jedi sentinel

SWTOR: First look at the Jedi Sentinel Combat Style!

Here is an overview and analysis of the recent changes and new Jedi Sentinel Combat Styles, that the guyes over at BioWare Austin just released. This is now possible to play on the public test servers for Star Wars the old republic were game update 7.0 is in beta. Our Public Test Server (PTS) has re-opened so players can give us initial feedback on the updates we’re making to Combat Styles. For the first round, players were able to test the Jedi Guardian Combat Styles. We are now starting the second round of PTS with the updated Jedi Sentinel Combat Styles. Before we get into the details of how players can access this content, we wanted to share some of the philosophy behind our changes to the Jedi Knight. In the Jedi Knight’s current state, there is quite a bit to learn and memorize–you need to understand active abilities, passive modifiers,…

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A Day in the Life of Marauders and Sentinels: The 6.0 Experience Explained

The upcoming SWTOR Expansion – ‘Onslaught’ – will introduce a many changes for each Class in the game. Players will among other things experience new abilities, Set Bonuses, and Tactical items.To help explain it all, The developers over at BioWare are releasing a series of articles featuring each Advanced Class’s new ability, as well as new Set Bonuses and Tactical items. They will also present various combat scenarios to show how these changes will mesh together  just like in our previous article covering     Sniper and Gunslinger    In today’s article they are showcasing the   Marauder and Sentinel  Advanced Classes! Marauder Let’s take a look at the new ability for Marauders! Furious Power – Converts all Furious Power ability charges into stacks that buff your next attack by 25%. Each attack consumes one stack. Furious Power has 4 ability charges and regains 1 charge every 30 seconds. Alongside a new ability, Marauders will receive a bevy of…

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SWTOR Marauder / Sentinel Changes in 5.9

Marauders /Sentinels are the only Classes in 5.9 that are receiving slightly different changes than the other Classes this patch so I wanted to call them out separately. Here are the changes: Maurader The Ruthless Aggressor utility has been changed so that activating Obfuscate temporarily yields a 75% increase in damage reduction for Force and tech attacks instead of a 75% chance to resist all Force and tech attacks. Fury Reduced the damage done by Bloody Slashes by 18.5% Sentinel The Zealous Judgment utility has been changed so that activating Pacify temporarily yields a 75% increase in damage reduction for Force and tech attacks instead of a 75% chance to resist all Force and tech attacks. Concentration Reduced the damage done by Burning Slices by 18.5% We are making two changes. First, following last year’s balance pass, these Classes are still slightly overperforming. The change to Bloody Slashes / Burning…

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STAR WARS: The Old Republic – Class Changes: Carnage Marauder / Combat Sentinel

Eric Musco just updated the community about the upcoming changes for Concealment and Scrapper coming in Game Update 5.4. Note: All changes below are currently in development and are subject to change before being released. Marauder Carnage Reduced the critical strike damage bonus granted by Sever from 15% to 10% Reduced the damage bonus to Ataru Form attacks granted by Ataru Mastery from 5% to 3% Sentinel Combat Reduced the critical strike damage bonus granted by Saber Storm from 15% to 10% Reduced the damage bonus to Ataru Form attacks granted by Ataru Mastery from 5% to 3% DevNotes: The Carnage/ Combat discipline was overperforming, so we reduced the effectiveness of two key passives to bring their DPS back in line with the target.

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SWTOR Patch 3.2.1 Sentinel and Marauder Changes

BioWare have started several discussion threads on the official SWTOR forums, to discuss upcoming changes to Sentinel and Marauder. As far as we know, players can expect quite a few changes comming with patch 3.2.1, and the game developers are trying to explain why. Here are the news from SWTOR System Designer John Jarynowski: 3.2.1 Marauder/Sentinel Insight: Defensive Forms | 05.06.2015, 02:42 PM Hey everyone, We’ve been following the discussions regarding the Annihilation/Watchman changes since the last PTS patch, and I wanted to take a moment to lend some insight on a few points and discuss potential improvements. We will start by discussing the 3.2.1 changes to Defensive Forms. Defensive Forms: We know that this has been a sensitive topic for some time and found it pertinent to reassess the Utility and expand its functionality. By dividing the original buffs among multiple Utilities and removing the stance requirement, we aim to…

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SWTOR Update on Sentinel and Marauders

Eric Musco posted an update on the official forums regarding Sentinels and Marauders for PvP: Update on Sentinel and Marauder | 04.06.2015, 03:00 PM Hey folks, I know that some of you have been waiting for a status update on Maras/Sents, especially for PvP. Here is some info from the Combat team. — Hello everyone, We would like to take this opportunity to discuss Marauders/Sentinels and their present state in the game. To do so, we wish to start by outlining the rotational design philosophies of the three Marauder/Sentinel rotations. Carnage/Combat: Low Rotation Difficulty, Moderate Burst and Moderate Sustained Damage Annihilation/Watchman: High Rotation Difficulty, High Sustained and Low Burst Damage Fury/Concentration: Moderate Rotation Difficulty, High Burst and Low Sustained Damage Marauder/Sentinel PvP Viability: As it presently stands, Carnage/Combat and Annihilation/Watchman are performing well in Solo Ranked and Group Ranked PvP, respectively. We target a 50% win rate for each Discipline in PvP, and…

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Marauder/Sentinel Feedback Thread

SWTOR System Designer John Jarynowski is asking the Star Wars The old republic community for feedback on the Sith Marauder and the Jedi Sentinel. Check out the post below: Following the changes to Marauders/Sentinels on PTS, we’re once again reaching out to the community for perspectives, opinions, and progressive ideas. For this thread, we are looking for feedback on Marauders/Sentinels, specifically where it relates to DPS and survivability. Please be as informative as possible with examples from your experiences. The more detailed and focused the feedback, the easier it is for us to understand and evaluate your viewpoints. Let us know what you think! -John Jedi Knight Sentinel Just Pursuit has been redesigned: Leg Slash immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds. Removed the Stagger Skillful Utility. New Skillful Utility: Reining Reach. Reining Reach increases the…

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SWTOR: Marauder and Sentinel changes coming in game update 3.1.1

Star Wars: The old Republic won’t see any changes to Marauder and Sentinel with game update 3.1, but rather 3.1.1. While this is not news worthy in it self, we find it quite interesting That Eric Musco posted this update.  BioWare does not usually provide set patch dates for specific class changes, but there is a first time for everything I guess. Check out the forum update below: Sentinel and Marauder Changes | 01.16.2015, 09:45 AM Hey folks, We know there has been concern from the Sentinel and Marauder community about the status of their class, and when they might be receiving changes. Sents and Maras will see changes in update 3.1.1. As a secondary note, it is our plan that in some cases we will also put our minor patches (such as 3.1.1) on PTS. This way we can get some additional testing, especially around class changes. Thanks everyone! -eric

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SWTOR Game Update 3.0 Class Changes: Sentinel + Marauder

Today from the SWTOR Developer Blogs we have yet another 3.0 Game Update class changes post. In this one, Sentinel and Marauder. If you play a Jedi Knight, it’s time to learn about the changes coming in the 3.0 update. Here’s a blurb from the blog that you really need to read for yourself to ensure you don’t miss anything. We’ve put together this blog to inform Jedi Knights of the major changes that are coming in the 3.0 update. Just a couple of disclaimers before we jump in: this blog is not a comprehensive list of every single Jedi Knight change. Also, 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). Okay, let’s get started! In 3.0, the most significant change found in the…

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TOR TV: The Five Rules of Sentinel

Ever party up with a noob Sentinel? How frustrating is it to do a run with someone who doesn’t seem to know what they are doing in the game or with their class? It happens to all of us. You can get mad or rage, or you can get a good laugh out of it. Everyone’s gotta learn somehow, right? We love this video from Outbreak Guild and have to pass it on to you. The next time you have a bad sentinel in your group, consider sending them this video: The Five Rules of Sentinel Rule 1: Always engage boss fights before the tank. Rule 2: If you die, remember to blame the healer. It’s always their fault. We don’t want to ruin it for you so check out the video for yourself with the rest of the rules. But let me tell you, that 3, 4, and 5…

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Assassin / Shadow Top 3 Answers

Here are the top 3 Assassin / Shadow Answers: Madness in PvP The Madness Assassin has been grossly revamped from its original state pre-xpac, which in turn has caused many players to become repulsed by its current playstyle. Due to the changes, Madness also suffered a dramatic hit in PvP, losing access to its Insta-Whirlwind utility and the loss of Maul procs which also goes to hurt its burst potential. In addition, the spec suffers from being far too easy to kill (having no true stealth benefits) with no real execution power to actually down targets beyond fluff damage, therefore making it seemingly a useless fighter on the field in comparison to what other classes / specs can do. With no team utility, lack of kill power and absurdly low survivability, what exactly is the purpose of a Madness Assassin on the battlefield? Are there any plans to alter or…

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Star Wars Facts: The Three Branches of the Jedi Order

The Jedi Order was an ancient and noble monastic peacekeeping organization unified by its belief and observance of the Force. The Jedi were the guardians of peace and justice in the Galactic Republic, and became the most famous of the various groups that relied on the Force for their power. Led by a series of Jedi Councils, the Order grew over the millennia despite facing many trials, most often threats from the Sith, wielders of the dark side of the Force. For a full reading about the Jedi order check out our article about them here. Below is a walk through of the Three Branches of the Jedi Order: The Sentinels Jedi Sentinels were often considered a blend between the Consulars and the Guardians. However they were more than that. Whilst the other branches focused on what they could achieve with Force powers or Lightsabers Sentinels realised that the Force…

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SWTOR Jedi Knight Sentinel Leveling Build for Game update 2.0

Here is a new build from the swtorsavior.com guys. This is a leveling build for the Jedi Knight Sentinel advanced class in SWTOR.   The Jedi Knight Sentinel builds listed below, focus on talents and abilities with potential for burst and utility and/or talents that augment Focus generation. These talent builds perform best with both instant and channeled abilities. You can check out the full build here. 3/3 Focused Slash 2/2 Valour 3/3 Juyo Mastery 2/2 Merciless Zeal 2/2 Searing Saber 1/1 Overload Saber 2/2 Blurred Speed 1/1 Repelling Blows 2/2 Close Quarters 2/2 Watchguard 2/2 Focused Leap 3/3 Mind Sear 2/2 Force Fade 3/3 Plasma Blades 2/2 Weakening Wounds 2/2 Burning Focus 1/1 Inexhaustible Zeal 1/1 Merciless Slash 3/3 Insight 2/2 Swelling Winds 1/1 Swift Slash 3/3 Steadfast 1/2 Defensive Forms If you want a COMPLETE set of builds for 2.0 for ALL classes, video guides and an EXTENSIVE Leveling guide, check out http://www.swtorsavior.com/

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