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Talon_Starfire

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Posts posted by Talon_Starfire

  1. For vanguard: tank tree has a DoT effect from stance that will allow it. Always procs on stockstrike.

     

    Tactics tree has gut.

     

    Tactics tree has a ability that makes a HiB automatically crit after using gut (within 15 seconds of using gut). That is my favorite tactic. Get the DoT on 'em then rape them with an insta-crit HiB. Using this in conjunction with the tank ion cell DoT ability, spamming HiB as much as possible is easy. I use a 10/31/0 build for pvp to defend healers, and still be able to put down those pesky mara's.

    Would you post your build please?

    Thanks

  2. It's missing smoke grenade, and that 20% accuracy with a pretty long duration is a big deal considering the short cooldown on it. The harpoon root can only be used once every minute and only lasts for 3 seconds so it's pretty useless (especially considering that you'll usually have your charge ability available with its short CD), but if you want to go for it drop steely resolve, static surge or heavy stock instead.

    Being a tank is about taking as little damage as possible so max out any abilities that help your mitigation first, and then you can balance DPS VS other utility.

    Is this better?
  3. When it comes to considering builds, take into account a number of factors when deciding a talent's value (in this case tanking):

     

    1. Will this talent increase my mitigation/survivability?

    2. Will this talent allow me to hold a single target aggro better? (flashpoint + operation bosses)

    3. Will this help me hold multiple targets / trash packs better?

    4. Will this talent increase the damage of my *key* attacks? (eg. stockstrike, ion pulse..)

    5. Is this talent designed for a PvP environment? (e.g Neural overload 2 second slow)

     

    I suppose making builds isn't difficult once you know what you're aiming for. For example, 'Charge!' provides 50% movement speed increase for 4 seconds after using Storm; yet if you read Storm's tooltip, it already immobilises the target for 3 seconds so what is the actual value of Charge? Not much really.

    How is this?
  4. Talon_Starfire, the Vanguard forums have been filled with so many questions from you recently, I've never seen anything like it.

     

    First of all, are you talking about PvP or PvE tanking? Vanguard tanking in PvP is overshadowed, as it is, by Guardians and Shadows. However in this case you are gonna want to take both of these for maximum mitigation, I'm sure if you want the harpoon root you are talking about PvP since it is worthless in any other situation. I don't see the problem, you can easily get both and the harpoon root like this for example for PvP: http://www.torhead.com/skill-calc#801G0GrbRroGRZMcbZb.2

    I'm talking about both PvP & PvE and not good at coming up with builds.
  5. This is my favorite combination when levelling, even the characters i level strictly by pvp.

     

    In you plan on levelling for pve, slicing is a huge money maker if you sell the items you get (schematics/missions) from missions, plus if gives you some extra cash with the slicing boxes out there. Though UW lets you make some huge cash as well if you sell the blue/purple metals.

     

    However you level, cyber/scavenging lets you make both armoring and/mods every over level, meaning your armor is always up to date (assuming you buy all orange armor pieces at some time, which is very cheap on gtn now). If you took UW instead of slicing, you can even keep yourself in purple (uw need to make purple items) armorings/mods every other level. Then you get the added bonus of making grenades to use, which comes in very handy in pvp and in pve.

     

    Biochem is nice, and i did level that one once. But all you really get with this is a reusable stim you can use (which is alot cheaper to buy on gtn than mods/armoring prices, as you would need 8 of each to keep current). medpacks/adrenels are useless to make, as you either find them in large numbers in pve, or for pvp the wz medpacks are much, much better and you cant make those. Oh, and with cybertech you can make ship parts in you like space missions as well.

     

    Now at 50, the reusable stimpack from biochem will save you tons of money. and at 50 cybertech is just basically a grenade maker (unless you make to sell on gtn, which makes tons of money in armoring/mods). Though if you find/make the armoring/mod 27 items, you will become a very, very wealthy person if you sell them.

     

    Sorry for the length, my fingers just kept typing and typing. But for levelling, my preference with all my characters is to go cyber/scavenging/underworld, and once at 50, since i have multiple 50's now, i switch most of them to biochem/bio/diplomancy to use the reusable stim (i only pvp), and leave only a couple in cyber/saveng/UW to keep making armorings/mods/grenades to sell on gtn and for helping equip my alts.

     

    If this is your first character or you dont have cyber yet, i would definately recommend cyber/scav/UW though, for the money to save/make and utility you have (grenades).

    I have an Assassin with Cybertech, Scavenging, Underworld Trading but most likely using Trooper as main & still deciding on crew skills.
  6. Cybertech works very well for a trooper. Since all your companions use the same stats as you, it is easy to put them in orange gear, keep ears, armoring and mods up to date and use your planet comms for enhancements.

     

    Then post level 50, you have a viable endgame crafter, able to RE mods/armoring/ears for endgame schematics and mats.

    How is Cybertech, Scavenging & Slicing?
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