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Its time to nerf Vanguards and Powertechs

STAR WARS: The Old Republic > English > PvP
Its time to nerf Vanguards and Powertechs

Orangerascal's Avatar


Orangerascal
06.28.2012 , 08:53 AM | #51
DPS Powertechs are fine, contrary to popular belief, they are quite squishie.
Lace - Sage / Fleet - Scoundrel / Vaine - Guardian - www.jedilace.com
<Sphinx> - Tomb of the Freedon Nadd

AppleRedX's Avatar


AppleRedX
06.28.2012 , 09:08 AM | #52
Stop Crying. L2P. Work harder on your skills ...

BW should forbid posting in the PVP area for everybody who hasn't played all 4 class types at least to level 20. Incredible how ppl mix and match classe and skill trees around....
Redax - Lautloser Assassine * Redux - Pyromanischer PT * Leon'is - Heimtückischer Sabo * Redeen - Maroschlitzer
Schwarze Sonne ZC * Vanjervalis Chain (ehem. Schwarze Sonne * Zayne Carrick)

Zorcha's Avatar


Zorcha
06.28.2012 , 09:09 AM | #53
i got my PT to 50 now, in recruit gear i hit 550k and top of wz damage. The minimum ive done so far is 370k and nobody can beat me 1v1
did i say recruit gear?

The ones saying they are fine are either playing them, or have a ranked wz team full of them and are scared theyll get owned with normal classes.
Gothika (Merc) , Kutski (Marauder)
<Nemesis> on Corellian Run

Twor's Avatar


Twor
06.28.2012 , 09:12 AM | #54
Quote: Originally Posted by Mrunlimited View Post
so since you think powertechs are "ok".. tell me why power techs SHOULD NOT be nerfed..

take your time please.
*shrug* We have one defensive CD (you can bring the heavy armor argument if you like, but that has been discussed several quadrsitillion times with examples etc so I won't comment on it here), we have no way of escaping a combat, we have one gap closer thats affected by resolve on a long CD (yes pts need to be in 4-10m range to funcion effectively) and a 2sec snare. Also if anyone seriously considers our hot a defensive CD with 2k over several seconds...

Our burst is also relying on procs which have a 60 and 45% chance to reset our main damaging ability. It can work to amazing heights, but it also requires us very often to use our default attack, as heat management is an issue if you try to keep a target perma snared or have ill luck with resetting your hip.

Which is, as pointed out subject to all defensive mechanimns in the game. If the oposing side has a dispeller we overheat as without a dotted/incapped target we can not function and our damage goes down the well.

We have no longer the damage spikes we had with adrenal/relic/CD usage.
We have a nice damage but contrary to all other classes (mercs and slingers aside) we have no way to escape a combat situation that goes awry.

Either we kill you with our burst or we are dead. No last minute saving buttons. We have damage, and that is what we bring to the table. No self sufficience like e.g. sentinels have with their ton of defensive CDs.

You want to nerf our damage? No problem if you give us defensive CDs for it, as otherwise the spec is no longer viable. Compared with tactics that makes an excellent runner spec for example in HB. So to sum it up for our offensive capabilities we sacrifice defensive ones/mobility ones like storm/hold the line etc.

And to add on top of that, the damage done on average hits is nowhere close to the numbers that the OP mentioned. You CAN crit in the 5k range if the target is undergeared usually.

You can as well not crit and your hip does 1,7k- which is hardly gamebreaking considering the 12 sec CD (that can be procced to 6, on average a good and lucky pyro will have a 8 sec CD on it).

So to sum it up you can compare it -roughly- with tracer mercs before they got the bat and were singled out once their sitting duck animation was spotted. Leave them alone and they will put out the hurt (and still do)
Put them down and they can't do much against it beside trying to kill you faster than they do.

And no, you don't need several people to put a pyro down as-again- we lack in defense what he have in offense.

*edit* Also to add to this ion pulse is our only "spamable" ability. IM is too expsnsive and even ip can not be spammed as you like to. You will find yourself using default attack very often as a pyro, either because all other attacks are on CD (yup they all have one beside ip or the too expensive ones) or you are overheating if you had ill luck with your procs, your opponent has defensive Cds or recieved a heal.
Quote: Originally Posted by fungihoujo View Post
BW motto- If it ain't broke, break it. If it is broke, take it away.

Digital_Blade's Avatar


Digital_Blade
06.28.2012 , 09:15 AM | #55
All that needs to be said,

Ion pulse -> Ion pulse -> ion pulse -> Ion pulse -> High impact bolt -> Ion pulse -> Ion pulse

Zorcha's Avatar


Zorcha
06.28.2012 , 09:17 AM | #56
Quote: Originally Posted by Twor View Post
And to add on top of that, the damage done on average hits is nowhere close to the numbers that the OP mentioned. You CAN crit in the 5k range if the target is undergeared usually.
That is a total lie, you need to mod your gear correctly.
MIve watched my rl friend with my own eyes, his damage is around this:

Railshots 6k
Rocket Punch 4k
Combustible Gas Cylinder 1k a tick
Incendiary Missile 2k + 600 a tick
Thermal Detonator 5k

So lets get this straight, ive seen this.
he can do:
Missile 2k + 600 a tick
Rail Shot 6k
Combustible starts ticking for 1k a tick
thermal blows up 5k
Grapple + Rocket Punch 4k
Rail Shot proc 6k

That is about 30k damage in 9 seconds.
edit - yes they are crits except for the dot damage which is standard
Gothika (Merc) , Kutski (Marauder)
<Nemesis> on Corellian Run

TheGreatFrosty's Avatar


TheGreatFrosty
06.28.2012 , 09:20 AM | #57
Quote: Originally Posted by Orangerascal View Post
DPS Powertechs are fine, contrary to popular belief, they are quite squishie.
It's almost as if you suggest that a DPS... should be squishy? You're clearly somewhat beyond me, so please lay out this hypothesis. Do you put forth that in an MMO, a DPS should be able to provide DPS and not be able to tank, and a tank be able to tank but not to DPS?

Please lay down the specifics of your plan so that, collectively, we might muse over the more intricate details.

/Sarcasm off

You want squishy, play a sage DPS. Powertechs have heavy armour and a -25% dmg reduction shield that can have its cooldown constantly reduced. They are one of the more durable DPSers.

Twor's Avatar


Twor
06.28.2012 , 09:21 AM | #58
Quote: Originally Posted by Digital_Blade View Post
All that needs to be said,

Ion pulse -> Ion pulse -> ion pulse -> Ion pulse -> High impact bolt -> Ion pulse -> Ion pulse
2ammo, 2 ammo, 2 ammo, 2 ammo, hip (2ammo, since the target is burning one ammo), 2 ammo, 2 ammo.

Now lets see how much ammo a Vanguard has and how he regenerates it...
Quote: Originally Posted by fungihoujo View Post
BW motto- If it ain't broke, break it. If it is broke, take it away.

ATango's Avatar


ATango
06.28.2012 , 09:22 AM | #59
You guys are so narrow minded. AS VG's aren't the only dps class out there. It's hard to digest, I know, but please try to. I've seen the following classes do just as good
sentinels
gunslingers
commandos
dps sages

Please STOP with this nonsense. If you lack the sense to cc or control these classes while burning down their heals and then killing them, I can't help you.
Major Alphatango <TCT VG>
Jedi Covenant

KBSIP's Avatar


KBSIP
06.28.2012 , 09:22 AM | #60
Quote: Originally Posted by Mrunlimited View Post
so since you think powertechs are "ok".. tell me why power techs SHOULD NOT be nerfed..

take your time please.
powertechs lack stealth, survivability (heavy armor is for all intents and purposes useless in ranked pvp), have only 1 small defensive cooldown (25% DR is nice for 1v1, you will never be in a significant 1v1 in ranked.), have no speed boosts in or out of combat, one gap closer that is situationally useful only in huttball, and occasionally a harassment tool in other gametype, and has only a 4 and 2 second stun.

replacing them with pretty much any other melee DPS AC gives you;
operatives - self heals, stealth capability, excellent opener synergy and strong offensive capability with the group stealth field
marauders - stronger series fo defensive cooldowns and a bit more mobility from leap, along with equitable amounts of single target damage potential.
advanced prototype powertechs- in combat speed boost and hydraulic overrides for emergency pass positioning skill and for quickly pressuring enemies going for a cap, equitable damage from equally skilled players, more overall damage for the AP given the right circumstances (vastly superior AOE).
juggernauts - can be specced for a high mobility double leap capability, retain the powertech taunt advantages, can be specced for heavy smash damage, retain 'heavy armor" though I still say this is a negligible advantage.
assassins - vastly superior defensive cooldowns, stealth capability, self heals in tank spec, have a knockdown, long term mez, hard stun, etc.

in rateds, the only time you bring a pyro is if its an exceptional player, otherwise if you're just looking for composition you're better served by a different DPS class.