If You Like Class X...

While making plans for what I'll try first when I get around to installing SWTOR, an idea occurred to me that might be useful to other MMO players. You know all those web sites and services that try to recommend new books/movies/music for you, based on what you already have or like? What we need is one of those for MMOs - not for the games themselves, but for classes in new games, to help us decide what to try first.

Basically, this thread is for "I like class X in game A, and class Y in game B; what should I play and/or avoid in game C?"

Personally, I like pet classes and stealth classes. My all time favourite class is the Guild Wars Necromancer. I also like GW Rangers; Hunters, Warlocks, cat-form Druids, and Rogues in WOW. (GW doesn't have any stealth mechanics.) Ranged DPS is OK as long as it's not so squishy as to be handicapped in solo play. I don't enjoy tanking. My first priority is solo PVE, group PVE content is secondary, and nothing on earth could ever persuade me to dabble in PVP.

What should I play in SWTOR?

Kiwi powers, activate!

I'll take a crack, even though others are surely more knowledgeable:

Imperial Agent/Smuggler. Every class in SWTOR gets companions, so in essence every class is a pet class. Sniper/Gunslinger would be a WoW Hunter; Operative/Scoundrel would be a mix of Rogue and Feral Druid (and/or Resto Druid, if you go that tree).

I think someone else posted this already, but PCGamer did an article comparing WOW classes to those in SWToR:

http://www.pcgamer.com/2011/12/23/a-...

Can of worms opened...

Every class is a pet class in SWTOR. Each class gets a "pet" called companion at around level 7-8. Most starter companions are above average. The bounty hunter gets my favorite starter companion Mako who heals and does really good dps. I believe when completing class story section every 10 levels or so, you get a new companion available. The trooper's second companion is a healer/dps hybrid akin to Mako. The other cool thing about companions is that you can send them on missions. This offers crafting, money, and magic item rewards. Most people send out the companions not in use on these missions but if you are fool hardy enough or not in the thick of combat, you can send your active companion out on missions as well.

The pure ranged dps classes are the sniper(agent) and the gunslinger(smuggler). If you want faster and lighter hitting, go gunslinger. If you want slower but heavier hitting, go with sniper. My personal preference is to the sniper. The gunslinger feels generic to me while the sniper is more unique.

If the necro/warlock is what you are looking for, I would go for the sorceror(inquisitor). It is a sith class so it is dark in theme. Your first companion is demon like beefcake monster. Your bread and butter attacks are channeled lightning and a shock nuke. And you are a healer.

The sage(consular) is the republic mirror of the sorceror(inquisitor). But it is themed like the EQ mage. You channel thrown stones and rip a chunk out of the earth as your nuke. The pet is a lizard man. You can also heal.

There are no shapeshifter classes like the druid. However, you may enjoy two classes that can adjust their roles via stance swap. The shadow(consular) and its mirror have stances that increase damage, aoe or a giant armor buff for tanking. They also get stealth and related abilities. The other class that has stance adjusted roles is the commando. They have armor piercing, dot proc, and healing boost stances.

For rogue-like stealthy class with incredible versatility, I'd go scoundrel(smuggler) all the way. Your backstab is a sawed off shotgun blast at point blank range. You are a healer and you can pluck things from range with your pistol and grenades, and you get dots, stuns, blinds and mez.

As far as your squishiness concerns? Some classes are squishier than others. But you have a companion so you have a lot of versatility in how you want to trade off incoming damage.

I will take this question in a slightly different direction, having never played WoW.

What SWToR class would play most like a Two handed Swordsman from Pre CE SW:Galaxies? How viable would it be to play a force user that doesn't use a Light Saber? Could you just get an Orange vibro-whatever and mod it out with the highest levels mods and have it be comparable to a LS at the same level with the same mods?

Looking at torhead's database it certainly looks like vibroswords exist at all levels and with stat parity with lightsabers, so you could certainly play either of the knight/warrior advanced classes using a vibrosword rather than a light saber. Of course, it's still going to be playing the same sound effects and using the same animations (and if my experience on my very low level inquisitor and warrior are any indication, that will include making your sword glow like a light saber when you use certain abilities).

What you might need to be careful of is that certain class abilities might specifically require a light saber to be equipped to use them. For example, this level 10 assassin ability: http://www.torhead.com/ability/eZ8cl... specifically says "requires a double bladed lightsaber" and thus might not work with electrostaves, and there might be similar abilities for the warrior. I don't really know though, since I've played my warrior to level 5 and my assassin to level 11, so I haven't seen much or experimented with such things at all.

I would assume that if you wanted to be a force user without a lightsaber, you would go with the consular(sage) or inquisitor(sorceror). You play them like a caster and I am sure you could mod up a vibrosword/vibrostaff with all the same best caster stats. I may be wrong but I think all the other lightsaber users have nice specials that require a lightsaber. Most of their abilities do not require a lightsaber, however.

So based on how the mod system works, kitting out a non lightsaber for stats is pretty much a guarantee. Kitting it out for equivalent damage is TBD. (but I think the answer is yes)

I have never played SWG but I would venture to guess that the knight/guardian or the warrior/juggernaut would suit your 2 handed tastes.

Tigerbill wrote:

I will take this question in a slightly different direction, having never played WoW.
What SWToR class would play most like a Two handed Swordsman from Pre CE SW:Galaxies? How viable would it be to play a force user that doesn't use a Light Saber? Could you just get an Orange vibro-whatever and mod it out with the highest levels mods and have it be comparable to a LS at the same level with the same mods?

Jedi Sentinel (Knight) and Sith Maurader (Warrior) are the only dual-wielding advanced classes in the game, and a lot of their abilities require a light saber(s).

As other have mentioned, maybe a Jedi Sage (Consular) or Sith Sorcerer (Inquisitor) could get away with using a non-lightsaber weapon, as they're more of a caster class.

All-in-all, SWTOR expects force-using classes to use Lightsabers. The reason the higher-level/quality non-lightsaber swords/staves exist are primarily for companions that use that gear, but I suppose your character could equip it as well.

Maybe a quick description is in order.

Quick note, when talking about ranges there are generally three. Ranged (30m), Close (10m), Melee (4m). Also, I'm going to use the Imperial class definitions because they're identical to the Republic ones and I think it's easier to read if you don't say "Sniper/Gunslinger" every time. Finally, as far as companions go, yes everybody gets a companion pet, but you can't use them in groups. They count against the group limit of 4, so you only really use them when you duo or when you solo.

Sith Warrior is the strength group, the advanced classes are:
Juggernaut - One lightsaber, melee class, has one tank and 2 dps trees, wears heavy armor.
Marauder - Two lightsabers, melee class, has 3 dps trees, wears medium armor.

Sith Inquisitor is the wisdom group, they wear light armor and the advanced classes are:
Sorcerer - Ranged class, single lightsaber, 1 heal and 2 dps trees.
Assassin - Close and Melee class, has stealth, double bladed lightsaber, 1 tank and 2 dps trees.

Bounty Hunter is the Aim group, wear heavy armor and the advanced classes are:
Powertech - Close and ranged class, single blaster pistol, 1 tank and 2 dps trees.
Mercenary - Ranged class, dual blasters, 1 heal and 2 dps trees.

Imperial Agent is the Cunning group, wear medium armor, have a special cover mechanic, and the advanced classes are:
Operative - Melee and close class, stealth, doesn't really use cover, blaster rifle, 1 heal and 2 dps trees.
Sniper - Ranged (long range, 35m) class, uses cover mechanic, sniper rifle, 3 dps trees.

That's pretty generic but it'll give you a decent idea of how you'll end up playing when you choose your advanced class. It's the information I would have liked before I started playing at least. If I listed 2 ranged then those classes have abilities in both (more than one at least) but tend to be in the first more than the second.

That's about as clear and concise a breakdown as you are going to get, I think. One thing worth adding, though, is that if you go republic the weapons used by the jedi classes will be exactly the same as the sith ones, but for the equivalents to the bounty hunter and agent classes they will be different (for example, snipers use sniper rifles but gunslingers use dual blaster pistols). The overall gameplay will be the same, but from an aesthetic and flavor perspective you will see a bit more difference in that regard.

I have also found that another key component in whether you like a class or not is the weapon types they get to use. Or sometimes it is important to list standout class attributes. So I will include as much of the list as I can:

Imperial:
juggernaut - single lightsaber
marauder - dual wield lightsabers
sorceror - single lightsaber, purple lightning
assassin - double bladed lightsaber, purple lightning
powertech - single blaster, abilities are flamethrower and rocket based
mercenary - dual wielding blasters, abilities are flamethrower and rocket based
operative - single blaster, shiv melee abilities?
sniper - sniper rifle

Republic:
guardian - single lightsaber
sentinel - dual wield lightsabers
sage - single lightsaber, earth/stone based spells
shadow - double bladed lightsaber, earth/stone based spells
vanguard - single blaster, abilities are plasma and grenade based
commando - assault cannon, abilities are plasma and grenade based
scoundrel - single blaster, shotgun melee specials
gunslinger - dual wielding blasters

There are some classes that can get shield generators (procing damage absorb). I believe they are the juggernaut, assassin, powertech, guardian, shadow, and vanguard.

Too answer swg question. Shadow/Assassin come closest to emulating the swordsman with a touch of fencer.

ranalin wrote:

Too answer swg question. Shadow/Assassin come closest to emulating the swordsman with a touch of fencer.

I knew you would come through for me Ran.

Once I get around to actually putting time into my Shadow I might play around with this concept. It's just for fun anyhow, plus I like breaking the mold every now and then.

Tigerbill wrote:
ranalin wrote:

Too answer swg question. Shadow/Assassin come closest to emulating the swordsman with a touch of fencer.

I knew you would come through for me Ran.

Once I get around to actually putting time into my Shadow I might play around with this concept. It's just for fun anyhow, plus I like breaking the mold every now and then.

Just getting back in from work trip so can expand a bit more. While you have the 2handed grip with the guardian and Juggernaut the animations we're used from the Swordsman show up with the doublebladed classes.

As for using Orange slotted gear. You can use it up to 50 when you get it, but set bonuses from pvp, hardmodes and ops surpass it.

Also a side note for the companions swtor gives you. they wont pull groups on their own unless you tell them to. Hunter pets in wow had the nasty habit of not following you directly when you jump down a ledge and ends up pulling half the zone trying to get back to you. thankfully swtors companions don't matter to the mobs.

Zembonez wrote:

Also a side note for the companions swtor gives you. they wont pull groups on their own unless you tell them to. Hunter pets in wow had the nasty habit of not following you directly when you jump down a ledge and ends up pulling half the zone trying to get back to you. thankfully swtors companions don't matter to the mobs.

They will if you send them to a harverst node that isn't near you. They get about 75% through the scan then BAM you are in combat.

Zembonez wrote:

Also a side note for the companions swtor gives you. they wont pull groups on their own unless you tell them to

No. I've had occasions when I've summoned a pet, and the pet appearing agro'd nearby mobs. I've had occasions where the pet running over to catch up with me after she harvested a node caused mobs to agro and chase her to me. So, my experience is that the companion is perfectly capable of making new friends all by herself.