What does tank mean in swtor




















All other trademarks are the property of their respective owners. You are about to leave this website Close Continue. Usually a PvP thing. If I tank pve I run tank spec and gear. I always viewed skanking as using high health versions of mods and enhancements. It's most commonly done with tanks and dps stats, but you can skank any build. Same thing with stanking, trading power for defense or using tank armorings on a dps spec.

If its crushing blow alone, don't nerf it, really While you will never find me denying guardian slash and it's unparalled aoe, I do find it necessary to point out that riposte is only a single target ability. It is not affecting by the warding call proc to guardian slash, but is enabled for use on one target by a guardian slash.

I personally feel that a nerf here is unwarranted, however, because of the effect it would have on pve. I do not run crit or alacrity in Pve when tanking and for PvP I sacrifice power for endurance because my goal is to contribute the most to my teams chances of being victorious.

I too have a skank set and a tanking set for my guardians. My tank set sounds similar to yours. Offhand I only remember it's around k health. Hitman - Reduces the cooldown of Quell by 2 seconds. A mandatory utility for DPS and a highly useful if situational utility for tanks. I always take as a DPS player and take as a tank for any encounter with notable stuns e. Can be useful on high movement fights.

Given that I frequently take utilities buffing Hydraulic Overrides, this utility seems redundant in most encounters. Power Yield cannot last longer than 30 seconds.

A helpful utility to all Powertech players, as Power Yield functions as both an offensive and defensive cooldown. I recommend taking this new utility in all situations. For fights where Hydraulic Overrides is frequently useful, taking both as well as Iron Will provide a huge buff to Hydraulic Overrides. Liquid Cooling - When Thermal Sensor Override is activated, it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active, or reduces threat towards all current enemies if Ion Gas is not active.

Extra energy regeneration is always useful. The additional increase to threat for tanks or threat drop for DPS is also useful. I usually take this utility, though I may sometimes opt for an extra lower tier utility for situational fights. Torque Boosters - Increases the duration of Hydraulic Overrides by 4 seconds. That said, a further buff to your best movement ability is always nice so I find I frequently take it. Very situational for fights where using abilities at range is desirable.

Here is what I run for most encounters, though I frequently take other situational utilities for specific fights. This passive applies all your basic tank attributes to increase your ability to mitigate damage and generate threat on a target. This has no bearing on PVE content as you want as much mitigation as you can get.

In addition, when Ion Gas Cylinder deals damage, it will also shock the target for additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat. This passive primarily buffs the threat generation of Rocket Punch and Rail Shot and adds an AoE component to Rail Shot for enemies within melee range. Combust - Flame Burst and Flame Sweep cause trauma and weaken their targets.

This passive applies a helpful debuff in Weakened. Stacks up to 3 times. This effect cannot occur more than once every 1. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second.

Due to the buffs provided by Heat Screen and CD reduction on Heat Blast, maximizing generation of Heat Screen is the most important rotational goal of Powertech tanks to maximize threat and damage mitigation. This effect cannot occur more than once every 15 seconds.

This passive enables a proc of Firestorm making it a priority in the single target rotation and a key AOE threat generation capability. Also, shielding or defending an attack generates 1 energy cell. This effect cannot occur more than once every 7. This passive buffs Rocket Punch and provides a proc of Rocket Punch. Since Rocket Punch is key to generating high threat, and guaranteed to trigger Ion Gas Cylinder and generate a Heat Screen, increasing its use is very powerful.

Also, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies. This passive further buffs Rocket Punch and Rail Shot.

They already generate high threat and trigger Ion Gas Cylinder i. Please see my Gearing Guide and Alacrity Guide for a detailed overview of gearing in 6.

For Shield Tech Powertech, I gear as follows:. Tactical: Thermal Screen Superheated Fuel for offensive gearing. Amplifiers: I usually mix a variety of gold defensive amplifiers. Stim: Fortitude. Adrenal: Shield. For Shield Tech Powertech, I allocate my tertiary stats as follows for full mitigation. My primary goal is to divide my tertiary stats such that Shield is 1,, points higher than Absorb. Alacrity: None.

Critical: None. For Shield Tech Powertech, I allocate my tertiary stats as follows for offensive gearing. My preference is to gear Alacrity to reach a 1. I then target a minimum of mitigation stats and push the balance into Critical. Critical: Around 2, or more I put the balance of my stat budget into Critical after hitting the other targets. Shield: At least 2, Absorb: At least 1, Increased drop rate from Dxun Nature of Progress operation.

Not available from Tech Frag vendor. Its buff is actually stronger than the raw amount once you consider the effects of other mitigation statistics. So how effective is Energy Shield in terms of its net impact to reduce the damage taken in combat. More importantly, we saw how the cooldown should effectively halve any damage taken so extending that duration significantly makes it a more powerful cooldown for extended durations to give healers more time to recover.

With all that said, the real prize to the set bonus is the 6-piece set bonus. Impact on Rotation:. Make sure to use Power Yield only for big hitting mechanics if any are present, otherwise use as an offensive cooldown.

However, your absorb shield applies to many more regular types of damage i. When to Take:. I recommend this set bonus as the best to take for mitigation purposes, though it is exceptionally difficult to obtain due to its exclusivity to the Dxun operation or random drops from loot crates or the Kai Zykken random vendor.

This effect cannot occur more than once every 3 seconds. This set bonus sounds like primarily an offensive set bonus for tanks from the first read. This means we should get at least one Power Yield and often two in between each use of Explosive Fuel, or s of uptime on the 6-piece cooldown reduction benefit. Assuming you are taking damage continuously during Power Yield, this should yield 4 procs of the 6-piece per use of Power Yield of 18s of cooldown reduction.

So in total, we would expect s of reduced cooldown on Explosive Fuel each time. If we go with the average of 27s reduced cooldown, we take Explosive Fuel from s cooldown to an average 93s cooldown and a 15s duration.

Additionally, that helps provide more overall uptime on cooldowns. Finally, Powertech already has the best baseline average mitigation and so is the best tank already against any damage that can be mitigated by Explosive Fuel. I recommend running Meteor Brawler since it provides a better DPS boost until you can assemble an Emergency Power set and then run it as the main tank set.

When Explosive Fuel ends, it detonates dealing elemental damage to all enemies around that scale with Firefall stacks. However, it provides essentially no benefit whatsoever to mitigation.

Make sure to use Explosive Fuel as an offensive cooldown aggressively and make sure you build 7 stacks of Firefall to maximize its burst damage and then be aggressive with energy to take full advantage of the 4-piece and 6-piece energy cost reductions.

Heat Screen now stacks up to 6 times. Heat Screen is a passive ability and a buff granted by that passive ability. Each time you proc this passive ability, the cooldown of Heat Blast is reduced by 1 second. Normally the maximum number of stacks if 3. Rocket Punch has a base cooldown of 9s before alacrity and can have its cooldown reset every 7. Heat Blast is the signature ability of the discipline and provides some pretty amazing buffs. So what does all this mean for the benefits of the tactical?

Secondly, Power Yield providing a free 6 stacks of Heat Screen and resetting the cooldown of Heat Blast means you should get 2 extra uses of this powerful ability every minute. My testing with this tactical suggests that it allows Heat Blast to be used once every 9s or so based on average shield chance and triggering of Ion Gas Cylinder, while without the tactical it can be used every 12s or so.

That may not sound huge but consider the implications. That means noticeably less burst damage taken over the course of a fight. While not a great tactical for every fight, its limited uses are powerful enough to warrant picking it up. It can be a literal life saver.

More Phantom Stride memes? Tempting, but not ideal. How incredibly nonspecific. Nothing to write home about. Effect: Dark Ward gains 5 additional stacks and Phantom Stride resets its cooldown. This tactical is lackluster, but it is better than nothing. Take it if there is no other option. Dark Charge. Dark Bulwark. Lightning Reflexes. Harnessed Darkness. Force Shroud. Overcharge Saber.

Force Cloak. Dark Ward. Steely Spike. Phantom Stride. Force Speed. Force Pull. Unbreakable Will. Mind Trap. Mind Control. Mass Mind Control. Advanced Kyrprax Proficient Stims. Advanced Kyrprax Shield Adrenal. Advanced V-9 Electro-Stun Grenade. Depredating Volts. The opposite way to handle this is to simply give tanks such massive threat generation that they can lock down a group regardless of what the DPSers decide to do. This is the tack that COH uses for example. The thing is, SWTOR doesn't even have regular damage meters, just an external parser that allows you to see your own numbers, but you can't see anyone else's unless they specifically opt in for it.

So I'm not sure what's driving this rushing and pulling thing, wanting to be top dps certainly can't be it as there is no data to show you where you are compared to others in the group. Yeah, that is certainly a puzzle. It's just a type of behavior I noticed getting worse once meters came on the scene, especially in WoW. However, maybe it's just a general lack of patience with content you repeat for whatever reason, meters or no.

I totally agree with you Yeebo. You know what is the killer for me in this post of yours? When you say you're doing fps mostly in guild groups , and, I mean That doesn't help, yeah? We can chalk a lot of pugs by virtue of being pugs, we expect more - better - of those people we are more connected to and that are more aware that this is not preferred role.

Of course, the flip side of this, is being familiar with people, knowing their personality and their ability and just running ahead and pulling everything before stealthing out just because you're intimate enough to know it'll be a laugh or whatever.

Indeed, it being guildies has been a big part of what's made it so painful. And like you say, there's often an aspect of "wanting to mess around with your friends", but it gets really awkward when you repeatedly try to tell them gently that you're not enjoying their shenanigans and they just keep on going Feelings are hard.

The thing that used to drive me crazy in EQ was when healers almost always clerics who took a huge pride in healing the tank at the very last moment. It was extremely mana efficient and some clerics deemed it to be evidence of the highest skilled play but I played both a max level cleric and a max level tank for abou two years so I could see both sides.

Yes, it was extremely satisfying to land that complete heal just before the tank bit the dirt but waiting for that heal as a tank was no fun at all. Not even witha healer who really was as good as they thought they were, let alone all the ones who weren't.

As a cleric I made it my practice to use plenty of top off heals and HoTs to keepthe tank in a good health. I kept my Complete Heal back for when it was really needed.



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