clearsighted Posted January 23, 2012 Posted January 23, 2012 (edited) I have leveled up in a duo as a Commando/Operative, and we're getting ready to do it again as a Sage/Knight. It seems to me that with the sole exception of doing level 50 hard modes, there is no need at all for a tank. As we were capable of doing pretty much all 1-49 four man content with a Commando and Operative, (using mainly Mako and Kaliyo). It made me question whether to bother going Guardian as a Jedi Knight. In the long run, the Sentinel's CC in being able to disable droids, and the vastly higher killing rate, combined with frequent use of Rebuke and the Sage armor buff/healing, seems like it would make heroics and flashpoints easier than as a tank. It just seems like whatever modest damage is soaked up by being a tank, is more than made up for by being able to kill things faster. I mean. If you've run enough flashpoints, you'll know that the real reason powertechs/vanguard are the best tanks, is because they have the AoE abilities to grab random threat easier (despite this being sorta unneeded in the way SWTOR tanking works) and it's easier at range to avoid the tons of 'special' attacks that will destroy you. Like that heroic 4 on Dromund where the boss lady calls down the lightning on her. A roflstomp with two ranged PCs, but repeated wipes with four melee PCs. So given that I'm committed, for story reasons, to play a Jedi Knight, it just seems that going Guardian is unneeded, unless you intend to tank Hard Mode content or raids. But as far as duo purposes, it would actually be more self-defeating. (Especially since the Sage and Knight both get tank companions the first 20 levels anyways). Edited January 23, 2012 by clearsighted
Dominoris Posted January 23, 2012 Posted January 23, 2012 For leveling and questing, Qyzen (Sage's first companion) is all the tank you will ever need. I think most people feel that the Guardian/Juggers could use a little boost especially with ranged and/or AoE threat grabbing. Personally I would make their deflected shots have a high chance of reflecting back on the firer along with making that damage high threat. As an ammusing tidbit, JK and SW also happen to be the only classes without a healing AC; but that is entirely beside the point. If you like to tank it is certianly viable and will make the occasional bad pull easier to survive. Otherwise, DPS and CC can handle flashpoints at level just fine.
Harwel Posted January 24, 2012 Posted January 24, 2012 (edited) Similarly, you don't really need a healer either, they just make things a bit smoother. A companion can handle it for the most part, or a DPS specced merc/op/whatever throwing out the odd heal on bosses. Edited January 24, 2012 by Harwel
unclekaula Posted January 24, 2012 Posted January 24, 2012 (edited) I'm just confused why people think the jugg has a hard time grabbing aggro. Its smash does a large amount of damage, it has multiple high threat abilities (some ranged) and a 30 meter AOE taunt... Edited January 24, 2012 by unclekaula spelling
Marasme Posted January 24, 2012 Posted January 24, 2012 I'm just confused why people think the jugg has a hard time grabbing aggro. Its smash does a large amount of damage, it has multiple high threat abilities (some ranged) and a 30 meter AOE taunt... 15 meters, the 30 is the CD.
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