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SWTOR 5.0 Class Changes

Bioware has posted the full line up of all the 5.0 class changes for each class.

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Operative and Smuggler

Imperial Agent
Operative
Operatives will notice that some cunning new tricks have been added to their repertoire with Knights of the Eternal Throne. When used under the right circumstances, these new skills and abilities can certainly give the Operative a tactical advantage and make them a dangerous opponent on the battlefield. Here are some of those changes:

  • Toxic Haze: New ability for all Operatives. Execute your Tactical Advantage to drop a canister at your feet which will do persistent AoE damage for 6 seconds. The Medicine Discipline will be able to use this ability from up to 30 meters away.
  • Take Cover, Crouch, Snipe: These abilities have been removed from the base class and are now Sniper exclusive.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Operative’s:

  • Mobile Strategies: Exfiltrate grants a charge of Mobile Strategies, reducing the energy cost of your next Overload Shot by 100%, allowing it to be used at 30m, and making it knock the target back. Each use of Overload Shot consumes a charge of Mobile Strategies and grants 10 energy.
  • Curative Agent: Countermeasures heals you for 1% of your maximum health every second for 10 seconds and grants Curative Agent, causing your next Kolto Probe to immediately grant two stacks of Kolto Probe. In addition, Kolto Infusion heals for more initially, but no longer has a heal over time component.
  • Blow for Blow: Evasion grants Blow for Blow, reflecting 150% of single target tech and Force damage back at the attacker while Evasion is active. The damage is taken and reflected, but not absorbed.

Sniper
In Knights of the Eternal Throne, the Sniper will see several changes that reinforce its position as The Old Republic’s quintessential ranged damage dealer. With a slightly longer-range stun, and utilities that improve their chase and retreat capabilities, the Sniper is poised to handle more combat situations than ever before. Here are some of those changes:

  • Maim: New ability which replaces Debilitate. Allows you to stun a target from 10m away.
  • Shiv and Overload Shot: Removed from the base class, they are now Operative exclusive.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Sniper’s:

  • Controlled Chaos: Diversion grants a charge of Controlled Chaos for every target initially affected beyond the first. Each charge increases armor penetration by 10%. This effect lasts for 8 seconds.
  • Defensive Safeguards: When Ballistic Shield is activated you gain a charge of Defensive Safeguards for each enemy inside your Ballistic Shield, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • Executioner: Flash Bang and Maim grant Executioner, allowing your next Takedown within 10 seconds to be used regardless of the target’s remaining health and deal 15% additional damage.
  • Tactical Retreat: Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.

Smuggler
Scoundrel
Scoundrels will notice that some cunning new tricks have been added to their repertoire with Knights of the Eternal Throne. When used under the right circumstances, these new skills and abilities can certainly give the Scoundrel an upper hand and make them a dangerous opponent on the battlefield. Here are some of those changes:

  • Bushwhack: New ability for all Scoundrels. Execute your Upper Hand to drop spinning blades at your feet which will do persistent AoE damage for 6 seconds. The Sawbones Discipline will be able to use this ability from up to 30 meters away.
  • Take Cover, Crouch, Charged Burst: These abilities have been removed from the base class and are now Gunslinger exclusive.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Scoundrel’s:

  • Slippery Shooter: Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, allowing it to be used at 30m, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
  • Sly Surrender: Surrender grants Sly Surrender, causing your next Slow-release Medpac to immediately grant two stacks. Additionally, Surrender heals you for 1% of your maximum health every second for 10 seconds and Kolto Pack now heals for more health instantly, but no longer heals the target over time.
  • Back At Ya: Dodge grants Back At Ya, reflecting 150% single target tech or Force damage while Dodge is active. The damage is taken and reflected, but not absorbed.

Gunslinger
In Knights of the Eternal Throne, the Gunslinger will see several changes that reinforce its position as The Old Republic’s quintessential ranged damage dealer. With a slightly longer-range stun, and utilities that improve their chase and retreat capabilities, the Gunslinger is poised to handle more combat situations than ever before. Here are some of those changes:

  • Below the Belt: New ability which replaces Dirty Kick. Allows you to stun a target from 10m away.
  • Blaster Whip and Quick Shot: Removed from the base class, they are now Scoundrel exclusive.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Gunslinger’s:

  • Opportunity Knocks: For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
  • Shield Reserve: When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • Guile and Guns: Flash Grenade and Below the Belt grant Guile and Guns, allowing your next Quickdraw within 10 seconds to be used regardless of the target’s remaining health and deal 15% additional damage.
  • Bait and Switch: Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.

Warrior and Knight

Sith Warrior
Juggernaut
For Juggernauts, we really wanted to strengthen their fantasy as Force-empowered, saber-wielding wrecking balls on the field of battle. To that end, in Knights of the Eternal Throne we have tweaked some of their existing abilities and added some new skills and abilities to help them realize the dream. Here are some of those changes:

  • Ravage: This is now an instantly activated ability to help add more mobility to the Juggernaut.
  • Guard: No longer has any Form restricting its use.
  • Hew: New ability for the Vengeance Discipline. It replaces Vicious Throw and has a 30m range.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Juggernaut’s:

  • Piercing Chill: Chilling Scream pierces enemies with an aching chill, dealing additional elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
  • Extending Roar: Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.
  • Reckoning: After using Intercede, your next melee ability deals 20% additional damage.

Marauder
We found Marauders to be in a pretty solid place coming out of Knights of the Fallen Empire, so we focused on small changes that would reinforce the master-of-blades fantasy that the class already had going for it. With Ravage no longer being a channeled ability, we have elevated the fluidity with which the Marauder plays. Here are some of those changes:

  • Ravage: This is now an instantly activated ability to help add more mobility to the Marauder.
  • Gore: New ability for the Carnage Discipline. High damage ability that hinders the movement of your enemy and reduces their armor.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Marauder’s:

  • Ruthless Aggressor: Vicious Throw refunds 2 rage on targets affected by your Obfuscate. Additionally, Vicious Throw is usable on targets affected by your Obfuscate, regardless of remaining health. Obfuscate also grants Ruthless Aggressor, increasing Force and tech defense by 75% for 6 seconds.
  • Hidden Savagery: While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
  • Interloper: Force Charge grants Interloper, allowing you to activate Force Charge a second time. Interloper lasts up to 7.5 seconds and is removed if Force Charge is reused. If Interloper is not utilized by the end of its duration, Force Charge is placed on a 7.5 second cooldown. Additionally, Force Charge now builds 2 Fury.

Jedi Knight
Guardian
For Guardians, we really wanted to strengthen their fantasy as Force-empowered, saber-wielding wrecking balls on the field of battle. To that end, in Knights of the Eternal Throne we have tweaked some of their existing abilities and added some new skills and abilities to help them realize the dream. Here are some of those changes:

  • Blade Barrage: Blade Dance has been renamed to Blade Barrage. This is now an instantly activated ability to help add more mobility to the Guardian.
  • Guard: No longer has any Form restricting its use.
  • Whirling Blade: New ability for the Vigilance Discipline. It replaces Dispatch and has a 30m range.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Guardian’s:

  • Persistent Chill: Freezing Force pierces enemies with an aching chill, dealing additional elemental damage to all affected targets over 8 seconds. Additionally, Freezing Force grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
  • Unyielding Justice: Increases the range of Blade Storm to 30 meters, but Blade Storm deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Unyielding Justice, allowing your next Blade Storm to deal full damage regardless of the distance from the target.
  • Thwart: After using Guardian Leap, your next melee ability deals 20% additional damage.

Sentinel
We found Sentinels to be in a pretty solid place coming out of Knights of the Fallen Empire, so we focused on small changes that would reinforce the master-of-blades fantasy that the class already had going for it. With Blade Barrage no longer being a channeled ability, we have elevated the fluidity with which the Sentinel plays. Here are some of those changes:

  • Blade Barrage: Blade Dance has been renamed to Blade Barrage. This is now an instantly activated ability to help add more mobility to the Sentinel.
  • Lance: New ability for the Combat Discipline. High damage ability that hinders the movement of your enemy and reduces their armor.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Sentinel’s:

  • Zealous Judgment: Dispatch refunds 2 focus on targets affected by your Pacify. Additionally, Dispatch is usable on targets affected by your Pacify, regardless of remaining health. Pacify also grants Zealous Judgment, increasing Force and tech defense by 75% for 6 seconds.
  • Hidden Advance: While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
  • Intercessor: Force Leap grants Intercessor, allowing you to activate Force Leap a second time. Intercessor lasts up to 7.5 seconds and is removed if Force Leap is reused. If Intercessor is not utilized by the end of its duration, Force Leap is placed on a 7.5 second cooldown. Additionally, Force Leap now builds 2 Centering.

Inquisitor and Consular

Sith Inquisitor
Sorcerer
Coming from Knights of the Fallen Empire, we felt the that the Sorcerer was in a really good place and so they aren’t receiving a whole lot of changes this Update. One big change that we made with Fallen Empire was to work on increasing the overall mobility and survivability of the Sorcerer. Additionally, we really wanted to separate the Sorcerer as a ranged class from that of the Assassin. To accomplish that goal, we are making the following changes:

  • Phase Walk: Removed from base class. Now Sorcerer exclusive.
  • Crushing Darkness: Removed from base class. Now Sorcerer exclusive.
  • Force Lightning: Removed from base class. Now Sorcerer exclusive.
  • Thrash: Removed from base class. Now Assassin exclusive.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Sorcerer’s:

  • Galvanizing Cleanse: Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
  • Unnatural Vigor: Unnatural Preservation increases damage reduction by 15% for 6 seconds. Reduces cooldown of Unnatural Preservation by 5 seconds.
  • Enfeebling Strike: Strike the target with your lightsaber, dealing weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike. 15 second cooldown.

Assassin
After giving every class some additional mobility in Knights of the Fallen Empire, we felt that Assassins were left a bit too mobile. So with Knights of the Eternal Throne we have reduced some of the Assassin’s mobility while simultaneously enhancing their identity as a powerful, stealthy melee class.

  • Thrash: Now granted at level 1 as an Assassin exclusive.
  • Lightning Charge: Now a passive buff.
  • Guard: Now available at level 16. No longer requires Dark Charge.
  • Dark Charge: Removed from Advanced Class. Now granted as Discipline passive in Darkness.
  • Phase Walk: Removed from base class. Now Sorcerer exclusive.
  • Reaping Strike: New ability for the Deception Discipline. High damage single-target skill on a 15s cooldown that is usable from stealth or within 15 seconds of landing a critical hit.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Assassin’s:

  • Reaper’s Rush: Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper’s Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, the cooldown of Phantom Stride is reset.
  • Renewing Darkness: When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.
  • Retaliatory Grip: Deflection grants Retaliatory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and Force damage back at the attacker for 12 seconds. Does not absorb incoming damage.

Jedi Consular
Sage
Coming from Knights of the Fallen Empire, we felt the that the Sage was in a really good place and so they aren’t receiving a whole lot of changes this Update. One big change that we made with Fallen Empire was to work on increasing the overall mobility and survivability of the Sage. Additionally, we really wanted to separate the Sage as a ranged class from that of the Shadow. To accomplish that goal, we are making the following changes:

  • Phase Walk: Removed from base class. Now Sage exclusive.
  • Mind Crush: Removed from base class. Now Sage exclusive.
  • Telekinetic Throw: Removed from base class. Now Sage exclusive.
  • Double Strike: Removed from base class. Now Shadow exclusive.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Sage’s:

  • Swift Rejuvenation: Restoration grants Swift Rejuvenation, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
  • Valorous Spirit: Force Mend increases damage reduction by 15% for 6 seconds. Reduces cooldown of Force Mend by 5 seconds.
  • Impeding Slash: Lash the target with your lightsaber, dealing weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds. Replaces Saber Strike. 15 second cooldown.

Shadow
After giving every class some additional mobility in Knights of the Fallen Empire, we felt that Shadows were left a bit too mobile. So with Knights of the Eternal Throne we have reduced some of the Shadow’s mobility while simultaneously enhancing their identity as a powerful, stealthy melee class.

  • Double Strike: Now granted at level 1 as a Shadow exclusive.
  • Force Technique: Now a passive buff.
  • Guard: Now available at level 16. No longer requires Combat Technique.
  • Combat Technique: Removed from Advanced Class. Now granted as Discipline passive in Kinetic Combat.
  • Phase Walk: Removed from base class. Now Sage exclusive.
  • Vaulting Slash: New ability for the Infiltration Discipline. High damage single-target skill on a 15s cooldown that is usable from stealth or within 15 seconds of landing a critical hit.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Shadow’s:

  • Stalker’s Swiftness: Shadow Stride grants Stalker’s Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker’s Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is defeated within 10 seconds of using Shadow Stride, the cooldown of Shadow Stride is reset.
  • Restorative Shade: When entering stealth with Force Cloak you generate a stack of Restorative Shade and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Restorative Shade heals you for 4% of your health.
  • Avenging Grip: Deflection grants Avenging Grip, reflecting 50% (or 100% for the Kinetic Combat discipline) of all direct single target tech and Force damage back at the attacker for 12 seconds. Does not absorb incoming damage.

Bounty Hunter and Trooper

Bounty Hunter
Powertech
Knights of the Fallen Empire left Powertechs in a good position as one of the most well-rounded classes in the game. With Knights of the Eternal Throne, we wanted to push the Powertech fantasy in a way that really made it feel unique and different from the Mercenary. Here are some of the changes we have made:

  1. Deadly Onslaught: New ability exclusive to Powertechs, replaces Death from Above which is now exclusive for Mercenaries.
  2. Searing Wave: New ability exclusive to Powertechs, replaces Flame Thrower which has been removed from the game.
  3. Shatter Slug: New ability exclusive to Powertechs, replaces Explosive Dart which is now exclusive for Mercenaries.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Powertech’s:

  • Reel and Rattle: Grapple deals kinetic damage to pulled targets and causes your next Rocket Punch or Flaming Fist to deal 20% more damage and stun the target for 1.5 seconds.
  • Mutilating Shards: Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Pressure Overrides: Explosive Fuel grants Pressure Overrides, which increases the maximum range of Flame Burst, Magnetic Blast, Shatter Slug, Ordnance Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch by 20 meters for 15 seconds.

Mercenary
One of the things that has long been requested by players of the Mercenary class is a better way to survive attacks from their enemies. In Knights of the Eternal Throne, we have given Mercenaries several new toys to help keep them alive, while also polishing the class a bit to help differentiate it from the Powertech. Here are some of the changes we have made:

  • Responsive Safeguards: New ability exclusive to Mercenaries which absorbs all single target damage, reflects 50% of it, and heals you for 5% of your health each time an attack is absorbed.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Mercenary’s:

  • Tag and Bag: Hindering a target with Electro Net grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, activating Supercharged Gas reduces the cooldown of Kolto Overload by 5 seconds.
  • Trauma Regulators: While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.
  • Battlefield Protocols: Stealth Scan grants Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

Trooper
Vanguard
Knights of the Fallen Empire left Vanguards in a good position as one of the most well-rounded classes in the game. With Knights of the Eternal Throne, we wanted to push the Vanguard fantasy in a way that really made it feel unique and different from the Commando. Here are some of the changes we have made:

  • Artillery Blitz: New ability exclusive to Vanguards, replaces Mortar Volley which is now exclusive for Commandos.
  • Ion Wave: New ability exclusive to Vanguards, replaces Pulse Cannon which has been removed from the game.
  • Flak Shell: New ability exclusive to Vanguards, replaces Sticky Grenade which is now exclusive for Commandos.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Vanguard’s:

  • Pull and Pummel: Harpoon deals kinetic damage to pulled targets and causes your next Stockstrike or Shockstrike to deal 20% more damage and stun the target for 1.5 seconds.
  • Smothering Slag: Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Aim Extensions: Battle Focus grants Aim Extensions, which increases the maximum range of Ion Pulse, Tactical Surge, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize by 20 meters for 15 seconds.

Commando
One of the things that has long been requested by players of the Commando class is a better way to survive attacks from their enemies. In Knights of the Eternal Throne, we have given Commandos several new toys to help keep them alive, while also polishing the class a bit to help differentiate it from the Vanguard. Here are some of the changes we have made:

  • Echoing Deterrence: New ability exclusive to Commandoes which absorbs all single target damage, reflects 50% of it, and heals you for 5% of your health each time an attack is absorbed.

Each Advanced Class is receiving a new suite of Legendary Utilities, here are the Commando’s:

  • One Man Army: Hindering a target with Electro Net grants One Many Army, increasing your alacrity by 15% for 9 seconds. Additionally, activating Supercharged Cell reduces the cooldown of Adrenaline Rush by 5 seconds.
  • Trauma Stabilizers: While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.
  • Suppression Protocols: Stealth Scan grants Suppression Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppression Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

By Dulfy

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

207 replies on “SWTOR 5.0 Class Changes”

right. but what i dont get is that wasnt force lightning a prerequisite for assassins’ advanced version of the move?

it is bad as it looks even worst ! and what about the low slash / mindcrush combo ?……or cc some one 30 meters away to PW to pylon and cap it? phantom stride is crap,it works only 40% the time as it should …and u can only use it on an enemy,where as opers and juggs got abilities to gap close to friendly target. the guys responsible for class changes should end up cleaners of toilets in some EA branch comp in north Korea . they clearly never play the classes

Phasewalk was only a failsafe option and since the ideal boss pull is done from 11 meters while moving forward (where shock and wither take over), there never was a reason for a gapcloser anyway.
I admit there may be disadvantages for dps, tanks couldn’t wish for more though (I’m talking PvE here, since tanks will be completely useless in pvp anyway). AoE damage reduction and the 60% absorb shield against anything during force speed easily makes up for any nerfs. Tank Assassins will be indomitable bricks in 5.0

count the gap closers left and consider their CD and usability. Compare that to a mara/jugg. Sins will fall to the far end of mobility, you can’t make up for that with any slight burst buffs, uptime will be reduced by a lot. Even operatives are more mobile. Holotraverse can be used on friendlies, plus their other gap closer has more speed, effective range and utilities with a much shorter CD than force speed. Nah bro, this is a huge nerf to mobility, however you look at it. And not only dps, tanks will suffer it too. Did you ever think some day a jugg tank will be 2 times more mobile than a sin?

I’m well aware of the mobility nerf. What I’m saying is their survivability receiving a huge buff far beyond anything juggernauts or powertechs have. For dps it sucks indeed, tanks are the big winners though.

Phase Walk removed from Assassins and Shadows? WTF. If it makes any sense to keep it for just one advanced class, it should be the other way around.

And why would you remove Flame Thrower from the game? I hope they just replaced it with the same ability with a different name. A bounty hunter without a flame thrower doesn’t really make sense.

I honestly convinced that this game is now being run by complete idiots. Too much mobility for sins? No, really? What a load of crap.

Can I cry? What sens does it make that only Sage/Sorc have Phase Walk? My Shadow/Assassin is really gonna miss that ability :'(

Wonder if they are still removing Rocketpunch/Stockstrike from Merc/Commandos like the data-mined data had said on account of having a melee ability being too complicated for new players to grasp….

Why in the world would you remove Phase Walk from SINs and add it to Sorcs? No, really? Like, how big of an idiot do you have to be the say “Oh that’s a brilliant idea”? This is why this game is going down the gutter. Whoever’s in charge of it now, are nothing but a bunch of tools.

does anyone know what Reaping Strike animation looks like? hopefully it looks like Lord Throk ability from DK Kingpin bounty

mercenary’s and commandos ability sounds cool for ops (even though ops is dead at this point) but everything else is just “cleaning up the class” removing some abilities and adding ones that would fit better with their role. And as someone who mains a Gunslinger WTF am I going to do with a ranged stun that only works at 10m away? PVP? I couldn’t care less.

PvP balance is the only thing that is really affected by class changes anyway…

In PvE you just memorize before hand what you have to do and that’s that.

Shadows and Assassins, fear not.
Reading the above really makes one think we got handed the short stick.
https://swtor.jedipedia.net/en/news/5-0-class-changes#ass
Scroll down and gaze upon our great new utilities. AoE damage reduction, 60% absorb on force speed, etc…

Losing or beloved phase walk is a punch to the gut, but we’re going to be the indomitable towers odd strength the puny juggernauts and measly powertechs dream of in their wildest fantasies.

I guess you dont play the game either…serenity is dps spec. Are you a dev as well? I red all the utilities, so what excpet the 12 sec 50% damage return….

They didn’t just introduce some new utilities, they mostly updated existing ones. You probably saw these: (scroll further)

New:

Reaper’s Rush
Passive
Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper’s Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride’s cooldown is reset.

Retaliatory Grip
Passive
Deflection grants Retaliatory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and Force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not absorb incoming damage.

Renewing Darkness
Passive
When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.

However, they also changed many of the existing ones. Here it becomes interesting.

Merged:

Insulation
Passive
Increases your armor rating by 30% with Lightning Charge or Surging Charge, and Depredating Volts increases movement speed by 35% for 6 seconds with Dark Charge. Additionally, when damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.

Magnetism
Passive
When a target recovers from being stunned by your Spike or Electrocute, its movement speed is slowed by 90% for the following 3 seconds. Additionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.

Oppressing Force
Passive
Lowers the cooldown of Electrocute by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds.. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.

Updated:

Phasing Phantasm
Passive
Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.

Hand of Darkness
Passive
Force Pull immobilizes its target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.

Disjunction
Passive
Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.

Fade
Passive
Reduces the cooldown Force Cloak by 45 seconds and extends its duration by 5 seconds.

Obfuscation
Passive
Increases your movement speed by 15% and your effective stealth level by 10.

so which of these enhance our already fragile position as dps?

They nerfed our active skills and the provided abilities aside retaliatory grip (which presumes you have aggro) arent DPS related!

And I am telling you again SERENITY SHADOWS are DPS! Got that?

Why not just make ravage usable on the move instead of just an instant? Assuming instant will get rid of the current animation kinds dissapointed if so.

Sorcs are getting a straight up nerf to damage and healing values, but all such changes were left out of this dev blog, it seems. Go figure that they wouldn’t have much to say about nerfs…

when 4.0 came out they posted the nerfs with the changes. either they are going to do it later or they might not nerf them. datamine info is only good till the developers make it gospel.

Calm down Assassins/Shadows, you’re all getting 60% AoE damage reduction in Deception + 15% passive damage reduction after using Maul. You guys will be able to cheese EVERYTHING. :^)

The data mine said sorcs/hatred sins got nerfed, somewhere around 10%. But it’s not here so it makes me wonder if that’s actually a thing or just that the devs don’t want the nerds to revolt and start flipping cars in protest(though lack of any physical ability should still prevent that)

The devpost on the forum included this bit: “This is just a sampling of the changes that are coming with Eternal Throne and are subject to change.”

So.. attempt at trying to spread out the rage a bit, I suspect.

They never touched the Heroic Moment. Orbital Strike was removed from Scoundrels and Operatives and still you get it as Heroic Moment Ability from these classes.

Searing Wave: New ability exclusive to Powertechs, replaces Flame Thrower which has been removed from the game.

What the actual FK 😮 😀 Eaware gotta be fking kidding.. 😀 🙁 Breaking many Classes with their new abilities whe simplifying Combat & now this.. Oh and Simplifying the Heroic Moment use with Cd & all added Boosted Abilities for the bar it brings.. Yeah that came long time ago, but no matter. Trololz…

Oh well was good to leave this Crap Star Wars Dress Up Half Mmo game behind it seems.. 😀 Supported it for 5’ish years with automatic renewal Sub & even bought CC’s occasionally in 2015. Have given my share of support.

Wish all nice gaming in whatever game that is 🙂

Funny thing, I never really used phasewalk on my Assassin or Shadow…. didnt even know I had force leap for my Knights

Snow, please don’t take this the wrong way. But how exactly have you used your shadow then? It’s such a cool ability. And highly useful. You can troll with it. You can cheese mechanics. You can escape from harm before you get globaled 5 on 1. You can use it numerous ways in PVP and in raids. It’s odd you never used it.

Please stop freaking out about shadow. Phase walk will be available for 5000 Cartel Coins. They just forgot to add this into the patch notes.

I miss the game, I really do. Lots of amazing memories. I remember everyone I have ever played with. The pug wipes. The Nightmare timed runs with guildies. Good pvp matches between pub and imp premades. Getting my ass kicked in galactic star fighter by Keenz. The first time we beat brontes after frustrating raid nights. The events. The lore. The community. The stories. The leveling process. The transition from shitty healer to begin the game to one of the best healers on the server.
Those moments defeating bosses with one person left in the group.

This was an amazing game. But to me, it’s changed way too much.

On a side note, why don’t they remove blaster volley/carbine burst? This ability is pointless. No respectable operative/scoundrel will ever use this crap. I used it to troll my guildies but the joke’s on me because it’s such a weak no-damage-output piece of shit.

Nooo.. blaster volley is the only thing to do while running laps on fleet beating my head against the wall for raids/content.

In other words, Bioware: Lets just massively fuck over sorcs damage output compared to anything else and hit them over the head with a titanium nerf bat and also in the mean time lets make their force usage as healers a little harder than it already is. Cuz you know.. Fuck em sorcs–Bioware 1/1/0-12/31/9999

Lol what? Sorcs have always shined in one form or another. They are the go to healer, and there’s usually one sorc dps around. They are getting all the base abilities from Inquisitors, they even get the Phase Walk that was originally made for Assassins.

I guess you havent seen latest datamined info with dps potential with each class and specs. Sorc lightning is bottom of the list meaning the worst spec in 5.0 from all classes. Also the difference is about 1k dps. Yup lets see how they shine in 5.0..

Just datamined stuff. Wait for it to hit live. I’m sure at least one of the spec will be up there. In 4.0 Marksman Snipers were dead last and were 1K dps behind the top class, which boggled my mind. Especially since Snipers are a pure dps class. I expect Sorcs to be slightly behind as they bring the most utilities with them (off heals, cleanse, battle rez, bubble shield, raid buff, extricate, phase walk).

Get your facts straight. I just posted dps ranking based on latest datamined info above with highest gear because it had all the stats already.

If you look at my post, I said in 4.0, not in 5.0. I also said that datamined stuff doesn’t mean much until it hits live. While a lot of it may remain the same, the stats may still change before hitting live. So what if Sorcs lightning is last, someone has to be there right? Like I said in my earlier spec again, Sniper-Marksmanship was last in 4.0, being 1K behind on dps. No matter what, someone is going to throw a hissy fit.

Step 1: Kill NiM raiding… So PvE class balance is no longer a concern
Step 2: make PvP all about gear and then make gear a looooooong RNG grind… So PvP balance is no longer a concern.
Step 3: make damn sure to alienate and infuriate all ranked players just to make sure nobody that cares is about PvP is left…
Step 4: make massive changes to every class based on PvP data to make damn sure nobody that cares about PvE is left…

Step 5: update your LinkedIn resume…
Profit

Well said! 🙂 Also ofc big 🙁

Supported this Nowadays’s Star Wars Dress Up Half Mmo for almost 5x years with active Sub. Automatic Renewal to be stopped before this month’s Renewal. Even bought some CC’s in 2015 for a few times so have given my support for Swtor’s Eaware crew.. Too much simplification & focusing too little on Mmo Community is just enough.

Wish nice gaming to all no matter what game that is o/ Good to know that not only Adult gamer who’s waiting for day when EA & Eaware get their hands out of SW Franchise. Then some good company makes fine Star Wars Mmo. Not Theme Park, Sandbox we hope.

Sounds like to me, you are just seeing so much change and you are just having a huge hissy fit over change…..it normally happens over massive changes in mmos.

I am sure soon after release you will stop fearing the change.

Swtor has been officially Half Mmo for a long time now :/ What these changes do is mostly Simplify the Gameplay more & more and into Lazy Children Level 🙁 Now even taking away one of the finest Combat Animations when MS comes instant. Shame on Swtor’s Eaware crew :/

I’ll take all the Knight/Warrior and Trooper/Bounty Hunter changes. All instant ability melee is how it SHOULD BE. Yay for Mando/Merc survival changes.

Gave Sorcs and Sages an actual, semi-usable saber strike. Lmfao. Nice try. But now taking Phaser walk away from Assassin/Shadow? Why didnt you just do that in 3.0. That just fuckin’ mean.

Agent/Smuggler changes I’m still up in the air about. We will see

If Force Lightning is removed from Assassin that means Tank will not be able to use Depredating Volts,which replaces Force Lightning in its Darkness Discipline Tree.

Then Depresdating Volts should be given to Sorcerer, Lightning Discipline,instead and have it replace Force Lightning.

FL is not a prerequisite for DV. DV is now part of the discipline, just like ball lightning for deception or demolish for hatred.

“Avenging Grip: Deflection grants Avenging Grip, reflecting 50% (or 100%
for the Kinetic Combat discipline) of all direct single target tech and
Force damage back at the attacker for 12 seconds. Does not absorb
incoming damage.”

Twelve fucking seconds?!? Holy fuck, good luck protecting your nodes people.

Operatives look like they’re gonna be even more annoying to deal with. And who knew, Bio dropped even more utility to their favorite fortress class. Why don’t you make an autoproc ability for the sniper rotation?

I am not looking forward to the OP buff. I have been absolutely destroyed by 3 ops before on my jug, and now it is going to get worse….

this is going to be weird now with rav, not having a cool down. usually everything lined up right after ravage but now with it being instant, at times everything will be on cooldown

They didn’t say it didn’t have a cool down, just that it is instant, meaning you don’t have to stand there and wait for it to Finnish you can move.

You’re jumping to conclusions, we don’t know exactly what will happen with the animation. Wait until it comes out before making an ass out of yourself.

Was only a Pre Thoughts so nothing about making a** of a character. Wish u nice gaming wherever it is & learning to behave with commenting 🙂 Blocked so can’t see ur silly comments anymore. Take care & good luck with growing up o/ Sincerely: Mmo Gamer since 2004.

if you open with ravage just use shatter and quickly ravage again followed by your other attacks…add enough alacrity until the ravage CD is just right for your playing speed.

Interesting, your plasmabrand/shatter resets the CD of ravage, this could be a devastating burst, would love to see the increased dmg output of Vengeance as well as Rage. I for one am interested in Gore ability for Mars as well.

So one huge nerf for sins mobility while operatives become basically gods in PvP? To be honest from one side I see point to stripe sins from phase walk… Juggs have only mad dash and intercede, maras mad dash and predation, powertechs hydraulics overrides and rocket out, operatives have roll and holotraverse sins have force speed, phantom stride and phase walk…
Science I play sorc from beginning I don’t understand why on earth PW will be sorc exclusive? We have perfect mobility and pretty much god mode self healing abilities… We don’t need damn phase walk!!! What we need is to put our dps for Lightning spec to be placed in line with madness or put it close to mercs dps or snipers…

don’t forget the leaps for mara/jugg, if you count gap closers. Those are effectively comparable to stride. Even better, due to the CD on leaps. So sins now will have 2 instead of 3, both of those with long cds.

I know but I try to look at those abilities more like something dcd. Force charge is more offensive… I mean PW is strictly defensive thing, that why I’ve not mention Charge/Leap

they will nerf the classes even more after the beta testing, i mean after early access. except for their favorits. so nothing new here just as always

Buffs – Game’s too easy – BW, you suck
Nerfs – Why are you nerfing my favorite class??? – BW, you suck
Changes – Stop changing the game – BW, you suck
No Changes – Thhis game is boring, same old shitfor 5 years – BW, you suck

Y for some, but Many of these Class Changes are just Trololz Eaware.. really.. More into Simplified Gameplay direction.. Started at 3.0 then heavily at 4.0 & still keeps on going.. Unfkingbelievable.. Last time Eaware gave Mmo Community some love in Swtor was 2’ish years ago & now some new Multiplayer content coming in form of “Uprisings” trololz..

Silly fast paced Mind Boggling “content” where ppl’s Spacebar hurts less cause no Conv. breaks. Aah Eaware :/ Then to talk about Finding Dory mission that’s also known Hk-55 bonus mission.. Clearly saw there the Pegi-12 Rating when heard Femdroid’s Voice Response while taking down bogies.. It was something like “pew pew with Child’s voice..” I almost puked then.. 🙁

Was the mission that came with price €50+ Price Tag cause of Eaware gave it as 6+ months Sub Reward heh. So one mission came to be more expensive than many big adventure Rpg’s like W3 and many others.. 😀 Then to hear such disappointing voices in that “Finding Dory Mission where Shroud’s story was ruined..” I imagine the Femdroid voice & dialogue creator was tripping or under 13y old.. 🙁

Oh well was Subber since launch “or still am, but cancel automatic
renewal for this month” & even supported with occasional CC purchases on 2015. Now time to leave this Simplified Half Mmo that’s known today as Star Wars Dress Up Game 🙁 Wish all nice gaming in whatever game that is 🙂

Agree 100%. It’s a game, not a livelihood. People get too wrapped up in this stuff and get all mad if it doesn’t satisfy them 100%. Compared to other companies, I think Bioware does a pretty good job trying to make everyone happy.

Of course they’re gonna fail, because you can’t make everyone happy. Bioware has some of the best story-telling games, which is their major strength.

But, these boards are meant for people to vent their stuff. But yeah, whiners of first-world problems.

Nope… U don’t get massive dmg Nerf… As I play mostly sorc I must say I hate this PW “exclusive”. IMO sorc is last class that need it… More useful would be if devs finally fix dmg for lightning instead…

Wow, my class is getting buffed? Commando’s typically get nerfed, and then handed shiny new abilities to try to make up for it. I guess technically Echoing Deterrence is just an ability and not an actual buff, but it sure feels like one.

I’m not going to get too excited just yet though, these are just the shinies they’re showing us. I imagine the full patch notes will read a different story.

why!? Why removing Phase Walk from shadow!? That is some logic. Let’s introduce this skill as shadow exclusive. Now let’s give it to sages. As if those fuckers weren’t op enogh. Now let’s remove it from shadow and leave it for Sages exclusive. WTF!?

Maybe I am missing something… why is everyone calling for operative nerfs or claiming that operatives are god? They are just getting one aoe skill, which is justified. I know they are decent in PvP, but in PvE they are far from great. I rarely see a dps operative in PvE anymore, just healers.

Compared to operatives, all the ranged classes are doing MUCH better.

range classes are doing better cause a lot of fights aren’t melee friendly. my main classes are assassin and jug and I actually do a lot better dps wise then range but it’s all about the person behind the keyboard.

Well I get that, I meant more on a dummy parse. I play all the classes, and the classes I’ve had most success with are Mara, Juggs and Sorcs. Now I also do play Operatives as both dps and healers, but I find that my performance with Jugg and Mara pulls ahead of operatives in real raid scenarios. I can close gap faster on Jugg/Mara, take out adds faster and do more on boss in general. The only thing I bring on my operative is stealth rez and off heals as a dps. I do enjoy playing operatives a lot, but I feel pressured into playing other classes as dps just because I can carry better.

Must be me you’re seeing then cause I’m always pve as my operative (normally concealment). Personally not upset with the changes as it seems goal is to more specialize the advance classes.

Yeah, I’m actually okay with the changes in general. I’m just confused as to why people are asking for Operative nerfs. It’s not like they are godlike at the moment. In PvE, they are in the middle of the pack and in PvP, if you manage to interrupt/escape the opening burst you will be fine.

The only thing that they have going in PvP is that they are hard to kill sometimes with all the heals and are good at objectives.

As someone whose main is a Vigilance Guardian, I’m really curious about this new insta-cast Master Strike,errr, Blade Barrage. And really didn’t understand why Dispatch is a 30mts ability now. Well okay I’ll take it, sure why not, but still don’t understand the logic behind it.

bet you anything the new 30m replacement is a single saber variant of the Mara/Sent dual saber throw animation…

and the purpose is obviously to aid against sissy ass kiters aka mercs and sorcs.

laughing at the pussy Sin/Shadow players who only have stealth to hide behind now…

crying because I play all classes and I can’t teleport away like a coward either 🙁

DPS Rankings#SelectionDPSPowerCriticalAlacrityPercent of Average DPS
115Mercenary – Innovative Ordinance8980.29342915441170105.89%5.89%221Sniper – Virulence8963.8342914541260105.70%5.70%320Sniper – Engineering8892342915441170104.85%4.85%424Operative – Lethality8844.26342914541260104.29%4.29%51Marauder – Annihilation8808.91342915441170103.87%3.87%68Assassin – Deception8775.93342914541260103.48%3.48%714Mercenary – Arsenal8682.11342915471167102.38%2.38%823Operative – Concealment8673.09342915441170102.27%2.27%92Marauder – Carnage8492.98342916431071100.15%0.15%105Juggernaut – Vengeance8374.6734291454126098.75%-1.25%113Marauder – Fury8352.1634291544117098.49%-1.51%1217Powertech – Advanced Prototype8255.9134291544117097.35%-2.65%139Assassin – Hatred8225.7834291454126096.99%-3.01%1412Sorcerer – Madness8126.9534291454126095.83%-4.17%1518Powertech – Pyrotech8116.0334291544117095.70%-4.30%166Juggernaut – Rage8097.7934291553116195.49%-4.51%1719Sniper – Marksman8071.5634291544117095.18%-4.82%1811Sorcerer – Lightning7917.1934291553116193.36%-6.64%

Heal
01. 19024 +18.56% – Operative – Medicine || Scoundrel – Sawbones
02. 15276 -4.80% –Sorcerer – Corruption || Sage – Seer
03. 13839 -13.76% – Mercenary – Bodyguard || Commando – Combat Medic

Tank
01. 2234 +3.62% – Assassin – Darkness || Shadow – Kinetic Combat
02. 2554 -0.65% – Juggernaut – Immortal || Guardian – Defense
03. 2728 -2.97% – Powertech – Shield Tech || Vanguard – Shield Specialist

Generally speaking, I like most of the changes here, but this one confused me:

“Double Strike: Now granted at level 1 as a Shadow exclusive.”

Umm, how do I get a Shadow exclusive at level 1 when I’m not even allowed to pick my advanced class until level 10?

Would have liked to seen some Op/Scoundrel Heal buffs to bring them up to par with Sorc/Sage healing. I mained a Sage heals in 4.0, but rolled an Op during DvL to try it out. I just feel like I’m nowhere near as good as healer on my Op as I am on my Sage, and it has little to do with my gear. Ops need some burst or SOMETHING to help during heavy-healing moments because I just feel like without healing-trance or wandering mend, I’m useless.

Datamine indicated that base classes would disappear entirely. The devpost didn’t include this information, but it did say that it was a “sampling” of class changes. I guess they accidentally confirmed the datamined information to be correct.

Eaware Removes the Path upto making the Important Selection where u choose your Advanced Class 🙁 Maybe one reason for that that is many ppl gone upto 50 without choosing Advanced Class 😀 Reason: Unable to Read Mission Journal or watch map 😛 Or Eaware’s reason for it is just to simplify Gameplay even more. No surprise when it comes to Eaware & Watering down content 🙁 Enjoy gaming in whatever game that is o/

shiet! I was so happy to run my sith warrior to lvl 65 just to troll on pvp and ruin games! What will happen To my warrior now!?

Yep even if Silly Blind E.Musco mentioned it doesn’t mean how silly it’s removal is. There are actually many ppl who didn’t even know about Advanced Class selection & went all the way to good old Vanilla Era Max Lvl without selecting one 😀 :/ One good Rp feature gets taken away soon :/ Wish you nice gaming in whatever game that is 🙂

Ops just play a lot differently than you’re used to as a sorc. Provided you know the fight and can anticipate a big hit to a tank, you can burst 100k heals in 10 seconds with an operative if you’ve got hots on the target and your CDs are up (I’ve done it in 220 gear). What you can’t do as well is heal in a purely reactionary mode as an operative. If a dps stands in stupid and take a massive hit, a bust co-healer is going to have to help you out until the dps is safe (above 25%) and your hots can work on them.

What I found as an operative is that you have to heal as a team differently that you would with a pair of healers without an operative.

Hope that helps.

So if Inquisitor/Consular classes don’t have access to FL/Tele and Dbl Strike/(Imp equiv) what the hell do they use now pre-adv class? Dance around and wave some hand mo-jo??

#BringBackForceLightening

I thought they just said “level 1” as in the advanced class level 1, not the general overall level 1

That’s a joke. What’s the point in having advanced classes at all then? Or all the previous versions of core classes?

They’re dumbing down waaayyy too much for idiots who are incapable of playing anything

Yeah, what Limu said.

No official announcement but it’s in the datamines and also implied in the new class info with you getting adv class specific abilities at level 1

Vanguard’s are in a good place, so we’re taking away their abilities in the hope that they’ll be balanced with just their auto-attacks.

-Bruhoware

PS: Also, all of the abilties that gave Vanguard their identity? We’re giving those to Commando so they can be more identifiable.

-Bruhoware

They’re taking away 3 abilities but giving 3 new ones. So nothing’s being lost. Also all new passives look amazing. I actually think it’s time to dust off my Vanguard.

so 6th nerf for pt in a row or is it 7? i lost count…bw r great at pumping up a class make it op and then make it disappear for a bit we have seen it with all classes mercs and ops are getting long end of the stick. imo sorcs still on the way down pt hits bottom 5.0

Got to say, reading these changes doesn’t exactly make me thrilled. They’ve changed them around before, but these are like, WTH? It’s always been one of those games I loved when it came out and still really want to love because it’s Star Wars. But, man, they keep making it harder and harder to care about. It’s kind of depressing to watch.

True That.. Well said.. 🙁 Can relate to this very well.. Sub since launch, but finally
cancel before Next Automatic Renewal & did buy some CC’s occasionally in 2015. So can say that given my share of support for this Star Wars Dress Up Game with Outdated Glitchy Game-Engine. Wish you nice gaming in whatever game that is o/

Yeah…
I guess they “accidently” forgot to mention about healing and damage nerfs…
Oh, and if someone will say “Hey! We don’t know for sure if they will use nerfhammer this time!”…
Believe me. They WILL.

So far Nothing Awesome about it.. 🙁 Sub since launch, but finally cancel before Next Automatic Renewal & did buy some CC’s occasionally in 2015. So can say that given my share of support for this Star Wars Dress Up Game with Outdated Glitchy Game-Engine. Wish you nice gaming in whatever game that is o/

”Blaster Whip and Quick Shot: Removed from the base class, they are now Scoundrel exclusive.”…..hate this.

If you used Quick Shot outside of the Utility that made it free after rolling then you were doing it wrong. Had no place in the rotations. Only okay if you had to be mobile.

Blaster Whip…. yeah that one blows a bit.

Yeah Dirty Kick is the only thing ability that is truly a Smuggler ability both ACs should have. Just too funny to kick the balls of massive beast and lmfao too death

they removed the flamethrower from the game that was a classic bh skill /smh lot of stupid changes it seems not sure why

Well, I’m ok with the most of the changes. Let’s face it guys: they took out most of the fat and kept the essentials of the classes. This has to be done at some point or another: with my Commandos I was running out of space on my quickbars. In fact I did run out of space lol…

The only points I’n sceptic about: does Ravage or Blade Barrage or whatever it’s called these days lose the animation? Because it’s a really cool animation, I’d hate to see it go.

And of course, Guard being used by non-Tank classes… That one is gonna be a bitch in pvp. Not so much in pve, but I can just see the pvp crowd going berserk on this…

Other than that, no self heal on Marauders/Sents LIKE I HAD ARGUED with someone here that there was NO WAY that was going to go live.

Let’s wait and see.

They are now 1 GCD instants, so they don’t have their 3 sec cast and lost the animations. The new ones are kinda cool, but it’s not the same. The dmg is lower of course becuse it now take 1 GCD instead of 2 so dmg is aprox. 2 times lower. The thing I’m worrying about it’s not the animation or the dmg but how the combat/carnage roation will look without clipping those skill in precision/gore window.

Btw the comment about quickbars doesn’t make sense. If you are not using some skills why even bother keeping them on top? Do you really have Stockstrike on your quickbar while playing Commando? It’s like keeping double strike on Sage ^^

Now that’s just not true.

… It’s more like one in ten, tops. 😀

Seriously though, it was a fun video put together by a bunch of us from The Harbinger. See you there!

A. They nerfed a part of a Sin tank’s mobility – one of the things that made the Sin tank an experts tank besides the stack management an AOE aggro rotation and premiere tanking DPS.

B. Powertechs are going to utterly rule in PVP. Watch the first post-patch be a patch to nerf the Powertech after all the other classes whine, moan, groan and cry.

Smart PVP Powertech’s will do the following:

14% Alacrity Rating – to boost CD’s
Polybiotic Stim to make up for the Crit loss, and a slight anti-defensive gain via Accuracy Rating.
Enable any and all utility points that reduce CD’s on grapple, rocket punch, etc.

. . . and of course create rotations that perfectly time Grapple – Rocket Punch – Pressure Overrrides.

^ That’s gonna be fun to watch until the first post-patch.

C. Increasing the LAZY mercs survivability and providing that buff from Stealth Scan is a HUUUUUUUUUGE mistake.

Merc DPS survivability is not a problem IF YOU ARE NOT LAZY when it comes to timely self heals and self cleanse. There’s a reason why OPs leads sometimes get pissed and say:

“Hey, Mercs, do you mind helping our healers out a little and cleanse yourself once in awhile?”

And rocket out already provided the mobility correlating with Operative heals necessary to escape a mob.

I have both Merc DPS and Merc heals. As DPS, I don’t stand in shit, and I don’t carry shit (DOT) and demand that the healers do all the healing and cleansing. I split my emergency heals between myself and the tank, I split my cleanse between myself and the healers, and I rocket out as needed and pop Chaf Flare with it’s 2% defensive buff. It works…

As Merc heals, if I see a Merc DPS NOT doing the above, I warm ’em. If they don’t take the hint. I simply stop healing and cleansing…period.

With the Merc changes, all Bioware is doing is reinforcing laziness. Bad move.

=8-(

I think you misunderstand their intentions. Mercs have no survivability issues in pve, but they do have in pvp big time. 🙂 Hence the changes.

Class changes are always revolving around with pvp in mind, nothing new there.

they have been killing swtor since 3.0 but never thought they would go this far 5.0 changes will be the final nail in the coffin for swtor. they have gotten straight lazy with everything about swtor and only care about making the most money possible at the lowest cost possible and with least amount of effort and work involved period.

Funny that people think that the class change are gonna kill the game, when every expantion have classes changes.
Whats gonna kill the game is when in january all those players that got the 60 days sub to get the expantion and can’t pay for a full sub will go preff and find out they can’t do s***, then they will stop playing and the queue times will go to the roof.

Funny is that at least 80% of pugs I find in queue are actual subs. Prefs and F2Ps are usually or dont play end game content at all, or play it very very bad.

So the hugh market that used to be in ops and pvp passes were just for people that like to stack them and fill up hold space? in harby the market was so big that the prices were stupid high (3/4 mill each) and only sub could buy them, so why buy them if you are sub, because you aren’t sub all the time, why? because you can’t for real life reasons.
With your logic that preff don’t do end game then most sub are really bad players since half gf pugs can’t finish Ravager/ToS

They are for subs, who can buy them and give to prefs, their friends of guild mates. System worked like that. Wierd you mentioned that. Like you didnt know.

I said that either pref or F2P are people who dont play this game hard. Again, most of them. And yes, I agree that there are alot of pugs, who have subs, actually can barely do KP.

But again, good, serious players are all subs.

Captain R is correct – I used to but them for a friend who’d swap for a couple of DMC – he had loot to burn from our raid runs.

Phase walk now Sage/Sorc exclusive……
So first give them a Shadow/Sin ability it makes little sense for them to have and then take it away from the class that should have it. -_-‘
Cancelled sub. I look forward to them proving me wrong – demonstrating that these changes are good for the game – and then maybe I’ll consider supporting them again but, the pvp gearing changes are unpalatable. If I wanted to play a Blizzard mmo I wouldn’t have been subbed to swtor.

you think that after 5 years and they still fuck up alot with the class specs is to give up to easy? really? The dev dont take any feedback at all from the players they just keep finding new ways to mess up everything so that braindead new players dont need to read or even try to understand what a rotation for their character is and should be. Next update will make it so that you cant activate the “wrong” ability so from then on you only need to press 1 to do it all. It will move you in a good fighting pattern and it will aslo max out the dps and heal everyone in your team at the same time. If they want the kill the game like they are trying to do just unplug the server and be done with it and move on to the next mmo to fuck up and kill. And yes it may be that we are whining but we do pay for this and then it should be working like a charm. They dont seem to have any problems taking our money but they do have a problem fixing the game.

Congratulations on missing the point of my statement.
The problem with reading to reply is that you lose the ability to read and comprehend.
The point of my statement is that EA/Bioware is making a poor business choice to emulate another company’s product. If we wanted the other company’s product we would have bought it instead. I think the immediate hit to subscriber numbers since 5.0 proves the point’s validity.

You won’t be the only one.. There are manyyy doing the same and many Veteran Subs leaving. Shame that so many Blind Brainwashed Kids & even adults “by age, but not mentally” r feeding the Milking Market so muh. Take care o/

lol where have you been. All the real sub vets left the game like 3 years ago. Ever since it just been waves of new players getting smart then quiting.

Change is good. Alternative is same same same same same sammmmeee. And people who are gonna “cancel their sub” over a missing skill … really? lol.

I do agree change is good in most regards. However EA since 3.0 has only hindered the devoted subs and only helped new players. 5.0 is much more damaging than just a few characters missing a skill. We definitely need new players but what about the old devoted ones ea keeps stepping on? 5.0 is the last straw.

Ugh, god. MMO devs are so creatively bankrupt. They can’t think of any new mechanics (or be bothered to use any of the old ones they purposely ignore) so instead they just tweak everyone’s class a couple of times yearly in a transparent attempt to revive interest because “change!”

Sad.

Assassin/Shadow

After giving every class some additional mobility in Knights of the
Fallen Empire, we felt that Assassins/Shadows *were left a bit too mobile*. So
with Knights of the Eternal Throne we have reduced some of the
Assassin’s/Shadow’s mobility while simultaneously enhancing their identity as a
powerful, stealthy melee class.

Am I the only one who sees a tremendous nonsens there? I mean, maybe they are a little more mobile than other, with phase walk it may be true, but there is not a single word about that for the Operatives/Smugglers however everyone who ACTUALY PLAY this game knows they are way better than Assassins/Shadows for that. NERF them…

“After stripping Operatives/Scoundrels clean, we decided to now skin them to the bone”
I think it’s safe to finally give up all hope for my once favorite class.

So.. Resuming it all:
Forget about other classes, kill your chars because you’ll play as sith warrior / jedi knight because those are our pet projects.

So they remove flamethrower f4om game entirely and replace it with searing g heat for powertechs. But don’t replace flamethrower for mercs. Stupid devs

Here’s an idea- nerf all characters abilities and just give them a ‘unique item’ ONLY available via the Cartel Market- the big pointy ass-kicking stick of doom! Personally sharpened by Treek’s teeth. Yours for just 1,800CC. But wait, there’s more! Buy now and we’ll chuck in fluffy bunny helm of deadly cuteness AND gauntlets of fluffy fury for FREE! Seriously, wtf is next for them to remove? Nothing more fun than being a Slinger and you have some punk in your face and WHAM- a kick to the nads then blaster-whip to the head. Perfect. For me that’s the stupidest move they could make cos atm I’m only really using half the Slinger moves cos the rest are crap. Are they trying to drive me to want to only use a Scoundrel? As Anakin Skywalker said- “IT’S WORKING!! IT’S WORKING!!”.

Coming from Knights of the Fallen Empire, we felt the that the Sorcerer was in a really good place and so they aren’t receiving a whole lot of changes this Update. One big change that we made with Fallen Empire was to work on increasing the overall mobility and survivability of the Sorcerer. Additionally, we really wanted to separate the Sorcerer as a ranged class from that of the Assassin. To accomplish that goal, we are making the following changes:
https://uploads.disquscdn.com/images/1d12de39998ee71669beb16eaaf0907fccaef611e58382903081963ebcfda7eb.jpg

what a gip, my sith assassin can’t use force lightning anymore, when they use it in nearly every cutscene…. smh

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