http://www.swtor.com/news/blog/20110408
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Sith Warrior Advanced Classes
Sith Marauder (Roles: Close Range Damage Dealing. Wields dual Lightsabers)
Sith Juggernaut (Roles: Close Range Damage Dealing, Tanking. Wields a single Lightsaber)
•As with the Jedi Guardian, we have given the Juggernaut Advanced Class access to a skill tree that focuses on damage dealing using a single Lightsaber. Previously the high damage dealing option was only available to the Marauder Advanced Class.
•Similar to the Jedi Sentinel, the damage dealing-centric Marauder Advanced Class’ offensive arsenal has been significantly reworked and diversified, now allowing for several very different play styles. The Marauder also gained access to a new ability called Force Cloak, granting a short term combat stealth.
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Sith Inquisitor Advanced Classes
Sith Assassin (Roles: Close - Mid Range Damage Dealing, Tanking)
Sith Sorcerer (Roles: Mid-Long Range Damage Dealing, Healing)
•Similar to the Jedi Shadow, an Inquisitor trained in the Assassin Advanced Class now are able to fill the role of a tank, if they work their way up the ‘Darkness’ skill tree, which includes abilities to increase defensive Lightsaber capabilities and area-of-effect damage.
•The ‘Madness’ skill tree, shared between both the Assassin and the Sorcerer, has received considerable upgrades with the goal of creating a range/melee hybrid gameplay option.
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Bounty Hunter Advanced Classes
Mercenary (Roles: Close - Mid Range Damage Dealing, Healing)
PowerTech (Roles: Mid - Long Range Damage Dealing, Tanking)
•As previously announced, the Bounty Hunter’s Mercenary Advanced Class now features the ‘Bodyguard’ skill tree, allowing this iconic class to fill the role of a medic if desired.
•The ‘Advanced Prototype’ skill tree, shared between both Bounty Hunter ACs, now features an upgrade to the base class flamethrower, which allows the player to rotate while using the ability.
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Imperial Agent Advanced Classes
Sniper (Roles: Mid - Long Range Damage Dealing)
Operative (Roles: Close - Mid Range Damage Dealing, Healing)
•The Sniper’s entire skill tree has been reworked to include PvP feedback from internal and external tests. The Sniper is now able to entrench himself, providing a viable initial counter against attacks that would previously knock him out of cover. The Sniper also gained Cover Pulse, a player triggered pulse mine that can knock an unsuspecting attacker away from the Sniper.
•The Operative has received a number of updates aimed at providing an alternative, less cover dependent gameplay option if skilled accordingly. Operatives are now more viable in mid and close range combat, using their stealth field generator to approach the enemy unseen before delivering heavy burst damage with their energy blade.
http://www.swtor.com/guilds/14216/we-have-cookies