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Shield Tech / Shield Specialist Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Shield Tech / Shield Specialist Set Bonuses and Tactical Items
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Menoeloe's Avatar


Menoeloe
06.25.2019 , 06:27 PM | #31
Quote: Originally Posted by steveerkcanjerk View Post
As a powertech tank main here are some suggestions.

Tactical Item (Liquid Fuel): Once oil slick is applied using a proceed firestorm will incinerate the the oil putting the engulfed debuff on up to 8 targets who now have additional 10% reduced damage and 5% dmg taken increase.
Love the above, just wanted to add on to it - If using Carbonize on the Oil Slick, it freezes all targets affected by the slick, lowering their alacrity for 15 seconds and increases damage taken from flame by 5%.

As PT Tank, some other Tactical Item ideas come to mind.

Spoiler

fahdashq's Avatar


fahdashq
07.05.2019 , 03:13 AM | #32
I've seen a couple people say it already and I think a multiple pull would be cool too. While yes decent raid groups / teams will get things to pile up, it tends to be a bit harder with pug groups that jump in at the same time as the tank but to different targets off to the side. Here is my take on it.

Neutron Warheads: Sonic Missile now implodes, pulling all targets affected to the point of impact, and resets Jet Charge. Can only affect up to 2 players in PvP. Players cannot be targeted by Neutron Warheads more than once a minute.

Grapple Salvo: Sonic Missile applies Tethered to all affected targets for it's duration. If Grapple is used on a target affected by Tethered, all additional tethered targets will be pulled as well. Tether can only apply to 2 players. Players cannot be targeted by Tethered more than once a minute.

Truncated Baffles: Flame Sweep range increased by 16 meters, damage reduced by 35%, and threat generated increased by X%.


No idea what to do about set bonuses, maybe apply a damage reduction up to X% any time you are hit more than 3 times in a one second period. My focus here is making PTs the king of add management since sins have the mechanics cheese, and jugs are yet to be seen (probably just get more heals or damage reduction). I also want to make tanking and aggro management a tad easier for newer and inexperienced players.

GhOsTPrOz's Avatar


GhOsTPrOz
07.07.2019 , 08:53 AM | #33
Quote: Originally Posted by fahdashq View Post
I've seen a couple people say it already and I think a multiple pull would be cool too. While yes decent raid groups / teams will get things to pile up, it tends to be a bit harder with pug groups that jump in at the same time as the tank but to different targets off to the side. Here is my take on it.

Neutron Warheads: Sonic Missile now implodes, pulling all targets affected to the point of impact, and resets Jet Charge. Can only affect up to 2 players in PvP. Players cannot be targeted by Neutron Warheads more than once a minute.

Grapple Salvo: Sonic Missile applies Tethered to all affected targets for it's duration. If Grapple is used on a target affected by Tethered, all additional tethered targets will be pulled as well. Tether can only apply to 2 players. Players cannot be targeted by Tethered more than once a minute.

Truncated Baffles: Flame Sweep range increased by 16 meters, damage reduced by 35%, and threat generated increased by X%.


No idea what to do about set bonuses, maybe apply a damage reduction up to X% any time you are hit more than 3 times in a one second period. My focus here is making PTs the king of add management since sins have the mechanics cheese, and jugs are yet to be seen (probably just get more heals or damage reduction). I also want to make tanking and aggro management a tad easier for newer and inexperienced players.
The pull thing is just not needed in PVE and would be broken in PVP. Tanks have an AOE taunt, if you can't get what you want grouped up after 2 AOE taunts then you don't need it grouped up. In PVP pulling an entire ranked team towards you? And then having the only hard Aoe stun in the game? Broken.

I'd much rather see a new cool down or a new way to help team mates
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Menoeloe's Avatar


Menoeloe
07.07.2019 , 03:05 PM | #34
Quote: Originally Posted by GhOsTPrOz View Post
The pull thing is just not needed in PVE and would be broken in PVP. Tanks have an AOE taunt, if you can't get what you want grouped up after 2 AOE taunts then you don't need it grouped up. In PVP pulling an entire ranked team towards you? And then having the only hard Aoe stun in the game? Broken.
I'm going to disagree about PVE. I agree to a point and could see the potential issues for PVP.

In order to group things up nicely, I usually end up LOSing most mobs as ranged units wont group up too well. The single grapple helps, but doesn't cut it with it's CD on most mob pulls. Being the only tank with a multi-grapple would be a nice touch, saving time on the pulls. I imagine it could be a conservative pull. An AOE circle like the deadly onslaught missile attack.

Plus, it's already in PVE. Some companions on Tank have the ability "multi-grapple." This really just seems like a next step. Tactical items are about creating your own play-style. Multi-grapple could fit right in.

GhOsTPrOz's Avatar


GhOsTPrOz
07.08.2019 , 09:36 AM | #35
Quote: Originally Posted by Menoeloe View Post
I'm going to disagree about PVE. I agree to a point and could see the potential issues for PVP.

In order to group things up nicely, I usually end up LOSing most mobs as ranged units wont group up too well. The single grapple helps, but doesn't cut it with it's CD on most mob pulls. Being the only tank with a multi-grapple would be a nice touch, saving time on the pulls. I imagine it could be a conservative pull. An AOE circle like the deadly onslaught missile attack.

Plus, it's already in PVE. Some companions on Tank have the ability "multi-grapple." This really just seems like a next step. Tactical items are about creating your own play-style. Multi-grapple could fit right in.
I just think it would be useless anyway. Most adds in raids, especially Master Mode can't even be pulled so it would be pretty useless in PVE. As I have said a dozen times I would much rather see a useful cool down that allows us to finally be even with Shadow and Guardian tanks.

Either of both of my cool downs would be a step in the right direction

Shield Stabilizers - 10% Shield Rating for 10 Seconds, additionally grants 5 stacks reducing the next unshielded hit you take by 5k (maybe 10k for 6.0) each. Any stacks left after 10 seconds will restore 5% health per stack. Can be used on other players. 1m30s CD

Ultimate Sacrifice/Desperate Measures- Become immune to all damage for 6 seconds, however if you take lethal damage during the duration of the 6 seconds your health drops to 15% after the 6 seconds is up. 3m CD

If vanguard got one or both of those CDs they would be in a lot better place. Shield Stabilizers cements them in their role of being the least spike damage tank. And I think it's creative in the sense we haven't seen anything like it before.

Ultimate Sacrifice (VG) / Desperate Measures (PT) would allow the class to finally have a damage cheese like blade blitz, reflect, resil, stealth resil, and force speed. We would finally have one, and it wouldn't be too over powered. The longer cool down would mean you only used it when you really needed it and the drop to 15% would allow Adrenaline rush to combo well with it. I also feel it fits well with VG/PT tank as they are supposed to be the tank class that endures anything.
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Loubibou's Avatar


Loubibou
07.08.2019 , 10:36 AM | #36
Quote: Originally Posted by GhOsTPrOz View Post
I just think it would be useless anyway. Most adds in raids, especially Master Mode can't even be pulled so it would be pretty useless in PVE. As I have said a dozen times I would much rather see a useful cool down that allows us to finally be even with Shadow and Guardian tanks.

Either of both of my cool downs would be a step in the right direction

Shield Stabilizers - 10% Shield Rating for 10 Seconds, additionally grants 5 stacks reducing the next unshielded hit you take by 5k (maybe 10k for 6.0) each. Any stacks left after 10 seconds will restore 5% health per stack. Can be used on other players. 1m30s CD

Ultimate Sacrifice/Desperate Measures- Become immune to all damage for 6 seconds, however if you take lethal damage during the duration of the 6 seconds your health drops to 15% after the 6 seconds is up. 3m CD

If vanguard got one or both of those CDs they would be in a lot better place. Shield Stabilizers cements them in their role of being the least spike damage tank. And I think it's creative in the sense we haven't seen anything like it before.

Ultimate Sacrifice (VG) / Desperate Measures (PT) would allow the class to finally have a damage cheese like blade blitz, reflect, resil, stealth resil, and force speed. We would finally have one, and it wouldn't be too over powered. The longer cool down would mean you only used it when you really needed it and the drop to 15% would allow Adrenaline rush to combo well with it. I also feel it fits well with VG/PT tank as they are supposed to be the tank class that endures anything.
Great Idea!!!!

fahdashq's Avatar


fahdashq
07.08.2019 , 08:59 PM | #37
Quote: Originally Posted by GhOsTPrOz View Post
The pull thing is just not needed in PVE and would be broken in PVP. Tanks have an AOE taunt, if you can't get what you want grouped up after 2 AOE taunts then you don't need it grouped up. In PVP pulling an entire ranked team towards you? And then having the only hard Aoe stun in the game? Broken.

I'd much rather see a new cool down or a new way to help team mates
Couple of things here, first being that you completely ignored the fact that I put limitations for use of those abilities in PvP, so there is no way you're pulling the entire team to you unless you have 2 tanks in 4v4 or 4 tanks in 8v8. As for just being able to magic mobs together with aoe taunt, that rarely happens when it is needed because the taunt doesn't last long enough to get things grouped up. If you have a jug, merc, sniper, etc. throwing down aoe dmg while you're trying to gather stuff up, they are gonna get about half way and then stop and start attacking them. And while yes, it wouldn't be great for higher content with immune mobs, it isn't aimed at that.

Finally if you have been paying attention to what has been shown so far, tactical items augment abilities that you already have or are getting (this being aimed at your post further down with the suggestions in it). I do agree either of those would be nice as the new skill that we could receive, neither seem to fit what has been laid out as tactical items so far. You also have to remember these seem to be items that augment the play style, not permanently change it.

GhOsTPrOz's Avatar


GhOsTPrOz
07.08.2019 , 10:41 PM | #38
Quote: Originally Posted by fahdashq View Post
Couple of things here, first being that you completely ignored the fact that I put limitations for use of those abilities in PvP, so there is no way you're pulling the entire team to you unless you have 2 tanks in 4v4 or 4 tanks in 8v8. As for just being able to magic mobs together with aoe taunt, that rarely happens when it is needed because the taunt doesn't last long enough to get things grouped up. If you have a jug, merc, sniper, etc. throwing down aoe dmg while you're trying to gather stuff up, they are gonna get about half way and then stop and start attacking them. And while yes, it wouldn't be great for higher content with immune mobs, it isn't aimed at that.

Finally if you have been paying attention to what has been shown so far, tactical items augment abilities that you already have or are getting (this being aimed at your post further down with the suggestions in it). I do agree either of those would be nice as the new skill that we could receive, neither seem to fit what has been laid out as tactical items so far. You also have to remember these seem to be items that augment the play style, not permanently change it.
I wasn't suggesting them as tactical items first of all. And secondly I just don't think "add management" is a big enough issue for a multi-grapple to even be a thing. As I said it would be useless in Raids.

I put in my 2 cents about tactical items earlier in the thread. A pull would just be such a waste, and frankly I don't think (and hope to god) it wont happen because its just.....not even remotely a good idea, sorry. Agree to disagree.
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fahdashq's Avatar


fahdashq
07.21.2019 , 11:14 PM | #39
Firewall - Translocate no longer swaps places. Targets debuffs are transferred to you, and defense chance increased by X%. Translocate no longer has a cast time.

Thought of this while doing a operation earlier and discussing with a new PT tank how useless translocate currently is. When he got the giant red circle dot on the Calphayus fight and ran away, I thought how useful it would be if he could take that debuff from dps and such, and tank it to the side so they could stay on the boss. There are a bunch more instances where this could be useful like cascade on izax, various armor debuffs that would normally cause a tank swap, and so on.

Another variation of it could be transferring your debuffs to the target or guarded target, but I like the first take on it more.

GhOsTPrOz's Avatar


GhOsTPrOz
07.22.2019 , 07:12 AM | #40
Quote: Originally Posted by fahdashq View Post
Firewall - Translocate no longer swaps places. Targets debuffs are transferred to you, and defense chance increased by X%. Translocate no longer has a cast time.

Thought of this while doing a operation earlier and discussing with a new PT tank how useless translocate currently is. When he got the giant red circle dot on the Calphayus fight and ran away, I thought how useful it would be if he could take that debuff from dps and such, and tank it to the side so they could stay on the boss. There are a bunch more instances where this could be useful like cascade on izax, various armor debuffs that would normally cause a tank swap, and so on.

Another variation of it could be transferring your debuffs to the target or guarded target, but I like the first take on it more.
I'm not sure I understand, the tank gives debuffs or takes them?


Either way this doesn't sound like it would be useful, so many fights you wouldn't want to risk accidentally transferring a Debuff to a tank or a dps (Tank giving DPS fearful on Z n T, DPS giving tank a stack of DD on Tanks) Most the time it wouldn't really contribute anything meaningful to the raid group and in PVP it just sounds like a good way to global yourself.


I would really like to see Vanguard get some new and useful things to their kit that not only feel new and fresh but would take away our "worst tank" status and atleast make us tied with the others.

That said Transpose has its niche uses. I've used it to swap spots on Tyrans with a DPS who got cut off and had no leap. You can use it to get people unstuck, it's particularly useful in Ranked PVP especially against heavy melee comps. If you actually read what it does too, you would realise it's amazing to use it on a shadow or scoundrel right before they attempt a stealth Rez. It's very situational but it can be useful.
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