some new info on the Smuggler from the folks over at SWTOR Station. It's interesting to see where it diverges from the list we got earlier in the week for the Imperial Agent... perhaps these classes are not going to be as exact a mirrors as I was personally thinking... still close enough for balancing I think tho. I'm looking forward to seeing the Bounty Hunter skill list later this week and comparing it to the Trooper list we've already seen. *EDIT** Please note that there was apparently a type-O in the SWTOR Station lists that swapped the Level and Credit costs for the Escape and Cool Head skills. (Escape should be level 18 and cost 500 credits, while Cool Head should be level 14 and cost 380)
Name (Rank) - Level required to buy the skill - Costs to buy the skill
Flurry of Bolts - Level 1-3 Instant - Cooldown: 1.5 secs - Range: 30m A flurry of bolts shot from your blaster.
Burst - Level 1-3 Energy: 45 - Instant - Range: 30m Fire three powerful blasts at your target.
Take Cover - Level 1-3 Instant Evasion increase against targets in your cone of cover while taking cover.
Flash Granade - Level 1-3 Energy: 30 - Instant - Cooldown: 20 secs - Range: 30m Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an effected target is damaged. Affects a maximum of 6 targets.
Recuperate - Level 1-3 Channeled: 15 sec - Cooldown: 1 mins Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat. In Cover Flurry of Bolts - Level 1-3 Instant - Cooldown: 1.5 secs - Range: 30m A flurry of bolts shot from your blaster.
Flash Granade - Level 1-3 Energy: 30 - Instant - Cooldown: 20 secs - Range: 30m Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an effected target is damaged. Affects a maximum of 6 targets.
Barrage (Rank 1) - Level 4 - Credits: 100 Energy: 60 - Channeled: 2.5 sec - Range: 30m Spray a wave of bolts toward the target and those nearby, dealing heavy damage over 2.5 seconds. Affects a maximum of 5 targets.
Dirty Kick (Rank 1) - Level 4 - Credits: 100 Energy: 15 - Instant - Cooldown: 1 mins - Range: 4m Deliver a low blow to the target, dealing light damage and stunning it for 5 seconds. Cannot be used while in cover.
Headshot (Rank 1) - Level 6 - Credits: 160 Energy: 30 - Instant - Range: 30m Fires a shot at the target's head that deals heavy damage. Only works against a vulnerable (blinded/stunned) target.
Underworld Medicine (Rank 1) - Level 8 - Credits: 220 Energy: 25 - Casting Time: 1.5 sec - Range: 30m Heals a friendly target for a moderate amount.
Escape (Rank 1) - Level 14 - Credits: 380 Instant - Cooldown: 1 mins 30 secs Removes the Smuggler from any stun, fear, or movement impairing effects.
Cool Head (Rank 1) - Level 18 - Credits: 500 Instant - Cooldown: 2 mins Keep your cool and regenerate energy over the next 6 seconds.
Smuggler's Luck (Rank 1) - Level 20 - Credits: 560 Energy: 10 - Instant - Cooldown: 3 mins The smuggler's crit chance is doubled for 15 seconds.
Surrender (Rank 1) - Level 24 - Credits: 560 Instant - Cooldown: 2(?) mins The smuggler ...[can't read my handwriting here]
Covered Escape (Rank 1) - Level 36 - Credits: 1000 Energy: 10 - Instant - Cooldown: 2 mins Snare close range enemies while diving into cover.
Pacify (Rank 1) - Level 40 - Credits: 1120 Energy: 25 - Instant - Cooldown: 45 secs - Range: 30m A surprising shot that does moderate damage and prevents all actions for 4 seconds.
Charm (Rank 1) - Level 42 - Credits: 1160 Energy: 25 - Instant Provides the smuggler and group members increased presence for 30 minutes.
Hustle (Rank 1) - Level 46 - Credits: 1280 Energy: 15 - Instant - Cooldown: 2 mins Quicken your party's pace for 15 seconds, increasing movement speed by 50% for all friendly units within 20 meters.
I'm thinking "increased presence" equates to "more credits please" ... given the way BioWare has handled things of that nature in the past in such titles as Neverwinter Nights. If you cranked up the Charisma ability and Persuasion skills you got more coin when you completed quests.
Quote from ArcherAvatar I'm thinking "increased presence" equates to "more credits please" ... given the way BioWare has handled things of that nature in the past in such titles as Neverwinter Nights. If you cranked up the Charisma ability and Persuasion skills you got more coin when you completed quests.
Well we now know what gold farmers are most likely going to be.
Quote from pldcanfly Back to Austria from Gamescon 2010 ... After i played SW:ToR 2 times (15 mins each) i decided to memorize Skills and what they do, which i did the 3rd time today. I wrote it down right after i got out of the black box there, so be merciful if I got something wrong or not 100% accurate.
<u>Stats:</u>
As every class the Warrior had 6 Stats that did (depending on the class) different things.
Quote from pldcanfly Back to Austria from Gamescon 2010 ... After i played SW:ToR 2 times (15 mins each) i decided to memorize Skills and what they do, which i did the 3rd time today. I wrote it down right after i got out of the black box there, so be merciful if I got something wrong or not 100% accurate.
<u>Stats:</u>
As every class the Warrior had 6 Stats that did (depending on the class) different things.
So basically, having a Smuggler around buffs everybody's companions. Not too shabby.
It's a pity we can't see Surrender. I picture the Smuggler playing 'possum' and luring mobs into a trap of some kind. Either that, or a threat reset kind of like the WOW Hunter's Feign Death.
Quote from chronium All buffs would be able to affect companions, they are our allies.
I don't think we can simply assume this. It might be highly likely, but not a given. The fact that your PC Presence has an affect on your companion means that buffs would have a compounding effect if both you and your companion got the benefit.
It's why in WOW a lot of buffs don't affect Hunter's pets. The buff already affects the Hunter, and the Hunter's increase inherently already affects the pet.
Quote from chronium All buffs would be able to affect companions, they are our allies.
I don't think we can simply assume this. It might be highly likely, but not a given. The fact that your PC Presence has an affect on your companion means that buffs would have a compounding effect if both you and your companion got the benefit.
It's why in WOW a lot of buffs don't affect Hunter's pets. The buff already affects the Hunter, and the Hunter's increase inherently already affects the pet.
yes we can assume because that's how they are treated in all Bioware games, they're not changing how companions work. But also the WoW example doesn't apply because technically they're not pets they're more like controllable NPC's.
Quote from chronium yes we can assume because that's how they are treated in all Bioware games, they're not changing how companions work. But also the WoW example doesn't apply because technically they're not pets they're more like controllable NPC's.
HAHAHAHAHAHA You cannot just assume that every game is going to be the same as the last, using that argument we could say that we know what all the abilities will be because they'll be the same as all the previous games. Bioware haven't made an MMO before. They haven't to my knowledge made a multiplayer game where there can be multiple buffs in effect at once from different PCs.
I accept that based on previous games, you think it is highly likely that all buffs will affect companions. I think that's likely as well. But, the fact that the presence stat on your PC buffs your companion HP/reg, and having presence seems to increase your own HP, then this could potentially double the affect on companions, so I think there is a valid argument to say there may be certain buffs that don't apply to every companion or PC in a party.
Quote from Raeth It's a pity we can't see Surrender. I picture the Smuggler playing 'possum' and luring mobs into a trap of some kind. Either that, or a threat reset kind of like the WOW Hunter's Feign Death.
TOR Smuggler makes several nods to SWG Smuggler, including copying its "Feign Death". So, it's a reference to the Original Star Wars MMO, not so much WoW.
Also, this list shouldn't be called "skills", but Abilities. Skills are boxes in the Skill Trees (or Crew Skills). :)
Darn it, did I just necro a year-old post? I feel silly.
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Posted 8/26/2010 12:00:56 PMsome new info on the Smuggler from the folks over at SWTOR Station. It's interesting to see where it diverges from the list we got earlier in the week for the Imperial Agent... perhaps these classes are not going to be as exact a mirrors as I was personally thinking... still close enough for balancing I think tho. I'm looking forward to seeing the Bounty Hunter skill list later this week and comparing it to the Trooper list we've already seen.
*EDIT** Please note that there was apparently a type-O in the SWTOR Station lists that swapped the Level and Credit costs for the Escape and Cool Head skills. (Escape should be level 18 and cost 500 credits, while Cool Head should be level 14 and cost 380)
Name (Rank) - Level required to buy the skill - Costs to buy the skill
Flurry of Bolts - Level 1-3
Instant - Cooldown: 1.5 secs - Range: 30m
A flurry of bolts shot from your blaster.
Burst - Level 1-3
Energy: 45 - Instant - Range: 30m
Fire three powerful blasts at your target.
Take Cover - Level 1-3
Instant
Evasion increase against targets in your cone of cover while taking cover.
Flash Granade - Level 1-3
Energy: 30 - Instant - Cooldown: 20 secs - Range: 30m
Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an effected target is damaged. Affects a maximum of 6 targets.
Recuperate - Level 1-3
Channeled: 15 sec - Cooldown: 1 mins
Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat.
In Cover
Flurry of Bolts - Level 1-3
Instant - Cooldown: 1.5 secs - Range: 30m
A flurry of bolts shot from your blaster.
Flash Granade - Level 1-3
Energy: 30 - Instant - Cooldown: 20 secs - Range: 30m
Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an effected target is damaged. Affects a maximum of 6 targets.
Barrage (Rank 1) - Level 4 - Credits: 100
Energy: 60 - Channeled: 2.5 sec - Range: 30m
Spray a wave of bolts toward the target and those nearby, dealing heavy damage over 2.5 seconds. Affects a maximum of 5 targets.
Dirty Kick (Rank 1) - Level 4 - Credits: 100
Energy: 15 - Instant - Cooldown: 1 mins - Range: 4m
Deliver a low blow to the target, dealing light damage and stunning it for 5 seconds. Cannot be used while in cover.
Headshot (Rank 1) - Level 6 - Credits: 160
Energy: 30 - Instant - Range: 30m
Fires a shot at the target's head that deals heavy damage. Only works against a vulnerable (blinded/stunned) target.
Underworld Medicine (Rank 1) - Level 8 - Credits: 220
Energy: 25 - Casting Time: 1.5 sec - Range: 30m
Heals a friendly target for a moderate amount.
Escape (Rank 1) - Level 14 - Credits: 380
Instant - Cooldown: 1 mins 30 secs
Removes the Smuggler from any stun, fear, or movement impairing effects.
Cool Head (Rank 1) - Level 18 - Credits: 500
Instant - Cooldown: 2 mins
Keep your cool and regenerate energy over the next 6 seconds.
Smuggler's Luck (Rank 1) - Level 20 - Credits: 560
Energy: 10 - Instant - Cooldown: 3 mins
The smuggler's crit chance is doubled for 15 seconds.
Surrender (Rank 1) - Level 24 - Credits: 560
Instant - Cooldown: 2(?) mins
The smuggler ...[can't read my handwriting here]
Covered Escape (Rank 1) - Level 36 - Credits: 1000
Energy: 10 - Instant - Cooldown: 2 mins
Snare close range enemies while diving into cover.
Pacify (Rank 1) - Level 40 - Credits: 1120
Energy: 25 - Instant - Cooldown: 45 secs - Range: 30m
A surprising shot that does moderate damage and prevents all actions for 4 seconds.
Charm (Rank 1) - Level 42 - Credits: 1160
Energy: 25 - Instant
Provides the smuggler and group members increased presence for 30 minutes.
Hustle (Rank 1) - Level 46 - Credits: 1280
Energy: 15 - Instant - Cooldown: 2 mins
Quicken your party's pace for 15 seconds, increasing movement speed by 50% for all friendly units within 20 meters.
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Posted 8/26/2010 12:29:01 PMThis ability looks very interesting, it sounds like you get bonus points for doing events that rely on giving you rewards based on participation.
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Posted 8/26/2010 12:39:32 PMI'm thinking "increased presence" equates to "more credits please" ... given the way BioWare has handled things of that nature in the past in such titles as Neverwinter Nights. If you cranked up the Charisma ability and Persuasion skills you got more coin when you completed quests.
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Posted 8/26/2010 12:39:39 PMIt looks like a buff.
The Fatman - PvP - East Coast
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Posted 8/26/2010 12:49:13 PM- View User Profile
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Posted 8/26/2010 12:57:18 PMPulled from Sith Warrior forum.
That is on which I'm basing my idea of presence. Even though the stats are for the SW, I don't think presence is going to change from class to class.
The Fatman - PvP - East Coast
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Posted 8/26/2010 1:10:58 PMThat's good to know but what a horrible name to use for bonus healing and health.
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Posted 8/26/2010 6:40:21 PMThat Smuggler speed buff looks insane.
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Posted 8/26/2010 11:40:27 PMSo basically, having a Smuggler around buffs everybody's companions. Not too shabby.
It's a pity we can't see Surrender. I picture the Smuggler playing 'possum' and luring mobs into a trap of some kind. Either that, or a threat reset kind of like the WOW Hunter's Feign Death.
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Posted 8/27/2010 12:10:42 AMAll buffs would be able to affect companions, they are our allies.
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Posted 8/27/2010 12:59:41 AMI don't think we can simply assume this. It might be highly likely, but not a given. The fact that your PC Presence has an affect on your companion means that buffs would have a compounding effect if both you and your companion got the benefit.
It's why in WOW a lot of buffs don't affect Hunter's pets. The buff already affects the Hunter, and the Hunter's increase inherently already affects the pet.
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Posted 8/27/2010 1:12:57 AMyes we can assume because that's how they are treated in all Bioware games, they're not changing how companions work. But also the WoW example doesn't apply because technically they're not pets they're more like controllable NPC's.
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Posted 8/30/2010 1:25:20 AMHAHAHAHAHAHA You cannot just assume that every game is going to be the same as the last, using that argument we could say that we know what all the abilities will be because they'll be the same as all the previous games. Bioware haven't made an MMO before. They haven't to my knowledge made a multiplayer game where there can be multiple buffs in effect at once from different PCs.
I accept that based on previous games, you think it is highly likely that all buffs will affect companions. I think that's likely as well. But, the fact that the presence stat on your PC buffs your companion HP/reg, and having presence seems to increase your own HP, then this could potentially double the affect on companions, so I think there is a valid argument to say there may be certain buffs that don't apply to every companion or PC in a party.
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Posted 10/28/2011 6:16:30 AMTOR Smuggler makes several nods to SWG Smuggler, including copying its "Feign Death". So, it's a reference to the Original Star Wars MMO, not so much WoW.
Also, this list shouldn't be called "skills", but Abilities. Skills are boxes in the Skill Trees (or Crew Skills). :)
Darn it, did I just necro a year-old post? I feel silly.