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Mordarion

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Everything posted by Mordarion

  1. I will give this a bump. I do not have a team yet but I am looking. Guardian Tank... send me a PM here. Cheers
  2. Greetings, Title says it all really. I am looking to buy a fully unlocked Republic Guild. PM me with details. Cheers
  3. Do we know, has Lord of Pain been fixed?
  4. Thanks for the reply!! Interesting... couple of questions... I heard power is Guard/Jugg specific and really helps us out. Did you know this and gear towards power accordingly? If not why the high power? For the tactical i have heard Levithan's strike is far superior. Why do you not see it that way? Thanks again for the info!!
  5. Just updated the front page... went to these sites for help... http://www.swtor.com/community/showthread.php?p=9805679 http://www.swtor.com/community/showthread.php?t=970879&page=2 https://sites.google.com/view/merlyn-swtor/republic/jedi-knight/guardian/defense-guardian?authuser=0 Here is a recap... PVE: Set: x4 from Flawless Riposte, and x2 from Preserver (6x Lord of Pain is the default until you get these) Tactical: Leviathan's Hide Stim: Fortitude Endurance: 17,925 Mastery: 13,204 Power: 2,016 Critical: 0 Alacrity: 0 Accuracy 0 Defense:5,374 Absorb: 3,187 Shield: 3,204 For PvP things get more complicated. as we are no longer to keep the armorings for set bonuses what now is ideal? Are we dumping almost all defense and gearing endurance/mastery? What is ideal? and PvP: Set: Descent of the Fearless x6 and 1 x Amplified gear Tactical: Grit Teeth Stim: Versitile Endurance:16,638 Mastery: 13,590 Power: 9,483 Critical: 3,654 Alacrity: 1,293 Accuracy 0 Defense: 0 Absorb: 0 Shield: 0 What are your thoughts?
  6. Hey Jethsidi thanks for the input!! I normally PvP so i totally understand dps mods for PvP, but you are saying for PVE as well? Also from what i read on Embrace the Pain i completely agree. Has this schematic become available anywhere yet? I keep checking Kai and no luck...
  7. Greetings all, The goal is to have a quick reference for ideal stats and sets for Guardian/Jugg tanks. So I have been a bunch of places trying to figure some things out, and have been less than successful.... http://www.swtor.com/community/showthread.php?t=970879 http://www.swtor.com/community/showthread.php?t=964550 http://www.swtor.com/community/showthread.php?t=971050 https://www.rambol.net/home/2018/2/6/pvp-tanking-for-dummies-by-hottie-57 https://docs.google.com/spreadsheets/d/1tTZEODvA4-N_wLXlizG654Ii1z9gI88HavBk1WbTsk0/edit#gid=350211635 http://www.swtor.com/community/showthread.php?t=918622 Is there anything more current for 6.0 I am missing? I also know some of the theory crafting and BIS calculations down to enhancements can be daunting. As such I wanted to try and solicit input from you all for ideal Guard/Jugg tanking stats, sets, and amplifiers. I want end game geared out full Armor, Mods, enhancements and augments. Obviously will not be complete consensus but at least let's try and get as much factual info together and I will update the thread based on changes to the game or new insight. So PVE: Set: x4 from Flawless Riposte, and x2 from Preserver (6x Lord of Pain is the default until you get these) Tactical: Leviathan's Hide Stim: Fortitude Endurance: 17,925 Mastery: 13,204 Power: 2,016 Critical: 0 Alacrity: 0 Accuracy 0 Defense:5,374 Absorb: 3,187 Shield: 3,204 For PvP things get more complicated. as we are no longer to keep the armorings for set bonuses what now is ideal? Are we dumping almost all defense and gearing endurance/mastery? What is ideal? and PvP: Set: Descent of the Fearless x6 and 1 x Amplified gear Tactical: Grit Teeth Stim: Versitile Endurance:16,638 Mastery: 13,590 Power: 9,483 Critical: 3,654 Alacrity: 1,293 Accuracy 0 Defense: 0 Absorb: 0 Shield: 0
  8. Interesting quandary and one I want the answer for as well. I rate Lord of Pain as very good to great for PvP. I like your idea about the amplified but it would get expensive. Any other ideas? More importantly how are people stacking their skins? How much Def? How much Shield? How much absorb? Thanks!!
  9. After I died the second time I just summoned my companion and defeated it... not hard and finished the mission. Not saying it was scripted that way but... .
  10. So I was looking around and found these lists here... https://mmobits.com/2019/07/06/6-0-pts-juggernaut-ability-tactical-items-and-set-bonuses/ This is the generic Jugg and Immortal specific tacticals... Juggernaut Higher Focus – Enrage builds one Furious Focus charge. Keep Away – Activating Saber Ward finishes the cooldown of Force Push. Grit Teeth – Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds. Interceding Defense – Reduces the cooldown of Intercede by 5 seconds. Intercede grants 2.5% damage reduction per ally around you after Interceding. Immortal Crushing Defense – Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds. Indomitable – Using Backhand while Invincible extends the duration of Invincible by 5 seconds. Retaliating Defense – Retaliation consumes Aegis Assault’s damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.
  11. Darth Malgus server and showing over 80 fps but click on my Legacy cargo hold and nothing happens... All the time I get in combat there are horrible lag spikes and I need to have a rotation memorized... very frustrating!!
  12. The thing I would like to see is some more group synergy. Compared to what sentinels do for the group it always struck me as odd that they buffed the whole group and we did not. In addition we do not have a pull. So what about ability to increase group synergy and give us a comparable skill to other tanks. So say that we add something to Force Leap where out target is now rooted or perhaps has a damage buff. So while we can not bring the target to us, if we go to the target we now have some tactical advantage. This fits with the image of Jedi charging to battle as the leading edge of combat but also makes us more valuable to the group. Thanks for the consideration.
  13. The two biggest issues for Vigilance tanks imo is getting damage on target and not melting. 1) Dps on target this is an issues. Rdps just sits and does damage no worries. melee dps needs to constantly get in range to do damage. Helping us with up time would be great. in crease mobility or help us locked down the opponent would be ideal. 2) Vigilance brings very little to the table with regards to group buffs (compare to a sent), in addition many classes seem sturdier than vigilance. This makes this class very undesirable in TRanked. To make this class fit more with the image make us sturdier individual single target dps. Give us some better cds, more uptime on target, more burst. Something... Thank you for the consideration.
  14. Question Kendra... why is high alacrity good on 248? Why not also on 258? I personally did not find the high alacrity that useful and am not putting points into crit. I haven't tested enough to have a sweet spot .
  15. Just wanted to add my gratitude to this thread. Love the guide but I am curious if there is a more up to date version of the guide I am not aware of? The version I am looking at seems a bit out of date as the utilities have changed. Is there a newer version i am not aware of? Thanks regardless... /bow.
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