Tactics Vanguard & Advanced Prototype Powertech 7.0 Guide

My main Powertech Dralisza

7.0 Advanced Prototype Powertech & Tactics Vanguard PvE Guide
by
Lithisto (Star Forge NA)

        Hi everyone, and welcome to my 7.0 guide for Tactics/Advanced Prototype. I will be going over some basic gearing, Skill Tree Choices, rotational basics, and how things have changed from 6.0 to 7.0. 
    This Guide is tailored to anyone playing Tactics/AP, be it those new to the class or seasoned Powertechs just looking to catch up on what's new. As it stands now, Tactics/Advanced Prototype is still a very strong class and is roughly on par with Plasma/Pyro Tech. The new Skill Trees for Tactics/AP have an option for just about everything, adding lots of new and fun versatility to the class.

Gearing and Stat Priority using 326 IR and 286 Augments
    I am going to preface this section by saying that not everyone will have 330 Rakata gear and 300 Augments available to them. I will be focusing on Tertiary Stat pools using 326 IR numbers that are available to all Grades of gear from all types of content, and 286 Augments as 300/"Gold" Augs are still ridiculously expensive and are not even available on the GTN on Star Forge. That being said, I do personally use Rakata Gear and 300 Augs.

Accuracy - 110% or 2694+ for PvE.
  •  2 Accuracy Armor pieces, and 1 Initiative Earpiece.
  •  8 Accuracy Augments
  •  1 Advanced Kyrprax Proficient Stim (MK-2 optional)

Alacrity - 7.14%+ or 2054+ raw Alacrity Points 
  • 1 Boltblaster's Generator
  • 1 Shock Trooper Package
  • 2 Alacrity Armor pieces
  • 1 Alacrity Augment (Optional)

Critical - remainder of Tertiary stats. 2200~ raw Critical points. 
  • 1 Boltblaster's Blaster Pistol
  • 1 Mandalorian Armaments Package
  • 1 Critical Armor piece
  • 5-6 Critical Augments
  • 1 Advanced Kyrprax Proficient Stim (MK-2 Optional)
  • 2 Eviscerating Crystals

Legendary Items Legendary Items are the new set bonuses in 7.0. These are effects similar to previous 4 and 6 piece set bonuses that are instead applied to Implants instead of armor shells.
Shock Trooper
    This is excellent for heat management purposes and has 50% uptime on a 10% damage buff, or a 5% damage buff overall. Many will recognize this as the 4-piece bonus from the Meteor Brawler set from 6.0. This Legendary carries Alacrity stat.
Mandalorian Armaments
    This one is excellent for sustained damage and has shown it self as the best 2nd option so far. This Legendary carries Critical stat. Fun fact: environmental damage like the Lava in Gharj will trigger a rocket to shoot the floor. 
Veteran Ranger (Non-BiS)
    This one is okay-ish. It would be best suited for fights where your burst checks are more important, but then again, you have only a 50% chance at 7 more rockets, so 3 or 4 actual rockets if the RNG Gods choose you that day. This one could also be tailored better to PvP with the self-healing rockets Skill Tree point, but falls short to the guaranteed 6 additional rockets from Mando Armaments. This Legendary carries Alacrity stat.
Specialist Package - Tank only/Do not use
    The wording on this one seems as though it would grant 10% damage reduction for DPS Powertechs and as 10% damage increase for tanks. This is an incorrect assumption. This package does not grant any DR during Fuel/Battle Focus at all if you are in DPS spec. Don't use it. 

Tacticals
    I want to begin the Tacticals section by showing you what Tacticals have been removed from the game since 7.0, and why.
Powerlode - Removed as of 7.0
    The entire effect of this Tactical was added to the Power Yield ability for Tactics/Advanced Prototype. Time to use something else!

Energized Blade - Removed as of 7.0
    This one wasn't really a crowd favorite in 6.0. But, since Powerlode is baked into the class, this should be BiS now, right? Wrong. Gut/Retractable Blade now have 3 ways you can modify its effects within the Skill Tree.

7.0 Tactical Choices

Overwhelming Offense
    There are no other Tacticals in the game that increase your single target DPS as much as this would. This is now your general use tactical.
Flying Fists
    As silly as this one seems, this Tactical makes PT/Vanguard a truly mid-ranged class. Pair this with a few Skill Tree choices and you are now a 10-15m class, instead of 4-15m..
Flame Detonation
    This is great for extra cleave damage, and pairs well with some of the AoE ability modifications in the skill tree.
Sonic Heal
    Use this to troll your friends. Otherwise, it is tied with Kolto Bombardment (Sniper) and Krall's Accord (General) for the most useless Tactical in the game.

Key Abilities and Passives

                                                             
Magnetic Blast / Tactical Surge [Level 60] - Fires a "blast of electromagnetized energy"/"concentrated surge of energy" at an enemy, dealing <1> energy damage. Replaces Flame Burst/Ion Pulse. This is one of your main spammable fillers and can reset the cooldown of Rail Shot/High Impact Bolt and remove it's energy cost every 6 seconds.

                                                             
Thermal Detonator / Assault Plastique [Level 47] - Hurls a grenade to the target that adheres and detonates after several seconds, exploding for <1> kinetic damage. 15s Base cooldown that is reduced by Alacrity. This is an interesting filler you should try to use close to on cooldown, but others may take priority over it situationally.

                                                             
Retractable Blade / Gut [Level 35] - Plunges a retractable blade into the target, dealing <1> kinetic damage and causes the target to bleed for <2> internal damage over 18s. Important to keep 100% uptime of this on your target as hitting a bleeding target with certain abilities will either hit harder or vent heat/recharge calls. This ability has some very cool modifications in the new Skill Tree.

                                                             
Energy Burst / Cell Burst [Level 15] - Unleashes a high energy burst to decimate the target for <1> energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when using Rail Shot/High Impact Bolt, and stack up to 4 times. This ability also applies a 3s burn DoT called Energy Burn/Cell Burns. Use only at 4 Energy Lodes.

                                                             
Rail Shot / High Impact Bolt - Your most important filler that builds Energy Lodes to buff your Energy Burst/Cell Burst. Rail Shot/High Impact Bolt also refreshes the duration of Ret. Blade/Gut, ignores 30% of your targets armor rating, does 5% more damage to bleeding targets. 

                                                             
Rocket Punch / Stockstrike - A very important filler. This abilities applies a Sunder/20% Armor Debuff to it's target. This ability can reset the cooldown of Rail Shot/HIB every 6 seconds as well and should be used on cooldown.

                                                             
Shatter Slug / Flak Shell - This ability is a multi-single target ability. It deals moderate damage, and can refresh the duration of Ret. Blade/Gut on any targets that it is preset. It is a DPS gain to use this over Magnetic Blast/Tactical Surge if there are 2 or more targets available, especially if they're all DoT'ed up as well. Also gains a 25% damage buff at Level 51. 

                                                             
Shoulder Cannons - Tactics/AP gets 7 of these, instead of the 4 that Pyro/Plasma and the Tanks get. We should spam these in our opener and during Battle Focus/Explosive Fuel.

                                                             
Deadly Onslaught / Artillery Blitz - A channeled AoE for all Vanguards/Powertechs. gains a 5s cooldown reduction at Level 51 as well. This is great for nuking adds. 

                                                             
Flame Sweep / Explosive Surge - This is basically AoE Flame Burst. It can also proc Rail Shot/HIB. Be careful spamming this as it can cause you to overheat very quickly.

                                                             
Rapid Shots / Hammer Shot - You're going to be using this a little more now. 

                                                             
Hydraulic Overrides / Hold the Line - Single target Predation. This is an immunity to some knocks and lifts, an excellent speed buff. You can even resist the Push/Pulls from Revan with this. 

                                                             
Power Yield / Balmorran Advanced Weaponry - An excellent Offensive Cooldown. Immediately builds 4 Energy Lodes, increases armor rating by 40%, and damage done by 2% per stack. You also generate a Power Lode when you take damage during Power Yield.

Single Target Build - Skill Tree



Level 23 - Lingering Heat / Supercharged Cells
    Applies an additional 12 second Burn DoT on the target hit by Energy Burst / Cell Burst. This seems to be the most consistent Single Target DPS. 

 
Level 27 - Jet Charge / Storm
    I take this over the Grapple choices. Not everything can be repositioned by Grapple, so the 2 charges is obsolete in PvE. I'm unsure of consistent use of Reel and Rattle / Pull and Pummel, but it could be used situationally if you need to pull an Add and kill it quickly, like Scyva. Take Jet Charge otherwise. 

Level 39 - Jugular / Serrated Blade
    Target takes bonus Kinetic damage when Ret. Blade/Gut is refreshed. No brainer here. 

Level 43 [Option 1] - Advanced Yield / Advanced Infantry Tactics
    Increases the range of many of your 10 meter abilities to 15 meters. Additionally, Ret. Blade/Gut ticking lowers the cooldown of Power Yield / Balmorran Advanced Weaponry. 

Level 43 [Option 2] - Advanced Shielding / War Machine
    Energy Shield/Reactive Shield makes your next Kolto Overload/Adrenaline Rush heal you for 45% of your health or your next Power Yield/Balmorran Advanced Weaponry last 15s. This one is great for an extra damage buff and is a must take for dummy parse bosses like Nefra, or your ship's dummy. Using a DCD as an Offensive is questionable, and we're already doing that with Power Yield, technically. 

Level 51 [Option 1] - Iron Will
    The most important part of this one is that it lowers the cooldown of Vent Heat/Recharge cells by an additional 15s on top of our passive 30s cooldown reduction. The cooldown reduction of Determination/Tenacity is somewhat useful for PvE, but not the focal point of this choice.

Level 51 [Option 2] - Gyroscopic Alignment Jets / Parallactic Combat Stims
    Getting stunned/rooted/knocked down/immobilized vents 20 heat/recharges 20 cells. Additionally, your next tech ability used within <1> seconds deals 10% extra damage. I used this religiously for Brontes on PT in 6.0. Great for PvP too if that is your thing. There is also no rate limit for proc'ing this one. 

Level 64 - Hitman / Frontline Defense
    We kept our AoE DR! Get rekt everyone who lost it! In all seriousness, this is essential for Power Yield fluffing and taking damage to vent heat through the Close and Personal/Into the Fray passive for Powertechs. The interrupt cooldown reduction is also useful. I'd take this over the Close and Personal/Into the Fray choice unless you are sure the damage you're taking is very small. 

Level 68 - Hydraulic Overrides / Hold the Line
    Absolute no brainer as well. Most things you can stun with Electro Dart/Cryo Grenade can just be stunned by Carbonize/Neural Surge as well. 

Level 73 [Option 1] - Sonic Rebounders
    Sonic Missile grants a reflect shield to up to all your raid friends that can be used for various single target and multi-single target mechanics.

Level 73 [Option 2] - Efficient Suit / Efficient Tools
    Kolto Overload/Adrenaline Rush can be used as a stun break. Also increases the range of Shoulder Cannons by 10 meters. I also used this religiously for Brontes in 6.0. This is excellent for PvP too, if that's your thing. 


Area of Effect Build - Skill Tree
    Most of this tree is identical, expect for two choices. I have highlighted them in green. These changes are passive AoEs added to the same rotation we use. Kind of a set it and forget it kind of build.

Level 23 - Heat Zone / Kill Zone
    Energy Burst or Cell Burst does plash damage to up to 4 additional targets within 5 meters of the main target. Seems like the splashes are around 30-35% of the main hit of Energy/Cell Burst. Great for dealing with significant adds or fluffing, however you decide to look at it.

Level 39 - Retracted Refresh / Ricochet Rounds
    When the duration of Ret. Blade/Gut is refreshed, it deals additional kinetic damage to 4 targets within 5 meters of the main target. This is also great for dealing with adds. Throw in some extra spice with a Shatter Slug > Rail Shot combo for easy strong cleave. 


Opener and Rotation Blocks

Opener
  1. Recharge and Reload - builds 4 Power Lodes
  2. Load Shoulder Cannons 
  3. Explosive Fuel / Battle Focus
  4. Energy Burst / Cell Burst
  5. Power Yield / Balmorran Advanced Weaponry
  6. Rocket Punch / Stockstrike
  7. Retractable Blade / Gut
  8. Energy Burst / Cell Burst
  9. Rail Shot / High Impact Bolt
  10. Magnetic Blast / Tactical Surge
  11. Rail Shot / High Impact Bolt
  12. Follow Rotational blocks.
Rotational Blocks and Filler Theory

Vent Heat / Recharge Cells Changes and Losses
    Bounty Hunters and Troopers lost an ability, sort of, with the release of 7.0. Respectively, we used to have Thermal Sensor Override (BH) and Reserve Cells (RT). These used to make our next ability cost no Heat or Cells. It is now baked into the function of Vent Heat/Recharge Cells. After we activate Vent Heat or Recharge Cells, our next ability costs no heat, and we vent 50 heat or recharge 50 cells over the next few seconds. This causes us to change up our priority a little bit as we need to be pushing our Heat or Cells to the minimum or maximum before using Vents or Recharging. Vent Heat and Recharge Cells cannot be activated above 50 Heat or below 50 Cells respectively.

Filler Reminders
Powertechs
  • Magnetic Blast, Rocket Punch, Shatter Slug and Flame Sweep will reset the cooldown of Rail Shot and proc it to cost no heat. 
  • Rail Shot and Shatter Slug refresh the duration of Retractable Blade, but Shatter Slug should not be used as a refresh in single target situations
  • It is okay to use rapid shots periodically between Vent Heat coming off cooldown to manage your heat. I generally do this in slot 1 and/or 2.
  • Flame Sweep and Shatter Slug deal significantly less single target dps than Magnetic Blast or Rocket Punch. Only use these with 2 or more targets.
  • Only use Energy Burst at 4 Power Lodes. Power Yield will immediately build 4 Power Lodes, so you could use Energy Burst in slot 2 if you start a block with 4 Power Lodes.
Vanguards
  • Tactical Surge, Stockstrike, Flak Shell and Explosive Surge will reset the cooldown of High Impact Bolt and proc it to deplete no cells.
  • High Impact Bolt and Flak Shell refresh the duration of Gut, but Shatter Slug should not be used as a refresh in single target situations.
  • It is okay to use Hammer Shot periodically between Recharge Cells coming off cooldown to manage your cells. I generally do this in slot 1 and/or 2.
  • Only use Cell Burst at 4 Power Lodes. Balmorran Advanced Weaponry immediately builds 4 Power Lodes, so you could use an additional Cell Burst in slot 2 if you started the block with 4 Power Lodes.
Defensive Cooldowns and Uses.
    Powertechs and Vanguards are generally referred to as weak DCD-wise. PTs and VGs have a lot of passive mitigation in our Heavy Armor rating, as well as 2 of our DCDs increasing our Damage Reduction stat either directly or indirectly.
Energy Shield / Reactive Shield
  • Increases Damage Reduction by 25% for 15 seconds.
  • This is a general use defensive for all damage types.
Power Yield / Balmorran Advanced Weaponry
  • Increases armor rating by 40% for 10 seconds.
  • Not used as a defensive for DPS Vanguards or Powertechs.
Kolto Overload / Adrenaline Rush
  • Applies a health monitor to you.
  • The health monitor is triggered at or below 35%, and will rapidly heal you for 35% of your health.
  • Can be buffed to 45% healing, or used as an additional stun break if taken in the Skill Tree.
Sonic Missile
  • Increases your Defense Chance by 30% for 6 seconds.
  • This is 30% Defense to Melee/Ranged and Force/Tech, as the passive doesnt specify one way or another.
Passive Defensives
  • Taking damage reduces the cooldown of Energy/Reactive Shield by 3s. 
  • Taking damage has a 20% chance to emit an Energy Redoubt, which lasts up to 6 seconds and absorbs <1> damage. 
  • Additional passive 3% Melee/Ranged defense.
  • Prototype / Tactical Armor: taking damage increases Damage Reduction by 2% for 15 seconds, and stacks up to 3 times.
Conclusions and Shout Outs
    I have fallen even more in love with Powertech since 7.0 launched. I feel the class has increased in versatility and has become even more fun!
    I'd like to thank my fellow Team Leaders in Clowns of the Empire for the feedback and critique while I was writing my Annihilation guide!
    Finally, I'd like to thank my teams for being patient with me transitioning to playing a different class and changing up our group composition from time to time.






























in SWTOR. Legendary Items are Implants that have set-bonus like effects on them. 

Comments

Popular Posts

Watchman Sentinel & Annihilation Marauder 7.0 Guide

Watchman/Annihilation Analyzation: Fearless Victor vs Dispatcher?