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Tank Abilities List
09-25-2011, 06:51 AM
Post: #11
RE: Tank Abilities List
Hmm.... I don't get that LR change... it always lowered the CD of Force Speed, so basically did they just remove the Def CD? as they changed in in the base notes (• Deflection’s cooldown has been adjusted.)

the Carbonite Shield/Oil Slick swap could be interesting, they're not going to make CS baseline, that would be OP. Of course that does mean they're giving SW a move that makes them harder to kill... and then giving BH and SI moves that help the raid.... (-dam for SI's and -Accuracy(?) for BH) I think they need to give SW a less selfish 31pnt talent Tongue maybe a -crit chance, or something along those lines.

Gorodetski: Level 50 Sith Tankasin
'You're not allowed to die until I kill you'
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10-01-2011, 02:34 PM
Post: #12
RE: Tank Abilities List
The new Assassin talents are up:
Lightning Recovery no longer reduces the cooldown of Deflection.
Shadow Basking is gone (+6% healing).
Sith Defiance is in (2% damage reduction).
Premonition is down to 2% instead of 4%.
Entropic Field is up to 30% from 20%.

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10-04-2011, 03:00 PM
Post: #13
RE: Tank Abilities List
(07-06-2011 06:50 AM)Masterkiller Wrote:  Sith Warrior
Dark Blood - Increases Elemental and Internal damage reduction by 4%.
Consuming Howl - Force Scream has a 50% chance to heal you for 3% of your total health when used.
Endure Pain - Linked from Tier 3 Backhand. Temporarily increases your maximum health by 30% for (X) seconds. When the effect ends, the health is lost.
Guard Stance - Increases your melee and ranged defense by 2% while in Soresu Form.
Invincible - Reduces the damage the Warrior suffers from all sources by 60% for 9 seconds.
Saber Ward - Increases parry and deflect chance by 50% for 12 seconds.
Soresu Form - While in Soresu Form, the Warrior gains 1 Rage when attacked by an enemy, plus 1 Rage every 3 seconds. It also significantly increases his chance to glance incoming attacks, reducing the damage they inflict, but reduces the Rage granted by all of his Assault abilities by 1.

So can I assume that these are the mirrors of the Guardian defensive skills except that rage = focus? From the betacake calculators they look extremely close.

Also, Elemental and Internal damage reduction in one of the top tiers, is this overall useful? Seems giving a talent that might or might not help in some instances is very situational at best.
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10-04-2011, 03:43 PM
Post: #14
RE: Tank Abilities List
(10-04-2011 03:00 PM)Ften Wrote:  So can I assume that these are the mirrors of the Guardian defensive skills except that rage = focus? From the betacake calculators they look extremely close.

Also, Elemental and Internal damage reduction in one of the top tiers, is this overall useful? Seems giving a talent that might or might not help in some instances is very situational at best.

Yes, the classes mirror each other exactly except in appearance and the names of things.

The value of Elemental and Internal damage reduction remains to be seen. For PvE especially, we just don't know how much this will be needed.

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10-05-2011, 04:23 AM
Post: #15
RE: Tank Abilities List
(10-04-2011 03:43 PM)Freehugs Wrote:  
(10-04-2011 03:00 PM)Ften Wrote:  So can I assume that these are the mirrors of the Guardian defensive skills except that rage = focus? From the betacake calculators they look extremely close.

Also, Elemental and Internal damage reduction in one of the top tiers, is this overall useful? Seems giving a talent that might or might not help in some instances is very situational at best.

Yes, the classes mirror each other exactly except in appearance and the names of things.

The value of Elemental and Internal damage reduction remains to be seen. For PvE especially, we just don't know how much this will be needed.

So I was also wondering, is threat = damage at a 1:1 ratio for abilities that don't have "does a large amount of threat" modifiers on them? Also if possible, what are the threat modifiers on those abilities? Appreciate it, just searched for a while on the site and couldn't find this information. Thanks!
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10-05-2011, 04:43 AM
Post: #16
RE: Tank Abilities List
Threat:Damge = 1:1, Threat:Healing = 1:2. Certain abilities (ie Hilt Strike/Backhand) have a base threat of 1.5:1. Soresu form further increases that by 0.5, to make it 2:1, and all other abilities to 1.5:1.
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10-05-2011, 05:22 AM (This post was last modified: 10-05-2011 05:22 AM by Grey.)
Post: #17
RE: Tank Abilities List
(10-05-2011 04:43 AM)roofie Wrote:  Threat:Damge = 1:1, Threat:Healing = 1:2. Certain abilities (ie Hilt Strike/Backhand) have a base threat of 1.5:1. Soresu form further increases that by 0.5, to make it 2:1, and all other abilities to 1.5:1.

Hey Roofie,

Where did this come from? Was it the threatpercent tags per spell in the XML Parse?
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10-05-2011, 06:21 AM (This post was last modified: 10-05-2011 06:23 AM by Ezmode.)
Post: #18
RE: Tank Abilities List
That, and combined with tbl / dcvcombatmath:

threat_healing_mod 0.5
threat_damage_mod 1
threat_spell_damage_mod 1
threat_weapon_damage_mod 1
ai_target_switch_melee_threshold 1.1000000000000001
ai_target_switch_ranged_threshold 1.3

That table has a lot of great info, including resource regen rates would be important for most classes.
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10-05-2011, 10:43 AM
Post: #19
RE: Tank Abilities List
(10-05-2011 06:21 AM)roofie Wrote:  That, and combined with tbl / dcvcombatmath:

threat_healing_mod 0.5
threat_damage_mod 1
threat_spell_damage_mod 1
threat_weapon_damage_mod 1
ai_target_switch_melee_threshold 1.1000000000000001
ai_target_switch_ranged_threshold 1.3

That table has a lot of great info, including resource regen rates would be important for most classes.

Ahhh, so we have additive modifiers in this game and not just multiplicative ones? I'm very intrigued by that. So for normal attacks in Soresu we should have a good chance to hold threat.

Now with that said, that means tanks will at least have to do 50-55%+ damage of the dps in order to keep dps from being threat capped(I moved that number down from the obvious 66% from the 1.5:1 ratio because we have some high threat abilities).
That's somewhat disconcerting that tanks can be balanced at that low of the threshhold for flashpoints and ops.

Is that percentage consistent with the current findings of beta tanks? Are we going to be rocking damage in the vanilla/tbc style of tank damage?
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10-05-2011, 12:37 PM
Post: #20
RE: Tank Abilities List
(10-05-2011 10:43 AM)Ften Wrote:  Ahhh, so we have additive modifiers in this game and not just multiplicative ones?

Now with that said, that means tanks will at least have to do 50-55%+ damage of the dps in order to keep dps from being threat capped(I moved that number down from the obvious 66% from the 1.5:1 ratio because we have some high threat abilities).
That's somewhat disconcerting that tanks can be balanced at that low of the threshhold for flashpoints and ops.

Is that percentage consistent with the current findings of beta tanks? Are we going to be rocking damage in the vanilla/tbc style of tank damage?

All the threat modifiers look multiplicative to me.
There are abilities that generate extra threat, but so far I've only seen that on Backhand (Jugg, 1 min cooldown) and Wither (Assassin DoT).
66% damage is the obvious starting point, but there's a more. Guard knocks 25% threat off the worst offender (maybe more if there's more than one tank), and a lot of classes have threat reduction abilities.

For example the Inquisitors Cloud Mind has the value ModifyThreatFunctionType amountpercent -0.25 with a 45 second cooldown. Is that -25% off total threat every 45 seconds? We don't know.

Also we can't be sure if the taunts work the same way as in WoW (although I suspect they do since the other threat mechanics are essentially the same).

The biggest question in my mind is, will tanks be able to hold agro while losing 25% threat to Guard? If so, having one tank guard another is a great way to mitigate damage spikes. If not the off-tank will need to be quick to Guard or Taunt as needed.

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