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SWTOR 3.0 Shadow and Assassin Class Changes

SWTOR 3.0 Shadow and Assassin Changes from SWTOR’s third class discipline developer blog.

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Game Update 3.0 Class Changes: Shadow + Assassin

Hello everyone!

In case you missed our other Game Update 3.0 Class Changes blogs, the purpose of this blog is to let Jedi Consulars know some of the major changes that are coming in the 3.0 update. Please keep in mind that this blog is not a comprehensive list of every single Jedi Consular change. Also, please note that the content described in this blog is still under development, so anything mentioned throughout this blog is still subject to change (especially any exact numbers or percentages that may be mentioned).

Probably the most substantial base class change specific to Jedi Consulars is the change to Force Potency that allows it to increase the critical chance of other channeled Force abilities like it already does for Telekinetic Throw. This means that Forcequake, Cascading Debris, and Healing Trance (in addition to Telekinetic Throw) all now have their critical chance increased by Force Potency, and each use of these channels will consume one charge of Force Potency.

Shadow

Shadows have received a few quality of life improvements in the update. They will find that Force Cloak no longer prevents healing done or received while active. Also, Whirling Blow’s cost and damage have been readjusted to make it easier to use the ability rotationally. Additionally, all Shadows now gain the following passive abilities:

Technique Mastery: Improves the effect of your techniques while they are active:

  • Combat Technique: Increases internal and elemental damage reduction by 10%.
  • Force Technique: Increases the critical hit chance of Force Technique by 50%.
  • Shadow Technique: Increases your armor penetration by 10%.

Force Synergy:Critical hits with Force attacks increase your melee critical chance by 5% for 10 seconds.
Applied Force: Increases the damage dealt by Double Strike, Whirling Blow, Spinning Strike, Clairvoyant Strike, and Serenity Strike by 5% and reduces the Force they consume by 3.

Kinetic Combat

Kinetic Combat Shadows get a new passive ability that increases shield absorption by 30% for 20 seconds when Force Potency is used. They also get another passive ability that increases the damage Whirling Blow deals to targets that have their accuracy reduced. In addition to these passives, Kinetic Combat Shadows also get the following new active ability:

Cascading Debris: Deals kinetic damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. Shares a cooldown with Telekinetic Throw.

Overall, the Kinetic Combat discipline should feel quite familiar to most Shadow tanks.

Infiltration

Infiltration Shadows are granted a new passive ability that increases the critical chance and the critical damage bonus of Whirling Blow to help them in the area damage department. They are also granted another new passive ability that increases the damage dealt by Whirling Blow, Clairvoyant Strike, and Spinning Strike to boost their melee damage output. Like Kinetic Combat Shadows, they also get one new active ability:

Psychokinetic Blast: Blasts the target with the psychokinetic power of the Force for kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. Shares a cooldown with Project.

Shadow Technique has also been modified so that it normally only triggers off of melee attacks. This prevents Force Breach from unintentionally generating and instantly consuming a stack of Breaching Shadows when used, while the skill that allows Project, and now Psychokinetic Blast, to generate a stack of Breaching Shadows remains intact.

Serenity

Serenity (formerly known as Balance) Shadows gain a new passive that allows Force in Balance to spread their Force Breach and Sever Force periodic effects to the unaffected targets it damages, as long as one of the targets it damages is affected by those periodic effects. Unlike the other two Shadow disciplines, Serenity gets two new active abilities:

Serenity Strike: Redistributes life from an enemy, dealing weapon damage to the target and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.
Vanquish: Vanquishes the target with mighty force, dealing kinetic damage initially, plus additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares a cooldown with Mind Crush.

Serenity should feel rather familiar to current Balance Shadows, even though it has an additional attack to use rotationally and some new functionality that it previously lacked.

Utilities

Most of the utilities available to Shadows will be familiar to players of the class, but there are also a few new utilities. Here are some examples of the new utilities:

Force Harmonics: Reduces the cooldown of Force Wave by 2.5 seconds and Force Potency grants 1 additional charge when activated.
Cloak of Resilience: Activating Force Cloak grants 2 seconds of Resilience.
Sturdiness: While Deflection is active, you are immune to stun, sleep, lift, and incapacitating effects.


Hello everyone!

In case you missed our other Game Update 3.0 Class Changes blogs, the purpose of this blog is to let Sith Inquisitors know some of the major changes that are coming in the 3.0 update. Please keep in mind that this blog is not a comprehensive list of every single Sith Inquisitor change. Also, please note that the content described in this blog is still under development, so anything mentioned throughout this blog is still subject to change (especially any exact numbers or percentages that may be mentioned).

Probably the most substantial base class change specific to Sith Inquisitors is the change to Recklessness that allows it to increase the critical chance of other channeled Force abilities like it already does for Force Lightning. This means that Force Storm, Depredating Volts, and Innervate (in addition to Force Lightning) all now have their critical chance increased by Recklessness, and each use of these channels will consume one charge of Recklessness.

Assassin

Assassins have received a few quality of life improvements in the update. They will find that Force Cloak no longer prevents healing done or received while active. Also, Lacerate’s cost and damage have been readjusted to make it easier to use the ability rotationally. Additionally, all Assassins now gain the following passive abilities:

Charge Mastery: Improves the effect of your lightsaber charges while they are active:

  • Dark Charge: Increases internal and elemental damage reduction by 10%.
  • Lightning Charge: Increases the critical hit chance of Lightning Charge by 50%.
  • Surging Charge: Increases your armor penetration by 10%.

Exploitive Strikes: Critical hits with Force attacks increase your melee critical chance by 5% for 10 seconds.
Thrashing Blades: Increases the damage dealt by Thrash, Lacerate, Assassinate, Voltaic, and Leeching Strike by 5% and reduces the Force they consume by 3.

Darkness

Darkness Assassins get a new passive ability that increases shield absorption by 30% for 20 seconds when Recklessness is used. They also get another passive ability that increases the damage Lacerate deals to targets that have their accuracy reduced. In addition to these passives, Darkness Assassins also get the following new active ability:

Depredating Volts: Deals energy damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. Shares a cooldown with Force Lightning.

Overall, the Darkness discipline should feel quite familiar to most Assassin tanks.

Deception

Deception Assassins are granted a new passive ability that increases the critical chance and the critical damage bonus of Lacerate to help them in the area damage department. They are also granted another new passive ability that increases the damage dealt by Lacerate, Voltaic Slash, and Assassinate to boost their melee damage output. Like Darkness Assassins, they also get one new active ability:

Ball Lightning: Blasts the target with a ball of lightning for energy damage. Standard and weak targets are additionally stunned for 3 seconds. Shares a cooldown with Shock.

Surging Charge has also been modified so that it normally only triggers off of melee attacks. This prevents Discharge from unintentionally generating and instantly consuming a stack of Static Charge when used, while the skill that allows Shock, and now Ball Lightning, to generate a stack of Static Charge remains intact.

Hatred

Hatred (formerly known as Madness) Assassins gain a new passive that allows Death Field to spread their Discharge and Creeping Terror periodic effects to the unaffected targets it damages, as long as one of the targets it damages is affected by those periodic effects. Unlike the other two Assassin disciplines, Hatred gets two new active abilities:

Leeching Strike: Saps the life away from an enemy, dealing weapon damage to the target and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.
Demolish: Crushes the target with devastating force, dealing kinetic damage initially, plus additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares a cooldown with Crushing Darkness.

Hatred should feel rather familiar to current Madness Assassins, even though it has an additional attack to use rotationally and some new functionality that it previously lacked.

Utilities

Most of the utilities available to Assassins will be familiar to players of the class, but there are also a few new utilities. Here are some examples of the new utilities:

Audacity: Reduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated.
Shroud of Madness: Activating Force Cloak grants 2 seconds of Force Shroud.
Dark Stability: While Deflection is active, you are immune to stun, sleep, lift, and incapacitating effects.

Source: http://www.swtor.com/info/news/blog/20141111

By Dulfy

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

44 replies on “SWTOR 3.0 Shadow and Assassin Class Changes”

Dark Stability is going to make Huttball so much easier… Then again, Darkness Assassins always felt a bit easier to take down than PTs and Juggs when they had the ball, so it might be a welcome change for them.

According to their Twitch channel:

-11/13/2014 THUR at 4PM CST: Sith Inquisitor / Jedi Consular

-11/21/2014 FRI at 4PM CST: Sith Warrior / Jedi Knight

-11/26/2014 WED at 4PM CST: Smuggler / Imperial Agent

As for the changes themselves, I’m hoping Mara/Sent gets the equivalent of Dark Stability. But even if they don’t, it’s a step in the right direction.

“As for the changes themselves, I’m hoping Mara/Sent gets the equivalent of Dark Stability. But even if they don’t, it’s a step in the right direction.”

Datamining shows that Force Camo will get a similar buff to it if you choose that utility. Currently, only Carnage Marauders get that now. You can also choose to activate Cloak of Pain while stunned if you choose a certain utility skill.

There are some damage nerfs to Shadows not mentioned in the blog that have been revealed by datamining. Similar to BH/Troopers: some attacks/heals were nerfed, others were buffed.

No utility nerfs though and with the exception of Serenity, the rotation will be identical to before.

Where did you get the idea that Sin/Shadow is the strongest PVP class? Because it’s not according to the leaderboards, and this reflects my experience as well. Not to turn this post into a class balance debate, but there’s a reason Jugg/JG seems to be FOTM. In fact, if other classes get abilities similar to Sturdiness/Dark Stability, Infiltration/Deception will actually be weaker than it is now. I’d recommend waiting until we have all the details on class changes before crying wolf (personally hoping for a complete overhaul of UR/GbtF).

“Where did we get the idea that Sin/Shadow is the strongest PvP class?” are you trolling? have you ever seen any tournaments? it`s always a sin/shadow that wins it. I really don`t like that Dark stability ability, you want them not to waste shroud with combat stealth fine then i`m ok with that but another 12 secs of cc immunity via deflection is OP as sht………….+ how do we stop them in huttball? atleast a jugg is CC immune only for 4 seconds and if he has who to leap.

“atleast a jugg is CC immune only for 4 seconds and if he has who to leap.”
We have yet to see what jugg changes are like, from the last stream they are the tanks with the biggest changes.
We have 2 advances classes with no data on them guys, calm down on the “Sins OP, WTH BW biased!!!” train…

well yes 4 seconds CC immune vs 3 sec shroud+12 deflection and bonus 2 sec upon vanishing. And if he has who to leap part part was to show that it`s restrictive by certain factors unlike popping shroud/deflection on demand

But you’re still comparing using out of date info, is what I’m getting at, for all we know juggs will get the same or ever better.
This may be norm now for all we know, all tanks get a Hydrolic Override like skill.

well i have not played for some time due to my free time constrictions, so feel free to correct me if i am wrong. My guess for making assassin immune to incapacitation is his rotation. Assassin have to actively maintain his damage mitigation with Dark ward. If you stun him at the right time he has to rely only on his light armor. Other tank classes do not have this limitation so incapacitation is a lesser issue for them. So as an assassin tank i would take even slowing down to no movement at all quite preferable to incapacitation. Thats my guess why BW chose this path. Also shroud/deflection is not something you can pop every 10 seconds, therefore i am not sure how often you will see it in use during a fight.

Also this is just preliminary information. It is too early for firm conclusions.

Yes!! I disagree with the hysterics “OMG BIOWER NERF” crowd, so I must be trolling!

Sorry to break your bubble, but PVP is not about dueling tournaments where you get to wave your epeen around, it’s about objective-based matches or team arenas. And in neither of those environments are sins “the strongest” class. as evidenced by the leaderboards. Anecdotal evidence is anecdotal.

How do you stop them in Huttball? Have you heard of slows/roots/physics? Those aren’t affected by Dark Stability. You are welcome.

you have eye sight issues? where do u read me saying anything about nerfs??? i just think they are unnecesarelly buffing the class while leaving other in the dust the 2 sec shroud on your vanish fine i don`t mind that buff but 12 seconds cc immune on deflection is overkill

You don’t know that they are leaving others in the dust because we don’t have all the pieces yet. From the looks of it, CC will be displaced by slows.

Oh, and from Miner’s stream, Guardian/Juggernaut gets a utility that adds immunity to movement-impairing effects to Enure/Endure Pain and boosts speed by 50% (cf Hydraulic Overrides/Hold the Line 30% speed increase), which you could pop after triggering Unremitting/Unstoppable.

In short, I don’t think it’s Shadows/Assassins that you will need to watch out for in Huttball, bro.

https://www.youtube.com/watch?v=_UUZvpb6z14&feature=youtu.be&a

But we don’t know the numbers they can output now, for all we know they got nerfed to the ground…
Also we haven’t seeing all classes yet either, give it some time before you call foul.

Sins/Shadows are a strong solo PvP class, but are far from the strongest. They are harder to fight, but 9/10x are beatable. Most people see stealth, damage output, and stuns and scream OP. You have to realize how to fight a Sin, it isn’t DoT, DoT, hardest hitting attack balls to the wall. You need to learn their rotation and how to counter it. As a DPS Powertech, I can destroy a medium/bad Sin. Really good Sin solo fights are won simply by how often/how much you crit.

The strongest PvP class right now would be a Jugg/Guardian or a really good Sorc/sage. But it comes down to a matter of skill, not gear, class, or spec. (Except a Healer vs. Tank fight.)

I’m the same on my VG, I expect to walk away from most 1v1s against shadows/ assassins or at least take them out with me

Thats bc pyro/assualt got a HUGE buff a few patches back for the pt/vg class. Its also a 3 button spec easy mode class to play lol

Totally agreed about Juggernaut. Best solo survivability (you basically need to go through double life of jugg with great defenses when fighting him) and on top of that pretty high damage (one of the highest, I would say). The only class who can 1v1 a jugg is another jugg 😀

I’ve never played a Inquisitor/Consular Tank, but I’ve heard they were “inferior” to other classes filling the role. Is that true? And, if so, do you guys think the 3.0 changes will take them up to the other tanks level?

They are in no case worse than other tanks. They are just different. And most of this difference makes it harder to learn and harder to play decently but a good Shadow tank is not generally worse than Vanguard/Guardian. Of course some fights would favor one against the other but they are very good tanks and more interesting ones as most of their mechanics involve some form of active mitigation.

It’s annoying to have the Shadow/Assassin tank armor boost be a click power, not a toggle, but I don’t know whether the game engine can handle toggles without some arcane workaround like making it a pseudo-pet that you ‘summon’, which applies the armor boost while it’s there (and would thereby suffer from all the things that cause your pets to randomly disappear).

Wait, what?

Dark Charge and Combat Technique are toggles.

Are you talking about the shield chance boost?

Shadow/Assassin tanks have great aggro skills especially for groups of enemies. The only thing you could say is that at certain moments you notice that they can be a bit susceptible to spike damage because they do have a lower armour rating than their counterparts. On average though they tend to mitigate more damage. Also the boost from the circle they can drop on the floor to increase healing is nice to have. All in all I certainly wouldn’t call them inferior tanks. That issue still lies with the individual player 😉

Loving the new changes to Sins. I’m a Madness Sin so it’s all good. I don’t like the NERF on damage but I’ll deal I guess. With all the new changes to each of the former trees it’s going to be fun switching between them. Shoot I’m going to have to get another set of gear just to try tanking! Awesome and really bringing some new life back to the game. I was pretty negative before but I’ve decided I’ve changed my mind.

Lord Trok cleaned my clock last night, trying to do the DK bounty with my tank assassin. I now really miss the healing component of Harnessed Shadows! I’m curious to see how things will shake out with the Disciplines; I’ve long considered the Assassin to be the “king of classes”, but it’s not perfect. It’s always fun to try new stuff.

None of those are part of the regular rotation anyway. It’s a very, very marginal nerf. I’m hoping that they will make Recklessness not be consumed by those abilities, too.

I’m interested in the new ability sturdiness/dark stability, so it’s going to add a cc I immunity for the 12 seconds deflection is active. So I can pop off 2-3 uninterrupted rotations? Not anyone will be safe, the perfect “dueling” utility this may be a game changer

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