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Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Printable Version

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RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Cain - 03-26-2012 08:46 PM

If you look closely the "new" rakata war leader at 1.2, of course there's no surge anymore (...) but all the defense mods are gone, there's only absorption mods (+37), which is quite good imho.
Then you have 5 enhancements accuracy / absorb which personally I will just replace by vigilant enhancements.
http://www.torhead.com/item/e1JgVX3/advanced-vigilant-enhancement-25


So first guess Bioware do want us to use other mods from HM or NM in order to replace some other "originals" ones, and optimize ourself.
Second guess accuracy will be really useful for a tank because we do miss something at the moment, but honestly I highly doubt accuracy (in other words our threat / damage) would be more gainful than def / shield / absorb due to our taunt mechanic.
Maybe I miss something, but I doesn't see other solutions for now, at least in the last 1.2 patch note or on the pts.

Wait and see, it can't be worst, I mean we have deal then get rid with this stupid surge problem, now we have to deal with accuracy, which is at least a progress Rolleyes

And anyway we have to look for the new end game set (blackhole bullwark), there's only 2 enhancements with accuracy which you can easily replace, and a combination of defense mods and a lot of absorbtion (implants, ear, wrist, belt, shield and some 41 absorb mods ofc on the 5 parts set); it sounds quite good.
http://www.oldrepublic.net/content/attachments/1757d1332345597-juggernaut-guardian-tanking-wt.jpg/


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - DarthxRage - 03-26-2012 11:50 PM

Well, looking at the Black Hole gear has me much more confident that we aren't missing anything and are, in fact, on the right path.


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Xzyzz - 03-27-2012 08:58 AM

(03-26-2012 01:24 PM)Cain Wrote:  Btw, I guess that a LOT of tanks have not figured it out yet for the taunt mechanic, let's pray for them Smile

Just to be clear, what exactly are you referring to; the way taunt works or aggro in general?


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Cain - 03-27-2012 12:39 PM

According to a post on sithwarrior, which i can't find for now, let's say you are tanking a boss, every time you taunt you take the aggro from the person on the top of the list, which is you.
Doing that you will have 1.1 of the aggro from the player on top of the aggro list (you) if your taunt is in the melee range, or 1.3 if you are at distance range (because dps distance need 1.3 of your aggro to take aggro).

So basically, you just have to taunt every time it's up and get back a little (I think it's 4 meters) before taunt if you want to have better aggro (to be consider as a distance). But a lot of fight have threat dump or adds, so keep in mind that you might need aoe taunt per example, but for Soa for example, you can just taunt him aoe and mono every time it's up to maintain a good aggro for your dps.

It's strange when you come from wow per example, because in wow you have to use taunt only if someone take aggro, in swtor your taunt generate threat, at least since I tried it, it have clearly make a difference from me, but again not 100% sure but it feels like it's working pretty good.

If someone who speaks english better could explain with other words, because I'm not sure that you will understand what I'm trying to say, because with my so bad englsih I'm not even sure to understand myself Smile


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - DarthxRage - 03-27-2012 11:17 PM

(03-27-2012 12:39 PM)Cain Wrote:  According to a post on sithwarrior, which i can't find for now, let's say you are tanking a boss, every time you taunt you take the aggro from the person on the top of the list, which is you.
Doing that you will have 1.1 of the aggro from the player on top of the aggro list (you) if your taunt is in the melee range, or 1.3 if you are at distance range (because dps distance need 1.3 of your aggro to take aggro).

So basically, you just have to taunt every time it's up and get back a little (I think it's 4 meters) before taunt if you want to have better aggro (to be consider as a distance). But a lot of fight have threat dump or adds, so keep in mind that you might need aoe taunt per example, but for Soa for example, you can just taunt him aoe and mono every time it's up to maintain a good aggro for your dps.

It's strange when you come from wow per example, because in wow you have to use taunt only if someone take aggro, in swtor your taunt generate threat, at least since I tried it, it have clearly make a difference from me, but again not 100% sure but it feels like it's working pretty good.

If someone who speaks english better could explain with other words, because I'm not sure that you will understand what I'm trying to say, because with my so bad englsih I'm not even sure to understand myself Smile

No worries, man. You explained that clearly. I would caution against using your taunts on cooldown simply because if one of your dps hits a crit streak or you hit some bad rng and miss a few times, you might be in trouble. Taunt, however, can never miss so if I get a string of misses, that is when I use it to make up for any threat I might have lost. It just maximizes the benefit a bit more. I think taunt timing is going to become much more important with our aoe taunt moving from 30 seconds to 45 seconds in 1.2. Given how terrible our aoe threat is, that's the only reason I can see for bio taking that away from us.


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Pantel - 04-09-2012 07:00 AM

To make it for me clear, some of you have 0 accuracy and can tank without problems?

If yes, are you raiding in 16er Nightmare?

I'm now have this equipment: http://swtor.askmrrobot.com/character/e9f2155c-b597-4e49-ac32-c582bd4029ae

Tanking in 16er Nightmare are a hard fight against the dds to hold the Aggro and the Healers have althought a tought time to hold me alive ... :/


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Ezmode - 04-09-2012 12:53 PM

That is likely related to the discussions in this thread, from this post and on:
http://mmo-mechanics.com/swtor/forums/Thread-Threat-conversation?pid=16018#pid16018


RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy - Kaedis - 04-19-2012 09:34 AM

Since this compendium has not been updated for 1.2, I'm closing it. Please use this thread for patch 1.2 discussion until a new compendium is written or this one is updated for the new patch.