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Sith Inquisitor and Jedi Consular Changes

Originally Posted by EricMusco ( Original Post ) | 07.11.2016 01:22PM
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, let’s talk about the Sith Inquisitor and Jedi Consular. This is just a sampling of the changes that are coming with Eternal Throne and are subject to change.

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.
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Bounty Hunter and Trooper Changes

Originally Posted by EricMusco ( Original Post ) | 07.11.2016 01:25PM
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 Bounty Hunter and Republic Trooper. This is just a sampling of the changes that are coming with Eternal Throne and are subject to change.

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 Powertechs:
  • 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 Mercenarys:
  • 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 Vanguards:
  • 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 Commandos:
  • 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.
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#3 KOTET Livestream - 11/3

Originally Posted by EricMusco ( Original Post ) | 02.11.2016 03:58PM
Quote:
Originally Posted by Rolodome View Post
Well, I thought of it because Eric has admitted on the livestreams that he's not that great with dates and days, as there was a thing with him almost having something on Thanksgiving. So I figured it's possible that he put together the schedule not thinking about it being on a Thursday and as they got to today, they realized the 3rd is a Thursday and decided class changes were something better suited for beginning of the week.

They have not changed much, but Eric has been pretty good with the expansion info about being in there in the announcement threads and responding to questions.
1) I am hilariously bad with dates and times. 2) Although we try to not drop information late on Fridays, so we can answer questions. Timing in this case was more about the stream schedule getting shifted around. 3) There is still an 80% chance I forget to move the Thanksgiving stream date on the presentation...I really should go do it right now.

-eric
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#2 KOTET Livestream - 11/3

Originally Posted by EricMusco ( Original Post ) | 02.11.2016 03:56PM
Quote:
Originally Posted by Kaze-Yama View Post
Why make a schedule if you can't follow it? Why not give a better explanation for why you are changing things? It only gives a bad impression as if you don't actually know what the class changes will be 1 month before the launch.

Knowing the class changes is something everyone wants to know I would rather learn about the story and difficulty as I play.
Totally fair questions! In short, we are looking at adding a new stream to our schedule with some special guests (so you can see some new faces beyond Charles, Ben, and I). Adding that into the schedule shook things up a bit so we needed to make some changes. The outcome is the following:
  • Repeatable Chapters are a good follow-on topic from Uprisings since it relates to content difficulties, so we shifted that up to this week's stream.
  • We know Class changes are a topic you guys want to learn about ASAP. That information will now happen outside of a livestream. Our plan is to have those posts up Monday, possibly Tuesday.
  • We will likely host our stream with special guests next week, more info soon.
Hope that explains the changes.

-eric
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KOTET Livestream - 11/3

Originally Posted by EricMusco ( Original Post ) | 02.11.2016 12:37PM
Hey folks,

We are making a slight change in the schedule for weekly livestreams. Originally tomorrow's stream was going to cover combat changes. We are going to move that stream out and we are replacing it with repeatable Chapters. We are going to showcase a KOTFE Chapter and show the difference between story and veteran difficulty along with answering any gameplay questions you may have about Chapters. Also, Charles will be answering story questions about KOTFE and how they tie into KOTET!

Here are the stream details:
When: Thursday, November 3rd
When: 4PM Central, 2PM Pacific
Where: www.twitch.tv/swtor

We know that everyone is anxious to hear more about the Class/combat changes coming with KOTET. We will be making posts throughout the week next week with a highlight of some of the changes we are making.

Thanks!

-eric
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#4 Crafting in Eternal Throne

Originally Posted by EricMusco ( Original Post ) | 31.10.2016 10:04AM
Quote:
Originally Posted by mefager View Post
what about augmentations? will there be mk-10 or it will stay at mk-9?
There will be a new level of augments, MK-10, which will be taught by a trainer.

-eric
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#3 Crafting in Eternal Throne

Originally Posted by EricMusco ( Original Post ) | 31.10.2016 10:02AM
Quote:
Originally Posted by Jerba View Post
Does this mean that you can only craft "222" mods, no "224" mods?

What about earpieces/implants/relics, are those craftable on the same level as Tier 3 Command gear?

Also, what about the Crystal of Nightmare Fury, will it require the mats from Operations/PvP, or something else?
Correct, you will be able to craft mods which are slightly under the top item rating.

The same rules apply, you cannot craft the top item rating, but slightly under it.

I am not sure at the moment. Let me work on getting the answer to that!

-eric
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#2 Crafting in Eternal Throne

Originally Posted by EricMusco ( Original Post ) | 31.10.2016 10:03AM
Quote:
Originally Posted by Kiesu View Post
What will be happening to old mats like Dark Matter Catalyst? Will they turn into something else again?
They will remain unchanged and can still be used for crafting 4.0 schematics.

-eric
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Crafting in Eternal Throne

Originally Posted by EricMusco ( Original Post ) | 28.10.2016 02:14PM
Hey folks,

As we discussed yesterday on the livestream, one of the goals of crafting is that it will be a mechanism where someone can gear up an alt, catch up to their friends, or even gear an off-spec. With the launch of Eternal Throne you will find that there is a new grade of materials and higher level items which can be learned from your Crafting Trainer. For endgame crafting, the intent is that you will be able to craft items which are within 2 item rating of the best gear in that tier, but without a set bonus. The exception to this rule is tier 1, where you will be able to craft items equivalent to the best item rating in that tier. All of the gear that you craft in this matter will be static, meaning that you cannot move mods. However, crafters will also be able to craft mods of those same item levels.

If that is confusing let me give you some examples using made up numbers from Fallen Empire:
Tier 1 216 with set bonus
Tier 2 220 with set bonus
Tier 3 224 with set bonus

You would be able to craft at the following ratings:
Tier 1 216 without a set bonus
Tier 2 218 without a set bonus
Tier 3 222 without a set bonus

Lets talk about how you get access to craft these items.
Gear: You will earn the schematics to craft gear from their respective Command Crates. Ex: You will get schematics to craft tier 1 gear inside of tier 1 Command Crates. These schematics will require materials earned from Conquests in order to craft them.
Mods: You will earn the schematics to craft mods through either reverse engineering the mod, PvP, or looting the schematic from an Operation boss. These schematics will require materials earned from Operations or PvP in order to craft them.

This is a summary of how crafting relates to gearing in Eternal Throne. Let me know if you have any questions.

-eric
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