SWTOR Game Update 3.0 Class Changes: Sentinel + Marauder

Today from the SWTOR Developer Blogssentinel_854x480

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 play?

Lisa Clark

Lisa has been an avid gamer since she was old enough to hold her first controller and a game writer for more than a decade. A child of the Nintendo generation, she believes they just don’t make games like they used to but sometimes, they make them even better! While consoles will always be her first love, Lisa spends most of her gaming time on the PC these days- on MMOs and first-person shooters in particular.