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Ideal Tank Stats


FerkWork's Avatar


FerkWork
11.08.2015 , 09:07 PM | #181
Quote: Originally Posted by titanvoyager View Post
Thanks mate, thatīs the way Iīm going right now. About Relics, which ones are your best bet? Im reading over all the forums and each one says a different one. My guildmates are absolutely sure I must get the clickable ones.
Reactive Warding is always good. As for second relic I personally go with SA cause I hate clicks relics personally. But SC is probable more optimal because the Shield as well but again I like when my CDs are built in instead of having another thing to click in the heat of battle
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Neohaden's Avatar


Neohaden
11.09.2015 , 08:24 PM | #182
With 4.0 I am finding it very difficult to figure out the proper math for my Vanguard considering the heavy defensive stats that seem to be attached to the new gear. Very little seems to be available in ways of balancing my budget.
My budget is 4106 and ideally I should be def 426, shield 1957, abs 1717 - however my current is def 1758, shield 1612, absorb 736 which seems more suited to a guardian (which I do not play). So my question is, "Are there changes coming to the stats that will allow us Vanguards to balance our mitigation budget or has the code been changed that makes us need defense more?"

Is there a thread that is covering this somewhere?

Iffyluse's Avatar


Iffyluse
11.10.2015 , 02:19 AM | #183
Quote: Originally Posted by Neohaden View Post
With 4.0 I am finding it very difficult to figure out the proper math for my Vanguard considering the heavy defensive stats that seem to be attached to the new gear. Very little seems to be available in ways of balancing my budget.
My budget is 4106 and ideally I should be def 426, shield 1957, abs 1717 - however my current is def 1758, shield 1612, absorb 736 which seems more suited to a guardian (which I do not play). So my question is, "Are there changes coming to the stats that will allow us Vanguards to balance our mitigation budget or has the code been changed that makes us need defense more?"

Is there a thread that is covering this somewhere?
It's covered in the other thread "Optimal Stats for all 24 disciplines"

Vanguard in 216 Defiant gear should be:
68.54% Reduction | 5331 Endurance (2xC) | 4933 Mastery | 672 Power
2639 Defense | 1569 Shield (6xE, 9xA) | 973 Absorb (4xE, 5xA)

phalczen's Avatar


phalczen
11.17.2015 , 04:49 PM | #184
Quote: Originally Posted by Neohaden View Post
With 4.0 I am finding it very difficult to figure out the proper math for my Vanguard considering the heavy defensive stats that seem to be attached to the new gear. Very little seems to be available in ways of balancing my budget.
My budget is 4106 and ideally I should be def 426, shield 1957, abs 1717 - however my current is def 1758, shield 1612, absorb 736 which seems more suited to a guardian (which I do not play). So my question is, "Are there changes coming to the stats that will allow us Vanguards to balance our mitigation budget or has the code been changed that makes us need defense more?"

Is there a thread that is covering this somewhere?
It isn't so much that the code has changed with defensive rolls so that Vanguards/PTs need more defense, but rather that the itemization changes that came with 4.0 obligate higher levels of defense rating, mostly because of the change to the mod slot and the removal of absorption Mods.

Kurj's Avatar


Kurj
11.19.2015 , 09:29 AM | #185
Has anyone done any number-crunching for ideal stat distribution for PVP tanking in 4.0? On my def guardian I've gone full fortitude augments, B-mods and endurance-heavy shield/absorb enhancements (Steadfast and Vigilant). I wound up with 83.5k hps, 814 defense, 645 shield and 669 absorption. It works well with the legions of sorcs the Empire is fielding lately, not so well with snipers, etc., but I see a lot more sorcs than snipers (I play unranked). I would hugely appreciate any insight/comments/criticisms from more experienced PVP tanks.
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Arkillon's Avatar


Arkillon
12.30.2015 , 10:55 PM | #186
Quote: Originally Posted by Kurj View Post
Has anyone done any number-crunching for ideal stat distribution for PVP tanking in 4.0? On my def guardian I've gone full fortitude augments, B-mods and endurance-heavy shield/absorb enhancements (Steadfast and Vigilant). I wound up with 83.5k hps, 814 defense, 645 shield and 669 absorption. It works well with the legions of sorcs the Empire is fielding lately, not so well with snipers, etc., but I see a lot more sorcs than snipers (I play unranked). I would hugely appreciate any insight/comments/criticisms from more experienced PVP tanks.
dps relics
high end/low power mods
steadfast/vigilant IIRC, as long as its high end.
DPS RELICS. they have endurance on it. tank relics have mastery, and are ****.
do not spec into the stunbreak 10% healing. rest should be fine.
oh ya fortitude stim.

Loadsamonie's Avatar


Loadsamonie
09.10.2016 , 12:03 PM | #187
Quote: Originally Posted by Arkillon View Post
dps relics
high end/low power mods
steadfast/vigilant IIRC, as long as its high end.
DPS RELICS. they have endurance on it. tank relics have mastery, and are ****.
do not spec into the stunbreak 10% healing. rest should be fine.
oh ya fortitude stim.
Discipline 40X Enhancements, Lethal 40B-X Mods, and Tank Implants/Earpiece to maximize HP. And he's right, DPS Relics all the way. They have Endurance, Tank Relics don't. And the DPS Relic procs are way better.

With all this and a Fortitude Stim and ALL Datacrons, I get 88,244HP as a Guardian (expertise crystals).

My current Utilities:

Battlefield Command
Debilitation (contemplating replacing this)
Second Wind (stunbreak/10% healing, told this one is absolutely mandatory)
Guardianship (I use taunts a LOT, this helps your team live longer)
Gather Strength (with 5 stacks Guardian Slash can hit for over 20k on a crit)
True Harmony (really helps in Huttball and when you need to chase kiters/hoof it to objectives)
Through Peace

Ryuku-sama's Avatar


Ryuku-sama
09.10.2016 , 12:22 PM | #188
6 High End/Shield : 4 High End/Absorb. Lethal B-Mods. DPS Relics. Fortitude Augs.
In 208 PvP gear, it brings your guardian to about 35% shield chance and 30% absorb. It's not a lot but getting too much shield (above 40%) would be wasting it against any high crit non-autocrit ability. This also gets me 88k HP. I also get up to 13k crit Guardian Slash.

Utilities :
Warmonger: Easier to counter kite and position
Unstoppable: It's always funny to ressit and knockback root from our Sorc overlords
Overwhelm : One more root to control the enemy and help your team get rid of those pesky Ops

Payback is close to useless and the rage utilities are useless on a spec able to generate pasively 1 rage every 3s especially since Aegis does more damage than Vicious Slash.

War Bringer: More burst!!!
Crushing Fist: More slow!!!

Sonic Wall is both weak and weaker since you don,t have as much power and mastery as any DPS spec. Pooled Hatred is good but considering I have only two abilities worth spending the stacks on (Vicious Throw and Crushing Blow) and so many way to spend rage, I feel I don't use the stack as optimally as Rage Juggs.

Intimidating Presence: More interrupt is always good and longer Reflect is yummy against some specs.
Intercessor: More free DR to give to everyone on an even shorter CD? Yes please!!
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015

Loadsamonie's Avatar


Loadsamonie
09.10.2016 , 01:45 PM | #189
Quote: Originally Posted by Ryuku-sama View Post
6 High End/Shield : 4 High End/Absorb. Lethal B-Mods. DPS Relics. Fortitude Augs.
In 208 PvP gear, it brings your guardian to about 35% shield chance and 30% absorb. It's not a lot but getting too much shield (above 40%) would be wasting it against any high crit non-autocrit ability. This also gets me 88k HP. I also get up to 13k crit Guardian Slash.

Utilities :
Warmonger: Easier to counter kite and position
Unstoppable: It's always funny to ressit and knockback root from our Sorc overlords
Overwhelm : One more root to control the enemy and help your team get rid of those pesky Ops

Payback is close to useless and the rage utilities are useless on a spec able to generate pasively 1 rage every 3s especially since Aegis does more damage than Vicious Slash.

War Bringer: More burst!!!
Crushing Fist: More slow!!!

Sonic Wall is both weak and weaker since you don,t have as much power and mastery as any DPS spec. Pooled Hatred is good but considering I have only two abilities worth spending the stacks on (Vicious Throw and Crushing Blow) and so many way to spend rage, I feel I don't use the stack as optimally as Rage Juggs.

Intimidating Presence: More interrupt is always good and longer Reflect is yummy against some specs.
Intercessor: More free DR to give to everyone on an even shorter CD? Yes please!!
Is Unremitting really that good in PvP? Resisting push/pulls and slows/roots for 4 seconds after a Leap? Does it resist stuns? I guess I'll have to give it a try for myself, because 1M 30S for Resolve is still too long to justify a utility point, IMHO.

How often do Guardians even use Force Kick in PvP? I've never found a practical use for it, even against healers. Those rare times when I can get pressure on them, they just start spamming another skill in place of whatever I just interrupted. And +2 seconds to Saber Reflect has never saved me. This one is an absolute must for PvE, but for PvP I feel there are better choices, like True Harmony.

I suppose I should start learning to interrupt Ravage.

My Guardian has 1,786 Power, so it sees a considerable boost to Guardianship. Apparently it strengthens the bubble from Blade Storm as well. Gather Strength IMO is more useful on a Tank because generally they're the ones who get focused with CC's, roots and slows, trying to keep you off of them and away from assisting your teammates. So GS builds faster on Tanks, in my experience, then on DPS specs. At least when the opposition recognizes that you're a Tank and therefore a priority target for keeping locked down.

Intercessor is one I will probably pick up though, in place of Through Peace. True Harmony is just too damn useful to give up willingly, both for objectives, Huttball, and counter-kiting.

Ryuku-sama's Avatar


Ryuku-sama
09.10.2016 , 09:17 PM | #190
Quote: Originally Posted by Loadsamonie View Post
Is Unremitting really that good in PvP? Resisting push/pulls and slows/roots for 4 seconds after a Leap? Does it resist stuns? I guess I'll have to give it a try for myself, because 1M 30S for Resolve is still too long to justify a utility point, IMHO.
It doesn't resist stuns but it's still amusing to do... And IMO, there is nothing else worth the point.

Quote: Originally Posted by Loadsamonie View Post
How often do Guardians even use Force Kick in PvP? I've never found a practical use for it, even against healers. Those rare times when I can get pressure on them, they just start spamming another skill in place of whatever I just interrupted. And +2 seconds to Saber Reflect has never saved me. This one is an absolute must for PvE, but for PvP I feel there are better choices, like True Harmony.

I suppose I should start learning to interrupt Ravage.
You can't interrupt Ravage. But if you don't interrupt very often as a tank.. you're doing something wrong.

Quote: Originally Posted by Loadsamonie View Post
My Guardian has 1,786 Power, so it sees a considerable boost to Guardianship. Apparently it strengthens the bubble from Blade Storm as well. Gather Strength IMO is more useful on a Tank because generally they're the ones who get focused with CC's, roots and slows, trying to keep you off of them and away from assisting your teammates. So GS builds faster on Tanks, in my experience, then on DPS specs. At least when the opposition recognizes that you're a Tank and therefore a priority target for keeping locked down.
Yes. But we spend the stacks on close to everything while we have one ability every 15s worth spending the stacks over. Compare this to Rage... Raging Burst, Obliterate, Furious Strike and Retaliation. 4 abilities every 9s. Even Vengeance would have it better if they weren't plagued with Shatter consuming them on ticking.

Quote: Originally Posted by Loadsamonie View Post
Intercessor is one I will probably pick up though, in place of Through Peace. True Harmony is just too damn useful to give up willingly, both for objectives, Huttball, and counter-kiting.
True Harmony isn't bad. But it's not that good. Why would you be worried about counter kiting.. Your main role is to be close to your team and keep them from taking too much damage. And Intercessor help you much more with that.. About objectives.. if your team isn't totally noob, Interceding will put you in the proper place anyway. Use others speed boost to your advantage :P
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015