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[SW:TOR] Tanks like spanking.
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Of course, that mentality doesn't account for things like healer threat. It's largely a learning experience for me, both in TOR, and as a tank in general. So the simple is good to hear.
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2+ of the guys should be stunned at all times and you need to keep one guy on you that dps burns down and the remaining guy should be getting hit by short term stuns or just ignored.
Regarding that particular fight...
As a guardian this is harder because you lack the range of a vanguard or even a shadow, so you need to be more aware of your ranged threat moves (like saber toss taunt and I believe blade storm can be hit at a distance). This is also where charges short cooldown and ability to be used in combat really comes in handy, especially with the talent that lets you get a free bladestorm off a charge, you can charge to a loose mob, hit a bladestorm maybe a sundering strike and then start moving back to your previous targets.
Also for strongs and below you can use opportune strike immediately following a charge (if you don't have that yet, you'll get it). It doesn't work on elites or anything above that, but it can build threat/severly damage normals at the start of a fight and its just extra damage gravy.
Usually I pop a mob with two moves, w/ever I happen to have off cd and then move onto the next.
Other than that, remember to always guard someone. I generally go for w/ever dps is giving me the most headaches.
I really wish they'd get rid of the dead spot for Saberthrow, and increase the range on Stasis just a smidge. Both of those things would be incredibly helpful.
Force Stasis also has range and if it's a mob it stuns then it can make life a lot easier.
I was going to mention that as well, but the problem (imo) is that Force Stasis' range is actually pretty damn short. You almost have to be on top of the mob to use it.
Pretty much. But it's useful if the mob is peeling off you.
It increases your max health by 30% for 10 secs, but what does that mean?
Say I have 10,000 health, if I use it I'll have 13,000, that's pretty obvious.
But what if I have 5000/10000 health, would I have 6500/13,000, or 8000/13,000? And if after 10 secs I have only 3000/13000 left, would I go down proportionately or would I take a 3,000 hit and die.
Raid buffed in my mix of Columi/Tionese tank gear now I have just shy of 30k health for 15 seconds when I pop Enure and my Rakata medpack. It's quite awesome.
I noticed this. That makes no sense. The hit points should only disappear if they haven't taken the damage to burn them off. It's supposed to act as a cushion, but there's a non-zero chance that if you pop it, you just end up being a liability.
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It's situational. It's not an all the time CD like Saber Ward. It's mostly for things like: a) when you're low and your healer needs a second to catch up or b) you know you're about to take a large damage spike. More endgame boss type tanking stuff.
WoW had an ability similar to this called "Last Stand". I didn't use it every fight, but there were plenty a boss that we managed to kill because of it.
If you have under 3k hp, you don't die in combat or out. You just get left with 1hp so any dot or someone sneezing on you will kill you.
My only complain about it is it doesn't have the same graphic Last Stand did, turning the user giant and red, which makes it pointless for me to macro (if I could macro) it to yell 'Red Warrior needs food badly!' every time I used it.
It's the definition of an 'oh shit' button. It won't sustain you through the fight, and you can go through stuff never hitting it at all. But when your health dips to uncomfortable levels, and you know your healer just got knocked back, and your brain scream 'Oh shit!' it's the perfect ability to use.
edit: I must have been looking at it wrong, you do lose the HP. Someone needs to test if you can die from it...
I like using it with the frenzies on forman crusher in hard KP. Just gives healers some breathing room. Then alternate other cooldowns like rakata medpac and invincible. Also fucks with people in PVP if doing the medpac+endure pain for 34k HP... then when it wears off use invincible so they still wonder why their damage sucks so bad suddenly.
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But the DPS really has never been an issue, its that transition from the second fighting phase to the second falling phase. People thrown at the wrong time, or mind trapped can give them issues as well as lightning balls that are still up during that change. Its really not much harder than normal, which is a joke, but its that single transition that can fuck any group with bad RNG.
As a tank, you really have the smallest part in the whole fight. If the group is doing their job, your lightning ball will just come right to you. On the last phase moving him to the pillars is really the most you do the whole fight.
Also, tanks CAN take the pillar damage when enrage hits. But you have to have the right cooldowns ready... with invincible and endure pain+rakata med (40% less damage, 45% more HP), the pillar puts me at about 20% life. My operation buffed life is over 23k, and with rakata med+endure pain its 34K... so if the pillar is putting me that low with those defensive cooldowns going, its hitting for more than 50k before that 40% reduction of invincible. (very approximate math BTW)
0_o Please tell me it was 16-man at least, though that number would be more appropriate with, say, 40-man groups
Nope... 8 people venue. Thats just what signed up for the operation, wasn't planned at all. We usually have 2-3 mercs, but people who usually are there couldn't make it.
Hard Mode Soa we rarely have time for since we do all of Hard Mode KP first, since an off-tank is needed for 1 boss on KP we decided to just do Hard EV last night since no off-tank is needed at all... that meant more time to try him and get a good RNG during the transition.
I've mostly been pumping my mods with the shieldness (and it's worked pretty well, I can stand up to some silly odds), but at the same time... the shield pops up more often, but it only reduces the amount of damage. Defense means I have a shot to completely ignore it. I'd wager there's a sweet spot where you can get the best of both, but I'd like to know the thoughts from some others.
The main thing that comes out of that is: Absorb>Defense>Shield under most situations, but they are fairly close together so in many cases better iLvl = better.
With full rakata minus 1 piece, I get around 30% defense, then of course the 6% more while fighting and retaliation is up.
Really, I'm not sure if they had the same people making columi and rakata gear at all.
I love you can still get lower-leveled blue 2H swords in WoW that have spirit on em'.
Wasn't there a post earlier in this thread though about Surge being a good Threat stat?
Yeah, it's fixable since you can rip out the enhancement that gives it and replace it with the enhancement from another piece, but still, it's plenty dumb to begin with
That was for Vanguards/Powertechs, who have a +50% crit chance talent for their primary ability. So naturally Surge is their best threat stat.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
We managed to 1 shot Soa on hard this time, the patch fixing the mind traps on the transitions made less RNG involved now. Last time we killed him it took a few tries with just the hope that the mind traps didn't do something stupid during the phase change.
IIRC, willpower is a consular's main stat. Now if I'm tanking, should I still pile on the willpower or focus on something else? (Endurance comes on everything so I don't think I have to specifically target that stat.)
Speaking of focus, what offhand should I be looking for? (Can shadows even use shields?)
And for item mods, I'm guessing endurance + whatever stat is in answer #1 above. What about power/crit/surge- are any of those things I should look out for?
Thank you kindly.