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Vanguard/Powertech Most OP class in the game

STAR WARS: The Old Republic > English > PvP
Vanguard/Powertech Most OP class in the game

Hethroin's Avatar


Hethroin
03.01.2012 , 02:19 PM | #51
Quote: Originally Posted by Astarica View Post
Mitigation effects in this game are additive, so if you had 30% mitigation you now have 55% mitigation and that's actually very strong.
Compare the 25% damage reduction to the Marauder's 99% damage reduction.

Compare the 25% damage reduction to the assassin's immunity to tech/force.

The other CD a Vanguard gets is 2k health over 10 seconds (assuming 20k HP pool).
Corellian Run formerly Mind Trick
<White Talons>: Tigerwoods - Vanguard, Limbaugh - Sentinel
<Black Talons>: Ereldys - Assassin

yukirshiro's Avatar


yukirshiro
03.01.2012 , 02:20 PM | #52
Quote: Originally Posted by Hethroin View Post
Compare the 25% damage reduction to the Marauder's 99% damage reduction.

Compare the 25% damage reduction to the assassin's immunity to tech/force.

The other CD a Vanguard gets is 2k health over 10 seconds (assuming 20k HP pool).
It's still a bad burst CD but if it really does work that way it is a very good mitigation CD overall. The duration is 12 sec IIRC and that's quite a long time.

johnyangelo's Avatar


johnyangelo
03.01.2012 , 02:24 PM | #53
HERE WE GO AGAIN...

balancing pvp on 1v1

xirinia's Avatar


xirinia
03.01.2012 , 02:27 PM | #54
Quote: Originally Posted by Niconogood View Post
Yes it is.

Strengths:
- Most utility in the game (tied with sorc), ie. leap (specced) and pull (which in itself is insane),
- Most amounts of interrupts in the game.
- One of the toughest and arguably the toughest class in the game when it comes to defensive CDs and damage mitigation.
- Best AoE ability in the game
- Excellent ranged damage capabilities
- Excellent melee damage capabilities
- One of the best burst capabilities in the game as assault/pyro
- One of the highest sustainable DpS over time

Weaknesses:
- Umm.. None

I cant really see how a wellgeared PT/Van would be able to lose a duel EVER.

They should at least remove harpoon/grapple from the game. That would at least make Ilum remotely playable again, making it be about tactics, teamwork and postioning, and not only be about which blob got the most amount of PTs/Vans and are able to fish the fastest. Harpoon is the prime reason Ilum is broken atm.
With the same rationalle, you should be more concerned with inquisitors. After all, they can tank, heal, dps in melee or at range, taunt, guard, steath, bubble, burst, knockback, pull, etc. Sure, they can't do all that at the same time, but it doesn't seem to matter

Astarica's Avatar


Astarica
03.01.2012 , 02:29 PM | #55
Quote: Originally Posted by yukirshiro View Post
Hmm, you learn something every day. If true that should be corrected. It should reduce your damage by 25% after all other mitigation.

So you're saying when a tank PT with 50% mitigation pops their cooldown they're now taking half as much damage as they did before?

I haven't noticed nearly that much difference on my tank spec PT, but then I'm not 50 and my mitigation is in the 40s, not the 50s.
Yeah, check your mitigation tooltips when you pop your shield, it'll have 25% added to it. That's why it is an extremely strong cooldown for well geared characters and not so much for newbie characters.

I really don't understand why it's done this way, since the Marauder 99% damage reduction really just reduces damage by 99% (or they'd take 0 damage if it's added, not that it'd matter). It provides all kinds of balance headaches, since one guy can say this CD is totally overpowered and another will say it's useless and both can be correct depending on what kind of gear the character we're talking about has.

FINALBOSS's Avatar


FINALBOSS
03.01.2012 , 02:31 PM | #56
Quote: Originally Posted by xirinia View Post
With the same rationalle, you should be more concerned with inquisitors. After all, they can tank, heal, dps in melee or at range, taunt, guard, steath, bubble, burst, knockback, pull, etc. Sure, they can't do all that at the same time, but it doesn't seem to matter
Except he's comparing ONE AC, and you're comparing 2. Lol.

xirinia's Avatar


xirinia
03.01.2012 , 02:37 PM | #57
Quote: Originally Posted by FINALBOSS View Post
Except he's comparing ONE AC, and you're comparing 2. Lol.
I know. But 31/31/31 build is not that much more real than two ACs at the same time

Trauglodyte's Avatar


Trauglodyte
03.01.2012 , 02:38 PM | #58
Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.

Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.

Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.

Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.

Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.

Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.

Pyro isn't a tank tree; its a DPS tree.
Vanguards/Powertechs aren't tanks unless they spec as tanks.



(spammed for your understanding)
To die is simply to end the cycle of pain!

savionen's Avatar


savionen
03.01.2012 , 02:44 PM | #59
The 25% damage reduction DOES add flat reduction.

However it's doesn't actually translate into "50% damage reduction" unless you're in a tank-spec with 50% kinetic/energy reduction, and only being attacked by kinetic/energy attacks.

You're still going to be taking 65-75% damage from elemental/internal.

Reactive Shield is pretty mediocre as far as defensive cooldowns go unless you're a tank-spec. The health regen is also pretty much worthless in any practical situation. Only useful when you mix it with a med-pak or something.

I've got 16500 HP on my Vanguard, so it heals for like 600 immediately and then 100 a second for 10 seconds.... You regenerate over 10 seconds the damage you'd take in 1 hit, or less. In combat a Shadow Tank can regen 400ish health every few seconds, and then 2k every time they have the procs for Telekinetic Throw.

Agenteusa's Avatar


Agenteusa
03.05.2012 , 11:19 AM | #60
Quote:
Both Marauders and Assassins would destroy a PT. Snipers can also fight them on fairly even terms.
I agree Marauders and Assassins give a fair fight to Pyro PTīs. I do not agree a Sniper does.

But donīt forget it also comes from personal skill. People just expect to roll a class and to own everyone and do insane dmg without learning to play the class...oh wait... Trooper comes to mind.

@OP

Yes, Pyro PTīs are good, but you have to know how to play them (as most classes) and we are quite squishy as aside from the shield that reduces dmg by 25% we have nothing ,unless we sacrifice dps.

I say we arenīt OP because we really need to be in the fray to be able to put up great dmg (a thing sorcs/cons and mercs/comms dont) so we are vulnerable if we get focused at least imo.

But yeah to sum it up RS is great lol