As it was announced, each week, we will be entitled to new information on KotFE, concerning the classes and more particularly the changes they will undergo with the release of the expansion.
This week, after the Jedi Knight / Sith Warrior and the Smuggler / Imperial Agent, it's the turn of the Soldier / Bounty Hunter with once again an emphasis on mobility, whether it is to rush into battle in Vanguard / Specialist or to stay at a good safety distance in Commando / Mercenary.
Warning ! the following changes are not final and are subject to change.
General
The cooldown of Immutability and Hydraulic Manipulation is now 45 seconds (was 30 seconds). With the new importance of Storm and Express Charge for Vanguards / Specialist and the addition of Propulsion Salvo and Powered Escape for Commandos / Mercenaries, Troopers / Bounty Hunters will no longer need all the more relying on immutability and hydraulic manipulation for their movements.
Avant-garde / Specialist
Vanguards / Specialists can now learn Storm and Express Charge at level 61. Blitz and Throwing Speed have been removed from the base version of this power and are now available as uses.
- Mr. shield / T. shield
- Plasmatechnics / Pyrotechnics
- Strategy / Advanced prototype
- New power: transposition / transfer! Swap places with one of your party members and apply a benign presence effect that lasts for up to 6 seconds. Targets under the influence of benign presence are ignored by the majority of enemies and immune to jumps and pulls, interrupts, and activation knockbacks until they use an offensive or healing ability. . The activation time of this power is 1,5 seconds. Its cooldown is 90 seconds.
- New Passive Skill: Energized Absorbers / Heated Absorbers! Energy Blast and Heat Blast increase shield absorption by an additional 5% (for a total of 30% on acquiring this skill).
- Storm and Express Charge are no longer specific to Shield Mastery / Shield Technique. Now all Vanguards / Specialists will get it at level 61.
- Riot Gas and Oil Spray are now learned at level 42 (was 41).
- Ionic Storm and Firestorm are now learned at level 58 (was 57).
- Shield Stimulators are now learned at level 60 (was 59).
- New Passive Skill: Dangerous Heat / Dangerous Flames! Increases the critical strike chance of Fire Pulse and Immolate by 15%.
- Fire Pulse and Fire Immolate are now learned at level 42 (was 41).
- Plasmatization and Incineration are now learned at level 58 (was 57).
- Hyperburn is now learned at level 60 (was 59).
- New Passive Skill: Cell Burn / Energy Burn! When Cell Burst and Energy Burst deal damage to a target, the target is burned and receives elemental damage for 3 seconds.
- Assault Plastic and Thermal Detonator are now learned at level 42 (was 41).
- Cell Burst and Energy Burst are now learned at level 58 (was 57).
- Critical Cooldown and Critical Dispel are now learned at level 60 (was 59).
uses
- Skill
- mastery
- Heroic
- New use: neural delay! The neural dart slows the target by 30% for 6 seconds (thus corresponds to a use at 30 yards range which can slow the target, if the player chooses).
- Iron Will now reduces the cooldown of Immutability and Hydraulic Manipulation by 10 seconds (was 5 seconds), as the base cooldown of Immutability and Hydraulic Manipulation has been reduced. been increased.
- New use: land inspected / area explored! The Anti-Stealth Scanner increases the movement speed of all allies in the scanner's area of effect by 50%, except yourself, while they remain in the area and for up to 6 seconds after that whether they left her or she disappeared.
- New use: blitz / jet speed! Activating Storm or Express Charge triggers Blitz or Throw Speed, which increases movement speed by 30% for 4 seconds. Blitz duration and throw speed reset if you are attacked while active.
Commando / Mercenary
New Power: Burst of Thrust / Thrown Escape! Use specially designed ammunition to make you leap 20 meters back and grant you immunity to control effects when fired. Does not work in case of immobilization or discomfort. 20 second cooldown.
- War medicine / Bodyguard
- Artillery / Arsenal
- Innovative Assault / Artillery
- New Passive Skill: Front Nurse / Peacekeeper! Increases the healing done by Kolto Bomb and Kolto Missile by 5%, as well as successive treatment and progressive scanning.
- Trauma Probe and Kolto Bulwark are now learned at level 42 (was 41).
- The successive treatment and the progressive scan are now learned at level 58 (was 57).
- Medical Boosters and Kolto Amplifiers are now learned at level 60 (was 59).
- New Passive Skill: Overloaded Cannon / Precise Lock! Each charge from the Charged Cannon and Tracer Lock also now increases the critical strike chance of High Impact Fire and Line Fire, as well as Medical Probe and Rapid Scan by 3%.
- Vortex Shot and Primer Shot are now learned at level 42 (was 41).
- Flurry of Shots and Burning Shots are now learned at level 58 (was 57).
- Flashback is now learned at level 60 (was 59).
- New passive skill: boosted shots / surge shots! Whenever you deal regular damage, you stack up on Surge Shots / Boost Shots. These increase the damage done by your next Charged Cannon Shot / Heavy Shot or Blaster Shot / Sweep Avalanche, by 1% per charge. This effect stacks 10 times. Power Shot consumes charges when dealing damage. Blaster sweep consumes them once the power has been channeled.
- Irregular Burst and Irregular Fire are now learned at level 42 (was 41).
- Magnetic Discharge and Magnetic Shot are now learned at level 58 (was 57).
- Burning haste and incendiary haste are now learned at level 60 (was 59).
uses
- Skill
- mastery
- Heroic
- New use: sticky modules / adhesive complements! Charged Cannon Fire and Heavy Shot, along with Tracer Missile and Gravitational Salvo and Tracer Missile slow the target by 40% for 6 seconds.
- New use: super charged defense! Activating Supercharged Cell and Supercharged Gas increases the Commando / Mercenary Defense Chance by 15% for 10 seconds (affects Melee Attacks, Ranged Attacks, Force Attacks, and Tech Attacks).
- New use: smoke screen! Thrusting Burst and Thrusting Escape generate a smokescreen that makes you immune to jumps, pulls, interrupts, and power activation knockback for 4 seconds.
That's it for the Soldier / Bounty Hunter changes.
- Yeah! it's super cool !
- Nah, that's too bad!
Before starting the debate, I would like to remind you that these changes are not final and will probably be subject to modifications!
But other than that, what do you think?