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Tanking Changes - Patch 1.3 Analysis

STAR WARS: The Old Republic > English > Classes
Tanking Changes - Patch 1.3 Analysis

Malissant's Avatar


Malissant
06.25.2012 , 10:17 AM | #1
(read the full overview here: http://www.tankingtor.com/2012/06/ta...-patch-13.html )

There has been a lot of discussion around the overall changes for patch 1.3 - but of course being TankingTOR we're really only interested in what affects us directly as Tanks right? So with that in mind I'm going to take a look at the patch notes and give my opinion on things.

Before I get started I want to say that I do not believe that things are as bleak as I keep reading on the forums. The conversations seem to start with "Tanks are going to be useless in 1.3" and go downhill from there. Up to this point I've read some of the original posts to get an idea of what people are worried about and just stopped reading after that.

Unfortunately not all my tanks have been copied over, so until it goes live no one will really know how it completely affects them for sure - much of this will be from information I've gotten from other people and extrapolated with my own opinions.

(I'm just reading down the patch notes, these are not in any particular order)

Worth noting -> Reticles now appear green/red depending on if they are friendly or hostile, really looking forward to this.

Every Tank AC had their threat boosted 50% (up to 100% modifier). Will this make tanking easier? Yes. Was it necessary? No. My best guess for the reason that this was boosted so high is because they don't know what is going to happen with allowing so much augmented gear flying around. Possibly, this could also be a brute force attempt to help us with AOE threat and gathering up trash more easily.

In the end, good tanks will be good and didn't have an issue with threat. Bad tanks will be bad - and likely had issues. Running EC HM the other night this was pretty apparent to me after I was asked to switch back to Stormcaller to start the fight because our other tank couldn't snap up the aggro fast enough at the start.

Many of the complains I've seen have revolved around doing less damage. Which is true, they did lower the single target damage for some skill and upped the AOE damage ... which I think probably evens out in the end. For those of you "tanking" in warzones in DPS gear trying to do as much damage as possible in a tank spec this will hurt you more than the rest of us that understand tanking in Warzones does not equal doing the most damage.

If instead of trying to max your damage you are working on survivability, threat management and utility you'll likely find these changes as welcome as I do.

(More continued on TankingTOR with writeups for each individual change for each class)
Tanking The Old Republic - Tips, Tricks, Guides and Strats for PvP and PvE.
Moonstriker - JG Defense Spec'd (32/7/2) | Daddysmurf - Shadow Kinetic Spec'd (31/0/10)
Malvolio - Vanguard Shield Specialist (31/7/3)
WiiW - Weekly Match the Screen Shot Contest - Win a Taun Fawn!

pure_laced's Avatar


pure_laced
06.27.2012 , 09:44 AM | #2
Reserving this for a future post when I have time to write it out.
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Malissant's Avatar


Malissant
06.27.2012 , 03:32 PM | #3
Continued with Shadow Impressions Post 1.3:
http://www.tankingtor.com/2012/06/sh...-patch-13.html
Tanking The Old Republic - Tips, Tricks, Guides and Strats for PvP and PvE.
Moonstriker - JG Defense Spec'd (32/7/2) | Daddysmurf - Shadow Kinetic Spec'd (31/0/10)
Malvolio - Vanguard Shield Specialist (31/7/3)
WiiW - Weekly Match the Screen Shot Contest - Win a Taun Fawn!