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Advanced Prototype / Tactics Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Advanced Prototype / Tactics Set Bonuses and Tactical Items
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TonyTricicolo's Avatar

04.17.2019 , 05:25 AM | #11
Tactical items:
*Allow Shatterslug to spread Retractable Blade's dot. (Mentioned)
*When Pyro Sheild is active, instead of attacking nearby enemies it increases protection with each enemies' hit. (Mentioned)
*Kolto Overload's health is raised to 50%, and it's cooldown timer is reduced as you take damage.
*Energy Burst at each stack can now spread electricity to all near by enemies with in 10m, temporarily slowing their movement, and applies a dot plus damage debuff when they they try to move. 1stack=1enemy, 4stacks-4enemies.
*Mutli-grapple: Grappling hook can now pull numerous enemies to your location.
*Sonic Rebounder has been updated to now reflect all damage(single target and AOE) back to it's targets while active for a set duration.

Keeping with in the Melee theme, here's my wish list:
Powertechs can now equip Polearms and Vibroblades
Update Rapid shots with new melee animations.
Change Electro dart to a HeadButt.
New Move: Flying Knee-Powertech uses jetpack to execute a knee to the chest.
New Move: Self Sacrifice-Powertech can deploy a portable nuke(aoe explosion)that sacrifices his health for damage. Can only be usuable below 50% health.
TONY NOVA SWTOR Shadowlands/Star Forge
-STRYDER- SWG Sunrunner/SWGLegends
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PrometheanDeath's Avatar

04.17.2019 , 08:22 AM | #12
I actually like a few of these, mainly the heat cost scales with the stacks for those mishaps of using EB early as more of a QoL affect, but shatter slug spreading blade bleed at the cost of reducing the blade's bleed effect I think is a great idea for AP. I'll kind of refer to the tactical item description that "These should modify one of your Advanced Class/Discipline abilities to work differently" so I won't completely agree with the hydraulics affect. This is just to avoid other other specs from crossing into other specs set bonuses, which I think is their intention.

-Dealing damage with thermal det causes your next rail shot to build 2 stacks of energy lode. this changes the rotation a bit even though it is a dps increase, this also increases our heat buildup with EB costing more so would be interesting.
-While thermal det is on the target, your next mag blast costs 0 heat and detonates thermal det prematurely if applied. Obviously inspired by IO with their det+mag burst, but this also helps with those who find AP's basic attack to be very unfitting with all the tech attacks it uses.
-Retractable blade no longer can be refreshed, bu increase both it's initial and bleed effect by 50%, for those that find retractable blade so satisfying to use, but make it in place of those filler mag blasts so AP is much more involved than the simple "brain dead count to 3 spec"
-Mag blast reduces the CD of thermal det by 1 second when it deals damage, just a simple change to priority and an incentive to those who play PT to learn to push their heat boundary and be very rewarded for it.
I personally think EB already has a great stacking mechanic and think any changes to EB with how it acts would change AP a bit too much so the changes are applied the other spec abilities.

Delani's Avatar

04.17.2019 , 01:56 PM | #13
DPS Powertechs should be given the ability to take flight/fly as an ability. The duration should be the same as force speed.

Spoloma's Avatar

04.18.2019 , 12:41 PM | #14
How about we review new meta first and only then start creating new features for abilities? Otherwise, chances are, we're creating op builds.

Delani's Avatar

04.18.2019 , 06:58 PM | #15
Give dps vangaurd a charge ability, where they charge full force 30 meters ahead of them, absorb 90% dmg and do 5k dmg to all target they hit in their way. Also, vanguards deserve a jetpack jump, that allows to leap anywhere within a 30 meter range.

Valorn's Avatar

04.18.2019 , 08:37 PM | #16
Quote: Originally Posted by KainrycKarr View Post
10% damage reduction for 15% damage loss, when in reality it's just 4% than we would have now? Absolutely not, that is 100% garbage. You're trading a net 4% DR gain for 15% dps loss. Garbage. Throw it out the window.
Your tradeoff assertion (10% for 15% damage dealt) is not what the poster was suggesting. The poster said 10% for 5%, stacking 3 times, which means at three stacks it would be 30% reduction for 15% damage dealt.

Also, we should avoid using numbers if possible in these discussions because they are distractions. We get caught up in numbers that will of course be tuned and miss the general point, which is significant damage reduction in exchange for soemwhat less damage dealt. Instead of picking at the numbers chosen in the example, we should
Be critiquing the tradeoff concept itself. The numbers can and will change and at this point they do more to derail discussion.

Regarding the actual tradeoff proposed, overall it is a reflection of the current state of PT/VGs lack of comparable survival tools. It is understandable, but if we leverage tactical items to address fundamental problems with the class, then we have effectively wasted the tactics slot and it will be a must-have with no other variety.

So I believe we should not be attempting to use tactics to solve class balance problems. Instead we should assume that the rebalancing addresses those problems so tactics do not become an inflexible crutch. So in that respect, I find this damage reduction in exchange for damage dealt reduction fundamentally flawed in that it is leveraging tactics to solve a problem that would be better served by overall class/discipline balance. Such a tactical item should not exist.

Slayvite's Avatar

04.19.2019 , 04:22 PM | #17
Personally I would like some Tactical items that boost the use of grenades.
Possibly some new styles of grenades also, which in turn could add to the loot drop tables for items collected to craft them.
Or reduce the cooldowns on them as they are 3 minute CD at moment.

I just love throwing bombs at bad guys.....or good guys, heck I don't care. I just love throwing things that go BOOM!!!!

Also the Shoulder cannon, items to turn it into a single target with more damage type?

I think my main worry about all this though is that I may want to change my skill class after all the changes.....will there be a way to do this? Like from a Powertech to a Mercenary ?? My char is too old to just delete and start again and I really don't want another BH alt. I have a Main char and I like her but after the changes???

ragtagtroop's Avatar

04.19.2019 , 07:19 PM | #18
First suggestion: Tac item regarding defensives. I'm not saying to make PT invincible, but maybe a tac item that either allows for damage reduction stacks with say rail shot. Rail shot for Ap is definitel something you can use frequently enough to generate stacks.
Another defensive suggestion could be something related to energy shield. Maybe the tac item turns energy shield into a reflect. I know plenty of PTS would love to have reflect, even if it isn't as strong as other classes reflects.
Lastly for defensives: tac item that reduces CD of energy shield or kolto overload. This results in a strict survivability increase for PTS, and it would alter how people use the class.

For rotation itself
Make tact item that causes mag blast and energy burst to use 5 less heat. Its minimal heat difference, but for a class that requires being safe with heat, it would change how aggressive you could be.

Delani's Avatar

04.21.2019 , 06:37 AM | #19
Give PTs jet boost, just like the merc ability, with operative roll resist effects. 2 jet boost in a 10 decond window.

Bonzenaattori's Avatar

04.21.2019 , 03:02 PM | #20
Note: These ideas are based on three things:
1) That tactical items is a new specific item slot whose primary function is to change the way a skill functions or adds an addtional function to an ALREADY existing discipline specific skill. For Tactics, these are as follows: Assault Plastique, Cell Burst, Tactical Surge and Gut
2) That the changes listed as potential ideas consider the fact that set bonuses are a separate design, however can coexist together without necessarily clashing in functionality
3) The ideas proposed are not/do not consider the possibility of new changes expected for future class balancing, and are therefore likely to change to correspond to the updates

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)"

Gut now has a cooldown of 15 seconds, Gut can now be used 15 metres away leaping to the target and applies Smothering Slag if the Heroic Utility is learnt

Using Gut on a target now causes the Vanguard to steal 5% of the target's alacrity, reducing the target's alacrity by 5% and increasing the vanguard's alacrity by 5%, effect can only be applied once, only applies on the last target affected by Gut

Assault Plastique
Assault Plastique's damage is now instant, however it's range is decreased

Assault Plastique now interrupt's the target upon explosion

Tactical Surge
Tactical Surge builds an Energy Lode. Applies once every 9 seconds

Tactical Surge grants Tactical Aggression, allowing the next Stockstrike or Flak Shell to be used off GCD

Using Tactical Surge grants Supression Fire, causing the next Tactical Surge to deal increased range, damage and have reduced cost. Can only occur when Tactical Surge is used consecutively, if any other ability is used then the effect is removed

Cell Burst
Cell burst automatically applies Reserve Powercell on a unique cooldown. Applies once every minute

Cell burst no longer requires Energy Lodes, however has a 45 second cooldown

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.

2 Set - Applying and Refreshing the cooldown of Gut increases the damage of Stockstrike, Flak Shell, Tactical Surge and Explosive Surge by 2% per stack, lasts 10 seconds (max 5 stacks)
4 Set - Reduces the cost of Cell Burst and Assault Plastique
6 Set - High Impact bolt now applies 2 stacks of Energy Lodes
Full Set - Increases Mastery by 3%, kinetic and energy damage increased by 3%