"Eight unique classes" is a statement BioWare often repeats in multiple interviews, as it illustrates the solid theme they are using to approach designing the combat of the classes of Star Wars: The Old Republic.
This very clear statement is starting to get muddied when speculating upon how the various classes will specialize themselves and work together in a group.

The Core of a Class Shouldn't Change Upon Specialization Path Choice
BioWare repeatedly stressed they are aiming to keep the classes unique and balanced, so it is highly improbable that a path selection will suddenly turn one class into a replica another class' core mechanic within the same faction.
An example is the gadgetry of the Sith Empire's Bounty Hunter and Imperial Agent; both use ranged weapons and are quasi-engineering themed with technology-inspired gadgetry, however one uses heavy armor while the other medium to light armor. With this understanding, no one can contend that a simple path choice will cause the Imperial Agent and Bounty Hunter to have the same core class components - that would go against BioWare's class design philosophy.
Examining both classes' primary combat range as an example of class design, the Imperial Agent's longer ranged mechanic is a core of the class, while the Bounty Hunter mainly operates closer to melee range. But of course, primary combat range tools don't define the class either: the Bounty Hunter has an ability to get himself out of melee range and rain down destruction with the "Death From Above" ability, while the Imperial Agent can stab you in the back with the "Shiv" ability.
The same can be said for the differences in both classes' combat approach: the Imperial Agent can take advantage of stealth and cover to utilize a longer set-up time, while the Bounty Hunter appears to have attacks that require little setup and a get-right-in-there-and-pew-pew feel. We can also speculate there may be "talent points" within an individual path's talent trees or new abilities that would improve and/or bring you closer to your optimum range.
Therefore, we can reasonably speculate both of these classes will not play similar to one another, and the path choices for both classes won't turn a Bounty Hunter into an Imperial Agent - or vice versa. When presented with the same exact combat situation, each class will handle it in a unique method relating to the core of the individual class, regardless of specialization.
And if this true, then we can reasonably argue the Sith Inquisitor, upon selecting one of two available specialization paths, will not suddenly change the core of the class into a light armor, melee-centric version of the Sith Warrior.

Speculation of The Combat Paths of The Sith Inquisitor
Jake Neri of LucasArts told us specifically, "we don't have official nomenclature on how we are talking about these but you guys get the concept of skill trees."
When official nomenclature is non-existent, sometimes developers use the same word to describe different things, and this can lead to confusion in interpreting their statements. Therefore, we can assume the paths of the Sith Inquisitor are separate and distinct, and that there is further specialization within those paths. As we hypothesized above, those two paths and their respective "skill trees" within them cannot change or conflict with the core combat style of the class itself or mirror another class within the same faction.
As we reported, the Sith Inquisitor is primarily Force-based, using melee to augment his Force powers. This should be very familiar to MMO diehards, as other games' ranged casters do have melee-range abilities that are generally included to enhance this particular ranged play style. In contrast, the Sith Warrior primarily demonstrates melee abilities, and his Force usage compliments that play style.
When examining the list of known abilities for each class, we can speculate the core of each class' mechanics: approximately 70% of the Sith Warrior's abilities are melee-centric with 30% melee/lightsaber play style-enhancing Force usage. Inversely, 70% of the Sith Inquisitor's abilities are Force-based, with 30% of his abilities enhancing his Force usage with a lightsaber. We believe BioWare showed us this to distinctly identify the two classes' core combat and play style.
Taking all of that into consideration, we can logically conclude that neither of the two Sith Inquisitor paths will be melee-centric -- as that would copy the core component of the Sith Warrior.
Another aspect that supports this hypothesis is the explanation of the Sith Inquisitor's companions: the tank-ish Dashade companion that Jake Neri told us "keeps the heat off you," and the other is based on Darth Maul who can offer high damage-dealing abilities.
Therefore, we can reasonably speculate there are only two paths that make sense given all these considerations: a pure damage path and another of support.
James Ohlen told GameSpot something that alludes to this:
"Then once he (Sith Inquisitor) decides to specialize, you can either really focus on lightning abilities and being more of a longer ranged character and support character. You know when you get to just like take out 5 guys with a giant lightning storm or lift them up in the air, kill them with lightning and crash them into the ground."
However, we need to bring up the lack of official nomenclature when James Ohlen describes the lightsaber combat of the Sith Inquisitor:
"But you can also take a different path where your much more about the acrobatic duel-wielding the lightsaber staff, where you're much more faster-paced. You also still use lightning, but it is a different feel.
We believe James Ohlen referred to the differences of the support path versus the damage path of the Sith Inquisitor - and he is definitely not stating that the damage path would entirely comprise of a Sith Warrior-esque heavy lightsaber one, especially considering that is not the core of the Sith Inquisitor's combat. It would be much too close to one of the Sith Warrior's speculated two paths, and would in fact go against official BioWare statements on both classes and their approach to unique class design.
However, usage of the lightsaber is essential to any Sith, and it makes sense for James Ohlen to verbalize one of the ways a Sith Inquisitor can use one so as not to conflict with official descriptions of the Sith Warrior.
In conclusion, we do not think BioWare would play a Jedi mind-trick on us and turn the Sith Inquisitor into solely a double-edged lightsaber-wielding rogue combat archetype by selecting one of the two paths.
The way the Sith Inquisitor is presented and our hands-on time with the game definitely suggests that the class isn't your typical pure ranged caster. We feel many familiar caster archetypes will be demonstrated as a dominant aspect within this one class.
- View User Profile
- View Posts
- Send Message
Posted 9/12/2010 1:59:29 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 6:16:43 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 11:02:40 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 12:23:51 PMThat way, you get 8 distinct game play styles per faction (for a total of 16), and variety within each. But they cannot replicate each others' core play style or mechanics on the same faction.
Hope that makes sense.
On the latest podcast (I think Dover references how I felt when the staff here was wrestling about the four force users), my least concern was story. BioWare are the kings of that. What I was worried about was the combat differences between the two force users per faction.
This is the only way they could do it, because it makes mathematical sense.
- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 3:33:14 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 3:54:03 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 4:09:53 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 4:02:33 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 10:10:37 AMFrom all I've read (gamespot, magazines), it is clear to me the SI "Darth Maul" spec is melee centric.
I get the feeling all your argumentation is based on the fact BW said the classes will feel “unique†and that would contradict with the already established Sith Warrior melee DPS spec, what I’d ask now is how do you define “unique� Because I feel you made the assumption “unique†meant “general role�
Here is how I see it:
For me the “Darth Maul†spec is what could be crudely compared to a retribution paladin in WoW and I’d imagine the Sith Warrior melee DPS spec to be comparable to the fury warrior.
Now would you say these classes specialization do not feel unique?
I, for one, love the retribution paladin and can’t play a fury warrior… this tells me the play styles feels unique and different while still filling the exact same role: “melee DPSâ€.
You cited the BH and SA to point the differences, but in the end, they both may very well have a spec that fill the same role “range DPSâ€. And I’m still convinced both will feel unique and different.
Lastly, it is interesting to note this is the 1st time I disagree with Darth Hater views, I’m curious to see who’ll be closer from the truth in the end… =)
- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 4:28:52 PM1 = class, x = path, y = play style / specialization talent trees
1a = tank, damage mitigation
1aa = ret paladin / enhancement shaman
1b = fury warrior
1ba = rogue-like melee combat
You don't need a whole new class when you can simply customize the play style you want in an existing one. If you keep it simple from the beginning with a bottom-up approach to class design, then the more complex stuff like itemization, character statistics, encounter design, PVP balance, etc. doesn't give you as much as problem because versatility is accounted for from the get-go.
- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 3:39:08 PM- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 2:54:05 AMBut...but I never thought that was even possible. We heard from videos that were official and mags from different countries with bad translations so it must be true.
-Logic-Matic 12,000-
-Execute logic.exe-
.....
......
*calculating interviews, speculation, and validity of said hypothesis*
........
..
.....
....
*number crunching 70 + 30... makes to much sense*
.....
...
-bzzzz-
-bvvmmmmmm-
....
.......
..
*Conclusion has been reached*
*If said theory plus evidence is valid then past information is irrelevant given that said statement makes too much sense*
-Program close-
- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 12:49:33 AMOn a side note: As a programmer, it bugs me that they are calling them "classes". When do I get to instantiate my Inquisitor object?
- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 12:39:26 AM"According to creative director James Ohlen, the inquisitor is inspired by Senator Palpatine and Darth Maul, and he claims the class is "lightly armoured, acrobatic, and uses lots of lightning abilities and telekinetics." While this combination of skills might sound strange, given that Palpatine and Maul are quite different in their fighting styles, each class has the ability to branch into two separate subclasses once you reach a certain level. In the inquisitor's case, you can focus on lightning-based abilities and become a support character, or, if you prefer melee combat, you can have a character who focuses on acrobatics, speed, and dual-wielding lightsabers."
- View User Profile
- View Posts
- Send Message
Posted 12/11/2009 12:24:58 PM