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Cybertech: Where are the Tanking Mods?

STAR WARS: The Old Republic > English > Crew Skills
Cybertech: Where are the Tanking Mods?

Xrande's Avatar


Xrande
12.27.2011 , 02:21 AM | #31
For guardian armoring slot, there is none, at least for early levels of cybertech. So having to wait till L30 sucks...
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Anonymousy's Avatar


Anonymousy
12.27.2011 , 02:50 AM | #32
anyone knows if you can learn them from analysing bought/dropped tanking mods?
the few i tried didn't succeed.
(cybertech 400)

trocious's Avatar


trocious
12.27.2011 , 03:57 AM | #33
Guys, there aren't tanking mods because AUGMENTS and ENHANCEMENTS have tanking stats. Not to mention blue/purple crafted armor. Mods are just NOT for enhancing those type of stats.. if you have a crafted item that crits, i.e. has a item modification slot, it can vary from augments, mods, etc. Depending on which one it is, is the type of modification you can add to that slot.

So THAT is how the crafting system is devised. Most orange armor or crit'd armor has extra slots for item modifications. The tanking stats are assigned only to augments and enhancements (as far as I can tell), while the stats in general + armor go with cybertech mods.

Hope that clears this question up.

Sierra_Crysis's Avatar


Sierra_Crysis
12.27.2011 , 09:04 AM | #34
Not all defensive stats come from augments or enhancements... There are clearly mods that have defensive stats too. You have to wait until 30+ to beable to make commando plates which is bogus (I think you start being able to make 14's when theres 1-13 before that that you can only get by quests/vendors)

Okay well after you get that, you still never get deflecting or weighted mods (Mods that give + defense/absorption and End > Aim) and this is a huge issue. I am a 40 PT and I'm having to craft agile and nimble mods for myself which have + crit and + power... Complete nonsense. It's clearly a gap. I could understand mroe if we could only do the base resolve and skill mods, but why give us the special DPS mods and completely forgo the tanking ones?

Bioware fix it for the love of god.

Farabee's Avatar


Farabee
12.27.2011 , 09:20 AM | #35
Honestly, you don't even need Guardian mods until around 30+. You can tank fine all the way to 50 without any defense rating on your gear.

That said it's kind of annoying to see all the mods on TORhead and then see so few of them on trainers. Hopefully they're purchasable with raid tokens or something later. I'm 400 cybertech and I can only train up to mod level 22, and there are mod 25s in the database...
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HarvardAce's Avatar


HarvardAce
12.27.2011 , 09:43 AM | #36
Quote: Originally Posted by Anundir View Post
Here is a screenshot of the level 38 vs 43 tanking earrings. Notice the name changes yet again and the stats drop. I actually prefer the level 38 earring over the 43 one as it gives 21 more DEF.

http://i1208.photobucket.com/albums/...s43earring.jpg
You are not comparing apples to oranges. Each green earpiece can RE into three separate blue earpieces that add a different stat (or will boost an existing stat). Overkill gives +power, Critical gives +critical, and redoubt gives +defense. Your 38 earring is a redoubt, so you get additional +defense to the defense already on the green earpiece. Your 43 earring is overkill, which adds +power to the green version of the earpiece. If you RE'ed the green one some more you'll eventually get a Redoubt version that has a higher defense than the 38 version.

Literati's Avatar


Literati
12.29.2011 , 11:19 AM | #37
Quote: Originally Posted by trocious View Post
Guys, there aren't tanking mods because AUGMENTS and ENHANCEMENTS have tanking stats. Not to mention blue/purple crafted armor. Mods are just NOT for enhancing those type of stats.. if you have a crafted item that crits, i.e. has a item modification slot, it can vary from augments, mods, etc. Depending on which one it is, is the type of modification you can add to that slot.

So THAT is how the crafting system is devised. Most orange armor or crit'd armor has extra slots for item modifications. The tanking stats are assigned only to augments and enhancements (as far as I can tell), while the stats in general + armor go with cybertech mods.

Hope that clears this question up.
Do you have some type of inside knowledge you can back this up with? All other classes can use Mods to increase their primary stats, so why do tanks have to forfeit the right to do the same? I've been thoroughly searching the GTN for days, still sporting rated 28 Mods while other slots are at 40-44 until I finally decided to see if there were any usable mods, or if I was going to have to suck it up and purchase strength mods.

Enhancements seem to be the only modifications you can't stack a specific stat other than endurance, but you can stack power/crit/etc. It just doesn't seem to make any sense.

Rafalves's Avatar


Rafalves
01.15.2012 , 04:00 PM | #38
Ya i have lvl 400 cybertech and none tanks mods or armor.... bioware must get this fix asap... i allredy read in every foruns i can find and alot of ppl talking about this.... why i have cybertech and im a tank if i cant do anything for me... but for dps healer and so on i can do it... and other thing no 50 recipes....

MadPoet's Avatar


MadPoet
01.15.2012 , 06:29 PM | #39
Quote: Originally Posted by trocious View Post
Guys, there aren't tanking mods because AUGMENTS and ENHANCEMENTS have tanking stats. Not to mention blue/purple crafted armor. Mods are just NOT for enhancing those type of stats.. if you have a crafted item that crits, i.e. has a item modification slot, it can vary from augments, mods, etc. Depending on which one it is, is the type of modification you can add to that slot.

So THAT is how the crafting system is devised. Most orange armor or crit'd armor has extra slots for item modifications. The tanking stats are assigned only to augments and enhancements (as far as I can tell), while the stats in general + armor go with cybertech mods.

Hope that clears this question up.
You are ignorant. Please do not comment further. There are plenty of tanking mods available from commendation vendors and quest rewards. I have RE'd many of them, and never obtained a schematic. Even if I were successful, it would grant a purple version, there's no known way to get blue or green.

There is no indication that this is by design. It appears to be an oversight on Bioware's part, and I hope it is fixed soon.

Unaki's Avatar


Unaki
01.15.2012 , 07:14 PM | #40
You guys are taking the OP's post out of context. The OP is referring to the items called "mods." He is NOT talking about the whole set. There aren't any "mods" in the game built specifically for tanking stats. They all have power on them and only increase the class-specific base stats AND endurance. There are, as of right now plenty of tank modifications (Not "mods") in this game but you don't see them until at least 30. Crafting mods are also on par with planet commendation mods of the same level so that argument is moot as well.

And finally the whole RE to make different types of items doesn't work as a "RE this three times, get three different blue recipes" and instead requires a specific green to be RE'd. On the mods that actually do anything to your secondary stats for your role, they always come out the same so building greens to RE after the first blue is learned becomes pointless. A tanking item will turn into a Redoubt blue item then into the purple equivalent to Redoubt (Veracity at 50). Again, the Redoubt, critical, etc items come from items that already have the specific stats on them for that role. Proof is in the game itself, go do it.



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