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Sef’s Shield Tech PvP Tanking Guide

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Sef’s Shield Tech PvP Tanking Guide

Aetideus's Avatar


Aetideus
10.20.2013 , 05:16 AM | #41
There is some reluctance to stick threads in this forum. Stick the thread and Koozie's guide.
I have tried different set-ups and ended to this.
The idea of guardian being a better tank in pvp is inaccurate.

Burgdawg's Avatar


Burgdawg
10.22.2013 , 07:59 AM | #42
Quote: Originally Posted by dijskykiller View Post
I created this guide to answer the questions of some players in my server and also provide tips regarding PT tanking for both rated and non-rated games.

Just to let you know, English is not my primary language so please bear with me.

Updated Kolto Overload: 9/18/2013

__________________________________________________ ______________________

We know for a fact that PTs had been disfavored pvp tanks due to their lack of utility and CDs. That is no longer the case after patch 2.0. The changes in Shield Tech tree and improvement in pvp shield mechanics has made PT tanks heavy presence in warzones.

PTs playstyle will always be the most passive among all tanks as we have flat mitigation talents on our ST tree, therefore adding more defensive CDs would put PTs ahead of the two classes. Though I would agree that Coolant or Oil Slick can be tweaked for the better, we are in a good standing at this moment.

__________________________________________________ ______________________

Gearing

Max Endurance > Max Mitigation

1. Elemental/Internal Damage: This type of damage is unmitigated by our armor and mitigation stats, therefore stacking HP is the only way to decrease incoming damage from this type.

2. Auto-crit attacks: In the 2 roll system of SWTOR, crit pushes shield off the table on the 2nd roll. Therefore, the only way to decrease incoming damage from this is by defense (RNG) or by increasing HP (flat increase).

3. Time to Kill is Increased: Mitigation stats all rely on RNG, while increasing HP is a direct buff to lower the % of damage taken from any source based on overall HP.

4. Shoulder Cannon & Kolto Overload: They increase in effectiveness as overall HP increases.

5. PvP is dynamic: Team compositions will always vary, meaning the % of incoming Force/Tech, and Melee/Range damage will always change, which makes optimizing mitigation stats flawed in pvp.


Stat Prioritization: Endurance>Shield>Absorption>Defense

2pc Supercommando + 2pc Combat Tech Set: 5% buff to damage while guarding is nice but dps-ing is not our main role as a tank. Besides, all damage that we do is fluff and is not beneficial for our team in a rated setting. The decreased CD on our CC-breaker and increased duration of Carbonite is more favorable for objective plays and team utility.

Armory

9 Advanced Weighted Mod 28BX
7 Advanced Vigilant Enhancement 28X
14 Advanced Fortitude Augment 28
1 Conqueror Supercommando’s MK-1 Module
2 Conqueror Supercommando’s MK-1 Implant
Conqueror Relic of Shield Amplification
Conqueror Relic of Fortunate Redoubt or Matrix Cube M7-Y3

You may wonder why I did not get that much defense. Based on my testing, all incoming damage is smoother with SH>ABS>DEF compared to SH>DEF>ABS.

PT wants shield stat because of Heat Blast boosting Absorption to high levels. Absorption will only be effective with a reasonable amount of Shielding and vice versa. And since we’re gearing for max END, increasing the value of shield is better since it covers more damage types than defense. Lastly, dodging/parrying an attack will not give us the chance to shield it and activate procs in our tree such as shield vents, hydraulic shield, heat screen, and heat blast.

Stacking defense might help you dodge some crits, but once it bypasses defense you will get more damage by not stacking abs.
Ok, say what now. I agree shield>abs>def, that bit I get, I have 20% def chance and the rest is dumped into shield/abs with my shield chance slightly higher than my abs%. But for ranked arenas I don't get why you'd ever stack endurance over mitigation.
1. Internal damage. Most of this damage comes from dots which can be cleansed if running with the proper healers, which you should be in grouped arena.
2. As you've said we're not meant to be in the middle of the fight, we're all hit, mez, debuff, pop to the outside. The major autocrit in this game to worry about is lolsmash, so just stay away from them.
3. This may be true, but if you're able to mitigate damage you're easier to heal. My healers love that they don't have to spend hours healing up my huge hp pool, it allows them to focus on keeping the dps topped off and not concentrating on their tank so much, which is important in arenas since if you lose 1/2 dps, you're done.
4. This is true, but it also helps if it takes their team a long time to get you down to 35% for kolto overload, like separating you from your healer for >30secs, which shouldn't happen w/ experienced players. It's an oh shiz button not something to be counted on, in arena I usually don't find it necessary, I usually actually rely on it in regs if my team is taking FOREVER to respond to incs. Que w/ premades and your team comp is not very dynamic, and in rated's the games aren't too dynamic at all. It's generally tank/heal/2dps on both team. There's small changes with what classes you're facing but you get to see them more than 30sec before the arena starts, and compensate for them.
Now I'm not saying you're wrong, I'd just like to understand more of the logic behind it. My healers usually find me easy to heal because I mitigate a lot of damage, which means less healing.
Mace Windu: "I'm a prophet. I can see the future..." Thug: "Sure you can. What do you see?" Mace Windu: "You. Bleeding." ―Mace Windu and a very unfortunate thug

TheronFett's Avatar


TheronFett
10.22.2013 , 10:56 AM | #43
Quote: Originally Posted by Burgdawg View Post
Ok, say what now. I agree shield>abs>def, that bit I get, I have 20% def chance and the rest is dumped into shield/abs with my shield chance slightly higher than my abs%. But for ranked arenas I don't get why you'd ever stack endurance over mitigation.

Now I'm not saying you're wrong, I'd just like to understand more of the logic behind it. My healers usually find me easy to heal because I mitigate a lot of damage, which means less healing.
Here's the logic behind it:

PvP is not PvE. You're going up against Elemental, Force, Tech, and Internal damage...not white damage. Not to mention there is a heavy focus on critical hits in PvP. All of the above have been proven to bypass armor and mitigation. In short, your defense stats are far less effective in PvP. The best way to offset this in PvP is with HP stacking.

Shieldtechs should avoid Defense stacking at all costs. Read the talent descriptions in the Shieldtech tree, as many of them rely on your shield proc, including venting heat. If you are avoiding damage instead of shielding it, you're only making things harder on yourself.

Aetideus's Avatar


Aetideus
10.23.2013 , 06:09 AM | #44
Quote: Originally Posted by Burgdawg View Post
Ok, say what now. I agree shield>abs>def, that bit I get, I have 20% def chance and the rest is dumped into shield/abs with my shield chance slightly higher than my abs%. But for ranked arenas I don't get why you'd ever stack endurance over mitigation.
1. Internal damage. Most of this damage comes from dots which can be cleansed if running with the proper healers, which you should be in grouped arena.
2. As you've said we're not meant to be in the middle of the fight, we're all hit, mez, debuff, pop to the outside. The major autocrit in this game to worry about is lolsmash, so just stay away from them.
3. This may be true, but if you're able to mitigate damage you're easier to heal. My healers love that they don't have to spend hours healing up my huge hp pool, it allows them to focus on keeping the dps topped off and not concentrating on their tank so much, which is important in arenas since if you lose 1/2 dps, you're done.
4. This is true, but it also helps if it takes their team a long time to get you down to 35% for kolto overload, like separating you from your healer for >30secs, which shouldn't happen w/ experienced players. It's an oh shiz button not something to be counted on, in arena I usually don't find it necessary, I usually actually rely on it in regs if my team is taking FOREVER to respond to incs. Que w/ premades and your team comp is not very dynamic, and in rated's the games aren't too dynamic at all. It's generally tank/heal/2dps on both team. There's small changes with what classes you're facing but you get to see them more than 30sec before the arena starts, and compensate for them.
Now I'm not saying you're wrong, I'd just like to understand more of the logic behind it. My healers usually find me easy to heal because I mitigate a lot of damage, which means less healing.
The guide above is made, as stated, for 8x8 RWZ which are variant in composition thus explaining the reliance to endurance. For 4x4 RWZ your comments seem to be reasonable although they rely on an ideal healer. Elemental dmg also is from AP/Tactics.

Ryvirath's Avatar


Ryvirath
10.23.2013 , 01:23 PM | #45
I absolutely disagree with stacking health over mitigation. Unshieldable damage (crits, elemental, internal) make up about 35% of all the attacks you'll encounter. You are guarding a target so the number actually becomes smaller. Heavy shield, heavy absorb, a decent amount of aim and always always pick up ~130 surge. Do not touch defense with a thirty foot pole and aim for about 34k health. Having more health doesn't change the rate of healing or damage and will lose out to mitigation in any fight exceeding 45 seconds.
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Aetideus's Avatar


Aetideus
10.28.2013 , 04:52 AM | #46
An opinion: I use full pve 72 blaster rifle and shield gen tank gear with full obroan min/maxed rest tank gear. The pvp dps is ~56% and dr ~36%. Better dmg in Arenas imo? Endurance ~3400.

EDIT: Mainhand PVE is feasible in WZ.

Willzilla's Avatar


Willzilla
11.02.2013 , 12:31 AM | #47
I'm thinking of leveling tank in pvp. Right now, I am 24. Should I start stacking absorb enhancements as soon as I can and "try" to stay up longer?

Aetideus's Avatar


Aetideus
11.02.2013 , 05:21 AM | #48
Quote: Originally Posted by Willzilla View Post
I'm thinking of leveling tank in pvp. Right now, I am 24. Should I start stacking absorb enhancements as soon as I can and "try" to stay up longer?
Whenever you could buy mods and enh with shield - absorb.

Tonev's Avatar


Tonev
11.02.2013 , 11:23 AM | #49
You should explain to people also, that going this route is not a "solo" survivability spec, this spec is purely a spec based on a group of people that are supporting you with dps and heals.

I find this setup great for taunting/guard throwing, but I see a lot of people trying to ***, solo out dps snipers and Sins.

I repeat this is a "Strong" group based spec/build for defending and protecting.

So for those that don't know now you do
Marty the Sentinel/Marauder>>> https://www.youtube.com/watch?v=nuPd4L7_0uQ

krossfade's Avatar


krossfade
11.05.2013 , 06:52 PM | #50
If your the last man standing on your team in a arena, can you actually kill some one 1on1, in this spec or is it futile?