Knights of Fallen Empire SWTOR SWTOR News

SWTOR 4.0 Class Changes for Agents and Smugglers

The official blog detailing the 4.0 class changes for Imperial Agents and Smugglers players can expect in Knights of the Fallen Empire.

Good afternoon and welcome to another Game Update 4.0 Class Change Blog! Today, we are covering the lethal and stealthy Imperial Agents and Smugglers.

While they are already masters of deception and shadow, we wanted to reinforce the slipperiness of Operatives and Scoundrels, so we gave them a new ability that allows them to more easily chase down or flee from their enemies, depending on the situation.

We wanted to increase the survivability of Snipers/Gunslingers in order to make them a bit harder for their foes to take down in a fight. Their new ability reinforces this design intention by resetting the cooldowns of many powerful defensive abilities, allowing those abilities to be used twice in a row with little or no downtime between uses.

Below you will find a full list of changes coming to the Imperial Agents and Smugglers in 4.0. Like always, this list is not final, and is subject to change!


  • New Ability: Holotraverse/Trick Move! Supercharge your stealth generator, quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth, cannot be used against enemy targets in cover, has a 45 second cooldown, and is off of the Global Cooldown.


  • New Passive Skill: Enduring Kolto/Prolonged Prescription! Increases the duration of Kolto Probe/Slow-release Medpac by 3 seconds (granting one extra activation of healing before it needs to be refreshed or falls off), and makes Stim Boost/Pugnacity grant a 15-second-long buff that causes your next Kolto Infusion/Pack or Kolto Injection/Underworld Medicine to activate instantly (it gets consumed when you use Kolto Infusion/Pack or Kolto Injection/Underworld Medicine).
  • Surgical Probe/Emergency Medpac is now trained at level 42 (up from 41).
  • Kolto Waves is now trained at level 58 (up from 57).
  • Tactical Medicine/Bedside Manner is now trained at level 60 (up from 59)


  • New Passive Skill: Prey on the Weak/Pierce and Batter! Laceration/Sucker Punch deals 5% more damage to targets affected by your Acid Blade/Flechette Round. You get this new passive earlier than usual (at level 48), because we want the levelling experience to be better for Concealment/Scrapper. Additionally, we are granting Volatile Substance/Blood Boiler earlier, and replacing Shiv/Blaster Whip with Veiled Strike/Bludgeon later, as we needed to move two passive skills that buff Veiled Strike/Bludgeon to the end of the Discipline path for these changes to all make sense together.
  • Veiled Strike/Bludgeon is now trained at level 58 (up from 41).
  • Volatile Substance/Blood Boiler is now trained at level 42 (down from 57).
  • Enhanced Chemicals/Pressure Cooker is now trained at level 44 (down from 59).
  • Surgical Strikes/Scrappy is now trained at level 64 (up from 44).
  • Calculated Frenzy/Rolling Punches is now trained at level 60 (up from 48).


  • New Passive Skill: Acidic Compounds/Sharpened Materials! Corrosive Grenade/Shrap Bomb gets a 10% chance to explode twice, and Toxic Blast/Sanguinary Shot deals 5% more damage.
  • Toxic Blast/Sanguinary Shot is now trained at level 42 (up from 41).
  • Lethal Strike/Point Blank Shot is now trained at level 58 (up from 57).
  • Cut Down/Cheap Shots is now trained at level 60 (up from 59).

Tier 1 – Skillful

  • New Utility: Curbing Shots! Overload Shot/Quick Shot and Carbine Burst/Blaster Volley slow the targets they damage by 40% for 6 seconds

Tier 2 – Masterful

  • New Utility: Fortified Kolto/Supplemented Medpac! Each stack of your Kolto Probe/Slow-release Medpac increases your damage reduction by 3%, stacking up to 6%. This damage reduction is not conveyed to the target of your Kolto Probe/Slow-release Medpac.

Tier 3 – Heroic

  • New Utility: Circumvention/Sleight of Foot! Allows Holotraverse/Trick Move to be used while immobilized, and it removes immobilizing and slowing effects when used


  • New Ability: Imperial Preparation/Bag of Tricks! Resets the active cooldown on Evasion/Dodge, Countermeasures/Surrender, Shield Probe/Defense Screen, Cover Pulse/Pulse Detonator, Entrench/Hunker Down, and Covered Escape/Hightail It. This ability has a base cooldown of 3 minutes and is off of the Global Cooldown.


  • New Passive Skill: Marksman’s Finesse/Sharpshooter’s Touch! Snipe/Charged Burst grants Marksman’s Finesse/Sharpshooter’s Touch, increasing the armor penetration and damage dealt by your next Followthrough/Trickshot by 10%. Stacks up to 2 times.
  • Followthrough/Trickshot is now trained at level 42 (up from 41).
  • Sniper Volley/Burst Volley is now trained at level 58 (up from 57).
  • Honed Shots is now trained at level 60 (up from 59).


  • New Passive Skill: Field Command/Conflagration! Increases the critical chance of your Area of Effect abilities by 15%.
  • Plasma Probe/Incendiary Grenade is now trained at level 42 (up from 41)
  • EMP Discharge/Sabotage is now trained level 58 (up from 57)
  • Energy Overrides/Seize the Moment is now trained at level 60 (up from 59)
  • Imperial Auto Loader/Jury-Rigged Mods is now trained at level 36 (down from 56)
  • Electrified Railgun/Blazing Speed is now trained at level 40 (up from 36)
  • Electrified Blast/Hot Shot is now trained at level 44 (up from 40)
  • Efficient Engineering/Dealer’s Discount is now trained at level 48 (up from 44)
  • Sector Ranger/Spacer is now trained at level 52 (up from 48)
  • Scatter Bombs is now trained at level 56 (up from 52)
  • Explosive Engineering/Independent Anarchy is now trained at level 24 (up from 16)
  • Cluster Bombs/Contingency Charges is now trained at level 16 (down from 20)
  • Imperial Methodology/Insurrection is now trained at level 20 (down from 24)

Virulence/Dirty Fighting

  • New Passive Skill: Caustic Substances/Gushing Wounds! Corrosive Grenade/Shrap Bomb gets a 10% chance to tick twice and Weakening/Hemorrhaging Blast deals 5% more damage (both these % values are adjustable up or down to reach the discipline’s target DPS).
  • Weakening Blast/Hemorrhaging Blast is now trained at level 42 (up from 41).
  • Lethal Shot/Dirty Blast is now trained at level 58 (up from 57).
  • Corrosive Mine/Incendiary Mine is now trained at level 60 (up from 59).

Tier 1 – Skillful

  • New Utility: Pulse Screen! Cover Pulse/Pulse Detonator increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Calculated/Hot Pursuit is now Tier 1 (instead of Tier 2).

Tier 2 – Masterful

  • New Utility: Lumbering Impact! Shatter/Flourish Shot slows the target by 50% for the duration of the trauma effect (meaning the duration can be increased by other skills that boost the Trauma duration).
  • Reestablish Range/Reset Engagement is now Tier 2 (instead of Tier 1).

Tier 3 – Heroic

  • New Utility: Over-prepared/Perfect Scheme! Reduces the cooldown of Imperial Preparation/Bag of Tricks by 30 seconds (from 3 minutes down to 2 min 30 sec), and when you activate Imperial Preparation/Bag of Tricks, your damage reduction is increased by 10% for 10 seconds.

Thanks for joining us today, and we’ll see you next time! Or we won’t. Because of stealth.

-The Star Wars™: The Old Republic Combat Team


By Dulfy

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

113 replies on “SWTOR 4.0 Class Changes for Agents and Smugglers”

Am I the only one who thinks the snipers new ability is useless unless? I mean come on. I never need to use my defensives; and when I do I don’t need to use them until they’re off CD…

I agree; the only one I ever even use with any regularity is Entrench, and the cooldown on that is short enough that I’ve never worried about it.

I do PvP with my Sniper. Granted she’s only level 30 but still. I never use the defensives on my Op. ((And before you say anything about how they’re not the same. I know they’re not. But I rarely have a use for Shield Probe…))

I only do pvp with all classes but mainly sniper and yes, you will have to use your cooldowns in 60 pvp normals and ranked. Lowbie pvp is quite comfortable but later you won’t survive long without uing them

A gapcloser that can be used offensively and defensively.
Operatives just became fantastic! Combined with our roll, our mobility is now god-tier.

A shame I’m not coming back. Yet….

We’ll see. Maybe when they finally release a new op.

They just released Ravagers and Temple of Sacarfice (two relatively new ops) plus three world bosses that you need an Operations team with actual tactics. But you know since the new expansion is not loaded with new ops you will probably continue to moan and groan about it.

These are crap changes… just look at the other classes and their new fluff. Snipers get none but a re-used ability that Engi Snipers used to have but 3mins CD (or 2.30mins) ain’t gonna cut it. You won’t live long enough to use that ability twice… BW still has no idea what to do with Snipers and won’t listen to the community or the real good Snipers out there, like Cryyc.
It’s a god damn shame.

Snipers are doing fine in pve, the one are they are really lacking in is pvp, because of survivability, this will help a lot

It’s not really doubling it. All of those skills it resets have short cooldowns. The odds of resetting ALL of them at once is almost nil. It’ll be used to get one or two skills back (roll or maybe entrench) and that’s it.

Let’s ignore surrender for a second and focus on the others.
That leaves Dodge, Shield
Probe, Pulse Detonator, Entrench, Hightail It.
If you’re heading into pvp, I’m pretty sure we’re in agreement that any point you are trying to be super aggressive, we want to be using entrench as well as a defensive cooldown.
So here’s an interesting defensive rotation while we assume you’re doing a DPS rotation (since this is all ogcd stuff anyway minus hightail it)

Entrench, shield probe. When shield probe runs out due to damage, dodge. When melee enemy is in melee range, and targetting you, pulse detonator. When entrench runs out, hightail it for another entrench, shield probing when it comes up. When both shield probe and entrench run out, bag of tricks and repeat it all. This is almost a whole minute of “super defensive, can’t leap to me, can’t cc me, I’m shielded up” mode. If you’re a sentinel and reading this, you’re probably crying because it was hard enough to learn to deal with snipers as it is, and if you’re a sniper who does ranked pvp, you’re probably crying tears of joy because now you will never have trouble with any melee ever again.

Oh if it only it went like that.
Say versus power tech – shield probe gone after first railshot, pulse detonator wont work through his over rides, and you try and roll through the detonator (at which point the PT closes the distance, assuming you have rolled anywhere, rinses and repeats). First 3 GCD’s are all spent on defensive cooldowns, meanwhile you have done zero damage to the PT. I am not sure how spending the first 6 GCD’s spamming defensive skills actually helps.

If you don’t have entrench up at the start of the fight, you aren’t rolling anywhere and cover pulse works maybe 10% of the time. Evasion only really works against another sniper.

I mean assuming you actually have a good tank who can cover and peel whenever you’re in trouble, what I said is basically correct.
Also, these defensives are going up while you’re doing your rotation, as they are all OGCD except your roll.

Powertechs are just stupid anyway though. Against like literally any other melee class you’re fine.

Entrench, Shield Probe, Cover Pulse and Evasion are not off the GCD unfortunately and having a class that is only viable if it has a good tank (and good healer) is a bit of a crappy way (very rarely in solo queue and very rarely in nwz).

How about against a good operative – none of your abilities actually work through evasion or their rolls (and since everything is cast they can choose what abilities to avoid) and they can stop you rolling with that 7 second root? Or a shadow with deflection up – they restealth and wait out your entrench then stun you into death (f they attack with entrench up it can be a 50/50). Mara’s i can deal with (although they put out more damage than a sniper so its a close fight) and Juggs are almost impossible because of their self heal and immunities to KB (and they can leap at cover pulse distance).

The problem now is every other class has an escape (sometimes 2) – so they can disengage from a fight if required. The sniper will have a double roll, but has likely used this all up trying to stay alive (and again, unlike operative the roll cant be done while rooted or stunned).

Sounds like I am moaning a bit (which I am) – but engineers had this ability before and its not like it made them king of the pile. Sniper has the most predictable and avoidable burst in the game (LOS in this game is a real pain) and is the least survivable.

“Entrench, Shield Probe, Cover Pulse and Evasion are not off the GCD unfortunately”
…. are we playing the same game? Those are all very much OGCD.

…. should I get back on (and patch whatever was updated in the past month) and check again?

so you can easily kill commando’s/mercs? 😛 just asking since you didnt put them in the list nor sorcerers or other snipers for that matter:P

but yeah you are right our defenses are crappy compared to what other classes can do.
our bust (marksman) can be avoided entirely
engineering has been shitted on by biofail due to the removal of our defense reset ability (which we are getting back as a new ”ability” damn joke there)
and i have never even bothered with virulugence? that dot thingie far to weak appearantly to kill something

Mercs and sorcs if they get cocky 🙂 (an e-net at the right time is brutal)

Sniper vs Sniper is a crap shoot – we seem to have good counter abilities for our mirror (cover, evasion and diversion).

Just give snipers some sort of stealth please. I know it’s a controversial change and it may be worthless in most situations, but at least it’s cool–unlike this uninspired CD reset garbage.

Give back the healers the one AoE damage ability that was taken from them and let it do some damage. Even if the cooldown is longer the fact that it takes forever to kill anything on the Smuggler/Agent classes as a healer is painful, and the dumbest thing Bioware did to neuter this class because of PvP whiners was to take this ability away from them.

Dunno, i dont play pvp and hate it, but how you imagine do aoe ability from 1 blaster of scoundrel for example? I think blaster volley is norm, maybe its just need damage buff. Or would be fun have ability like troopers have, except mortal volley throw 6 thermal grenades. (:

It -would- be nice to get that back; it’s a joke the way it is currently. “Call in support from orbiting warships”…that somehow do less damage than if I just chucked a grenade at them.

It wasn’t a question of damage, it was a question of how the skill worked – It was a fire-and-forget AoE that essentially made capping objectives impossible if you had two or more Agents/Smugglers in the area. Removing it from one base class made it less trivial to defend objectives in PvP.

And this is why I would support that idea I’ve seen thrown around about having skills behave differently in PvP and PvE – it might be more “balanced” as it is now as far as PvP is concerned, but for PvE (which I should mention is my main focus) it’s all but completely useless now. I wouldn’t mind if they gave it a longer cooldown, even, like five minutes or such; it’s just so disappointing that it’s one of the class’s signature abilities and -looks- like it should do a ton of damage, but doesn’t.

Considering Bioware’s poor track record in balancing and creating FOTM classes, I cannot see Bioware putting effort into making this happen despite how good of an idea it would be. Hell years later, we are still waiting for the “better then cross server” option. Anything that requires lots of work, Bioware runs away from hence the never ending case of reskins we get. :'(

Sorry, my bad, forget about it. Btw legacy perk remains, so with companion you can call it every 10 or 15 mins. (: I know not very helpful.

this was a pve change 4 operatives precasting orbital strike for massive damage yeah kinda agree bioware doesnt like it besides ops dont need it.

yeah and now the ability that also resets your defense is on a 3 minute cooldown, cant even believe you typed that with a straight face.

its downright crappy mobility

Double roll will get you out of shit pretty quickly, but yeh, snipers have the least mobility increase from all classes, but double can still get you out of shit if you really need to move.
The cooldown reset gives them a much needed defensive buff for pvp, might make them actually viable in arenas again.

no it doesnt far more experiences pvp players that actually play snipers in ranked can downright tell you this wont make them viable all of the sudden

snipers lack the anti focus ability that 12 other advanced classes has.

the shield probe only absorcs a medium amount of damage before being broken, entrech only helps agains cc and such but not against damage or knockbacks cover pulse doesnt even work anymore with all the classes having leaps that ignore cover or downright dont need due to their ability to soak damage. evasion is good but only last 3 seconds. and countermeassures is our pve threat dump

this cooldown reset will allow the sniper to live 5 seconds longer thats it. sorry i sound so depressive but thats the state of snipers/gunslingers

they can do amazing in regional pvp if being able to freecast from 30-33 meter range, however any good pvp players on enemy team yeah you dont survive long 😛

I’m not saying they will be viable again, I’m just saying it’s a step in the right direction at least. Being able to shield probe, evasion, evasion shield probe will really help you survive longer focus. You say entrench doesn’t protect against knockbacks? It does, it’s a great ability, essentially stopping people from stunning or pushing you, as long as you are in cover for like 20 seconds. Cover pulse is actually a useful ability to keep people at bay for a second or so longer. And the new utility will make it even more useful, and it’s just a skillful utility to boot! The other two new utilities also look very promising, a new slow on trauma shot and a 10% damage reduction + 30 sec cooldown reduction on your new ability.
Also, leaps don’t ignore cover, that’s the beauty of cover. I should note that with leaps I refer to targeted leaps, not like the operative roll and the new ability that warriors will get. Which are indeed gap closers cover won’t protect against.

New Ability: Imperial Preparation/Bag of Tricks! Resets the active cooldown on Evasion/Dodge, Countermeasures/Surrender, Shield Probe/Defense Screen, Cover Pulse/Pulse Detonator, Entrench/Hunker Down, and Covered Escape/Hightail It. This ability has a base cooldown of 3 minutes and is off of the Global Cooldown.
Double roll, yo.

its the same ability that snipers once had before 3.0 snipers now get it back under the gist of a new name.

still crappy mobility we snipers still lack an anti focus ability like sorc/ops/assasin/powertech and marauders/juggernauts and their mirrors has

comparision new leapthingie for ops 45 seconds vs old ability of snipers 3 minute cooldown…..doesnt look awesome tbh

they do ? i pretty sure marauders still remain fucked in this reguard compared to ever other class considering how screw up there skill tree is.

The new damage reduction on kolto probes, the duration increase and an instant kolto infusion looks very promising. But I still think we need some sort of interrupt immunity, operative healers are just too easily shut down in ranked.

A cooldown reset for new sniper ability? really? really? seriuosly? sigh….

All of these new abilities/changes seem to be overwhelmingly pvp-centric.

correction the new story and old story is the driving factor of this game, pvp is not and never has and never will be.

^ Lay down the crack pipe son 🙂 you have no clue what a PvP server is 🙂 atleast the que pops every 30 sec unlike your shitty HM ques.

i do have a clue what a gankfest server is and why i avoid it 😉 besides pvp servers are dead anyway hence why i play pvp on a pve server ques pop in less then 20 seconds there
story is the driving factor of this game wether you like it or not

how long ago did pvp get some serious attention? in 4 years time i have seen pvp getting 2 8vs8 maps ancient hypergate with 1.6 i think and that horrible piece of garbage called vomitball aka queshball added and 3 arena’s plus ranked 8vs8 was removed and balance well thats a whole different story, so tell me how pvp is the driving factor when bioware themselves dont do much to actually add a new 8vs8 objective based warzone that is not shitty huttball or make a solid good attempt to try and tweak the overperforming classes?

i stand by my statement pvp is not and never has and never will be the main driving factor OF this game story is and thats why its getting a whole expansion devoted to that

I’m really excited to have shadowstep when I am stabbing all the faces on my Op, but considering the way our aoe heals work, where they are both PBAoE, the teleport to friendlies is going to be even better for when you suddenly find yourself separated from the herd. I wonder if it needs LoS?

Cover system is fine, switch Covered Pulse to just Pulse and it will be ok. No need to waste 1 gcd to get in cover and then be able to use it

Fuck me, like the Agent wasn’t mobile enough?? So with Holotraverse/Trick Move, they can chase down anyone running away from them with ease no matter how far away they get or as the wife just pointed out to me, anyone capping in PVP, you can instantly move to the capper and stop them? YAY!!!! Let’s make Scoundrel/Operatives the Flash. Surely it has to be capped with a distance limit? Well let’s see if this gets nerfed or left alone. My bet the latter.

Lol lowest dps?? Only in the hands of someone shit. I have no problems when I use my scoundrel DPS keeping up and surpassing other classes in pvp.

No my comment was made from looking on the other side of the glass – that is fighting against scoundrels/ops. Hard to get away from them as it is with the roll. Well let’s see what the mobility changes for other classes will be to compensate.

Don’t have to “see what the mobility changes for other classes will be” – they are all as game-breaking as this one: Warriors/Knights get another leap, Sins/Shadows get the same skill except enemy-only, BH/Troopers get a backwards jump, and Sorcs/Sages get Phase Walk.

The OP “OP” is right, Ops are like little gnats buzzing around me in PvP- the moment you turn your attention to them, BAM, stricken down like the lowliest of bugs. If you are dying to an Operative/Scoundrel, you are doing it wrong.

i have to correct you on the trooper one, commando/mercs get the backwards jet thingie while vanguards/powertech get an teleport.

and you seem to think that operatives/scoundrels go down quick offcourse they should go down quick cause they have the advantage of opening up from stealth and they have a retarded root that disables all kind of movement cant even fucking move when a shitty ass operative is using that shitty root…….now they get a downright teleport well downright retarded

Ofc there is a distance limit – 30 meters. 45s cooldown. Obeys LoS, ignores Alacrity, requires 270 degree angle on target.

As other people have pointed out, they needed a buff, and other classes are getting similar buffs. So quit yer bitchin’

Considering how easy it is to play a Scoundrel/Op, this new ability will make playing them and running down people escaping so much easier regardless if it is 30 meters and the cooldown. While part of me is all for it (especially while I am playing my dps scoundrel/ops), I guess we have to wait and see what the other classes are getting to balance it out. But then that is one thing Bioware fails hard at – balancing.

Oh and you might want to look up the meaning of the word “OPINION” and just in case you are the lazy type, it means among other things a personal view. Just because mine doesn’t correlate with yours doesn’t make my opinion “Bitchin” any more then your response, but nice try all the same there sport!! You keep on licking the special bus window for mankind!! 🙂

I do believe that op is not easy to play. Basically as healer one must be able to keep 2 kolto probes on target if they wish to adequately heal the person. Its timer is so short i spend 90% of my time just trying to keep this up. To no avail

Powertech is faster now before 4.0 and dont forget op can only roll 20m before 10 sec cool down. This compared to hydraulic overrides is nothing more than a few second def buff and repositioning tool. By no means is this a sprint. I find the gap closer to be well needed, and added 3 sec to kolto probe will help return op as a top Raid heal spec maybe.

Like Pt’s running across the entire map super fast with the ball, unstoppably. Fair stuff.

Oh yea and Op’s rolling cross the entire map in five seconds with the ball. All fair stuff

You can still stun PTs with Overrides up and you can root Ops in-between rolls….. Try harder?

Those are all just fine, until you throw the new batch of movement increasing skills in. Only then would those be OP

Some of you seen to think that those things can’t be countered.

You’ll never get better if you give up just because you ‘think’ that something unstoppable.

Practice and get better before you complain just because YOU can’t stop something.

Skill gap might seem unfair, but it’s not. You have just as much of a chance as the next person to get better. Take that chance or keep sucking.

The only one that drops the ball is phase walk. Let these new abilities besides ones that stealth you let you keep the ball.

If you don’t like it just get better at actually try to not give people scoring check points and learn to play huttball the right way. Don’t stand out in the open on ledges like idiots.

Unless he is talking about a jugg jumping to a friendly sniper who is in cover…yes that happens and no he does not drop the huttball when it happens.

juggernauts can use intercede to leap towards a friendly sniper or they can use obliterate to leap towards an enemy sniper in cover has always been like this

you do know that rage jugs get another leap that allows jugs to leap to snipers in cover granted only useable within 10 meters but that one does ignore cover same as fury marauders obliterate leap

I actually do not understand why I will now have to wait an extra level for Folllowthrough, Sniper Volley, and Honed shots. I find that completely unnecessary…

“We wanted to increase the survivability of Snipers/Gunslingers in order
to make them a bit harder for their foes to take down in a fight” Oh great snipers are already OP. thanks i guess ill just get my sniper out again

If you have competent team and be able to survive first 30 second burst, team with alive sniper wins 90% of time… Since thats not the case in either regs or yolo, its basically free kill…

so operatives get a insane op ability and snipers get the ability that bioware took away when 3.0 launched back legit……

They get a 45 seconds cooldown leap, i would hardly consider that an “insane op ability”. Also, they never took it away, they just reworked it to make it a damage dealing move rather than an offensive cd, it also reset evasion. And it was engineering only, it’s a good defensive boost for a class sorely in need of it, what exactly is the problem?

While it’s not an “insane op ability” I personally am having fantasies of all the amazing things I can do with the mobility gained from yet ANOTHER gapcloser, this one being a surefire gapcloser to compliment our roll.

*Insert whiny, cry-baby typical wanderer nerd who wasn’t good enough in PvP so has now quit swtor and officially resided here to complain all day*

This is why everyone is qutting this game and mainly PvP 🙂 oh well back to wow onto greener and more balanced pastures !

They should just admit they have no clue how to balance pvp like other mmo’s at this point. Maybe they should hire some outside help…

quick fix is to end task’s in task manger, and restart the service under window’s service if you don’t want to do this.

IMO Marksman/Sharpshooter should have all of their passives that activate on cover be refreshed at the end of their cooldown. That would allow them to remain stationary when possible and not require them to constantly be jumping around between cover.

Mobility is great to avoid damage but it should never be required to optimize DPS.

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