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:
Deadly Onslaught: New ability exclusive to Powertechs, replaces Death from Above which is now exclusive for Mercenaries.
Searing Wave: New ability exclusive to Powertechs, replaces Flame Thrower which has been removed from the game.
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.
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 arent 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 Sorcerers:
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 Assassins 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 Assassins:
Reapers Rush: Phantom Stride grants Reapers Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reapers 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 arent 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 Sages:
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 Shadows 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 Shadows:
Stalkers Swiftness: Shadow Stride grants Stalkers Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalkers 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.
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.
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.
-- Edited by audiem on Thursday 17th of November 2016 10:27:15 PM
-- Edited by audiem on Thursday 17th of November 2016 10:30:04 PM
-- Edited by audiem on Thursday 17th of November 2016 10:32:42 PM
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Beer is not the answer, Beer is the question, "Yes" is the answer.
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