SWTOR 3.0 Marauder and Sentinel Class Changes

SWTOR 3.0 Marauder and Sentinel Changes from SWTOR’s fifth class discipline developer blog.

Game Update 3.0 Class Changes: Sentinel + Marauder

Hello!

We’ve put together this blog to inform Jedi Knights of the major changes that are coming in the 3.0 update. Just a couple of disclaimers before we jump in: this blog is not a comprehensive list of every single Jedi Knight 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). Okay, let’s get started!

In 3.0, the most significant change found in the Jedi Knight base class is the absence of Riposte. This ability has not gone away completely, but it has undergone some changes in functionality and has become specific to the Guardian advanced class. We will cover this change in more detail when we get to the Guardian section, but first, we will cover what is new for Sentinels in the 3.0 update.

Sentinel

As mentioned in the previous section, Sentinels no longer have access to the Riposte ability. We made this change because the Sentinel disciplines did not really support the use of Riposte, and except for a few rare cases that involved dealing a little extra burst damage here or there, using Riposte was actually a poor use of focus for Sentinels.

Another change that Sentinels will notice is that Crippling Throw has been removed from the game, but the healing received debuff it provided has been rolled into Leg Slash, while the damage of Leg Slash has been adjusted to compensate for this addition. We made this change to streamline the Sentinel experience a bit – because in most cases where you wanted to apply one of these debuffs, you also wanted to apply the other one. The final result of these changes is that Leg Slash is now far more about the debuffs it applies, rather than the small amount of damage it inflicts, to enemy targets.

In addition to these changes, all Sentinels will have access to the following two passive abilities:

Focused Slash: Slash, Cyclone Slash, Dispatch, Blade Rush, Merciless Slash, and Concentrated Slice refund 1 focus when used. In addition, Zealous Strike beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
Valor: Increases the amount of Centering built by 2 when activating abilities that consume focus, and reduces the cooldown of Valorous Call by 30 seconds.

Many Sentinels will also notice that Cauterize is missing. It is not gone, but it has moved into the Watchman discipline. While it provided a sustained damage boost for all Sentinels, it was never intended to be used by any discipline other than Watchman, from a thematic perspective (note the lack of skills in the other trees that improve Cauterize). But fear not, for Combat and Concentration Sentinels will make up for this resulting sustained damage loss with other new abilities that they have gained.

Watchman

Watchman Sentinels are gaining a new passive skill that makes their Juyo Form and Merciless stacks build up twice as fast. They also get another skill that allows them to spread some of their burning effects to targets damaged by their Force Sweep, as long as one of the targets damaged by Force Sweep is already suffering from those burning effects. In addition to these new passives, Watchman Sentinels also gain a new active ability:

Force Melt: Calls on the power of the Force to melt the target, causing it to burn for elemental damage over 15 seconds.

Cauterize no longer has a cooldown, but to keep things interesting for this discipline, players will need to be able to successfully juggle three different burns, each of which has a unique duration, while also keeping Merciless Slash on cooldown in order to maximize their damage output.

Combat

Combat Sentinels gain a new passive ability that reduces the focus consumed by Blade Rush and Cyclone Slash by 1 each, during Zen. They also get another new passive ability that automatically triggers an Ataru Form attack on all targets damaged by Cyclone Slash. Force Health has wiggled its way over to Combat from the Concentration (formerly known as Focus) discipline to help the Combat discipline with focus generation. Additionally, Combat has gained a new ability:

Clashing Blast: Unleashes a powerful blast of Force energy at the target, dealing energy damage. The blast stuns standard and weak enemies for 5 seconds. Shares a cooldown with Blade Storm.

Precision Slash no longer ignores the global cooldown, but as a result, it now deals much more damage and increases armor penetration for 6 seconds instead of just 4.5 seconds. These changes, combined with the changes to alacrity (which now reduces the global cooldown and the cooldown of most abilities), mean that Combat Sentinels can rather easily sneak an extra attack into every Precision Slash window.

Concentration

Concentration (formerly known as Focus) Sentinels gain the following two new active abilities:

Focused Burst: Blasts the enemy target with a powerful burst of Force energy, dealing kinetic damage.
Concentrated Slice: Slices the target for significant weapon damage. Attacks with both weapons if dual wielding.

Concentration skills that affect Force Sweep now also affect Focused Burst, and this effectively causes Focused Burst to replace Force Sweep in the Concentration Sentinel’s single target damage rotation. Concentration Sentinels also gain a new passive ability that temporarily increases their defenses after using Concentrated Slice.

Utilities

Most of the utilities available to Sentinels will be familiar to players of the class, but there are a few new utilities as well. Here are a couple examples:
Expunging Camouflage: Force Camouflage removes all cleansable effects when activated.

Just Pursuit: Leg Slash consumes 2 less focus. In addition, using Leg Slash against a target already slowed by your Leg Slash immobilizes that target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.


Hello!

We’ve put together this blog to inform Sith Warriors of the major changes that are coming in the 3.0 update. Just a couple of disclaimers before we jump in: this blog is not a comprehensive list of every single Sith Warrior 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). Okay, let’s get started!

In 3.0, the most significant change found in the Sith Warrior base class is the absence of Retaliation. This ability has not gone away completely, but it has undergone some changes in functionality and has become specific to the Juggernaut advanced class. We will cover this change in more detail when we get to the Juggernaut section, but first, we will cover what is new for Marauders in the 3.0 update.

Marauder

As mentioned in the previous section, Marauders no longer have access to the Retaliation ability. We made this change because the Marauder disciplines did not really support the use of Retaliation, and except for a few rare cases that involved dealing a little extra burst damage here or there, using Retaliation was actually a poor use of rage for Marauders.

Another change that Marauders will notice is that Deadly Throw has been removed from the game, but the healing received debuff it provided has been rolled into Crippling Slash, while the damage of Crippling Slash has been adjusted to compensate for this addition. We made this change to streamline the Marauder experience a bit – because in most cases where you wanted to apply one of these debuffs, you also wanted to apply the other one. The final result of these changes is that Crippling Slash is now far more about the debuffs it applies, rather than the small amount of damage it inflicts, to enemy targets.

In addition to these changes, all Marauders will have access to the following two passive abilities:

Enraged Slash: Vicious Slash, Sweeping Slash, Vicious Throw, Massacre, Annihilate, and Furious Strike refund 1 rage when used. In addition, Battering Assault beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
Short Fuse: Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds.

Many Marauders will also notice that Rupture is missing. It is not gone, but it has moved into the Annihilation discipline. While it provided a sustained damage boost for all Marauders, it was never intended to be used by any discipline other than Annihilation, from a thematic perspective (note the lack of skills in the other trees that improve Rupture). But fear not, for Carnage and Fury Marauders will make up for this resulting sustained damage loss with other new abilities that they have gained.

Annihilation

Annihilation Marauders are gaining a new passive skill that makes their Juyo Form and Annihilator stacks build up twice as fast. They also get another skill that allows them to spread some of their bleeding effects to targets damaged by their Smash, as long as one of the targets damaged by Smash is already suffering from those bleeding effects. In addition to these new passives, Annihilation Marauders also gain a new active ability:

Force Gash: Summons dark Force power to gash the target, causing it to bleed for internal damage over 15 seconds.

Rupture no longer has a cooldown, but to keep things interesting for this discipline, players will need to be able to successfully juggle three different bleeds, each of which has a unique duration, while also keeping Annihilate on cooldown in order to maximize their damage output.

Carnage

Carnage Marauders gain a new passive ability that reduces the rage consumed by Massacre and Sweeping Slash by 1 each, during Berserk. They also get another new passive ability that automatically triggers an Ataru Form attack on all targets damaged by Sweeping Slash. Force Vigor has wiggled its way over to Carnage from the Fury (formerly known as Rage) discipline to help the Carnage discipline with rage generation. Additionally, Carnage has gained a new ability:

Devastating Blast: Unleashes a powerful blast of Force energy at the target, dealing energy damage. The blast stuns standard and weak enemies for 5 seconds. Shares a cooldown with Force Scream.

Gore no longer ignores the global cooldown, but as a result, it now deals much more damage and increases armor penetration for 6 seconds instead of just 4.5 seconds. These changes, combined with the changes to alacrity (which now reduces the global cooldown and the cooldown of most abilities), mean that Carnage Marauders can rather easily sneak an extra attack into every Gore window.

Fury

Fury (formerly known as Rage) Marauders gain the following two new active abilities:

Raging Burst: Blasts the enemy target with a powerful burst of Force energy, dealing kinetic damage.
Furious Strike: Strikes the target for significant weapon damage. Attacks with both weapons if dual wielding.

Fury skills that affect Smash now also affect Raging Burst, and this effectively causes Raging Burst to replace Smash in the Fury Marauder’s single target damage rotation. Fury Marauders also gain a new passive ability that temporarily increases their defenses after using Furious Strike.

Utilities

Most of the utilities available to Marauders will be familiar to players of the class, but there are a few new utilities as well. Here are a couple examples:

Expunging Camouflage: Force Camouflage removes all cleansable effects when activated.
Inescapable: Crippling Slash consumes 2 less rage. In addition, using Crippling Slash against a target already slowed by your Crippling Slash immobilizes that target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.

Source: http://www.swtor.com/info/news/blog/20141118?sf33808630=1

  • Atohiowas

    Can’t wait to see these in action!

  • PedroBear

    Great, so now the only people who are able to genuiely enjoy playing as combat/carnage are children from kindergarden…

    • John Kosto

      Why?

      • PedroBear

        They’ve already dumbed down the rotation in the last update (but I understand that), but now we’re apparently the only ones (besides infiltration shadows) who don’t get ANY new active ability

    • The Watchmen

      Why does very person that plays Combat/Carnage act like crying babies every time the Dev try to make the spec easier to play? Your Faceroll spec just got more Faceroll. Buck up buttercup and deal.

      • sv650Sftw

        To anyone calling Mara a faceroll class… Do you even play, bro?

        • The Watchmen

          Yes, why do you think my username is The Watchmen? /facepalm

          I played Combat for a long time as well. I understand that Bioware keeps taking a challenging and complex spec a ton of people took the time to Master and then make it until a spec anyone can play is quite annoying to those said “Masters”. Yes you took the time to know a hard to play spec, but you had to see this coming as well. Combat/Carnage was the most complained about spec difficulty wise for the longest time, and Bioware listened to those wanting to play it that couldn’t master it like a lot of us could. Why fault them for that when they are listening to the players for once? Relax, just play the damn class, and quit complaining it not hard enough for your mind to play.

          • Okamakiri

            Anyone who found the spec difficult to play, had the option of playing another spec, or another class all together. Now those of us who actually enjoyed the spec have no other choice to turn to. So it’s either live with the simpleton gameplay, or the leave the game.

            • Vodorlo

              Or you could go to a different spec if you don’t like the simplicity of it.

              • Okamakiri

                You mean the other two specs that are already simple? Especially the faceroll Fury/Concentration?

            • webhero77

              Though i can understand the melodrama, you have options. If you crave a challenge, try playing with one hand, or, on a serious note, experiment and build a “unique” rotation, etc. You feel personally victimized but if you take a step back, you’ll see we are all subjects to the whims the company makes to “improve” the overall balance/experience of the game from their point of view. /cynicism

              Though your voice is heard, it should be tempered with the knowledge that you are one of many, and decisions like this rarely come without thorough research into what the player base actually looks like. There is no way for Bioware to cater to everyone. And, if you are above a “simpleton’s” play style, you are the edge case, frankly. So i suggest finding a new challenge to suit your particular tastes. /soapbox

              On a general note, i’m interested to see what the trees/disciplines will actually feel like. It’s honestly hard for me to imagine it without actually using a practice dummy. :/

              • Okamakiri

                After suggesting that I should handicap myself in order to make the class challenging to play, I probably shouldn’t even bother replying to you. Regardless, I am not jumping to any conclusions yet, but I am certainly voicing my concerns (as are many others). I have already per-ordered the xpac, in the very least I will play through it and give the changes a try. If I can’t stand the new gameplay, I will as usual vote with my wallet. That’s the only voice corporations hear.

            • The Watchmen

              We know get that at least for a while, every Mara/Sent will be playing Fury/Concentration anyway. Why get so butthurt over something a ton of us will not be playing much in 3.0+

              • Okamakiri

                I have leveled and geared both a Mara and Sent to 55, but I will quit the game before playing Fury/Concentration. I can’t stand that spec.

          • itweb

            Those who wanted an easier spec could play anni or rage. There’s no reason this had to be mutually exclusive.

    • kingseven

      excuse them for trying to make the class more accessible to others that aren’t gifted by god in the ways of playing a sentinel

      • Okamakiri

        Maybe not every class needs to be faceroll simple? Some of us enjoy playing classes that require some dexterity, attention and precision timing. With every patch, they’re removing the elements that made this class interesting to play.

        • Ben Gimson

          ^^This. Pretty clear who the target audience is for this game. Children.

        • Arvorall

          I could not have said it any better

    • sv650Sftw

      Not to mention all the great utility Carnage had is now shared; I honestly can’t see anyone playing anything but Fury spec now.

  • Stanley White

    “Beat Down targets take 5% more damage from melee attacks” with this debuff and the overwhelm debuff “5% more damage from force attacks”, will that actually help out the assassin both ways since we use both force and melee attacks?

    • The Watchmen

      As with the talk in the live streams, these debuff are raid-wide, so anyone doing both melee and Force damage would benefit from the debuffs you listed.

  • Unperson

    Fairly uninspired, all around — I don’t do 4s or queue with a pocket healer so I’ll be sticking to my Juggernaut and the Marauder will continue to gather dust. Missing from that writeup are also utilities that allow to activate Cloak of Pain while stunned and a 7s Undying Rage. But unlike Enraged Defense, we still can’t pop Force Camo while stunned and UR is still a pain for team healers to deal with.

    Oh well, maybe in 3.1…

    • Bob

      Like that’ll happen.

    • sv650Sftw

      Don’t forget that both of those abilities now “remove all cleanable effects” and stun is now cleansable, thus Jug gets a second stun break, Mara doesn’t -_-

  • Okamakiri

    More dumbing down and they’re taking “Fus Ro Dah!” away from Carnage 🙁

  • Aslawk

    Well, Watchman is going to be harder :c

    • Vodorlo

      Combat is great, and still great, for pvp.
      Maybe not as much as in the past, but still great.

      • Honza Hladík

        combat would be great to pvp with close quarters skill from watchmen tree.. what i hate about that tree is that if you want to stay close to your target you need one more speel.. leg slash.. i dont usually use it, as long as i slow players from cauterize and can jump on them from metres all the time.. but now? two leg slashes 3sec imobilize? epic..

  • Noomi

    Is it just me or is the Marauder standing in Coruscant?

    • In the ruined jedi temple, destroyed by the Sith and currently still harboring many imperials/sith yeah 😀

  • Bob Bilbert

    Damage was reduced, for all classes, yet all classes have been given an “increase dmg from xyz” skill….
    All DoT trees seem to have the ability to spread DoTs now, which can no longer be cured, so it’s as if they want you to switch to range and abandon melee…

    • Vodorlo

      What is wrong with all of you? Wait and see what ranged is getting for 3.0!

      • Christopher Luther

        Well, arsenal/gunnery mercs/commandos got nerfed, so…

        • Vodorlo

          And what about snipers?

          • Christopher Luther

            They’ll probably be nerfed too, especially utility wise. That’s my guess.

    • sv650Sftw

      But DoT classes need to become viable, I mean, no one plays Pyrotech, Madness, Lethality, or Vengence right now…. oh wait, that’s what everyone already plays.

      • Strew

        I second that^^ like dots specs aren’t op enough right now in pvp and now they can spread and cannot be cleansed..I cannot wait to see that Madness^^

  • culpamea

    If alacrity speeds up everything, how is it going to be possible to fit more attacks into a precision slash window? The window should be faster as well. You should just be able to get more windows per minute…

    • KShrike

      I think they made it very clear that the window was not faster at all.

    • Christopher Luther

      It won’t decrease the amount of time you have a buff, which is what Precision Slash/Gore applies.

  • Vince Krewson

    Naturally again they make the imp side look cooler.

    • Seph

      The imp side IS cooler!

  • KShrike

    >so many complaints…

  • R315r4z0r

    Dat self-cleanse D:

    • Unperson

      Yeah, about that… it’s not really new. It’s part of the Carnage tree as of now (Unbound). And since we *still* cannot pop Force Camo (or UR for that matter) while stunned, it’s not that great — remember that player DoTs cannot be cleansed because omg biower buff Pyro/Madness/Vengeance!

      I guess it’s ok-ish if you can cleanse various debuffs like Obfuscate or Sundering Assault, and it could help if you run Rage (sorry, “Fury”), but then, really just reroll Jugg, pop ED, H2F and make them pay…

      • Yazka

        Good point on the cleanse, I actually first read that cleanse as purge in my mind. That’s a significant difference in PVP. It’s nice utility nonetheless but won’t save against DoT specs.

        I don’t really understand your critique about not being able to pop Camo while controlled tho. Besides Force Barrier, what cleanses/disengages can be popped while controlled?

        • Unperson

          Not really criticizing… it’s an ability that I found (situationally) useful when running Carnage, so it’s ok that it’s available to all three specs now, and the cleansing now extends to debuffs (not that there are many of those, but still).

          Rather, I was pointing out that the more frequent application of this is to escape roots/slows, and this is a talent already present on live. Nothing really new here, but just “new”. Allowing for Camo to be activated while controlled may be a bit too much, I don’t know, so maybe make it into an actual purge. Activating UR while stunned is a long time request in the Mara/Sent boards.

          As for your question, unless datamining is wrong, Enraged Defense/Focused Defense now has a utility that makes it into a cleanse, and it can be popped while controlled, so there. 🙂

          • Yazka

            >.> I wonder how they figure ED is so weak now that it should cleanse as well. It’ll be another CC break and one that heals you to boot. Still, I don’t put too much weight on datamines, they have still time to fine tune abilities. I’m pretty sure they realize that Juggsters aren’t exactly hurting in PVP as it is.

            On Force Camo, I agree that it’s nothing new assuming it won’t purge. It’ll be essentially the same Combat/Carnage FC for all specs. Which is fine, as far as I’m concerned.

            UR while controlled would be interesting and would help Maras under focus a lot. It doesn’t come free and CD is significant so it might play out well without being overpowering.

  • Silver

    The marauder helmet is really cool. Is it in game?

    • Unperson

      Reinforced Hollinium Headgear. Level 54 Synthweaving crafted piece. There is also a red variant (cba to find what it’s called).

      • Unperson

        Sorry, I’m a moron. Reinforced Hollinium Headgear is heavy armor. Ablative Turadium Headgear is medium, but otherwise it’s still a level 54 synth crafted piece. The red variant is Polished Marauder.

    • Areneth

      It’s not marauder… And helmet from Enhanced Assailant cartel market set.

  • Secret Identity

    The only thing I’m disappointed about is losing Riposte/Retaliation. I use them all the time on my Sentinel and Marauder. Sentinel is my main class, and when I’m chipping away at an enemy’s health, I’m not thinking, I’m just using all my abilities efficiently. That included Riposte. Oh well, hopefully the other abilities will make up for it.

  • Seung Jun Justin Choi

    hurghrgh…. not really what I was expecting. it isn’t a major loss but removing reposte/retaliation really sucks. It served as a great motion canceler and tool to smooth out on rotations… wonder how increased importance in alacrity would help that…

    • kyuuu

      Considering they made retaliation only active when your target is missed or it dodges/parry the attack. Retaliation is all but usless now seeing a properly gear dps will have 100% melee accuracy. so it would not miss out side the super rare occasion it being more powerful and using less rage is irreverent. I dont know what they where thinking when they did the retaliation changes. For tank jugs its great for dps its useless

      • Seung Jun Justin Choi

        i agree completely. it was a great motion canceller and a filler skill to let your skills activate faster whenever it popped, and the whole purpose of the skill is gone. now we all have to wait till the GCD is down and just simply click the next skill and repeat our rotation endlessly… it’s like the whole point of retaliation’s utility has been ignored or denied with this update which really leaves bitter aftertaste on this expansion… otherwise the new skills look nice though, just except the retaliation

  • Dee

    Marauder self cleanse is dope.

  • Sandis Rozuleja Dvorovs

    I’ve have to say ”love those character screenshots for the each of the classes!”…

    • sunko

      I agree.
      I just hate that the Marauder is not a real Marauder, just a dressed up sentinel!. That pic is in the Jedi temple in Coruscant.

      • Vodorlo

        Dressed up Sentinel?

        Red sabers, death mask on, and attacking Courscant.

        What Sentinel?

        • sunko

          Please enlighten me on how many times did your Marauder (or any Imp class for that matter) had to visit the Jedi temple on Coruscant?

          wait… none! They can’t, therefore a two bladed toon on the Jedi temple has to be a Sentinel

          • Vodorlo

            Sacking of Coruscant?

            • Areneth

              Current Coruscant. Ruins of the Jedi Temple.

              • sunko

                Exactly. No Sith can get on Coruscant!

          • DigiZilla

            That pick is of sith at the jedi temple on coruscant not tython. Sure looks like a sith to me.

            • sunko

              Coruscant, not Thyton. No Sith can enter Coruscant

  • WackyChewbaccy

    im in objection to Cauterize being moved to a different tree…..if it were not for that skill i wouldn’t be able to defeat high grade bosses solo.

  • Duck

    The Dev stream just showed Gore/Precision (Slash) gives you a 3 second window instead of 6.

  • joe blow

    Where can I look for the best disciplines to pick for the best results as a dps

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