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Warrior / Knight Class Changes in SWTOR KOTET
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November 7, 2016
10:32 pm
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Soeren Kamper

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Here are the Class Changes in KOTET for the Warrior / Knight classes:

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 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 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.
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