You are not logged in.

English
Database
Site

#2 KOTET Livestream - 11/23

Originally Posted by EricMusco ( Original Post ) | 23.11.2016 08:52AM
Quote:
Originally Posted by Jerba View Post
Today is Wednesday, not Thursday. Unless you want to do it on Thanksgiving after all.
The days of the week got me afterall! Good catch and fixed.

-eric
Add a comment

KOTET Livestream - 11/23

Originally Posted by EricMusco ( Original Post ) | 23.11.2016 08:34AM
Hey folks,

Today will be our last Knights of the Eternal Throne livestream before launch! This week's stream is going to be a wrap-up of all things KOTET, including answering any remaining questions you might have. We have a few special extras planned as well, so be sure to tune in.

Here are the details:
When: Today, Thursday 11/23
When: 4PM CST / 2PM PST
Where: www.twitch.tv/swtor

Thanks everyone, we'll see you there.

-eric
Add a comment

#2 Maintenance: 29 November 2016

Originally Posted by TaitWatson ( Original Post ) | 22.11.2016 02:16PM
Quote:
Originally Posted by Avorniel View Post
Do you mean Friday 25th November or Monday 28th November
I mean Monday the 28th.

...I've read lots of words and numbers today, and they're all running together now.
Add a comment

Maintenance: 29 November 2016

Originally Posted by TaitWatson ( Original Post ) | 22.11.2016 01:18PM
Hey everyone!

We will be taking the servers offline on November 29th in order to apply Game Update 5.0: Knights of the Eternal Throne Early Access. The website will also be unavailable during this time.

Details:
DATE: 29 November 2016
TIME: 4AM PST - 8AM PST (1200 - 1600 GMT)
VERSION: 5.0

Patch Notes will be available on Monday, November 25th.

Thank you for your patience as we maintain Star Wars: The Old Republic!
Add a comment

#2 KOTET Livestream - 11/17

Originally Posted by EricMusco ( Original Post ) | 17.11.2016 10:48AM
Quote:
Originally Posted by NobPL View Post
Wait, wasn't that supposed to be general Q&A rather than just story?
Next week is our KOTET wrap-up and general Q&A.

-eric
Add a comment

KOTET Livestream - 11/17

Originally Posted by EricMusco ( Original Post ) | 17.11.2016 09:03AM
Hey folks,

Today will be our next Knights of the Eternal Throne livestream! This week's stream is going to focus on story. Charles will be talking a bit about the story of KOTET, what the two new planets are, and answering any of your story related questions.

Here are the details:
When: Today, Thursday 11/17
When: 4PM CST / 2PM PST
Where: www.twitch.tv/swtor

Thanks everyone, we'll see you there.

-eric
Add a comment

Server Maintenance: November 15, 2016

Originally Posted by TaitWatson ( Original Post ) | 14.11.2016 10:12AM
Hey everyone,

All servers will be unavailable on November 15 while we perform back end maintenance.

DATE: 15 November 2016
TIME: 6AM PST - 9AM PST (1400 GMT - 1700 GMT)
VERSION: N/A

Thank you for your patience as we maintain Star Wars: The Old Republic!
Add a comment

KOTET Livestream - 11/10

Originally Posted by EricMusco ( Original Post ) | 10.11.2016 09:12AM
Hey folks,

Today will be our next Knights of the Eternal Throne livestream and this one will be a bit different than the others. Instead of the normal format with Charles, Ben, and myself, we will having some special guests joining us for the stream.

Brian and Chuck from The Bad Feeling Podcast will be joining us on stream! They will be playing through our Firefrost Uprising, located on Hoth, as they chat with Senior Designer Chris Schmidt about all things Uprisings. With a little luck they will be able to play through the Uprising on both Story and Veteran modes to show the differences in gameplay and difficulty.

Here again are the details:
When: Today, Thursday 11/10
When: 4PM CST - 2PM PST
Where: www.twitch.tv/swtor

Thanks everyone, we'll see you there.
Add a comment

Class Changes in KOTET

Originally Posted by EricMusco ( Original Post ) | 07.11.2016 01:57PM
Add a comment

Operative and Smuggler Class Changes

Originally Posted by EricMusco ( Original Post ) | 07.11.2016 01:16PM
Along with the 5 new levels coming in Eternal Throne, each of the Classes are receiving changes including new abilities, new utilities, and more. For this post, lets talk about the Imperial Agent and Smuggler. This is just a sampling of the changes that are coming with Eternal Throne and are subject to change.

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 Operatives:
  • 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 Republics 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 Snipers:
  • 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 Scoundrels:
  • 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 Republics 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 Gunslingers:
  • 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.
Add a comment

Sith Warrior and Jedi Knight Changes

Originally Posted by EricMusco ( Original Post ) | 07.11.2016 01:19PM
Along with the 5 new levels coming in Eternal Throne each of the Classes are receiving changes including new abilities, new utilities, and more. For this post, lets talk about the Sith Warrior and Jedi Knight. This is just a sampling of the changes that are coming with Eternal Throne and are subject to change.

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 Juggernauts:
  • 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 Marauders:
  • 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 Guardians:
  • 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 Sentinels:
  • 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.
Add a comment