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cisme

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Posts posted by cisme

  1. This post is not entirely correct, hence someone who is not aware of the way Brontes works may take this as accurate. First and foremost, Brontes is affected by healing aggro and if you pay attention, you will see that when she spawns in the middle, she will target one or both healers. She will cleave everyone in proximity to the healer / healers who have aggro. This happens because until that phase, the healing aggro, which is global on all NPCs, attracts her attention.

     

     

    If you open with a taunt on brontes, with a group of people who actually do damage, you will burn the second taunt as soon as the first expires and if you resist attacks, they will pull again. Your management in this case is poor and I never open with a taunt on her as we know who will get the first 2 stacks in our group. You have failed to mention that when your group derps, you can't get to her instantly as she is isolated from lasers so a smart group would abuse healing aggro and make sure the person who has it is alone. If you are going to taunt her from 30m and jump on her when the lasers permit it then again you did not think it through fully.

     

     

    I would also like you to apply the same methodology on Kephess, in NiM, where when he spawns he is on one of your healers. Please instantly taunt and see what happens :D. A good tank sees the whole picture and prevents nastier things happening than instantly taunting a boss and then losing aggro, having nothing to pick it back.

     

    On a final note, if you think I am easily phased by a dps shadow, infiltration spec, who opens with over 20k by the time I reach my third global and I taunt with panic attacks you are mistaken. A tank's opener is optimal if done right and taunts have no place in the first globals.

     

     

    At the end of the day, people can read this topic, ignore everything and continue doing what they want. The world will not end if you opt to 'hold aggro' by spamming taunts. Some of us in this thread portray another way of tanking where the message is : taunts are important but tanks have the right tools* to hold aggro when played according to your damage dealer composition.

     

     

    *exceptions apply of course where NPCs are programmed to drop aggro on a tank.

     

    I'm not sure if you read what I wrote but I know that I won't have aggro for more than 6 seconds so the taunt is more than enough. It's not like I stop my rotation but I need aggro on her the moment she spawns not taunting wipes us

  2. Honestly it depends on the fight. Some fights it's absolutely imperative that you turn the boss away from the raid ASAP. Also if you know that you're going to tank swap a few seconds after getting the boss then the 6 seconds taunt gives you can be enough. The easiest example for this is Brontes in HM when she comes down after the lightning tentacle phase. 2 seconds or so after she is targetable she will do a 4 second channel which will do a huge amount of damage to the raid if you let it. When I tank this I'll just taunt her because then she will face me, to the cast and give me 4 stacks of her debuff then I'll just let the other tank take her while I deal with Kephess. Most of the time everyone else here is right but sometimes when it's absolutely imperative you get instant aggro on a new enemy mid fight then you can taunt before everything else
  3. Bioware is forcing us to take Sentinals into operations even more when ROTHC comes out

     

    Sentinel - Watchman:

     

    Inexhaustible Zeal: Juyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in total.

    Weakening Wounds: Applying a burn effect to your target reduces it's damage dealt by 2.5/5% for <<x>> seconds.

  4. It's not based on the rough health level. It happens whenever the boss with the lowest hp hits 85%, 65%, 45%, 25%, and 5%.

     

    OMG kitru is wrong. The actual percentages are 90, 70 ,50, 30 and 10%. The reason Kitru is seeing 85% is because once he hits 90/89% he will do a jump into the air and then jump over so in that time it isn't too hard to do the 5% extra damage Kitru thought there was

  5. Darth Nox is proably at the bottem of the totem pole right now. he basicly had to "cheat" to defeat his rival after all. and IIRC that cheat has since left him.

    His power base is also, directly speaking, a bit behind the others. reading between the lines Nox's power base is basicly just the Imperial Reclaimation corps.

     

    The issue is the game does a complete crap job at explaining how powerful members of the dark council are. For instance, Thanaton is considered very weak as it takes 2 chapters to get the power to kill him yet a FREAKING SMUGGLER can solo beat several of these guys. While it may seem like that simply suggests that my sorcerer is weak Thanaton was shown to be able to essentially insta-kill me (a force user) whereas more powerful dark council members could barely touch my scoundrel (who cannot use the force assuming legacy is non-canon)

  6. To my knowledge ephesia is correct. It first rolls accuracy vs defense, if that fails then it rolls shield chance, IF your shield succeeds then you absorb the % you have. There's also tons of other factors like crit etc that fits into the first roll I believe, but dont remember the specifics. There's data for it all over you can just google it :)

     

    Read what he said. I was saying the same thing as you and he was saying that there is a %chance that an ability will be shielded and if it is shielded there is a %chance it will be absorbed and do no damage

  7. 1. 25/50/50 ( can differ on preference of healer, etc, could be like 30/47/47 or something) 26+K HP

     

    Mitigation is always superior to health so I would reccomend that you drop 1 or 2k of that health and push your stats up to a much more desirable 30/50/50

  8. Nah, you misunderstood - 37.25% is the shield efficiency (aka shield chance multiplied with absorb to find out how much of the damage you would have taken gets absorbed by the shield), not the actual shield, absorb or defense value.

     

    I realize that but I was asking if you had those stats plus my, or higher, defense chance

  9. (and you should never need to tank swap in the first 15 seconds of a fight).

     

    This is generally correct unless you are tanking the Dog in Nightmare Pilgrim. When he spawns he will usually place a debuff one whoever is tanking him that makes you take a lot more damage

  10. Further on there are some serious agro bugs in the game at the moment that seriously needs to be fixed.

    As an example the final boss in TfB hardmode in the second phase always agros our healers within the first 30 seconds of that fight even if we taunt he turns back as soon as the seconds of tauntlock runs out.

     

    What a lot of tanks don't realize on this fight is that to keep aggro you HAVE to guard the healers. There are two reasons and they are both pretty simple

     

    Firstly when the tentacles are up he has 75% dmg reduction meaning you are producing 1/4 of your normal threat which is more than enough for the healers to rip from you ESPECIALLY for juggs who have crap threat to begin with

     

    Second the way they implemented the infinite range was that they make it so you are always phased with everyone. Essentially when you target the boss you are always 0.00m away from him meaning that healers only need 110% of your aggro to rip making this stage of the fight extremely taxing on threat

  11. I hadn't heard that bit about the 2m range before. I've always just heard it referenced as 110% and "melee distance" which I assumed to be 4m or less. Any chance you've got a reference so that I can read up on that a bit more? Also, for those mobile bosses, will they let me back up to the necessary range, or are they just going to close the gap? Is it advisable to run away for a second to taunt?

     

    I'm pretty sure I got that info from some post from Kitru so I have no link to give you but feel free to Google it

  12. Do not forget that Absorb is also tied to Shield, first you need to shield the ability and then there is a % chance to absorb the said ability.

     

    I'm sorry but what? That is not at all how shield and absorb work. Shield refers to the %chance of shielding an attack and absorb is the amount of that attack that will be absorbed.

    So if you have 50 shield and 60 absorbtion then you have a 50% chance of reducing the damage of the attack by 60%

  13. One important thing to know is that the 110% threat rip only apply when they are within 2m of the boss this means that if you step back 2m your threat will jump from 25000 to 32500 rather than 27500. As a guardian threat will always be an issue so make sure you put on your guards and try to spam high threat abilities as much as possible maybe even replacing some high endurance armorings with high strength ones
  14. Exactly, both balancing the amount of points in each stat and balancing the percentage in each stat is the wrong way to go - what matters is which how far into diminishing returns each stat is.

    In your case, my quick re-augmenting of your gear (all 9 shield swapped for 6 absorb and 3 defense) maintains the same shield efficency (37.14% of the damage that gets trough your defense gets shielded with your build, compared to 37.25% for mine), but your defense is 0.98% higher. Your stats would be 22.77% defense, 56.62% shield, 57.76% absorb (65.76% with heat screen).

     

    Thanks a lot for the advice I think I'll do this when I get home

    You stated that you have 37.25% do you have an AMR I could see or are those numbers thanks to Dread gear?

  15. I am in no way saying that my set up is even anywhere close to be perfect, but this is what I have.

     

    http://swtor.askmrrobot.com/character/793edd07-6f96-49ed-a931-8b4c09d59fb4

     

    With such a low starting point like VG has for Defensive (5%), you would have to add a LOT of Defensive into get those kind of numbers, as you can see. If you are wanting to stack intentionally into Defensive, your number will be all over the place, where as if you stacked heavy into Shield/Absorb, it would look a little more level, with Defensive being a bit lower from where it is.

     

    Shielding should be in EVERY Enhancement, so you should always have high Shielding number. It's Absorb/Defensive that share the same slot, and that's where your numbers look different.

     

    The issue with having a balanced amount of absorb/ shield is that with buffs you will be 57 shield and 70 absorb which is not even. From what I can tell you want to have pretty much the same percentage because 60*60 is greater than 59*61

  16. I'm posting this to both the tanking and vanguard section as tanking seems to not get enough traffic and trooper won't have enough tanks.

     

    I would like some criticism regarding my stats

    http://swtor.askmrrobot.com/character/0f2130cd-4fd7-4727-8f58-b99432bdfe83

     

    Short version fully buffed:

    Health: 23101

    Damage reduction: 53.78%

    Defense chance: 21.79

    Shield chance: 60.58

    Shield absorption: 61.31

     

    That seems like normal stats for a vanguard but my issue is how random my stats are

    I have:

     

    2061 endurance

    551 defense rating

    835 shield rating

    393 absorb rating

     

     

    So I'm currently torn between having consistent stat percentages and having consistent numbers. To me it looks like I'm pretty far into the shield curve meaning I am not getting as much for each point as I would for other stats so I was wondering if I should be moving them into another area.

  17. I'm posting this to both the tanking and vanguard section as tanking seems to not get enough traffic and trooper won't have enough tanks.

     

    I would like some criticism regarding my stats

    http://swtor.askmrrobot.com/character/0f2130cd-4fd7-4727-8f58-b99432bdfe83

     

    Short version fully buffed:

    Health: 23101

    Damage reduction: 53.78%

    Defense chance: 21.79

    Shield chance: 60.58

    Shield absorption: 61.31

     

    That seems like normal stats for a vanguard but my issue is how random my stats are

    I have:

     

    2061 endurance

    551 defense rating

    835 shield rating

    393 absorb rating

     

     

    So I'm currently torn between having consistent stat percentages and having consistent numbers. To me it looks like I'm pretty far into the shield curve meaning I am not getting as much for each point as I would for other stats so I was wondering if I should be moving them into another area.

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