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My renewed list of changes for PT/VG

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
My renewed list of changes for PT/VG

TalonVII's Avatar


TalonVII
01.23.2018 , 09:18 AM | #1
For this list ill be using the PT as I have played it far more.

1. Allowing PT to use tech blades and staves. Far as VG, they have a handy shoulder cannon to do all the animations with.

2. Oil slick and Translocate. I abhor these two abilities. To me they are worthless. Replace with maybe a shield overload ability that damages everyone in a 5 Meter radius and generates threat. Other ability, maybe a charging ability where you generate all your sheilds into one focal area and using it as a battering ram? Or something else.

3. Responsive safeguards. This should of been a PT ability from the get go.

4. Truama Regulators. Again should of been a PT ability. Though at 50% instead of the current 60 would be good.

5. Jet charge. PUT IT BACK TO LEVEL 2. If Juggs can have their charge at lvl 1, so can PT.

6. Legendary ability Pressure Overide. Make it 15m and perminate instead of 20m and only triggered when using explosive fuel. Or 15 terminate and 20 when using explosive fuel.

7. Make Fusion missile a BH universal ability instead of Merc Specific. I almost never use fusion missile(since I run IO) but on any PT spec, it would be a useful starter attack. Just my 2 credits there.

8. Remove deadly onslaught. The optimus prime knock off frankly looks STUPID. Rather an attack where the PT shoots a bunch of oil, then lights it up with a fireball. That would be far better and more in line with PTs using the fire gauntlet.

These are just my 2 credits. Cause ATM for a tank, I still think VG/PT are not in the same league even as Juggs let alone Assassins.

I think these changes would allow for PTs to get back in there and mix it up with an even chance.

Will all of them work? No. I am sure the Pressure Overides idea would have people screaming OP!!! But Saftey Overrides and TR? Should be on PT. Using tech blades. I see zero problems with that. Getting rid of 2 IMHO worthless abilities on ST with something a bit more useful? Again I don't see an issue. Or if you have ways of making it better, like allowing PTs to light oil slick on fire?

Anyways comment on how ya feel. And I have not given up on making PTs better. I don't want them OP by any means, but they can do WAY better.
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weeklymar's Avatar


weeklymar
01.23.2018 , 09:35 AM | #2
Enlighten me how Oil Slick is useless, it gives you 5 or 10% damage reduction, i would agree translocate is kinda bad i have never used (or possible just never had the need to).

Its not even give PTs the op merc defensive's give us one more defensive skill and let use kolto overload more then once or the course of the 3 minute cooldown that would help out alot.
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supertimtaf's Avatar


supertimtaf
01.23.2018 , 09:42 AM | #3
Well...
Just my two cent, coming from a ranked PT player.

First thing, make Translocate an ability for all spec. Give PT tank another ability instead. This is worthless in PvE and almost always worthless in PvP too, it won't be that much of a gain.
Just keep Oil Slick for tanks too ! If you can't understand how important the accuracy debuff is, then you've been playing tank the wrong way since the start. Imo it could benefit from a reduced cooldown, as well as being a little smaller.

Do not give Fusion Missile to PT whatsoever. Tank PT has already some huge problem when it comes to aoe balance (it will crush you only using aoe in PvP), do not give them another one, for it would just make all of this even worse.

As for the defensive cooldown section...
Imo PT doesn't need to be changed.
Snipers, Merc, Mara are the class that created the imbalance. Once you fix those then you'll be alright by playing a PT dps.

What needs a fix :
-Jet Charge (MAKE IT WORK 100% OF THE TIME) who should be received at a really lower level like before.

-The insane aoe damage of tank PT in dps gear should be fixed as well. Balance aggro generation if necessary, but you shouldn't be able to global a Jugg just by spamming aoe everywhere.

-Heat generation for the whole bounty hunter class. You shouldn't be suffering from energy management issue when playing your spec correctly. You still end up having those issues by playing Pyro, A.P., I.O. and Arsenal. I don't see why sin and sorc are allowed to have a stable energy regen while PT and Merc would be screwed by that. Merc aren't even dealing that much damage anyway.

-About the 30m utility... just remove it. It's not worth it, especially since you cannot use rocket punch nor rail shot at 30m with it. You just end up spamming fillers within 30meters.

-Give back the heal on shoulder cannon.

-Make Kolto Overload work until 40% health. Right now you aren't even allowed to go over execution range, which makes the class terrible in PvP because it will still take a full execute rotation (which are often brutal. Just look at Hatred).



To put it simply : PT don't need a sh*t ton of defensive ability. No class needs it. If nobody died in PvP because of those, what would be the point ? Fix the three fotm of the moment, and fix some changes on the other class and everything will fall into balance. Do not give some bullsh*t like trauma regulator to a class that don't need it to begin with.
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supertimtaf's Avatar


supertimtaf
01.23.2018 , 09:43 AM | #4
Quote: Originally Posted by weeklymar View Post
Enlighten me how Oil Slick is useless, it gives you 5 or 10% damage reduction, i would agree translocate is kinda bad i have never used (or possible just never had the need to).
Oil Slick doesn't give you damage reduction, it reduces the accuracy of every target in its area. The issue is that while every other tank can put the accuracy debuff whenever they want, PT has one on a big cooldown.
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weeklymar's Avatar


weeklymar
01.23.2018 , 09:50 AM | #5
i was thinking of the wrong ability when i was typing, its firestorm that a gives you a 5% reduce from force and tech attacks my bad xD
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TalonVII's Avatar


TalonVII
01.23.2018 , 10:18 AM | #6
Quote: Originally Posted by weeklymar View Post
Enlighten me how Oil Slick is useless, it gives you 5 or 10% damage reduction, i would agree translocate is kinda bad i have never used (or possible just never had the need to).

Its not even give PTs the op merc defensive's give us one more defensive skill and let use kolto overload more then once or the course of the 3 minute cooldown that would help out alot.
I just think oil slick doesn't do enough. That or the cool down is so long that you really can't take advantage of it.
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TalonVII's Avatar


TalonVII
01.23.2018 , 10:24 AM | #7
So I guess no-one had any issue with removing deadly onslaught, using tech blades or removing trans locate. I also liked making oil slick more useful(which is good). Also people liked heat management ideas.

What was not like was transferring Merc abilities for more defensive abilities. Ok I can deal.

Least I totally wasn't off the deep end.
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weeklymar's Avatar


weeklymar
01.23.2018 , 11:47 AM | #8
deadly onslaught is fine the way it is and the tech blade thing they would have to change Hammer shots and put in a melee variant (maybe give them assault from juggs) and some abilities (if not most) require you to use a blaster so they would have to incorporate that as well being able to use them with techbaldes. As well the Cynlinders would have to change too and they may have to incorporate certain skills to accommodate techblades.

Heat management should not be an issue if ur using the class right
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AdjeYo's Avatar


AdjeYo
01.23.2018 , 12:06 PM | #9
I feel like to fix pt, you just do the following:
Buff oil slick a bit (maybe not quite back to the 30% it was before but 20% would be nice, so it would at least be clearly better than the Jugg talent reducing melee ranged damage dealt by all targets affected by intimidating roar).

Buff Kolto Overload, it's very mediocre right now, just make it heal somewhat faster and up to 40-50%, that should really encourage a temporary swap on Kolto Overload, rather than people just bursting through it.

Other than that it would be nice if they could drop pressure overrides and instead make a utility increasing Railshot range to 20m and flame burst range to 15m (or both 15m if you're a meanie and don't like pt's), that should give Pt's somewhat more of a semi melee feel rather than being pretty much a melee dps.

TalonVII's Avatar


TalonVII
01.23.2018 , 01:54 PM | #10
Quote: Originally Posted by weeklymar View Post
deadly onslaught is fine the way it is and the tech blade thing they would have to change Hammer shots and put in a melee variant (maybe give them assault from juggs) and some abilities (if not most) require you to use a blaster so they would have to incorporate that as well being able to use them with techbaldes. As well the Cynlinders would have to change too and they may have to incorporate certain skills to accommodate techblades.

Heat management should not be an issue if ur using the class right
I agree to disagree. Deadly onslaught is just STUPID looking. All of a sudden all these parts that you don't have appear and you spew a bunch of missles. You look like a cheap knock off of Optimus Prime. At Least with VG it's all coming out of the rifle. Why I think more of a flame based attack would be better. Since they want us more pyro inclined with the PT.
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