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3 Questions for PT. Lets DO IT!

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
3 Questions for PT. Lets DO IT!
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THoK-Zeus's Avatar

03.24.2014 , 02:07 PM | #121
Quote: Originally Posted by WillLongstick View Post
You can't look only at a tank class' performance against one damage type. PT's fall behind Juggs and Sins on internal/elemental damage, but PT's vastly outperform Juggs and Sins on fights heavy on Force/Tech attacks that are Kinetic/Energy damage. As for the cooldowns, PT's are fine with what they have. What's getting out of line is how many Jugg tanks are getting with the addition of a free Enraged Defense heal. In 2.7 the balance will be that Juggs have too many cooldowns compared to both Sins and PTs (to the point where I think Jugg's class questions should ask for a nerf to their cooldowns).
PT's are not outperforming Juggs/Sins on f/t e/k damage. Sins and juggs both have a lot more cooldowns against these types of attacks + Sins have a better Shield * Absorb rating then Powertechs. Sins definitly have an edge over pts against f/t e/k damage.
Zahik - NoID - The Red Eclipse

Kooziejr's Avatar

03.25.2014 , 06:30 AM | #122
Quote: Originally Posted by AxeDragoneth View Post
We seem to have stopped progression raiding around the same time, Kooz. My last serious raiding time was around NiM S&V/TFB release.

I think you did a great job formulating all of the questions together and hope the Devs give us more than perception problems and more No. These are things I've been wondering all along about my favorite class/spec/playstyle. . . especially in terms of PVP tanking.
Yes, as a PvP tank I am sure you are aware of some of the shortcomings of the PT tank. Eg., mez ability and inability to mitigate internal/elemental. I will definitely play lots of PvP PT tank too Rahc if some of these issues are addressed.

ReclaimerDonar's Avatar

03.25.2014 , 08:53 AM | #123
So, when are we gonna get some answers?
The Darsten Legacy

Kooziejr's Avatar

03.25.2014 , 09:20 AM | #124
Quote: Originally Posted by ReclaimerDonar View Post
So, when are we gonna get some answers?
Its only been a few days. Please have a little patience. 1 week won't kill us.

Keypek's Avatar

03.25.2014 , 12:38 PM | #125
Quote: Originally Posted by Kooziejr View Post
Its only been a few days. Please have a little patience. 1 week won't kill us.
Well, it has been 8 days. But considering the past history with these questions I'm not holding my breath for anything good. But will hold out hope.
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Capt_Beers's Avatar

03.25.2014 , 12:41 PM | #126
The Commando questions are due on Friday so unless the combat team is planning on being backed up we should have answers tomorrow, Thursday at the latest.
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EricMusco's Avatar

03.25.2014 , 01:07 PM | #127 This is the last staff post in this thread.  
Hey folks!

Here are your top 3 questions, answered:

Question 1 - PvE DPS

This question is plain and simple. Both specs for Powertech DPS are currently parsing on average 10-15% lower than the top classes in PvE and it is a general school of thought Sins and PTs are the worst PvE DPS. Many progression groups are not willing to take a powertech DPS because of their poor performance. What are the development team planning to do to address the lacklustre sustained damage in PvE?

We agree that Powertech/Vanguard sustained damage output currently lags a bit behind some of the better damage dealers in the game right now. We do not currently have any finalized plans to discuss in this regard, but in a future update, we are hoping to increase the sustained damage output of Pyrotech/Assault Specialist Powertechs/Vanguards, likely by giving a boost to the specialization’s periodic damage. Our end goal here is to provide Powertechs/Vanguards with a specialization that can provide competitive sustained damage to their operation groups.
Question 2 - PvP Tanking

There are currently 3 tank classes in the game. Two of these classes have a large amount of crowd control whereas PT tanks do not. Over a 3 minute period a PT tank has a maximum of 19.5 seconds of stun/cc available (3 x 4 [electrodart], and 2.5 x 3 [carbonize]). On the other hand assassin tanks have 48 seconds of stun/cc available (8 x 3 [whirlwind], + 3 x 4 [electrocute], +2 x 6 [spike]). Juggs have a maximum of 45 seconds (3 x 3 [force choke] + 3 x 4 [back hand], + 3 x 6 [intimidating roar], + 3 x 2 (force push). To summarise, the other two tanking classes have well over double the controlling effects that PT tanks do (the root on grapple is easily countered by almost every class!). In arenas and competitive warzones a lot depends on CC of certain members of the opposing team and while PT have some good tools at their disposable, please do not forget that the other tanking classes have amazing tools as well! Are there any plans to address the obvious disparity in ability to apply controlling effects between the three classes by either removing some of their CC or adding some to the PT tank tree?

Although “hard crowd control” (stun and incapacitate effects) is a large component of playing a tank in PvP, we do not believe it is the only deciding factor. Certainly your example highlights that Powertechs/Vanguards have less crowd control over time than their tank counterparts, yet we do not believe this directly correlates to their overall power in PvP. In order to help express why we have this philosophy we want to show you the current win rates for all tank specializations. This data has been gathered over thousands of Warzone Arena matches since the launch of Game Update 2.6 in both solo and group ranked queue.

Powertech/Vanguard – 51.17%
Juggernaut/Guardian – 50.49%
Assassin/Shadow – 47.90%

If you look at the data you can see that the win rates of each tank are actually directly inverse to the amount of hard crowd control the class has. With this in mind we don’t necessarily believe that increasing or reducing a classes crowd control is the correct course of action to take at this time.

However, with that being said, we do have concerns about tanks in PvP. Players tend to feel that they are not as valuable as a pure DPS class or in some cases, even a hybrid tank/DPS. We are looking at ways to increase viability for all tanks in PvP. We don’t have specifics to announce at this moment but it is definitely something on our radar. In fact, this is definitely something we would love to see your feedback on. What could change, or be improved upon to increase desirability of pure tanks in PvP?
Question 3 - General

In both the Pyro Tree and the Shield Tech Tree, there are a number of talents that are negatively affected by certain stats. In Pyro, this is the Prototype Particle Accelerator talent, which has a 6 second cooldown that is thrown off by the 2% alacrity gained in the Rapid Venting talent, which makes it proc less often than intended and throwing off DPS, while in the Shield Spec Tree the talents Shield Vents, Hydraulic Shields and Heat Screen have their procs reduced by the defense chance, as they can only activate if an attack is shielded and a successful defense prevents the shielding roll from even happening. As higher defense values are typically considered better for tanks, and a bonus 6% defense comes from talents and the set bonus. Are there any plans to address these situations where gaining stats hurts the performance of Powertechs when its supposed to improve it?

We generally agree that it does not feel right when things that are meant to make you better end up being more of a side-grade than an upgrade. For the Pyrotech/Assault Specialist, we can probably trade that 2% alacrity in Rapid Venting/Recharge for 2% ranged and tech critical chance in a future update.

For the Shield Tech/Specialist, we can probably reengineer it so that misses and resists will also trigger Shield Vents/Cycler and Hydraulic/Static Shield, but Heat/Power Screen already has another way to be triggered offensively in addition to triggering when an attack is shielded. So triggering Heat/Power Screen off of misses and resists might be taking this idea a bit too far – we will need to investigate it further before making a final call on that particular skill.

All of these changes could potentially come as early as the 2.8 update, but the community team will update you if that is not the case.
Thanks everyone,

Eric Musco | Senior Community Manager
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ronniehenlau's Avatar

03.25.2014 , 01:15 PM | #128
Decent answers, more or less. About pt/vg tank, is this linked to spec?

Keypek's Avatar

03.25.2014 , 01:32 PM | #129
Yeah not the worst they've ever posted. Wish they'd taken my advice months ago when they kept nerfing the DoTs to try and nerf the hybrid only to nerf the 36 trees themselves. Now that they realized to attach tree stances with certain abilities to prevent hybrids we're left with the scorched earth DoT nerfs they left. Oddly enough they are about to make the exact same mistake with merc/mandos but that's another conversation.

Anyway, unnerf some of the DoT damage to IR/IM and/or to plasma cell and problem solved. The idea to switch alacrity to crit is an excellent idea as well.

Tank suggestions
One thing I always thought tanks lacked in this game was a way to buff your groupmates themselves. The guardian/jugg has a small ability to do this with aoe taunt and guardianship/sonic wall. Actually would give some nice utility to tanks to give each one something similar to this for both pve and pvp. It wouldn't effect the tank thus not making them able to tank more in pve or pvp. But be able to mitigate some damage to the group in certain aspects. Maybe VG/PT deploys mini shields to group increasing his groupmates armor by a percent or value for 10 seconds. Shadows increase his groupmates awareness for 10 seconds increasing their defense by a percent/value. Guardians boost his teams morale increasing their healing received by a percent/value for 10 seconds.

Just spit balling these off top of my head. But would be cool to give a "buffing" component to tanks as well since this game doesn't really have a buffer type class really. Sort of hybridize, is that a word?, into the tank class a little.
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LyndaeshaFreykaa's Avatar

03.25.2014 , 01:34 PM | #130
Quote: Originally Posted by ronniehenlau View Post
About pt/vg tank, is this linked to spec?
I also wonder how these numbers are determined, given the floods of lolhybrids that have been around for quite some time.
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