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Tank Abilities List
07-06-2011, 06:50 AM (This post was last modified: 11-10-2011 11:06 AM by Freehugs.)
Post: #1
Tank Abilities List
Here's an updated list from the info I have on 19th Sep '11:

Jedi Knight
Saber Ward - Increases Ranged and Melee defense by 50% and reduces the damage from Force and Tech attacks by 25%, for 12sec. 180sec cooldown.
Enure - Increases maximum health by 30% for 10sec. 180sec cooldown.
Inner Peace - Increases the duration of Enure by 5sec. Increases elemental and internal damage reduction by 4%.
Soresu Form - Enter a defensive lightsaber form, reducing all damage taken by 6%, increasing armor rating by 60%, and increasing all threat generated by 50%. Soresu Form also increases shield chance by 20%. While active, taking damage builds 1 rage, but all "Strike" abilities generate 1 less rage. This effect cannot occur more than once every 6 seconds.
Blade Turning - The first two seconds of Saber Ward give 100% defense chance.
Second Wind - Resolve heals you for 10% of your maximum life. (Resolve = 120sec cooldown)
Resolute - Reduces the cooldown of Resolve by 30sec.
Dust Storm - Force Sweep reduces the accuracy of opponents by 5% for 18sec. (Force Sweep = 15sec cooldown AoE)
Guard Stance - Increases melee and ranged defense by 6% while in Soresu form.
Blade Barricade - Riposte increases melee and ranged defense by 6% for 6sec. (Riposte = 6 sec cooldown, procs of successful defense)
Shield Specialization - Increases Shield chance by 4%.
Blade Barrier - Blade Storm creates a damage absorb shield that lasts 10sec. (Blade Storm = 12sec cooldown)
Warding Call - Reduces all damage taken by 40% for 10sec, 180sec cooldown.


Sith Inquisitor
Mark of Power - Increases the target's Strength, Aim, Willpower, Cunning and Presence by 5% and internal and elemental damage reduction by 10% for 30 minutes. If the target is a party member, all other party members are also affected.
Deflection - Increase ranged and melee defense by 50% for 12s. 180sec cooldown.
Force Shroud - Removes all hostile removable effects and increases your chance to resist force and tech attacks by 100% for 3 seconds. 60sec cooldown.
Dark Ward - Surrounds you in a Dark Ward with 8 charges that increase your shield chance by 15% for X seconds. Each time you successfully shield, Dark Ward loses 1 charge. 12sec cooldown.
Dark Charge - Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing internal damage and healing you. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, all threat generated by 50% and reduces melee bonus damage by 5%. Dark Charge additionally increases shield chance by 20%. Requires a double-bladed lightsaber.
Discharge - Dark Charge - Strikes up to 5 nearby enemies, dealing internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. 15sec CD.
Assassin's Training - Increases your total Endurance by 5 per rank, and increases the base damage dealt by Shock by 25%.
Charge Mastery - Dark Charge - Internal and Elemental Resistance increased by 9%.
Shroud of Darkness - Increases your total Endurance by 3%.
Lightning Recovery - Reduces the cooldown of Force Speed by 10 seconds and Force Shroud by 15 seconds.
Disjunction - Force Shroud lasts 2 seconds longer.
Hollow - Increases your shield absorption by 4%. In addition, when you activate Overcharge Saber while Dark Charge is active, you instantly heal for 10% of your total health. (Overcharge Saber = 120sec cooldown)
Wither - Causes up to 5 targets to take kinetic damage over X seconds and reduces the damage they deal by 5%. Generates high threat. 7.5sec cooldown.
Lightning Reflexes - Increases ranged and melee defense by 4%.
Sith Defiance - Reduces all damage taken by 2%.
Premonition - Increases stealth detection level by 2 and defense by 2%.
Entropic Field - Reduces damage taken by AoE attacks by 30% (you may not be able to get this in a standard tank build)
Harnessed Darkness - Shock has a 50/100% chance to grant Harnessed Darkness, which makes the next Force Lightning used uninterrupted and immune to push-back. In addition, each attack increases the damage dealt by your next Force Lightning by 25%. Stacks up to 3 times. At 3 stacks, Force Lightning damage additionally heals you for 3% of your maximum health per tick (3 ticks, usable ~every 15.7sec).


Bounty Hunter
Energy Shield - Reduces all damage taken by 20% for 10 seconds. 120sec cooldown.
Ion Gas Cylinder - Load a blaster with ion-charged gas, giving ranged attacks a chance to deal 34 additional energy damage. While this cylinder is active threat generated is increased by 50%. Increases armor by 60%, decreases all damage taken by 5%, and increases shield chance by 20%. Only one Cylinder can be active at a time. Ion Jolts can only occur once every 1.5 seconds.
Oil Slick - Spray the immediate area with oil. Nearby enemies become unbalanced and have their accuracy with ranged and melee attacks lowered by 20% for 18 seconds. 60sec cooldown.
Kolto Overload - Heals for 15% of your maximum health over 10 seconds. 180sec cooldown.
Ablative Upgrades - Increases absorption by 6%. Reduces the cooldown of Kolto Overload by 60sec.
Intergrated Cardio Package - Increases Endurance by 3%.
Combust - Your Flameburst lowers the damage done by the target by 4% for 15 seconds. (Flameburst = no cooldown).
Rebraced Armor - Increases Armor Rating by 16%.
Shield Vents - Increases Shield Chance by 2%.
Ion Screen - Further increases damage reduction while Ion Gas Cylinder is active by 2%.
Empowered Tech - Increases block chance by 10%.
Power Armor - Reduces all damage taken by 2%.

Here's my comparison (not counting group buffs), using the following format:
Defensive Stat: Jedi Guardian Defense, Sith Assassin Darkness, Powertech SheildTech

Armor: Heavy + 60%, Light + 150%, Heavy + 76%
Damage Reduction (all): 6% passive AND 40% @ 5.5% uptime (2.2^% average), 2% passive AND 5% @ 100% uptime, 9% passive AND 4% @ 100% uptime AND 20% @ 8.3% uptime (1.7% average)
Bonus Endurance: +0%, +5 Endurance per rank AND +3%, +3%
Melee and Ranged Defense: +12% AND 50% @ 5.5% uptime (2.8% average) AND 100% @ 1.1% uptime, +6% AND 50% @ 6.7% uptime (3.3% average) AND 100% force and tech resist @ 11% uptime (11% average), -
Elemental and Internal damage reduction: +4% AND 25% @ 6.7% uptime (1.7% average), +9%, +0%
Shield Chance: +44%, +55%, +52%
Shield Absorption: +0%, +4%, +6%
Reduce opponents accuracy: 5%, 5%, 20% @ 30% uptime (6% average)
Temporary Health: 30% @ 8.3% uptime, - , -
Self Healing: 0.11% per sec AND an absorb of unknown size, proc of unknown size AND 0.57% per sec (derived from simulation), 0.125% per sec

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07-06-2011, 06:50 AM (This post was last modified: 07-06-2011 07:05 AM by Masterkiller.)
Post: #2
Tank Abilities List
Here is a list of damage reducing or health buffing abilities available in tank trees, shared trees, or base abilities. Please post if you have abilities not listed in this post.

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.

Sith Inquisitor
Mark of Power - Increases the target's Strength, Aim, Willpower, Cunning and Presence by 5% and internal and elemental damage reduction by 10% for 30 minutes. If the target is a party member, all other party members are also affected.
Sacrifice - Sacrifice your companion for instant health to 75% of your total health.
Backlash - Surrounds the caster in a lightning shield, increasing resistance to damage by 25% for 15s. In addition, once per second, the shield shocks melee attackers dealing low energy damage.
Deflection - Increase the chance of deflecting blaster bolts by 70% for 15s.

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07-10-2011, 07:24 PM (This post was last modified: 07-10-2011 07:31 PM by ugru.)
Post: #3
RE: Tank Abilities List
Sith Warrior:

Backhand (0/1) Linked to Tier 5. Bashes the target for (X) kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
Self evident, threat bonus so unskippable for a tank. Sort of a WoW's shield slam

Barricade (0/3) Reduces the cooldown of Saber Ward by 10 seconds.
Lowers the cooldown of 1 defensive ability

Thrown Gauntlet (0/2) Reduces the cooldown of Threatening Scream by 15 seconds and Challenge by 5 seconds.
Reduce the cooldown of some ability that looks like taunts to me, therefore should be useful

Shield Specialization (0/2) Increases shield chance by 4%.
Self evident, should be linked to shiel generators

Improved Sundering Assault (0/2) Sundering Assault has a 50% chance to apply one additional stack of Sunder Armor.
Could be useful for threat generation

Unstoppable (0/2) Force Chage has a 50% chance to grant Unstoppable, reducing all damage taken by 20% and granting immunity to physics and movement impairing effects for 4 seconds.
Could be a good pull-ability, jump at target and reduce incoming damage. to start building threat ASAP

Payback (0/2) Unleash has a 50% chance to heal you for 10% of your maximum life.
Self evident, could be useful

I am under the impression that a Juggernaut is going to be similar to a Blood DK of WoW.....

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09-19-2011, 10:21 PM (This post was last modified: 09-19-2011 10:32 PM by Kahuna.)
Post: #4
RE: Tank Abilities List
Is this only the tanking trees? If no then add the specific tree to that list. If Yes, consider tier 1-2 of the others trees.


Assassin addendum: Lightning Reflexess in the Darkness Tree adds 4% melee/Ranged Defense passiv to the Assassin.

What is the difference between Block und Shieldchance?
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09-20-2011, 03:59 AM
Post: #5
RE: Tank Abilities List
Block = Shield. Defense = Deflect. Parry = Ranged Deflect. Absorption = amount of damage reduced by shield/block.
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09-20-2011, 11:52 AM
Post: #6
RE: Tank Abilities List
(09-19-2011 10:21 PM)Kahuna Wrote:  Is this only the tanking trees? If no then add the specific tree to that list. If Yes, consider tier 1-2 of the others trees.

In the list or the comparison? The list should contain everything, the comparison is based on tank builds where I've taken as many mitigation talents as possible.
I added Lightning Reflexes, thanks for that.

(09-20-2011 03:59 AM)Alratan Wrote:  Block = Shield. Defense = Deflect. Parry = Ranged Deflect. Absorption = amount of damage reduced by shield/block.

Thanks, consolidated the defense/parry/deflect stuff, and merged block into shield chance.

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09-21-2011, 01:20 PM
Post: #7
RE: Tank Abilities List
nice list, couple of possible things though..

AFAIK, Shadow Basking is 6%, not 3, and it's 6% healing DONE and RECIEVED, so if it's anything like Divinity from WoW, self healing will double dip (base amount will be increased by 6% because we cast it, and then a further 6% when it lands)

also isn't Deflection 50% defense now, not 50% ranged deflect?

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09-21-2011, 01:40 PM (This post was last modified: 09-21-2011 01:46 PM by Freehugs.)
Post: #8
RE: Tank Abilities List
(09-21-2011 01:20 PM)Gorodetski Wrote:  Shadow Basking is 6%, not 3, and it's 6% healing DONE and RECIEVED
Deflection is 50% defense now, not 50% ranged deflect

Thanks for that, looks like you're right on both counts.
Also I has the Assassin's self healing showing as about 10 times larger than it actually is, so I fixed that too.

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09-22-2011, 12:59 AM
Post: #9
RE: Tank Abilities List
wow... 0.094%? then again it was a little broken before, we have about twice as much self healing as the other tanks, IN ADDITION to having a 50% chance to heal every attack Tongue
also should overcharged Saber be on the list? I know Hollow is, but the actual Overcharge effect increases healing from Dark Charge by 300% for 10sec, so it would work as a survival type cooldown.

also they seem to have lowered Premonition to 2% def, for a total of 6% bonus defense, bringing us into line with the other two Tank specs. Looks like BW have done a very good job of balancing the specs so they have roughly the same tools, but without giving them all mirrors (still think Assassin's need a temp health boost though Tongue of course that all depends on how good OS + DC is)

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09-24-2011, 08:57 PM (This post was last modified: 10-01-2011 02:35 PM by Freehugs.)
Post: #10
RE: Tank Abilities List
There's patch notes out that will affect this list.
http://www.betacake.net/2011/09/star-war...patch.html

Here's the changes, I'll update my list as I get more details. (I've added my notes in brackets)

Juggernaut:
Saber Ward now additionally reduces the damage taken from Force and Tech attacks by 25% for the duration.
Blade Turning, which causes the first two seconds of Saber Ward to increase melee and ranged defense significantly, has been added.
Lash Out, which grants a change to return Focus when used in Soresu Form per point invested, has been added. (I know, not a mitigation ability but worth noting)

Assassin:
Lightning Recovery now reduces the cooldown of Force Speed per point invested, and no longer reduces the cooldown of Deflection.

PowerTech:
Kolto Overload is now available to all Bounty Hunters.
Carbonite Shield has been replaced by Oil Slick. (goobye Carbonite Sheild?)
Combust is now triggered by Flame Burst instead of Flame Thrower. It reduces the target’s damage dealt per point invested. (makes the damage reduction single target instead of AoE)
Empowered Armor has been renamed “Rebraced Armor” and increases armor rating per point invested. (minus damage reduction, plus armor)
A new talent Shield Vents increases shield chance and gives shield results a chance to vent heat.
A new talent Ablative Upgrades increases absorption per point invested and increases the effectiveness of Kolto Overload.
A new talent in the Advanced Prototype tree called Power Armor reduces all damage taken per point invested. (may not be able to get this in a tank build)
A new talent in the Firebug tree called Energy Rebounder grants a chance to reduce the cooldown of Energy Shield when damage is taken per point invested. (may not be able to get this in a tank build)
A new talent in the Firebug tree called Automated Defenses causes critical hits to grant a chance per point invested to reduce the cooldown of Kolto Overload and Thermal Sensor Override. (may not be able to get this in a tank build)

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