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Re: Smuggler abilities

@nicky60291

From the 5.0 Patch Notes see the spoiler

 

Spoiler

Smuggler

  • Take Cover is now Gunslinger exclusive.
  • Charged Burst is now Gunslinger exclusive.
  • Blaster Whip is now Scoundrel exclusive.
  • Quick Shot is now Scoundrel exclusive.
  • Dirty Kick is now Scoundrel exclusive.
  • Slice Droid has been removed.

Scoundrel

  • Entering stealth now additionally increases your stealth level by 15.
  • Sneak has been removed.
  • New Active Ability: Lacerating Blast. Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic and internal bleed damage.
  • Blaster Volley has been removed.
  • New Active Ability: Bushwhack. Exploits your Upper Hand to call in droids that fill the vicinity with spinning blades, dealing bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes an Upper Hand.

Sawbones

  • Bushwhack gets a 30-meter range boost.
  • New Passive Ability: Bootlegged Remedy. Kolto Pack grants Bootlegged Remedy, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.

Scrapper

  • Let ‘Em Have It (Update): Increases the critical chance of Lacerating Blast by 15% and its critical damage bonus by 30%.
  • Fight or Flight (Redesign): Activating Surrender increases your movement speed by 50% for 6 seconds.
  • New Passive Ability: Hot and Ready. Damage dealt by Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.

Ruffian

  • Black Market Mods (Update): Lacerating Blast spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.
  • Cheap Shots (Redesign): Increases the damage dealt by Quick Shot, Lacerating Blast, and Point Blank Shot by 5%.
  • New Passive Ability: Cut to the Quick. Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.

Utilities

  • Let Loose (Update): Lacerating Blast deals 25% more damage.
  • Curbing Shots has been renamed Curbing Strategies and combined with effects of Flash Powder. Curbing Strategies (Update): Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, when Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Flash Powder has been removed.
  • Anatomy Lessons has been combined with effects of Stopping Power.
  • Stopping Power has been removed.
  • Flee the Scene (Update): Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.
  • Dirty Trickster has been combined with effects of Sedatives.
  • Sedatives has been removed.
  • K.O. (Redesign): When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
  • Sleight of Foot (Redesign): Reduces the cooldown of Trick Move by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants an Upper Hand.
  • New Utility: Slippery Shooter. Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
  • New Utility: Sly Surrender. Surrender grants Sly Surrender, causing your next Slow-release Medpac to immediately grant two stacks. Additionally, Surrender heals you for 1% of your maximum health every second for 10 seconds and Kolto Pack delivers its heal instantly, no longer healing the target over time.
  • New Utility: Back At Ya. Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

Gunslinger

  • New Active Ability: Maim. Hurl a vibroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds.

Sharpshooter

  • New Passive Ability: Stay Down. Dealing damage with Aimed Shot to a target with less than 30% health grants Stay Down, increasing the damage of your next Quickdraw by 20%.

Saboteur

  • Sabotage Charge has been renamed Explosive Charge.
  • New Passive Ability: Sow Chaos. When Sabotage damages a target, Sow Chaos deals additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed.

Dirty Fighting

  • New Passive Ability: Bloody Mayhem. Hemorrhaging Blast applies Bloody Mayhem to the target, which causes internal damage the next time the target takes damage from your Shrap Bomb.

Utilities

  • Cool Under Pressure (Update): While in cover, you heal for 2% (up from 1%) of your total health every 3 seconds.
  • Hot Pursuit has been redesigned. Hot Pursuit: You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. Each use of Charged Burst or Dirty Blast consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
  • The effects of Cover Screen have been combined with Hold Your Ground: Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Cover Screen has been removed.
  • Pandemonium has been combined with effects of Pulse Screen.
  • Pulse Screen has been removed.
  • Plan B and C (Update): Reduces the cooldown of Below the Belt and Flash Grenade by 15 seconds.
  • Reset Engagement has been redesigned and combined with effects from Dirty Trickster. Reset Engagement: Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Speed Shot and Penetrating Rounds knocks back the target if they are within 10 meters.
  • Dirty Trickster has been removed.
  • Lumbering Impact has been combined with effects of Flash Powder.
  • Flash Powder has been removed.
  • Hold your Ground has been redesigned. Hold your Ground: Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Perfect Scheme (Update): Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.
  • New Utility: Opportunity Knocks. For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
  • New Utility: Shield Reserve. When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • New Utility: Bait and Switch. Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.
  • New Utility: Guile and Guns. Flash Grenade and Below the Belt grant Guile and Guns, allowing your next Quickdraw within 10 seconds to be used regardless of the target's remaining health and deal 15% additional damage.

2 Replies

  • proxos666's avatar
    proxos666
    Hero+
    8 years ago

    @nicky60291

    Also found this thread with the smuggler changes - http://www.swtor.com/community/showthread.php?p=9110279

    see spoiler

    Spoiler

    Smuggler
    Scoundrel
    Scoundrels will notice that some cunning new tricks have been added to their repertoire with Knights of the Eternal Throne. When used under the right circumstances, these new skills and abilities can certainly give the Scoundrel an upper hand and make them a dangerous opponent on the battlefield. Here are some of those changes:

    • Bushwhack: New ability for all Scoundrels. Execute your Upper Hand to drop spinning blades at your feet which will do persistent AoE damage for 6 seconds. The Sawbones Discipline will be able to use this ability from up to 30 meters away.
    • Take Cover, Crouch, Charged Burst: These abilities have been removed from the base class and are now Gunslinger exclusive.

    Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Scoundrel’s:

    • Slippery Shooter: Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, allowing it to be used at 30m, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
    • Sly Surrender: Surrender grants Sly Surrender, causing your next Slow-release Medpac to immediately grant two stacks. Additionally, Surrender heals you for 1% of your maximum health every second for 10 seconds and Kolto Pack now heals for more health instantly, but no longer heals the target over time.
    • Back At Ya: Dodge grants Back At Ya, reflecting 150% single target tech or Force damage while Dodge is active. The damage is taken and reflected, but not absorbed.


    Gunslinger
    In Knights of the Eternal Throne, the Gunslinger will see several changes that reinforce its position as The Old Republic’s quintessential ranged damage dealer. With a slightly longer-range stun, and utilities that improve their chase and retreat capabilities, the Gunslinger is poised to handle more combat situations than ever before. Here are some of those changes:

    • Below the Belt: New ability which replaces Dirty Kick. Allows you to stun a target from 10m away.
    • Blaster Whip and Quick Shot: Removed from the base class, they are now Scoundrel exclusive.


    Each Advanced Class is receiving a new suite of Legendary Utilities, here are some of the Gunslinger’s:

    • Opportunity Knocks: For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
    • Shield Reserve: When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
    • Guile and Guns: Flash Grenade and Below the Belt grant Guile and Guns, allowing your next Quickdraw within 10 seconds to be used regardless of the target's remaining health and deal 15% additional damage.
    • Bait and Switch: Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.

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