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Who made those weak Tanks ?

STAR WARS: The Old Republic > English > PvP
Who made those weak Tanks ?

LordSemaj's Avatar


LordSemaj
01.19.2012 , 08:15 AM | #51
Quote: Originally Posted by Xenon-se View Post
Not talking about you SOLO anything. I was talking about you helping the assist train to actually KILL someone faster than their healers can keep up healing. If you do x3 more damage you help to reduce the time to kill.

A dead opponent deal 0 damage. An opponent that have 5% still deal 100% dmage.

You cant use defensive CDs, taunts and guard every single CD. You have time to help the assisst train to actually score a kill. To speed up their job. To reduce the impact on your healers.
K... I'd still rather concentrate on staying alive 25% to 50% to even 100% longer rather than contribute a tank's DPS even with DPS gear to a fight that our DPS should already be handling with ease through assist training. There's no guarantee the guy will die or that your tanking damage is making enough of a difference to matter versus the loss of mitigation. Your team also suffers from not having a real tank while their tank becomes an ever-taunting, eternally-on-point fortress of doom. Basically, when you tank in PVP, you don't NEED to kill anyone... you just need to survive long enough for the DPS to do it for you.

Different strokes... for different blokes. Why turn everyone into a pseudo-tank pseudo-dps? Then you have no real tank, just a bunch of easily focus fired jacks of all trades.

Agree to disagree.
You can try to explain PVP to the ignorant... but you cannot Force them to understand it.

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dhazelwood's Avatar


dhazelwood
01.19.2012 , 08:39 AM | #52
My Assassin Tank is boss mode, especially on huttball. With my CD's I can hold the points on voidstar and civil war long enough for teamate reinforcements to arrive. My taunts, wither, and discharge prevent massive amounts of damage from happening to my team mates. All this while making my pocket healer impossible to kill with guard. That's not even mentioning our push back, whirlwind, and electricute we can use to CC.

In a WZ i can push out 175k - 250k dmg 50-100k Protection, and 40k healing with my medpac and overcharge saber.

In my opinion Assassin pvp tanking if anything is OP.

Tiraelina's Avatar


Tiraelina
01.19.2012 , 08:43 AM | #53
Quote: Originally Posted by LordSemaj View Post
K... I'd still rather concentrate on staying alive 25% to 50% to even 100% longer rather than contribute a tank's DPS even with DPS gear to a fight that our DPS should already be handling with ease through assist training. There's no guarantee the guy will die or that your tanking damage is making enough of a difference to matter versus the loss of mitigation. Your team also suffers from not having a real tank while their tank becomes an ever-taunting, eternally-on-point fortress of doom. Basically, when you tank in PVP, you don't NEED to kill anyone... you just need to survive long enough for the DPS to do it for you.

Different strokes... for different blokes. Why turn everyone into a pseudo-tank pseudo-dps? Then you have no real tank, just a bunch of easily focus fired jacks of all trades.

Agree to disagree.
Here we have the most uninformed player in the thread.

1) Shields mitigate next to nothing in PvP crippling anything that relies on shielding attacks.

2) Shield Tech loses the ability to use key talents in PvP due to the above

3) There is no point in using a shield over a generator in PvP.

4) Any part of the "tank" spec that involves your shield is useless in PvP.

5) You do not lose any mitigation/survivability using DPS gear as a tank.

6) Taunts and Guard are not limited to tanks, DPS can do it just as good as you can.

7) Absorption/Shield/Defense gear has no purpose being on the PvP vendors.

Is that clear enough for you? You serve no purpose being there in tanking gear with a shield. You become a waste of space and a disadvantage to your team. The only advantage you gain for crippling yourself is slightly higher HP.

Smokey_swtor's Avatar


Smokey_swtor
01.19.2012 , 08:50 AM | #54
Im sitting on over 20K hp in warzones with a healer by my side and a guardian that has guard on me.

I seriously never die unless all 8 ppl in the zone are focusing on JUST ME.

I have seen this line being said all the way through this thread and it is the absolute truth..

"It all about finding some friends and working together."

Also, you said that they beat you down in 20 secs??? lol..

Thats honestly pretty good if your by yourself

EDIT: Also, I think you need to understand your role in warzones.

You should NOT be the focus of attention. Why you ask? go read your taunt descriptions. You will be very surprised on how well that stuff actually works.
Quote: Originally Posted by Kunitsukami View Post
People are allowed to have opinions, and when you give them complete anonymity and a voice they become double a-holes.

aranha's Avatar


aranha
01.19.2012 , 08:54 AM | #55
This is how it works and why Tanking in pvp is not viable:

Melee & Ranged = Armor, Defense & Shield mitigated (white damage)
Tech & Force = Armor mitigated
Elemental & Internal = No mitigation

The only stat that reduces everything is expertise and Assassins get Shield perks from the darkness tree.

Smokey_swtor's Avatar


Smokey_swtor
01.19.2012 , 08:59 AM | #56
Quote: Originally Posted by Tiraelina View Post
Here we have the most uninformed player in the thread.

1) Shields mitigate next to nothing in PvP crippling anything that relies on shielding attacks.

2) Shield Tech loses the ability to use key talents in PvP due to the above

3) There is no point in using a shield over a generator in PvP.

4) Any part of the "tank" spec that involves your shield is useless in PvP.

5) You do not lose any mitigation/survivability using DPS gear as a tank.

6) Taunts and Guard are not limited to tanks, DPS can do it just as good as you can.

7) Absorption/Shield/Defense gear has no purpose being on the PvP vendors.

Is that clear enough for you? You serve no purpose being there in tanking gear with a shield. You become a waste of space and a disadvantage to your team. The only advantage you gain for crippling yourself is slightly higher HP.
I find that ppl in my group cheer when they see my name on the ops list and the MVP votes show for it. I also only average about 4-5 medals a match. And those are usually all defender medals. i dont think I ever go a match with >100000 protection.

To put that in a more simple understanding:

If I protect 100000 worth of damage and the opposing team has a guy that did 100000 damage. I just made that 1 person completely USELESS.

Yes you can do this is DPS gear but seriously.. no dual spec makes wanting to pvp and pve at the same time very hard to accomplish.
Quote: Originally Posted by Kunitsukami View Post
People are allowed to have opinions, and when you give them complete anonymity and a voice they become double a-holes.

Requimo's Avatar


Requimo
01.19.2012 , 09:01 AM | #57
I got what you are trying to say but it's obvious you are talking hypotethically because the things you have said happens quite differently in practice.

2 very wrong things about your post:

Quote: Originally Posted by LordSemaj View Post
You gain a large amount of survival at the cost of... what? A little dps from your offensive stance?
In fact it's exactly the opposite. You sacrifice very little survival for a large amount of dmg. Let me rephrase it this way. Tanking gear gives lots of shield and def rating, which are insignificant in pvp because most of the attacks bypass that ( add that half of the enemy team in wzs are sorcs and force attacks can't be defended or shielded). Dps gear on the other hand gives the same armor, less endurance but significantly more dmg potential. With my tank stance on, and with dps items I can do a lot more dmg (as also stated by Xenon) and I only lose def rating and shield chance which are most of the time ignored by the enemy attacks.

Quote: Originally Posted by LordSemaj View Post

They have the better suited rotations and talents to make the most effective use of DPS gear. You have the better suited spec to make the most effective use of tanking gear.
This is actually right in theory but my talents increase my effectiveness with def rating and shield rating which are pretty useless at mitigating the the incoming dmg in pvp.

My talents also give me self heals, more armor etc which are still be very usefull while wearing dps gear.

TLDR

In reallity, (I'm a shadow tank) I can sacrifice very little survival for large amount of dps boost, which in the end helps way more.

Also read Xenon's posts too.

kungfuchknoodle's Avatar


kungfuchknoodle
01.19.2012 , 09:10 AM | #58
Funny, try doing full shield tech without the shield.

Have fun overheating, since your heat dump is attached to it.

If you wanna be a threat as a tank, take dps gear, but keep your shield or you wont be able to make any real notable use of your newfound damage.

Heat dump > 100 tech power.

Tiraelina's Avatar


Tiraelina
01.19.2012 , 09:11 AM | #59
Quote: Originally Posted by kungfuchknoodle View Post
Funny, try doing full shield tech without the shield.

Have fun overheating, since your heat dump is attached to it.

If you wanna be a threat as a tank, take dps gear, but keep your shield or you wont be able to make any real notable use of your newfound damage.

Heat dump > 100 tech power.
100 tech power > your heat dump not working.

It's painfully obvious when rocket punch never gets a cd reset in PvP.

SWB-NL's Avatar


SWB-NL
01.19.2012 , 09:12 AM | #60
Quote: Originally Posted by LordSemaj View Post
K... I'd still rather concentrate on staying alive 25% to 50% to even 100% longer rather than contribute a tank's DPS even with DPS gear to a fight that our DPS should already be handling with ease through assist training. There's no guarantee the guy will die or that your tanking damage is making enough of a difference to matter versus the loss of mitigation. Your team also suffers from not having a real tank while their tank becomes an ever-taunting, eternally-on-point fortress of doom. Basically, when you tank in PVP, you don't NEED to kill anyone... you just need to survive long enough for the DPS to do it for you.

Different strokes... for different blokes. Why turn everyone into a pseudo-tank pseudo-dps? Then you have no real tank, just a bunch of easily focus fired jacks of all trades.

Agree to disagree.
I think the disconnect we are seeing in this discussion going back and forth is that you feel there is a considerable amount of survivability being sacrificed, whereas others feel this is not the case.

To summarize things from the impression I've been getting from all the discussions being held about this, the issue the people you are argueing with isn't one of the following:
  • They are tanks with an identity crisis who actually want to be DPS.
  • They expect to be immortal as tank.

I don't think these are really the issues. What it comes down to is the following:
  • PVP tank sets have Accuracy, Defense and Absorption as specific stats which aren't shared between all the sets of that advanced class. The problem people are having with this is that while accuracy will be helpful by making more abilities hit (in other words aiding DPS) whereas the two defensive stats do very little to increase the survivability of tanks in PVP due to the nature of attacks. The argument people have is that the value of getting this very minor increase in survivability is not worth the major loss in damage output and its value to the group.
  • A large part of the tank trees serve to buff mitigation forms which are just like mentioned above largely ineffective in PVP. While these tank trees offer some nice utility which is considered quite useful, it feels like the points in added survivability are largely wasted compared to DPS trees, whose talents are fully effective in PVP.

A large part of your argument seems to revolve around Shield, Absorb and Defense actually being useful in PVP, and this is where the disconnect seems to be. The issue here is that these stats do not work at all on Internal and Energy/Tech type attacks, which tend to make up the majority of the most frequently used and most devastating attacks seen in PVP. As such, the survivability benefit these stats offer is considered to be too marginal. (Note that a lot of skills you would readily assume were susceptible to shield/defense, such as Operatives plunging knives in your back and stockstrike/rocket punch are actually tech attacks and thereby completely bypass non-armor defenses)

What it comes down to is currently tow questions which have been asked in numerous threads:
  • Is the sacrifice in DPS for getting the tank gear offset sufficiently by the gain in survivability by its defensive stats? Currently many tanks feel that due to the dominance of attacks fully ignoring defense and shield mechanics that this is not the case. (And I'd personally argue that the discrepancy between how classes' attacks are affected by these stats is a cause for balance concern)
  • Is the investment in the tank tree (and the increased survivability) worth the sacrifice in damage potential?

The point being made here basically is that many feel that the difference between a Powertech/Vanguard/Sin/Shadow/Guardian/Juggernaut who is specced and geared for DPS and one specced and geared for tanking is making the tank choice a somewhat dubious one. A lot of the good functionality (Guard, Taunt, etc.) is baseline for the advanced classes. Tankspecs obviously get their unique utility which helps considerably, but the investment in specs and especially gear appears to offer too few gains for the sacrifices being made.