SWTOR Game Update 3.0 Class Changes: Sentinel + Marauder

Posted by on Nov 19, 2014 in jedi sentinel, Shadow of Revan, Sith Warrior | 0 comments

Today from the SWTOR Developer Blogs we have yet another 3.0 Game Update class changes post. In this one, Sentinel and Marauder. If you play a Jedi Knight, it’s time to learn about the changes coming in the 3.0 update. Here’s a blurb from the blog that you really need to read for yourself to ensure you don’t miss anything. We’ve put together this blog to inform Jedi Knights of the major changes that are coming in the 3.0 update. Just a couple of disclaimers before we jump in: this blog is not a comprehensive list of every single Jedi Knight change. Also, please note that the content described in this blog is still under development, so anything mentioned throughout this blog is still subject to change (especially any exact numbers or percentages that may be mentioned). Okay, let’s get started! In 3.0, the most significant change found in the Jedi Knight base class is the absence of Riposte. This ability has not gone away completely, but it has undergone some changes in functionality and has become specific to the Guardian advanced class. We will cover this change in more detail when we get to the Guardian section, but first, we will cover what is new for Sentinels in the 3.0 update. From here we learn more about what Sentinels and Watchmen and how combat and concentration will change. We learn about utilities and then they go into the Marauder changes for us. We’ve put together this blog to inform Sith Warriors of the major changes that are coming in the 3.0 update. Just a couple of disclaimers before we jump in: this blog is not a comprehensive list of every single Sith Warrior change. Also, please note that the content described in this blog is still under development, so anything mentioned throughout this blog is still subject to change (especially any exact numbers or percentages that may be mentioned). Okay, let’s get started! In 3.0, the most significant change found in the Sith Warrior base class is the absence of Retaliation. This ability has not gone away completely, but it has undergone some changes in functionality and has become specific to the Juggernaut advanced class. We will cover this change in more detail when we get to the Juggernaut section, but first, we will cover what is new for Marauders in the 3.0 update. Again, it’s well worth reading the entire thing because it’s going to cover all the details of what is changing with this class in the upcoming game update. For example: In addition to these changes, all Marauders will have access to the following two passive abilities: Enraged Slash: Vicious Slash, Sweeping Slash, Vicious Throw, Massacre, Annihilate, and Furious Strike refund 1 rage when used. In addition, Battering Assault beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks. Short Fuse: Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds. Go ahead and give it a full read and let us know. If you play these classes, how do you feel about the changes? Will it change how you choose to...

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TOR TV: “Wrath” – Sith Warrior Trailer

Posted by on Jul 19, 2014 in Sith Warrior, TOR TV | 0 comments

OSWguild brings us an excellent video: “Wrath” – Sith Warrior Trailer. It’s a really dynamic, exciting trailer that will get you excited to want to see the entire series. Old fans of SWTOR might even feel inspired to come back and play again after watching this. OSWGuild say they are in this to have fun, so they want to make videos that are fun. We think they’ve more than hit the mark with this masterpiece. They say it took them about 15 hours total to create the trailer. They have many more videos on their channel so be sure to check it out after you watch the one below. The Empire has always been plagued with the Sith’s inability to work together, but the problem has been exacerbated since the disappearance of the Emperor. Tamarra will have to tread carefully as she works her way up the Sith ranks; although, her journey may take a wild turn along the way… To keep up-to-date with all of the latest news from OSWguild: Check out their Website: http://www.OSWnetwork.com Like them on Facebook: https://www.facebook.com/OSWnetwork Or follow them on Twitter: https://twitter.com/OSWguild And subscribe to them on YouTube:...

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Concealment / Scrapper Proposed Survivability Changes

Posted by on May 3, 2014 in forum post, jedi Knight, Sith Warrior | 0 comments

  The below 2 posts are posts by a developer, not suggestions by players.: Hey Folks, This is the list I’m looking at to put in, mostly based on the feedback y’all have given here (using Imperial names because that’s what I have in my notes, don’t hate!) Add an Interrupt to Jarring Strikes 50%/100% chance to activate (So you can interupt an active cast with Hidden Strike) Add 10%/20% DMG Reduction to Revitalizers to the duration of Stim Boost (this is IN ADDITION to the healing) Add 15%/30% AOE Damage Reduction to Shadow Op Elite Hit me with your feedback based on this list! Original Dev Post: Hey Gang, So something we want to do in 2.8 is see if we can’t add a bit of survivabilty into the Concealment/Scrapper trees, with possibly a focus on events happening as you exit stealth. We’ve got a couple ideas, but nothing concrete yet so we want to see what y’all would like. Things to keep in mind as we discuss: No Brand New Abilities: At this point in time, we aren’t looking in adding a whole new ability No Crowd Control: It is extremely unlikely that we will be up for adding in (or adding back in) more crowd control (I’m looking at you old Jarring Strike) Moving on to the discussion, here is my current entry into the brainstorm: I sort of like the idea of having Hidden Strike/Jarring Strike adding either a debuff to the target or a buff to the Op/Scoundrel that offers some defense for a short time, to help prevent that “I pop out from stealth and immediately get exploded” feeling. Maybe in the vein of crowd control protection for the Op himself, or just some flag damage/accuracy defense. Thoughts on this by ChilastraRanger: Operative/Scoundrel is currently the only 4-meter DPS class in this entire game without talented 30% AoE DR. So that must be added. In addition — we need at least 2 of these suggestions, or something similar to those suggestions implemented. Don’t add 20% DR to Revitalizers, that’s a joke. Nobody takes Revitalizers as a talent. If you do (god forbid) add DR to Revitalizers, then you need to lower the 2 minute CD to something reasonable like 1.5 min or 1 min. Nobody will waste those precious 2 points on 20% DR every 2 minutes when they NEED those points in other skills in order to be viable, namely in things like Slip Away, etc. I’m referring to PvP here mainly. Please do add the 20% DR (maybe something more like 25% or 30%, if its on a longer CD) — just not to Revitalizers. Pick a different skill talent to add it to, preferably one that people actually take — such as Inclement Conditioning, or Advanced Cloaking, for example. Personally, the buff we NEED (in order to help make us more equal, not overpowered) would be a buff (maybe tacked on to Advanced Cloaking, Infiltrator, or Ghost) in which we get 5/8% DR and/or CC immunity upon exiting stealth/entering combat for 2/4 seconds. Of course, this is a rough example, and the Combat Team would know far more about the percentages/math to make this reasonable. This also would be in addition, preferably, to the other suggestions. I understand the Combat Team/Designers want to move away from the stuns/CCing that currently ruin the game. I support that move. Hidden Strike doesn’t need to stun anyone, I guess. However, Hidden Strike should ALWAYS be an interrupt. That only makes sense, given the nature of the ability (surprise attack from stealth + root). However, if the Combat Team continues to move away from stuns/CC, especially in PvP, then it is finally time to REMOVE POSITIONAL REQUIREMENTS from Backstab, Hidden Strike, etc. Less stunning = less opportunities to use your best abilities often. Doing this would actually improve our survivability, and it requires no new skills or damage increases. If you can’t CC people effectively, then you can’t even use your hardest-hitting abilities, meaning simply that you die faster in all encounters. No other class has such rigid restrictions on their (only) top-tier damaging abilities. Sins have more DR, and several other high-damage options other than Maul. Conc. Operatives, however, rely on two skills: Backstab + Hidden Strike, to really hit hard. Acid Blade only works with those skills too, so if can’t regularly get behind your target — you can’t even use Acid Blade as regularly as you realistically need to. Or, do things like improving our stealth level, or allowing Acid Blade to work with more abilities. Let me make this as utterly rudimentary as possible, BioWare: Make us at least roughly as viable in PvP as Sins, and make us at least roughly as viable in endgame PvE as Snipers. At 55/Ranked in the current end-game meta, Operatives aren’t picked for stuff 99% of the time, and it needs to stop. Despite our PvE parses, it’s obvious we are actually towards the bottom of the barrel. I don’t want to be “Overpowered.” I want to be equally viable to the other classes in this game. It’s shame, given the fact that this class has arguably the best class story , aesthetics, etc. in the game. 55 Operative, Valor 70 55 Scoundrel, Valor...

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SWTOR Sith Warrior Juggernaut Leveling Build For 2.5

Posted by on Jan 31, 2014 in build, Sith Warrior | 0 comments

CJ from  from swtorsavior.com send over a new leveling build. This time it’s for the Sith Warrior Juggernaut. For players who prefer to jump into a fight head first and with reckless abandon, then perhaps the Sith Warrior is the class for them. Quick, powerful and ruthless, the Sith Warrior is a flurry of lightsaber slashes and stabs, leaving a trail of bodies behind him. The Juggernaut advanced class can withstand any attack unleashed upon him. In this article, we will look into the Juggernaut advanced class and explore his various skill trees, abilities and everything in between.   You can also see how your build should look when set up here: http://www.torhead.com/skill-calc#101MMZcMzZfMrkrGkRfcz.3 Here are some rotations you can use: Single Target: Sundering Assault > Obliterate > Smash > Force Crush > Force Choke > Vicious Throw > Force Scream > Ravage > Saber Throw Try and use Saber Throw or Assault if you fall below 7 rage. You can use Obliterate to activate Dominate. You can use Force Crush to build up the Shockwave buff. Use Smash when you are buffed by both Dominate and Shockwave. Multiple Target Rotation: Sundering Assault > Smash > Sweeping Slash > Assault Survival Options: Endure Pain Saber Ward Unleash Enraged Defence Saber Reflect If you want a COMPLETE set of builds for 2.5 for ALL classes, video guides and an EXTENSIVE Leveling guide as well as a community forum check...

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SWTOR Sith Warrior Juggernaut PVP Build

Posted by on Aug 25, 2013 in build, Sith Juggernaut, Sith Warrior | 0 comments

  Here we are again with a build from www.swtorsavior.com and this time they have bought us an Sith Warrior Juggernaut PVP Build. The Sith Warrior Juggernaut PVP builds listed below, focus on talents and abilities with potential for either sustained or burst DPS in combination with utility and adaptability. These Sith Juggernaut builds perform best in a Warzone or other group PVP setting. Build  3/3 Malice 2/2 Decimate 2/2 Battle Cry 2/2 Strangulate 2/2 Overpower 1/1 Brutality 2/2 Saber Strength 2/2 Oppressor 1/1 Obliterate 2/2 Dominate 3/3 Shockwave 1/1 Force Jump 2/2 Shi-Cho Mastery 1/1 Force Lash 1/1 Gravity Manipulation 3/3 Dark Resonance 2/2 Force Resistance 3/3 Cascading Power 1/1 Force Crush 3/3 Single Saber Mastery 2/2 Improved Sundering Assault 2/2 Enraged Sunder 2/2 Ravanger 1/2 Dreadnaught Stat Priority Expertise > Strength >  Power > Surge  > Crit As always I I will recommend you to get the guide to get the full advantage of all swtorsavior.com amazing features. It is available...

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