Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

The Vanguard Special: A Tactics Guide

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
The Vanguard Special: A Tactics Guide

Nezyrworks's Avatar


Nezyrworks
07.13.2012 , 10:27 AM | #41
Quote: Originally Posted by Byrnison View Post
I have mostly combat tech with some eliminator. I have altered the mods, taking away some accuracy for example. I'm not sure how best to configure at the moment (what my stats should look like in this spec). I had optimized everything to my old spec and play style.
Try to max power/surge > crit mods. Power are better than aim. (i will not explain it but due to diminishing returns its better to be lower on aim before buffs)

Try keeping Crit on 25%, and max out power and surge as high as you can. (best and cheapest way to get power mods is to pull them off eliminator gauntlets).

Do not exchange battlemaster eliminator power generator as its better in terms of damage than WH one (again expertise will have a very high slope after reaching the curve of 1150=22% bonus dmg)

Check my stats above. It might help you abit.
Meet the Pyro!

TheOpf's Avatar


TheOpf
07.13.2012 , 04:44 PM | #42
Quote: Originally Posted by Nezyrworks View Post
Try to max power/surge > crit mods. Power are better than aim. (i will not explain it but due to diminishing returns its better to be lower on aim before buffs)

Try keeping Crit on 25%, and max out power and surge as high as you can. (best and cheapest way to get power mods is to pull them off eliminator gauntlets).

Do not exchange battlemaster eliminator power generator as its better in terms of damage than WH one (again expertise will have a very high slope after reaching the curve of 1150=22% bonus dmg)

Check my stats above. It might help you abit.
I went Combat Tech with Combat Medic for the extra 3 sec shield. It's a pretty nice boost. PT's get a great crit bonus to all their abilites so you are correct crit is pretty meh for us. Aim > Power > Surge are the three stats you should focus on.

I will have to look at the difference between WH and Battlemaster power generators. I wonder why it's better?
The Bounty Hunter AP Guide: Always Learning -Vanguard Tactics Guide: Where is my PG Slow?
Anam Ithieor- 50 AP Powertech
Anbas Ithieor- 20 Operative (lethality/healer)

Nezyrworks's Avatar


Nezyrworks
07.14.2012 , 06:02 AM | #43
Quote: Originally Posted by TheOpf View Post
I went Combat Tech with Combat Medic for the extra 3 sec shield. It's a pretty nice boost. PT's get a great crit bonus to all their abilites so you are correct crit is pretty meh for us. Aim > Power > Surge are the three stats you should focus on.

I will have to look at the difference between WH and Battlemaster power generators. I wonder why it's better?
I would sugest droping AIM mods for Power, especialy for PVP. Let me explain why:

Each power mod gives you higher damage boost than aim mod (still giving you the slight crit bonus from aim).
Now you have a soft cap on aim 1550, and the hard cap of 1800. With this in mind, you should go for maximum power and decent amount of crit bonus (from aim). Since CRIT from aim is soft caped and hard caped with above degrees, and you benefit more in terms of damage from power high mods (mods with 37/39 power), it is better to bring aim as low as you can before buffing, to get more crit rate per point, and have more damage boost then bringing aim to 1800 and handicapping it. My aim after all buffs and rakata stim is 1820. (extra 8% will be enough to breach 1800) but after 1800 you gain little to none crit % from aim, and aim only gives you 0.2 damage per point while power gives you 0.23 per point.

I know it might sound weird, but power "mods" are the BEST ones for every dps.

As for Surge, the theory behind it, is that burst damage is the best way to kill, It spikes creating unpredictable to heal amounts of damage. With this in mind, Surge is after (or aside of) power the best source of this unpredictable damage. Since above statement directs you to power mods, i would also suggest taking 39/41 power +51/53 surge enhancements. (this setup was perfect for pyro/assault spec i had played before and after 1.3). With surge of 78-80% and tactics buff to all crit damage by another 30% (fire pulse, stockstrike and ion pulse), you create an uneasy to predict spike chain that can overburst even a pyro (again my biggest hit from fire pulse was 4500 which gives you an idea what you do considering my High impact bolt on fully buffed and geared assault spec never exceeded 4700 after 1.3)

As for set bonuses i feel 15% stockstrike bonus is still a king (especially if you can bring crit damage on SS to 4k).
this 15% crit bonus helps to maintain ammo free 4k hits on enemy.
Hope it helps
Meet the Pyro!

Stachman's Avatar


Stachman
07.19.2012 , 05:09 PM | #44
Since my "Iron Fisty" character was molested by the nerf bat, I just gave tactics a try 8/31/2, i think it was max damage one listed on the first page. First impressions were tough, man I missed being able to jump around like tree frog. After that initial shock, I had noticed that I was actually able to damage opponents in a meaningful way again. Still experimenting with the build, and there are many options to explore and get used to for sure. Currently i have combat tech war hero armor set. I am still using Battlemaster supercommander rifle and shield as well as BM implants and earpiece. Still got some work to do to get everything war hero. Are any of you that have used this build still using the supercommando shield as the offhand, or are you going combat tech generator? That is the next piece I am going to get so opinions or experiences or observations regarding offhand shield or generator would be appreciated.
Stachman--50 Vanguard Trooper
Verlander--24 Commando Trooper
Stach--20 Jedi Sentinel

TheOpf's Avatar


TheOpf
07.20.2012 , 09:32 AM | #45
Quote: Originally Posted by Stachman View Post
Since my "Iron Fisty" character was molested by the nerf bat, I just gave tactics a try 8/31/2, i think it was max damage one listed on the first page. First impressions were tough, man I missed being able to jump around like tree frog. After that initial shock, I had noticed that I was actually able to damage opponents in a meaningful way again. Still experimenting with the build, and there are many options to explore and get used to for sure. Currently i have combat tech war hero armor set. I am still using Battlemaster supercommander rifle and shield as well as BM implants and earpiece. Still got some work to do to get everything war hero. Are any of you that have used this build still using the supercommando shield as the offhand, or are you going combat tech generator? That is the next piece I am going to get so opinions or experiences or observations regarding offhand shield or generator would be appreciated.
Go straight Combat Tech gear. I actually went with 2 piece Combat Medic as it's better for pure survival.
The Bounty Hunter AP Guide: Always Learning -Vanguard Tactics Guide: Where is my PG Slow?
Anam Ithieor- 50 AP Powertech
Anbas Ithieor- 20 Operative (lethality/healer)

gloryday's Avatar


gloryday
07.25.2012 , 08:34 AM | #46
Deleted

Morath's Avatar


Morath
07.27.2012 , 06:09 PM | #47
Quote: Originally Posted by gloryday View Post
I just want to correct some of the misinformation your giving

in normal circumstances POWER (0.23 dmg) > AIM (0.2 dmg + small crit on DR) however if you put points into 'Steely Resolve' you get a passive 9% buff on AIM which places it above POWER.
Please help me with your math here.. .2 x .09 = .018 = .218 in my math. Unless im missing something then even with the Aim buff you come up short as it would be .2 x .14 = .028 = .228 < .23. Steely resolve plus the sage buff = .14 or 14%

What am I missing?

Zunayson's Avatar


Zunayson
08.18.2012 , 09:41 PM | #48
Hello! I've been a Tactics/AP since launch and want to share some thoughts with y'all;

Obviously, you don't want to be at zero heat. If so, you're wasting potential. Any heat that could have been vented, but wasn't, is a loss of dps. If you start off a rotation with Immolate, for example, that's 8 heat. 5 heat will then be vented instantly and normally, then an additional 8 heat assuming you've not gotten any heat in the last 6 seconds. But, after the initial 5 heat vent, you only have 3 heat. So you could have vented 8 heat, but only vented 3. You've just wasted 5 heat. The most optimal rotations start off with two 16 heat cost moves.

It's also best to put Retractable blade on a target ASAP, to ensure a Charged Gauntless proc (I play an RS build). Basically, I weave flame burst before the following moves, in this order: RB, Immolate, Rocket punch, Rail Shot (Only if proc. If auto crit did not proc, use Rapid shots), flame thrower.
Quote: Originally Posted by Uber_the_Goober View Post
Bioware couldn't balance a sheet of plywood if it were laying [sic] on the ground.
Quote: Originally Posted by Aragost View Post
Make sure you take 3/3 in the "knowing how to play" box

emidas's Avatar


emidas
09.02.2012 , 03:20 AM | #49
EDIT: Forget it.

mugen_dom's Avatar


mugen_dom
01.29.2013 , 05:41 AM | #50