SWTOR – Fighting Style Shine in the Legacy of the Sith . Expansion

Last month’s much-anticipated expansion Star Wars: The Old Republic, titled “Legacy Of The Sith” (aka 7.0), was received with less fanfare. The update seems to make more enemies than friends for a variety of reasons. Personally, given the types and amount of overall system changes the team has made, there are bound to be some issues.
Last week, even project manager Keith Kanneg himself was quoted as saying that this update includes “… the most significant system changes made to SWTOR since launch.”. Even when viewed through a 7.0 pessimist’s darkened near-glass, there is at least one feature that shines and stands head and shoulders above the rest, especially for role-players, which is “Phong” how to fight” and here’s why.
On 7.0 launch, I ran the main page of Galactic Republic through the newly added story or attempt. Unfortunately, as Keith mentioned in his update, I ran into a display bug that’s hard for developers to catch and fix. Working in software development myself, I sympathize with developers who are facing an unreproducible error in the development environment. So I went as far as I could and decided to go through with the new character creation process, which in turn gave me a taste of the “fight style” which, in my opinion, is the most important achievement of the series. 7.0.
This new feature is a role-playing player’s dream come true. And became fresh after watching the season finale of Boba Fett’s Book / Mandalorian, I decided to roll with that inspiration in my character creation. Since I’m launching a new book by Galactic Republic, it’s more of a Din Djarin inspiration.
In version 7.0, the new character creation process has been overhauled. Character creation begins with choosing your “origin story”. This is equivalent to choosing your “base class” before 7.0. This choice determines which “class” story you will play through, e.g. Smuggler, Agent, Soldier, etc. But now, and here’s the magic, you also choose a style ( combat) similar to “advanced of previous 7.0 classes.”
These fighting styles determine the abilities and equipment you can use. And now, the options opened up are mostly unlimited. The only caveat is that “Forced User” cannot choose a fighting style based on Technology. So while we can’t have any Jedi Knights using pistols, the feature still opens the door to lots of great role-playing combinations.
A new Trooper that is limited to the Tech fighting styles.
This change is a big plus for role-playing players as it allows us to finally do things like re-enact Anakin Skywalker’s life story by recreating his classic fall from the Jedi to Sith. It will allow you to cast a Jedi Knight with a Wizard ability (Sith trait) and thus use lightning and inductors when you start choosing dark side reactions in the Knight quest Jedi.
However, there is a caveat when opening all combinations. To use Empire abilities on Republic characters, your account (i.e. legacy) needs to have at least one character who has achieved the Dark V (Sacrifice Legacy) achievement. The same is true in reverse for Empire-based characters, where the achievement of Light V (aka Legacy of Unity) is required to select the Republic’s fighting style.
Not one but two fighting styles!
The fighting style gives you flexibility.
Another cool and style-related feature is that subscribers can optionally choose a second fighting style for each of their characters. You are granted the ability to switch freely between fighting styles, as long as you are not in a phased case or actively fighting. It’s like respawn in pre 7.0 system. Sadly there are currently no plans to enable this feature for those who don’t subscribe to e.g. Cartel Market tokens.
It is not a perfect design since the two fighting styles are independent. You cannot use the capabilities from both selected styles in a mixed or hybrid manner. The character profile UI now has a tab for “downloads”. So two fighting styles at least take up two loads. On each load, you place the weapon and equipment to use for that load, so each load has its own “item level” based on the itemized gear. Enabling a reload not only changes the gear you’re wearing, but it also resets your ability bar to match the fighting style specified for that reload.
This feature isn’t much role-playing and is probably more about creating dual-role characters, e.g. a character can switch from a DPS role to a Healer role as needed to fill the space. empty in the group.
Download example
However, with this selection of two-way combat styles, you can come up with a variety of interesting role-playing combinations. To name a few examples Vulkk cited:
- Characters Palpatine – Sorceror + Marauder
- Asajj Ventress – Marauder + Assassin
- Darth Maul – Assassin + Juggernaut
- Mandalorian – Powertech + Vanguard
Following my initial stated inspiration, I used Powertech (with Cannon discipline) + Vanguard to create a “Mandalorian” that favors my neutral, light side. Though I still struggle mentally with a melee pistol user, which fireworks discipline requires.
All is not gold
While combat style and payload are welcome additions, the system is not without its annoyances. My biggest complaint is that switching and triggering the load requires fifteen open inventory slots. The shifting action seems to remove the gear from the current feeder in order to remove the gear from the active feeder.
There is also the annoyance that you need to trigger a specific feed to place and remove gears on that feeder. If you have limited inventory space, this becomes even more complicated resulting in having to hold on to equipment until it is convenient to switch.
While it’s not all gold, the fighting style still ranks as a welcome addition!
https://www.mmorpg.com/columns/swtor-combat-styles-shine-bright-in-legacy-of-the-sith-expansion-2000124501 SWTOR – Fighting Style Shine in the Legacy of the Sith . Expansion