Showing posts with label Class info. Show all posts
Showing posts with label Class info. Show all posts

Monday, November 14, 2011

STAR WARS: The Old Republic - Choose Your Side: Trooper vs. Sith Inquisitor

If you are not heads down Bum up in Beta then check this out.. Back to SWTOR for me!!

From the moment we announced the eight classes in Star Wars™: The Old Republic™ fans have been pitting them against each other, arguing who would have the advantage in a one-on-one fight. The hallways of BioWare echo this debate, with the writers, combat designers and other developers all chiming in on which classes they feel will have the upper hand.

In the video series "Choose Your Side," members of the Star Wars: The Old Republic team plead their cases, highlighting some of the many skills and abilities that set each class apart from the rest. In the second video of the four-part series, two of the most iconic classes in the Star Wars™ universe face off as the Force-wielding Sith Inquisitor battles the stalwart Republic Trooper.

Sunday, October 30, 2011

Advanced Class Breakdown: Smuggler

Our Smuggler class Page has now been updated with all the advanced class information (also presented to you below).


Sometimes luck is more important than skill, but it never hurts to have both.

Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.

Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart.



Advanced Class: Gunslinger
Master of the trick shot, the first to dive for cover and willing to
take advantage of every opportunity, the Gunslinger and his dual
blasters are the perfect team. The Gunslinger can shoot out a man's
legs to keep him from charging, blind him so he can't get to his weapons
or inflict serious injuries for maximum distraction. There's a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
Tree: Saboteur
Teaches the Gunslinger to use explosives and advanced tech to sustain a longer assault.

Overload Charges
Instant Cooldown: 2 mins
Overloads all nearby Shock Charges, dealing 582 kinetic damage to all affected targets. Resets the cooldown of Cool Head, Defense Screen, Sabotage Charge, and Incendiary Grenade.

Stun Bomb
Passive
Targets affected by Flash Grenade have a 100% chance to be stunned for 2 seconds on taking damage.



Tree: Sharpshooter
The Gunslinger focuses on precise, high damage attacks from the safety of cover.

Exploit Weakness
Passive
Quickdraw can be used on targets recently hit by a pistol ability critical hit.

Surprise Attack
Passive
Rolling into cover has a 100% chance to make your next Charged Burst an instant cast ability.

Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
               
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.

Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.



Advanced Class: Scoundrel

The Scoundrel doesn't have time for politeness or a fair fight.
In addition to his trusty blaster the Scoundrel packs a stealth belt, a
scattergun and a med pack--everything he needs to get in, knock the
enemy for a loop and get out alive. Being invisible works best, but even
when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.


Tree: Sawbones
The Scoundrel patches his allies up using whatever medical supplies he can scrape together.

Field Medicine
Passive
Reduces pushback from damage on healing abilities by 70%. Lowers threat of healing abilities by 10%.

Amnesty
Passive
Dodge has a 100% chance to heal you and increase your armor by 10% for 10 seconds.

Tree: Scrapper
Focuses on using stealth and the scatter gun to sneak in, take out the enemy, and get out.

Swift Kick
Passive
Reduces cooldown of Dirty Kick by 15 seconds.

Shock
Passive
Vital Shot deals direct damage when applied.


Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
               
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.

Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.



Friday, October 28, 2011

Advanced Class Breakdown: Imperial Agent

Agents are masters of stealth, seduction, and assassination.

Our Imperial Agent class page has now been updated with all the advanced class information (also presented to you below).

The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords.

What's an advanced class you ask? Check out this post which explains further.



Advance Class: Operative
Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, the operative will do whatever it takes to advance the agenda of the Empire.



Tree: Concealment (Melee DPS)
Upgrades stealth and close-range attacks, allowing the Agent to strike without detection.

Waylay
Passive
Backstab no longer has an energy cost.

Slice
Passive
Sever Tendon has a 100% chance to root targets for 2 seconds.

Tree: Medic (Heal)
Advances the Agent's healing technologies, keeping his allies both alive and effective.

Advanced Toxin Removal
Passive
Toxin Scan now removes mental debuffs, and heals for a small amount.



Reactive Healing
Passive
Critical direct heals refund 2% energy.

Tree: Lethality (shared)
Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

Improvise
Passive
Critical poison damage has a 50% chance to make your next Snipe usable out of cover. The cost of your next Snipe is also reduced by 100%.

Corrosive Rounds
Passive
Weakening Blast has a 100% chance to refresh active poison effects on the target when the target is below 30% health.

Advance Class: Sniper
Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of the battle in the Empire's favor.



Tree: Marksmanship (Ranged DPS)
Teaches the Sniper to strike down targets from long distances and from the safety of cover.

Reactive Shots
Passive
Series of Shots and Snipe critical hits have a 100% chance to make your next Ambush instant.

Cover Screen
Passive
100% chance to receive a brief defensive bonus whenever you leave cover.

Tree: Engineering (Ranged DPS)
Empowers the Sniper's droids and probes to weaken enemies and give the Empire an advantage.

Cluster Bombs
Passive
After Explosive Probe is detonated, it drops an additional 3 cluster bombs on the target. When the target takes ranged damage, one cluster bomb explodes.

Sharp Burst
Passive
When you hit a target affected by Interrogation Probe with Takedown, there is a 100% chance a shrapnel burst occurs dealing damage to enemies within 8 meters of the target.


Tree: Lethality (shared)
Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

Improvise
Passive
Critical poison damage has a 50% chance to make your next Snipe usable out of cover. The cost of your next Snipe is also reduced by 100%.

Corrosive Rounds
Passive
Weakening Blast has a 100% chance to refresh active poison effects on the target when the target is below 30% health.

Advanced Class Breakdown: Sith Inquisitor

Our Sith Inquisitor class page has now been updated with all the advanced class information (also presented to you below).

What's an advanced class you ask? Check out this post which explains further.

The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.


Advanced Class: Sorcerer 
The Sith Sorcerer draws energy from the forbidden depths of the Force, mastering techniques that sap and drain enemies as they invigorate allies--or simply wreak utter devastation.


Tree: Lightning(Ranged DPS)
Channels the Force to overload the Inquisitor's enemies with blasts of lightning.

Ethereality
Passive

Force Speed has a 100% chance to remove all movement impairing effects when used and grant immunity to those effects for its duration.

Lightning Barrage
Passive

Affliction critical hits have a 100% chance to grant Lightning Barrage, causing your next Force Lighting to channel and tick twice as fast. This effect cannot occur more than once every 10 seconds.

Tree: Corruption (Heal)
Uses dark power to maintain allies' health in battle, and protect them from enemy attacks.

Revivification
Casting Time: 2 secs Cooldown: 9 secs Range: 30m 
Heals all allies within 8 meters of the targeted area for 341. Targets remaining in the area heal for an additional 483 over 10 seconds.




Force Bending
Passive

Your resurgence has a 100% chance to grant Force Bending, which reduces the cast time of your next Dark Heal, Dark Infusion, or Revivification by 30%.

Tree: Madness (shared)
Increases the Inquisitor's mastery of the Force to drain and corrupt his enemies.


Parasitism
Passive

Causes critical hits from periodic damage abilities to restore 1% of your total health and force.


Death Field
Instant Cooldown: 15 secs Range: 30m

Creates a Death Field at the target location, dealing 965 internal damage and stealing 77 health from up to 3 targets within an 8 meter radius.




Advanced Class: Assassin

Assassins leap from the shadows, channeling Force lightning through their double-bladed Lightsabers to disable and drain their enemies. They are masters of subterfuge,
feared by even the most terrible opponents.


Tree: Deception (Melee DPS)
Enhances the Assassin's stealth ability, helping him sneak up and dispatch his foes.

Surging Charge
Instant Cooldown: 1.5 secs

Charges your Lightsaber with raw surging force, giving your attacks a 25% chance to deal 148 internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed Lightsaber. Does not break stealth.
Static Charges
Passive

When your Surging Charge deals damage, you have a 100% chance to build a Static Charge, increasing the damage dealt by your next Surging Discharge by 6%. Stacks up to 5 times.

Tree: Darkness (Tank)
Focuses on defensive techniques to help protect the Assassin and his allies.

Charge Mastery
Passive
Improves the effect of your Lightsaber charges while they\'re active: <ul><li>  Lightning Charge: Increases your crit chance by 3%.
Dark Charge: Internal and elemental resistance increased by 9%.
Surging Charge: Your attacks ignore 9% of your target's armor.

Wither
Instant Cooldown: 7.5 secs Range: 15m

Causes up to 5 targets to wither under the weight of the Force, dealing 297 kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds.
Tree: Madness (shared)
Increases the Inquisitor's mastery of the Force to drain and corrupt his enemies.

Parasitism
Passive
Causes critical hits from periodic damage abilities to restore 1% of your total health and force.

Death Field
Instant Cooldown: 15 secs Range: 30m
Creates a Death Field at the target location, dealing 965 internal damage and stealing 77 health from up to 3 targets within an 8 meter radius.

Thursday, October 27, 2011

Advanced Class Breakdown: Bounty Hunter

Our Bounty Hunter class page has now been updated with all the advanced class information (also presented to you below).

What's an advanced class you ask? Check out this post which explains further.

I'm thinking of making a light side Bounty Hunter. It might put a fun twist on things!

Bounty Hunter
Bounty Hunters are rugged, independent, and always get the job done.



Advanced Class: Powertech
The best in shielding, defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, getting up close and personal to take down enemies of all sizes.



Tree: Shield Tech (Tank)
Further boosts the Powertech's defensive technology, allowing him to soak up attacks.

 Jet Charge
Instant Cooldown: 15 secs Range: 10-30m
Jumps to a distant target, doing 148 damage and rooting the target for 3 seconds. Cannot be used against targets in cover.

Combust
Passive
Your flamethrower combusts the target, lowering damage done by 6% for 15 seconds.

Tree:  Advanced Prototype
The latest technology makes the Powertech a versatile fighter against any enemy.
Meltdown
Passive
Your Immolate and Retractable Blade have a 20% chance to make your next Flamethrower channel twice as fast and tick twice as frequently.

Immolate
Instant Cooldown: 15 secs Range: 10m
A spray of fuel hits a burning target igniting into a fireball that does 882-886 damage to the target and 115 damage to up to 3 additional nearby enemies. Target must be burning.

Tree:  Firebug (shared)
The Firebug concentrates on burning their opponents with missiles and technology.


 Incendiary Missile
Instant Cooldown: 12 secs Range: 30m
Fires a missile at an enemy doing 547-559 elemental damage and applying a burn that deals 106-107 damage every 3 seconds for 15 seconds.

Prototype Particle Accelerator
Passive
Your incendiary missile damage has a 30% chance to finish the cooldown on Rail Shot and to remove its heat cost. This effect can only happen every 10 seconds.



Advanced Class: Mercenary
A pair of blasters, deadly heat-seeking missiles, and heavy armor make the Mercenary a mobile weapons platform. There's no problem extra firepower can't solve, and no one with sense gets between a Mercenary and their target.



Tree: Arsenal
Uses advanced rocketry and specializes in taking down their targets quickly.

Light Em Up
Passive
Tracer Missile has a 100% chance to add 2 heat signature stacks to a target instead of 1.

Heatseeker Missiles
Instant Cooldown: 15 secs Range: 30m
Fires several missiles that home in on the target and do 1131-1141 damage. This damage is increased by 3% per heat signature on the target.

Tree: Bodyguard (Heal)
Gives the Bounty Hunter skills and technology to heal and restore his allies.

Kolto Shell
Instant Range: 30m
A shell of kolto energy surrounds the target. When the target takes damage they are healed for 151. 10 charges lasts 5 min. Heal can only happen every 3 seconds.

Reactive Armor
Passive
Proactive medicine now provides 10% armor while active.

Tree:  Firebug (shared)
The Firebug concentrates on burning their opponents with missiles and technology.

 Incendiary Missile
Instant Cooldown: 12 secs Range: 30m
Fires a missile at an enemy doing 547-559 elemental damage and applying a burn that deals 106-107 damage every 3 seconds for 15 seconds.

Prototype Particle Accelerator
Passive
Your incendiary missile damage has a 30% chance to finish the cooldown on Rail Shot and to remove its heat cost. This effect can only happen every 10 seconds.