Trooper – Special Forces FALL IN! (quick ref guide)
! post is currently under construction !
The Troopers are the heavies of the Republic, taking the lumps and standing tall. They are your long-ranged tanks/DPS/armored healers.
Primary starts:
+aim
+endurance
Armor type: Heavy
Advanced Classes:
Vanguard (Tank/DPS)
Commando (Heals/DPS)
Weapons:
Vanguard: Rifle
Commando: Cannon
**the quick ref guides are here for a simple place for the guild to reference while playing. They are by no means definitive, nor are they designed to tell you how to play a particular class.
This is currently This is currently Titanium/Albidus’ spec breakdown.
Titanium’s Shield Specialist spec
Titan is currently build as a hardline Tank – while his DPS leaves something to be desired, he does enough and has the hit-points/armor that he actually does well soloing with a ranged DPS companion out, while still being able to tank at the higher end. Basic idea is that all points go directly into either hit mitigation or raw DPS – there are no utilitarian functions and as few extra keys to hit as possible.
Shield Specialist – This is the main tree that Titanium concentrated on as it’s the most damage reduction-y and tank-y.
Brutal Impact – +DPS to High Impact Bolt – since HIB is one of my main DPS rotation abilities adding DPS is good! More DPS = More Aggro.
Intimidation – +DPS to all Elemental abilities – since a good 1/2 of the trooper’s abilities are considered Elemental, this is a good +DPS purchase.
Rebraced Armor – +Armor Rating – Less damage FTW!
Steely Resolve – +Aim – all around stat boost
Ion Overload – +Elemental damage on standard rotation ability (Stock Strike) and places an elemental DOT. This helps make SS one of your hardest hitting abilities in you rotation.
Ceramic Plating – +Absorption and reduced cool-down of Adrenalin Rush. While AR is more of an emergency thing, damage abortion is the main reason to get this.
Shield Cycler – +shield change, +change at regaining an energy cell.
Static Shield – +crit chance with SS and Explosive Surge, +chance to remove SS cool-down. With SS being your heaviest hitting abilities to a single target, getting it off cool-down faster is a godsend.
Ion Sheild – +damage reduction when Ion Cel is active.
Supercharged Ion Cel – +DPS, +AOE (up to 4 targets within 5 meters)
Static Surge – +DPS to ES, +ES free of charge when used after Storm. This is a great way of grabbing a lot of mobs aggro quickly when starting a fight. The real trick is rounding them up enough so that you can pull this off. ^.~
Storm – Charge ability + DPS, despite Vanguards holding rifles, they are up-close and in-your-face fighters. This combined with your grappling hook helps round up targets fast for an ES to lock aggro.
Tactics – DPS tree, with some amount of mitigation thrown in.
Focused Impact – HIB ignores 60% of target’s armor. More DPS is more DPS. While Ti does not use HIB as much as SS it’s still an important part of his rotation.
Demolition – +DPS to all Elemental attacks. Again as good boost to 1/2 of all DPS that the Vanguard puts out.
Tactical Tools – Reduced cool-down of Pulse Cannon and Harpoon. While in a tanking situation, Pulse Cannon is not the best thing to use (channeling = not dodging or parrying damage) the reduced cool-down for the harpoon is a good thing!
Power Armor – Reduced Damage taken.
Frontline Offense – +DPS to Ion Pulse. Any ability that feeds into your DPS rotation is good. This one also feeds into an ability called ‘Gut’, but since that ability is higher in the Tactics tree that I go, it’s a mute point.
Blaster Augs – +effects for all cels when active – for my purposes, that’s a 8% DPS increase to Ion Cel for tanking.
Assault Specialist – another DPS tree that only offers a couple of things to the Tanking spec.
Soldier’s Endurance – +Endurance = +hit points.
Heavy Stock – +DPS to Stock Strike.
As you can see, this puts a lot of emphasis on taking damage or doing DPS via the Ion Cel and Stock Strike, while using the other abilities in the rotation during cool-down of SS, like High Impact Bolt. The other tick is to rotate everything you do with a standard Hammer Shot so that you don’t overheat/loose too much energy that you can’t regain.
That’s everything I can think of. If I think of more, I’ll post again.