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SWTOR 4.0 Class Changes for Warriors and Knights

The official blog detailing the 4.0 class changes for Sith Warriors and Jedi Knights players can expect in Knights of the Fallen Empire.

Hi everyone!

Thanks for reading our first installment of Class Change blogs that we will be releasing leading up to the release of Knights of the Fallen Empire. This week, we are going to talk about the quintessential Star Wars™ champions: Jedi Knights and Sith Warriors.

In Game Update 4.0, we wanted to increase the mobility of these formidable combatants in order to allow them to realize their full potential on the battle field, and to make them more difficult to kite. The new Knight/Warrior ability – Blade Blitz/Mad Dash – emphasizes this design intention, and Knight/Warrior players will find that they have an easier time staying on target while in combat.

Below you can find the work-in-progress changes that are currently slated for Game Update 4.0. As always, these changes are not final and subject to change. We look forward to sharing these changes with you, and we will see you on the battlefield!

General Class + Combat Changes

Utility Grant Levels
Now you get utility choice points at the following levels to prevent excessive power inflation with each expansion, and to ensure a choice was present at level 65.

  • Tier 1: 17, 25, 33 (up from 11, 19, 27)
  • Tier 2: 41, 49 (up from 35, 43)
  • Tier 3: 57, 65 (up from 51, 60)

Discipline Active Ability Grant Levels
Starting at level 10, you get a new Discipline-specific Active Ability every 16 levels. The only changes from 3.x are that you get your 3rd ability at level 42 (up from 41) and your 4th ability at level 58 (up from 57).
Discipline Passive Ability Grant Levels
These now happen every 4 levels, beginning at level 12. The only change from 3.x is that instead of getting a level 59 Passive skill, you get one at level 60, and a new passive at level 64.

Sith Warrior/Jedi Knight

  • New Active Ability: Mad Dash/Blade Blitz! Dash forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered. Has a 45 second cooldown, and can be attained at level 61.
  • Master Strike has been renamed Blade Dance. The Jedi Knight’s Master Strike ability has been renamed “Blade Dance” because Soresu Form reduces the Focus gained by “Strike” abilities (Strike, Sundering Strike, and Warding Strike), but Master Strike does not generate or cost Focus – so its name is out of place with the conventions of the rest of the class. No change needs to be made for Sith Warriors who gain Rage with “Assault” abilities (as Ravage does not contain the word “Assault” in it).


  • New Passive Skill: Devious Wounds/Smoldering Burns! Annihilate/Merciless Slash makes your bleeds/burns deal 10% more damage for 3 seconds after you activate it (percentage and duration subject to change).
  • Annihilate/Merciless Slash are now trained at level 42 (up from 41).
  • Force Rend/Force Melt are now trained at level 58 (up from 57).
  • Swift Demise/Accelerating Victory are now trained at level 60 (up from 59).


  • New Passive Skill: Bloody Slashes/Burning Slices! Ravage/Blade Dance stacks a bleed/burn on the target (stacks up to 3 times). Each time Ravage/Blade Dance deals damage it will add a new stack to the bleed/burn. Deals damage when applied, each time a stack is added, and every 3 seconds for 9 seconds after Ravage/Blade Dance finishes adding stacks.
  • Gore/Precision is now trained at level 42 (up from 41).
  • Devastating Blast/Clashing Blast is now trained at level 58 (up from 57).
  • Sever/Saber Storm is now trained at level 60 (up from 59).


  • New Passive Skill: Furious Rage/Centered Focus! Furious Strike/Concentrated Slice make your next Raging Burst/Focused Burst or Smash/Force Sweep deal 15% more critical damage.
  • Force Crush/Force Exhaustion is now trained at level 42 (up from 41).
  • Furious Strike/Concentrated Slice is now trained at level 58 (up from 57).
  • Furious Defense/Concentrated Defense is now trained at level 60 (up from 59).

Tier 1 – Skillful

  • New Utility: Unflinching Determination/Unwavering Resolve! Saber Ward grants immunity to stuns and incapacitating effects (fear, sleep, blind, etc.) for 6 seconds after you activate it.

Tier 2 – Masterful

  • New Utility: Thirst for Rage/Inspired Focus! Bloodthirst/Inspiration instantly grants 12 Rage/Focus when used.

Tier 3 – Heroic

  • New Utility: Through Victory/Cut Loose! Mad Dash/Blade Blitz can be used while immobilized and purges immobilization and slow effects when activated


  • New Passive Skill: Defensive Slashes/Defensive Swings! Ravage/Blade Dance grants a stacking increase to defense chance with each hit (stacks up to 3 times). Each stack increases defense chance by 2% (up to 6% with 3 stacks). This effect lasts for 6 seconds (and each hit refreshes the duration – so it lasts 8.7 seconds total while scaling up to full strength, with no alacrity – and the full strength portion lasts a full 6 seconds)
  • Backhand/Hilt Bash is now trained at level 42 (up from 41).
  • Invincible/Warding Call is now trained at level 58 (up from 57).
  • Pillar of Strength/Beacon of Might is now trained at level 60 (up from 59).


  • New Passive Skill: Bloodmaster/Burnmaster! Each bleed/burn you have active on an enemy target increases the damage you deal with bleeds/burns by 5%. This effect only stacks once per bleed/burn type (up to 3 times). For example, you can only get one from Shatter/Plasma Brand, one from Eviscerate/Burning Purpose, and one from Draining Scream/Burning Blade, so you would not benefit 8 times if you had Shatter/Plasma Brand on 8 different targets
  • Bloodmaster Ability tooltip for clarity: For each of your bleeding effects active on an enemy target, you deal 5% more bleed damage, up to a maximum of 15% more bleed damage while Shatter, Draining Scream, and Eviscerate are each bleeding a target.
  • Shien Form is now trained at level 42 (up from 41).
  • Vengeful Slam/Vigilant Thrust is now trained at level 58 (up from 57).
  • Gushing Veins/Smoldering Saber is now trained at level 60 (up from 59).
  • Rampage/Zen Strike is now trained at level 16 (down from 36).
  • Draining Scream/Burning Blade is now trained at level 20 (up from 16).
  • Eviscerate/Burning Purpose is now trained at level 36 (up from 28).
  • Ravager/Master Focus is now trained at level 28 (up from 20).


  • New Passive Skill: Enveloping Rage/Protective Focus! Raging Burst/Focused Burst and Smash/Force Sweep grant 5% damage reduction for 6 seconds.
  • Force Crush/Force Exhaustion is now trained at level 42 (up from 41).
  • Furious Strike/Concentrated Slice is now trained at level 58 (up from 57).
  • Furious Power/Concentrated Power is now trained at level 60 (up from 59).

Tier 1 – Skillful

  • New Utility: Unshackling Rage/Focused Freedom! When activated, Enrage/Combat Focus removes movement-impairing effects (immobilizes and slows) and increases the Juggernaut’s/Guardian’s movement speed by 50% for the next 6 seconds.

Tier 2 – Masterful

  • New Utility: War Bringer/Ardent Advocate! Force Charge/Leap enables your next Vicious Throw/Dispatch to be used on a target with any health level for 15 seconds after activation.

Tier 3 – Heroic

  • New Utility: Through Victory/Cut Loose! Mad Dash/Blade Blitz can be used while immobilized and purges immobilization and slow effects when activated.

In the coming weeks we will cover the remaining Classes and Advanced Classes, so keep an eye on for more!

– The Star Wars™: The Old Republic™ Team

By Dulfy

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

112 replies on “SWTOR 4.0 Class Changes for Warriors and Knights”

Blade Dance…. that doesn’t sound cool to me, not at all… Please bring back ‘Master Strike’, EAWare!

“Now you get utility choice points at the following levels to prevent
excessive power inflation with each expansion, and to ensure a choice
was present at level 65.”
I feel like they are going to scrap the same amount of butter, only over the larger piece of bread.

So are they adding those utilities to the ones already there or changing some of them that are there. seems bad to bloat our utilities but not give at least 1 new point to use.

It’s always been high. I assume because of it’s boost to damage. They don’t want to kill things too easily on lower lvls I guess

shien form was never that high under the old skill tree you could get it at lvl 20 bioware screwed viligance/vengeance jugs with that new change

yeah it kinda sucks though seeing as carnage/combat marauders/sentinels get ataru form at lvl 10 with that dicipline and same goes for infriltration/deception dicipline that gets the stance at lvl 10. sucks

your new power is ‘blaster dance’ where you perform interpretive dance while firing your blasters.

okay that was a cheap shot I have barely read what blade dance is but have read the comment here lol

They have a legit opportunity to nerf ranged DPS into oblivion with the newest expansion to make up for the Rav/ToS failures with melee. Also they could buff melee back up.

I never said anything about any boss. I said they could nerf ranged DPS so much in the new expansion so it wouldn’t matter to have ranged DPS anymore in ops.

you implied rav/tos ops so i assumed you talked about adjusting it for ranged

but melee can work just needs more effort always been like that, ranged have it easy and melee hard but melee gets some good quality defenses and dps while ranged can continue to derp

Prior to 3.0 melee were loved in NiM DF/DP/SnV/TFB. Sentinels/Guardians/Shadows and even Scoundrels (if you were really good) were in every raid team. Vanguards weren’t nearly as good as now. But with a bunch of changes in 4.0 they have a chance to nerf the rDPS to make people think whether to bring a ranged or melee and stop facerolling sages/mandos/slingers.

They’re too lazy to come up with new attributes so they just inflate our current levels to add the artificial feel of progression. It’s kind of a lame really.

Blade dance totally makes sense since no 1 jedi teaching is “dance like butterfly sting like bee”, they dont use lightsabers, and they use dance to show their emotions.

Other than the obvious name change disappointment i’m very excited to get my hands on these changes for the Sentinel/Marauder class, more specifically Combat/Carnage. Of course only time will tell if they work as intended or not but i’m very optimistic from what I see, at least for the PvE side of things 😀

So… much… meh….

Why are they upscaling all the skills yet again? Isn’t it already punishing enough to not have the expansions?

So dumb, rage already suck so hard compare to fury, and now marauders will get 6 additional seconds of cc immunity and 15% burst dmg buff, 5% dmg reduction looks SO COOL, damn idiots….

for pve sure that small damage reduction is usefull even if its a really small benefit
but for pvp no armor rating doesnt mean anything since every ability used in pvp bypasses armor

well now you know 🙂 *insert gi joe joke here* but he was talking about pvp so maybe thats why you didnt knew why not try pvp once on a character thats in between lvl 21-29 in the lvl 10-29 pvp bracket who knows maybe you start to like it 😛

Thanks for the advice, but there is not the case. I don’t play it because of stress. Pve and single games are fine for me, but when i know there is living person behind character, its too heavy for me. But thanks anyway. (:

well dear krayvus marauders dont have that ability called enraged defense which allows a jug to heal 2 full if idiots keep attacking said jugg maybe if marauders had such abilty instead of being at the mercy of a tank and healer or 2 tanks and 2 healers in pvp then they might not have needed that.

When I saw the mention of “fear, sleep, blind” effects, I got super excited… then I remembered that all three of these are effectively the same exact thing in this game. SWTOR: Forever a shadow of what it could be.

Other than that petty disappointment, these changes look okay. There’s really just not much here. However since there hasn’t been all that much time since 3.0, I can let it slide this time, I suppose. I like the idea of increased movability, and I hope that will be given to all melee classes. However, in order to properly “speed up combat” as hinted in the livestream, you need to do more than just speed up movement. You also have to reduce TTK. Less health game-wide, or more damage game-wide, or both. Compared to most other games (at least the games I play), the combat in this game is really, really slow. If I had the choice, I’d be playing SWTOR at 150% speed at LEAST. I’m not asking for that much, but I’d REALLY enjoy hearing that you’re speeding up combat as you said you would, not just speeding up our movement.

About speed. If they will speed GCD it will lead to problems with lag. And by lag i mean not only internet connection, but Server responds as well. In other word engine again. This only my opinion and if engine does not apply to server calculation then correct me, please.

We can’t know for sure whether that’s true or not, but I THINK that the problem with speed-based lag is not simply because alacrity makes things faster and speed causes lag, but because alacrity forces the system to trigger an abnormal GCD and cooldown (if the ability has a cooldown) and that extra set of commands is *most likely* the source of the lag. Thus, if the new ‘default’ became, say, 1 second instead of 1.5, I don’t *think* it would lag any more than it does now. However, if things are faster, you may notice it more.

It’s really hard to know for *sure* without understanding the specific engine they use (which none of us truly do).

I’d love to see 1second GCD. That would be perfect for me, 1,5 is too much many times. The skill animation went off, and I feel like just standing there, doing nothing. 0,5 sec doesn’T seem much, but it can be, and not to mention it can really mess up my rhytm during fights ^^

A term I always heard in WoW was clickers. They have a 1 sec GCD, and you hear about clickers all the time. You never hear about clickers in swtor, not that often anyway, and I think its because the .5 sec gives them time to do their clicking. I am mostly kidding, but you never really know.

Yay, a retarded operative roll for warriors every 45 seconds, [sarcasm] that’s going to be soooo useful [/sarcasm], from a tanking perspective 100% defense is shit, why don’t they keep gutting jug specific shit and give it to other classes? And make them even better for them while they’re at it. Oh wait, they already did that, OP sonic barrier, and now translocate. But it’s okay, we get mad derp! Fuck you BW.

No, not really, every mdps gets a skill more akin to force charge rather than Mad Derp. Jet charge, shadow stride, holotraverse.
However little development time was spent on this POS, was wasted time.
When I saw it datamined, I was thinking surely this was just preliminary and they wouldn’t put it in the game. Imagine my surprise now that they’ve made it official.
Hell, I’m better off switching to PT like the rest of the world, everything seems to revolve around hydraulic override anyway, and now they’re exactly the same, I guess two things they’ll be missing is Mad Derp and Saber Reflect, but who cares about the former and how long before they get the latter too? Not too long considering the pattern.
Their AoE taunt utility is already better than the original jug one. Negating unlimited damage vs negating with a 2-3k damage shield? Lol.
Mad fucking dash… Wooo~~

100% defense is useful. Shush. Think Brontes orbs in HM and NiM. Dash through Horic Spray and Pray. Underlurker is pure defensible attacks (and rocks) so the mobility there is welcome. Yada yada… you get the idea. If you don’t like it say “I don’t like it,” instead of sounding like some primitive savage.

You’re an idiot. Orbs can not be DEFENDED against, you can reflect it (jug), dodge it (sniper), absorb it (arsenal merc) but not DEFEND it. Melee on horic, spray and pray end up 20m from it = dps loss, too hard to step to left or right? Underlurker, i dare you to run under a rock with mad dash, lol.

So emotional, you troll yourself pretty effectively.

Those were examples of things you can do. If something I listed isn’t defensible then use it for a different attack that is. Tons of things are defensible.

I just want my Spinning Strikes for Assassin and Shadow so I can swing my double-blade around like an idiot and turn in place blocking everything – dealing damage too to those too close.

I like change for Jugg tanks actually. It’s nice to have useful utility for ravage.
I wonder what BW have for assassin tanks…

Nothing interesting. Phantom Stride is basically a Shadowstep that all Sins get (and all Ops, only Ops can step to friendly targets too. Even more OP Ops in Huttball, yay! >,>)

I don’t know, it will be very important to finish every ravage now, and use it on cd. Making the tank spec with the least range, less mobile. I mean, powertech has one 1.5 second channel, assassins have one 3 second moving channel and we have a 3 second channel. Which was fine, because ravage wasn’t really in the core of your rotation anyways, but now it will be.

Why not rename it Master Strikes, if you have to rename it at all? It’s plural, not the singular Strike, and unaffected by Soresu as a result, plus the three ticks of damage dealt also qualify it to be named in the plural. There’s no dance type of movement in either ravage or master strike, so calling it Blade Dance makes no sense.

But honestly, I doubt anyone but BW:A cared about what Master Strike got up to in relation to any of the other Strike abilities with Soresu. It’s change for its own sake, totally unnecessary.

Roots and stuns already became useless in Huttball, and now they give Juggernauts a speedbuff?
I loved Huttball but now I think it will be the best to diconnect this Warzone. Juggernauts will run unharmed into the goal. Good work!

Don’t stand at the goal like a derp and let them. For someone who loves Huttball, you don’t seem to understand how to not lose at it.

I think, Mad Dash will reset or rethrow active Huttball like Assassin’s|Operative’s Battle Invis do.

I don’t think that BioWare SO retarded to give one of the hardest to kill classes in game a full invulnerability with 20m dash and ability to carry the Huttball at once

UPD.: Oops, wrong comment to reply 😀

certain classes are already very much op and those very same certain classes are even getting more op with 4.0 and i have to agree with havik

wow, only passives. 2.0 and 3.0 had reall class changes, but this is very minor change. But let’s wait to see other classes.

I’d say a new passive per class, plus three new utilities really is about the same change as brought by Hutt Cartel really

it really isnt you are trying to compare the dicipline thingie with the skill tree it doesnt work like that

see when ROTHC first launched we had this nifty little thing calling itself skill tree where WE could put points into whatever passives we wanted offcourse this led to the absurd amount of hybrids running around (only sorcerers and assasins) and we didnt had any utility shit back then aswell

only thing bioware did was move the top tier ability 5 lvls further same thing they are doing now again!
sure every class got a new ability and 2 new passive that costed 2 and 3 points each but the point im making dicipline and skill tree’s is, that they arent the same cause carnage skill tree where many of the utility passive’s come from were all chooseable by carnage marauders only. annilihation and rage marauders (now named fury much better name though) had different passive’s that carnage could not get, now all 3 specs can get the same passive that were once carnage marauder only

same deal for all other classes sorcerers could not get the explodeable bubble before 3.0 because that was lightning sorcerer spec only now even healer sorc can get it with a utility point. but before 3.0 there was no utility points nor dicipline only skill tree’s

so basicly everything that was datamined is true well guess we dont need the blogs for other classes lol

and blade dance sounds shitty sorry bioware but i rather have master strike then blade dance.

I would really like to know something about saberthrow having 0-30m range… its removed from set bonus and there is nothing about it in here

but it needs to be used to activate vindicator 6pc set bonus, and as melee juggernaut sits on 4m max. if saber throw has 10-30 m range it becomes impossible to keep optimal uptime and dps on bosses

That’s because you are thinking in limited terms and not taking into account all of the changes that make it not needed to use that anymore.

One thing really bothers me, having gotten a bunch of alts to 57, for the tier 4 ability, if bumping it to 58 is more logical because of the three lots of 16 after lvl 10, why not do it that way in the first place?

The biggest slap in the face is NO EXTRA utility point, yet we get 3 new utilities , and Maruader tree remains joke and carnage remains the one spec that was brutalized the most mobility wise from 3.0

Maybe those classes should have to deal with a BS like marauders which is easily the WORSE utility tree in the game. too many mandatory utilitys that need to be passives. forget about all the utility worth damn were all ripped from carnage.

With all the level bumps on abilties and utility points if feels a bit like they’re stretching the 50-60 abilities to 50-65 without adding much, I hope it won’t be the same as 3.0, where all classes lose a lot of power and have to grind their way back to the latest gear just to be on par with their previous output level again.

They are all just same colored icons with the outline of a body on both sides. Its not like we are shouting out the ability names like its some sort of Yu-gi-yo(sp?) match or something, so even if every guardian ability was hug related (Zen Snuggle, Excited Leap-Grapple, Master Hugs) it really all adds up to the same thing. Hitting the icons of your factions colors with the outline of some wierd upper torso or picture of a lightsaber.

Although now I would love to see a youtube video of some jackass monologuing his rotation, bonus points if all the abilities are hug related.

Sure… but it’s also quite common to just talk about them in general when not even fighting. Master Strike is just a much better name than Blade Dance.

On top of that, changing it is probably going to create more confusion than they are trying to avoid. If people aren’t bright enough to realize that Master Strike isn’t one of the listed abilities that benefit from reduced focus, then they probably didn’t even realize that Soresu form did that in the first place! And even if they did… reducing 0 from 0 is still 0… so the naming scheme still doesn’t make a difference.

Now, on the other hand, with people used to the ability named Master Strike, there will be a fumble period of people thinking that they removed the ability from the game or at least changed it in such a way that required it’s name to change as well.

If they really need to change the name, then just change the “strike” portion of it. Name it something like “Master Slash,” “Master Assault,” “Master Flurry” or something along that line.

I like Master Flurry, even though this series of attacks takes longer than the Kotor 1 and 2 flurry move.

I have a suggestion: Series of Strikes.

They were trying to lose the “Strike” in the name because they have passives that boost all “Strike” abilities. So anything with Strike in it would auto be off the table

Series of Slashes

How i see every subclass got dmg boost exept focus guardian / rage juggernaut. It wont degrade them as dmg dealers (compare to others)?

Yea, f..k the game even more. As an ex-vigilancer, I just wanted to see how they are killing the game ever more, and Failware is not disappointing.

Destroy the game harder!

Also, FFXIV.

With the pacing of these abilities the 10-29/30-59/60 warzone brackets thing makes even less sense. 10-39/40-64/65 might just work.


New Utility: Unshackling Rage/Focused Freedom! When activated, Enrage/Combat Focus removes movement-impairing effects (immobilizes and slows) and increases the Juggernaut’s/Guardian’s movement speed by 50% for the next 6 seconds.

Is like Through Power just nerfed the duration as Endure Pain last for 10 secs. Guess at least it’s a reduced CD cause Enrage is 45 secs instead of 1 min

In focus spec there is combat focus 30 sec cd (from 45) and its reduces with hit of some abilities by 1 sec and 2 sec with sundering strike. Seems they will be very mobile, maybe this because shien form in vigilance spec already have 15% speed boost. And dont forget defense tank have 50% boost for 6 sec if guarded target attacked. So it seems all now more mobile.

I’m glad I already lvled my Venj Jugg. Seems like all the good stuff got moved farther up the learning curve. A lot of this stuff kinda looks like change for the sake of change IMO, but I’ll wait and see how it plays before I break into a flame session.

I want to know what the hell is up with force leap. Used to be you could use it at point blank range. Now it seems to have a minimum range to use

Mad Dash/Blade Blitz is annoying. Unlike most abilities, this one doesn’t go at your target, rather the direction your character is facing.

What the hell happened to force charge on Marauders, they never said that they were changing the mechanic for annihilation , warn us first before making the changes at least

Not just the Force Charge, Rupture’s bleeding duration up to 9 sec and Force Rend’s 12 seconds cooldown and bleeding duration down to 9 sec also

I cant figure out which pvp set to buy, there is no set bonus for carnage. Fury and ann are all I see. 3rd set is for Juggs.

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