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KnightTyler

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Everything posted by KnightTyler

  1. I think blue would work fine if its the proper hue and Blue is a friendly color. How about Blue for friendly protection and Purple for enemy protection. 3 toggable options in a new sub-menu called Protection under Flytext menu in Settings. Flytext: Protection Self - when you are damaged, blue flytext will pop-up showing how much damage was mitigated by the protection of a friendly taunt/guard from enemies attacks. Flytext: Protection Allies - when your allies are damaged, blue flytext outlined with green border around numbers will pop-up showing how much damage was mitigated by the protection of a friendly taunt/guard from enemies attacks on your allies. Flytext: Protection Others - when you provide protection, you can see blue flytext pop-up on allies showing how much protection you are providing.
  2. No problem, but its not my guide it is KeyboardNinja's aka KBN. He does most of the tank theorycrafting on these forums and has really informative posts.
  3. Add up your Shield Rating, Defense Rating, and Absorb Rating to determine your total stat budget. Once you do that, follow this guide based on what your current budget is. For example: lets say you have a total stat budget of 3200. Using his Average table, you would look for [3200,{defense->540,shield->1499,absorb->1160}}] under the Vanguard spoiler. This means that you would want to add/take away Shield Chance until your rating gets around 1499, add/take away some Shield Absorption till it gets around 1160, and add/take away some Defense till it gets around 540. You want to get as close to those numbers as you can given your current Total Stat Budget. The example above would be the most optimal, average mitigation for a stat budget of 3200. If you wanted to gear for some extra Endurance, just use the lettered B mods while trying to keep your ratings around the figures they need to be at for your Total Stat Budget.
  4. Blue Protection Flytext. <--- Would make tanks more appreciated when people see that they are being protected.
  5. It is working as intended. It grants immunity to movement impairing effects being applied to you for the duration. It does not cleanse movement impairing effects already applied to you, simply grants immunity to more of them being put on. It works similar to using a defensive cooldown right before you know you are going to be hit for big damage, except instead of trying to predict big damage you are trying to predict when you will be movement impaired. If you are looking for a "removal" talent, take a look at Peaceful Focus. It cleanses everything on you that can be cleansed, which is stuns, slows, roots, snares, etc... It does not however prevent more of them being applied to you after you remove the first batch.
  6. I did include changes and suggestions if you read what I posted lol. Though I didn't offer any completely new "ideas" I have some thoughts on my notepad but they aren't quite ready to be discussed yet. I did offer suggestions centered around what your ideas were though.
  7. I don't think the external healing debuff would be necessary, considering no other class has to nerf the healing they receive. Rebuke being 20% puts them right under tanks in terms of Damage Reduction so I think it is fine right where it is. Note: Rebuke's tooltip needs to be reworded to state it grants +20% damage reduction, instead of saying it reduces damage taken by 20%. Rebuke's tooltip says it reduces damage taken by 20%, but it actually increases base Damage Reduction by 20%. The effects are similar but calculated in a different way. The leg slash one would more than likely get Sents killed more, since they will be stunned most of the time and if they hit an enemy with Leg Slash and it wore off, they would just take anywhere from 2-6% more damage. This is a really cool idea, but a cooldown needs to work in a PvE AND PvP situation so I don't really see a way to balance this to work for PvE. Ill think about this some more though since this is a neat idea. I like the idea of a disengage to break damage for a second. I made a similar suggestion in another thread called Defensive Leap/Averting Leap. I like your idea since it allows Sentinels to peel for an ally while getting out of whatever danger they are in; Where as my idea gave a different effect for each Saber Form, relative to the theme of that form. Sentinels would be fine with either one as long as it allowed them to get out of a bad situation quickly. I don't like the idea of Force Camo having to be our escape and I wish it was designed around an offensive "ambush" if you will. Especially since the duration is so low compared to normal "Stealth."
  8. Because popping Resilience or Deflection (with Sturdiness) and Force Speed (with Egress) in Huttball isn't OP? And Storm granting 30% movement speed continuously as long as you get attacked, combined with 75% Hold the Line in Huttball isn't OP lol? Combining the right talents can grant Vanguard 45% base movement speed all the time(as long as they remain attacked), and an additional 75% during Hold the Line for about 6 seconds (10 with utility). Its about time that Defense tree got a short duration immunity on leap. Ive got some ideas for it on my tank suggestions thread.
  9. Shadow's and Guardian's both suffer on a combat dummy. Shadow's resource regeneration relies on them shielding, deflecting and parrying attacks so they can maintain a fluid rotation. As far as initial threat/damage goes, they would be fine on a dummy but when you are talking sustained threat/damage they suffer just as bad as Guardian's do. (Right now Guardian's have an abundance of Focus due to: Cyclonic Sweeps talent/Visionary passive, Focused Striking passive, Courage talent, Combat Focus and ability cost in general being reduced, all just allowing you to not worry with Focus costs. Don't quote this word for word but In a stream they said they knew it was a problem and that it would be addressed down the road but they didn't have the time to deal with it before 3.0 hit.) I think we should all just be patient and let the Devs enjoy their Christmas and New Year and Im sure they'll get around to answering a lot of concerns after the holidays. They are people just like you and me, with their own friends and families that they want to spend time with as well. Edit: In the real world, Energy Blast's cooldown can be shortened to 7.5 seconds if you shield an attack or trigger Ion Cell so the actual cooldown isn't 3 times Riposte's. Riposte is 5 seconds at 60, and 4 seconds while under Saber Ward, which no one in their right mind would waste Saber Ward just to maximize Riposte lol. Its just a little extra "oomph" while Saber Ward is active. Dummy parsing wont be as accurate as we need it to be to compare the things we are talking about so the only real solution is to play content and parse, parse, parse.
  10. Guardian Tanks and Juggernaut tanks do not get an immunity to stuns as of now, though it is something I would like to see. Vigilance Guardian and Vengeance Juggernaut, which are DPS specs, have a 4 second immunity to ALL control after a Force Leap or Force Charge. All Guardian and Juggernaut specs can spec for Enure/Endure Pain to grant immunity to movement impairing effects (through Heroic Utility True Harmony/Through Power, respectively) like: slows, roots, etc... but this does not protect them from hard stuns or incapacitates. I posted in another thread (post #7) talking about immunities as well, and its more detailed.
  11. Electronet- target cant no perform stealth, immunities, or Regen Already keeps stealth classes from escaping. Id rather see this progressively slow the target to a snare, so lets say you cast Electro Net and it slows them for like (5) seconds. If they keep moving, it refreshes the duration and on refresh it slows them an additional (X%), If it refreshes a (3rd) time or so, all remaining damage it would have dealt is dealt, and it roots the target in place for 2-3 seconds maybe. Something like that. Hydraulic overrides- immune to force leaps I don't really see the need in this since the immobilize of Force Leap wont even affect you when they jump and you will already be away from the Jug when he lands. Death from above (idea taken by ThrellJonez)- immune to all melee during the cast Cool idea but not sure how it would work on Commando's. Also, is it really melee classes that are giving Commando's problems? I asked this in another thread but never got a reply. On my Commando, I handle melee classes just fine because I don't stand there while they beat on me. I use this analogy: I don't go into the ocean and expect to fight a Shark fair. The shark shouldn't expect to come onto land and fight me fair. In otherwords, if melee are on you you need to kite lol. Ive seen so many bad mando's just stand still and take the beating, in the shark's territory. Your territory is range, so keep range. Electro dart- now roots enemies till it explodes Not sure what you mean by Electro Dart but Ill assume Sticky Grenade, and I don't think its necessary with some of these other ideas you posted. Though, it may be an interesting idea to cause Sticky Grenade detonation to apply Electro Net to all targets hit by the detonation, if the detonation initially hit a target already under the effects of Electro Net. Additionally causes Sticky Grenade to detonate on impact while below 50% health. This would be an AoE snare/hinder for Commando's and would probably fix the "being focused" problem. Electro Net and Sticky Grenade damage would have to be scaled down a little bit. Rocket punch- knocks target back (old school style and no more root) Id like to see this removed for Commando's altogether. I think the only reason its still here is so that Commando healers have 1 little thing to tie them to be the "frontline medic." Id say give all Commando's a passive that makes 1 of these knock back a target (X) meters if they are within 10m of you: Either High Impact Bolt/Mag Bolt, Full Auto/Boltstorm, or Explosive Round. Personally Id prefer it to be Explosive Round. It just has that little "oomph" that makes it look like it would knock a target back. Give it a proc rate of once every 12-15 seconds or so. Energy shield- deflects half damage done to merc No reason for this, you aren't a Jedi that just deflects stuff with force powers and lightsabers so Id rather see something that fits the theme of the "Trooper." Think of your Commando of having a "toolkit" specifically for the theme of that class. Kolto overload- can be used during stun I feel like this should be baseline for both Commando's and Vanguard's. An adrenaline rush doesn't usually build up over time, it happens all of a sudden when you most need it. Kolto dart- heals one tick of half you currently healed Not sure what you mean here. Super charge- increases DR by 10% Not sure how necessary this would be considering the only real problem people complain about is "being focused" and 10% damage reduction on a mechanic you use rotationally doesn't really help under focus fire.
  12. Not sure if you mean Guard as in node Guard or Guard as in Guarding players with the ability Guard lol. But anyways all tanks are pretty close as far as effectiveness. In my opinion, the best class to "Node Guard" is not a tank. You want your tank's on the front line, controlling the battle while taunting, debuffing and protecting other teammates. The best class to "Node Guard" in my opinion would have to be Scoundrel DPS or Shadow DPS. I prefer Scoundrel's to node guard cause they can solo most people 1v1 if its a single capper, and if they get in a bind (a bind? whats this guy talking about? Sedatives anyone? lol) they can Cloak out and heal up while biding enough time to call out and interrupt a capture. I prefer Shadow DPS lurking in the Shadow's near the frontline fighters taking out high priority targets like healer's, since they don't have any true self-heals (excluding Serenity OPness lol) they are better doing this because they can benefit from an allied healer, where as the Scoundrel DPS can just heal themselves. If those 2 stealth classes aren't available then I prefer a Gunslinger to put his back to a wall by the node since they can really lock down a zone with their stealth detection and they can handle themselves in most 1 on 1's. If you are talking about Tanks Guard ability protecting someone, then they are all great. Vanguard can stay within 10m of the guarded target much better since they have plenty of ranged attacks. Shadow's and Guardian's are about the same as far as effectiveness. Shadow can get around much better with proper phasewalk placement so you can always be where you need to be. Guardian's can peel a little faster than the rest due to Guardian Leap but its all just situational.
  13. Im curious of this myself and I haven't got around to testing it. One thing Id like to note is I would have rather seen the "Reflect Shield" on the Guardian's AoE taunt and the "Absorb Shield" on the Vanguard's AoE taunt, thematically speaking. Then of course Shadow should get a "Heal Shield" so that they all 3 bring their own "themed" utility to the table. It just makes sense to me, again I say thematically speaking, that Guardian's Reflect, Shadow's Heal, and Vanguard's Absorb. All effects are awesome so it doesn't really matter, Im just saying what I would've done if it had been my call.
  14. In the PvP section of the Stat Distribution KBN states: We don't have any updated information yet for the changes that came with 3.0 so for now the best thing to do would be to stack shield and absorb, since the majority of damage in PvP is Force/Tech. If you have a dedicated healer you run with, Ive heard of people stacking Endurance as much as they can, as to increase the TTK by having such a huge health buffer for healers to react with. I prefer mitigation over Endurance so Ive never really got around to testing Endurance stacking for PvP (though I plan to one day). BIS relics for PvE are Reactive Warding and Fortunate Redoubt, but with PvP I think its safe to say that you can replace Fortunate Redoubt with Shield Amplification.
  15. You cant just smash buttons as a warrior. Warrior's have to build resources, then release it so most of the time their damage is back-ended where as other classes all start with full resource which means they can frontload their damage. Melee is always harder to play than ranged classes because you have to micromanage usually more complex rotations, awareness/movement, and survivability all at once. That's not to say that some ranged classes aren't hard, its just that melee has more obstacles they have to face before they can achieve maximum potential. Taken from another post which summarizes views: There is typically more stuff to watch out for on the ground in melee range. Positional requirements for melee cause you to actually have to chase mobs around while doing your rotation at times. Melee have more down time running to and from mobs. At times it is harder to see things you need to watch out for with everyone's spell effects flying over your head and under your feet. As a ranged you can just stand there an turret bosses most of the time with your +30m range abilities and occasionally move for things that are very easy to see on the ground cause it isn't so clustered at ranged. Melee are also more susceptible to AoE and Stuns which halt their uptime. Ranged usually have much more uptime in a fight than Melee do. OP's Question Regarding easiest class to play, it would all come down to personal preference but I would say Gunslinger is the easiest class Ive played. Really good cooldowns, utilities and they hit like a truck. Commando/Vanguard would be a close second/third. Gunslingers have so many tools to keep people and npcs off of them its unreal. The reason people focus them in Arena's isn't because they are squishy, they have good cooldowns no matter what people whine about (every class will get wrecked if people focus you.) Its because if you leave a Gunslinger alone they will destroy everyone lol. Ive got a buddy that hit a 18.3k in an Arena the other day because they didn't focus him, they tried to tank tunnel while I was swapping guard's around. At end of round, they noticed he hit a 18.3k so they focused him on the second round, where they stayed alive much longer that time around (our Sent DPS kept getting stunned). He also hit a 22.6k on Yavin 4 but Im pretty sure the guy he hit was wearing PvE gear lol. I heard someone in Fleet chat say they hit a 24.3k with Force Breach (3 stacks of Breaching Shadows) on their Shadow but I wasn't there first hand to witness that. All in all, I recommend you think about what type of playstyle you like the best, what theme feels right for you personally, then choose that class. Stick with that class through the ups and the downs, and maximize that classes potential. Anybody can "play" a class, but there are only so many people who actually "master" that class. Pick what you enjoy the most and have fun. That's the most important thing. Whatever class you choose, be the best at it.
  16. The people running Tank specs in DPS gear have more damage than if they were in tank gear sure, but they are in no way going to top any other skilled DPS in damage. They also have a little more survivability than a regular DPS, but they have no where near the same amount of survivability a true Tank does. Half the players that run these "Hybrid-Geared" Tanks are usually just trying to top the leaderboards and they contribute nothing more to the team but "big numbahs" at the end. They cant finish people quickly enough, or even at all if the enemy team has healers, and they cant survive as long as a tank does so they are pretty much there to just be there. Their objective points and protection is usually low as well. A warzone is not won by beating on a target that you cant kill just for big numbers sake, it is won by teamwork and playing the objectives. I disagree with your assessment that tank damage needs to be lowered. Tanks need to be considered a threat just as much as anybody else is and its not like they are hitting that hard. Only people we hit hard on at the moment is people who don't have full expertise yet and the more people keep gearing you will see the shift in tank damage decline. Its already rare enough to find tanks in warzone and lowering damage wont help anything. Should a tank hit as hard as full DPS? No, but we should hit hard enough to harass the enemies and be a thorn in their side. Biggest problem Ive noticed since 3.0 is healers are nearly impossible to kill, all 3: Commando, Sage, and Scoundrel. This could be because DPS classes aren't fully geared yet, but right now healers are just putting out so much healing, combined with longer cooldown interrupts its almost impossible to kill them unless your whole team focuses them. This may be intended but, Ive also found it hard to maintain new Trauma debuff on enemies that Tanks recently got because 6 seconds flies when you are trying to maintain mitigation while people are kiting. I know its a lot easier to maintain it with my Vanguard than my Shadow and Guardian. Shadow feels like they need Shadow Strike to also apply it then I could keep it up much easier cause it usually runs out during me using my Shadow Wrap proc to reset Project instead of using Double Strike or Whirling Blow. My Guardian needs Riposte back off-GCD because he just doesn't have the same flow that he used to and Riposte needs to apply the trauma debuff as well if its intended for tanks to maintain it 100% of the time, unless they want it to be a trade-off. Right now Im so busy trying to maintain my mitigation with my Guardian and Shadow that trauma falls off often. TL;DR Players that are doing this need to choose what they want to do, Tank or DPS. Then they need to PTFO. Just cause you are a DPS doesn't mean you cant "protect" others, you can easily peel for healers and other teammates by putting pressure on the enemies hitting them, either by big burst or control.
  17. Few things to consider: 1.) You are not in endgame 60 PvP. I can only assume you are taking advantage of the new "bracket extension" of 30-59 and you are probably in fully augmented PvP gear which is why you are dealing so much damage. You have big pretty numbers right now cause you are wrecking people who don't have any Expertise. 2.) Even considering your damage, your Protection is ridiculously low and so are your Objective points, which tells me you were spending most of your time trying to slaughter folks instead of playing objectives. This is also why the match is so close, 0% and 2%. Looks to me like there was a good bit of healers on both sides which will naturally extend the length of a match, hence your numbers. 3.) At 60, Tank spec with DPS gear will give you a little better damage than tank gear, and a little better survivability than a normal DPS spec sure, but you are in no way as survivable as a Tank is and you will not outperform a skilled DPS class by no means.
  18. I had similar feelings as well, though I didn't get teary-eyed lol. It was like a moment of nostalgia and especially when your Knight tells [iNSERT SPOILER HERE] the reason why you fight. I felt like the dialogue was perfect and it truly made me feel like a Jedi. I look forward to seeing more of these in the future!
  19. I had been following the game since it was originally announced, pumped to play my own, personal story in the Star Wars universe. I had just graduated High School in May and I was skipping a semester before I started my freshman year at College. I remember downloading the beta on my $1800 XPS Laptop at the time and I had the laptop sitting on the edge of the bed, where it fell off and fried the Motherboard when it hit the ceramic tile. Needless to say I was very angry, also taking into consideration I lived in a rural area where the maximum download speed was 1.5Mbps. My girlfriend let me borrow her Dell Inspiron she had just got for Christmas so that I could at least start playing the game, but her laptop wasn't as powerful as my XPS was so I had to settle for low graphics until I was able to get another computer. I remember carefully skimming through servers seeing if the names I wanted were available until me and my friends who were playing finally came across Elysium. Elysium was the best server I've ever been on in any game. Everyone on the Republic side was amazing in PvP and we hardly lost. People were very nice and friendly running Operations and I remember when our guild ran Eternity Vault for the first time just how amazed we were at the game. I preordered the Collector's Edition as soon as it was available and I have stayed subscribed to this game since Day 1. I love this game. P.S. I also got around to getting a new Alienware X51 with a I7-4790 @ 3.60GHz, 16 GB Ram, 256GB SSD and a GTX 760 ti mainly so that I could play this game in all its graphical glory; but I also use it for work, business, and College.
  20. Ive always said they should add an Athletic Body Type that is taller and more muscular than 2 but not quite as tall and muscular as 3. For Example: Body Type 1 = Skinny, Body Type 2 = Average, Body Type 3 = Athletic, Body Type 4 (currently 3) = Bodybuilder, Body type 5(currently 4) = Chubby. Currently, Body Type 3 is just too "Hulky" and Body Type 2 is too "small." Most Robe/Cloak armors don't look right as Body Type 3 and Body type 2 just makes you feel too small. I share your concerns and I currently have to stick with Body Type 2 just so that my armor looks right. In real life I am a 6'3" 200lb man and Body Type 2 just doesn't cut it for me. Body Type 3 is for the Hulk Hogan's of the world who live for bulking up. I work out and I am in great shape, but that doesn't mean I inject myself with steroids like Body Type 3 is lol. There are a number of threads already supporting this topic: Just searching for Body Type 2.5 found these: http://www.swtor.com/community/showthread.php?t=612235&highlight=Body+type+2.5 http://www.swtor.com/community/showthread.php?t=659422&highlight=Body+type+2.5 http://www.swtor.com/community/showthread.php?t=651908&highlight=Body+type+2.5 http://www.swtor.com/community/showthread.php?t=548144&highlight=Body+type+2.5 http://www.swtor.com/community/showthread.php?t=305436&highlight=Body+type+2.5 http://www.swtor.com/community/showthread.php?t=266078&highlight=Body+type+2.5 All I can say is try to bring awareness to the topic and maybe we'll get it someday.
  21. The 5% reduction of damage and the 25% threat reduction are just ways to make Guard appealing in PvE. The real reason Guard is so important, is that when Bioware added it, it was a game changer for MMO's (except WAR) because Tanks were finally GOOD in PvP. You know why you rarely see tanks in other games PvP? Because they aren't necessary without a Guard "type" ability. You cant taunt a player to automatically attack you like you can in PvE so the role of tank is essentially gone in most PvP scenarios. BTW, 5% reduction of damage adds up over time, so its not entirely useless as you make it out to be, you just dont notice the overall benefits from it. Its 5% off of every single attack that they would take, it can only help them not harm them so put GUARD ON. Bioware said hey! What can we do to make the last and "best:cool:" role of the trinity have an important place in PvP? So they added Guard, allowing a tank to do what a tank normally does which is PROTECT, and incentivized players to actually play tanks in PvP. We don't see many Tanks anyways, sure; but that's because most people do not want a role of leadership and they just have the "DPS mentality" of DAMAGE MOAR DAMAGE. There is always going to be a need for the Chiefs to lead the Indians. The tradeoff to the tank is that he has ascended past the "dps mentality" and his power level reached 9000!, so that he can protect his teammates, which you should be grateful for. Guard is the only thing that will stop you from dying immediately from extreme focused burst, if the tank is competent enough to peel for everyone when they are focused of course. The role of a tank is supposed to Guard, Taunt and Control in PvP. If you had a good tank on your team maybe you would start to appreciate them because they rarely get the praise they deserve. Everybody votes for the healer because they can refill health bars but if you are playing against a good team, the only thing that keeps that healer alive is a good tank, allowing that healer to heal you in the first place. One of the coolest parts of PvP imo is when you are guarding a healer and enemies are trying to focus him/her, then a GOOD DPS peels and helps you take out the enemies. The enemies start panicking and switch to the DPS, then you swap guard quickly and watch that DPS wreck face while the healer laughs and heals. Sure that's a perfect and rare scenario, mainly because it is hard to come across GOOD DPS, but GOOD DPS are amazing and when everyone works together as a team it just gives you a sense of satisfaction. GOOD DPS know that it doesn't matter how hard they hit, or what they can parse, or how much damage they get, even though they try their hardest to maximize these things. They understand that working together as a team ensures victory. TL;DR If you do not want to PROTECT, then do not play a Tank. If you aren't utilizing Guard, then you are doing it wrong.
  22. My Guardian, which is my main, feels more powerful now as far as AoE threat goes, but there are instances when there are just a bunch of mobs spread out and Im constantly trying to grab as much agro as I can so that my dps and heals don't die. I don't like to rely on Saber Reflect simply for grabbing agro so in instances where I don't pop it or if it is on cooldown, its still more challenging to grab threat when the mobs are so dispersed (LoS FTW). The rotation doesn't feel as fluid with the loss of OFF-GCD Riposte, and my muscle memory is still pulling me to use it even when its not available. Id much rather it be put off-GCD again but I wouldn't want to sacrifice the new Guardian Strike damage for it. Guardian Strike just helps out with AoE threat too much now. I wish they would stick to the theme of Soresu which is counterattacks and putting Riposte off-GCD sticks with that theme. Survivability feels the same. My Shadow feels the same as far as threat goes, which is very good to begin with, but with Force Potency now granting Shield Absorption I feel much more sturdier as I cycle through cooldowns. I feel like they need some way to heal a little more as an "OH CRAP", but there have been numerous discussions on that topic. They feel like they are constantly mitigating damage and I believe my Shadow still hits harder than my Guardian but Ill have to run some parses and check all 3 tanks. Cascading Debris feels good, looks great and it hits like a truck. I wish Phase Walk additional healing utility with Shadow's Shelter was tank only, so I could pick something else for Heroic. My Vanguard just feels totally insane. I see a bunch of crits all the time and he feels like he isnt even a soldier but a piece of Durasteel lol. I swear I feel like Im invincible and can NOT die. I don't really have much more to say because he just feels super good right now. Are there things I would like to see added? Sure. But we're talking about performance as of 3.0 and relative to their performance they feel really good.
  23. Ill assume you are in Watchman since "Force Melt." Twin Saber Throw "flash" is from Mind Sear proc which has a 20% chance to proc every 18 seconds from burning effects dealing damage. Force Melt "flash" is from Accelerating Victory proc which builds 1 stack every time you use Merciless Slash to reduce the focus cost of Force Melt by 1 per stack, essentially making it free at 3 stacks. Zen, Inspiration and Transcendence all "flash" when you gain 30 Centering stacks, showing you that they are available to use.
  24. Terminology Knockdowns/Physics = Pulls, Pushes, Knockbacks, Knockdowns, etc... Movement Impairing effects = Slows, Roots, Snares, etc... Incapacitating effects = Stuns, Sleeps, Lifts, etc... All Controlling effects = All Controlling effects listed above Regarding OP concerns Juggernauts only get 4 second immunity in Vigilance tree, though their immunity is for ALL controlling effects. The other "bonus" to immunity is strictly for movement impairing effects and is through their Heroic Utility called "Through Power" which is only granted when they pop Endure Pain. Marauders have NO stun immunity whatsoever. Their "bonus" I assume you are speaking of is simply a purge which is granted through their Heroic Utility called "Unbound" and it only breaks you free from movement impairing effects already on you when you activate/refresh Predation. If someone applied another movement impairment to you after you use Predation then you would be impaired again, since it does not grant immunity for the duration. Force Camouflage removes all cleansable effects on you through their Masterful Utility called "Expunging Camouflage" but it cant be used while stunned anyways so you cant cleanse stuns, only movement impairments. Assassins get BOTH stun immunity AND movement impairing immunity. Force Shroud resists stuns but requires proper timing to be able to benefit from stun immunity. Force Speed grants immunity to movement impairment through their Masterful Utility called "Emersion." Deflection grants stun, sleep, lift, and incapacitating immunity for the duration through their Heroic Utility called "Dark Stability." Vanguard's Hold the Line has always granted immunity to movement impairing effects, knockbacks and physics, never stuns. You can get a second stun break through your Heroic Utility called "Emergency Stims." Combine this with all the movement speed buffs you get from the other utilities like +45% movement speed to Hold The Line, 15% movement speed increase, and for instance if you are a tank Storm grants 30% movement speed constantly as long as you continue to be attacked, then you are incredibly mobile and able to get away from people after being stunned, or getting back on people after being stunned; whatever the situation requires.
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