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Suggested 6.0 abilities/passives

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Suggested 6.0 abilities/passives

Bonzenaattori's Avatar


Bonzenaattori
10.13.2018 , 06:41 AM | #31
Quote: Originally Posted by AdjeYo View Post
Obviously I meant I would be kind of annoyed if such a change were to actually go through, you proposing it doesn't annoy me in the least, don't worry. But my problem with this change is still that it wouldn't help tanks at all, it would just help the dps specs at the expense of the tank spec. They'll be a legendary utility short. I'm fine with helping the defensives of all PT specs along, I just don't agree with your way of doing it. (As a side node I don't really like tying defensive and offensive benefits into a single ability, especially for dps specs, forcing them to choose between survivability and damage). I'd love to see some better and improved utilities (in the legendary and heroic sections especially), but taking away things from one spec to make them utilities is not a good way of doing so in my opinion.
Ok i understand what you're saying, and I agree, losing hurts. It always does and always will.
It hurt when we lost 30% dr vs aoe & stuns, whilst Mercenaries still have that, and although some would argue that it was a necessary change to bring it in line with the rest of the defensive (or tank) demographic of the tank/damage classes, we had this since day one-ish. We should've kept it, especially considering our dear mercenary friends who seems to be getting all the good stuff, still has it, and not divided by spec.

My idea was just to propose that the reverse of this is a proposition for making things slightly better. I'm not going to create an idea for a new cooldown, I'm just not that creative, but I feel like this is a great ability that all 3 specs can gain from. I never said it should've been a Legendary talent either, but you have to understand it would probably naturally fall in line there simply because of the aquisition level of Explosive fuel. That said, putting it in a lower tier utility would be sort of wasteful, when you cannot gain its full potential of use, becuase you haven't the adequate level to gain the ability. The same arguement or perspective could be used with Battering Ram. Considering the level of the abilities' acquisition, it seems pointless to place it lower in the tier lists of utilities based alone on when you acquire the ability.
This could be solved by changing the level you gain the ability, but this doesn't seem likely, it sucks, but it just doesn't, but it would be a great way to solve things

The ability could be merged with Fuel Additives and a completely new ability made for tank spec, maybe somethign that makes Translocate more useful! Like, whenever using the ability, the powertech caster gains the positive effects as well. Or removing the effect condition where using an offensive ability prematurely breaks the benign presence!
Rewarding the caster for using the ability is in my opinion one of the best ways they can make Translocate useful.
This idea is similar to the effect they made with the old school pvp set bonus for juggernauts, where whenever they used intercede/guardian leap. They would gain %maxhp healing. This motivated people to use the ability, by rewarding them, despite the fact its on obvious loss on potential damage, that the global cooldown/cast time could've been used for

Anyway, sorry if anything I said was rude or out of line, it was just a proposed change, it wasn't defined to suggest tanks don't deserve the ability, or should have to choke up one of their utilities for this. But more in line with the definition of, dps specs can benefit from this also, an ability where our main aggression buff can grant defensives as well, giving it a 2 pronged power spike.

SiegePro's Avatar


SiegePro
Yesterday , 01:33 PM | #32
Battering Ram is garbage. The only reason its even in Legendary Tier is because they stupidly moved Jet Charge/Storm to level 59. If you instead got JC/St when you got Grapple it'd be a tier 2 utility at best. I would literally take any other utility, even a lower tier utility, before I'd voluntarily take Battering Ram.

You want to take one of Tank spec's much needed defensive abilities, replace it with garbage, and wonder why people object?

My suggestions for 6.0 Tank Spec.

1) General/All-Specs Change: Swap the levels you gain Jet Charge/Storm with Grapple/Harpoon.

2) Mercy kill "Transpose" and replace it with a much needed "reflect" DCD.

3) Change Oil Slick/Smoke Screen from a accuracy debuff (i.e. applies only to melee/ranged) to an alacrity/speed debuff (i.e. can't get off attacks as quickly... reducing dps in the process).

4) Ion/Plasma Bolt (New Level 71* Passive): Increases the Ion Cell/Cylinder splash damage with High Impact Bolt/Rail Shot.

5) Harpoon/Grapple Volley (New Level 73* Ability): PBAoE version of Harpoon/Grapple that also immobilizes the targets for 2 seconds.

6) Level 75* will obviously be a utility choice.

* If they increase the level cap to 75 they will absolutely adjust the levels the spec skills are gained to odd levels (i.e. 9, 11, 13, 15, 17, etc.) so that your capstone final ability will unlock at level 75.

New Utility 1: Synchronized Volley (Masterful). Your Deadly Onslaught/Artillery Blitz changes from a target zone to a target-based AoE and delivers its damage instantly (damage is reduced by X% to account for getting an extra GCD for additional attacks). This removes the only interruptible attack (and also the only one that requires a double tap/click to activate) and replaces it with a fully mobile, non-channeled option. I place it at masterful tier because the ability to use it as a non-channeled skill can be rotation defining and so should be able to come into play relatively early in the character's advancement (as opposed to Jet Charge/Storm which is currently at level 59).

New Utility 2: War is a Serious Business (Legendary). You no longer laugh like an idiot child every six seconds when your Tactical Accelerator Triggers. This aspect of the Tactics Vanguard is so annoying I would literally be willing to pay a legendary utility selection just to get rid of it.

Bonzenaattori's Avatar


Bonzenaattori
Yesterday , 03:00 PM | #33
Oh no we're putting a garbage utility as a tank passive, in a state of game where literally 5/6 of your legendary utilities are garbage anyway, google search example if its that hard... seriously do yourself a favour
considering like 80% of passives on tank spec are trash, I guess when you finally get something good you don't wana let go of it XD

Aaaaaaand then there's this:
Quote:
New Utility 1: Synchronized Volley (Masterful). Your Deadly Onslaught/Artillery Blitz changes from a target zone to a target-based AoE and delivers its damage instantly (damage is reduced by X% to account for getting an extra GCD for additional attacks). This removes the only interruptible attack (and also the only one that requires a double tap/click to activate) and replaces it with a fully mobile, non-channeled option. I place it at masterful tier because the ability to use it as a non-channeled skill can be rotation defining and so should be able to come into play relatively early in the character's advancement (as opposed to Jet Charge/Storm which is currently at level 59).
I would not want a 30 heat cost channelled ability to be instant cast and then lose damage because its a single global cooldown, when it's vanilla design breaks the rules of line of sight and can channel while moving.
Not only would that starve you out, it would just be bad
pls don't ravage mah blitz

Quote:
New Utility 2: War is a Serious Business (Legendary). You no longer laugh like an idiot child every six seconds when your Tactical Accelerator Triggers. This aspect of the Tactics Vanguard is so annoying I would literally be willing to pay a legendary utility selection just to get rid of it
...Yikes