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SWTOR updates to Patch 2.7 Class Changes

An addition round of changes were added to the SWTOR Patch 2.7 proposed class changes.

These changes are in addition to the earlier proposed changes which you can find here. These changes have being added to the original post.

Guardian

As we mentioned earlier, here is an update to some of the Guardian changes coming in 2.7:

Sentinel

Below is an updated change to one of the changes coming for Sentinels. All of the other changes still stand.

Juggernaut

As we mentioned earlier, here is an update to some of the Juggernaut changes coming in 2.7:

  • When using Smash, secondary targets will still be affected by the bonus damage granted by Decimate.
  • Threatening Scream now immediately reduces threat by a moderate amount while not in Soresu Form.

Marauder

Below is an updated change to one of the changes coming for Marauders. All of the other changes still stand.

  • When using Smash, secondary targets will still be affected by the bonus damage granted by Decimate.

Sorcerer

Here are some additions to the Class changes coming to Sorcs in 2.7:

swtor-patch-2.7-sorcerer-corruption-changes

Sage

Here are some additions to the Class changes coming to Sages in 2.7:

swtor-patch-2.7-sage-seer-changes

Scoundrel

Here are some other changes currently planned for Scoundrels in 2.7:

Operative

Here are some other changes currently planned for Operatives in 2.7:

  • Flashbang now only affects a single target.
  • Preparedness will additionally allow Flashbang to blind up to 5 targets within 5m.
  • Shadow Operative Elite will now give the Exfiltrating Operative a short window of defense against all attack types (which stacks with Exfiltrate’s normal defense bonuses).
  • Escape Plan will now reduce Shield Probe by 3/6 seconds. (Down from 7.5/15)

Sniper

Below are some additional changes you will see.

  • Entrench is no longer removed when you leave cover. However, you must return to cover to gain the protection offered by Entrench.
  • Flashbang now only affects a single target.
  • Hold Your Ground will now reduce the cool down of Shield Probe by 3/6 seconds. (Down from 7.5/15 seconds)

Gunslinger

Below are some additional changes you will see.

  • Hunker Down is no longer removed when you leave cover. However, you must return to cover to gain the protection offered by Hunker Down.
  • Flash Grenade now only affects a single target.
  • Hold Your Ground will now reduce the cool down of Defense Screen by 3/6 seconds. (Down from 7.5/15 seconds)

Source: http://www.swtor.com/community/showthread.php?p=7228981#edit7228981

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

62 replies on “SWTOR updates to Patch 2.7 Class Changes”

the only nerf we got was that shield probe/defense screen has a tiny bit longer cd with Escape plan/Smuggled Defense nothing other, the flashbang/flash grande was nerfed only for snipers/gunslingers

Look at what it says –
Operative

Here are some other changes currently planned for Operatives in 2.7:

Flashbang now only affects a single target.

actually if u look at the link to the earlier changes their adding shield probes cooldown will be reduced to 20 seconds which is why the skill tree reduction has been reduced

yeah so its only snipers that have flash bang on singel target since u get the skill preparedness when u choose operative as your advandce class that does it still is 5 target for operatives,

So… with the earlier posted changes, how Shield Probe will only last 10s BUT absorbs slightly more damage AND has it’s base cd reduced to 20s (with the new talent in Concealment/Scrapper it’s reduced by 6s)… that’s a nerf? I mean, in Concealment/Scrapper you’re able to shieldprobe yourself every 14s down from every 45s it used to be… That is a huge buff.

Exfiltrate/Scamper will give a defense buff against all attack types it seems now, not just melee/ranged. On top of that it’s not costing any energy anymore, but is limited to being used twice before going on a 10s cd. So we can now use it both offensively and defensively because it doesn’t screw energy management anymore .

Operatives/Scoundrels will still have the mass-mezz on their flashbang if you read the description of the next skill Prepardness/Street Tough, which they get upon choosing the respective advanced classes.

Love your work Dulfy! Keep it up! Just FYI, the mouse-over tip for Focal Lightning is displaying the information for Lightning Strike.

So this is completely unrelated but, why does the Comet Breaker’s slug railgun UI http://steamcommunity.com/profiles/76561197961039656/screenshot/598155147155414601
have such a smaller circle wherein you are allowed to fire compared to the Quarrel’s?
http://steamcommunity.com/profiles/76561197961039656/screenshot/598155147155394952
I have the same crew members assigned to both ships. Is there some ship component attribute that controls this, or is this just something inherit to the offensive gunships that’s intended to make their railguns harder to use?

Yeah, I’m pretty upset about this change. This is a pretty major stealth-nerf for Jugg/Guard PvP, esp. for those just reaching 55 PvP, where taunts are an important way to medal while gearing for actual DPS.

Also seems unnecessary – unlike the Smash/Sweep nerf, I haven’t seen much QQ about Jugg/Guard taunts in PvP…

That makes sense then… but geez… is it too hard to make just a new ability? lol

I still liked my aoe off taunt in ops or FPs, shouldn’t perhaps really use it but there may be sitautions it could relieve someone who’s important on the field than yourself.

It was a great way for really skilled Guardian DPS to have some extra utility. Popping your AoE taunt +saber ward etc can potentially save a wipe and make you a hero. I don’t think they even thought about that when they decided on this change.

how come there arent any changes to assassins? imo we could use a lot better mobbing skills…lacerate doesnt cut it, so much force used for such little dmg

Dummy parses it seems are extremely unbalance. However, in real operations I parse just as high or higher than our sorcerer, sniper, and marauder consistently on almost every fight. So I’m not sure if most assassins just have their gear setup wrong or need to learn to play better. Either way there shouldn’t be such a disparity in dummy parses, especially now that we have the armor debuff for the dummy as well and being able to use executes.

Wow ! “Flashbang now only affects a single target.” But but … :”( Great, now everyone and their grandmothers is going to be a cybertech and use that silly earthquake grenade.

Flashbang/Grenade now only affects a single target.

I find myself overwhelmed with an abundance of logic. /sarcasm

Like how a saber in your back doesn’t kill you?
Or how explosions hapen in space?
It’s a game, logic is only a nice bonus, but completely unneccesary

Sooo… Smugglers can blind 5 people, and Agents doesn’t?? Or just missed something??
I think the trees need to be identical.

When my sniper got lost in desert (SV ops), I used flashbang + orbital strike to get rid of adds. Now they nerfed both… thank u BW, with every next agent class change I’m closer to unsubscribing.

Oh woe is you your OP class got nerfed now you get to play on an even playing field with everyone else, life is just too hard.

If os was op then death from above also is.
Not to mention that using past tense is totally correct. did.

Wait…..are they making it so singularity/decimate WILL hit secondary player characters or just secondary NPC. I’m confused.

Threatening Scream now immediately reduces threat by a moderate amount while not in Soresu Form.

stance dance incoming

How would this create a stance dance issue?

A dps who swaps into tank just to scream and then back to dps would burn 3 gcd’s and, if the main tank is actually competent, by the time they got off the Scream it would have already been taunted off him.

And in PvP, it does nothing, as threat is non-existent.

Uhhhh, I dunno how your alls reading skills are…but I thought I read “Threatening Scream now immediately reduces threat by a moderate amount while NOT in Soresu (Tanking) form.”

So yeah, how the hell would this create a Stance Dance if you’re getting a proper amount of threat reduction by not having to swap forms?

I’ve been on my level 50 Sage (and Slinger) the last 5 nights doing my old dailies on Black Hole and Section X for quick credits and some guys were talking about the nerfs etc. when it dawned on me. These supposed “balance” nerfs are actually to get the system setup so 51-60 feels more powerful. So 50 feels weaker now. I have run the dailies 100’s of times (minimum) so I know how fast the mobs should drop and from what powers. Def. feels less effective now.
This makes me want to re=sub so I can get to 55 on all my alts just so I can feel like I did back when 50 was the highest you could go. Dirty trick EA! And sadly. it’s working. x(

Flashbang for sniper only effects one person? Kind of an extreme nerf considering this is a class that requires planting to set up it’s best shots and is often mobbed by attacking groups.

Hardly idiocy from a game mechanics standpoint. The amount of CC the class can wield is out of scale with their supposed ‘fragility’. If you want it to affect more, you can take the additional skill ‘Preparedness’.

So now your sniper has the same survivability as many other classes. These decisions aren’t made in some bubble. The Devs have a wealth of data showing how long classes survive, how much damage they do/they mitigate between deaths, and all sorts of other metrics that measure a classes performance.

Snipers have more survivability and do more ‘damage’ between deaths than they should, they fall outside the norms which means your enjoyment as a sniper comes at the expense of other peoples enjoyment in their classes. To mitigate their survivability and bring them more in line with other classes they had some things changed.

Some of the changes are beneficial. The entrench changes are big. Hold your ground changes are nice, etc.

If you think there is some magic group that looks at fancy metrics then you are horribly wrong. The class balances are made by 1 man. He plays a sniper in pve and a sin in pvp. Look how that turned out.

He “had” to nerf snipers due to qq in pvp (which he doesn’t play a sniper) so he nerfs something that will have no effect in his pve world. He “had” to nerf orbital due to the same qq, but directed at the ability itself.

F§$%& U BIOWARE – an AGAIN an asskick for agents & smugglers…. why dont you just delete the class…:(((((((((((((((

^^Totally a reasonable response to a class being brought back down into line with all the other classes.

I don’t believe Powertechs/Mercs or Sith Warriors have AOE stuns. I left Sith Inquis’s out due to the fact they have a plethora of stun types to choose from.

You should let people know that Preparedness/Street Tough is a passive for all scoundrel specs so they know that it’s only snipers with the aoe stun nerf.

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