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Immortal | Defense Compendium | A Tank's Guide To The Galaxy
12-13-2011, 07:47 AM (This post was last modified: 01-06-2012 10:43 PM by Elobi.)
Post: #1
Information Immortal | Defense Compendium | A Tank's Guide To The Galaxy

Thanks to Alratan, MasterKiller, Kor, LagunaD, Freehugs and DarthGwarr for providing information and invaluable insight.

IMMORTAL | DEFENSE
Compendium
A Tank's Guide to the Galaxy - Patch 1.0.2c

Content:
  • Terminology
  • SW | JK in general:
  • Introduction to Juggernaut | Guardian resource and tanking abilities:
    • Core generating abilities
    • Secondary generating abilties
    • Core consuming abilities
    • Secondary consuming abilities
    • Defensive abilities
    • Taunts
  • Talents.
  • The 3-6-4 Priority system
  • Stats.
    • Stat weights.
  • Gearing and Stat Ratings.
  • Consumeables
  • Game mechanics
    • Survival
    • Threat mechanics
    • Stat Ratings and Diminishing returns



Terminology:
When reading through this compendium, you might encounter unfamiliar words. Check the list below for an explanation.

-AE, also called AoE is Area of Effect abilities/mechanics. As a rule of thumb AE abilities will hit several targets; friendly or hostile.

-CC, also called crowd control is a commonly used term that evolves around abilities and tactics. This term is often used in relation with a kill order. You will have to use kill orders and crowdcontrol alot when engaging harder packs.

-Threat also called hate from time to time, is the mechanic of which you determine the threat on a mob. When you have threat on a mob, it will hit you. Creating threat or TPS [Threat Per Second] is your main objective after making sure your survivability is taken care of.

-Aggro is when you turn the mob against you instead of a fellow player - contrary to threat, where threat is the substained hate, aggro is the actual AI turnover. The term holding aggro, is when you are tanking and you are maintaining threat to avoid the aggro turnover.

-DPS is Damage Per Second. Every ability has its own DPS value, so if 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.
had a dps equal to 1 - and you only used that ability all throughout a fight, your dps would be 1. Generally when reffering to DPS, it will be to the actual damage dealer of the group/raid.

-MT/OT is MainTank, which reffers to the tank tanking the boss. OT is the off-tank, which is the tank taking care of ads.

-GCD Global cooldown, whenever you activate an ability that respects the GCD, you will have to wait 1.5 seconds before using any other GCD affected ability again.

-RNG Means Random Number Generation, and is the core of MMO combat mechanics.


SW | JK in general:
  • Wields a Single Lightsaber.
  • Uses a shield generator as off-hand.
  • Can take on two different roles: Tank and Damage dealer.
  • Uses Rage or Focus as resource.
  • Wears heavy armor.
  • Uses Strength as main stat.

The Juggernaut and Guardian are, when the dust settles, the same class with the same abilities, but with different names. This makes reading a Jedi guide as Sith a pain, it is certainly doable, but it can be a pain. This compendium will adress all factional differences to ensure the highest level of understanding for both factions.

The Juggernaut and Guardian share many abilties with their AC counterparts i.e. Maurauder and Sentinel, so make sure to get familiar with the general abilities of your class.

Shared Sith Warrior | Jedi Knight abilities:
[Abilities generel to the respective class - Shared class skills that are a part of the core tanking abilties will be explain in their respective section]

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.


Perhaps the most powerful crowdcontrol you have available - works both as a minor CC on a pack and as a AE interrupt! - An ability that any tank worth his 5 cents will have binded.

Savage Kick
Savage Kick
Sith Warrior

Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Opportune Strike

Kicks the target, dealing 1815 - 1871 kinetic damage to weak and standard targets, and 1212 - 1268 kinetic damage to strong targets. Only usable on slowed or immobilized targets.

| Opportune Strike
Opportune Strike
Jedi Knight

Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Savage Kick

Punches the target, dealing 1815 - 1871 kinetic damage to weak and standard targets, and 1212 - 1268 kinetic damage to strong targets. Only usable on slowed or immobilized targets.

This ability does have it's uses, but the time frame for its usage makes it a hard ability to implement. If the boss is immune to immobilisation or snares, this ability is useless. If you are familiar with using hotkey's then use this ability when the situation allows it. It is free and does decent damage.

Pommel Strike
Pommel Strike
Sith Warrior

Range: Melee (4m)
Activation time: Instant
Cooldown: 45 secs
Damage Type: Kinetic
Mirror: Pommel Strike

Bashes the targe, dealing <> kinetic damage to weak and standard targets, and <> kinetic damage to strong targets. Only usable on incapacitated targets.
| [The JK ability is called the same, but the Tooltip is currently unavailable]
If you don't already love this ability, you will. It is useable on targets affected by CC, your 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.

and stunned targets. Which makes this ability a brilliant opener on CC'd targets that are next in the kill order and a nice filler when your target is stunned.

Unleash
Unleash
Sith Warrior

Activation time: Instant
Cooldown: 120 secs
Mirror: Resolute

Unleashes you from all incapacitating and movement-impairing effects.
| Resolute
Resolute
Jedi Knight

Activation time: Instant
Cooldown: 120 secs
Mirror: Unleash

Breaks you free from all incapacitating and movement-impairing effects.


Tooltip says it all, I suggest you bind it to be able to move freely when tanking.

Buffs:
The Sith Warrior | Jedi Knight provides a 5% increase to bonus damage and healing.
Unnatural Might
Unnatural Might
Sith Warrior

Range: 30m
Activation time: Instant
Cooldown: 6 secs
Mirror: Force Might

Increases the target's melee, ranged, Force and tech bonus damage and healing by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
| Force Might
Force Might
Jedi Knight

Range: 30m
Activation time: Instant
Cooldown: 6 secs
Mirror: Unnatural Might

Increases the target's melee, ranged, Force and tech bonus damage and healing by 5% for 60 minutes. If the target is a party member, all other party members are also affected.



Introduction to Juggernaut | Guardian resource and tanking abilities:

The Immortal and Defense is the tank specs of the Sith warrior and Jedi Knight.
Even though they aren't known for their many snap threat abilities, they are very sturdy classes that can take immense amounts of damage before they are defeated.
Our goal is to make sure that all the enemies in a fight are focused on us rather than our teammates.

We need to be acquiring skills that increase survivability and those that increase threat generation. This can be achieved not only by directly investing in threat generation skills, but also in increasing DPS (preferably in an Area of Effect, AoE) setting; because after all, if you’re not doing at least some damage, you’re probably not threatening enough to attack.

We should be looking for survivability before threat generation, and threat generation before damage.

A dead tank will neither generate threat nor deal damage.

To understand how they work; there are three things you must get comfortable with first.

Rage | Focus generating abilities, Rage | Focus consuming abilities and defensive cooldowns/abilities.

Core generating abilities:

When tanking, as mentioned earlier, your main objective is to hold aggro and maintain maximum survivability; to be able to do that, you need Rage | Focus.

You have 3 main 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 JK ability is called the same, but the Tooltip is currently unavailable]

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.


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.


These three abilities are your bread and butter.
While other classes only need to use their non resource spending abilities to regenerate, you will need to use yours quite often.
Soresu Form must always be activated.

Since most of your Rage | Focus consuming abilities will cost 3 + you will need to have a steady flow of incoming Rage | Focus at all times.
When Soresu form is activated, 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.
, 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.
will generate one less focus every time you use it; so if you are fighting a NPC with slow hit timers, you will obviously need to use your generating abilities more.


Secondary generating abilities:

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.

Our only gap closer, use it whenever possible for the extra resources it provides.

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.


Very useful for snap threat when ads spawn or during a burn phase where you need to dump as much damage as possible. Talented correctly this ability will be useable more than once per minute.

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.
| [The JK ability is called the same, but the Tooltip is currently unavailable]
Our best tool to keep some extra threat on ranged targets, or simply as an extra resource generator.

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.


If talented this ability is a free semi-taunt/ breathing room for smaller ads and a nice resource/threat generator versus bosses.
Even though the target is immune to stun, it will still take damage and provide you with focus.


Core 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.

Talented it has a 12 second cooldown and costs 3 Rage |Focus; talented correctly, it provides a debuff giving a 5% miss chance for 18 seconds. 

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.

Talented correctly, activating this ability will also provide you with a shield that absorbs a decent amount of damage [for more precise numbers check Introduction to game mechanics].

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.

Talented correctly this ability costs 1 Rage| Focus and increases your defense by 6% for 6 seconds.

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.

This ability is 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.
on steroids. Spec it, use it, love it.

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.

Increased threat, nice damage and a decent cd for a high threat ability. Must have.


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.

This ability is shared by both AC's - and is your bread and butter when AE tanking!

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.

Has no cooldown, does a decent amount of damage. This is your Resource dumper.

Secondary consuming abilities:


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.

This is a must have on your bars. Use this ability whenever possible to avoid incoming damage.

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.

A "Finishing Move" that does a great deal of damage, when available this ability should be used instead of 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.


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.

A valuable tool when handling melee ads - keep it on your bars.

Non-Resource consuming ability worth mentioning:

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.

You can still deflect and parry while channeling this ability.
A high damage ability that is useful as situational filler if your other abilities are on cooldown or if you are stacking Rage | Focus.


Defensive abilities:
The defensive cooldowns is where the Juggernaut and Guardian really shine. With 3 major cooldowns, they have the capability of being first class progress tanks. Time the use of these cooldowns well and with other external cooldowns, proper gearing and you will be near un-killable

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.

This is perhaps the best defensive cooldown available in the game. Play this card if your raidleaders are discussing which tank class to bring.

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.

Combine this with proper timing, a Medical pack and nice comuncation with healers - and you got yourself a solid defensive cooldown.

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.
| [The JK ability is called the same, but the Tooltip is currently unavailable]
on top of the tooltip, it alo increases your defense chane by 100 % for the first 3 seconds after you activate it.

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.

A solid defensive cooldown that should be used on CD on the other tank when you’re not in the line of fire.

Defensive buffs from procs and abilities:

Blade Barricade | Blade Barricade
Provides 6 % defense when fully talented. This buff is gained whenever you activate 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.


Sonic Barrier | [The JK buff is called Blade Barrier, but the Tooltip is currently unavailable]
This absorbing shield scales with your level and absorbs 1257,5 damage @ lvl 50 [with +17 healing power from 100 willpower as base stat]

Taunts:

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.
| [The same as SW Taunt]

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.


Use your taunts wisely, and make sure to follow up with some damage afterwards to keep the mob on you.


Talents:

I currently recomment using this spec:

Jedi Guardian
Sith Juggernaut

The spec emphasises on survivability, with optimal threat talents included.

With a talent such as Accuracy | Accuracy we get a solid headstart on threat stats, since besides from Soresu Form, this talent is the only threat increasing modifier we have. This brings us back the Survival versus Threat priority, and Accuracy wins big over any other talent there is left. This talent will ensure that you can use more stats on your gear, on acutal survivability, instead of threat.
Dreadnaught | Perseverance is worth mentioning aswell, even though strength does not give you any defensive attributes, SW |JK are in a bad spot at the moment when it comes to threat compared to other tank classes. So make sure to grab anything that can increase your threat. But without negating your survival. Mandatory talents such as Sonic Barrier | Blade Barrier that provides you with an absorbing shield whenever you use 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.
is priceless combined with other defensive talents.

The 3-6-4 prority system:

The 3-6-4 priority system is to be read in two major parts, the Rage | Focus generating and the Rage | Focus consuming Part and 3 minor parts: Generating resources, ability usage on single target and ability usage in AE encounters.

The most important thing is to never cap your Rage | Focus (I.e. using resource generating abilities while at 11-12 focus) and to never go below 1-2 focus.

The reason for this is that you must always be able to use Riposte or Force kick (8 second cooldown, costs 1 focus); since riposte does not respect the GCD and it is major survivability factor.

Rage | Focus generating priority:

[Image: 6o37mx.png]


[SW]: Enrage
Enrage
Sith Warrior (Juggernaut)

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

Immediately generates 6 rage
> 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.
> 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.


[JK]: Combat Focus
Combat Focus
Jedi Knight

Activation time: Instant
Cooldown: 180 secs
Mirror: Berserk

Generates 5 focus over the next 6 seconds.

> 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.
> 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.


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.

use on cooldown !

Use 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.
on cooldown, unless you are dumping Rage | Focus like a madman. Sundering Assault | Sundering Strike does more damage than strike, more threat and refreshes your stack of Armor reduction on your target, which is a tps increase for you and a dps increase for the dps.
Soresu form is actually your first priority, but it persists through death and is mandatory in every possible way as a tank.

Rage | Focus consuming priority:

[Image: 1zd26wl.png]

[SW]: 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.
>> 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.
/ 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.
> 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.
> 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.
> 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.


[JK]: 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.
>> 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.
/ 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.
> 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.
> 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.
> 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.



[Tip]: Activate your free damage abilities whenever you can - i.e. Strong, normal and weak hostile npc’s are eligible to pommel strike while stunned

Use Retaliation | Riposte on proc, every time! No excuses!
Use Force Scream | Blade Storm on cooldown and keep up the 5% miss debuff(Applied by Smash | Force Sweep).
With 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.
being being on a talented 12 second cooldown – you have a 6 second window to reapply the debuff which will give you plenty of time to generate the resources needed or gain a stack or 3 of Revenge | Courage.
Hilt strike is prioritized over Guardian slash due to the the threat boost, the focus cost and to get as many out during a fight as possible.
Fit in Guardian Slash whenever you have focus available!
Dump focus with Slash.

If you ever have the time, then use 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.
and/or apply 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.

(only if you have the talent) to generate some free threat and Rage | Focus.

[NOTE:] Be advised that during certain encounters, you will have to save your Force Scream | Blade Storm to activate the shield at predetermined crucial points during that encounter.

Rage | Focus AoE consuming priority:

[Image: 2urtflh.png]

[SW]: 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.
>> 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.
/ 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.
> 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.


[JK]: 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.
>> 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.
/ 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.
> 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.



Retaliation | Riposte must still be used on proc as usual! – Keep your Absorb shield up, maintain the hit debuff on targets and use your Rage | Focus generating abilities on your kill target.

Dump any leftover resources with 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.
.
When you engage a 2+ mob encounter, make sure to mark a kill target. Sith Juggernauts and Jedi Guardians AE threat is ridiculously bad at the moment.
So unless you prepare on beforehand, then you must be ready to eat some comments about your tanking skills.

You can diminish the lackluster factor by making sure to mark your targets and hope that the dps in the group follows the kill order accordingly.
Mash in all non resource consuming abilities possible on your kill target and other single target threat abilities whenever possible.

Stats:

Primary Stats

Strength:
Increases damage done by melee and force attacks, the chance to score a critical hit with melee weapons, and is the primary stat for JKs/SWs.

Endurance:
Increases your total health and your out of combat health regen.

[WillPower] Auxiliary Stat:
Increases your force bonus damage, Healing Power and critical chance

Defensive stats:

Shield Rating:
Increases chance to Shield an incoming attack (equivalent to Block in WoW) (Glance Rating is a datamining term and to prevent confusion, try to avoid using )

Absorption rating:
Increases the amount of damage mitigated by the shield. ( equivalent to Block Value in WoW)

Defense Rating:
Increases chance to directly avoid incoming attack – ranged and melee. (Equivalent to Parry and dodge in WoW)

Armor:
Decreases the damage taken from Kinetic and Energy damage.

Secondary stats.

Presence:
Increases the health, damage, and healing of your companions.

Crit:
Increases your chance to score a critical hit with damage or healing abilities.

Accuracy:
Increases your chance to hit with attacks. All accuracy past 100% will reduce the targets defense chance in melee and their resistance to force attacks.

Surge:
Increases the critical damage or healing bonus applied when you score a crit.

Alacrity: (Haste)
Causes the cast time of abilities to be faster. This stat does not reduce the GCD.

Power:
Increases the damage and healing of your abilities,

Stat Weights:

Remember Endurance and Strength comes with all of your gear – so you don’t have to worry too much about those stats in terms of stat weighing.
Generally defense gear/mods have more endurance than dps.



Primary stats:

Endurance > strength


Defensive stats:

Defense Rating > Shield Rating > Shield Absorption


While Shield Rating and Absorption rating doesn't occur as much, meaning you will have to modify your way to the top.

Shield Rating and Shield Absorption goes hand in hand – > stacking Shield Rating like a champ, but not having any absorption rating would negate the effectiveness drastically. The same goes the other way around.

As a rule of thumb go 2 Shield Rating for every 1 Absorption Rating

Swtor uses a two roll system for incoming attacks. The first roll will determine wether it is a hit or a miss, in a accuracy versus defense roll.
if it is a hit then the next roll will determine wether the attack will be shielded or crit. It is done in a crit versus shield chance roll.

A critical hit can never be shielded.

As far as we know, is there no stat in Swtor that directly makes you crit immune.

However, Shield Rating is a cheaper stat than defense rating, and defense hits diminishing returns faster.
So When you have ~30% defense chance, start augmenting/modfying defense and shield stats on a 1:2 basis, that will decrease the likelyhood of you recieving a full hit, without inflating your stats.


Secondary stats:

Accuracy > Power > Crit > Surge >>>> Alacrity >> Presence

Accuracy until 10% (7% if talented) - Accuracy is your main, almost only, concern in the secondary stat section
- with 3% Accuracy from talents you can easily reach the needed cap with a few augments.[/b]

Accuracy is by far your most valuable secondary stat, if we do not have perfect Accuracy, it reduces the possibility for our threat-generating attacks to have no effect due to not hitting the enemy, then Accuracy Rating will be the most valuable stat on gear until we reach the breakpoint.

[Bonus]
Accuracy rating cap at 30 % - so you could get 120 %.
Basic Melee Attacks are 90% (Assault | Strike only), Special Melee Attacks are 100%, and Force/Tech are 100%. You want to cap Special Melee attacks at 110% to get over boss' defense. Reaching 110% base and 120% special will mean you get Assault | Strike beyond the boss defense rate, but you will loose 10% ratings.


The game will treat your defensive stats as secondary aswell, but for compendium purposes dividing them is the easiest to do.


Accuracy until cap: 100 %.
When you have 10% Accuracy, you should prioritize any defensive stat on your gear over any secondary stat.

Power is superior to Crit and surge and definitely Alacrity, since strength already provides you with crit, the more power you can squeeze in the better. Power also increases your healing bonus, which then increases the amount absorbed by your Sonic Barrier | Blade barrier.
Power = threat+ survivability. (Power will never overrule any of the core defensive stats)
Crit, Surge and Alacrity are in that order your least desirable stats.

Since Alacrity does not reduce the GCD, and even if it did it would still be way too expensive to go for it as a tank, this stat is on par with presence.


Gearing:

Modifications:
We have 12 modification slots where we can use defensive stats. They are spread across 6 items, providing us with 2 modifications (for pure defensive usage) slots pr item:Weapon, Legs, Head, Chest, Hands, Feet 
 
Remeber that you can change the stats as you wish by using a different modifications.

Most high-end artifact’s, legendary’s and some critical crafts from Crew Skills will have augmentation slots. 1 Augment slot can maximum yield +34 statpoints (as of now).

Augments can be available in all gearslots

That gives us a total of 14 augment slots, which is equal to 476 statpoints.

On top of that - High-end raiding gear will have additional stats beyond the modifications, which will bolster you even further

Notible gear from Crew Skills:
[NOTE: This list is based on you not having acces to better modifications and Augments]

All listed gear has an available Augment Slot, which will be discussed later in this section. 

SlotItemArmor Rating Source
HeadExotech War Leader's Headgear836Synthweaving
ChestExotech War Leader's Body Armor836Synthweaving
HandsExotech War Leader's Gloves523Synthweaving
WaistRakata War Leader's Belt538Synthweaving
LegsExotech War Leader's Greaves836Synthweaving
FeetExotech War Leader's Boots538Synthweaving
WristsRakata War Leader's Armguards538Synthweaving
EarColumi War Leader's Module N/ACybertech
Implant 1 Tionese War Leader's Package N/ABiochem
Implant 2 Tionese War Leader's Package0Biochem
Relic 1Rakata Relic of Imperiling SerenityN/AArtifice
Relic 2 Rakata Relic of Imperiling Serenity N/AArtifice
Main Hand Defender’s Mettle0Artifice
Shield Generator Ultratech War Leader’s Shield Generator0Artifice

Stats from gear:

Stat:Stat rating from gear:Stats provided by gear:Total stats:
Endurance12741274015240
Defense rating41512,01%25,02%
Shield rating32516,83%40,83%
Absorption rating636,59%26,59%
Accuracy rating1525,13%95,13%


Augments: (14 in total):
Since only 4 of the pieces had modifications, the Augments is where you can really push your stats in the right direction.

AugmentQuanitityStatsTotal:
Advanced Redoubt Augment 24731 Defense Rating217
Advanced Accuracy Augment 24331 Accuracy Rating93
Advanced Absorb Augment 24431 Absorption Rating122


Total defensive stats and percentages:

Stat:Stat rating from gear:Stats provided by gear:Total stats:
Endurance12741274015240
Defense rating63216,24%29,24%
Shield rating32516,83%40,83%
Absorption rating18516,99%36,99%
Accuracy rating2457,82%100,82%

You can change the modifications on some of the gear pieces aswell - however, be sure to keep your accuracy at 100%.

The main objective of these stats is to make sure your incoming damage is as fluent as possible. No healer likes a spikey tank.
This setup with a high shield chance and a quite decent amount of defense, will make sure you can take on any Flashpoints and starter raids.

Consumables:
Always have enough consumables

If you are have the crew skill: Biochem:

Stimulants:
Adrenals and Medpac's:
If you don't have Biochem:

Stimulants:
Adrenals and Medpac's:
Game mechanics:

Survival:

Our goal is to minimize our expected incoming damage via stacking/skilling for avoidance, Damage Reduction via Armor and Skill, and Shield Chance + Shield Absorb. The current skill build advocated earlier guarantees that.

Your base DR% granted by Soresu Form:
Kinetic damage reduction: 6 %
Energy damage reduction: 6%
Elemental damage reduction : 6 %
Internal damage reduction: 6%

Calculating your DR%:
For BiS purposes, and expected incoming damage calculations you want to calculate your DR%. To do this you must find the BAV=Base Armor Value on your gear and use it in this formula.



Your DR% is, if you'r hit, your most valuable survivability stat!

Then with the stats from talents and gear, you can calculate your expected incoming damage.



Where



Sonic Barrier | Blade Barrier calculations:

We have an absorb that is available every 12 seconds. It is essentially a free heal every 12 seconds.




Threat:

This is the meat of what an Immortal | Juggernaut does. They have the Soresu Form which increases threat generation in addition to a multitude of skills that aid in threat generation.

Teammate protection is also something we are very well-versed in. You have Intercept to return to teammates under fire, Guard to protect a teammate. Keep in mind your threat generation abilities are just as much of teammate protectors too.
Prioritize Healers before DPS. For DPS, it’s usually never your fault if they die, it’ll be mostly their fault...but you’ll probably get blamed for it anyways.
For Healers, it’s probably your fault, but you probably won’t get blamed for it. Healers are the ones keeping you alive and allow you to do your job, so if a Healer is taking fire and your duties allow you to give them a hand, do so.

However, keep in mind your role as a main tank. The threat should be on you. If it's not, something has gone wrong. You have numerous threat generating options, so if you need to generate threat and are surviving well enough, look to some of these skills to force enemies to look to you.

Threat mechanics
1 damaging ability is equal to 1 threat (100%)
1 healing ability is equal to 0.5 threat (50%)
Soresu form will ad 0.5 (50%).
Abilities with threat modifiers will have a increased threat equal to 0.5 threat (50%)

Meaning that all your abilties with no build in threat modifiers will do 1.5 (150%) threat and an ability such as Hilt strike will do 2.0 threat (200%)

That may sound super overpowered threat wise. But remember that threat is builded and not based on a GCD vs GCD roll.

To aggro a hostile melee npc - you must trumph the current threat holder by 1.1 (110%).
To aggro a ranged hostile npc - you must trumph the current threat holder by 1.3 (130%).

So to aggro the mob as fast as possible, the current threat holder must stop attacking that mob for 3-4 GCD's in a taunt-on-cd situation.

Be aware of this while tanking, always be aware of dps hitting the wrong mob, so you dont get too far behind on threat.

Getting behind on threat on a non kill target is double suicide(provided taunt is on cd or the dps keeps being a retard by not sticking to the kill target). Since while you are trying to aggro the stray mob, you are most likely to loose aggro on your current kill target mob.

Stat ratings and diminishing returns:

When gearing we are looking to maximize our potential, and to do so, we must know how much each stat is worth, and how it is affected by diminishng returns.

There isn't a set combat ratings table that is easily comprehensible, due to diminishing returns.
Since the table for each stat would be gigantic.

I.e. 27.5 defense rating will at 0 defense rating provide you with 1% defense chance. But the next 27.5 you add to your gear, will only provide you with 0.97% etc etc.

However, we can calculate them ourselves.
Here is a diagram that shows the overall dimishing returns of all obtainable stats:

Direct link here
[Image: iqlov4.png]

If you want to calculate your stats by yourself, you can find the formulae (diminishing returns are implicit) here

If you don't like formulas, you can download My Tankulater, that will calculate all stats into ratings/%.
[The Avg. expected damage taken calculator is currently faulty]

You can download it here: Elobi's Tankulator v.1.1
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12-13-2011, 08:46 AM
Post: #2
RE: IMMORTAL|DEFENSE COMPENDIUM | A TANK'S GUIDE TO THE GALAXY
Could you edit the title to not be in all caps please?

Even Angels must kill from time to time...
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12-13-2011, 09:25 AM
Post: #3
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Great guide, glad to see one with a BiS in it already.

One of the only questions I have though, and it's not even related to actual tanking, is with the consumables. I noticed this flipping thru torhead as well as now in this guide, but when the consumable says "This marvel of biochemical engineering is not consumed on use." will this apply to everybody, or only the people who are the biochemist? If this applies to everyone then I am a very happy panda.
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12-13-2011, 09:47 AM (This post was last modified: 12-13-2011 06:33 PM by Elobi.)
Post: #4
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
(12-13-2011 09:25 AM)Phrozenn Wrote:  Great guide, glad to see one with a BiS in it already.

One of the only questions I have though, and it's not even related to actual tanking, is with the consumables. I noticed this flipping thru torhead as well as now in this guide, but when the consumable says "This marvel of biochemical engineering is not consumed on use." will this apply to everybody, or only the people who are the biochemist? If this applies to everyone then I am a very happy panda.

At the moment it seems as they are not BoP, but only usable if you are a Biochemist, So in terms of the adrenals being BoP or only usable as chemist is irrellevant, either way they only apply to the player.

If you want more info on Crew Skills, I suggest you take a quick read through this

<Insomnia>
Scepter of Ragnos EU - Recruiting Exceptional DPS
IMMORTAL|DEFENSE | COMPENDIUM
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12-13-2011, 11:31 AM
Post: #5
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Ah, my eyes just simply skimmed right over it saying BoP... fail on my part.

When I had previously skimmed thru torhead browsing the consumables the ones I checked out were: http://www.torhead.com/schematic/4BV32ul which have the same "This marvel of biochemical engineering is not consumed on use." on them but without the BoP.

I think you should update your consumable section with the top options for non biochemists.
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12-13-2011, 02:10 PM
Post: #6
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Great rework of this. One question though:
Quote:Accuracy:
Increases your chance to hit with attacks. All accuracy past 100% will reduce the players damage reduction in melee and their resistance to force attacks.

Surely that should read: "All accuracy past 100% will reduce the target's damage reduction..."
The more I look at the talents the more I realize I will never, ever not use the Accuracy talent. With the mod system it is too easy to just hit the Accuracy cap & then go for defence but 3% from Accuracy is by far greater than any of the leftover talents in that spec. The talents you have gone for is exactly what I ended up with last night after having another play around with them too.
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12-13-2011, 02:41 PM (This post was last modified: 12-13-2011 02:43 PM by Angriff.)
Post: #7
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Quote:Accuracy:
Increases your chance to hit with attacks. All accuracy past 100% will reduce the players damage reduction in melee and their resistance to force attacks.


Accuracy past 100% doesn't reduce [the target's] damage reduction, it reduces defense. It functions like Expertise in WoW.
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12-13-2011, 03:14 PM
Post: #8
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Ohh yeah I misread. Sorry I haven't slept much.
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12-13-2011, 05:56 PM (This post was last modified: 12-13-2011 06:59 PM by Elobi.)
Post: #9
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
(12-13-2011 11:31 AM)Phrozenn Wrote:  Ah, my eyes just simply skimmed right over it saying BoP... fail on my part.

When I had previously skimmed thru torhead browsing the consumables the ones I checked out were: http://www.torhead.com/schematic/4BV32ul which have the same "This marvel of biochemical engineering is not consumed on use." on them but without the BoP.

I think you should update your consumable section with the top options for non biochemists.

Good point, I will make a Non-Biochemist consumeables section. [Fixed]

(12-13-2011 02:41 PM)Angriff Wrote:  
Quote:Accuracy:
Increases your chance to hit with attacks. All accuracy past 100% will reduce the players damage reduction in melee and their resistance to force attacks.


Accuracy past 100% reduces defense. It functions like Expertise in WoW.

Thats whatI meant, it will be corrected now, thanks for pointing it out. [Fixed]
Funny you should mention it, because accuracy is actually alot more like expertise in wow than the name gives it credit for. Since Accuracy actually works like Expertise and Spell Penetration.

You have a base chance of 100% to hit bosses with your special melee attacks, and 90% on normal Assualt | Strike attacks as mentioned earlier.

Npc's have a 10 % base defense chance

Meaning that with 0 Accuracy Rating you are still able to hit the boss, But the chance is greatly diminished.

Since with no accuracy our basic attacks would, due to the bosses defence, only have a 80% chance to hit, which suddenly makes the likelyhood of us not getting focus, from a GCD spend alot higher. Besides Accuracy specific numbers, this holds true for our special attacks aswell.

The reason we get 10% is to get 110% accuracy on our sepcial abilites, meaning that it overrules the targets defense, and to ensure that our Rage | Focus generating abiltites hit, since with no resources we aren't worth much.

To cap our basic, and ensure a 100% hit chance, we would need an extra 10% Accuracy (i.e. 120 %).
Accuracy Rating costs the same as Defense Rating and has the same diminishing returns, so instead of spending 215.5 (~216 Accuracy Rating(with talents) to get accuracy capped, we would have to spend 678.5 (~679) Accuracy Rating. Which is 463 Stat points we could have allocated in survival, instead of in Accuracy to boost the hit factor for 2 attacks.

Figure the rest for yourselves Tongue

<Insomnia>
Scepter of Ragnos EU - Recruiting Exceptional DPS
IMMORTAL|DEFENSE | COMPENDIUM
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12-14-2011, 03:47 PM
Post: #10
RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Thanks for the guide -- I'm amazed how quickly people are jumping on stat weights and calcs. (Although I probably shouldn't be...)
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