Looking at the skill trees right now, been through my Smuggler specs now. As a whole I like it, while there was some complete changes to some skills (like Holdeout Defense in Dirty Fighting which now increase your movement speed for two seconds after using Pistol Whip rather than increasing Pistol Whip damage) I had not problem finding something I liked.
Were some places where skills now have room for more skill points but also become more effective, like Flanking in Scrapper which is now a 2 point skill but putting in two point lowers the Back Blast energy cost by 10, the old one maxed at 5. Some skills also required fewer points to max but still have the same effect like Sneaky in Scrapper.
For sawbones scoundrels it seem like we should be a bit more energy efficient in 2.0. Didn't exactly run through the numbers but there are some new energy conserving things in there like the new Puissant Poultices which increases the healing of Slow-release Medpac and Kolto Cloud, increases the duration of Kolto Cloud and lowers the cost of Slow-Release Medpac.
Going to have a look at the other classes now.
EDIT:
Looking at sages. First things first, stunbubbles won't be as annoying, the stun effect is still there but only on bubbles place on yourself.
The Telekinetics tree has changed quite a bit, to be specific a lot of things have moved around but there is some new stuff in lower areas as well. There are several new skills building of Telekinetic Wave. Reverberation is now just a two point skill rather than the old five but still has the same effect, I always thought it was a bit boring how Reverberation sat there alone in its tier. Might give telekinetic another go in 2.0.
Balance looks mostly to be mostly the same. Upheaval is no longer in the balance tree but is instead a tier one Telekinetic skill, Drain thoughts (previously tier 5) takes the place of Upheaval and is replace by a new skill. Once change I really like is that
I can't really speak much for the changes to Telekinetics and Balance since I've been sticking with my good old hybrid build which still looks like it should be viable. A lot of icons have changed, saw some of this on the smuggler but not to this extent.
Seer has a whole bunch of changes, many quite interesting.
- For starters in tier 1 there is now a skill called Psychic Suffusion which makes Force Wave heal yourself and affected allies, can't tell how much from skill calculator of course but sounds nice.
- The healing pushback skill is now just one point but just as effective.
- Since Force Armour no longer has a cooldown Preservation now instead reduces the duration of Force-imbalance.
- Conveyance remains the same. That's good, relearning how it works was a pain last time.
- Egrees is no longer dependant on Presevation and is now instead just a separate skill. Instead there is now Life Ward which has Preservation as a pre-requisite, Life Ward makes your force Armor and Force Barrier Heal you for up to 1% of your total health every second for as long as they last. Might be nice.
- Resplendance works differently. Instead of just making noble Sacrifice activate without degenerating force it now has a 50%/100% chance to build a charge ofResplendance (doesn't say how many is max). When you have charges Noble Sacrifice will activate without degenerating force and consume one charge and Salvation will Activate 33% faster per charge and consumes all charges.
- Clairvoyance no longer has the extra hit chance.
- Tier 7 has three new skills which are as follows: Master speed which increase the duration of force-speed by 0.5 (wow!), in addition to this, when Force Barrier (the new active skill at lvl 51) ends any active cooldown of force speed is finished. The next skill is Force Warden which makes Healing Trance channel and tick 6/12/18% faster. The third skill is Amnesty which reduces the duration of Noble Sacrifice's Force degeneration effect by 3 seconds and makes Force Barrier purge the degeneration effect, not all that exciting.