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Immortal|Guardian PvE End Game Tanking Compendium - 1.2
05-09-2012, 01:21 PM
Post: #1
Immortal|Guardian PvE End Game Tanking Compendium - 1.2
Sith Juggernaut | Jedi Guardian PvE End Game Tanking Compendium


Table of Contents

I. The Basics
a. Introduction
b. Skills
c. Abilities
i. Resource Generating Abilities
ii. Resource Consuming Abilities
iii. Survival Abilities
iv. Other Abilities
d. Ability Priority
II. Advanced
a. Stats & Gear
i. Base Stats
i. Defensive Stats
iii. Secondary Stats
iv. Gear
b. Consumables
c. Crew Skills
III. Game Mechanics and Strategies
a. Threat Mechanics
b. Damage Reduction
c. Operation Strats
IV. References
a. Important Links
V. Credits
VI. Change Log


I. The Basics

a. Introduction

The goal of this compendium is to provide a knowledge center for the beginner and advanced Sith Juggernaut/Jedi Guardian PVE tank. This compendium will cover mechanics specific to the two mirror Advanced Classes and hopefully present the community’s best answer or, at worst, best guess to how to appropriately spec a PVE tank and the to how to approach end game PVE content.

I have personally always found the tank role to be the most engaging role in MMO’s and the concept of a frontline defender controlling the battlefield and protecting his allies really appeals to me. A well-played tank can change the course of a fight and clutch victory from the jaws of defeat. My hope is that this guide combined with input from the community can help people to play their tanks at a high level.

Minor corrections can be sent to me via PM.

b. Skills

There are currently two approaches to allocating skills for end game tanking as a Sith Juggernaut or Jedi Guardian. The first approach utilizes 31 skill points in Immortal|Defense while the second approach is a hybrid approach that goes deep enough into Vengeance|Vigilance to get Deafening Defense|Commanding Awe.

Deep Immortal|Defense

All deep Immortal|Defense builds will allocate the first 31 points in the Immortal|Defense tree as shown in these links: Immortal|Defense.

Improved Sundering Assault|Improved Sundering Strike is picked up from the first tier in Vengeance|Vigilance and Decimate|Swelling Winds is chosen from the first tier of Rage|Focus. These choices allow for faster stacking of the armor reduction debuff on the mob and also provides a nice increase to AoE threat which can be a weaker area for Juggernaut and Guardian tanks. Next, Single Saber Mastery in the first tier of Vengeance|Vigilance provides a nice increase to threat from our melee abilities. The last three points are somewhat flexible. If you are in need of increased Accuracy skill in the second tier of Vengeance|Vigilance can be appealing. However, if you find yourself with enough accuracy, putting two points into Dreadnaught|Perseverance will be a better choice with a floater point that I typically place in Ravager|Master Focus in Rage|Focus.

The final skill allocations will look like:

31/7/3 (Immortal|Defense) – Dreadnaught|Perseverance build

31/8/2 (Immortal|Defense) – Accuracy build

Hybrid Vengeance|Vigilance

The hybrid builds are focused around picking up Deafening Defense|Commanding Awe from Vengeance|Vigilance. The 4% all around damage reduction may be considered superior to the 4% elemental and internal damage reduction from Dark Blood|Inner Peace in deep Immortal|Defense. Furthermore, Deafening Defense|Commanding Awe turns Enraged Defense|Focused Defense into a 15% damage reduction cooldown every 45s in addition to the healing it innately provides. A significant consideration with using Enraged Defense|Focused Defense is that the ability reduces your threat which can be problematic early in a fight and during tank switches which are commonly seen in Denova. Well timed taunts can counteract this, but you must plan ahead to maintain threat throughout using the cooldown.

Another advantage includes Force Charge|Force Leap granting a 20% damage reduction for 4 seconds through Unstoppable|Unremitting. Again, it may be difficult to take advantage of this on cooldown due to various positioning requirements during the fight, so consider this a bonus. The loss of Sweeping Fury|Cyclonic Sweeps with respect to resource generation is offset by Smash|Force Sweep no longer costing rage|focus due to Ruin|Effluence. Shien form may also be selected if you spend a significant time as the off-tank and as DPS. Points may also be moved out of Accuracy depending on your gear.

The final skill allocation for the hybrid build will look like:

17/22/2 (Immortal|Defense) – No shien form

17/22/2 (Immortal|Defense) – With shien form

c. Abilities

i. Resource Generating Abilities

Soresu Form
Soresu Form
Sith Warrior (Juggernaut)

Activation time: Instant
Mirror: Soresu Form

Enters a defensive lightsaber form, reducing all damage taken by 6%, increasing armor rating by 60% and increasing threat generation by 50%. Soresu Form also increases shield chance by 20%. While active, taking damage builds 1 rage, but all Assault abilities generate 1 less rage. This effect cannot occur more than once every 6 seconds.

The tank “stance.” Increases threat generation, endurance, armor, and allows the generation of Rage|Focus when taking damage.

Assault
Assault
Sith Warrior

Rage: 2
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Strike

Inflicts <> damage with a series of quick melee attacks. Builds 2 Rage. Attacks with both weapons if dual wielding.
| Strike
Strike
Jedi Knight

Focus: 2
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Assault

Inflicts <<1>> damage with a series of quick melee attacks. Generates 2 Focus. Strikes with both weapons if dual wielding.

Our basic attack. Generates 1 Rage|Focus in Soresu form.

Sundering Assault
Sundering Assault
Sith Warrior (Juggernaut)

Rage: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Strike

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 rage.
| Sundering Strike
Sundering Strike
Jedi Knight (Guardian)

Focus: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Assault

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 focus.

Our primary resource generator as a Juggernaut. Also stacks the sunder armor debuff.

Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
| Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.

One of our signature moves. Generates 3 rage and is a great way to get in close on a mob.

Saber Throw
Saber Throw
Sith Warrior (Juggernaut)

Rage: 3
Range: 10m
Activation time: Instant
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Saber Throw

Throws the main-hand lightsaber at a distant target, inflicting <> damage and building 3 rage.

Generates 3 rage upon use. Excellent for opening a fight or grabbing an add.

Enrage
Enrage
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 60 secs
Mirror: Combat Focus

Immediately generates 6 rage
| Combat Focus
Combat Focus
Jedi Knight

Activation time: Instant
Cooldown: 180 secs
Mirror: Berserk

Generates 5 focus over the next 6 seconds.


Our major resource cooldown. Use this on cooldown or time it strategically when you need rage.

Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
| Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.


Does a bit of damage and generates rage over time. Also is a great micro-cc ability when you need a breather if talented into Force Grip|Stasis Mastery.

ii. Resource Consuming Abilities

Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
| Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.

Our hardest hitting AoE ability. Reduces the chance a mob will hit us with Quake|Dust Storm.

Force Scream
Force Scream
Sith Warrior

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Blade Storm

Blasts the target with a Force-enhanced scream, dealing <> kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.
| Blade Storm
Blade Storm
Jedi Knight

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Kinetic
Mirror: Ravage

Use the force to project a wave of energy toward the target, dealing <> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.

Another staple ability and provides some damage adsorption.

Retaliation
Retaliation
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Riposte

Retaliates against the target for <> weapon damage. Retaliation can only be used after a successful melee or ranged defense and it does not respect the global cooldown. Cannot miss, be parried or dodged.
| Riposte
Riposte
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Retaliation

Ripostes a parried or deflected attack, striking back at the target for [?] weapon damage. Riposte can only be used after a successful melee or ranged defense and does not respect the global cooldown. Cannot miss or be parried or dodged.

Hit whenever it procs. Off the GCD and boosts our Defense by 6%.

Crushing Blow
Crushing Blow
Sith Warrior (Juggernaut)

Rage: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Guardian Slash

Crushes the target with a mighty blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 15 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
| Guardian Slash
Guardian Slash
Jedi Knight (Guardian)

Focus: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Crushing Blow

Strikes the target with a powerful blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 1 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.

Our hardest hitting ability and provides excess threat. You won’t have this in hybrid builds.

Backhand
Backhand
Sith Warrior (Juggernaut)

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Hilt Strike

Bashes the target for [?] kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
| Hilt Strike
Hilt Strike
Jedi Knight (Guardian)

Focus: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Backhand

Bashes the target for [?] kinetic damage, stunning it for 1 second. This ability generates a high amount of threat.

Our second +threat ability. Hybrids won’t pick this up. Can be great at getting snap aggro or for a short term cc.

Sweeping Slash
Sweeping Slash
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Cyclone Slash

Slashes up to 5 enemies in front of you for <> weapon damage each. Attacks with both lightsabers if dual wielding.
| Cyclone Slash
Cyclone Slash
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Sweeping Slash

Slashes up to 5 enemies in front of you for [?] weapon damage each. Attacks with both lightsabers if dual wielding.

Our second AoE threat ability.

Vicious Slash
Vicious Slash
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Slash

Slashes the target for <> damage. Attacks with both weapons if dual wielding.
| Slash
Slash
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Vicious Slash

Slashes the target for [?] damage. Attacks with both weapons if dual wielding.

Our rage dump. Use excess rage on this ability when our harder hitting abilities are on cooldown.

Vicious Throw
Vicious Throw
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Dispatch

Throws the main-hand lightsaber at a target, dealing (LvlRankDmgAmnt * 0.265 WeaponDamage * 2.85) - (LvlRankDmgAmnt * 0.305 WeaponDamage * 2.85) energy damage. Only usable on targets at or below 20% max health.
| Dispatch
Dispatch
Jedi Knight

Focus: -3
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Mirror: Vicious Throw

Throws the main-hand lightsaber at a target, dealing (LvlRankDmgAmnt * 0.265 WeaponDamage * 2.85) - (LvlRankDmgAmnt * 0.305 WeaponDamage * 2.85) energy damage. Only usable on targets at or below 20% max health.

Hits hard below 30% life on the mob. Use this as your rage dump in those regimes.

iii. Survival Abilities

The first three abilities are what are typically called our tanking cooldowns. Study and understand how these abilities work and try to map out where best to use these abilities. A great example is on Foreman Crusher in Karagga’s Palace. Juggernaut|Guardian tanks are great tanks for this fight because we will have a cooldown available for each of his enrages to make lives significantly easier. Combine cooldowns with adrenals and “on use” relics for even further increased survivability.

Invincible
Invincible
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 180 secs
Mirror: Warding Call

Reduces all damage taken by 40% for 10 seconds.
| Warding Call
Warding Call
Jedi Knight (Guardian)

Activation time: Instant
Cooldown: 180 secs
Mirror: Invincible

Reduces all damage taken by 40% for 10 seconds.

Most powerful tank cooldown in the game. Use to stave off death or timed with a powerful boss ability.

Endure Pain
Endure Pain
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 90 secs
Mirror: Enure

Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.
| Enure
Enure
Jedi Knight (Guardian)

Activation time: Instant
Cooldown: 90 secs
Mirror: Endure Pain

Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.

Like Last Stand in WoW. Buy your healers some time to get you healed up.

Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.

Our other 3 minute cooldown. Again, can be very powerful if you time it with a hard hitting boss ability.

Intercede
Intercede
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Guardian Leap

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
| Guardian Leap
Guardian Leap
Jedi Knight (Guardian)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Intercede

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.

Very useful to saving a teammate’s life or when they’re creeping up on threat. Careful of mob cleaves though!

Taunt
Taunt
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 15 secs
Mirror: Taunt

Taunts the target, forcing it to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.

Our tank staple for the mob that got away. Turns out its also a primary threat weapon even when you have aggro.

Threatening Scream
Threatening Scream
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 45 secs
Mirror: Challenging Call

Taunts all enemies within 15 meters, forcing them to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
| Challenging Call
Challenging Call
Jedi Knight (Guardian)

Activation time: Instant
Cooldown: 45 secs
Mirror: Threatening Scream

Taunts all enemies within 15 meters, forcing them to attack the Knight for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.

Same as the single target taunt only does multiple mobs. Careful if you use it as a back-up single target taunt in encounters with two mobs and tank switches.

iii. Other Abilities

Ravage
Ravage
Sith Warrior

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Master Strike

Performs a series of lightsaber attacks that deal <> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
| Master Strike
Master Strike
Jedi Knight

Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Ravage

Performs a series of lightsaber attacks that deal [?] weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.

Hits very hard. If your primary abilities are off cooldown, hit this button. Generates a great amount of threat in Soresu form.

Disruption
Disruption
Sith Warrior

Rage: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 8 secs
Mirror: Force Kick

Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
| Force Kick
Force Kick
Jedi Knight

Focus: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 8 secs
Mirror: Disruption

Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds.

Another tank staple. Interrupting key spells and abilities has long been a focus of encounters in MMOs.

Chilling Scream
Chilling Scream
Sith Warrior (Juggernaut)

Rage: -2
Range: 8m
Activation time: Instant
Mirror: Freezing Force

Freezes nearby foes, reducing their movement speed by 50% for <<1[%d seconds/%d second/%d seconds]>>.
| Freezing Force
Freezing Force
Jedi Knight (Guardian)

Focus: -2
Range: 8m
Activation time: Instant
Mirror: Chilling Scream

Freezes nearby foes, reducing their movement speed by 50% for 6 seconds.

Our primary kite weapon. Use if you need to get distance.

Intimidating Roar
Intimidating Roar
Sith Warrior

Rage: -1
Range: 8m
Activation time: Instant
Cooldown: 60 secs
Mirror: Awe

Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
| Awe
Awe
Jedi Knight

Focus: -1
Activation time: Instant
Cooldown: 60 secs
Mirror: Intimidating Roar

Confounds all nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.


Also great at stunning adds to buy healers some time or as a quick cc.

d. Ability Priority

Juggernaut|Guardian tanking is very dynamic. We use abilities to generate resources and spend those resources on threat and survival abilities. A warrior or knight tank must know what is coming in a fight to understand how to best use those abilities and resources. Tanking is different than DPS in that much of your abilities will be used reactively and, perhaps as you learn a fight, proactively.

However, for the case of simply tanking a single target mob, one can come up with some level of a priority for ability usage. Because most of our abilities are on a cooldown, I refer to the cycle as a priority list instead of a rotation. There will most likely be conflicts in which ability to use when they’re both off cooldown.

The Single Target Pull:

The most important part of the pull is establishing hate/aggro of the mob and getting positioning right. The following priority list of abilities is what I use to establish control. There can be variants of this list that perform as well.

Saber Throw
Saber Throw
Sith Warrior (Juggernaut)

Rage: 3
Range: 10m
Activation time: Instant
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Saber Throw

Throws the main-hand lightsaber at a distant target, inflicting <> damage and building 3 rage.
v
Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
| Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
v
Crushing Blow
Crushing Blow
Sith Warrior (Juggernaut)

Rage: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Guardian Slash

Crushes the target with a mighty blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 15 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
| Guardian Slash
Guardian Slash
Jedi Knight (Guardian)

Focus: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Crushing Blow

Strikes the target with a powerful blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 1 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
v
Backhand
Backhand
Sith Warrior (Juggernaut)

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Hilt Strike

Bashes the target for [?] kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
| Hilt Strike
Hilt Strike
Jedi Knight (Guardian)

Focus: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Backhand

Bashes the target for [?] kinetic damage, stunning it for 1 second. This ability generates a high amount of threat.
v
Sundering Assault
Sundering Assault
Sith Warrior (Juggernaut)

Rage: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Strike

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 rage.
| Sundering Strike
Sundering Strike
Jedi Knight (Guardian)

Focus: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Assault

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 focus.
v
Ravage
Ravage
Sith Warrior

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Master Strike

Performs a series of lightsaber attacks that deal <> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
| Master Strike
Master Strike
Jedi Knight

Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Ravage

Performs a series of lightsaber attacks that deal [?] weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.

At this point, control over the mob is well established. For Single targets, a maintenance priority will place emphasis on Force Scream|Blade Storm, Smash|Force Sweep, and Retaliation|Riposte for the defensive advantages they provide.

Retaliation
Retaliation
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Riposte

Retaliates against the target for <> weapon damage. Retaliation can only be used after a successful melee or ranged defense and it does not respect the global cooldown. Cannot miss, be parried or dodged.
| Riposte
Riposte
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Retaliation

Ripostes a parried or deflected attack, striking back at the target for [?] weapon damage. Riposte can only be used after a successful melee or ranged defense and does not respect the global cooldown. Cannot miss or be parried or dodged.
v
Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
| Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
v
Force Scream
Force Scream
Sith Warrior

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Blade Storm

Blasts the target with a Force-enhanced scream, dealing <> kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.
| Blade Storm
Blade Storm
Jedi Knight

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Kinetic
Mirror: Ravage

Use the force to project a wave of energy toward the target, dealing <> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.

With those abilities on cooldown, spend resources on the highest threat and damage abilities.

Single Target:

Crushing Blow
Crushing Blow
Sith Warrior (Juggernaut)

Rage: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Guardian Slash

Crushes the target with a mighty blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 15 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
| Guardian Slash
Guardian Slash
Jedi Knight (Guardian)

Focus: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Crushing Blow

Strikes the target with a powerful blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 1 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
v
Backhand
Backhand
Sith Warrior (Juggernaut)

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Hilt Strike

Bashes the target for [?] kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
| Hilt Strike
Hilt Strike
Jedi Knight (Guardian)

Focus: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Backhand

Bashes the target for [?] kinetic damage, stunning it for 1 second. This ability generates a high amount of threat.
v
Ravage
Ravage
Sith Warrior

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Master Strike

Performs a series of lightsaber attacks that deal <> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
| Master Strike
Master Strike
Jedi Knight

Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Ravage

Performs a series of lightsaber attacks that deal [?] weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
v
Vicious Throw
Vicious Throw
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Dispatch

Throws the main-hand lightsaber at a target, dealing (LvlRankDmgAmnt * 0.265 WeaponDamage * 2.85) - (LvlRankDmgAmnt * 0.305 WeaponDamage * 2.85) energy damage. Only usable on targets at or below 20% max health.
| Dispatch
Dispatch
Jedi Knight

Focus: -3
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Mirror: Vicious Throw

Throws the main-hand lightsaber at a target, dealing (LvlRankDmgAmnt * 0.265 WeaponDamage * 2.85) - (LvlRankDmgAmnt * 0.305 WeaponDamage * 2.85) energy damage. Only usable on targets at or below 20% max health.
(30% health and below)
v
Vicious Slash
Vicious Slash
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Slash

Slashes the target for <> damage. Attacks with both weapons if dual wielding.
| Slash
Slash
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Vicious Slash

Slashes the target for [?] damage. Attacks with both weapons if dual wielding.

For the hybrid, simply remove Crushing Blow
Crushing Blow
Sith Warrior (Juggernaut)

Rage: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Guardian Slash

Crushes the target with a mighty blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 15 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
| Guardian Slash
Guardian Slash
Jedi Knight (Guardian)

Focus: -4
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Mirror: Crushing Blow

Strikes the target with a powerful blow, dealing [?] weapon damage and applying 3 stacks of armor reduction for 1 seconds. Targets affected by 5 stacks of your armor reduction suffer [?] weapon damage instead.
from the priority list.

Multiple Targets:

While keeping Retaliation
Retaliation
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Riposte

Retaliates against the target for <> weapon damage. Retaliation can only be used after a successful melee or ranged defense and it does not respect the global cooldown. Cannot miss, be parried or dodged.
| Riposte
Riposte
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 6 secs
Damage Type: Weapon
Mirror: Retaliation

Ripostes a parried or deflected attack, striking back at the target for [?] weapon damage. Riposte can only be used after a successful melee or ranged defense and does not respect the global cooldown. Cannot miss or be parried or dodged.
and Force Scream
Force Scream
Sith Warrior

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Blade Storm

Blasts the target with a Force-enhanced scream, dealing <> kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.
| Blade Storm
Blade Storm
Jedi Knight

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Kinetic
Mirror: Ravage

Use the force to project a wave of energy toward the target, dealing <> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.
on cooldown, prioritize Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
| Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
and Sweeping Slash
Sweeping Slash
Sith Warrior

Rage: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Cyclone Slash

Slashes up to 5 enemies in front of you for <> weapon damage each. Attacks with both lightsabers if dual wielding.
| Cyclone Slash
Cyclone Slash
Jedi Knight

Focus: -3
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Sweeping Slash

Slashes up to 5 enemies in front of you for [?] weapon damage each. Attacks with both lightsabers if dual wielding.
while tabbing through the enemies and spending excess rage on your stronger instant single target abilities. If you’ve marked a focus target, prioritize extra damage into that.

Use Threatening Scream
Threatening Scream
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 45 secs
Mirror: Challenging Call

Taunts all enemies within 15 meters, forcing them to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
| Challenging Call
Challenging Call
Jedi Knight (Guardian)

Activation time: Instant
Cooldown: 45 secs
Mirror: Threatening Scream

Taunts all enemies within 15 meters, forcing them to attack the Knight for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
and Intimidating Roar
Intimidating Roar
Sith Warrior

Rage: -1
Range: 8m
Activation time: Instant
Cooldown: 60 secs
Mirror: Awe

Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
| Awe
Awe
Jedi Knight

Focus: -1
Activation time: Instant
Cooldown: 60 secs
Mirror: Intimidating Roar

Confounds all nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.

to help control and pull in larger groups.

Use of Taunt
Taunt
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 15 secs
Mirror: Taunt

Taunts the target, forcing it to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
and Threatening Scream
Threatening Scream
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 45 secs
Mirror: Challenging Call

Taunts all enemies within 15 meters, forcing them to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
| Challenging Call
Challenging Call
Jedi Knight (Guardian)

Activation time: Instant
Cooldown: 45 secs
Mirror: Threatening Scream

Taunts all enemies within 15 meters, forcing them to attack the Knight for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
:


As determined in this thread, Taunt and Threatening Scream|Challenging Call function differently than what you may be used to, especially if you’re coming from World of Warcraft. Instead of simply putting you at the top of the threat list and applying a short term fixate only if you’re NOT the top threat target, taunts in The Old Republic also grant you threat when used while you ARE the top threat target.

Depending on the distance from the mob, you generate 10% (within 10m of the mob center) and 30% (outside 10m of the mob center) additional threat when you use any taunt even while you are top on the threat chart. (Equivalent to multiplying your threat by 1.10 and 1.30, respectively.)

Many of SW:ToR’s fights have tight enrage timers, so if the fight mechanics allow it, liberal use of taunts is encouraged to boost threat as much as possible and allow your DPS to go all out. Keep in mind that some fights require tank switches and taunts being available at those moments are crucial to success. Also, bear in mind that mulit-mob boss fights may preclude the use of multi-target taunts if you do not want to crushed by both bosses!

Resource Generation:

Rage|Focus generation also follows a priority list.

Enrage
Enrage
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 60 secs
Mirror: Combat Focus

Immediately generates 6 rage
| Combat Focus
Combat Focus
Jedi Knight

Activation time: Instant
Cooldown: 180 secs
Mirror: Berserk

Generates 5 focus over the next 6 seconds.

> Sundering Assault
Sundering Assault
Sith Warrior (Juggernaut)

Rage: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Strike

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 rage.
| Sundering Strike
Sundering Strike
Jedi Knight (Guardian)

Focus: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Assault

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 focus.
> Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
| Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

> Assault
Assault
Sith Warrior

Rage: 2
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Strike

Inflicts <> damage with a series of quick melee attacks. Builds 2 Rage. Attacks with both weapons if dual wielding.
| Strike
Strike
Jedi Knight

Focus: 2
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Assault

Inflicts <<1>> damage with a series of quick melee attacks. Generates 2 Focus. Strikes with both weapons if dual wielding.


Sometimes, it may be beneficial to hold onto Enrage|Combat Focus if you expect fight conditions to change warranting fast rage generation, such as adds spawning.

Even though bosses may be immune to immobilization effects, Force Choke|Force Stasis will still apply its damage and generate resources.


II. Advanced

a. Stats & Gear

i. Base Stats

The base stats are: Strength, Aim, Cunning, Willpower, Endurance and Presence

Strength increases the damage of melee attacks. This stat is the key source of Juggernaut|Defense threat generation.

Willpower improves force attacks and healing. This is an auxillary stat for Juggernauts|Guardians but is best avoided whenever possible.

Endurance improves health and health regen. This stat is an auxiliary stat for all classes. Every point provides 10 health points, and every 5 points provides 1% health regeneration.

Presence improves Companions but serves no purpose in end game PVE. Avoid.

Aim and Cunning provide no benefits and should be avoided.

In general, Endurance and Strength will increase with item level. However, the priority should always be Endurance > Strength for Primary Stats

ii. Defensive Stats

The defensive stats are Shield Rating, Defense Rating, and Absorb Rating.

Shield Rating increases the chance to shield an incoming attack and reduce the damage the attack inflicts. The damage reduction depends on your Absorb Rating.

Absorb Rating increases the damage mitigated by shielding an attack. A general rule of thumb is to have 2 Shield Rating per 1 Absorb Rating.

Defense Rating increases the chance you completely avoid an incoming attack.

Shield Rating, Defense Rating, and Absorb Rating are all technically secondary stats. They also undergo diminishing returns as detailed here. You must understand the following two items to understand the plot below:1. The character is level 50 and 2. Defense and Shield Chance from skills and generators have not been included.

[Image: 523968.jpg]

This thread goes into details on how the three tanks benefit from each defensive stat. Suffice to say, Juggernauts|Guardians get the largest benefit from Defense Rating. I tend to prioritize Defense Rating over Shield Rating and Absorb Rating while maintaining fairly decent balance to smooth out my damage intake and maintaining a 2:1 Shield:Absorb Ratings ratio. I highly recommend reading LagunaD’s first post and spending time working with the spreadsheet.

Neokarasu created the following plot which has been the basis of most Warrior and Knights preferring Defense Rating.

[Image: S5ndg.png]

iii. Secondary Stats

The secondary stats are Accuracy, Power, Surge Rating, Critical Rating, and Alacrity.

Accuracy is our most important secondary stat. You will want 10% accuracy (7% if talented into Accuracy) when engaging raid bosses to cap accuracy for our special attacks. Our basic attack will only cap at 20% accuracy which would require significant reduction in more useful secondary stats such as Shield, Defense, and Absorb Ratings.

Power increases our bonus damage and is useful for threat and also increasing the amount absorbed by Sonic Barrier|Blade Barrier.

Surge increases the magnitude of critical effects, improving their extra damage/healing from 50% (0 rating) up to 100% (Cap). Avoid in favor of more useful stats.

Critical Rating increases the chance to score a critical strike, which improves the damage/healing of an ability by 50%. Avoid in favor of more useful stats.

Alacrity reduces activation and channeling times. Worthless for Juggernauts|Guardians.

iv. Gear

Relics

The relics seem to be following a set pattern. The current Campaign relics are available from the Mission Support vendors for Daily Commendations. All three could prove very useful in progression

Campaign Relic of the Shrouded Crusader - Very nice click effect that could serve as a great defensive cooldown, especially against fast incoming small hits
Campaign Relic of Shield Amplification - a "go to" general use relic. Equip and forget.
Campaign Relic of Imperiling Serenity - another nice click relic for when Defense is preferred, for example Kephess can hit hard and fast so avoidance becomes key


PVE Tier Gear Set Bonus

2 Piece: Increases the duration of Blade Turning by 1 second and the duration of Invincible or Warding Call by 2 seconds
4 Piece: Increases the amount of damage absorbed by Sonic Barrier or Blade Barrier by 20%

The set bonus is the same between Tionese/Columi/Rakata/Campaign gear allowing for mixing and matching while conserving the bonus. The bonuses provide survivability bonuses and with the advent of the bonus following the armoring from Campaign gear there is no reason to not acquire these bonuses.

c. Consumables

The consumables in SW:ToR are crafted via the Biochem profession and increase certain stats for a set period of time. Short term buffs (15s duration at a 180s cooldown) are granted by adrenals while longer term buffs (2h) are granted by Stims. There are also Medpacks, which restore health to the user while increasing maximum health by 15% and is on a 90 second cooldown however only one Medpack can be used per fight. The following are the most useful for Juggernaut|Guardian tanks:

Exotech Fortitude Stim (endurance and defense)
Exotech Absorb Adrenal (survivability)
Exotech Attack Adrenal (threat)
Exotech Medpac (healing)


If you choose Biochem as your crafting crew skill, you will able to use the following recipes listed in order of usefulness:

Rakata Fortitude Stim (endurance and defense)
Rakata Absorb Adrenal (survivability)
Rakata Attack Adrenal (threat)
Rakata Medpac (healing)

d. Crew Skills

Juggernaut|Guardian end game tanks will benefit the most from the biochem, synthweaving, artifice, or cybertech crafting skills. The following list will describe the benefits of each:

Biochem
• Requires Bioanalysis and Diplomacy.
• Allows you to make Stimulants, Adrenals, Medpacks, and Implants.
• Allows you to use the reusable Rakata Stims.
• Allows you to make the Columi Implants and Black Hole Implants, which can crit an augment slot. You must Reverse Engineer the Black Hole Implants to craft them.


Synthweaving
• Requires Archaeology and Underworld Trading/Investigation.
• Allows you to make Light, Medium, and Heavy Force-user armor
• Allows you to create Custom armor that can be "critted" to obtain an augment slot.
• Allows you to create and crit on Rakata-level bracers and belts for Force users for an augment slot
• Allows you to create certain Augments.


Artifice
• Requires Archaeology and Treasure Hunting.
• Allows you to make crystals, lightsaber modifications and hilts, and generators for Force users.
• Allows you to make certain augments.
• Allows you to craft Rakata Relics and crit to get an augment slot. You will have to reverse engineer Campaign relics to obtain the patterns for crit crafting to get an augment slot.


Cybertech
• Requires Scavenging and Underworld Trading.
• Allows you to make ear pieces, grenades, and mods.
• Allows you to make and use a special Cybertech only mount.
• Allows you to make your Columi and Black Hole Ear Piece. You have to Reverse Engineer the Black Hole Ear Pieces and you must"crit" to get an augment slot.

At this time, only the Biochem reusable Rakata consumables require the actual profession. In theory, one can take up and drop each profession to grab the augmented version of each profession's perk gear and then eventually take up Biochem for the consumable savings. As a min-maxing end game tank, that is the correct approach though some guilds and players will certainly take a more relaxed approach and take only the professions they deem most fun to them. If you did want to min-max in the current tier, Artifice would grant augmented Campaign relics, Cybertech would grant augmented Campaign earpieces, and Biochem would then grant augmented implants and the reusable stims and adrenals. All other slots can be covered by BoE augmented orange gear. I personally have stayed with biochem since I created my character.

III. Game Mechanics and Strategies

a. Threat Mechanics

Each point of damage = 1 threat. Each point of healing = 0.5 threat.

Soresu Form increases threat generation by 50%

Abilities marked as high threat abilities generate 50% additional threat.

Taunts also generate threat when you are at the top of the threat table.

Melee must exceed 110% of your threat to pull threat while ranged must exceed 130% of your threat to pull the mob away.

b. Damage Reduction

Damage Types:

Kinetic Damage - Mitigated by armor

Energy Damage - Mitigated by armor

Elemental Damage - Not mitigated by armor

Internal Damage - Not mitigated by armor

Soresu form and talents grant a large portion of our damage reduction. Soresu Form
Soresu Form
Sith Warrior (Juggernaut)

Activation time: Instant
Mirror: Soresu Form

Enters a defensive lightsaber form, reducing all damage taken by 6%, increasing armor rating by 60% and increasing threat generation by 50%. Soresu Form also increases shield chance by 20%. While active, taking damage builds 1 rage, but all Assault abilities generate 1 less rage. This effect cannot occur more than once every 6 seconds.
grants a baseline 6% damage reduction all around.

Deep Immortal|Defense Builds - These builds gain an additional 4% internal and elemental damage reduction. This is additive with Soresu Form.

Hybrid Builds - Hybrid builds gain an additional 4% all around damage reduction. This is additive with Soresu Form.

Armor:

Soresu Form
Soresu Form
Sith Warrior (Juggernaut)

Activation time: Instant
Mirror: Soresu Form

Enters a defensive lightsaber form, reducing all damage taken by 6%, increasing armor rating by 60% and increasing threat generation by 50%. Soresu Form also increases shield chance by 20%. While active, taking damage builds 1 rage, but all Assault abilities generate 1 less rage. This effect cannot occur more than once every 6 seconds.
also increases your armor from items by 60%.

Armor Damage Reduction % = ArmorRating / ( ArmorRating + 200 * Level + 800 ) * 100 (Remember to use your Soresu Form value!)

Armor caps at 75% mitigation.

c. Operation Strats

This section will detail strategies that utilize the specific skills a Juggernaut|Guardian bring to the table. In general, the most current tier of operations will be covered and this will be an amalgamation of the best practices the community comes up with for handling various encounter mechanics.

The biggest advantage Juggernaut and Guardians have is in our strong tank cooldowns.

Denova (story mode so far only)

Zorn and Toth - The big thing is keeping yourself closer to the raid than the boss while still facing the boss away.

Firebrand and Stormcaller - Another tank swap fight. Nothing special here. If on Stormcaller and I'm running aroudn dropping the lightening spires, I may use a cooldown to help if I'm too far out from the healer.

Colonel Vorgath - Nothing special. Play smart.

Warlord Kephess - Your stuns and chokes can help on the Bombers. Getting to the PUlsar Power Droids first is key since they're untauntable. I found Kephess to hit fairly hard and used most of my cooldowns versus him and when the final phase occurs. I felt he hit hard enough I might favor defense against him.

Karagga's Palace

Mostly trivial fights with only Jarg and Sorno and Fabricator requiring a second tank or off-tank.

Bonethrasher - Save your cooldowns for the adds if you're tanking them. Use the extra rage they give you and the retaliation procs to increase your damage out on Bonethrasher since some groups may struggle with the enrage.

Jarg and SOrno - I typically tanked Sorno. I try to save my cooldowns for the sub-40% soft-enrage phase since healing gets a little nuts then. Help intterupt Unload while your DPS handles Sorno's heals.

Foreman Crusher - Very obvious and very good fight for us. Cooldowns with each frenzy including relics (the defense one is strong here) to cover for times your primary cooldowns are down. The armor adrenals also help here.

G4-B3 Heavy Fabricator - Use your cooldowns as your stacks build. Simple enough.

Karagga - Another easy fight. I use my cooldowns reactively if stuff appears to be going badly.

Eternity Vault

Most of the fights in EV are pretty trivial and can be single tanked.

Annihilation Droid XRR-3 - Taunts and leaps are needed for the knockbacks/threat drops. During the last 10% I use our tank cooldowns to alleviate healing needed so healers can focus on the AoE damage going out to the raid.

Gharj - Another easy boss. I used cooldowns on the Smashing Leap/movement areas to help healers on the run.

Ancient Pylons - Easy. Use stuns and force choke on the large acklay's to essentially negate the damage.

Infernal Council - Um...DPS?

Soa - The major abilities this boss uses are unavoidable so armor/endurance are key in this fight. When busting your lightening balls, use your tank cooldowns if things seem hairy. Also, while you can avoid getting hit by pylons in P3 with careful positioning, sometimes a Invincible
Invincible
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 180 secs
Mirror: Warding Call

Reduces all damage taken by 40% for 10 seconds.
can help you live in a tight spot.

IV. References

a. Resource Links

LagunaD’s Tank Spreadsheet

Threat Conversation Thread

SW:ToR Formula Thread

V. Credits

A large portion of the formatting for this guide was borrowed from Keegan’s Mercenary|Commando PVE Healing Compendium.

Thanks to LagunaD for his time spent on the tanking spreadsheet.

Also thanks to all theorycrafters for their work elucidating threat mechanics.


VI. Change Log

4/21/2012 – 1st Draft
5/01/2012 - 2nd Draft

Caedrus - 50 Immortal Juggernaut - The Fatman

Dreadnaught - Recruiting toward 16m Operations
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05-10-2012, 10:40 AM (This post was last modified: 05-10-2012 10:41 AM by Sturrm.)
Post: #2
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
Do you have any kind of proof that power increases the amount absorbed by our talented BladeStorm/Force Scream? I must have missed that.

Other than that, good job on getting this up to date! Thank you!
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05-10-2012, 02:02 PM
Post: #3
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
Power increases the damage and healing of force attacks.

This page here: http://mmo-mechanics.com/swtor/forums/Th...st?page=10

It lists out the formula for Sonic Barrier (1161.94 + 3.27*ForceHealingBonus (at Level 50) for the uninitiated), hence I say power increases the shield. Perhaps some additional testing needs to be done to confirm. In fact, that number does seem wrong compared to log values, however I've found the log difficult to read when it comes to absorbs. Can anyone else chime in on this?

Caedrus - 50 Immortal Juggernaut - The Fatman

Dreadnaught - Recruiting toward 16m Operations
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05-10-2012, 02:32 PM
Post: #4
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
(05-10-2012 02:02 PM)Layotees Wrote:  I have recently been conducting some tests to debunk a few myths that have been circulating in the Juggernaut community about Sonic Barrier.

In this test, I set out to prove that Sonic Barrier:

Is not based on a percentage of your health.
Does not noticeably scale with gear.
Does not absorb more than 1000 health.

http://www.youtube.com/watch?v=pcKaQz5xG...xguNBPU99m


Disclaimer: Some of the decimals in this have been rounded, numbers to the nearest integer, percentages to the nearest tenth.
Timeline of the video is down at the bottom. I do advise you watch the video in an HD format so you can read my health bar. Scrolling Combat Text does not display drops in health from attacks that break Sonic Barrier, however loss of health is clearly visible.

A Carnage Marauder was used for these tests due to their guaranteed critical Force Screams and lack of debuffs put on their opponents. The Sever talent was skipped to keep his Critical Multiplier as low as possible.

Mahlus Scream: 1069 to 1133 + 58.8% = 1698 to 1799

Naked test: 0% mitigation, 1748 median, range 101 1698 to 1799

2826 - 1755 = 1071 health lost = 630 to 731 absorbed
2626 - 1554 = 1072 health lost = 629 to 730 absorbed
2999 - 1928 = 1071 health lost = 630 to 731 absorbed

Average range: 630 to 731

Analysis: Assuming the value of Sonic Barrier is constant and not a range, All three screams hit for about the same amount. This data is not conclusive, additional testing is necessary to get a more exact value for sonic barrier's absorb.

Armor no set bonus test: 21.81% mitigation, 1369 median, range 78 1330 to 1408

15540 - 14931 = 609 health lost = 721 to 799 absorbed
13323 - 12667 = 656 health lost = 674 to 752 absorbed
11236 - 10561 = 675 health lost = 655 to 733 absorbed

Average Absorb Range: 683 to 735

Analysis: Damage taken range is 65, very close to the damage dealable range of 78. If Sonic Barrier is indeed a constant and not a range, it most likely absorbs close to 705 within this scenario. Inconclusive data in the naked test makes it difficult to determine if Sonic Barrier scales with gear, but can conclude that if it does, it scales VERY slowly.

Armor set bonus test: 30.26% mitigation, 1219 median, range 70 1184 to 1254

17501 - 17145 = 356 health lost = 828 to 898 absorbed
15018 - 14681 = 337 health lost = 847 to 917 absorbed
12997 - 12624 = 373 health lost = 811 to 881 absorbed

Average Absorb Range: 828 to 898

Analysis: Damage taken range is 36, half of the damage dealable range, making this less precise than the previous test for finding the value of Sonic Barrier. However, the average is a solid 145 to 163 points higher than the test without the set bonus. 705 x 1.2 = 846 backs up the possibility that Sonic Barrier absorbs somewhere around 705 without the set bonus, and somewhere around 845 with the set bonus (when in most of gear).

Video Timeline:

Start to 1:00: I display my stats during the naked test and Mahlus' stats for all of the tests.

1:05 to 1:22: Mahlus hits me with a Force Scream with Execute up. This is to show that we were aware that the ability could throw off our numbers,
and that we were accounting for it and having him click it off should it proc in future tests. His buff bar is visible for all of the test screams.

1:23 to 2:05: 3 Force Screams without Sonic Barrier up during the naked test.

2:05 to 2:50: 3 Force Screams with Sonic Barrier up during the naked test. The numbers for these screams are listed above.

2:58 to 3:05: Displaying stats for the gear with no set bonus test.

3:05 to 3:55: 3 Force Screams without Sonic Barrier up during the gear with no set bonus test.

4:00 to 5:05: 3 Force Screams with Sonic Barrier up during the gear with no set bonus test. Numbers above.

5:15 to 5:22: Displaying stats for the gear with set bonus test.

5:23 to 6:00: 3 Force Screams without Sonic Barrier up during the gear with set bonus test.

6:00 to end: 3 Force Screams with Sonic Barrier up during the gear with set bonus test. Numbers above.


http://mmo-mechanics.com/swtor/forums/Th...8#pid13808
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05-10-2012, 10:32 PM
Post: #5
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
I am currently not using the 4pc, but looking over my logs from the start of 1.2, it does appear that the range I saw was in the 700-900 absorbed range. If the baseline is 700, then the set piece value should be right at 840.

However, I do have some questions about that testing. I skimmed the youtube vid and will give it a further watch tonight at home, but my impression is the testing is being done by the Jugg wearing Tank gear.

I specifically said power. I do not believe Force Scream scales with Strength which is the primary DPS attribute that increases with tank gear. I think you'd need to do additional testing on gear that has discrete power scaling which most tank gear does not. I think strength modifies only our melee abilities. Again, to the best of my knowledge and happy to be corrected.

Caedrus - 50 Immortal Juggernaut - The Fatman

Dreadnaught - Recruiting toward 16m Operations
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05-26-2012, 07:04 PM
Post: #6
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
This thread is dead... so I figured Id add some more stuff to this:

In the last week, there has been discussion about the changes that are coming to tanking in 1.3. Although there are no specifics yet, it is something for us to keep an eye on. Along with that upcoming news, there was recently an interview with Austin Peckenpaugh (Combat Designer) and Jesse Sky (Operations Designer), about tanking in SWTOR, some of which... applies to us Guardians.

Quote:Were any of them designed to be marginally better in certain areas than others? For example - Are Vanguards better at collecting AOE threat while Guardians excel at controlling the enemy?

Austin: I think it’s fair to say that things ended up that way at Launch, but it is not my express intention. One of the major pushes in Game Update 1.3 is to better normalize single-target and AOE threat generation and tank survivability. The important difference between the tanks is that they feel and play differently, but I don’t want that distinction to be drawn with the presence or absence of critical gameplay capabilities like AOE threat.

Later on in the interview:

Quote:It’s also unfortunate when tanks have to struggle to hold a group that they’re supposed to be able to hold. This is something we’re addressing in Game Update 1.3 through a boost and normalization pass on tank threat generation, with a particular emphasis on AOE threat.


This one is PvP related, BUT, it provided clarification to me:

Quote:When we guard another character 50% of the damage is transferred back to us. How is the damage we take calculated? Is it mitigated on the target first and we get a flat 50% of their damage, or is it unmitigated initially, transferred to us, then mitigated by our gear? Does our shield have any effect on this damage?

Austin: When a player attacks an ally that you are guarding, that player’s attack is split. The damage dealt is halved, with one half going to you and the other half going to your guarded ally. These two attacks are treated separately and individually; each of you applies your own avoidance and mitigation to the incoming attack. This does include all available avenues of survivability, with shields being no exception.


Quote:One of the most frustrating things as a tank is to deal with the over use of threat dumps (or un-tauntable mobs) and knockbacks. Can you explain why these mechanics are so prevalent in many Flashpoints and Operations?

Jesse: Threat dumps were prevalent at launch due to some misunderstandings about how threat works, and many knockbacks could not be resisted or evaded, which made them more punishing than we intended. We have been systematically fixing these issues where possible, though certain mechanics make intentional use of them. Several of us play tanks on live, so we’ve been eager to address these problems.


Finally, in the new Q&A from the 25th, we got this question:

Quote:gabarooni: As a long time tank (nearly 10 years), I’ve come to the conclusion that holding Aggro is not fun. Tanks already have to watch their survivability, cooldowns, position mobs, watch their groups position and health, and fight the mobs—all of which I enjoy. Are there any plans in Game Update 1.3 to increase threat generation for tanks? Especially for Guardians and Juggernauts?

Austin: Actually, yes. We'll have more detailed information for you soon, but you can expect some improvements in threat generation, AOE threat, and quality of life.



I only picked some of the questions and answers from the interview, but for the full thing, go to:

http://www.tankingtor.com/2012/05/swtor-...-with.html
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05-29-2012, 11:38 PM
Post: #7
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
Yeah, I think the thing with this thread is that not many play jugg/guardian on live anymore (at least it seems that way to me) and that mechanics haven't really changed since launch.

My guess is that they'll go the route of Blizzard with an overall normalization and significant boost. I wouldn't be surprised to see Taunt change to work like WoW taunt then. I'd bet that Smash is in for some changes or Force Sweep in the + threat area.

I hope 1.3 hits very soon.

Caedrus - 50 Immortal Juggernaut - The Fatman

Dreadnaught - Recruiting toward 16m Operations
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05-31-2012, 02:15 PM
Post: #8
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
Hi. Long-time lurker here; big fan of all the work the contributors do on this site. I'd like to add something small to it if I may. My raid group is currently stuck on Zorn and Toth in Denova HM. We had a good run this past Tuesday and got them both under 10% multiple times, just couldn't quite seal the deal.

Anyways, we must've ran this same encounter for close to two and a half hours. Same mob, same group, roughly 4 mins of action each fight. So, I gathered up my combat logs and threw them into a Google doc.

https://docs.google.com/open?id=0B69sMoH...1NHbk1mV2s

It should be enough to make a pretty good sample, especially as each encounter is ceterus peribus (all things equal). I'm in a hybrid spec that I just started trying maybe 2 weeks ago (standard 17/22/2 with no Shien). I'm tempted to switch back to full Immortal just so we can compare the performance between the two builds via two large sample sets and constant groups (as I imagine we'll be stuck again for a while).

Please do what you all do with these combat logs. I intend to go through them myself over the weekend. I hope they help!

Omadon
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06-06-2012, 06:45 AM
Post: #9
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
(05-31-2012 02:15 PM)Omadon Wrote:  Hi. Long-time lurker here; big fan of all the work the contributors do on this site. I'd like to add something small to it if I may. My raid group is currently stuck on Zorn and Toth in Denova HM. We had a good run this past Tuesday and got them both under 10% multiple times, just couldn't quite seal the deal.

Anyways, we must've ran this same encounter for close to two and a half hours. Same mob, same group, roughly 4 mins of action each fight. So, I gathered up my combat logs and threw them into a Google doc.

https://docs.google.com/open?id=0B69sMoH...1NHbk1mV2s

It should be enough to make a pretty good sample, especially as each encounter is ceterus peribus (all things equal). I'm in a hybrid spec that I just started trying maybe 2 weeks ago (standard 17/22/2 with no Shien). I'm tempted to switch back to full Immortal just so we can compare the performance between the two builds via two large sample sets and constant groups (as I imagine we'll be stuck again for a while).

Please do what you all do with these combat logs. I intend to go through them myself over the weekend. I hope they help!

Omadon

Toth and Zorn. You will kill yourself if you Force scream and put a DOT on then get Fearful.
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06-06-2012, 02:18 PM
Post: #10
RE: Immortal|Guardian PvE End Game Tanking Compendium - 1.2
(06-06-2012 06:45 AM)jamaal Wrote:  
(05-31-2012 02:15 PM)Omadon Wrote:  Hi. Long-time lurker here; big fan of all the work the contributors do on this site. I'd like to add something small to it if I may. My raid group is currently stuck on Zorn and Toth in Denova HM. We had a good run this past Tuesday and got them both under 10% multiple times, just couldn't quite seal the deal.

Anyways, we must've ran this same encounter for close to two and a half hours. Same mob, same group, roughly 4 mins of action each fight. So, I gathered up my combat logs and threw them into a Google doc.

https://docs.google.com/open?id=0B69sMoH...1NHbk1mV2s

It should be enough to make a pretty good sample, especially as each encounter is ceterus peribus (all things equal). I'm in a hybrid spec that I just started trying maybe 2 weeks ago (standard 17/22/2 with no Shien). I'm tempted to switch back to full Immortal just so we can compare the performance between the two builds via two large sample sets and constant groups (as I imagine we'll be stuck again for a while).

Please do what you all do with these combat logs. I intend to go through them myself over the weekend. I hope they help!

Omadon

Toth and Zorn. You will kill yourself if you Force scream and put a DOT on then get Fearful.

Thank you for the advice. I know the Fearful debuff reflects damage; but the DOT from Force Scream really isn't anything to write home about. It might crit for 65 damage on a single tick. I haven't seen it reflect enough damage on me to worry about it. And I usually try and cast FS right before they jump to proc the shield. Then it's Enraged Defense, Taunt, Saber Throw and Force Charge to get back into it.

Here's a cleaned up version of those logs on torparse. Wish I had found this before that first post. Oh well c'est la vie.

T&Z HM Logs Hybrid Jug

I'd love to see a full Immortal Jug's log for the same encounter. At the time I had 2 pieces of BH gear, rest full Rakata.
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