Jump to content

Deehorsey

Members
  • Posts

    12
  • Joined

Reputation

10 Good

3 Followers

Personal Information

  • Location
    Los Angeles
  1. Hey there, I'm a returning vet. Last time I played, there were spec trees, so there has been a lot I've had to relearn. I mostly have questions about what content is available, late game gear progression, and some PvP mechanic stuff. I'm looking for a bit of guidance from more experienced players, as sifting through post content from the game that is a decade old can be messy, challenging, and confusing for me. I'm just looking for some people to PM (republic side) that are willing to help me out with questions on occasion. Thanks
  2. I've been playing tactics for quite some time now. Let me shed some light on how to effectively play it/answer some questions. Things you should know about tactics: 1. Pulse Generator currently give +50% damage to sticky grenade, mortal volley, explosive surge, and of course, pulse cannon. The 70% snare does not work (Which will be HUGE for when it does) 2. Hold the Line is the single most unappreciated skill in this game. Rather than thinking how it will win you 1v1's, think of how it is effective for objectives. Running a ball, getting down the hall in voidstar, even for just running away. 3. Gut is garbage. There is no doubt about it. The snare is a joke. But, its better than nothing. But as a tactics player, I am only getting it because it brings me up to the higher tiers of the tree. What it is effective for, however, is kiting once HtL runs out and is on CD. Its also spammable, so you can tab around and snare a bunch of people for objective related things. 4. The speed buff on HEC is negated by snares, which hinders your ability to kite effectively. So for those of you who know this already, or still don't see the purpose behind playing it, you aren't wrong. This spec is pretty bad right now. While it does have the ability to dish out some serious aoe (stack your pulse generator, then do a sticky grenade/mortar volley/pulse cannon rotation) the damage is too weak, the survivability essentially the same as assault, and the utility too small to make it effective. But don't be discouraged. The reason I play it is to run it with ion cell: My "Tictac Tank" Spec I lose the minor speed buff and ammo regen from HEC, but my net gain is huge. I gain back the armor/shielding and guard a shield spec vanguard has. Also, when stunned, I gain an additional 20% damage reduction (shock absorbers). So potentially, more defensive than full shield. Having a passive snare proc (thats 50%, compared to guts 30%) also helps. As this spec tends to be ammo starved, you'll want to twist hammer shots into your rotation. This is probably the most difficult spec I've played as vanguard, and enjoy it as such. It is okay at best for 1v1s, but I'm more of a team player anyhow.
  3. If you are unaware of how cover has changed into this modern buggy form, let me shed some light Most notably, Pre 1.2, I was able to gain cover buffs (cover screen, snap shot or w/e) by jumping and taking cover in mid air. When I landed, I would still be in cover, despite the cover being behind me, at the point of origin. Now, (Post 1.2, including 1.2.2, 1.2.3, and what have you) the buffs are not applied, and you are immediately thrown out of cover. While this isnt the intended use of cover, it explains the issues tied with moving and taking cover. Any residual movement will throw you out of cover. Anyone who makes a habit of refreshing ballistic dampeners knows this. You may be trying to refresh the buff, yet won't be getting anything at all from wasting your cover, and given a 6s internal CD. One of the biggest issues is cover pulse, which requires precise movement and timing. It has become the single most difficult knock back to use in the game (as if it wasn't problematic before). If you haven't experience any of these issues, you aren't a mobile player.
  4. Outside of the burst, one of the biggest reasons I like SS is the lack of dots. Flash grenade, leg shot, and the root on cover pulse are broken by DoTs. If you are playing a GS, you have to know how squishy you are. Effective use of your CC, along with ballistic dampeners is going to give you solid survivability. While I do hate the issues SS face with accuracy, the only real reason I hate SS atm is the changes to cover, which make the spec a lot stiffer than it was before. But ultimately, SS is the most group friendly, with high utility, with some scary burst.
  5. I haven't played since 1.2. Is cover more broken than before? Specifically, I found this problem immediately when I tried to take cover and fire off an instant charged burst (or any ability for that matter). Instead, it kicked me out of cover, and triggered the GCD. As if the class had no fluidity before, this makes it pretty unbearable.
  6. Yea, haven't touched em in a while though, between maining my slinger, and a broken computer.
  7. I virtually have the same spec as the OP. I am yet to parse it to perfection, as far as where the few flexible points go. But I'm happy with it. Wouldn't run anything else atm. I've been calling the spec TicTacTank
  8. The essential of tactics haven't changed. Pulse cannon and hold the line are 90% of the reason to play this spec. If you can't find a way to make these abilities useful, its probably not the spec for you.
  9. Ah this is exactly what I was hoping for. Excellent..
  10. Not online and won't be for another week or so Would be helpful to know for my theory crafting tho
  11. I haven't seen any discussion about this. Besides the auto attack, is there anything else that procs burst volley?
×
×
  • Create New...