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An in-depth SWTOR 6.0 Onslaught Tactics Vanguard Guide for PvE, suitable for beginner players as well as more experienced veterans who seek to learn how to improve their performance!

This guide is written for VULKK.com by Prasah

Related content:

INTRO

Welcome to this guide about the Vanguard in the Tactics specialization. Tactics Vanguard is currently an incredibly useful class in every kind of PvE content because it does quite a lot of damage and brings great utility to every raid.

Please be aware that this guide describes my way of playing Vanguard DPS and can be used as a recommendation to build your Vanguard, not as a rule. I would never claim to know everything there is about Vanguard and that my way is 100% the one to go.

Listed below are some of the abbreviations I’m going to use in this guide:

CD – Cooldown

CC – Crowd Control

GCD – Global Cooldown

AoE – Area of Effect

DPS – Damage per Second

DoT – Damage over Time

BiS – Best in Slot

Strengths

First, let’s look at what makes Vanguard as strong as it is right now. Tactics Vanguard is the class with the strongest single target burst damage in the game. If a single add must die fast or there is a burn phase, you want to have a Tactics Vanguard in your raid. Numerous offensive CDs as well as off-GCD Shoulder Cannons and a lot of passive damage will boost your output a lot for a short time.

Vanguard is a melee class with heavy armor and AoE damage reduction which will make you take less damage than your fellow raid members. With Sonic Defense and the chance to passively absorb incoming damage added to that, the Vanguard has quite some survivability.

Furthermore, Vanguard can bring one of the most useful tools in the game to every raid, the Sonic Rebounder (more to that in 4.4). Another advantage comes from gearing: Both Vanguard DPS specs use the exact same set bonus, stats and amplifiers.

Weaknesses

As I said in the previous section, Vanguard is excellent at single-target damage, but he lacks the tools to be an AoE threat. You basically have 3 AoE abilities that deal only mediocre damage and not even all of them can be incorporated in your rotation.

Also, while Vanguard is quite tanky he has weaker defensive CDs than almost every other class. Your biggest defensive CD is Reactive Shield which gives you only 25% damage reduction. Fairly weak compared to abilites like Force Shroud from the Shadow or Saber Reflect from Guardian.

Additionally, Vanguard is one of the two classes that has no ability to cleanse itself from debuffs.

I’m not going to give specific ways or combinations of enhancements and mods to exactly hit the stat breakpoints because the DPS increase from using 3 power more or less is pretty close to irrelevant; especially in level-70 content where mastery, power and endurance are capped. If you enjoy optimizing your gear and try to hit every value as exactly as you can, check out this list: Definitive BiS Thresholds.

Gear Items

I’m going to take a page out of Endonae’s guide to Lightning Sorc here because I like the way that guide handles gearing.

Armoring/Barrel – Superior Versatile Armoring/Barrel 80 (471 Mastery)

– Superior Versatile Armoring/Barrel 80 (471 Mastery) Mods – Superior Lethal Mod 80 unlettered, R2 Mods are the best and everything close to it works as well; everything with A or B is useless

– Superior Lethal Mod 80 unlettered, R2 Mods are the best and everything close to it works as well; everything with A or B is useless Enhancements – every enhancement you use should have 285 endurance (Nimble, Adept, Initiative); the unlettered ones are common and a great base, you can switch to specific lettered ones for level-75 content to max out power

– every enhancement you use should have 285 endurance (Nimble, Adept, Initiative); the unlettered ones are common and a great base, you can switch to specific lettered ones for level-75 content to max out power Implant/Ear – Sha’tek Adept/Initiative/Nimble MK-19

– Sha’tek Adept/Initiative/Nimble MK-19 Relics – mastery and power are capped in Level 70 content, so I switch to crit-proc and alacrity-click relics because these are the only ones that will do anything Level 75 Content: Focused Retribution and Serendipitous Assault Level 70 Content: Primeval Fatesealer and Devastating Vengeance

– mastery and power are capped in Level 70 content, so I switch to crit-proc and alacrity-click relics because these are the only ones that will do anything Stim – Advanced Kyrprax Proficient Stim

– Advanced Kyrprax Proficient Stim Medpac – Advanced Kyrprax Medpac

– Advanced Kyrprax Medpac Adrenal Level 75 Content: Advanced Kyrprax Attack Adrenal Level 70 Content: Advanced Kyrprax Critical Adrenal both: Advanced Kyrprax Shield Adrenal

Crystals – Eviscerating

Stat Priority

110% accuracy

7.143% alacrity

maxing out critical rating

everything else into mastery and power (this only makes a real difference in level 75 content)

Accuracy

Bosses in SWTOR have a natural chance to resist/dodge any attack of 10%. Every bit of accuracy above 100% lowers their chance to resist/dodge, so your accuracy should be above 110% but still as close to that as possible. Luckily, the Onslaught expansion brought so many possibilities of gearing into SWTOR that you can reach almost exact 110%. With 1591 accuracy rating you will be at 110.004% accuracy which guarantees that you always hit but you’re not wasting any stat points.

There are different ways to get to 1591 accuracy rating. I use stim + 1 286 Augment + 3 Initiative Enhancements.

Alacrity

The standard GCD in SWTOR is at 1.5 seconds which means you can only attack an enemy every 1.5 seconds. Alacrity can lower the GCD if it reaches some certain breakpoints. There are only two breakpoints you can mathematically reach in SWTOR: the 1.4 GCD (1213 alacrity rating = 7.143% alacrity) and the 1.3 GCD (3208 alacrity rating = 15.38% alacrity). Any amount of alacrity spent between these values would just be wasted. I use the 1.4 GCD because you would lose too much crit by going for 1.3. I get to 1213 by using 3 Nimble Enhancements.

Crit

I recommend using 13 Critical Augments, 1 unlettered Adept Enhancement, 2 Sha’tek Adept Packages, 1 Sha’tek Adept Device and 2 crit Crystals. Together with the stim this gives you 3319 critical rating. The basic rule here is that you should max out crit after reaching the thresholds of accuracy and alacrity rating. I use the Sha’tek Device/Packages and the Adept Enhancement because they have the best ratio between crit, mastery, power and low endurance.

Set Bonus

I recommend the Meteor Brawler set bonus because it not only gives you a DPS buff after using Stockstrikefor 15 seconds, it also turns one of your best offensive CDs into your most powerful damage ability. With the 6-piece-bonus, the activation of Tactical Surge, Stockstrike, High Impact Bolt, Ion Wave or Explosive Surge while Battle Focus is active will give you up to 7 stacks of Firefall. When Battle Focus expires you deal damage to up to 8 enemies. The damage scales with the amount of Firefall stacks you have built. With full stacks and adrenal this will crit for a huge amount of damage to every enemy which makes Firefall your highest hitting ability by far. This alone would make this set crazy good but there is more: After your Battle Focus ends, your abilities cost 75% less energy for 20 seconds. I can’t stress enough what an incredible boost to your damage this is. The main difficulty here is to time Battle Focus correctly because the damage is delayed from the activation by 15 seconds and you can’t really pre-cast it because you don’t want to waste your 25% crit buff from Battle Focus.

I use 6 pieces of the Meteor Brawler Set and 1 piece of the Amplified Champion Set to get an additional amplifier slot

Tacticals

Energized Blade Energized Blade

This is the by far best tactical for Tactics Vanguard. It generates a stack of Energized Blade every time you build an Energy Lode, so basically with every High Impact Bolt. The DoT of your Gut hits 25% higher for every stack of Energized Blade. The buff lasts 10 seconds, so you can hold it at a maximum of 4 stacks if you have damage uptime. This will be the most significant overall DPS increase compared to the other tacticals you could wield as Tactics Vanguard.

Flame Detonation Flame Detonation

This is the tactical item you could use for AoE situations. If you hit a target that has an Assault Plastique attached to it with Explosive Surge or Ion Wave the Plastique explodes and deals quite good AoE damage. If you want to play only Tactics Vanguard, you can use this for bosses with adds like Corrupter Zero, but I personally prefer to just switch to Plasmatech for AoE boss fights.

Amplifiers

Both Vanguard DPS specs profit most from the Tech Wizardry +1% amplifier because most of the Vanguard abilities deal tech damage. This amplifier can only be on armorings and barrels and the shell of Amplified Champion-pieces, so you can reach a maximum of 9.4% Tech Wizardry.

SKILLS AND COOLDOWNS

Important Tactics Vanguard Passives

ABILITY NOTES Grenadiership

(Level 16) This buffs 2 of your AoE abilities and allows you to keep your DoT active at multiple targets close to each other with Flak Shell. Serrated Blades

(Level 20) Stockstrike now causes an armor debuff which will help you and your raid members with dealing damage. High Friction Bolts

(Level 24) High Impact Bolt can be used at any target, ignores more armor and regenerates energy cells if it hits a target with your DoT and refreshes it. Tactical Accelerator

(Level 36) This is the center piece of Tactics Vanguard. Tactical Surge, Stockstrike, Flak Shell and Explosive Surge finish the CD of High Impact Bolt and make it deplete no energy cells. This can (and should) proc every 4 GCDs. Sonic Defense

(Level 44) Sonic Round gives you 30% defense chance extra. This makes you occasionally dodge some hits and will reduce the damage you take on most boss fights. A reason to use Sonic Round on CD if you don't need the Sonic Rebounder in a fight. Havoc Training

(Level 52) Assault Plastique gives its target a debuff that makes it take more tech damage. Essentially a damage buff for every Gunslinger, Commando, Scoundrel or Vanguard in your group. Reflexive Shield

(Level 56) Allows you to use Reactive Shield more often which increases your survivability as well as your damage due to the Electro Shield utility. Additionally, you have a 20% chance to gain a small shield every time you take damage. Charged Loaders

(Level 60) More Shoulder Cannon damage and increases the maximum of missiles for Shoulder Cannon from 4 to 7. So, more damage that costs neither GCDs nor energy cells! Critical Recharge

(Level 64) Lower CDs for both energy cell management abilities and a way to pre-build Energy Lodes by using regeneration abilities.

Vanguard Passives

ABILITY NOTES Stockstrike Gives you a longer duration on Reactive Shield. Additionally, it vents heat and heals you for a bit if you take AoE damage. Focused Impact Makes High Impact Bolt ignore 60% of the targets armor and buffs the damage of Stockstrike.

Rotational Abilities

ABILITY NOTES

Stockstrike Decent damage, low energy cell cost, applies an armor debuff and can proc your High Impact Bolt. Must be used on CD.

Tactical Surge Your main filler ability. Can be used to proc High Impact Bolt.

Gut Your only DoT. Always must be on your target. Makes High Impact Bolt recharge cells and can be refreshed by High Impact Bolt and Flak Shell.

Assault Plastique Applies a tech damage debuff to its target. Damage is high but delayed. Must be used on CD.

High Impact Bolt The main DPS source of Tactics Vanguard. Depletes no energy cells if procced and even regenerates some. Should be used whenever available, preferably when procced. You gain an Energy Lode each time you use High Impact Bolt. Up to 4 Energy Lodes can be stored.

Cell Burst Your highest hitting ability with the most energy cell cost. Damage scales with Energy Lodes. Should only be used when you have 4 Energy Lodes.

Hammer Shot Filler ability. Weak damage, no CD and no energy cell cost. Can be used as a filler when Tactical Surge would put you over 40 heat.

AoE Abilities

ABILITY NOTES

Flak Shell Your primary AoE. Deals splash damage around the target. Can be incorporated into your rotation by simply replacing a Tactical Surge. Refreshes Gut on all targets it hits and can proc High Impact Bolt.

Artillery Blitz The only channeled ability the Vanguard has. Can be cast while moving. Works best against groups of weak adds. Does more damage than Flak Shell but is harder to use in the rotation.

Explosive Surge Can replace Tactical Surge if you can hit more than 2 targets. Can proc High Impact Bolt. Use only if the 2 other AoEs are on CD.

Offensive Cooldowns

ABILITY NOTES

Battle Focus Gives you 25% additional crit chance for 15 seconds and deals massive AoE damage when it ends (only with 6-piece Meteor Brawler set bonus). Should be used on CD if not needed for specific burn phases.

Shoulder Cannon Loads 4 missiles immediately and 3 more over time. You can launch one every 1.5 seconds at an enemy. The rockets are off-GCD and deal decent damage. After the last rocket is launched the ability goes on CD for 90 seconds. Try to always use in combination with Battle Focus because they benefit from the crit buff as well.

Recharge Cells Generates 50 energy cells over 3 seconds. I usually completely abandon any rules for energy cell management when I see that Recharge Cells is coming off its CD in the next 10 seconds. Activate as soon as you get below 30-40 energy cells and return to your normal rotation.

Reserve Powercell Makes your next ability deplete no energy cells. Always use in combination with Cell Burst to avoid the cost of 20 energy cells.

Power Yield This is the new Vanguard ability added in 6.0. Every time you take damage after activation, you gain a stack of Power Yield. Each stack gives you 2% extra damage and 40% extra armor. Stacks up to 5 times and can last for 30 seconds with utility. The damage buff on this is insanely good and you can use quite a lot of mechanics to create maximum uptime for Power Yield by using it when a boss applies DoTs to you or there is any form of periodic damage going out. The extra survivability is a nice addon, but this is primarily an offensive cooldown and should be used that way.

Defensive Cooldowns

ABILITY NOTES

Reactive Shield Gives you 25% damage reduction. Although I listed this as a defensive CD, I use Reactive Shield first and foremost as an offensive CD because of the Electro Shield utility.

Adrenaline Rush Applies a buff that heals you back up to 35% health for 8 seconds after you drop below that margin. Not as great of a defensive CD but pretty good against DoTs when you're low. It usually heals you too slow and for too less health to be useful against big hits.

Shield Adrenal I usually have this on me as a last resort because it gives you up to 30% damage reduction. Only use it if you would die otherwise. This means that you cannot pop your offensive adrenal for the next 3 minutes, but you still deal more damage when you're alive.

Other Abilities

ABILITY NOTES

Tenacity Your CC break. Rarely needed in PvE but can come in handy to avoid some slows/roots/stuns (e.g. Brontes NiM Tentacle Phase).

Cryo Grenade 4s single target stun.

Neural Surge 2.5s AoE stun for up to 8 enemies. Pretty great for add groups.

Hold the Line Makes you immune to movement-impairing, knockdowns and knockbacks for 6 seconds. Invaluable for fights like Brontes NiM or Revan HM. Also great for on-demand speed boosts.

Neural Jolt Your single target taunt. Increases your threat and forces an enemy to attack you for 6 seconds.

Sonic Round Aggro reduce, trigger of Sonic Defense and source of your Sonic Rebounder.

Guard Allows you to reduce the damage an allied target takes by 5% and makes it generate less threat. Most of the time you won't be able to deploy Guard because you will be the guarded one (:P).

Riot Strike Interrupts your target.

Harpoon Pulls a target to you. Can be used between 10-30m. Useful to pull adds into AoE or simply into your range.

Storm Great instant gap closer.

UTILITIES

Below I will list the utilities I normally take and explain what they do and when I take them.

Skillful

Iron Will

Effect: – Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Hold the Line by 10 seconds.

Comment: – Hold the Line is a great skill and there is not much else worth taking here.

Parallactic Combat Stims

Effect: – You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.

Comment: – Many fights have physical effects that will make you recharge cells. More energy cells = more DPS!

Reflective Armor

Effect: – When Into the Fray is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.

Comment: – 100% mandatory. This is free DPS whenever you take AoE damage. And almost every boss is throwing out an AoE at some point.

Masterful

Battlefield Training

Effect: – Increases your movement speed by 15%.

Comment: – Extra movement speed is always nice, especially for melees. You can swap this out for Sonic Rebounder if needed.

Electro Shield

Effect: – When activated, your Reactive Shield charges with electricity, zapping attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.

Comment: – 100% mandatory. In almost every fight there is unavoidable damage going out and this is a free DPS increase whenever you have Reactive Shield.

Sonic Rebounder

Effect: – Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

Comment: – Extremely useful on some fights to avoid certain mechanics. More explanation below.

Frontline

Effect: – Reduces the cooldown of Riot Strike by 2 seconds. Additionally, damage taken from area effects is reduced for Plasmatech and Tactics.

Comment: – I usually take this because AoE damage reduction is always useful. Also, with only 10 seconds cooldown on Riot Strike you have one of the lowest interrupt CDs in the game.

Heroic

Advance the Line

Effect: – Increases the duration of Hold the Line by 4 seconds.

Comment: – You rarely need 10 seconds of Hold the Line, but it can be useful in some fights where you would be slowed for a long time. You can take this, but I prefer Charge the Line for the increased movement speed.

Re-energizers

Effect: – When Reserve Powercell is activated, it recharges 10 energy cells over the next 5 seconds and reduces your threat towards all current enemies.

Comment: – Some more energy cells to play around with are always nice. Take it.

Power Focus

Effect: – Power Yield increases damage done by an additional 2% when attacked while Ion Gas Cylinder is being utilized and refreshes its duration when attacked while Ion Gas Cylinder is not being utilized. Power Yield cannot last longer than 30 seconds.

Comment: – There is a way to increase your DPS by using Power Yield in almost every fight in SWTOR. With a CD of 1 minute on Power Yield, you can have the 10% damage buff for almost half of the fight in ideal situations (this shines in situations like Brontes NiM Burn Phase or Apex Vanguard HM). Absolute no-brainer to take this.

Charge the Line

Effect: – Hold the Line increases movement speed by an additional 45% while active.

Comment: – I take this on every fight where I don’t need Sonic Rebounder or Advance the Line. The on-demand movement speed is always useful.

Sonic Rebounder

As I already said in 4.2, the Sonic Rebounder utility is the Vanguard’s way of cheesing boss mechanics. Even though it’s not as strong as the Shadow’s Force Shroud in most instances, it will still make the life of your raid group members a lot easier on some boss fights. Unfortunately, the Sonic Rebounder is a very selfless tool. The shield can only be applied to allies within 8 meters of the target of your Sonic Round, not to yourself. The buff from Sonic Rebounder.

Here’s a list of some the mechanics you can avoid by using Sonic Rebounder (I’m pretty sure there are more):

OPERATION BOSS MECHANIC Temple of Sacrifice Revanite Commanders Void from Lord Kurse. Let everyone stack near Kurse and throw Sonic Rebounder from the outside. Temple of Sacrifice Revan Heave; I recommend using StarParse and its timers to predict the Heave. Revan will lose 2-3% HP if you can give the Sonic Rebounder to everyone. Asation Dread Guards Doom; Make sure you time Sonic Rebounder correctly because you need the buff at the end of the duration of Doom (30 seconds). Asation Terror from Beyond Tentacle Slam in the first phase of the fight before entering the portal. Scum and Villainy Styrak NiM The force lightning channel applies a debuff that explodes at the end. The explosion can be reflected by Sonic Rebounder. Dread Fortress Brontes Throw Sonic Rebounder in the Burn Phase when Brontes has 4-5 stacks to avoid a tick of the Supremacy damage. Dread Palace Raptus Force Execution (only the beam, not the void) Dread Palace Dread Council Burn Phase; use it at the beginning when all 4 Dread Masters are still alive.

Example Builds

Standard Build for PvE

Build with Rebounder

ROTATION

The key piece to the Tactics Vanguard rotation is the High Impact Bolt or rather the Tactical Accelerator passive. This gives you the ability to proc your High Impact Bolt off its CD every 4 GCDs and makes it deplete no energy cells. That means every fourth ability must be an ability that triggers your Tactical Accelerator. If you delay this proc even by a single GCD, your DPS will go straight down.

Opener

(Precasts) 7 Shoulder Cannons, 4 Energy Lodes, Explosive Surge

Shoulder Cannons, 4 Energy Lodes, Explosive Surge Assault Plastique

Assault Plastique Gut

Gut High Impact Bolt (with Battle Focus + Adrenal + Shoulder Cannons + Alacrity Relic in sub-75 content)

High Impact Bolt (with Battle Focus + Adrenal + Shoulder Cannons + Alacrity Relic in sub-75 content) Stockstrike

Stockstrike Cell Burst

Cell Burst fall into priority list

You should always have your Shoulder Cannon missiles fully loaded and 4 stacks of Energy Lode before you go into a boss fight. In most groups Tanks will usually count from 5 to 1 before pulling a boss, so I use Explosive Surge at 5 to pre-proc my Tactical Accelerator and have a free High Impact Bolt to start the fight.

After the tank pulls you want to throw your Assault Plastique (it has 30m range, use that) and then run towards the boss to use your Gut. In most cases you can stand close enough to the boss that the GCD from throwing your Assault Plastique will be enough to run into melee range. I try to avoid using Storm because it’s essentially a waste of a GCD. Because the Assault Plastique damage is delayed you can use your offensive CDs after applying Gut and don’t have to waste it on the initial blade damage.

You use a High Impact Bolt before Cell Burst because it will make your opener a bit more energy cell efficient even if you lose out on 1 Energy Lode. You also use Stockstrike before Cell Burst to get High Impact Bolt back from CD and apply the armor debuff to your target before using your highest hitting ability.

Priorities

Proccing Tactical Accelerator

Gut (if not applied)

Gut (if not applied) Stockstrike & Assault Plastique (use both on CD)

Stockstrike & Assault Plastique (use both on CD) Cell Burst

Cell Burst High Impact Bolt

High Impact Bolt Tactical Surge

Tactical Surge Rapid Shots (if below 75 energy cells)

As stated in the beginning of this segment, every 4th GCD must be either Stockstrike, Tactical Surge, Flak Shell or Explosive Surge. This means you have 3 filler slots in between. One of these will be the procced High Impact Bolt. I use it in most cases immediately after the proc. You can delay High Impact Bolt by one or two GCDs if Assault Plastique or Stockstrike are off cooldown.

For AoE damage you basically continue your single target rotation, but you can swap out Tactical Surges for Flak Shell and Explosive Surge. If you need a cycle of dedicated AoE, you can do High Impact Bolt > Artillery Blitz > Flak Shell (which will proc High Impact Bolt) so you won’t miss out on procs.

Multi Dotting

PT can keep his DoT active on more than one target. If bosses are close enough to each other, you can simply refresh the DoT on both by using Flak Shell on CD. On some fights like Sword Squadron in Temple of Sacrifice you can apply your DoTs to both and refresh them by swapping High Impact Bolts between the targets. The second strategy will only work on 2 enemies because your Gut does not have enough uptime to swap High Impact Bolt between three or more targets.

ABOUT THE VANGUARD MINDSET

Playing Vanguard is different from every other DPS class in this game because your DPS massively profits from playing on the edge of some boss mechanics. What I mean by that is that as Vanguard you sometimes must take more damage than others to deal more damage.

Let’s take Nefra in Dread Fortress as an example: Nefra will apply a DoT every 30 seconds. This DoT does not tick very hard but as Vanguard you never want to be cleansed by a healer during this fight because the DoT allows you to utilize your Electro Shield, Reflective Armor (it somehow counts as AoE) and Power Yield to full extent. No class will outparse good Vanguards on Nefra because the passive DPS you can gain is massive.

Mastering Vanguard is all about finding these sweet spots and using them. You should learn to evaluate if the situation allows you to play a little more reckless. There are a few factors you should keep in mind:

How much damage will you take for which amount of DPS gain? (benefits vs costs)

Do your healers have enough breathing room or are they too busy with the tanks?

Don’t risk your life to gain DPS. Slightly lower DPS is better than no DPS at all.

Finally, some advice for playing DPS in general: Never ever waste a GCD! Unless a boss mechanic or a call from the raid lead forbids you to deal damage, you should never stop to use every GCD towards killing something. If you must keep some distance to a boss, use rapid shots. Low damage is better than no damage. All this will increase your actions per minute (APM) and thereby your DPS.

CONCLUSIONS

Acknowledgements

I want to thank Ghez Hokan and Pullwerk who gave me invaluable feedback to this guide and taught me about the PowerTech class as well as the importance of passing along knowledge. A special shoutout goes to all the great players who are or have ever a been a part of <Koosai>. I’ve had a great time with all of you and I’m looking forward to the next adventures. And finally, I want to thank both of my raid groups. You guys are always great teammates and even better competition and push me to improve my skills.

About the Author

I’m a nightmare raider from the German server Tulak Hord. I began playing when SWTOR was released and played PowerTech during my entire time in SWTOR. I was a main heal back when 50 was still the highest level and switched to main DPS in 5.0. I’m currently a guild officer and raid lead for <Koosai> and play for their nightmare group as well as for the nightmare group of <Raidbull>.

From Vulkk

I would like to thank Prasah for reaching out an idea to offer this Tactics Vanguard 6.0 + SWTOR Guide and several other Powertech/Vanguard 6.0 Class Guides to the community via VULKK.com.

I hope you have found useful information in this article and will put it to good use on your next raid or any group or even solo run.

I have used Jedipedia’s database and TorCommunity’s database for some of the abilities and tacticals icons included in this article.

If you are skilled with a Class and Discipline that has not yet been covered with a guide on VULKK (check the list here), and you want to provide one for the SWTOR Community, contact me via email or wherever you see Vulkk present.