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Zintair

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  1. Hey! Just posted my app but wanted to pop in here to say hello! Joriana - Jedi Guardian Tank
  2. The only abilities that the Shadow tank needs accuracy for is Saber Strike, Double Strike and Spinning Strike. Running with max geared DPS if I were to use multiple spams of either Double Strike or Saber Strike when I am not force starved is going to guarantee me losing the aggro. Accuracy?
  3. I won't pretend a hybrid isn't possible. I just think it limits the purpose of the class which is to self-heal as a form of DR. Slow Time is just so nice. It's how I've saw and played the class since launch. It is personal preference till the Devs stamp the hybrid out or the content becomes too difficult. Sadly the content probably won't scale until Nightmare. Until then I dare say it doesn't matter because we haven't seen the hardest this game has to offer. For someone who has done server first up until 1.4, I am more disappointed in lack of Nightmare content to really push everything to its limit. But alas another debate for another forum. EDIT: Always open up with Force Pull. This is where I put the calc down and rely on what you know and feel in the instance. I have run with some impressive DPSers and our raid group has been Sentinels and Troopers/Sages so they have had the opportunity to yank aggro. When I open up with Force pull and then my rotation followed by Taunt they have never been able to pull aggro off me much to their ego shot. My 2 cents
  4. Considering how T and Z become MORE challenging the better your DPS (at least for tanks) I always recommend running out of the Berserker jump. You have enough time to get some distance as the warning comes up and then enough time to get back into position so that the person can place the reticle. Just my 2 cents @OP - I'd like to agree Kit hahaha. Those of us who took the changes on the chin and still made Shadows look overpowered. This is definitely a nice little gem for PvP as well although toned down of course since people rarely run 31/0/10.
  5. Deeper health pool... less mitigation... But your healers are going to heal you less? Even after you said they could keep up with the higher needs because its 16 man content and therefore easier, at least according to the DEVs because it requires more people organizational skills?
  6. Yeah if you use your cooldowns properly and swap tanks on T and Z you can mitigate him to worthlessness on each most swaps. I pop my relic for Shield absorb when I swap over to Toth and when he leaps to go berserk I run outta the stomp range and then pop Deflection and LOL at his damage until we swap back to Zorn with Resilience ready.
  7. I stacked mitigation since I have been playing this game. I've always been a fan of the Endurance armorings with the heavy mitigation mods and enhancements. The reality is this. I EZ moded HM EC when I was in Rakata. Sure maybe not my first attempt but once I was able to determine my guilds DPS patterns in conjunction with the bosses DPS mechanics (ie when Force/Tech attacks come) I was able to EZ mode the entire zone in a matter of a few attempts. But there are 7 other people in the raid and the entirety of our progression on server first was mechanical or DPS related. The reality is we built our strategies around the powerful cooldowns of the Shadow. Personally I don't think either camp is wrong. I do know what works for me and my play style. I see the Shadow as a Light Armor tank. Well a tank like that would I rather eat damage through HP and self heals or would I want to avoid the attack all together or have it cripple against a shield. Choicey wording I know but since the nerf I'm not sure the Endurance side has enough sway. Have we done the math on .12 TKT heals, I forget what I was parsing it may have been in the 200HPS region pre-nerf.
  8. Added the new section for Augments. Going to be updating it progressively over the coming days.
  9. I couldn't agree more here. Especially having the Campaign Shield and Absorb and the Campaign Passive Absorb is critical if you want to progress in HM EC and not get owned by Kephess in his last phases. He hits HARD but cooldowns make him bearable if you time them properly.
  10. This was in part proven in the case of Willpower vs Endurance a long time ago. However, these newer encounters feature bosses which do not operate on the Kinetic Energy damage table. They are purely internal or elemental Force/Tech Attacks. Shield/Defense/Absorb/Armor do nothing to these. Shadow and Assassin have the highest in this form of mitigation also with Resilience cooldown which can be timed to make the Shadow >>> the other two tanks. I have no idea how you show this in metrics but an example would be. EC HM 8man the content I raid server first and World 6th just for "context". On StormCaller and Firebrand. I start out on Firebrand. Easily able to mitigate through his damage with Kinetic Ward, my Campaign Shield and Absorb relic and a natural 28% chance to Defend (Parry/Dodge/Deflect). Incinerate Armor Casts and we swap tanks. The Vanguard (our 2nd tank) charges over to Firebrand and I Force Speed onto StormCaller. I let the boss hit me once and then immediately pop Resilience right before the next "shock" or Stormcallers basic attacks hits. 5 seconds of 100% Resistance. Another 5 seconds of taking hits. Defensive systems starts. I leap off the tank and begin kiting. I pop Deflection after the first missile lands on "offensive systems" during the Shield phase. It's basically LOL I kite without taking damage and may swing by my healers if needed usually not. By the time kiting phase is over I'm getting into position and start tanking Storm Caller again. If I'm low health Resilience is back up to give my Healer time to catch up and heal me. Rinse repeat. With Resolve 22 Augs I will also have higher Willpower to drop those adds in the Shield quicker. I'm over 400 bonus damage now not sure where everyone else is sitting.
  11. Threat through Raw DPS. But Willpower > Power 12 x 14 = 168 Endurance or Power 18 x 14 = 252 Willpower or Endurance 252-168 = 84 or 840 Health difference. I would rather add DPS and threat (in the form of Willpower which increases Crit as well) I am still curious how a Surge Augment would hold up too. Between Particle Acceleration and Force Potency we have many opportunities throughout the fight to benefit from a High Crit multiplier. I wish I had the chance to explore this option pre 1.3 because thinking back I could have made my Shadow a badboy for DPS as well as tanking. It certainly worked for PvP just look at all the poeple crying at Shadow Tank burst from Power and Surge.
  12. You want your shield at around 45% base so that it buffs well over the 60% mark with KW. Absorb as well around 50% to yield the highest potential mitigation based on the possible stats and gear that you could achieve.
  13. Well maybe at one point in time the Shadow was able to chain pull, definitely pre-1.3 but that only came after the buff to TKT to incorp a self heal component. The reality is the Shadow is not meant to tank like that. It's a finesse tank that requires the artful use of CC and it's cooldowns. Our current mechanic make us the WEAKEST at mitigating AoE threat unless we use a cooldown. KW burns quickly and we suddenly become quite low in mitigation. However the Shadow has other methods to prevent damage including using CCs, Distancing themselves from mobs and having competent DPS that understand target priority. Unfortunately other tanks may have it easier in FPs but I still feel we have the best 1 on 1 tanking ability taking EVERYTHING into account. Would you rather be better at tanking FPs which constitute a small portion of the end game or Raiding which is THE REST of the endgame?
  14. I'm swapping to Resolve 22 Augments for this weeks HM EC clear and compare some numbers and see how it works.
  15. I went for Shield/Absorb and Defense Augments. With Resilience we have a way to mitigate for 5 seconds ALL damage in the form of tech which will not be mitigated by Shield and Defense. Jarg hits with heavy Tech damage after Heatwave such as Flamethrower and that BH flying punch. SoA is purely Force damage and the only real fight where Endurance IMO > Mitigation. Zorn is purely Force but the way we down them I am able to use my cooldown every time I am able to swap back to him. Stormcaller Tank is also purely Force damage but we again swap tanks so I am able to use my cooldown every interval for much smaller intervals making it VERY effective same as Zorn. Those are really some of the bigger ones. I remember back before Shadows had any channeled self-heals there was a long threaded debate over Endurance vs Willpower and I'm pretty sure most of the number crunchers sided with Willpower for improved DPS and threat. Whether Endurance is better now seems much more difficult to tell but does it make sense that the lowest armor tank would want the highest HP (something a purely mitigation tank like the vanguard is would want?) or mitigation and avoidance, something that a lower armor tank would want? Is 2520 HP worth the loss of 252 stat points in Shield/Defense and Absorb? Possibly personal preference. I don't truly believe there is a right or wrong answer completely because my healers don't drop me so why do I need more Endurance other than to improve my self-heals.
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