In known in game issues as of Dec 2, 2013 Amber Green reports Shadow Battle Readiness states that it increases healing done by all charges, yet the charges do not provide healing. So I'm fully expecting a patch/fix for that soon.
Revan has returned. Prepare to face Revan and his fanatical followers as you adventure through five new levels of story-driven Star Warsâ„˘
missions, reach new heights of power at an increased level cap of 60,
explore exciting worlds and fight in new high-level Flashpoints and
Operations in the Digital Expansion, Shadow of Revan, launching December
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Seven Days of Early Access starting December 2nd
Subscriber Exclusive: Class XP Boost â€“ Level 12x faster and exclusively enjoy class story missions through Level 55!
Grand Statue of Revan (Stronghold Decoration)
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Today, we bring to you Disciplines, a major overhaul to the class
system that will be coming live with Game Update 3.0! At its very core,
the Disciplines System replaces the current Skill Tree system while
offering a wider array of impactful utility choices to expand their
character and the ability for a characterâ€™s identity to surface much
earlier in the level path. The Disciplines System changes the way we
think about and develop the classes themselves, which will translate
into a more balanced game and the capacity to expand levels and
abilities more often. Weâ€™re excited about this system and the
possibilities it unlocks for the future.
Say Goodbye to the Skill Trees
After much discussion, the Skill Trees that have been with us since
the launch of the game have been removed. While we hope to maintain the
feeling of progression with each level, players will no longer get a
single point every level to invest in an array of skill boxes that we
felt resulted in the burying of class identity, uneven power gains, and
crazy-town rotations, depending on where you were in the tree. Instead,
we created three Disciplines per Advanced Class, named and themed after
the original Skill Trees (for example the three Disciplines for Commando
are Combat Medic, Gunnery, and Assault Specialist, all very familiar
names, themes, and play-styles from the skill tree era). For each of
these disciplines, we took a look at all of the skills from their tree
ancestor and imported everything that defined the identity and rotation
of that tree and laid them out in a level-based progression, along with
quite a bit of combining, cutting, creating new, and balancing along the
way. No longer are you forced to purchase skills that are, in essence,
necessary for your character to function; you simply get them
automatically as you level up and progress down what we call the
Discipline Path. Much like the old Skill Trees, each path is made up of
active abilities, passive abilities, and a new type of progression
concept called a utility selection, which weâ€™ll explain later in the
A Little Discipline is Good for You
From a playerâ€™s perspective, interacting with the Discipline system
couldnâ€™t be easier. Our goal was to design an elegant system that brings
forward class identity without sacrificing the challenge of mastering
your role in the process. We have combined the interface and process of
taking an Advanced Class and discipline all into a series of linked
panels that you access in much the same way you previously accessed the
skill tree. Once you are level 10, you can simply open up that
interface and are presented with the options for each Advanced Class
available to you. After selecting an Advanced Class, the next panel of
the interface describes each of the three disciplines available and
allows you to select one. You can preview each of them to see what they
are all about, and once you see one you like, you simply select and
commit it! The chosen discipline path is automatically set to your
current level, so if you want to abandon and switch disciplines (similar
to resetting skill points on the trees), you can take on the challenge
of a new role with ease. To make sure newer characters could immediately
feel the identity of their chosen discipline at level 10, weâ€™ve made
sure that the very first things you get tend to generate a big impact to
the type of character you want to be: healers get a nice heal, tanks
get good defense/threat, and DPSers get a nice attack ability for their
rotation. Tanks no longer have to grind 30 levels before they really
start getting "Tankyâ€ť abilities; they can start being tanks right away.
What are Utility Selections
One of the most important goals for Disciplines was to make sure that
the player had real choices that actually mattered as they advanced
throughout the game. So after we finished pulling out all of the skills
that we thought were really important for a Disciplineâ€™s play style and
rotation, we took the remaining skills from each of the three Advanced
Classes, cut some of the extraneous ones, created some exciting new
options, polished old favorites, and put them into a selection pool
available to all members of that Advanced Class. The end result is
greater versatility. As an Engineering Sniper, do you want to gain AE
damage reduction when you entrench? Well now you can, it is no longer
for Marksmanship only. Each Advanced Classâ€™s utility selections are
divided up into three tiers, with each tier requiring a certain number
of utility selections before unlocking. We also wanted to make Utility
selections quick and easy to change around, so as long as you arenâ€™t in
the middle of combat you can bring up your new discipline window, reset
your utilities, and quickly choose new ones.
Why the Change
While Skill Trees appear on the surface to provide flexibility and
choice, in practicality they give very little of either. Players of a
skill tree all tend to take the same skills in roughly the same order,
with only minor variations on which utility choices they pick up by the
end of their leveling system. With Disciplines, we can focus on creating
strong and fun play styles from level 10 on, without having to worry
about how people are spending 50 skill points and whether some people
are making bad decisions or if others are finding crazy untested
combinations that vastly exceed what we want to happen. Attach to that
the idea of expanding the amount of and type of utility each player has
access to and you get a system that creates better and more balanced
characters with a stronger identity while allowing players actual
choice. We also continued to run into a significant problem expanding
the Skill Trees for level cap increases: development time. Each of the
Skill Trees were balanced based on an assumption of points and how
players must spend their points to get what they need to perform in
combat. When we add more points (as well as more skills themselves) to
the trees during a level cap increase, all of that balance is thrown off
kilter and must be reset for every Advanced Class. This results in a
massive amount of time spent every level cap increase simply redoing and
rebalancing the Skill Trees over and over, preventing us from spending
time actually doing cool new things. So to sum up, weâ€™ve created
Disciplines for stronger and earlier role specialization, more utility,
more flexibility, better balance, and more development time for class
improvements - letting our designers do more for you!
Get Ready for Disciplines
When you log into the expansion for the first time you will be
prompted to choose your desired Discipline and utilities, and you are
off and running. With this reorganization of the class system weâ€™ve
strengthened the identity of each class path and made the choices a
player has available immediately impactful to their character. Coming up
we are going to do a blog for each particular discipline for every
class, so you can really get a feel for the changes coming to your
specific style. Weâ€™ll also show off all of the cool new things we are
adding to the classes thanks to this flexibility. All of this is just
the beginning of the journey â€“ we canâ€™t wait for your feedback!
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