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Tank cooldown's


Zooke

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Does any high end powertechs think we need more defensive cooldowns? I may sound like im ranting here but our tanking glowstick users imo get alot of awesome cooldowns. Just throwing it out there and seeing if im right or if im just a bad.
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Ok, let's list them out here... let me know if I miss any (havent played a jugg or assassin yet):

 

Powertechs:

 

1. Energy Shield: 25% damage reduction for 12 seconds, 2 minute cooldown.

Uptime: 10%

Overall Mitigation: 2.5%

 

2. Kolto Overload: 15% health restoration over 10 seconds, 3 minute cooldown.

(cant count this into damage mitigation based on unpredictable variables)

 

3. Oil Slick: 20% accuracy debuff for 18 seconds, 1 minute cooldown.

Uptime: 30%

Overall Mitigation: 6%

 

4. Combust: 4% target damage reduction for 15 seconds, no cooldown.

Uptime: 100%

Overall Mitigation: 4%

 

Overall damage mitigation gain from cooldowns/debuffs as a powertech: 12.5%

 

 

 

 

Juggernauts:

 

1. Quake: 5% accuracy debuff for 18 seconds, 15 second cooldown.

Uptime: 100%

Overall mitigation: 5%

 

2. Guard Stance: 6% melee and ranged defense bonus, passive.

Uptime: 100%

Overall mitigation: 6%

 

3. Blade Barricade: 6% increased melee and ranged defense for 6 seconds, 6 second cooldown.

Uptime: 100%~

Overall mitigation: 6%

 

4. Invincible: -40% damage taken for 10 seconds, 3 minute cooldown.

Uptime: 5%

Overall Mitigation: 2%

 

5. Saber Ward: +50% melee/ranged defense for 12 seconds, 3 minute cooldown.

Uptime: 6%

Overall Mitigation: 3%

 

6. Endure Pain: +30% max health for 10 seconds, 1.5 minute cooldown.

(cant count this into damage mitigation based on unpredictable variables)

 

Overall damage mitigation gain from cooldowns/debuffs/passives as a juggernaut: 22%

 

 

 

 

Not going to go into assassin stuff just yet, but looking at the differences between us and juggernauts, they seem to get better 'oh crap' abilities, overall. Pairing up each ability to it's alternate shows otherwise.

 

Kolto Overload vs Endure Pain:

We dont lose health after kolto overload ends, though we gain less immediate benefit from it.

 

Combust vs Quake:

Juggernauts have it better here, 1% extra mitigation with equal uptime.

 

Energy Shield vs Invincible:

When both abilities are used constantly (when available/off cooldown), energy shield provides greater overall mitigation, but Invincible provides a much greater on-demand damage reduction boost.

 

 

 

 

IMO, juggernauts get greater on-demand effects, but we get better cooldown effects over long duration. I do think ours could use some buffs though, if only slightly.

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...<snip>...

 

I'm actually really interested in your assessment of Tankasin abilities too. I have a level 50 Assassin (currently deep Deception spec) and a PT tank spec. On paper PT looks like it has so much more survivability than Tankasin.

Edited by nalixor
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I'm actually really interested in your assessment of Tankasin abilities too. I have a level 50 Assassin (currently deep Deception spec) and a PT tank spec. On paper PT looks like it has so much more survivability than Tankasin.

 

I'm just not experienced enough with assassins yet, i only played a jedi shadow to like level 14 and that was way back during beta =P

 

You know the class far better than I do, I'm sure. My experience with my tankasin guild members is that they general are on-par with powertechs when it comes to boss fights as far as mitigation goes (similar shield ratings with their +15% shield ability, similar absorption ratings), but we're still far superior when it comes to AoE tanking due to oil slick working on a large number of targets and the fact that our shield chance doesnt drop after a few hits.

 

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Saber Ward is the real kicker for Juggernaut. According to the stats on the character sheet, it's additive with their current defenses, so it's far more than just 50% avoidance for a full 12 seconds. Bounty Hunter doesn't have anything comparative.
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Ok so if im understanding you correctly. Energy shield should be up off cooldown everytime? I have been using it as a oh crap ability just for the sheer fact it mitigates a good amount of damage. If that is the case i think powertechs should get some kinda ohh crap cd. Even if it has a 5 minute cd something that can keep us alive if a healer gets out of range due to gravity wells of if we gotta run threw a frenzy cuz its in a bad spot. I was just curious really it seems like we kinda got the short end on the subject but since u laid it out i can see that its not all that bad.
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