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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
First BioWare Post First BioWare Post

PrometheanDeath's Avatar

04.21.2019 , 08:57 PM | #21
Quote: Originally Posted by Count_Mario View Post
All of Musco's talk about a heavy hitting Chain Lightning would make wish for something like a chained Saber Throw, so the saber would hit several targets next to each other. Or some Upgrade for Force Push to make that skill hit several enemies, since that seems to work for Jedi in The Clone Wars.
Actually like this idea how about something interesting.
-Hew bounces to targets affected by shatter's bleed effect, increases AoE which vengeance already has fun with, and very satisfying seeing a ricocheting saber throw I bet.

Delani's Avatar

04.22.2019 , 11:21 AM | #22
Please change force screams animation. Its bad and boring!!!

TheSpiceIsRIght's Avatar

05.02.2019 , 02:03 AM | #23
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions


Tactical Suggestions:
  • Shatter no longer has a dot, deals all damage up front
  • Enrage makes removes the rage cost of the next 3 abilities
  • Slam increases duration of eviscerate and draining scream by 1.5s
  • Saber throw now applies a (small) dot
  • Ravage deals X% increased damage for each of your periodic effects on the target
<FAILURE> - Satele Shan
World First Slayer of the Machine Gods

SpleneticGamer's Avatar

05.02.2019 , 05:35 PM | #24
Tactical Items:

Heavy Armor: Increase DR by 30% while stunned and prevents you from being knocked backed and slowed for X seconds after the stun wears off; however, it prevents the use of Force Charge and decreases all damage dealt by Y%. Your Resolve bar also deteriorates 50% more slowly. In addition, the cooldown of Mad Dash and Intercede are increased by 15 seconds. (not sure what would be a good balance for the damage decrease, if it is even needed, but this would be awesome in PvP if not busted... put this on Rage as well I guess and similar variants on PT, but have it hinder abilities like Hydraulic Overrides by adding to the cooldown while halving the speed boost... And have it so you cant use whatever the PT leap is called. This is also the only one I'm going to name as well as its variants. Should keep this to DPS only, and keep it off Mercs unless they get a decent DCD nerf. Thinking about it, mobility nerfs to these specs would be really rough and I don't think they should have to deal with that. Maybe tweak it to removes the root, slow, and knockback immunity?)

All AoE damage is increased by X% while single target damage is decreased by Y% (have something like this for all specs). In addition, Hew hits all targets within 8m of the original target if the original target is effected by bleed provided by Shatter.

All DoT damage is massively increased while all other damage is decreased.

Decrease all critical damage by X% while increasing all non crit damage by Y%

Set Bonus:

2pc: The duration of the DoTs provided by Impale and Force Scream now last longer (long enough for 100% uptime in a perfect rotation)

4pc: Activating Enrage increases the critical chance and damage of all your DoTs by X% for 8 seconds. (not sure about what the percents should be, but I doubt they need to be high, nor do they need to be the same. Maybe like 10% crit chance increase and 5% critical damage bonus)

6pc: Activating Impale reduces the cooldown of Shatter by X seconds. If Shatter is reapplied to the target before the bleed ends, all remaining bleed damage is applied instantly upon reapplication. (so it works like resurgence does for healer Sorcs. As for the cooldown reduction, maybe 2 GCDs give or take 1)

olagatonjedi's Avatar

05.18.2019 , 11:00 AM | #25
I would truly appreciate a tactical item that grants an additional4-6m range on melee abilities so that IF an encounter requires a lot of movement or requires the players to drop aoes away from the focus target, the amount of dps loss is mitigated due to not losing 95% of our damage dealing skills from a required encounter mechanic.

Delani's Avatar

05.24.2019 , 10:32 AM | #26
What if we can give Guardians/Juggernauts an active DCD, whereas instead of just popping a dcd and it last the duration. Instead they have to hold the button down and their dcd last however long they decide to hold the buttion, and the dcd uses force instead of being timegated. For example, a block ability that when held down blocks 95% of all incoming attacks, changes the form of the toon (so that the toon gets in a defensive position) and uses 2 force per second or 1 stack of focus per 2 seconds that the defensive cooldown is being activitated.

Delani's Avatar

05.24.2019 , 10:37 AM | #27

Is it possible to implement something that allows guardians to do flips/ jumps in order to evade enemy attacks similar to the video link that was provided. This would drastically increase the skill gap for guardian players and make the pvp feel way more action packed. Aerobics is a heavy part of the Jedi/sith warrior fighting style and i beleive this game lacks that within the combat system. Allowing juggs and guardians to jump and avoid attacks should be an optional dcd instead of saber ward, and instead of being timegated, it works as an active dcd that uses force/rage whenever used.

Delani's Avatar

05.24.2019 , 11:02 AM | #28
Vengeful slam knocks the enemies back 10 meters.

Delani's Avatar

05.30.2019 , 04:26 PM | #29
Tacticl Item suggestions
Jump- now is a double dumb/ flip in the air that increases defensive rating by 100% during the duration and can be used in any direction.
Mad dash increased to 30 meters
Intercede can be used twice in a row within a 10 second gap
reflect cooldown reduced to 30 seconds
Saber ward cooldown reduced by 3 seconds everytime you are hit
Chillin scream Knocks back the targets by 20 meters
Force push is now an aoe and pushed backk all targets within the range
Threatening scream forces the enemies to change their target from their original target
Vengeful slam knocks back the targets or stuns them for 1.5 seconds
ravage is now channeled
Hew now works just like double sabers
Shatter decreases movement speed by 40%
Forcescream knocks the enemies down
Force choke stuns all enemies within a 10 meter diameter
Imitidating roar now lifts the enemies and knocks them back when the effect is over
Force charge knocks the enemies back 30 meters and knocks them down

Delani's Avatar

05.31.2019 , 03:42 PM | #30
Mad dash now has a 5 second cooldown