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Star Wars The Old Republic: Jedi Knight & Sith Warrior Class changes

For all the fan of Star Wars: The Old Republic, a set of new developer blogs from Senior Designer Austin Peckenpaugh goes into detail about rebalancing issues for the Jedi Knight and Sith Warrior classes, with the release of Game Update 2.0

While both class types are receiving changes, many of the skillsets are common to both even if under different names, so for the specific changes to your class – Sith Marauder and Juggernaut or Jedi Sentinel and Guardian. Highlights common to both do feature improvements to their DoT effects, as well as a revamps to alacrity, shield and accuracy attributes of your character and how those attributes now help apply damage to your opponent. Combat with DPS characters has definitely received improvement!

Copy and pasting the general improvements overview here, so you get a feel of how this starts out:

Alacrity Improvements: One of the big changes to combat systems is the way that Alacrity works. Prior to this update, Alacrity came with a tradeoff for some classes, and it was nearly useless to other classes. The faster you attacked, the more resources you would spend, and that only worked if you had channeled abilities or abilities with activation times.

Now, Alacrity will increase the activation speed of all abilities, including instants. We haven’t just shortened the global cooldown, either. When activating any ability quicker, its animation will also play quicker. This makes some attacks look and sound very cool. Furthermore, Alacrity increases resource regeneration by the same rate, helping you to recuperate resources more quickly as you spend them more quickly. For Knights and Warriors specifically, attacking faster means generating resources faster. Now more Alacrity is strictly a good thing.

DoT Improvements: We’ve changed the way we evaluate damage over time effects, so it should now be less costly to keep your DoTs up and to spread them around.

Shield Improvements: We’ve changed the way shields work to allow them to absorb any incoming kinetic or energy damage regardless of the source (melee, ranged, Force, tech – doesn’t matter). This has significantly increased the importance of shields, and the game has been rebalanced to account for such a major adjustment.

Accuracy Matters: In 2.0, all Elite (gold star) and tougher enemies will have additional defense chances against Force and tech attacks. As a result, Accuracy Rating will play a pivotal role in optimizing your sustained damage in boss fights. Prior to 2.0, Accuracy Rating was valued very differently from class to class (or even spec to spec), and while it’s still different for each class or spec, that difference is now much smaller. In effect, all damage-dealing roles will find Accuracy Rating much more useful than before.

Because Dark Side is the party side!

Beyond this, both classes and specs are receiving some interesting changes, including a double lightsabre throw for both the Sentinel and Marauder classes. Rage and focus stacking for the Guardian and Juggernaut classes has also been simplified, making getting on with the task at hand easier.

It’s a glorious day indeed for our lightsaber-wielding tanks and damage-dealing toons. If you’re an avid player of either class, check out specifics of your spec (see what i did there?), here if you’re with the namby-pamby Republic do-gooders, or here if you’re dealing out righteous fury and glorious vengeance for our mighty Galactic Empire!

Thanks to Massively for the alert, and the SWTOR blogs for the source!

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