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Immortal | Defense Compendium | A Tank's Guide To The Galaxy
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12-13-2011, 07:47 AM
(This post was last modified: 01-06-2012 10:43 PM by Elobi.)
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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: 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. -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:
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 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 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. 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 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. Unleash Unleash Sith Warrior Activation time: Instant Cooldown: 120 secs Mirror: Resolute Unleashes you from all incapacitating and movement-impairing effects. 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 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. 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 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 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 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 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 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. 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 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 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. 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 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 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 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 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 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 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. 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 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 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 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 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 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 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 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 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 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 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. 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 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 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. 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 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 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. 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: ![]() [SW]: Enrage Enrage Sith Warrior (Juggernaut) Activation time: Instant Cooldown: 60 secs Mirror: Combat Focus Immediately generates 6 rage 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 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 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 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 Jedi Knight Activation time: Instant Cooldown: 180 secs Mirror: Berserk Generates 5 focus over the next 6 seconds. 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 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. 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: ![]() [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 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 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 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 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 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 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 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 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 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 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 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 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 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. 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 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. [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: ![]() [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 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 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 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 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 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 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 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.
Stats from gear:
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.
Total defensive stats and percentages:
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 ![]() 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
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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
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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
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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. 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 |
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12-13-2011, 11:31 AM
Post: #5
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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
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RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Great rework of this. One question though:
Quote:Accuracy: 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
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RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Quote:Accuracy: 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
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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
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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. Good point, I will make a Non-Biochemist consumeables section. [Fixed] (12-13-2011 02:41 PM)Angriff Wrote:Quote:Accuracy: 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
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12-14-2011, 03:47 PM
Post: #10
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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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