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Vengeance / Vigilance Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Guardian / Juggernaut
Vengeance / Vigilance Set Bonuses and Tactical Items
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EricMusco's Avatar

04.16.2019 , 10:03 AM | #1 This is the last staff post in this thread.  
Hey folks,

Following our Onslaught announcement at SW Celebration we want to start diving into feedback right away. I want to use this thread to talk about Tactical Item effects and Set Bonuses for Vengeance and Vigilance Disciplines. Our goal for set bonuses is to introduce new bonuses, and potentially with even new sizes so you can mix and match. Tactical Items are a new item type that is meant to be build defining and most likely to directly impact how an ability works. For inspiration here are two completely made up Chain Lightning Examples:
  1. Chain Lightning now does all of its total damage to only one target, and no longer jumps.
  2. Chain Lightning now jumps even more and does additional damage to secondary targets.

That would allow you to take a standard ability and allow it to be modified to fit your playstyle. Please use this thread to brainstorm ideas and make as many recommendations as you would like! For context:
  • Tactical Items: These should modify one of your Advanced Class/Discipline abilities to work differently. The goal is for you to use the ability in situations you previously wouldn’t (more often, against specific targets, etc)
  • Set Bonuses: These should be focused on the broader “kind of tools” your class uses, but not specific abilities. Some examples are sets that center around bleeds, force damage, lightning, shields, cover, and so on.
Set bonuses, tacticals, both, let us know what you would like to see. I may not respond frequently in this thread but know that I am going to be compiling everything and sending it over to the team.

Eric Musco | Community Manager
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MandFlurry's Avatar

04.16.2019 , 01:58 PM | #2
I wonder about using a Lightning for an small AOE, instead of bad saber animation. That would be cool. Like being able to either use Tactical for more damage on 1 character at a time, or a piece of Tactical gear for a special AOE across multiple characters.
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Jonelet's Avatar

04.16.2019 , 02:23 PM | #3
For tactical item:

To be able to make ravage great again: Make ravage a channel and increase its dmg substantially.

Jonelet's Avatar

04.16.2019 , 02:25 PM | #4
and that would also bring back the old animation

Mordarion's Avatar

04.16.2019 , 11:09 PM | #5
The two biggest issues for Vigilance tanks imo is getting damage on target and not melting.

1) Dps on target this is an issues. Rdps just sits and does damage no worries. melee dps needs to constantly get in range to do damage. Helping us with up time would be great. in crease mobility or help us locked down the opponent would be ideal.

2) Vigilance brings very little to the table with regards to group buffs (compare to a sent), in addition many classes seem sturdier than vigilance. This makes this class very undesirable in TRanked. To make this class fit more with the image make us sturdier individual single target dps. Give us some better cds, more uptime on target, more burst. Something...

Thank you for the consideration.
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KendraP's Avatar

04.17.2019 , 06:39 AM | #6
so far i see:

more single target burst: go play focus. single target burst is what it exists for. to the person who wants the channel back, i think you missed the entire point of it being made not a channel in the first place: mobility.

more mobility/group utility: i'm not against this per say, but keep in mind, unlike sents, guardians can tank. that's utility in and of itself. Also, vigi is one of the highest parsing specs BECAUSE it has time on target issues.
(i.e. according to BW, it's a "melee sustained" class, and thus, in the highest parsing bracket.)

Vigi is currently one of the best aoe specs in the game, but improving upon that is hard, since aoe is already as simple as PB --> vigi thrust --> cyclone slash --> OH --> vigi thrust (adding combat focus and sundering strike as needed for focus purposes).

PrometheanDeath's Avatar

04.17.2019 , 08:00 AM | #7
Will agree jugg do lack mobility compared to other specs, they might have extra charges because of warmonger, but what other classes have is controllable mobility like force speed or PT hydraulics. personally think these tactical items are going to cause quite a bit of change almost cause entire spec reworks so specs like rage with fixed rotations are a bit difficult to without just giving buffs to.

-Impale causes you next ravage to increase the duration of eviscerate and draining scream by 3 seconds if applied on the target, to increase the uptime of the impale/scream dot to 100% to match their CDs, also changing the priority of ravage/hew for the sake of dot damage.
-For every dot on the target when Hew deals damage reduces the rate limit slaughter can trigger by 1 second
-Critical damage dealt by Shatter's bleed effect reduce the rate limit that slaughter can be triggered by 1 second.
The above to is sort of meant to help with uptime as more hew procs leads to a few more ranged attacks, just playing around with the idea.
-For every tick of Shatter's bleed, increase the damage of your next ravage by 5% stacks 4 times, most will agree since they made ravage an instant cast it doesn't compare to it's stronger damage output, so something to increase that.

Delani's Avatar

04.17.2019 , 01:58 PM | #8
Guardians should be given the ability to 90% of all attacks, this ability should be similar to Battlefront 2s ability that the saber wielders have. This is a tactiful item.

KendraP's Avatar

04.17.2019 , 02:28 PM | #9
Quote: Originally Posted by Delani View Post
Guardians should be given the ability to 90% of all attacks, this ability should be similar to Battlefront 2s ability that the saber wielders have. This is a tactiful item.
given the ability to do what to 90% of all attacks?

Palaemus's Avatar

04.17.2019 , 02:52 PM | #10
Guardians lack survivabitly by a long shot. Compared to Sentinels they are squishier and it should be vice versa!??

How about build up on the Heavy - Medium and Light armor so that they actually matter in game.

Tactical items could improve armor rating or give temporary Speed Boosts call it Force Speed or something.

Either way, more tankiness or mobility. Armor ratings are a joke atm.