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 Star Wars: The Old Republic: Advanced Classes Interview

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Shu
Celestial Council
Celestial Council
Shu


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Registration date : 2008-03-31

Star Wars: The Old Republic: Advanced Classes Interview Empty
PostSubject: Star Wars: The Old Republic: Advanced Classes Interview   Star Wars: The Old Republic: Advanced Classes Interview EmptyFri Jun 03, 2011 7:34 pm

MMORPG.com:
How
will players get to the advanced classes system? Once unlocked, how
much customization will players find within the advanced class they
choose?
Georg Zoeller:
Advanced
Classes are introduced once a player has reached level 10 and left the
relative safety of their Origin World. Their class quest will lead them
to the capital planet of their faction (Dromund Kaas for Imperial
players, Coruscant for Republic players) where they can make their
Advanced Class choice. This choice is not optional. Once an Advanced Class is chosen, the character's gameplay options broaden dramatically, as do the choices for customization:

  • The character continues getting new active abilities through their base class at their class trainers.
  • Additionally, the trainers will now grant access to Advanced Class specific active and passive abilities upon leveling up.

  • Finally, by choosing an Advanced Class, the player unlocks two
    skill trees unique to their advanced class as well as a 'shared' tree
    available to both classes. The skills allow the player to define the
    role they want their character to play on the battlefield.
Example: As
a Jedi Knight, I will spend most of the first ten levels of the game on
the lush planet of Tython, home of the Jedi Order. As I explore the
planet and rise from simple student to Padawan to Jedi Knight, I learn
new abilities such as 'Sweep' (An arcing area of effect melee attack),
'Force Leap' (A powerful force Jump to engage enemies from up to 30
meters range) and more. I also acquire my first companion, T7-01, an
astromech unit and build my first lightsaber. Once accepted
into the Order as a full Jedi Knight, I will eventually make my way
Coruscant, capital city of the Galactic Republic and, as one of my first
actions there, make my choice of Advanced Class. I have two choices at that point:

  1. Train to become a Jedi Guardian
    - a frontline fighter trained to wield a single lightsaber with deadly
    perfection. Choosing this Advanced Class will give me access to heavy
    armor and, after a few levels, access to Soresu Form, a combat stance
    that reduces damage taken and creates additional threat on those engaged
    in combat.
  2. Train to become a Jedi Sentinel
    - a highly mobile Jedi Knight specialized in dealing high amounts of
    damage in a short time. Choosing this Advanced class will train my
    character in dual wielding sabers and, after a few levels, grant access
    to Juyo Form - a combat stance that grants a stacking melee damage
    bonus.
Once I have made my choice, I get to spend my
first skill points in one of the three available skill trees, which
will start to define my character's role and gameplay.


MMORPG.com:
The
Sith Warrior can become the Juggernaut or the Marauder, can you give us
some examples of skills that make up these two advanced classes?
Georg Zoeller:
Some signature Juggernaut abilities gained automatically upon leveling up are:

  • Soresu Form (a tanking stance)
  • Sundering Assault (a passive that adds a stacking armor debuff to the Assault ability)

  • Force Push (a force attack that throws enemies in a ballistic arc –
    perfectly for throwing enemies over ledges or push a pesky kiting
    player in PvP out of the melee dead zone into Force Charge range)
An example ability from one of the skill trees would be:

  • Strangulate, a passive skill that adds pushback resistance to the channeled Force Choke ability.
For the Marauder, some of the automatically learned abilities are:

  • Juyo Form (a DPS stance)
  • Rupture (a dual saber attack causing a powerful bleed for additional damage over time)
  • Force Cloak (a very short duration combat stealth that can be activated upon killing an enemy)
An example ability from one of the skill trees would be:

  • Close Quarters, a passive skill that decreases the minimum range for Force Charge from 8 meters to 4 meters
Star Wars: The Old Republic: Advanced Classes Interview SWTOR-IA5_t
MMORPG.com:
The
Bounty Hunter has a similar design with the Mercenary and Powertech,
can you tell us about skills that define the offense and defense of
these two specializations?
Georg Zoeller:
For
starters, the Mercenary gets to dual wield blaster pistols, giving that
Advanced Class a slight edge in damage output over the Powertech, which
gets access to a Shield Generator, a definite plus on the survival /
defensive side of things. The Bounty Hunter Advanced Classes
offer a lot of cool gadgetry in their skill trees, so depending on the
player’s skill point distribution, there’s a huge difference in how
combat plays and looks between characters:

  • The
    Mercenary’s Arsenal Skill tree for instance offers access to powerful
    missile technology and blaster modifications, transforming the class
    into a formidable long range damage dealer.
  • The
    Mercenary’s Bodyguard tree contains technology to support, bolster and
    triage the Mercenary and his allies, including experimental goodies such
    as the Kolto Missile, a modified short range missile that explodes
    above the dedicated area, dispersing a fine mist of the popular
    restorative agent among allies.
  • The Powertech’s
    Prototype tree offers gadgetry and attacks for the close range minded
    player, including a retractable armor blade modification for vicious
    melee attacks.
  • The Powertech’s other tree, ‘Shield Tech’, has abilities centered on survivability and damage absorption.

  • The Firebug tree, shared between both Advanced Classes, deals
    mainly with improvements and additions to the Bounty Hunter’s flame
    thrower.
MMORPG.com:
The
Jedi Knight offers players the Sentinel and Guardian, what are the main
differences when playing these classes? What options are offered in
terms of skills for players to explore?
Georg Zoeller:
The
Jedi Guardian is the Republic's answer to the heavily armored Sith
Juggernaut. Trained in different light saber combat stances and
supported by the Force, they can usually be found taking on multiple
opponents at once, decimating them systematically with their lightsaber. Skills for the Guardian include:


  • Defiance, a Vigilance tree passive ability that grants the
    Guardian additional focus whenever an opponent manages to stun him.

  • Hilt Strike, a Defense tree active attack that involves smashing
    their opponent's face with their lightsaber hilt for a stun.
The
dual wielding, medium armored Sentinel may be less survivable when
surrounded by multiple enemies, but what they lack in defense, they more
than make up for in damage and utility. Skills for the Sentinel include:

  • Blurred Speed, a Watchman tree passive ability that reduces the cooldown on the Force Leap ability

  • Force Camouflage, a trained Sentinel Advanced Class ability that
    enables the use of a short duration combat stealth with additional
    threat reduction upon defeating an enemy.
Star Wars: The Old Republic: Advanced Classes Interview SithInquisitor4_t
MMORPG.com:
The
Gunslinger class for the Smuggler is easy to figure out, but what about
the Scoundrel? It seems like a very gadget heavy class, what skills
will players be able to use?
Georg Zoeller:
Gadgets,
explosives, a trusty scatter gun and an urge to avoid a fair fight
whenever possible is what the Scoundrel is all about. Some examples
available to the player via the skill trees:

  • Terminate, a scattergun ability that deals extreme damage to wounded enemies, usually finishing them off.
  • Shrapnel Bomb, a crude, thrown explosive device causing explosion damage and bleeding wounds to all targets.
  • Slow Release Medpack, an over-time medical pack applicable to smuggler and allies alike.

  • Decloaking Screen, a modification to the stealth field generator
    that projects a temporary protective screen around the Scoundrel
    whenever they exit stealth.
MMORPG.com:
The
Trooper seems like an overall heavy tank class. Can you give us
examples of the skills that differentiate the Vanguard from the
Commando?
Georg Zoeller:
The
Trooper's Vanguard Advanced Class lacks the heavy assault cannon and
medical support equipment of the Commando's skill trees and focuses on
survivability and massive damage instead. Example skills and abilities include:

  • 'Storm' - A Vanguard trained rush ability similar to the one seen in the 'Hope' cinematic trailer.

  • 'Harpoon' - a Vanguard trained attack that involves a rocket
    propelled projectile that strikes through the distant target and allows
    the trooper to rapidly pull them into close combat range.

  • Cryo Freeze, a passive skill from the Tactics tree that decreases
    the cooldown and improves the duration of the trooper's Cryo Grenade
    ability.
Star Wars: The Old Republic: Advanced Classes Interview BH5_t
MMORPG.com:
The
Imperial Agent breaks down into the Sniper and Operative. How do these
stealth style classes work in conjuction with the more melee heavy
classes?
Georg Zoeller:
The
Operative gets access to the stealth field generator, the Sniper does
not. In regards to synergies with more melee heavy classes, it really
comes down skill point distribution. The Sniper gameplay is a lot about
setting up your attack, delivering maximum damage from long range and
utilizing cover for defense while the Operative relies a lot more on his
stealth field generator to get behind targets (preferably those paying
attention to one of those heavy melee classes) to introduce them to
their scatter gun at close range. Another option available only to the Operative via skill tree choices is medical support.
MMORPG.com:
The
Sith Inquisitor looks to be more of a force heavy mage style class. The
Sorcerer gives a clear definition of using a lot of Force power. What
about the Assassin? Is it a Stealth/Mage hybrid class?
Georg Zoeller:
In
combat, the Sorcerer relies heavily on Force powers, most prominently
Force Lightning, to damage and disable their opponents. Their mastery of
the Force leaves little need for the stealth and subtlety of the Sith
Assassin and while, like any Sith, they get to wield a lightsaber, few
enemies get close enough to experience that deadly weapon. The
Sith Assassin is something entirely different - Versatile and trained
in both Force and dual bladed lightsaber combat, players can use skill
points to specialize in either option - or choose a hybrid approach. It
is even possible to choose skills to allow the Assassin Advanced Class
to fill the role of a tank.
Star Wars: The Old Republic: Advanced Classes Interview Trooper2_t
MMORPG.com:
Can you give us some insight into the Jedi Consular specializations? How will the class be defined from the Jedi Knight?
Georg Zoeller:
When
you ask people what kind of character they would want to play in a Star
Wars MMO, the majority usually answers with 'Force User' - so we
decided very early in the development process for the game that there
would have to be two Force User classes on each side. While
the Jedi Knight, regardless of Advanced Class, is usually found in heat
of battle with their lightsaber, the consular is much less predictable:


  • A Consular with the Shadow Advanced Class, utilizes the double
    bladed saber to strike from stealth alternating between Force and weapon
    attacks. Depending on skill point distribution, they can act as a
    powerful burst damage dealers or highly survivable melee class.

  • The Sage Advanced Class develops the Consular into a long range
    damage dealer or force based healer, depending on skill point
    distribution. The range of most of the Consular's base class attacks,
    such as the powerful Project ability, doubles when this Advanced Class
    is chosen. Powerful new long range attacks, such as the devastating
    Force Quake area attack, also become available over time.
Star Wars: The Old Republic: Advanced Classes Interview Trooper3_t
MMORPG.com:
In
terms of the two factions how do the Advanced Classes stack up? Does
every class have its equal? How are you handling class balance?
Georg Zoeller:
To
ensure faction balance, each Republic class has it's 'nemesis' on the
Empire side, balanced for equal access in utility, mitigation and damage
potential, etc. At the same time, we're taking care to retain
the proper Star Wars feel and identity for each of the classes (e.g. a
Trooper won't get access to the jetpack/jetpack themed abilities the
Bounty Hunter has and the Bounty Hunter won't get access to Assault
Cannon style weapons). Visually, each of the classes has their
own set of animations, sounds, visual effects and appearance to ensure
that characters can be easily identified on the battlefield and to
support the unique feel of each class. For Advanced Classes,
we're working to ensure that each class is viable in their roles (e.g.
all Advanced Classes that can fill a medic role are designed to be fully
viable as such) and that there is no second class citizen. A
lot of thought is also going into the design of the technology based
classes to ensure they match the Force using classes in capability. Jedi
are fearsome opponents, but certainly not immune to some well timed
shots in the back from an Imperial Agent's sniper rifle or the flames of
a Bounty Hunter's flamethrower. As always, please remember
Star Wars: The Old Republic is in ongoing Game Testing and as part of
that, any of the details provided here about skills and abilities might
change before the game launches.
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