3.0 Advance Classes: Gunslinger & Sniper

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3.0 Advance Classes: Gunslinger & Sniper

Post by Zyera »

:imp 3.0 Class Changes to Gunslinger & Sniper :pub

Hello!

Welcome to our final round of the Disciplines blogs. Like the previous blogs, we’ve put together this write up to inform Smugglers of the major changes that are coming in Game Update 3.0, however, this is not meant to be a comprehensive list of every single Smuggler change. As always, please note that the content described in this blog is still under development, so anything mentioned throughout this blog is still subject to change (especially any exact numbers or percentages that may be mentioned).

The Smuggler base class will see quite a few changes with the 3.0 update. Thermal Grenade is now a single target ability, which allows it to deal more damage. But it still deals area damage to any weak or standard enemies near the primary target, which makes it quite effective against crowds that include weak and standard enemies. XS Freighter Flyby and Sabotage Charge are no longer part of the base class, but all Gunslingers still have access to XS Freighter Flyby – and Saboteur Gunslingers still have Sabotage Charge. To counter this loss of area damage output for Scoundrels, one of their existing passive abilities now also makes Thermal Grenade deal area damage to any nearby enemy targets, even if those targets are stronger than weak or standard enemies.

Dodge can be trained at level 10 now, but it only increases melee and ranged defense by 200% for 3 seconds. Scoundrels get a passive ability at level 10 that causes Dodge to purge all hostile removable effects (effectively leaving Dodge unchanged for them). Gunslingers get a passive ability at level 10 that causes Dodge to reduce the damage taken from tech and Force attacks by 75% while it is active, so it no longer removes hostile effects for them – but it now provides them with protection against almost every type of damage (only certain rare types of boss damage will ignore these protections).

Hello!

Welcome to our final round of the Disciplines blogs. Like the previous blogs, we’ve put together this write up to inform Imperial Agents of the major changes that are coming in Game Update 3.0, however, this is not meant to be a comprehensive list of every single Imperial Agent change. As always, please note that the content described in this blog is still under development, so anything mentioned throughout this blog is still subject to change (especially any exact numbers or percentages that may be mentioned).

The Imperial Agent base class will see quite a few changes with the 3.0 update. Fragmentation Grenade is now a single target ability, which allows it to deal more damage. But it still deals area damage to any weak or standard enemies near the primary target, which makes it quite effective against crowds that include weak and standard enemies. Orbital Strike and Explosive Probe are no longer part of the base class, but all Snipers still have access to Orbital Strike– and Engineering Snipers still have Explosive Probe. To counter this loss of area damage output for Operatives, one of their existing passive abilities now also makes Fragmentation Grenade deal area damage to any nearby enemy targets, even if those targets are stronger than weak or standard enemies.

Evasion can be trained at level 10 now, but it only increases melee and ranged defense by 200% for 3 seconds. Operatives get a passive ability at level 10 that causes Evasion to purge all hostile removable effects (effectively leaving Evasion unchanged for them). Snipers get a passive ability at level 10 that causes Evasion to reduce the damage taken from tech and Force attacks by 75% while it is active, so it no longer removes hostile effects for them – but it now provides them with protection against almost every type of damage (only certain rare types of boss damage will ignore these protections).

Links
Dev Post: http://www.swtor.com/info/news/blog/20141125
Live Stream Notes: http://www.swtor.com/community/showthre ... .swtor.com
Twitch Video: http://www.twitch.tv/swtor/b/593067676
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Re: 3.0 Advance Classes: Gunslinger & Sniper

Post by Velkeri »

I am super pleased with the changes to the dirty fighting gunslinger. A bit sad to see that dodge no longer purges hostile effects, but I guess giving me extra protection is okay. I get to keep my fly-by so we'll call it even.

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Re: 3.0 Advance Classes: Gunslinger & Sniper

Post by Zyera »

3.0+ Guide to Marksmanship & Sharpshooter: http://www.swtor.com/community/showthread.php?t=781399
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