpoints.

Levels 10-11: Oh no, where do I put my first talent points

In Watchman, interestingly enough. 2/2 Quick Recovery is simply too good to pass up, at this point or any point, giving you a cheap and easy tool to use on groups. At 12 you'll get Cauterize, and you can also use it if you like because at this point in your career, you really don't have anything else to spend the focus on.

Levels 12-22: In which very few things are put onto bars

Now we've got skill points in Focus. You'll get a few important things during these levels that you will promptly ignore as PvPe Focus: Juyo Form, Leg Slash, and Crippling Throw. You'll also get the occasionally-useful "oh shit" button of Call on the Force (which you will actually find in your abilities under "Heroic Moment: Call on the Force") and your very important interrupt. Additionally, if you're following this build, at 22 you will also pick up Zealous Leap. Here's a guide to using Zealous Leap: use it whenever you'd use Slash, then resume Slashing. ZL costs the same thing as Slash, but hits harder (although it doesn't have an increased crit chance). Starting next level, the advantage of this is that you'll also proc Felling Blow, increasing your chance to crit with Force Sweep by 100%.

Levels 23-31: The why-can't-I-Force-Sweep-more-often blues

Just kidding. If you could Force Sweep more often with our current talent build, it might be all you ever did. In terms of talents, this is one of those periods of time where you're just making things better - Slash and ZL hit harder, Force Stasis can't be pushed back, Master Strike is uninterruptible, and you now have both Felling Blow and Singularity. Unfortunately, the only thing you have to activate Singularity is Force Stasis, but it's really, really nice when you do - Force Leap into a group, Force Stasis one of them, then Force Sweep to do  major damage to anyone around you. Proceed to beat in the faces of everyone who challenges you. As for abilities, a few important ones come in this range.

I mentioned Force Stasis; that's at 24. Speeder piloting follows right behind it at 25! Not combat-related, but a cause for celebration on every character. You also get Pacify at 26. There's very little not to like about Pacify - one-minute cooldown, 1-focus cost, and the target has a 90% drop in melee and ranged accuracy for 6 seconds. It'll save your ass against elites, and while it no longer works on Operation bosses, I'm happy to report it at least still applies itself onto Flashpoint bosses. PACIFY ALL THE THINGS

**Pommel Strike at 28 is the perfect follow-up to a Blade Storm or a superpowered Force Sweep. Disable Droid, also at 28, the only thing we get as far as long-term CC. Sorry.

You get Force Camouflage at 30, which gives you 5-seconds of near-perfect stealth and 30% increased movespeed. It also drops some of your aggro in combat, but it won't remove you from an aggro table like a Shadow's Force Cloak, so don't expect to reset that pack of mobs you just aggroed.

Levels 32-42: Planning for the future, then getting there

Here's our build at 42 - Force Exhaustion, finally. Force Exhaustion can be used to build stacks of Singularity, just like Force Stasis, but without that pesky need to be channeled. You'll want to be using it whenever you are able to ZL or Force Leap, so as to maximize your Force Sweep damage.

By now the number of new abilities has slowed down, but all the ones you get are at least kind of important. Cyclone Slash, your other AOE, comes along at 32 and (thanks to those initial two talent points) it also costs 1 focus. Still, Force Sweeping, then spamming Cyclone Slash rarely ever seems more efficient than just single-target-attacking everything after a Sweep. It does, however, look pretty cool.

Opportune Strike is available at 34, which is sort of like a weaker Pommel Strike that you can only use on slowed or immobilized targets. Given that many of a Sentinel's abilities don't actually do this, you probably won't find a use for it until 42, when you can use it on Force Exhausted opponents. Free damage is free damage.

Guarded By the Force is another fantastic ability you get at 38, but it comes with two caveats:

  1. Don't put it somewhere where you'll accidentally hit it all the time and get your fool self killed, not that I know anything about that, and

  2. You have five seconds to kill whatever it was that made you hit this button, so do not waste them.

Finally, you get Awe at 42, in which you look so awesome that you confound everything around you for 6 seconds. Once per minute.

Levels 43-50: The home stretch

Here's the build as you round the corner into 50. I personally suggest hitting up Defensive Forms first, for that additional 2% damage resistance, then filling out either Dual Wield Mastery or Focused Slash based on preference. Remember, once you have Focused Slash, your Shii-Cho Zen will cause your Slashes to give you 1 free Focus per Slash. You also get your last 3 abilities during these levels, and each one is fantastic.

The first, at 44, is Inspiration. This is, basically, Bloodlust. It requires 30 Centering, much like Zen. If you're in an Ops group, save this until your op leader calls for it.

The second, at 46, is Dispatch. I'd have to check, but I think Jedi Knights take longer to get their "execute" ability than anyone else. At any rate, enjoy using this - it's got a focus cost of 3, cooldown of six seconds, and a range of 10 meters, and is the only way Sentinels will ever throw a lightsaber besides Crippling Throw.

The last, at 50, is Valorous Call. Instant 30 stacks of Centering, usable every 3 minutes. Not a whole lot more to say about it.

And that's that

Now you're level 50! Go respec into something else, or keep being Focus if you like. Maybe you'd like to light things on fire, or pummel everything into submission. Or maybe you just like being ... Focused.


In which case, that's okay too.

Shard-hunting on Belsavis

What you see above is someone taking a circuitous route through Belsavis to get Rakata Energy Cubes. You'll need 4 of these (among your group, that is, or 4 by yourself if you're solo) to hunt down the Green Matrix Shard on Belsavis. I didn't particularly need them on my Jedi Shadow, but my Jedi Knight needed it... and now he has all three green shards for his level 50 Matrix Cube, at level 35.

Why yes, I do believe in preparedness.

Anyway, to get a general idea of the process afterwards, check out SWTOR Spy's article on the Belsavis datacrons - and use the above video to take a route. It took me about two hours, all told, spread across two attempts (the second was much shorter than the first, and was the route I was taking AFTER watching that vid).

(Bonus points: if you have slicing 250+, there are usually tons of slicing nodes around here - varying, of course, by server population - but especially around the wrecked spaceship along the route. You'll know it because it's the only part with droids.)

Welcome to Hoth, it's cold

Deal with it.

Hoth: it's cold. It's once again full of pirates. Jentra's level 43. And it's cold. It'll probably be another week or two before 50 is a realistic possibility due to circumstances, but there it is. Even then I might wait until my JK hits 50 as well before committing to any kind of single character for endgame (Fortress is, in fact, level 32 - on the last few quest chains of Alderaan - proving that no matter the class, I evidently level at exactly the same pace every time when solo).

Oh, and Jentra is also nearly Social IV. Too bad there's... not really any social gear I want at Social IV.

The guild did a couple test run operations and the results were good, as you can see from the operation progress tracker on the side of the guild website. Grats all! We haven't tried Karagga's Palace yet, apparently; I'm kind of hoping to eventually get to see that, as I am way more excited about "Hutt mounted on a giant robot" than "powerful imprisoned guy with glitchy platforms."

A leveling tip, courtesy of @Asros

Or as I told someone earlier - don't be Blender. Our guildmate ended up at 49 with half a level to go, with absolutely no source of XP outside of space missions, flashpoints, PVP, or dailies - all because he chose to skip almost all bonus series and probably a lot of bonus quests, as well.

There and back again

The hills are alive, with the sound of--no, no, stop that, NO SINGING The hills are alive, with the sound of–no, no, stop that, NO SINGING

Over on the Inquisitor's Roadhouse, Anexxia asks: "why the rush to 50?" Well, let me tell you who's not rushing. There's a story here.

Oh, how I love looking at Alderaan. I'm pretty well ready to go, though. It starts with Kyzur, a rotund miraluka Jedi Sage with a problem where his head clips through hoods. It took me 30-odd levels to realize I'd made a huge mistake. (Pardon the pun.) I just wasn't having fun with the Sage playstyle at all. I loved the story, but evidently I am still primarily a melee player. Yet I still wanted to get my legacy. (Silly things are important to me.) So between levels 30 and 32, I tackled the first three quest hubs on Alderaan, then said "oh screw this" and did my story quest there, my end of act 1, picked my legacy out, and left Kyzur Epsilon Barsen'thor to take a well-earned rest on the Republic fleet.

Enter Jentra. Rolling out the door from day 1 as the action-oriented Shadow to Kyzur's "let's talk it out" Sage, I remembered why the Shadow/Assassin playstyle was the first one I played in beta. Fluid, fast, stealthy, loved it. I blew through Tython and Coruscant, slogged through Taris - which I am happy to say takes nowhere near as long the second time, mostly because you know where everything is - and was rolling through Nar Shaddaa's first quest set when friend and NSTK guildmate Xindrola caught up to me. Somehow. Despite spending way too long on Taris. (Xin's argument is that he was saving for a speeder because he'd blown a bunch of cash on investigation and armstech; upon being told that Nar Shaddaa was not the spread-out hot mess that is Taris, he hopped planet immediately.) I helped him catch up to me in the Kintan Kings quarter, then we duo'd the rest of Nar Shaddaa. All of it. To give you an idea how grossly overleveled we were at this point, we were able to immediately accept the Nar Shaddaa Bonus Series. (Level 28, I believe, is the minimum for that.)

We actually tried it at first, but it was slow going. "C'mon," I said, "let's just go to Tatooine." And so we did. Everything fell before the combined might of a Shadow, a Commando, M1-4X, and Tharan Cedrax. Alderaan as well, which is where we left off last night - we still have the Glarus Valley quests, but he's now completed his end of Act 1 and I'm doing mine tonight (again). But it was slow going at times. Xin's still a bit new to MMOs (he played a little WoW, and I think someone talked him into FFXI because they were sadistic), so keeping him oriented in the right direction can be a challenge - I'm eager to kill Sand People for their rifles, while he's busy trolling the wildlife by punting it into canyons with Concussion Charge, for instance. He still lives with family, so he (understandably) gets called away from the computer for minutes at a time - pretty frequently sometimes. Getting lost also happens occasionally. I want a leash sometimes.

We're also still grossly overleveled. When we got to Alderaan, I was one level ahead, and every quest outside of my story content was grey. All of them. 5 XP apiece. Woohoo? (Even now, still at the last quest hub of Alderaan, I'm level 36. I'm pretty sure I'm at the high end of the level range for Balmorra.)

But on the upside, it's a lot less boring than doing the same content again would be by myself. I get to see two stories for the price of one - 90% of the trooper stuff is available to me in Spectator Mode, and likewise for consular stuff for him. We have two crafters' worth of crew skills available to us (granted, Armstech is really only useful for Tharan, but he is our healer). We can usually roll Heroic 4s with a combination of smart CC and, in one case, me kiting a boss around LIKE A BOSS.

And Social points? I am rolling in Social points. I'm 200 or so away from Social III. My Social points abruptly jumped during Tatooine; I was barely in Social I when I got there, but was at Social II and then some by the time we left - even before the bonus series.

Still, I wouldn't characterize myself as being in a rush to 50. Pretty much the exact opposite. I am, however, in a rush to see something I haven't seen before - I've been here before, and now I'm back again. Luckily, I'm on the verge of doing just that: every quest left on Alderaan is one I haven't seen, as is every planet after Act I.

Jentra gets Space Cadet-ized; plus, a lesson on lizards

Shiny New Art

On Twitter, DiscoPriest - artist of the Disciplinary Action and new Space Cadets comics - announced an art giveaway, in which she'd redo your SWTOR character in the style of a Space Cadets character. Sadly I did not get in on the contest (don't ask me why!) but I still wanted one, mostly after seeing Asros and Fynralyl sporting theirs on Twitter and the guild forums, so I did it the old-fashioned way - I commissioned one. It was well, well worth it! I opted to get one done of my new Jedi Shadow (more on that in a sec), Jentra. Here's the before... (click any of the pics below to enlarge)

And here she is after becoming a total Space Cadet:

So cool! Thanks again, DP - love 'em. If you'd like to get one of your very own, here's the easiest way to do so - the cost is $20.

  • Take a screenshot of your character at the SWTOR login screen. (You can use the same screenshot button that works in-game - for me, that's Print Screen.)

  • Optional: take a full-body screenshot in-game. I apologize to Disco for the shoddy quality of my in-game pic (controlling the camera over a remote connection is nigh impossible!) but she did extremely well all the same.

  • Send the pics, along with a short email requesting a Space Cadet-style avatar, to the artist.

  • She'll take care of you from there!

Shiny New Character

As you can guess from the fact that I didn't get Kyzur cadet-ized, I've switched away from playing him. The Sage playstyle is okay, but it just wasn't clicking with me. Unfortunately, it took me about 20 levels to figure that out. At that point, I was so close to unlocking my Legacy that I figured I may as well just go ahead and do it - and that's what I did.

(A side note here about my Legacy. For no apparent reason, my original choice of Legacy names (Cygma, as in Sigma, as in Kaiser Sigma) was not allowed by the Legacy system for no apparent reason - and neither was any other spelling of it. I wonder if it can't be five characters long? Seems kind of arbitrarily short. So I went with a backup - Epsilon. It took a little bit to grow on me, but I got used to it. About 75% of the way to Legacy Level 2, to boot.)

Jentra, my shiny new Shadow, just got to Taris. Yes, that means I'm now one of those people with multiples of the same class - but the Shadow and Sage play so differently they may as well be different classes. Just to ensure it's not a total repeat, Jentra's making different choices than Kyzur did in many places, even if it's just seemingly inconsequential dialogue. As a result, she's developed a definite anti-Imperial leaning, and is less likely to be your staunch, stuffy, upright Jedi. If Kyzur represents the Jedi Order's guiding voice, Jentra is its striking arm.


A Lesson on Lizard-men

So I'd complained on Twitter that, starting at around Tatooine but definitely noticeable on Alderaan, Qyzen Fess seemed a lot... squishier. I also had a much easier time pulling threat from him if I was spec'd for DPS. Getting some upgrades on Tatooine seemed to help his survival and threat somewhat, but I still had to bubble the green dude every time I got a chance. When I got Jentra, I was happy to have Qyzen again at a low level, where he's very, very tanky.

Then I noticed something: a little green icon in his buff bar, for Trandoshan Regeneration, his "tank stance." And then I realized that I hadn't seen that icon when I was playing as Kyzur since, oh, sometime on Taris. Later on, after several groups, I resummoned Qyzen - sure enough, Trandoshan Regeneration had turned itself off for no apparent reason.

Learn from my mistakes: always make sure your tank is actually in tank stance!

Patch notes: beta build 2011.12.01, Patch 0.742.27

New in this patch: Corso finally shuts up. Build notes after the jump. Also important to note - the known issues list.


  • Experience gains on Origin Worlds have been adjusted to help solo players reach level 10 more easily.

  • Improved the overall performance of vanity pets.

  • Using the /stuck command will no longer kill the player unless a safe location cannot be determined. Players can now only use /stuck every 120 seconds.

  • Moving to a new planet instance no longer uses the player's Quick Travel cooldown.

  • Mail sent to another player will now have a 30 minute delay.

Classes and Combat


  • Further improved and balanced all class content above level 30.

  • Slightly improved mouse targeting distance.

  • Implemented improvements that increase the responsiveness of combat actions.

  • Tab targeting now more accurately takes into account which enemies are on screen.

  • Tab targeting can now select enemies at a longer range.

  • Players can now use ground-targeted area of effect attacks in a 360 degree area around their character.

Jedi Knight

  • General

    • Jedi Knights can now obtain the Master title.
  • Sentinel

    • Healing done by Zen has been decreased to 1% per tick while Juyo Form is active.
  • Bug Fixes

    • Force critical bonuses conferred by Focused Resonance now display properly on the character sheet.

Sith Warrior

  • General

    • Sith Warriors can now obtain the Darth title.
  • Marauder

    • Healing done by Berserk has been decreased to 1% per tick while Juyo Form is active.
  • Bug Fixes

    • Force critical bonuses conferred by Dark Resonance now display properly on the character sheet.

Jedi Consular

  • General

    • Force Potency now increases the range of Telekinetic Throw.

    • Each use of Telekinetic Throw now uses a charge of Force Potency.

    • Players are no longer able to cancel Force Lift's debuff by right-clicking it.

  • Shadow - Infiltration

    • Situational Awareness now reduces the Force cost of Whirling Blow and no longer reduces the cooldown of Cloud Mind.

Sith Inquisitor

  • General

    • Recklessness now increases the range of Force Lightning.

    • Each use of Force Lightning now uses a charge of Recklessness.

    • Players are no longer able to cancel Whirlwind's debuff by right-clicking it.

  • Assassin - Deception

    • Resourcefulness now reduces the Force cost of Lacerate and no longer reduces the cooldown of Cloud Mind.


  • General

    • Cover now has a 1-second cooldown.

    • Recuperate can no longer be used from cover.

  • Scoundrel - Scrapper

    • Flechette Round now causes the next Shoot First or Back Blast to deal additional bleed damage and increases armor penetration by 50% for a moderate duration. It is not affected by the global cooldown and does not break stealth.

    • Sucker Punch now requires 15 energy and has had its damage output decreased by 15%.

    • Flying Fists' damage output has been decreased by 15%.

    • Sawed-Off now affects Flechette Round instead of Blaster Whip.

Imperial Agent

  • General

    • Cover now has a 1-second cooldown.

    • Explosive Probe's animation now correctly displays when the probe is resisted by an enemy.

    • Recuperate can no longer be used from cover.

  • Operative - Concealment

    • Acid Blade now causes the next Hidden Strike or Backstab to deal additional poison damage and increases armor penetration by 50% for a moderate duration. It is not affected by the global cooldown and does not break stealth.

    • Laceration now requires 15 energy and has had its damage output decreased by 15%.

    • Collateral Strikes' damage output has been decreased by 15%.

    • Waylay now affects Acid Blade instead of Shiv.


  • General

    • Adjusted resource bar visuals for ammo gain and use.
  • Bug Fixes

    • Fixed an issue that prevented the skill Kolto Recharge from healing as intended.

    • Concussive Force now properly increases the knockback damage of Concussive Charge.

General Combat Bug Fixes

  • Fixed an issue that caused multi-hit attacks to sometimes deal damage upon miss or deflect from the enemy.

  • Calling a Medical Probe upon death now properly applies damage to equipment the players is wearing.

  • The cooldown for calling a Medical Probe will now properly increase in phased areas.

Companion Characters

  • General

    • Companion Characters now vocalize less frequently during combat.

    • Companion Characters are now silent when entering stealth modes.

    • Companion names now display as PLAYERNAME's Companion.

Crew Skills

  • General

    • Added implants to the schematic filter for the crafting window and to trainers.

    • Slightly increased critical chance for crafting and missions for Orange difficulty tasks.

  • Crafting Skills

    • Cybertechs can now craft modifiable Droid armor.

    • Cybertech and Artifice modifications an enhancements have been updated.

    • Crafted relics and space upgrades now bind to the character when equipped.

    • Crafted items are no longer created with pre-slotted modifications.

  • Gathering Skills

    • The highest-level gathering nodes now spawn more regularly on Corellia and in the high-level mission area on Belsavis.
  • Mission Skills

    • Adjusted mission costs across all skill levels.

    • Treasure Hunting relics now bind to the character when equipped.

    • Luxury Fabrics and Underworld Metals are now obtained through different missions.

    • Investigation Mission Discoveries now yield Researched Compounds.

    • Rich yields no longer always provide Artifact quality resources.

    • Mission rewards now include higher quantities of Prototype quality crafted materials.

  • Bug Fixes

    • Fixed an issue where Crafting schematics were no properly updating within the schematic trainer.

    • Learned Biochem schematics no longer disappear from the Crafting window.

    • Prototype and Artifact quality crafted weapons now have the correct weapon damage values.

    • Reverse engineering mode no longer toggles off after reverse engineering an item.

    • Items of less than Premium quality can no longer be reverse engineered.

    • Corrected refresh and mission tier issues.

    • Weapon damage and armor ratings listed on schematics now indicate those values on the resulting crafted items correctly.

    • Certain Prototype quality schematics for Artifice are no longer assigned to Synthweaving.

Flashpoints and Operations

  • General

    • Flashpoint missions can now be obtained at level-appropriate locations on most planets with complementary shuttle service to the Republic or Imperial Fleet.

    • Flashpoint mission levels have been adjusted to more accurately reflect their difficulty.

    • Early-level Flashpoint bosses are now slightly less difficult.

    • Nightmare Mode Operations are now significantly more challenging.

    • Corrected an issue that prevented Codex entries associated with Nightmare Mode from unlocking.

  • Flashpoints

    •  The Black Talon

      • Yadira Ban's difficulty in Hard Mode has been increased.
    • Bringing Down the Hammer

      • Battlelord Kreshan now drops loot.
    • Colicoid War Games

      • This Flashpoint has undergone a difficulty balance pass.

      • The final boss no longer continually respawns.

    • Directive 7

      • Bulwark's mechanics now function properly.
    • The Esseles

      • Vokk's difficulty in Hard Mode has been increased.

      • Lieutenant Isric's difficulty has been corrected in Hard Mode.

    • The False Emperor

      • Normal Mode bosses now inflict less burst damage.

      • Boss mechanics in this Flashpoint now function properly in Normal and Hard mode.

    • The Foundry

      • A normal enemy NPC in this Flashpoint no longer drops boss loot
  • Operations

    • General

      • The Operations lockout window now displays the current boss lockouts for your group members.
    • Eternity Vault

      • Nightmare Mode chests now contain loot.

      • Enrage timers have been added to Annihilator Droid XRR-3 and Gharj.

      • The Ancient Pylon puzzle enemies now spawn.

      • Button use timing for the Ancient Pylon puzzle has been corrected.

      • The Infernal Council fight no longer resets as soon as the fight begins.

    • Karagga's Palace

      • Bonethrasher no longer enters a state that causes him to cease executing his combat mechanics.


  • General

    • Custom items now appear with an orange border in the inventory. All Custom items are modifiable.

    • The Lhosan Racer is now a level 40 vehicle.

    • Increased the stat diversity of medium armor drops on Origin Worlds.

    • The cost of Droid armor is now comparable to the cost of other armor.

    • Random relics now bind to the character when equipped.

    • Modifiable Artifact quality items now only feature modification and enhancement slots.

    • Some redundant random shield generators with Force stats have been replaced by random foci.

    • Decreased the chance for lockboxes to contain higher-quality loot.

  • Vendors

    • All standard modification vendors now sell a basic set of base modifications.

    • All modification vendors that accept commendations now provide a consistent set of modification upgrades for each class.

    • Prototype quality items sold by specialty goods vendors that accept credits can now also be found on the corresponding light, medium, and heavy armor vendors and weapon vendors.

    • Republic Fleet commendation vendors now sell the special ability items that their Imperial Counterparts sell.

  • Bug Fixes

    • The speeder vendor on the Imperial Fleet now properly displays the vehicles for sale.

    • Heavy Force armor no longer drops from levels one through nine.

    • Some items with Social rank requirements can no longer be equipped without meeting the requirement.

    • Many high-level items now have the correct appearance when worn.

    • Droid armor can now be auctioned.

    • Some Earpieces and Implants purchased with commendations are no longer mislabeled.


  • Advancement through Legacy Levels has been adjusted; it is now slower early on and does not increase dramatically as levels are gained.

  • Legacy surnames are now displayed by default.

Missions and NPCs

  • General

    • Experience gained from completing missions has been increased.

    • Taris (Republic) and Balmorra (Imperial) Bonus Series mission rewards are now the appropriate level.

  • Missions

    • Republic

      • Most Wanted: The weapon cache now provides a companion weapon.
    • Bug Fixes

      • Corrected several missions that failed to grant item rewards correctly.
  • NPCs

    • General

      • Decreased the difficulty level of several high-level class story bosses.

      • NPCs will now attempt to enter cover when fired upon.

    • Bug Fixes

      • Standard and Weak toughness enemies no longer regenerate health while under the effect of any 60-second crowd control abilities (such as Force Lift, Concussion Missile, etc.)


  • General

    • The center-screen message associated with the Deserter debuff now occurs after 50 seconds.

    • The decay time for Resolve has been significantly reduced, making characters susceptible to fewer crowd control effects over short periods of time.

    • The Glacial Fissure Imperial Mid Center is now a safe area for Empire Characters.

  • PvP Items

    • Added two new, exclusive vehicles to rare spawn Outlaw's Den vendors.

    • Level 20 and level 40 PvP gear is now available from vendors on the Republic and Imperial Fleets.

    • Battlemaster Gear Bags are now only available from daily and weekly PvP missions.

    • Battlemaster implants and earpieces can now be purchased for Warzone and Mercenary Commendations.

    • PvP vehicles now have Valor rank requirements.

    • PvP lockboxes under level 50 now cost 30 Warzone Commendations.

    • The Overcharge consumable now increases expertise by 15% for 20 seconds.

    • The PvP Heal consumable now restores 35% of maximum health.

    • Valor rank requirements on items now function properly.

    • Expertise has been added to many endgame PvP items.

  • Warzones

    • General

      • The Combatant medal is now awarded at 75k damage.

      • The Healer medal is now awarded at 75k healing.

    • Alderaan Civil War

      • Reduced the interaction time for the targeting console to 8 seconds.

      • The scoreboard now indicates which team score belongs to the player.

      • The large installation cannon now fires at the end of a match.

      • Scoring blasts from cannons now occur at roughly 20-second intervals and now remove 10 points of shield strength.

      • Art for the sky in this Warzone has been improved.

      • Bug Fixes

      • Corrected an issue that caused Republic players to see misaligned scores.

      • Small body type characters can no longer move behind the pipes near the side control nodes.

      • Small body type characters no longer become stuck in some areas of this Warzone.

      • Turret shots no longer hit invisible collision areas while firing at the Imperial dropship.

      • Players no longer receive a development debug message while interacting with turret control consoles.

      • A visual error during the destruction animation for dropships has been corrected.

    • Huttball

      • The ball now returns to a player in the combat space (or the middle if no player is in range) if a player uses Force Pull on a character carrying the ball to bring them into the safe area.

      • Players can no longer hold the ball on the edge of their respawn zone.

      • Performance inside the Huttball Warzone has been increased.

      • Bug Fixes

      • Players on the Frogdog team now properly lose the Deserter Detection debuff when they enter the combat area.

    • Voidstar

      • The interaction time to plant bombs, extend the bridge, and lower fields has been reduced to 8 seconds.

      • The detonation countdown time has been increased to 20 seconds.

      • Attackers will not advance to the next respawn point until at least one attacker reaches the next room.

      • Extending the bridges and lowering the forcefields now count as progress when determining tiebreakers for matches where neither team reached the datacore.

      • A platform has been added to the reactor room attacker spawn location to prevent fall damage.

      • The Voidstar intro cinematic has been improved.

      • Environmental visual effects have been added to this Warzone.

      • Radio transmission and broadcast audio (instructional and ambient) have been added.

      • Bug Fixes

      • Players now teleport to the correct respawn location for their side when joining the Warzone after it has started.

      • A crate that allowed players to bypass a forcefield has been removed.

      • Mapnotes now use the appropriate bomb planted icons when a bomb is placed on a door.

      • The bridges now appear extended correctly to players who were in the hangar room as the bridges were extended.

      • The Voidstar map on the loading screen is now correct.

      • Voidstar maps now take recent geometry changes into account and have bene updated.

      • The Revive window now closes properly between rounds.

      • Fixed an issue that could cause players to be teleported to the wrong location during the round transition.

      • Fixed an issue that could cause level matching in the matchmaking system to function improperly.

      • Corrected an issue that caused players that were unflagged upon entering a Warzone to remain flagged after leaving one.

  • World PvP

    • Battle for Ilum

      • The War Effort buffs now have a new icon.

      • Ambient music now plays during various events during the Battle of Ilum.

      • Bug Fixes

      • Corrected an issue that could cause objectives to become stuck in the "secured" state.

      • Corrected text inconsistencies in Battle for Ilum missions and objective notes.

      • Players who load directly into the Western Shelf PvP area now properly receive the area status effect if a faction controls the area.

      • The Republic and Imperial Bases now properly play aerial bombardment explosions when a faction controls the zone.

    • The Outlaw's Den (Tatooine)

      • Added two new, exclusive vehicles to the Outlaw's Den vendors.

      • Chests in Outlaw's Den now drop 20 Mercenary Commendations.

      • Bug Fixes

      • Mercenary Commendation chests no longer appear empty on being opened.

      • The text associated with the mission for Outlaw's Den has been corrected.

  • Bug Fixes

    • Alacrity no longer reduces the channel time of interacting with objects inside Warzones.

    • Characters now receive appropriate stat bonuses when bolstered.

    • Players are no longer awarded additional stealth time when reviving if they die inside an exhaustion area.

    • Players can no longer toggle their PvP flag while in contested, Team Free-for-All, Free-for-All, or opposing faction regions.

    • Corrected an issue that could cause characters to remain in combat longer than intended.

Space Combat

  • General

    • Player and companion voiceovers now sound like they are coming from the ship intercom.

    • EMP Generator damage is no longer scaled by the setting of your power conversion module.

    • Decreased the experience gained from daily Space Combat missions.


  • General

    • When the Group Leader changes to the Master Loot setting, a message will now display to all members of the group or team.

    • The server select screen now more accurately indicates the population of each server.

    • Servers that are currently offline are now displayed at the bottom of the server list.

    • Removed the /bug button from the User Interface. Players should now submit bugs using the Customer Service Portal.

    • The Inspect feature now shows some stats and other information that was previously missing.

    • Clicking on an item will now attach it to the mouse cursor.

    • Added the ability to right-click to add/remove item modifications.

    • Mail can now be opened using a single click.

    • The loot window will now close if players select Take All, regardless of whether or not items require a group roll.

    • Removed the Show Coverbar button from the main UI.

    • Nameplate health bars now match their color to the text instead of always displaying as red.

    • Added a Character Stuck button to the upper right corner of the Help Window.

    • The Trainer window no longer displays empty tabs.

    • Icons for high-level Commendation items now indicate the item type they provide.

    • The visual and sound effects for a player duel challenge have been updated.

    • Stackable items are now grouped together in the loot window.

    • Character limitations will now display in the error message when players enter a name that is too long.

    • The game credits can now be viewed by pressing the Credits button while on the character select screen.

    • The cinematics menu on the character select screen now functions properly.

    • Operations

      • The Operations lockout window now displays the current boss lockouts for your group members.

      • Information available on the Operation lockout window is now easier to understand and displays correctly.

      • Announcements in Operations are now more distinct.

      • Operation raidframes can now be toggled on and off.

    • Quickslots

      • Players will no longer be asked for confirmation when dragging items off the quickslot bar.

      • Quickslot bars will no longer duplicate when activating extended bars.

      • Passive abilities can no longer be moved to the quickslot bar.

    • Chat

      • Using /group in chat will now send communication to the highest group level (i.e. Operations Teams will take precedence over groups).

      • Chat channel input now defaults to /general instead of /say.

      • Some chat commands have been changed. The following commands now work when used followed by player-created chat channel names: /cjoin, /cleave, /cinvite, /ckick, /mute, and /unmute.

    • Codex

      • Added or corrected images for many Codex entries and tutorials.

      • Added several new Codex entries for Ilum.

    • Tooltips

      • Added several new tooltips.

      • Improved the explanation of rested experience in the experience tooltip.

      • Repair tooltips no longer display stats if the values are 0.

      • Player tooltips now display when a player is marked as Looking For Group.

      • Space Combat ability items now have tooltips.

    • Social

      • The Social Center will now update Looking For Group status more frequently and displays Looking For Group comments by default.

      • The UI no longer displays the Quick Group button when players select a character from the opposite faction.

      • Updated the art for Social Center notifications.

      • Inspecting other players now displays their values for Valor.

      • Reduced the number of available titles from alignment, social, and some missions.

    • Tutorials

      • Added level requirements to some tutorials.

      • Clarified the wording of many tutorials.

      • Closing the tutorial window now closes all read tutorials.

      • Added new tips to loading screens and adjusted many tips such that they will display at more relevant times.

    • Galactic Trade Network

      • Improved the overall UI for the GTN.

      • Added many new category and subcategory filter choices.

      • Fixed category issues that could cause incorrect listings or other GTN problems.

    • Preferences

      • Players can now map the mouse wheel up and down to any game function, and the Camera Zoom In/Out can be mapped to keys.

      • Removed several obsolete entries from the Preferences Menu.

      • Moved some preferences to make them easier to find.

      • Preference tooltips will now include which options will result in better performance.

      • Chat fade is now toggled off by default.

      • The Social Invites as Social Center messages preference is now toggled off by default.

      • Players will now have fifteen seconds to confirm after changing the game resolution.

      • The Automatic Cover bar can now be disabled via the Preferences Menu.

      • Added a preference that will cause the map to flash red while in combat.

      • Added a preference to toggle off the Legacy Bar.

    • Maps

      • Updated the appearance of the minimap filter toggle buttons.

      • Unusable enemy vendors no longer display on the map.

      • Crew Skill trainers now show up correctly on the map and minimap

    • PvP

      • The UI no longer enters a bad state when it is reloaded at the end of a Warzone match.

      • The Warzone Invitation window now reappears if it is active when the player loads into another area.

      • The character sheet now properly displays bolstered weapon damage inside Warzones.

      • PvP Codex images have bene added for PvP unlockable entries.

    • Bug Fixes

      • The server login queue now displays more accurate estimations.

      • The maximum count of Codex entries now displays correctly for all planets.

      • Corrected several incorrect preference tooltips.

      • Preferences defaults now have the correct initial settings.

      • Shift+F12 can now be remapped.

      • Fixed an issue that caused chat to be unviewable when switching from portrait to widescreen.

      • Players no longer lose their chat reply target upon area transition.

      • The active companion bar no longer remains occasionally after unsummoning a companion.

      • The Looking for Group icon no longer displays on the nameplates of players that are not looking for groups.

      • Fixed an issue that could cause a player's Legacy to incorrectly display other player characters' Legacy.

      • The players castbar can no longer incorrectly display another character's castbar.

      • Addressed an issue that caused the minimap arrow to sometimes point in the wrong direction and display an incorrect location.

      • The Friends List now updates properly to display friends who are online.

      • Trades are now cancelled when the trade window is closed.

      • The character sheet now resets when reloading the UI with Ctrl-U.

      • Fixed an issue with character rotation in the item preview window.

      • Fixed an issue that caused inventory tabs to incorrectly display their capacity.

      • Social notifications (like group invitations) now display and behave properly.

      • Fixed a tooltip bug that could cause "Main Hand" to incorrectly display in red text.

      • Many incorrect icons have been replaced.

Miscellaneous Bug Fixes

  • Dark Side appearances should now always be visible to other players.

  • Players who initially lose conversation rolls will now correctly gain bonuses to future rolls until a roll is won.

  • Characters now face forward and move at full speed when strafing left or right.

  • Players will no longer be dismounted when speaking to a vendor.

  • Players are no longer invulnerable after surrendering in a duel.

  • Fixed an issue that was causing lag in Warzones and Flashpoints.

  • Using strafe after using backwards strafe will now allow the character to move at full speed.

  • Players no longer receive rewards for participating in a single-player conversation with quests.

  • Fixed several issues that caused weapons to not sheath or unsheath properly.

  • Groupmates that are too far away or are in another phase when a chest is looted are no longer eligible to roll on that chest's loot.

  • Made overall improvements to the profanity filter.

  • French and German game clients now have their own profanity filters.

  • Invalid names can no longer be created by the random name generator.

TOR by numbers: a (very quick) stat primer

New game, new stats, new numbers to stack - isn't that how the story always goes?SWTOR's no different, fundamentally, from many other MMOs. Plus, to make things a little simple for the new player, each class basically has its own stat, so you won't spend a lot of time fighting with people who share your armor type - just people who share your class.

SWTOR actually does a lot better of a job recently as far as getting you used to seeing a certain stat on your gear. Early on in beta, quest rewards would sometimes offer you one stat or another, and unless you really enjoyed reading tooltips, it was kind of hard to tell what each stat actually did - so as a fledgling adventurer, you're left wondering, what stat do I want? I'm wielding a dual-bladed lightsaber - do I want Willpower or Strength? Troopers and Smugglers both use guns - but do I want Cunning or Aim? Or both? Those kind of questions naturally arose early on, but a lot of the gear from quests now passively points you in the right direction.

Here's a short rundown of what each of the stats you'll see means - most of them should look pretty familiar if you've got any MMO experience (and if you don't... welcome!).

(Reminder: this is beta, this is technically still subject to change, yadda yadda. Also my familiarity with the tank stats is pretty low; it's been my least-played role in the beta.)

Any screenshot below can be clicked to embiggen. Also, these screenshots were taken on a Smuggler, so some of the tooltips contain extra info that only applies to Smugglers (and Imperial Agents) - but it never hurts to look.

Primary Stats

Strength - the choice of melee beatsticks everywhere. The primary stat of Jedi Knights and Sith Warriors, this increases your aptitude in melee combat. It could be considered a secondary stat for Jedi Shadows and Sith Assassins, but certainly not at the expense of their primary stat, Willpower - and finding both together on one item is rare. For those classes for whom it is a primary stat, Strength will increase the damage and crit chance of their melee abilities. Sample Item: Ascendant Warlord's Lightsaber, a weapon geared towards melee DPS.

Presence - the amazing solo stat. Presence, as you can see, enhances your companion's damage, health, and healing - it's the all-purpose companion stat. Mostly useful for soloing, but I could see it having some use if, say, you needed your companion to fill a role in a flashpoint for a missing player character. Notable in the above screenshot is that Presence is one of the few stats that doesn't increase crit chance - your companion's crit chance is improved by their own stats & gear, most likely. Sample item: Advanced Command Augment 14, which isn't actually a piece of gear so much as it is an augment to upgrade other pieces of weapons and armor.

Aim - it comes between "ready" and "fire" for a reason. Largely the purview of Republic Troopers and Bounty Hunters, this is also an occasional secondary stat for Imperial Agents and Smugglers. Aim, as it says, increases aptitude with ranged weapons, and for the troopers and hunters, it increases the damage, crit chance, and healing (yes, healing) of their abilities. Sample item: M-008 Deadeye, a ranged DPS blaster rifle. Healers would probably look to replace the accuracy with alacrity or crit rating - heals can't miss, after all.

Cunning - for those of us who use our brains... to tell us when to shoot first. Cunning is the primary stat, as you can probably tell from the info in the screenshots, of Smugglers and Imperial Agents, and a secondary stat for Troopers and Bounty Hunters. Cunning covers ranged damage/crit and tech damage/crit - and tech is what Smugglers and Agents do best. Sample item: Ace in the Hole, an off-hand blaster pistol (meant entirely for the Gunslinger class, more or less).

Endurance - it's what keeps you alive, literally. Endurance shows up on almost all your gear, and serves to increase both health and out-of-combat health regen. Everyone will get some of it pretty much by default, but the six tank specs (that's Vanguards, Powertechs, Sith Juggernauts, Jedi Guardians, Sith Assassins, and Jedi Shadows, for those of you keeping track at home) will probably want the most of it. Sample item: Ascendant Guardian's Lightsaber, a tank's lightsaber, with high amounts of endurance, a threat stat (accuracy), and a defense stat (absorption).

Willpower - for our Force-using friends. The primary stat for the Jedi Consular and Sith Inquisitor - yes, even the melee Advanced Classes in each of these! - and the (very rarely used) secondary stat for the Sith Warrior and Jedi Knight. These increase the Force damage and healing of your Consular and Inquisitor powers - and if you're a Shadow or Assassin, they'll increase your melee effectiveness too. Sample item: Ascendant Consular's Lightsaber, meant for our caster-type Force-users - the alacrity is a good indicator of this.

Expertise - the vaguest stat in the land. "Increases your effectiveness in PvP combat" - what does that mean exactly? Well, as it turns out, Expertise makes you better at everything in PvP combat, as these three screenshots show - dealing damage, healing, and resisting damage to and from other players in PvP only. Sample item: Battlemaster Combat Medic's Cannon, a trooper assault cannon meant for healers.

Secondary Stats

Power - overwhelming? Power (which can show up on items as the more generic "power" or occasionally the more specific "Force power" or "tech power") is a simple statistic that increases tech or Force powers'... power. Redundant much? Basically power makes you better at whatever it is you do - more damage, more healing. Sample item: Colicoid Watchman Scattergun, an off-hand item for Scoundrels which would improve either their damage or their healing, depending on how they've allocated talents. (The accuracy is better for damage-dealing scoundrels, though.)

Crit Rating and Surge - two closely related stats. Crit increases your crit chance, while surge increases the effect of your crits. Simple enough. Sample item: Battlemaster Force-Master's Focus, sporting both crit and surge, meant for PvP casters or healers of the Sage or Sorcerer variety.

Alacrity - it's like someone checked the thesaurus for "haste" and just used the first one they found. Alacrity increases the activation time of non-instant abilities. It does not affect the global cooldown, which seems to be constant.  Sample item: Ultratech Combat Medic's Enhancer.

Accuracy - straightforward, although unfortunately lacking in good screenshottage. Accuracy helps you hit. But there's a plus side - once you pass 100% accuracy, accuracy also helps you start bypassing armor and resistance! The concept of a 'hit cap' is thus somewhat lessened - more hit will still help you do damage, even past 100% hit.

Tank Stats - sadly, I do not have a good screenshot for these, largely on account of not having any of those stats. Here's a quick rundown, though.

  • Shield Rating - the chance that a shield will be triggered in reaction to an attack. Shielding is useful for all tanks (even the Assassin and Shadow, who somehow have an invisible third hand to use a shield generator - maybe they're holding it with the Force).

  • Absorption Rating - the amount of damage absorbed when your shield activates. Easy-peasy.

  • Defense Rating - increases parry (turning aside ranged attacks) and deflection (turning aside ranged attacks) at an equal rate.

  • Resistance - applicable to any one of TOR's four damage types, which are Kinetic, Elemental, Internal, and Energy. Elemental and Internal damage bypasses armor. Kinetic and Energy do not seem to do so. If an attack doesn't say what it is, thus far, you can safely assume it's Kinetic.

  • Glance Rating - to be honest, I have no idea what this is. It's possible it's one of the other stats under a new name.

That just about wraps it up for stats. Special thanks to Gankstah's Tanking: A Primer -  FAQs for help in deciphering the tank stats. It's a good read if you're interested in the meat and potatoes of tanking - it actually contains a good deal of the formulas for deciphering how to convert from rating to chance of resistance, shield, et cetera.