Knights of Fallen Empire SWTOR SWTOR News

SWTOR 4.0 Class Changes for Bounty Hunter and Troopers

A list of the class changes Bounty Hunters and Troopers can expect in the expansion.

Welcome back to our series on the Class Changes coming in Game Update 4.0!

Whether you prefer bullets, missiles, or just plain fire, Bounty Hunters and Troopers have something for you! In Game Update 4.0, we wanted to give all Powertechs/Vanguards a quick way to jump into the thick of combat or instantly catch back up to a fleeing target. To accomplish this, we made Jet Charge/Storm baseline for all Powertechs/Vanguards.

Getting up in the enemy’s face isn’t something a Mercenary/Commando typically wants to do in combat though, so we gave them a way to quickly leave the thick of combat with their new ability that allows them to quickly disengage from an encounter to get some breathing room.

The following changes are not final, and changes may (and likely will!) occur:

Bounty Hunter/Trooper

  • Hydraulic Overrides/Hold the Line’s cooldown has been increased to 45 seconds (up from 30). With Jet Charge/Storm becoming baseline for Powertechs/Vanguards and the addition of Rocket Out/Propulsion Round for Mercenaries/Commandos, Bounty Hunters/Troopers will no longer rely so heavily on Hydraulic Overrides/Hold the Line for their mobility needs.


  • Jet Charge/Storm is now trainable by all Powertechs/Vanguards at level 61. Jet Speed/Blitz has been removed from the baseline version of this ability, and has been added as a utility choice instead.

Shield Tech/Shield Specialist

  • New Ability: Translocate/Transpose! Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This has a 1.5 second activation time and a 90 second cooldown.
  • New Passive Skill: Heated Absorbers/Energized Absorbers! Heat Blast/Energy Blast increases Shield Absorption by an additional 5% (making it a total of 30%, once you get this skill)
  • Jet Charge/Storm is no longer specific to Shield Techs/Specialists; instead, all Powertechs/Vanguards will get it at level 61.
  • Oil Slick/Riot Gas is now trained at level 42 (up from 41).
  • Firestorm/Ion Storm is now trained at level 58 (up from 57).
  • Shield Enhancers is now trained at level 60 (up from 59).


  • New Passive Skill: Perilous Flames/Hazardous Heat! Increases the critical chance of Immolate/Fire Pulse by 15%.
  • Immolate/Fire Pulse is now trained at level 42 (up from 41).
  • Scorch/Plasmatize is now trained at level 58 (up from 57).
  • Burnout is now trained at level 60 (up from 59).

Advanced Prototype/Tactics

  • New Passive Skill: Energy Burn/Cell Burn! When Energy/Cell Burst damages a target, it leaves them burning for elemental damage over 3 seconds.
  • Thermal Detonator/Assault Plastique is now trained at level 42 (up from 41).
  • Energy Burst/Cell Burst is now trained at level 58 (up from 57).
  • Critical Ventilation/Critical Recharge is now trained at level 60 (up from 59).

Tier 1 – Skillful

  • New Utility: Neural Delay! Neural Dart slows the target by 30% for 6 seconds (allowing for a 30 meter range utility that slows the target, should the player choose to take it).
  • Iron Will now reduces the cooldown of Hydraulic Overrides/Hold the Line by 10 seconds (up from 5 seconds), due in part to the increase of the base cooldown of Hydraulic Overrides/Hold the Line.

Tier 2 – Masterful

  • New Utility: Explored Area/Surveyed Terrain! Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.

Tier 3 – Heroic

  • New Utility: Jet Speed/Blitz! Activating Jet Charge/Storm grants Jet Speed/Blitz, increasing movement speed by 30% for 4 seconds. The duration of Jet
  • Speed/Blitz is refreshed if attacked while it is active.


  • New Ability: Rocket Out/Propulsion Round! Jet/Fire a specially designed propulsion round to launch yourself backward 20 meters, gaining immunity to controlling effects while jetting/launched. Cannot be used while immobilized or hindered. This ability has a 20 second cooldown.

Bodyguard/Combat Medic

  • New Passive Skill: Peacekeeper/Frontline Medic! Increases the healing done by Kolto Missile/Bomb and Progressive Scan/Successive Treatment by 5% each
  • Kolto Shell/Trauma Probeis now trained at level 42 (up from 41).
  • Progressive Scan/Successive Treatment is now trained at level 58 (up from 57).
  • Kolto Boosters/Med Boosters is now trained at level 60 (up from 59).


  • New Passive Skill: Honed Lock/Supercharged Barrel! Each stack of Tracer Lock/Charged Barrel now also increases the critical chance of the next Rail Shot/High Impact Bolt or Rapid Scan/Medical Probe by 3%.
  • Priming Shot/Vortex Bolt is now trained at level 42 (up from 41).
  • Blazing Bolts/Boltstorm is now trained at level 58 (up from 57).
  • Blowback is now trained at level 60 (up from 59).

Innovative Ordnance/Assault Specialist

  • New Passive Skill: Surging Shots/Boosted Bolts! Each time you deal periodic damage, you gain 1 charge of Surging Shots/Boosted Bolts, which increases the damage dealt by your next Power Shot or Sweeping Blasters by 1% per stack. Stacks up to 10 times. Power Shot consumes all charges when it deals damage and Sweeping Blasters consumes the stacks when the channel ends.
  • Serrated Shot/Bolt is now trained at level 42 (up from 41).
  • Mag Shot/Bolt is now trained at level 58 (up from 57).
  • Speed to Burn/Blazing Celerity is now trained at level 60 (up from 59).

Tier 1 – Skillful

  • New Utility: Adhesive Supplements/Sticky Mods! Power Shot/Charged Bolts and Tracer Missile/Grav Round slow their target by 40% for 6 seconds.

Tier 2 – Masterful

  • New Utility: Supercharged Defense! Activating Supercharged Gas/Cell increases the Merc’s/Commando’s defense chance by 15% for 10 seconds (affects melee, ranged, Force, and tech attacks)

Tier 3 – Heroic

  • New Utility: Smoke Screen! Rocket Out/Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds.

Thanks for reading, and check back next week for the final installment: Jedi Consulars and Sith Sorcerers!

The Star Wars™: The Old Republic Combat Team


By Dulfy

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

83 replies on “SWTOR 4.0 Class Changes for Bounty Hunter and Troopers”

New Ability: Translocate/Transpose! Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This has a 1.5 second activation time and a 90 second cooldown.

I worry that this is going to be a nuisance to most players, especially in PvP. Sorc-pull could be used to annoy players, yes, but this may bring it to a whole different level. The positive potential of the ability is nice, but the negative potential can’t be ignored.

I’ll be entirely honest: I’ve never seen a sorc use their pull for any reason other than to be an ass, so I have a good feeling the same will happen with this ability as well

I pull to goal, and higher ground in huttball all the time. Heck, you can pull people away from being murdered by your own teams dps on last encounter in Ravagers. I pull people with connection problems to the steps in revan so they don’t fall, I pull folks out of prolonged aoe’s they don’t seem to notice they are in, I pull errant people to objectives they need to be standing on, I pull high agro dps to help them lose agro (and I even wait for them to finish channeled abilities…). I save folks fresh out of mind traps and spins in EV as they desperately run across crumbling platforms. I’ve pulled people who are bad at jump puzzles to their holocrons…including the +10 all…that’s ALOT of pulls btw… Not every sage and sorc is a knob. When someone has a problem with my pulls, its normally their ego unable to comprehend they were doing something stupid. -Saint Naq

Sometimes when people go afk I pull them to weird places…. – Not-Saint Naq

ah yeah I forgot about the huttball little skill win method plus the +10/sandcrawler datacron pulls

I will say that its fun to pull people who go AFK unnecessarily at the last boss of TFB into the water

I’ve seen sorcs use it for good, even outside of huttball (pulling teammates into the shielded area on hypergates during the explosion, for example). But yeah, I’ve seen it used once or twice to be annoying (mainly for fun tho, like pulling into the magnet while waiting to pull Grob Thok). I feel like this one will be a lot worse though.

those are some good examples. I’ve tried to use it for good in operations while to save dps from standing in stupid…just to pull them into AoE’s that pop up at the wrong time XP

Minus PvP I’ve only seen sorc pull be useful for PT/Jugg tanks on the supremacy phase of Brontes NiM, and a few times in the last boss of TFB when i occasionally get stuck inside a platform because…. Bioware.

nice changes to VG/PT but, only change i see for Merc/Mando is for pvp. Rest are all passives that need to be added cause of the lvl increase. sad face

I’m really glad to see non-tank Powertech/Vanguards getting the charge ability. Moving it to 61 is kinda rough though, being able to charge is an important advantage for a tank at any level.

Going to keep sucking for VG tanks, LoS pulling everything for their group with grapple line all the way to 61, I don’t see the problem with them getting it before 16.

no this is not a new ability and bioware treating it is, is the act of a retarded monkey

as for every spec getting a new ability that is simply not true only powertech/vanguards get theirs removed and replaced by a useless ability only suited for pvp. and its lvl 61 not 60

yeah, typed to fast, it’s lvl 61
it’s a new ability for the nontanks, they didn’t have access to it previously, that’s why BW put it at lvl 61, and not before lvl 16
which was what I was responding to, not the discussion whether or not jetcharge/storm should be considered a new ability
what is removed btw? and we will find out the usefulness soon enough.. (it’s not great for pvp btw, might have some good uses for pve, but can’t tell yet)

you can use it to troll people in pvp, for pve i just cant see the use of it i mean if you as a tank have to be in front of the boss to you know tank it and suddenly use that ability to switch with your healer and it gets the healer killed it wipes the group, that teleport thingie is going to be lvl 10 powertech/vanguard tank new ability and solo pve leveling its absolutely 10000000000000000% useless

and i am going even further at lvl 40 for powertech/vanguards tanks there is a passive that when you use storm you get 2 free flame sweeps/tactical surge bioware didnt even mention that passive

and before this dicipline thingie nontank powertech/vanguards could get it as storm was lvl 20 in the old skill tree then bioware changed it with 3.0 to lvl 10 tank only and now taking it away and putting it back in for all specs at lvl 61 thats waaaaay to late for a tank to get his gap closer and dps well HTL is getting nerfed sadly mercs/commando’s also are getting nerfed something they really didnt need

sorry but jetcharge/storm should be either left alone for tanks or made baseline for all specs at lvl 16-20 while tanks get that new ability

not every expansion has to include new ability’s just because WOW does it

First of all, I was just explaining why BW put it at lvl 61, never said I agree with it/like it (ofcourse I’d like a lvl 10 gapcloser)
Secondly, within a minute I got 2 examples where the swap is very useful (if you got ts or something)
Monolith: swap with the guy getting curse, the dps don’t have to move, you got more than enough time to get back to the boss and turn him again
Tfb kephes: face kephes to the pillar, then swap with the pug who won’t walk the laser into the pillar
And it can help with any tank swap (if the cotank is warned)
You realised that merc/mando now get a sort of force speed? Which I can tell you is far from useless in pve (just be smart enough to turn your back to where you’re going)
And 10seconds (with utility) longer cd on htl isn’t too bad imo, especially since merc/mando got another speedup and vg/pt got a leap
Don’t expect BW to make lvling easier btw, it’s already piss easy.. (except for aoe snapaggro, which is hard for any nonshadow tank)

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…The new vanguard skill just sounds like a combo of force pull and the new scoundrel ability…It seems like a completely useless and unnecessary. and from the looks of it- every advance class is get a NEW base ability except for vgs. 😐

which is exactly how I would use it…especially against those “you are guys are all ***************” “you ***** *** *******”

After seeing the Knight and Smuggler changes I had high hopes for the BH changes. These are very blah. Its nothing but PvP stuff. I guess BW has finally caved in to their minority player base. Even the passives lean heavily towards PvP.

And Shield Techs got shafted hard. They lose a path ability to everyone, and then they cant even use it until 61 now. The other ability they get is kinda meh to me. The only positive is the passive that allows Heat Blast to give more shields.

All pvp stuff? It’s all mobility (and aggrodrop/protect for tanks), if you don’t move in pve you’re shit.
Seeing as most pve’ers are shit at moving, BW added abilities to help the majority of the playerbase with mobility
How does increased dmg/heals/absorb lean heavily to pvp?
Tbh vg/pt tanks ‘should’ be at lvl 60 now (you had Months to lvl at insane speed), so it only suck for new people (who won’t know what they’re missing), and ftp, whole get it back soon enough
Any lvl 60 sub whining about should shut it, lvling 1 lvl is pretty fast

Wow.. really not happy with this. Won’t affect how I play my mercs/mando, but moving jet charge to lvl10 was the only 3.0 class change that got me excited, as someone who loves leveling alts and loves tanking.

Or is this supposed to be some sort of trick to mitigate maratanks? Have them close the gap and then translocating with them… >.<

I like that they’re making jet charge/storm a baseline ability. The change might have inpsired me to do another powertech playthrough but the level 61 requirement for the ability killed my motivation on that point.

so my commando gets a unneeded mobility nerf to HTL and my powertech is going to lose jet charge only to be gated behind a subscription fee just to get it back????

these changes are garbage

I was pretty psyched about the Jet Charge change, until I saw what level they’re planning to add it at. Practically pointless if you have to wait that long, bah.

Bioware 1, VG/PT 0…… some bullshit. Basline Jet Charge/Storm, but at 61. At least I’m really effing good at Tactics mobility already, else this would be some real effed up stuff

“Swap places with a group member and bestow a benign presence upon them” who else thinks this sounds more like a jedi ability?
And to those whining about storm being lvl 61, that’s for all classes.. and they don’t balance for lowlvl anyway, get used to it

If they don’t balance for low level then why the change? It wouldn’t matter if they gave it to us at level 60, 40, 10 or 1 since according to you they only balance for end game. What difference would it make for level 65 endgame what level you learned storm at? None at all.

Therefore you’re logic is flawed.

there is a big difference between not balancing lowlvl and not spreading out abilities and passives evenly over the 65 lvls
they probably won’t balance lowlvl tanking (losing storm will make it a bit harder) to make it as easy as the other tank classes, like they don’t balance lowlvl (they don’t care if a spec is OP at lowlvl, as long as high end is balanced)
what they will do, and do is give 1 new active and 1 new passive ability to every ac and spec, being gained the last 5 lvls
they actually told us how they spread out the passives and actives evenly (active every 16 lvls, and passive every 4 lvls), they’re pretty much leaving the classwide skills

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Bioware should really fire that person who’s doing those weird changes.
Becouse it’s obvious that this person has NEVER played as VG/PT tank.

give me back my full auto!!! the only shit we get is an un-stunt ability?
seriously, the only way to boost up a vanguard at this point is giving them a lightsaber 😛

There’s been a lot of lackluster or poorly thought out changes put forward so far, but this one is definitely one of the worst – I’ve never played a tank, and even I can tell that getting their charge that late in the game is a terrible idea.

so….if im not mistaken….you start at 60 on knights of the fallen empire….right? then..why u guys complain about the 61 skill?

The level 61 charge is annoying for PT tanks while leveling as they don’t get a good gap closer like juggs, who get a leap, and assassins, who have force speed.

This will be funny: Place hutball match. Commando gets the ball, commando turns back to the enemy’s line and activate the new skill.

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This ability is one of the reasons I love my PT so much. You use it pop your 2 free blasts or sweeps to grab aggro before laying on a firestorm. Without unload anymore half the time I am just holding aggro for my dps while waiting for the next firestorm or rail shot to pop.

Not to say that I don’t use my rotation but it just feels so weak without a good spray from the blaster. I don’t get this change what’s the point of tank spec now? It was an interrupt and a quick boost of speed. Now I have to waste a point in the final pool if I want the speed back which I probably won’t do.

Sooo, does Translocate/Transpose replaces the Level 10 Storm/Charge or is it a skill that is granted post Level 60?
TBH I’d rather have it so that the Charge/Storm will still be the Level 10 Skill for PT/VG tanks and that the DPS specs learn it at level 61. I see no reason why tanks should lose their charge ability.

Dunno, i think its impossible at this point to teach same baseline ability to 3 adv classes at different levels. Thats why they have 4 (after kotfe 5) unique abilities. Correct me if i’m wrong.

From how this reads, everybody gets it at 61 and it stops being a baseline ability for tanks. It could be worded poorly. It’s not like BW hasn’t been terrible with their wording in the past.

I think baseline means all 3 adv classes (or sometimes 6 when you get it before level 10 for example) have it, and it picked on same level. If only your adv class have this ability this mean its unique. And as i said before i think its impossible at this point to train same baseline ability at different levels within one profession with 3 adv classes.

I don’t remember ever seeing our vg tank use storm as a gap closer. Though I’m sure they will correct me on that tomorrow. I know they don’t for their openers to use higher threat gen abilities.

They can’t be that bad if we are 3/5 on hm and they don’t lose threat. But like I said they will prob correct me on it next time we raid.

I don’t know why they wouldn’t use it. A gap closer that generates gives two free Flame Bursts or Flame Sweeps? It’s a pretty decent aggro generator without costing any heat.

Your tank needs a lesson then. Grenade, then storm, then two free explosive surges procced from storm is great threat and gap close. You have to be close for the rest of your high threat moves and the within melee range threat boost built into game. Storm is almost always in opener unless boss has to be positioned oddly.

Wait until the Consular/Inquisitor blog before claiming PT/VG dps are the only ones without a new ability. And just because it’s not brand new doesn’t mean it won’t change how the spec is played, don’t whine just because your perception is biased. Also what level do tanks get transpose? I haven’t seen a number so it’s still possible this will be a low level replacement for tanks, which is still helpful, but not as much as a charge.

The changes really doesnt make any sense, trooper get a magic ability (there is no teleporting outside of the force in the SW universe) but get their gap closer taken from them until level 61, if we get the teleport early all we will be doin is asking a warrior or knight to jump in and pull first then we will magically swap with them.

Troopers/Mercs don’t get a teleport, they are just rocket boosting 20 meters back. The teleport is only for PT/VG tanks, and since BW gets to write its own Star Wars lore, it’s kosher!

I was talking about Translocate/Transpose but maybe its a move that uses grapple to pull your teamate and then a jet storm to change places.

I’m not happy about the Hold the Line cool down change. Right now it comes off cool down in line with the Rapid Fire during the walker fight in ToS. My mobility need is not being met by Storm in this case.

You don’t need Hold the Line to avoid Rapid fire, just keep walking with standard movement speed, you should be able to stay ahead of it. The ability is kinda OP in PvE at this point, so the cooldown reduction really isn’t all that unexpected.

I question ping and reaction time if you need hold the line to get out of rapid fire.
I don’t see guardians ever having trouble surviving it.

The main reason this is happening though is because Hold The Line was making certain mechanics obsolete….

So all pt’s and vg’s have a gapcloser now, not just the tanks.
I guess that’s a fair change…… Ideally though I imagine using it is a DPS loss, but it’s a great mobility option if for some reasons you’re 30 meters from your target.

Now repelling shot is in SWTOR. Hehe….. interesting.

Hm… looks like they are luckily not changing the rotations… can any expert for this tell me if I see this right, or have I missed something there?

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