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PVP Tank Gearing in 2.0

STAR WARS: The Old Republic > English > Classes
PVP Tank Gearing in 2.0

Anishor's Avatar


Anishor
04.08.2013 , 08:07 AM | #1
I've seen the wonderfully delicious math threads here but very little theorycrafting for the purpose of PVP where the stats should be weighted differently due to recent changes to shield and to guard.

Generally speaking for PVP ( My Opinion ):
Expertise > Endurance > Shield > Absorb > Main Stat > Power > Accuracy > Defense

I am sure within a few weeks we'll know the best lvls of each to stat for, and given the variance in the talents for each of the tank classes I'm sure the weights will change.
Nightlife, Ebon Hawk Server

Sranishor, Warden
( Jugg/Guard ) ( Mara/Sent )
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KeyboardNinja's Avatar


KeyboardNinja
04.09.2013 , 11:04 AM | #2
That rough stat priority strikes me as correct. Expertise is itemized against main stat, not against the other defensive stats, so we can use the same math that we do in PvE. (in other words, you want as much Expertise as you can get; after that, worry about defensive stats) The only tricky bit is we have to make a different assumption about the proportion of melee/ranged attacks vs force/tech. Normally, I would have put this around 45% m/r, which is what I surveyed it to be a few months ago. However, the large number of snipers and marauders in PvP today likely imbalances this a bit, and so I'll tip it to a 60% m/r, 40% f/t balance.

Without further ado, here are the ideal defensive stat distributions for tanks in PvP (at level 55):

Shadow

Spoiler


Guardian

Spoiler


Vanguard

Spoiler


It's worth noting that, due to the heavy reliance on shield/absorb, shadows and vanguards will be absolutely godlike in PvP. Guardians are going to be pretty far behind the curve, though they make up for it in other ways (mobility and control).
Computer Programmer. Theory Crafter. Dilettante on The Ebon Hawk.
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grallmate's Avatar


grallmate
04.11.2013 , 10:37 PM | #3
Quote: Originally Posted by KeyboardNinja View Post
It's worth noting that, due to the heavy reliance on shield/absorb, shadows and vanguards will be absolutely godlike in PvP. Guardians are going to be pretty far behind the curve, though they make up for it in other ways (mobility and control).
I think we'll actually find the tanks are remarkably well balance (from a survivability standpoint) in PvP, especially if you factor in CDs and things like auto-crits ignoring Shield. In fact if all 3 tank ACs dueled (without Stealth -> Sap -> OOC heal) I think Guardian's would come out on top despite their lower total mitigation and lower damage than Shadows. Guardians just have that amazing toolbox without any glaring weakness (such as having to rely on a channeled ability).

As always most fights will be decided on who has their CDs available and uses them correctly. Outside of that its very much a rock, paper, scissors set up and now that tanks are more tanky in PvP I really look forward to it. I think it will still end up with Shadows being node guards and Guardians being the kings of Protection (now with added Guardianship) and ball carrying (Saber Reflect while being focus fired is just fun) but both will just be better at what they already rocked at. Vanguards I just don't know what niche (if any) they will end up with.
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<Vindication> <Retribution>

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Gralleh's Guide to Guardian Tanking [UPDATED for 2.0]

Moontayle's Avatar


Moontayle
04.15.2013 , 03:08 AM | #4
Quote: Originally Posted by KeyboardNinja View Post
That rough stat priority strikes me as correct. Expertise is itemized against main stat, not against the other defensive stats, so we can use the same math that we do in PvE. (in other words, you want as much Expertise as you can get; after that, worry about defensive stats)
Actually, from everything I've read about the way PvP itemization works in 2.0, Expertise was taken out of the stat budget entirely. It exists as a static amount for each slot so that no matter what PvP item you're wearing, Partisan or Conquerer or future variations thereof, as long as you continue the "upgrade path", you will maintain a set amount of Expertise. The same holds true for customization. Mods will always have the same expertise on them, as will enhancements. In fact, BW did Min-Max people a solid by making those directly purchasable, instead of the previous method of buying an entire item for a single mod or enhancement.

The balance here against PvE is that PvP will always be a "step behind", as it were. Conquerer gear, the stuff bought with Ranked comms is 65. At Hero rep with Makeb you can buy a Mainhand weapon that's level 53 that's 66 for 85 Basic comms (which are handed out like candy for just about every mission). Story mode Ops drop level 69 gear.

So while Expertise is no longer factored into the stat budget for PvP items, meaning higher overall stats than we were previously capable of achieving, it still maintains something of a "wall" between the two aspects of the game and in order to get the best of both, you're going to have to work for it. Anyhoo, just thought I'd throw that out there.
Triggle - Sith Assassin - Ebon Hawk
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ThaWolf's Avatar


ThaWolf
04.21.2013 , 07:44 AM | #5
Sadly not much going on in this thread.

Im playing a PvP TankaSin and at the moment im unsure which Augments i should use from now on.

Before 2.0 i preferred the Resolve one (Mainstat>Endurance) but now im thinking if the Fortitude (Endurance>Power) one would serve me better, or even the Absorb one (Absorb>Power)?

Curios to read your 2 cents on thins!
T3-M4 [MUTED]
ThaWolf Killerwolf
BigWolf SteelWolf

Blasphemerr's Avatar


Blasphemerr
04.21.2013 , 11:07 PM | #6
Yeah, I'm also curious as to what augments pvp-tanks will be wearing.
Something pretentious.

TalonKorr's Avatar


TalonKorr
04.21.2013 , 11:32 PM | #7
Augments?

Fortitude Augments, end of story. Endurance has no diminishing return, it always provides the same amount of Hitpoints. Speaking as a Guardian, Enure + Warzone Medpac, Focused Defense, and Guardian Leap heal set bonus all benefit from hitpoints. DPS should gaze on your health pool and shrivel at the site of you.
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jgoldsack's Avatar


jgoldsack
04.22.2013 , 10:36 AM | #8
I have always played a tanksin in PvP, and my augments have always been Edurance/Power. I am on the fence about switching some to Absorb/Power, but I am unsure at the moment simply because I don't have the complete pvp stats yet, so I do not know how the gear will fill in my shield/absorb. I just wish there was less +Def on my gear.
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steave's Avatar


steave
04.25.2013 , 12:59 AM | #9
Depends on if you're running premades with a healer (or want to bet on there being competent healers among the pugs) or solo.
If you're solo fortitude would give you a greater TTK, but if you always have a healer, d/s/a augments will make it more likely that healer can prevent the pair of you from dying indefinitely.

JouerTue's Avatar


JouerTue
04.25.2013 , 02:05 AM | #10
i go with vidicator set bonus augmented in endurance when there aren't healers and i replace the two pieces with black hole and campain stuff(atm) augmented in power when there are. i had the set modded with the warhero boots mods(defence) but i'm trying to go with shield/absorb know before that.