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xBloodcrazed

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  1. im in the same boat as you now banksy we are the scrappers of 2.0.
  2. VG/PT is soooo bad now in pvp I got mine to 55 now i plan to shelf him while i work on my gunslinger/commando, you could argue VG/PT is the new scrapper scoundrel only without being the best at their second role.
  3. Greeting's SWTOR Community, I've come to these forums cause I am concerned that BW is over looking Vanguard's need for an escape mech. Before I go into details id like to provide my background, I am a career republic player, a pre-launch vanguard VR 100, 2650+ rating, and over 75 days played. Ive also leveled and played extensively a Sabotage Gunslinger aswell as a Focus Guardian. From my pvp experience ive come to the conclusion that Vanguard's are the easiest to down and have no way of surviving a bad situation. Bioware has announced they are looking at ways to give commando's an escape mech and its my hope that Vanguard's are not over looked. Some examples of what I mean, If a Jedi knight leaps to a Vanguard we have to drop whatever we are doing and fight the jedi knight or we are dead (VG slow is worse then JK's, as well VG's have no knockback, mez, vanish, hostile/friendly leaps, even a Commando which BW seems concerned about can knock people back into the pit or whatever. Ranged classes are a major bane for VG's now since we cant pull Gunslingers, If we pull a commando who opens on us from range they just use their knockback, and Sage's have their knockback and sprint off cooldown twice before a VG pull comes off of cooldown. Now i dont feel like commenting on every classes ability to escape a bad situation but I can comment on the Classes ive played. MORE EDITING INCOMING
  4. New Record for highest Hit 9377 which i achieved with my newly minted Guardian http://i.imgur.com/NtXZB.jpg
  5. just wait till i get dispatch then ill make people really quit lowbies lol
  6. Highest Rating Most career player kills http://i.imgur.com/aZhRw.jpg
  7. I feel one point we can all agree on is that HEC needs to be looked at. I think it can be reworked to include some element of burst such as a windfury type effect with elemental attacks, something unique. Right now the +5% ele/int dmg is just underwhelming compared to the other cells.
  8. Hello, After playing the pyrotech spec since pre 1.2 I decided that BW had finally priced me into giving tactics a serious chance. I have been enjoying it and I thought I would share my feedback with the community. Firstly my background, I am a prelaunch Vanguard valor rank 96+, RWZ rating 2200+ ive been known as one of the best performing pvp dps on 3 different servers now. Currently I am a vanilla 8/31/2 tactics spec and my gear stats are as followed, aim 1974, power 875, crit 303, surge 424, 104 accuracy, and 1208 expertise. Secondly Id like to say that I dont believe this spec out performs Assault in either burst dps or total dps, However It isn't a very big gap anymore (im still doing 400-600k dmg per wz 95% of the games im top dmg dealer). I would also like to add DO NOT think HEC is any good id adds +5% ele/int dmg and can be talented upto 8% now considering the only internal dmg is the dot from gut and elemental attacks are lower dmg then weapon/kinetic attacks the gains are smaller not to mention that anyone with a consular buff will have a 10% resistance to these attacks negating the cell almost completely. When compared to the dmg gained by plasma cell 500-1000k per ion pulse HEC is def a much weaker option. Now for the positives, I feel that the rotation flows better in the 10m range then the current assault build. Tactics also provides really good upfront dmg without much setup time, infact with lucky crits I can down players in 4 moves, for example if you open up with IP, IP, FP, and PC thats good for 2.8k+2.8k+4k+10k dmg which is enought dmg to down any Warhero. I would also add that the other attacks in your rotaion remain quiet strong with this spec, Gut's dmg is easily on par with incendiary ammo, HIB guaranteed crit for 3.2k as well as 4k Stockstrikes. If we extend our rotation to include these attacks we end up with IP,IP,FP,PC,gut,SS,HIB this 7 move rotation will provide enought dmg to down any opponent with relative ease Which is why I feel even if the burst isnt as strong as Assault its still plenty strong to down healers and win dps races. At this moment you should be asking yourselves, well if Assault still does better burst/overall dmg why on earth would I use tactics LOL. Well thats fine, let me explain with one word USABILITY which presents itself in many ways. Since the Assault range and slow speed nerf the weight of Grapple has gone way up, I used to go 60-2 in huttball and really only using my grapple to fire pull people. However now its needed in way more situations and fights and is often the difference between winning/losing a 1v1. I feel that the 10 second grapple cooldown provided by the tactics tree now carry's alot more weight in pvp for dps vanguards then it used too which is why I believe this talent to be so strong now. Hold The Line is regarded already as a very strong ability so i wont spend much time on it, Infact I would only add that the buff to shock absorb talent provides excellent survive ability by combining passive 30% aoe dmg reduction and 30% dmg reduction while stunned you're presented as a less vulnerable target compared to Assault. Tactics Vanguards also benefit from easier ammo management compared to Assault Which relies on Free cast HIB to regen ammo. Tactics has passive ammo regen as well as cheaper 11 and 31 point talents, IR 3 ammo however Gut is only 2 aswell AP costs 2 ammo where as FP costs only 1. Flame/ion pulse are also able to proc a free stockstrike which is a 2 ammo savings per rotation. When locking down healers/ranged dps using your interupt well is very important, tactics provides you with a 2 second reduction dropping your interupt to 6 sec cooldown making it one of the strongest in the game. The last talent id like to spot light for the tactics tree is pulse generator changing it to a 3 stack buff from 5 allows you to use pulse cannon much earlier in your rotation and requires you to do fewer ion/flame pulses in the 12 second window between pulse cannons. This talent alone can basicly turn your pulse cannon from strong aoe into an aoe Master Strike with mass slows. id also like to compare the two special abilities given by Tactics and Assault namely incendiary round/ assault plastique vs Gut and Fire pulse. IR now has a 10m range, does 650 upfront dmg followed by 2000 over 18 sec and costs 3 ammo. Compared to Gut which does 1200 kinetic upfront, followed by 1700 int dmg over 15 seconds, has a 4m range, costs 2 ammo and slows the target by 30% for 6 seconds. Now lets compare the current 31 point talents starting with Assault Plastique. Which now has a 10m Range, 15 sec cooldown, costs 2 ammo, 2800 kintetic dmg, can crit for 4.5k on soft targets and has a delay. Now given that Flame pulse has the following stats, 10m range, 15 sec cooldown, costs 1 ammo, 2100 elemental dmg and can crit for 4.3k regardless of armor. given the current balance between these abilities I feel that neither tree should be considered superiror. Finally Id like to say that im not posting this to say tactics is better then assault, I only wanted to share my experience and opinions on this often ignored spec. All I can say for sure is that I'm really enjoying this spec because of the ease of ammo management, comparable 11+31 talents, not as strong as Assault but still very strong dps, Aswell as strong passive defenses and much improved usability. I feel strongly that Tactics now provides a fun and rewarding play style with many strong options and by choosing this Talent tree you're choosing something that is just as strong as Assault and should now be respected,
  9. Id also like to share this screenshot, I chose this game cause both sides had 2 or more healers and both sides were happy to fight over the middle which is why I feel its a fair dps example considering near 100% uptime. http://i.imgur.com/JCB9M.jpg
  10. just to clarify, the 30% aoe is passive and active all the time which is great vs force in balance, Sweep, flyby, mortar volley. If someone hits you with aoe while you're stunned you get both the 30% aoe and the 30% stun bonus
  11. Hello, After playing the pyrotech spec since pre 1.2 I decided that BW had finally priced me into giving tactics a serious chance. I have been enjoying it and I thought I would share my feedback with the community. Firstly my background, I am a prelaunch Vanguard valor rank 96+, RWZ rating 2200+ ive been known as one of the best performing pvp dps on 3 different servers now. Currently I am a vanilla 8/31/2 tactics spec and my gear stats are as followed, aim 1974, power 875, crit 303, surge 424, 104 accuracy, and 1208 expertise. Secondly Id like to say that I dont believe this spec out performs Assault in either burst dps or total dps, However It isn't a very big gap anymore (im still doing 400-600k dmg per wz 95% of the games im top dmg dealer). I would also like to add DO NOT think HEC is any good id adds +5% ele/int dmg and can be talented upto 8% now considering the only internal dmg is the dot from gut and elemental attacks are lower dmg then weapon/kinetic attacks the gains are smaller not to mention that anyone with a consular buff will have a 10% resistance to these attacks negating the cell almost completely. When compared to the dmg gained by plasma cell 500-1000k per ion pulse HEC is def a much weaker option. Now for the positives, I feel that the rotation flows better in the 10m range then the current assault build. Tactics also provides really good upfront dmg without much setup time, infact with lucky crits I can down players in 4 moves, for example if you open up with IP, IP, FP, and PC thats good for 2.8k+2.8k+4k+10k dmg which is enought dmg to down any Warhero. I would also add that the other attacks in your rotaion remain quiet strong with this spec, Gut's dmg is easily on par with incendiary ammo, HIB guaranteed crit for 3.2k as well as 4k Stockstrikes. If we extend our rotation to include these attacks we end up with IP,IP,FP,PC,gut,SS,HIB this 7 move rotation will provide enought dmg to down any opponent with relative ease Which is why I feel even if the burst isnt as strong as Assault its still plenty strong to down healers and win dps races. At this moment you should be asking yourselves, well if Assault still does better burst/overall dmg why on earth would I use tactics LOL. Well thats fine, let me explain with one word USABILITY which presents itself in many ways. Since the Assault range and slow speed nerf the weight of Grapple has gone way up, I used to go 60-2 in huttball and really only using my grapple to fire pull people. However now its needed in way more situations and fights and is often the difference between winning/losing a 1v1. I feel that the 10 second grapple cooldown provided by the tactics tree now carry's alot more weight in pvp for dps vanguards then it used too which is why I believe this talent to be so strong now. Hold The Line is regarded already as a very strong ability so i wont spend much time on it, Infact I would only add that the buff to shock absorb talent provides excellent survive ability by combining passive 30% aoe dmg reduction and 30% dmg reduction while stunned you're presented as a less vulnerable target compared to Assault. Tactics Vanguards also benefit from easier ammo management compared to Assault Which relies on Free cast HIB to regen ammo. Tactics has passive ammo regen as well as cheaper 11 and 31 point talents, IR 3 ammo however Gut is only 2 aswell AP costs 2 ammo where as FP costs only 1. Flame/ion pulse are also able to proc a free stockstrike which is a 2 ammo savings per rotation. When locking down healers/ranged dps using your interupt well is very important, tactics provides you with a 2 second reduction dropping your interupt to 6 sec cooldown making it one of the strongest in the game. The last talent id like to spot light for the tactics tree is pulse generator changing it to a 3 stack buff from 5 allows you to use pulse cannon much earlier in your rotation and requires you to do fewer ion/flame pulses in the 12 second window between pulse cannons. This talent alone can basicly turn your pulse cannon from strong aoe into an aoe Master Strike with mass slows. id also like to compare the two special abilities given by Tactics and Assault namely incendiary round/ assault plastique vs Gut and Fire pulse. IR now has a 10m range, does 650 upfront dmg followed by 2000 over 18 sec and costs 3 ammo. Compared to Gut which does 1200 kinetic upfront, followed by 1700 int dmg over 15 seconds, has a 4m range, costs 2 ammo and slows the target by 30% for 6 seconds. Now lets compare the current 31 point talents starting with Assault Plastique. Which now has a 10m Range, 15 sec cooldown, costs 2 ammo, 2800 kintetic dmg, can crit for 4.5k on soft targets and has a delay. Now given that Flame pulse has the following stats, 10m range, 15 sec cooldown, costs 1 ammo, 2100 elemental dmg and can crit for 4.3k regardless of armor. given the current balance between these abilities I feel that neither tree should be considered superiror. Finally Id like to say that im not posting this to say tactics is better then assault, I only wanted to share my experience and opinions on this often ignored spec. All I can say for sure is that I'm really enjoying this spec because of the ease of ammo management, comparable 11+31 talents, not as strong as Assault but still very strong dps, Aswell as strong passive defenses and much improved usability. I feel strongly that Tactics now provides a fun and rewarding play style with many strong options and by choosing this Talent tree you're choosing something that is just as strong as Assault and should now be respected,
  12. so the solution is to add cast times effectively destroying the usability of this class. I can just imagine a tank that relies on cast times will be in high demand. EDIT: Oh btw http://i.imgur.com/MmLD6.jpg
  13. we should be focusing our efforts on more important issues. nerf operatives
  14. They need to bring the bolster system to 50 bracket and just bolster everyone to powertech might as well save everyone the time of rerolling
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