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PVP Tanking - gearing questions

STAR WARS: The Old Republic > English > PvP
PVP Tanking - gearing questions

clubdeeko's Avatar


clubdeeko
02.23.2019 , 02:27 AM | #1
I already read the pvp tanking thread and couldn't find what i was looking for.

I'm looking for some advice regarding gear for pvp tank. I play jugg and before i took a break from the game i was running tanking set bonus with high endurance mods (Lethal Mod 54B) and (Discipline 54) enhancements.

is this still the same or are people playing in full tanking gear or is the same as what i played, stacking as much endurance as possible or playing in dps gear?

any help would be appreciated.

thanks

Otoz
Otoz - Jugg

alexzk's Avatar


alexzk
02.23.2019 , 09:04 AM | #2
Didn't do jugg pvp yet... but as shadow tank I use full tank set, and swap 1 relict to proc-critical with critical agument into it and 1 implant same for crits (and stim for crit in pvp). Total shileld chance with skill up is 60%.
I think, chance is most important there, because it is mutual exclusive to crit. So you get crit on you OR shielded.
On huttball can bring ball to line/pass when 5 jugs/maras jump on me and hit.
There is no ignorance - there is knowledge.

Banderal's Avatar


Banderal
02.23.2019 , 09:59 AM | #3
Probably the main difference between when you played before and now is that now we can shield crits. As far as if this helps enough to offset the health loss of stacking shield/absorb instead of endurance, I'm not sure.

For my jugger tank, which I just leveled a couple months ago, I went with shield/absorb instead of high endurance. However, I still swapped out all the mods and enhancements, because the built-in ones contain a ton of defense, which I didn't want. So I put in the DPS mods/enhances and then used a mix of shield and absorb augments. I have all 230 gear (except main hand and off-hand 248, see this thread for why) and 236 augs (which are a waste, you can just use 228 - see same thread linked before). I use Advanced Lethal Mod 46, and Advance Adept Enhancement 46. Armorings and hilts are the tank ones.

Then for augments I have 3 overkill (228) which have just kind of been left over and sitting there because I'm still not sure if this setup is working. The rest are a mix of 6 absorb and 5 shield. My bolstered stats are like this:

Melee
dmg: 3954-4676 (+ 11.3 - 14.3%)
bonus dmg: 2510.8 (+ 1.7%)
acc: 111%
crit: 44.19% (+ 1.2%)
multi: 72.32% (+ 0.8%)
hlth: 131510 (- 0.2%)
armor: 13535
dmg reduce: 49.47%
def: 12.74%
shld; 38.97%
absorb: 36.71%

I *feel* tanky, most of the time. I'm just not sure if it's because of jugger tank cooldowns, or the extra shield absorb, or both. I've downloaded starparse and taken a look at the shielding totals. That claims I'm getting 25-30% ish shielded damage on average (averaged by me looking through the "fights" and just taking note) in regs. That seems way too high to me to be realistic, but if it's true it sure makes it seem like shield/absorb is worth it!

On the other hand, if I can count on just flat out shielding 39% of all hits and reducing the damage of those by a flat 36%, that totals to a damage reduction of about 14% (.39 * .36 = .14). My current health is 131510, and 14% of that is 18464. So to make up the 14% I'd have to have a health pool of 131510 + 18464 = 149974. I don't think I've seen anyone, even full 258 geared folks, with that high a health. I know in other threads there has been some amazement about 258 people hitting 140K. I think I saw one person recently with 142K.

I think I did the raw numbers right, but that's all just theory. And it ignore some more complicated stuff, like Endure Pain and medpacs that affect percentages of your health.

By the way, one "nice" thing about 252/258 gear that bioware has shoved down our throats, is that you can no longer swap out the mods and enhancements (if I've understood what I've read correctly). So, if we want to actually gear a tank with the new gear, we don't have any choice about those. We are stuck with the shield, absorb, and useless crappy BS defense on our gear no matter what. All you'd have to play with at that point is augs.

Luckily for now, bolster is 252 (except for main hand, again see the thread linked above) - so I can use relatively cheap 230 gear and get what I want.

Slippery When'wet, FistFullOfCandy - SF

Banderal's Avatar


Banderal
02.23.2019 , 10:06 AM | #4
Quote: Originally Posted by alexzk View Post
I think, chance is most important there, because it is mutual exclusive to crit. So you get crit on you OR shielded.
Do you have a bioware quote about that, or did you test it yourself and come to the conclusion? Because when the change was announced there was some question/discussion about how, exactly, the mechanic was now going to work, but I don't remember ever seeing an official bioware answer. However, the description Eric originally gave, and the example he also gave... those both made it look like you could now get a crit AND a shield at the same time.

I'll see if I can find that old post and link it in here as an edit.

Edit: Ah, turns out it was easy to find the shielding changes post, because it was cleverly titled "Shielding Changes...".

http://www.swtor.com/community/showthread.php?t=950926

Here's the relevant part I was thinking of...

Quote: Originally Posted by EricMusco View Post
Here is a very basic example. Letís say a normal hit would do 1,000 damage and a critical hit would do 2,000 damage. You are a tank and when your shield procs, you reduce damage by 25%. Previously you could reduce the normal hit to 750 damage, but would always take the 2,000 from a crit. After 5.9.2 you can also reduce the critical hit damage down to 1,500. This allows shield and absorb to be a direct counter-stat to Crit Rating for DPS classes.
So that example quite clearly shows a crit (2000 damage) being affected by a shield (resulting in 1500 dmg). But myself and others questioned if that was actually how it was going to work (because, you know, I doubt if Eric was actually the one that made the coding changes ). But I never saw an answer, nor anyone even bother much about it since.

Slippery When'wet, FistFullOfCandy - SF

alexzk's Avatar


alexzk
02.23.2019 , 10:23 AM | #5
Dunno, I actually can't say - lowering greatly skill chance makes me weak. I have 42% from gear + skill - total 60%
If I swap too many gear and get let's say 35% I feel like paper doll - can't scratch anybody, die fast.
With 60% I can kill sniper in 1 - 1 duel, usually I pick them bcs they annoy everybody else in my team - so If i see capping sniper - there I come.
There is no ignorance - there is knowledge.

trashy_spartan's Avatar


trashy_spartan
02.24.2019 , 04:37 AM | #6
Quote: Originally Posted by Banderal View Post
My current health is 131510, and 14% of that is 18464. So to make up the 14% I'd have to have a health pool of 131510 + 18464 = 149974. I don't think I've seen anyone, even full 258 geared folks, with that high a health. I know in other threads there has been some amazement about 258 people hitting 140K. I think I saw one person recently with 142K
You can easily get 150k hp with bolster. You need to craft 246 B mods and 246 mid-endurance enhancements and you end up with 148k hp, bolstered. You can even get to 160k hp with a sin tank and the heavy endurance enhancements.