Nerdcommando Posted April 21, 2013 Share Posted April 21, 2013 Its been 2 lockouts now - Is there a reason to stack of this? Taunts can never miss, but an opening high threat move might. I guess the question really is how much absorb/shield/def percentage must I give up in order to be force/tech hit capped (or within 2% of it). Link to comment Share on other sites More sharing options...
ellenbec Posted April 22, 2013 Share Posted April 22, 2013 I personally am not stacking any at all beyond the passive 1% from companions and 1% from a filler talent in my build. Even if one of your high threat openers do resist/miss/ect you have two taunts available to you to help boost your threat in a pinch in the opening half dozen globals. Just don't open with your taunt basically, save it for your second or third GCD that way you have threat built up beyond just body threat which is very minimal. Link to comment Share on other sites More sharing options...
mastirkal Posted April 22, 2013 Share Posted April 22, 2013 Accuracy is pretty garbage for tanks right now. It will be useful when we have better defensive stats and can afford it, I'd only invest in defensive stats right now. Link to comment Share on other sites More sharing options...
KeyboardNinja Posted April 22, 2013 Share Posted April 22, 2013 No accuracy. Ever. You have to sacrifice shield rating to pick it up. It's definitely worth taking the talents if they're available to you, but I highly recommend that you never, ever itemize for it. Link to comment Share on other sites More sharing options...
Mavery Posted April 22, 2013 Share Posted April 22, 2013 Do not have a single point of accuracy in your gear. Link to comment Share on other sites More sharing options...
dipstik Posted April 23, 2013 Share Posted April 23, 2013 i have seen pulls resisted. BW needs to address these things. they fixed taunt being resisted, but they need to address the huge toolbox of force/tech abilities used for boss mechanics. Link to comment Share on other sites More sharing options...
SgtKlavier Posted April 23, 2013 Share Posted April 23, 2013 they need to address the huge toolbox of force/tech abilities used for boss mechanics. What kinds of abilities are you saying need have their resist chance removed? Link to comment Share on other sites More sharing options...
NrDLeipe Posted April 23, 2013 Share Posted April 23, 2013 intressting, i switched out my hazmat implants and earpiece with the newer/crafteble 1s wich has accuracy on them and it boosted up every other stat aswell so at the moment its an upgrade for me ( busy gearing and min/max still ) i gotta say though now that im sitting on 96 / 106 % i do feel like my aoe threat went up and hvnt seen any miss or resist since ( hm fps ) dont know how it is in an ops yet. Link to comment Share on other sites More sharing options...
steave Posted April 23, 2013 Share Posted April 23, 2013 intressting, i switched out my hazmat implants and earpiece with the newer/crafteble 1s wich has accuracy on them and it boosted up every other stat aswell so at the moment its an upgrade for me ( busy gearing and min/max still ) i gotta say though now that im sitting on 96 / 106 % i do feel like my aoe threat went up and hvnt seen any miss or resist since ( hm fps ) dont know how it is in an ops yet. Get the veracity ones instead. They have only shield and defense (and absorb on the earpiece), assuming they're based on the tanking green one ofc. Link to comment Share on other sites More sharing options...
Tovbot Posted April 23, 2013 Share Posted April 23, 2013 Quote from guide for juggernaut/quardian: Accuracy is our most important secondary stat. You will want 10% accuracy (7% if talented into Accuracy) when engaging raid bosses to cap accuracy for our special attacks. Our basic attack will only cap at 20% accuracy which would require significant reduction in more useful secondary stats such as Shield, Defense, and Absorb Ratings. Isn't that right? Link to comment Share on other sites More sharing options...
mastirkal Posted April 23, 2013 Share Posted April 23, 2013 Quote from guide for juggernaut/quardian: Accuracy is our most important secondary stat. You will want 10% accuracy (7% if talented into Accuracy) when engaging raid bosses to cap accuracy for our special attacks. Our basic attack will only cap at 20% accuracy which would require significant reduction in more useful secondary stats such as Shield, Defense, and Absorb Ratings. Isn't that right? Nope. If you saw the date, that was for 1.2 Always get your information from these forms and from credible sources. Funny times when you get people who go to Mox for build and stat distributions Link to comment Share on other sites More sharing options...
Mavery Posted April 23, 2013 Share Posted April 23, 2013 i have seen pulls resisted. BW needs to address these things. they fixed taunt being resisted, but they need to address the huge toolbox of force/tech abilities used for boss mechanics. I've noticed the exact opposite. 0 accuracy and 0 Force Pull resists. Sample size was quite large. Link to comment Share on other sites More sharing options...
Tovbot Posted April 23, 2013 Share Posted April 23, 2013 Nope. If you saw the date, that was for 1.2 Always get your information from these forms and from credible sources. Funny times when you get people who go to Mox for build and stat distributions So threat generation does not depend on accuracy, yes? This is good, thanks. Link to comment Share on other sites More sharing options...
KeyboardNinja Posted April 23, 2013 Share Posted April 23, 2013 So threat generation does not depend on accuracy, yes? This is good, thanks. Well, it does. However, you can generate more than enough threat with 0 accuracy. There just isn't a need (for any of the tanks) to buff up this stat at the expense of mitigation. Link to comment Share on other sites More sharing options...
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