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Bounty Hunter and Trooper Changes

STAR WARS: The Old Republic > English > Classes
Bounty Hunter and Trooper Changes
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EricMusco's Avatar


EricMusco
11.07.2016 , 01:25 PM | #1 This is the last staff post in this thread.  
Along with the 5 new levels coming in Eternal Throne each of the Classes are receiving changes including new abilities, new utilities, and more. For this post, let’s talk about the Bounty Hunter and Republic Trooper. This is just a sampling of the changes that are coming with Eternal Throne and are subject to change.

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:
  1. Deadly Onslaught: New ability exclusive to Powertechs, replaces Death from Above which is now exclusive for Mercenaries.
  2. Searing Wave: New ability exclusive to Powertechs, replaces Flame Thrower which has been removed from the game.
  3. 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 Powertech’s:
  • 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 Mercenary’s:
  • 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 Vanguard’s:
  • 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 Commando’s:
  • 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.
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OldLadyGamerType's Avatar


OldLadyGamerType
11.07.2016 , 02:11 PM | #2
No more flamethrower??????

Methylium's Avatar


Methylium
11.07.2016 , 02:29 PM | #3
Removing the most unique bounty hunter skill is extremely stupid. You could have easily left the flamethrower ingame... the normal regeneration skill makes no sense now too. And just think about the legacy skill, that is just ... left there to rot.

XhrisShan's Avatar


XhrisShan
11.07.2016 , 02:34 PM | #4
Removing the most iconic BH ability? The one that you get in Legacy form for Heroic Moment?
Madness I tell you. Utter madness.

Aletheos's Avatar


Aletheos
11.07.2016 , 02:40 PM | #5
Quote: Originally Posted by OldLadyGamerType View Post
No more flamethrower??????
That's the second heroic moment legacy skill that will be granted by ACs that no longer have access to that skill in the game. Bravo, Bioware, you rock.

Rheshalea's Avatar


Rheshalea
11.07.2016 , 02:41 PM | #6
...no Mako, and now no flame thrower. My former main character will forever be stuck just before chapter X of KotFE.

Methylium's Avatar


Methylium
11.07.2016 , 02:45 PM | #7
Quote: Originally Posted by Rheshalea View Post
...no Mako, and now no flame thrower. My former main character will forever be stuck just before chapter X of KotFE.
That wont help you... Mako is gone and the flamethrower will be taken away from everyone. You should have stopped while having Darth Marr. That would - at least - make sense.

Rheshalea's Avatar


Rheshalea
11.07.2016 , 02:47 PM | #8
Quote: Originally Posted by Methylium View Post
That wont help you... Mako is gone and the flamethrower will be taken away from everyone. You should have stopped while having Darth Marr. That would - at least - make sense.
True.
But I'm still curious, so I won't stop p(l)aying just yet. And even if I sometimes miss my Rattataki BH, who used to kick so much butt, my Lightning Sorcerer is so much more fun to play.

BlindGuard's Avatar


BlindGuard
11.07.2016 , 02:57 PM | #9
Quote:
Searing Wave: New ability exclusive to Powertechs, replaces Flame Thrower which has been removed from the game.
One very nice QoL for the PowerTech especially the PyroTech spec. The mobility increase is nice for more or less all Fights where the Advanced Prototype was better in the past. -> Look forward to the changes
But the 30m Buff on Explosive Fuel seems...weird, especially if we consider that the PowerTech is a "melee" Class

Barah - PowerTech - Vanjervalis Chain/T3-M4

Pandoras_Jar's Avatar


Pandoras_Jar
11.07.2016 , 03:01 PM | #10
So I'm assuming Responsive Safeguards is a passive ability
Quote:
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.

The Mercenary Legendary Utilities shared look pretty nice. It would be great to see where everything is on the Utility Tree now (I'm guessing you've moved stuff around to accommodate the new Legendary tier).
Quote:
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.
Very, very nice for healing.

Quote:
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.
Holy god mode batman! I'm in love!

Quote:
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.
Hmm.. I'm not so sure about this one for healers. In Warzones it would only be useful for node guarding something a healer should never be doing anyway. It has some potential use in Arena's however. But overall I feel there are better Utilities for healers.

These changes do look very promising for Mercenary healers but again, it would be nice to see where everything else is in the Utility Tree.
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