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04/08 friday update: Advanced class update dev blog

http://www.swtor.com/news/blog/20110408

 

Hello there, I’m Georg Zoeller, and I’m Principal Lead Combat Designer on Star Wars™: The Old Republic™. In my previous developer blog, I introduced you to the Advanced Classes Game System in the game. In today’s blog I’m going to explain how the system has evolved over the last few months based on iteration, gameplay testing and focus groups.

Advanced Classes (often abbreviated ACs) are chosen on your faction’s capital world – either Coruscant or Dromund Kaas - when your character reaches level 10 or above. Each base class gets a choice of two Advanced Classes; for example if you are playing a Jedi Knight, you will be able to choose to play the Jedi Guardian or Jedi Sentinel Advanced Class.

Choosing an Advanced Class is very important in The Old Republic, as within your Advanced Class, your character will reach their full potential. Your Advanced Class choice dramatically alters the gameplay experience of your base class by providing access to two exclusive skill trees per Advanced Class, with a third being shared between both Advanced Classes.


Class Abilities

As you level up, your character will gain abilities from three sources:


  • Through trainers, from their base class (e.g. Sith Warrior)

  • Through trainers, from their advanced class (e.g. Marauder)

  • Through skill points spent in the skill trees of their Advanced Class

image


Skill Trees

Each skill tree provides access to a number of active abilities (which are added to your ability bar, and can be activated during play). You can also assign your training points to passive abilities. Passive abilities are ‘always on’, and alter how your base class abilities work.

It is important to note that the choices you make in your skill tree never subtract from your base class abilities; they instead improve and add to the character’s arsenal.

image


Skill Tree Choices

Imagine a Sith Warrior character, with the Juggernaut Advanced Class. As part of the tanking and control themed ‘Immortal’ skill tree, he may choose to learn Force Grip. This upgrades the base class ability Force Choke from being a channeled ability, requiring several seconds to activate, to being an instantly used ability. This increases the Juggernaut’s effectiveness at engaging multiple enemies at once, as those being choked not only take significant damage, but are also unable to act. The Force is indeed strong with this ability!

image

The Marauder Advanced Class on the other hand, as part of the ‘Annihilation’ skill tree, can opt to learn the Close Quarters ability, removing the minimum range requirement from Force Charge. A Marauder with Close Quarters, instead of just opening combat with Force Charge, can use it multiple times in the course of a fight – reinforcing the Marauder’s role as a highly mobile melee damage dealer who moves quickly between multiple enemies on the battlefield.

image

As well as these two Advanced Class-specific skill trees, both the Juggernaut and the Marauder have access to the shared ‘Rage’ skill tree. Abilities in this skill tree improve the control, mobility and burst damage capability of characters who invest into it – all traits desirable to both the Marauder and the Juggernaut. A sample ability here would be Force Crush, a powerful and very iconic force power that crushes every bone in an enemy’s body.

image

Remember, you will always have access to a limited number of training points to spend in your skill tree, so your choices are important. You may choose – for an in-game credits fee – to re-assign your skill points if you wish, so you can experiment to find your perfect combination. Any one of the three skill trees are valid to specialize in, or you can spend training points in all of them for a more well-rounded character.


Improvements through Game Testing

We thought it might be good to give you a peek at some of the recent changes made to each Advanced Class since they were announced. While we’re constantly iterating and balancing each class based on our own objectives, we also pay attention to feedback from internal testing, the (ever expanding) Game Testing Program, and the community.

The following list of changes is by no means complete or definitive for the final game, but it should give you a good idea of where the class you are planning to play is heading.

imageBounty Hunter Advanced Classes

Mercenary (Roles: Close - Mid Range Damage Dealing, Healing)

PowerTech (Roles: Mid - Long Range Damage Dealing, Tanking)


  • As previously announced, the Bounty Hunter’s Mercenary Advanced Class now features the ‘Bodyguard’ skill tree, allowing this iconic class to fill the role of a medic if desired.

  • The ‘Advanced Prototype’ skill tree, shared between both Bounty Hunter ACs, now features an upgrade to the base class flamethrower, which allows the player to rotate while using the ability.

imageImperial Agent Advanced Classes

Sniper (Roles: Mid - Long Range Damage Dealing)

Operative (Roles: Close - Mid Range Damage Dealing, Healing)


  • The Sniper’s entire skill tree has been reworked to include PvP feedback from internal and external tests. The Sniper is now able to entrench himself, providing a viable initial counter against attacks that would previously knock him out of cover. The Sniper also gained Cover Pulse, a player triggered pulse mine that can knock an unsuspecting attacker away from the Sniper.

  • The Operative has received a number of updates aimed at providing an alternative, less cover dependent gameplay option if skilled accordingly. Operatives are now more viable in mid and close range combat, using their stealth field generator to approach the enemy unseen before delivering heavy burst damage with their energy blade.

imageJedi Knight Advanced Classes

Jedi Sentinel (Roles: Close Range Damage Dealing. Wields dual Lightsabers)

Jedi Guardian (Roles: Close Range Damage Dealing, Tanking. Wields a single Lightsaber)


  • Based on feedback from testing and requests from the general community, we reworked one of the skill trees on the Jedi Guardian Advanced Class to be focused on dealing damage while utilizing a single Lightsaber. Previously, the Guardian’s only available role was as a tank.

  • The Sentinel Advanced Class remains targeted at players that prefer damage dealing gameplay over other roles. The variety between Sentinel skill trees has been increased, allowing players to specialize in several very different ways of dealing damage.

imageJedi Consular Advanced Classes

Jedi Shadow (Roles: Close - Mid Range Damage Dealing, Tanking)

Jedi Sage (Roles: Mid-Long Range Damage Dealing, Healing)


  • The Shadow Advanced Class now has a skill tree that allows them to fill the role of a tank effectively, using Lightsaber defense and Force powers.

image


  • Based on testing feedback, the Force Slam ability shown in early videos of the class was replaced with Project, which we decided to make more versatile through skill tree abilities (e.g. the ability to project multiple objects at a target). It’s proved more popular with our Game Testers, so it stays in!

imageSmuggler Advanced Classes

Gunslinger (Roles: Mid - Long Range Damage Dealing, wields dual pistols)

Scoundrel (Roles: Close - Mid Range Damage Dealing, Healing, wields scatter gun)


  • While we demonstrated a healing-focused Scoundrel at PAX East (watch our Developer Walkthrough for details), the scatter gun-centric ‘Scrapper’ skill tree has not been forgotten. Recently, we made several updates aimed at making the Advanced Class more viable in PvP.

  • The Gunslinger’s Sweeping Gunfire ability has been updated to allow the player to move the cone of fire while the ability is active. While this improves the feel of the attack quite a bit, it also introduces a bit of a risk factor for Smugglers who are not overly concerned with what they are hitting!

imageSith Inquisitor Advanced Classes

Sith Assassin (Roles: Close - Mid Range Damage Dealing, Tanking)

Sith Sorcerer (Roles: Mid-Long Range Damage Dealing, Healing)


  • Similar to the Jedi Shadow, an Inquisitor trained in the Assassin Advanced Class now are able to fill the role of a tank, if they work their way up the ‘Darkness’ skill tree, which includes abilities to increase defensive Lightsaber capabilities and area-of-effect damage.

  • The ‘Madness’ skill tree, shared between both the Assassin and the Sorcerer, has received considerable upgrades with the goal of creating a range/melee hybrid gameplay option.

imageSith Warrior Advanced Classes

Sith Marauder (Roles: Close Range Damage Dealing. Wields dual Lightsabers)

Sith Juggernaut (Roles: Close Range Damage Dealing, Tanking. Wields a single Lightsaber)


  • As with the Jedi Guardian, we have given the Juggernaut Advanced Class access to a skill tree that focuses on damage dealing using a single Lightsaber. Previously the high damage dealing option was only available to the Marauder Advanced Class.

  • Similar to the Jedi Sentinel, the damage dealing-centric Marauder Advanced Class’ offensive arsenal has been significantly reworked and diversified, now allowing for several very different play styles. The Marauder also gained access to a new ability called Force Cloak, granting a short term combat stealth.

imageTrooper Advanced Classes

Vanguard (Roles: Close - Mid Range Damage Dealing, Ranged Tanking)

Commando (Roles: Mid - Long Range Damage Dealing, Healing)


  • Like the Bounty Hunter, the Trooper’s Commando Advanced class now has access to a healing focused skill tree, making the Trooper a completely viable medic. An example ability is an Advanced Medical Probe for quick on the field triage, which can also be upgraded to deploy a temporary defense screen on the target.


How are we making these decisions?

In addition to working through the feedback from our Game Testing Program, from focus groups and from internal testers, we are relying heavily on metrics gathered from every server to understand and contextualize the feedback we are receiving. We thought we’d share a couple of images from our metrics system – as images are worth a thousand words, after all:

image


Click the above image for a larger view.

This is a 3D visualization of death locations for one testing group on Ord Mantell.

image


Click the above image for a larger view.

Here is a movement heatmap and death details for a sub area on Ord Mantell, from an earlier test. This exposed, shall we say ‘survivability issues’ for Smugglers on their class quest at early levels. That’s since been corrected!

We also use these heatmaps to understand the flow of movement through an area, optimize maps and other guidance systems and identify potential locations for special content such as datacrons or unique enemies, which are specifically designed to reward explorers that go off the beaten path.

As well as all these metrics and testing feedback, popular topics from the community (such as the desire for a single saber DPS on the Jedi Knight) are surfaced by the community team and discussed as well. Starting a forum topic is never a guarantee we’ll change the game – but we are listening.


Fine print

Star Wars: The Old Republic is a game in development and in active testing. Any feature, ability or even class name mentioned above (or anywhere else on the website) is subject to review and testing, and may change between now and the game's launch. The BioWare team believes in making fully-polished, quality games. We are listening to your feedback, and will continue to make improvements.

Thank you, and may the Force be with you!

Georg Zoeller

Principal Lead Combat Designer

Comments

  • something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support.

     

    Thats just crazy.



  • IrishIrish Member UncommonPosts: 259

    Originally posted by maskedweasel

    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support.

     

    Thats just crazy.

    Crazy good, or crazy bad?

    I don't mind the concept so much, personally. :P

  • LorandoLorando Member Posts: 3

    Pure Awesome!

  • DarkPonyDarkPony Member Posts: 5,566

    If they are smart they make flashpoint and world bosses very diverse though; so you will need a ranged tank in one case and a melee one in the other, etc.

    But yeah, pretty surprising to see consulars and inquisitors getting a tanking role. This can be a good sign, as in: "we are really going to great lenghths to improve class gameplay and balance", or it could be a bad sign, as in; "wtf are we going to do to make class X more interesting because this is not cutting it! I suggest *insert drastic measure 3c*".

    Either way, I am really very curious about how class balance will turn out at launch.

    Bottom line is that they have taken the holy trinity, divided it by itself and turned it inside out, mirrored it, turned it upside down, cut it to pieces, blended it and handed a lot of classes a little gloop of everything. Not much stereotyping there at the moment hehe.

  • NazgolNazgol Member Posts: 864

    Grr Bioware. Now I can't decide between Juggernaut and Maruader since you made them both have a DPS tree.

    In Bioware we trust!

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by maskedweasel

    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support.

     

    Thats just crazy.

    Heh, personally I found the reports where several troopers grouped up at the last event and caused mayhem with 3-4 troopers more interesting. Imagine that,  a couple of full groups of troopers with maybe 2-3 Jedi knights in attack mode, attack of the clones ftw! image

     

    edit: found the quote,

    'At one point I grouped up with 3 other Troopers. I had a lot of fun with this group, even though it was hard to stay together as everyone kept getting lost/seperated. At one point, we all used our grenade launchers on a group of about 3 separatists. That was absolutely beautiful and lived up to my expectations of a trooper group. I felt very powerful. They all died instantly and the fireworks were glorious.

    I have no doubt the full-trooper groups are going to be very common and very fun.'

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."


  • Originally posted by DarkPony

    If they are smart they make flashpoint and world bosses very diverse though; so you will need a ranged tank in one case and a melee one in the other, etc.

    But yeah, pretty surprising to see consulars and inquisitors getting a tanking role. This can be a good sign, as in: "we are really going to great lenghths to improve class gameplay and balance", or it could be a bad sign, as in; "wtf are we going to do to make class X more interesting because this is not cutting it! I suggest *insert drastic measure 3c*".

    Either way, I am really very curious about how class balance will turn out at launch.

    Bottom line is that they have taken the holy trinity, divided it by itself and turned it inside out, mirrored it, turned it upside down, cut it to pieces, blended it and handed a lot of classes a little gloop of everything. Not much stereotyping there at the moment hehe.

    now i dont mind if you need certain classes for world bosses  but i would hope they wouldnt make flashpoints so you have to x class since its only for 4 players and it would really limit who you can bring

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by Irish

    Originally posted by maskedweasel


    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support.

     

    Thats just crazy.

    Crazy good, or crazy bad?

    I don't mind the concept so much, personally. :P

     

    Well, in part I find it good because I love hybridization of classes.  It also gives way to a little bit of mystery on the PvP front, as in - "Thats a consular there,  but is it their healer and I should focus it?  Or is it their tank and I should steer clear?" 

     

    So we have the

    Trooper and Bounty hunter that can tank, heal, and DPS (not all at the same time)

    The Inquisitor and Consular who can tank, heal, DPS, use stealth, and control,  

    The IA and Smuggler that can  heal, DPS, stealth, (and use some control too).  

    Then we have the Warrior and Knight that are tanks or DPS.

     

    I mean thats spread pretty far out there in what everyone can do.  While I hope that each class is viable in their roles,  I can't help but wonder if some content will require certain kinds of Tanks, DPS, or Healers.

     

    Like,  for this sith master we're fighting who does burst damage,  should we have a smuggler with ranged HoT or should we have a consular with burst heals?

     

    I mean, in order to do this right each class would have to be able to fulfill their role adequately, but be different enough that there are reasons to choose each class.   I wonder how balancing is going to work here....   the article spoke about PvP balance already.. "making the scattergun smuggler more viable in PvP" so to speak.  Thats a good sign to me.




  • Originally posted by maskedweasel

    Originally posted by Irish


    Originally posted by maskedweasel


    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support.

     

    Thats just crazy.

    Crazy good, or crazy bad?

    I don't mind the concept so much, personally. :P

     

    Well, in part I find it good because I love hybridization of classes.  It also gives way to a little bit of mystery on the PvP front, as in - "Thats a consular there,  but is it their healer and I should focus it?  Or is it their tank and I should steer clear?" 

     

    So we have the

    Trooper and Bounty hunter that can tank, heal, and DPS (not all at the same time)

    The Inquisitor and Consular who can tank, heal, DPS, use stealth, and control,  

    The IA and Smuggler that can  heal, DPS, stealth, (and use some control too).  

    Then we have the Warrior and Knight that are tanks or DPS.

     

    I mean thats spread pretty far out there in what everyone can do.  While I hope that each class is viable in their roles,  I can't help but wonder if some content will require certain kinds of Tanks, DPS, or Healers.

     

    Like,  for this sith master we're fighting who does burst damage,  should we have a smuggler with ranged HoT or should we have a consular with burst heals?

     

    I mean, in order to do this right each class would have to be able to fulfill their role adequately, but be different enough that there are reasons to choose each class.   I wonder how balancing is going to work here....   the article spoke about PvP balance already.. "making the scattergun smuggler more viable in PvP" so to speak.  Thats a good sign to me.

    well if the consular has their light saber out then you will be able to tell if it can be healer or tank since sage uses single saber and shadow uses double bladed saber.  however this doesnt let you know if its spec for dps instead of healing or tanking, it just lets you know what it could be.

  • ktanner3ktanner3 Member UncommonPosts: 4,063

    I'm wondering if the one for Bounty Hunter was a typo. Why would the tank class with heavy armour be the long range class and the DPS with less armour/ possible healer be close range?

    Currently Playing: World of Warcraft


  • Originally posted by ktanner3

    I'm wondering if the one for Bounty Hunter was a typo. Why would the tank class with heavy armour be the long range class and the DPS with less armour/ possible healer be close range?

    yea i think it was a typo since back during the BH update they mentioned the power tech as being more close range during an ign interview

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by ktanner3

    I'm wondering if the one for Bounty Hunter was a typo. Why would the tank class with heavy armour be the long range class and the DPS with less armour/ possible healer be close range?

    Heavy armor healers?  You'd likely never kill them!

     

    Healers are usually squishy...    plus the bounty hunters close range attacks are higher DPS,  so it makes sense in MMO terms.  High DPS /  Healers usually aren't geared to stay up indefinitely.



  • ktanner3ktanner3 Member UncommonPosts: 4,063

    A dev just clarified that it was a typo.

     

    Yeah, we just noticed the error and updated the article. It was a typo that crept through.



    PowerTech (Roles: Close - Mid Range Damage Dealing, Tanking)

    Mercenary (Roles: Mid - Long Range Damage Dealing, Healing)

    Currently Playing: World of Warcraft


  • Originally posted by maskedweasel

    Originally posted by ktanner3

    I'm wondering if the one for Bounty Hunter was a typo. Why would the tank class with heavy armour be the long range class and the DPS with less armour/ possible healer be close range?

    Heavy armor healers?  You'd likely never kill them!

     

    Healers are usually squishy...    plus the bounty hunters close range attacks are higher DPS,  so it makes sense in MMO terms.  High DPS /  Healers usually aren't geared to stay up indefinitely.

    i think BH close range skills may be more of threat generating skills than high dps ones

    http://pc.ign.com/articles/115/1153371p1.html

    IGN: What are the signature skills?



    Zoeller
    : The Mercenary Bounty Hunter focuses on missiles and staying at range from enemies. Devastating attacks like Heatseeker and Fusion Missile and Rail Shot make the Mercenary a sight to behold on the Battlefield. The Powertech Bounty Hunter specializes in flamethrowers and close range attacks. Attacks like Flame Burst, Flame Sweep as well as the jetpack-assisted Rocket Punch are some of the signature moves of this advanced class.

     

    edit: bah ktanner got in there first

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by ktanner3

    A dev just clarified that it was a typo.

     

    Yeah, we just noticed the error and updated the article. It was a typo that crept through.



    PowerTech (Roles: Close - Mid Range Damage Dealing, Tanking)

    Mercenary (Roles: Mid - Long Range Damage Dealing, Healing)

    Well, technically I was partially right still,

     

    The tank still uses heavy armor, and the mercenary is still squishy.  All is right in the world.



  • gamer1982o39gamer1982o39 Member Posts: 212


    Originally posted by gaou

    // how the system has evolved over the last few months based on iteration, gameplay testing and focus groups ..


     

    I hope from "we're done with all the main stuff for launch" to "polishing the edges" ..

    I want to own property too

  • KickphatKickphat Member Posts: 189

    Looking at that info Makes me want to play the game now, mostly likely going to play a Jedi Shadow or Jedi Sentinel learning more torwads the shadow as it seems it will use force powers and there saber more evenly for DPS

  • Matt_UKMatt_UK Member Posts: 420

    I hope they build in enough character slots, because I want to play everything. Except maybe Jedi Sage...

    image
  • FebalixFebalix Member Posts: 3

    <span class="hps" title="Zur Anzeige alternativer

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by Febalix

    <span class="hps" title="Zur Anzeige alternativer



  • GMan3GMan3 Member CommonPosts: 2,127

    Originally posted by maskedweasel

    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support. 

    Thats just crazy.

         I was thinking the same thing at first, but then something came to mind.  Just because a class CAN tank does not mean it SHOULD tank or will be able to tank very well or for very long.  A Consular and Inquisitor are both wearing cloth armor, at least in every single screen shot I have seen.  Even with using the lightsaber / force powers to deflect shots, their armor rating still will not compare to a Trooper or Bounty Hunter in heavy armor with the energy sheilds.

        So I think while a Consular of Inquisitor may be able to tank occassionally, it would not be a good idea to rely on them as a primary or even secondary tank, but instead as a last resort to cover the healer when the other two tanks are dead.  As usual though, all this is just my opinion.

    "If half of what you tell me is a lie, how can I believe any of it?"

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431

    Originally posted by GMan3

    Originally posted by maskedweasel

    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support. 

    Thats just crazy.

         I was thinking the same thing at first, but then something came to mind.  Just because a class CAN tank does not mean it SHOULD tank or will be able to tank very well or for very long.  A Consular and Inquisitor are both wearing cloth armor, at least in every single screen shot I have seen.  Even with using the lightsaber / force powers to deflect shots, their armor rating still will not compare to a Trooper or Bounty Hunter in heavy armor with the energy sheilds.

        So I think while a Consular of Inquisitor may be able to tank occassionally, it would not be a good idea to rely on them as a primary or even secondary tank, but instead as a last resort to cover the healer when the other two tanks are dead.  As usual though, all this is just my opinion.

     You underestemate the power of the force. image

     

    If they increase the power of the lightsaber block or deflect along with CC. Then the Consular or Inquisitor are getting hit less so armor shouldn't matter. And threat from each could be a force ability that builds and draws mobs. So I can see both doing just fine based on the skill tree choices given to tank. It will just be a different style of tanking tha the highest armor rating absorbing the most damage.

    “How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?”
    R.A.Salvatore

  • ktanner3ktanner3 Member UncommonPosts: 4,063

    Originally posted by Febalix

    <span class="hps" title="Zur Anzeige alternativer

    Currently Playing: World of Warcraft

  • GMan3GMan3 Member CommonPosts: 2,127

    Originally posted by artemisentr4

    Originally posted by GMan3

    Originally posted by maskedweasel

    Originally posted by gaou

    something brand new from this is that now the consular and inquistor have a tanking option.  it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.

    It sounds like you could have a full team of 4 consulars and be just fine.  You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support. 

    Thats just crazy.

         I was thinking the same thing at first, but then something came to mind.  Just because a class CAN tank does not mean it SHOULD tank or will be able to tank very well or for very long.  A Consular and Inquisitor are both wearing cloth armor, at least in every single screen shot I have seen.  Even with using the lightsaber / force powers to deflect shots, their armor rating still will not compare to a Trooper or Bounty Hunter in heavy armor with the energy sheilds.

        So I think while a Consular of Inquisitor may be able to tank occassionally, it would not be a good idea to rely on them as a primary or even secondary tank, but instead as a last resort to cover the healer when the other two tanks are dead.  As usual though, all this is just my opinion.

     You underestemate the power of the force. image 

    If they increase the power of the lightsaber block or deflect along with CC. Then the Consular or Inquisitor are getting hit less so armor shouldn't matter. And threat from each could be a force ability that builds and draws mobs. So I can see both doing just fine based on the skill tree choices given to tank. It will just be a different style of tanking tha the highest armor rating absorbing the most damage.

         All I'm saying is that dodge and deflect is great and all. When a shot finally does get through, those robes will not be absorbing all that much damage, at least they won't if they are going for realism and so two or three shot kills should not be unrealistic.  The heavy armor though WILL absorb a lot more damage and in the end should allow you to stay alive a lot longer.

    "If half of what you tell me is a lie, how can I believe any of it?"

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