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Tank Balance Changes in Game Update 5.9


EricMusco

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Let's pretend for a moment that there are other game modes besides PvP (ridiculous, I know, just bear with me), for those modes will you be addressing the issues of enrage timers for groups that now have to deal with deadweight that can't help in a DPS race? How were you planning to address that issue for things like flashpoints and operations?

 

What about people who might possibly want to play through the story as their chosen class and not skip everything by swiping their credit card repeatedly? Is anything going to be offered for those rare and unusual instances, or are we only concerned with level 70 PVP now?

 

Because, believe it or not, there is a game outside of PVP and not everyone has all characters at level 70. Those people like to play the game too. And they would like to continue playing, with tanks who actually tank, just like they've been doing all this time.

 

I've checked my numbers. If I suddenly start doing less damage, then I suddenly (shock) become a less effective tank. My team will have to have even higher DPS and the fights will last longer. My healers will have to heal more, and burst damage from certain bosses have more chances to completely wipe me out. And what do I get in exchange for this? The warm fuzzy feeling of knowing that people in tank spec wearing DPS gear are also less effective.

 

Maybe you should go back to the drawing board and reconsider these changes.

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BioWare's objective is to reduce damage output of tanks, pure and simple. Read Eric Musco's statement again. At no point did he state BioWare's goal is to eliminate skank tanking. That is what many are misunderstanding here. Per BioWare all tank classes are exceeding their intended target ranges for damage so they're nerfing them. For me the irritating thing is that it's taken way too long to make this kind of adjustment.

 

Oh, really.

 

" [...]First, “skank tanks” are greatly overperforming in PvP. This is a player who is using a Tank Discipline but equipping DPS gear. [...]" (Musco)

 

The correlation between the two and the resulting implication for skanks seem pretty damned unambiguous to me.

 

Disingenuously splitting semantic hairs isn't going to change that, no matter what frantically-grasping-for-anything-at-all defenders want to believe.

 

2/10, try harder.

Edited by midianlord
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Jesus fart balls you folks are pretty gosh darn stupid. Does anyone at BW play the game anymore or are you the lvl 70's running around Korriban , Ord Mantell, Hutta and Typhon will those big mounts RP'ing?

 

You could have taken my monthly sub and by now, could have actually bought a ' clue ' and yet here sit, reading once again, that you just cant fix stupid

 

LOl epic post my man!

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So how exactly are these changes going to incentivize players to run a Pure Tank in PvP over a Skank Tank? This seems like a very lazy bandaid fix that doesn't at all address the core problems that PvP tanks have at the moment, that being their survivability and their defining abilities being universally available to DPS specs, Guard and Taunts.

 

I don't approve of these changes at all. This addresses nothing and will only serve to stalemate Warzones even more and push people away from Tanks altogether, now that they kill even slower than before.

 

This is a cop-out fix, and the pathetic thing is that you guys could've done so many different things to rectify this problem, including:

 

-Amending Defense/Shield/Absorb to work against Force/Tech and Crits

-Relegating Guard and Taunts to Tank specs only (so DPS specs cannot use them and pseudo-tank)

-Hardcapping the Power/Crit/Alacrity that Tank specs can achieve

-Restricting Tank Specs to Tank gear only (I.E class restrictions on mods, armorings, enhancements, etc)

 

All of these would have either limited Skank damage without harming pure Tanks in the process, or encouraged people to stray away from Skanking and go pure Tank instead.

 

But nope, we get this. Well played, Musco. Tanks have been foiled again.

 

^ hire this guy right here! Fire the current combat guy, dude has no clue.

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Leave it to BW Devs to stay the course and ignore community feedback on tanks.

Hurt PvE by reducing damage and push true tanks further away from PvP with these changes.

 

10 pages of WTH!!??!

 

It's quite comedic but expected.

 

.

 

I was really hoping to see guard removed from DPS specs and defense, shield, and absorb actually count for something, especially in PvP

 

^Agree however that would take intelligence and clearly there is none :( Also not to surprising considering their fix for everything lately is to pummel it with a bat.

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It isn't clear to me how DPS gear is being defined here. Do they mean a complete set of DPS gear intended for DPS specs, or are they also including tank gear that has been modified to take into consideration that tank stats have practically no use in PVP?

 

In my observation a tank in the default tank gear without modification is not particularly useful or particularly fun to play in PVP. They don't contribute as much to damage, but they also can't really mitigate damage either, so... can't really tank. If this had not been the case I probably would not have used augments, mods and enhancements to modify my Shadow tank's gear after I started participating in PVP a relatively short time ago. My Shadow tank has tank set bonus gear modified to increase endurance, power and crit. This increases damage output a bit, but not anywhere close to what the highest DPSs in the group are doing in PVP. It also increases my health so that I am not dying every 2.9 seconds, especially when/if I am guarding.

 

Geared this way I do not have the DPS output that a DPS spec would have, which wasn't my intent anyway. Geared this way I can contribute slightly more to damage and am closer to being an actual tank in PVP. The proposed changes will make tanks less useful in PVP.

 

I also think they might make us less useful in PVE too, for all of the reasons mentioned above including making it take EVEN longer to take down a target and far longer to solo content.

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It isn't clear to me how DPS gear is being defined here. Do they mean a complete set of DPS gear intended for DPS specs, or are they also including tank gear that has been modified to take into consideration that tank stats have practically no use in PVP?

 

In my observation a tank in the default tank gear without modification is not particularly useful or particularly fun to play in PVP. They don't contribute as much to damage, but they also can't really mitigate damage either, so... can't really tank. If this had not been the case I probably would not have used augments, mods and enhancements to modify my Shadow tank's gear after I started participating in PVP a relatively short time ago. My Shadow tank has tank set bonus gear modified to increase endurance, power and crit. This increases damage output a bit, but not anywhere close to what the highest DPSs in the group are doing in PVP. It also increases my health so that I am not dying every 2.9 seconds, especially when/if I am guarding.

 

Geared this way I do not have the DPS output that a DPS spec would have, which wasn't my intent anyway. Geared this way I can contribute slightly more to damage and am closer to being an actual tank in PVP. The proposed changes will make tanks less useful in PVP.

 

I also think they might make us less useful in PVE too, for all of the reasons mentioned above including making it take EVEN longer to take down a target and far longer to solo content.

 

Skank Tank in PvP has Tank Armorning for the Set bonuses with Lethal/Lethal "A" Mods, High Endurance Power/Crit/Mastery Enhandements, with Fortitude (High End/Power) Augs. All DPS left sides, some run a Shield for a little boost to their guard, others run a Focus for more DEEPS.... Relics are usually DPS relics (Focused retribuition/serendipitous assault)

 

Depending on what you are looking for, there are guys that have crit in 45% range and Crit multiplier in the 72-75% range. Since we don't need accuracy dumping everything into pure damage. As a Shadow, popping people with a well timed Potency and Cascading Debris.... You can take a BIG chunk out of people life totals quickly. Good Skanks can rival DPS in the sheer damage. Heck, I may be a little better than average as a skank, and I regularly pull 1.8 - 2 mil in Non-Arena matches while still guarding for close to a mil. I have seen good ones that pull 3-4 mill and guard for 2+.

 

THIS is the problem with Skank Tanks, but the suggested solutions don't address WHY there are skank tanks.

Edited by MacCleoud
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Hey folks,

 

Let’s talk about the changes coming to Tanks in Game Update 5.9. There are two things that informed the changes you will find below. First, “skank tanks” are greatly overperforming in PvP. This is a player who is using a Tank Discipline but equipping DPS gear. Second, when comparing all tanks (regardless of gear) against the DPS targets we outlined last year, tanks are doing more damage than intended.

 

The summary of what we are changing in 5.9 is that tanks across the board will be doing less damage. To ensure that this doesn’t have a negative impact on their ability to tank/hold threat, we are greatly increasing their overall threat generation. This will mean that although they will commit less damage to an encounter, holding threat will not be any more difficult than it is today.

 

We are going to continue to monitor things beyond 5.9 and see if additional changes are needed.

 

-eric

 

Below is the detailed breakdown of changes.

 

 

Assassin

Darkness

  • Dark Charge’s threat generation bonus has been increased from 100% to 150%
  • Dark Charge’s internal damage has been reduced by 50%
  • The damage bonus given to Shock from Electrify has been reduced from 25% to 20%
  • The damage bonus given to Depredating Volts from Harnessed Darkness per stack has been reduced from 25% to 15%
  • The Wither and Discharge damage bonus given from Mounting Darkness has been reduced from 30% to 20%

Powertech

Shield Tech

  • Ion Gas Cylinder’s threat generation bonus has been increased from 100% to 150%
  • Fixed a bug in Power Armor that wasn’t calculating damage correctly
  • Power Armor now gives a 5% damage bonus to Ion Gas Cylinder (down from 10%)
  • Reduced the base damage of Heat Blast by 18.75%
  • The damage bonus given to Firestorm and Searing Wave by Flame Engine has been reduced from 100% to 40%
  • Reduced Ion Overload’s damage by 50%
  • Reduced Ion Gas Cylinder’s damage by 20%

Juggernaut

Immortal

  • Soresu Form’s threat generation bonus has been increased from 100% to 150%
  • The damage bonus given by Pillar of Strength to Crushing Blow, Ravage, and Backhand has been reduced from 30% to 15%

Shadow

Kinetic Combat

  • Combat Technique’s threat generation bonus has been increased from 100% to 150%
  • Combat Technique’s internal damage has been reduced by 50%
  • The damage bonus given to Project from Bombardment has been reduced from 25% to 20%
  • The damage bonus given to Cascading Debris from Harnessed Shadows per stack has been reduced from 25% to 15%
  • The Slow Time and Force Breach damage bonus given from Pulsating Force has been reduced from 30% to 20%

Vanguard

Shield Specialist

  • Ion Cell’s threat generation bonus has been increased from 100% to 150%
  • Fixed a bug in Power Armor that wasn’t calculating damage correctly
  • Power Armor now gives a 5% damage bonus to Ion Gas Cell (down from 10%)
  • Reduced the base damage of Energy Blast by 18.75%
  • The damage bonus given to Ion Storm and Ion Squall from Pulse Engine has been reduced from 100% to 40%
  • Reduced Ion Overload’s damage by 50%
  • Reduced Ion Cell’s damage by 20%

Guardian

Defense

  • Soresu Form’s threat generation bonus has been increased from 100% to 150%
  • The damage bonus given by Beacon of Might to Guardian Slash, Blade Barrage, and Hilt Bash has been reduced from 30% to 15%

 

Devs, keep in mind that this change might hurt solo PVE viability of real tanks noticeably. It's way slower and harder doing solo PVE with a tank than with a DPSer or a healer as it is and you already need way better gear as a tank to be viable. And that will also reduce the DPS of Flashpoint and Operation teams, which could become a problem as well.

Once again, it looks like PVE is being nerfed for the sake of PVP. Please split PVP and PVE skillsets (for all classes/roles) already (and adapt a mechanic similar to the Smuggler's "cover bar" that is already in the game to auto-switch skillbars depending whether you are targeting a player or an NPC/Mob) so you can balance them independently of each other!

 

I also don't see how the change will help real Tanks to be accepted more in PVP, it will hit them as hard if not harder than these so-called "skank tanks". Teammates tend to look down on real tanks with tank gear and badmouth them in PVP as it is and you rarely get any MVP votes even if you performed amazing.

Tanks are way too squishy in PVP since their main role stat, Defense, is basically useless in PVP (on a side note, so is accuracy for DPS, too,, which should change as well). Also, consider changing it so offensive augments have less health and defensive augments have more health.

In addition to the above, if you make Defense work against all kinds of PVP attacks and change taunts to actually work like taunts in PVP (i.e. force the players affected by the taunts to target the tank that taunted them for the duration of the taunt, non-cleansable, so players are forced to attack and kill the tank first before being able to go after the healers and other targets), then they might actually be useful in a PVP role as proper tanks. "Skank Tanks" would go down quickly, while real tanks could hold their ground, keeping their healers and other teammates alive considerably longer and be an actually useful and wanted part of a PVP team.

 

Please don't implement your planned changes and just go back to the drawing board until you come up with something that makes more sense.

Edited by Glzmo
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This change might hurt solo PVE viability of real tanks noticeably. It's way slower and harder doing solo PVE with a tank than with a DPSer or a healer as it is. Once again, PVE is being nerfed for the sake of PVP. Please split PVP and PVE skillsets already so you can balance them independently of each other!

 

I also don't see how the change will help real Tanks to be accepted more in PVP. People look down on them and badmouth them in PVP as it is. Tanks are way too squishy in PVP since their main role stat, Defense, is basically useless in PVP. Perhaps if you make Defense work against all kinds of PVP attacks and change taunts to actually work like taunts in PVP (i.e. force the players affected by the taunts to target the tank that taunted them for the duration of the taunt, non-cleansable, so players are forced to attack and kill the tank first before being able to go after the healers and other targets), then they might actually be useful in a PVP role as proper tanks.

 

Quit being Logical Gizmo.

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...and what about those bosses in master/hc Fp/ops that just need a bit extra dmg... I hope this won't be a problem with those timed/rage bosses...

As a PVE Tank this does make me feel down... sigh. But I'll wait and see how it plays out. Not like I can do anything else. (it would be nice if PVE and PVP stats were separeted in some way. Maybe different boost etc for pvp content... or something)

Edited by streunekatze
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...

In addition to the above, if you make Defense work against all kinds of PVP attacks and change taunts to actually work like taunts in PVP (i.e. force the players affected by the taunts to target the tank that taunted them for the duration of the taunt, non-cleansable, so players are forced to attack and kill the tank first before being able to go after the healers and other targets...

Lol ***!!! Are you guys thinking what you write or you're just making **** up.

 

As a side note, tanks are fine in pvp. When paired with a healer(they usually are lol) they are very hard to be taken down in a reasonable amount of time in order for the objective to be captured. If tank stats worked in pvp like they work in pve we would have endless stalemates.

Look, I know you tank guys have a problem with the idea of dying, but that's how pvp works. Stuff need to die every once and a while.

 

My 2 cents for this whole "pvp nerfs affect pve" thing though is that bioware should introduce different set bonus for pvp. So when something is wrong they can change the set bonus without touching something else. Not going to happen though, so what we have is what we get.

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Lol ***!!! Are you guys thinking what you write or you're just making **** up.

 

As a side note, tanks are fine in pvp. When paired with a healer(they usually are lol) they are very hard to be taken down in a reasonable amount of time in order for the objective to be captured. If tank stats worked in pvp like they work in pve we would have endless stalemates.

Look, I know you tank guys have a problem with the idea of dying, but that's how pvp works. Stuff need to die every once and a while.

 

My 2 cents for this whole "pvp nerfs affect pve" thing though is that bioware should introduce different set bonus for pvp. So when something is wrong they can change the set bonus without touching something else. Not going to happen though, so what we have is what we get.

 

I was going to say this was the stupidest thing I've read today, but then I remembered Eric's original post. Close, though.

 

Tanks don't usually care about dying, if it means that the rest of the team they are working with can survive and complete an objective. If we can't take hits or do damage and the team loses/raid wipes because of us, well, what good are tanks? Why would anyone play a tank when a group of DPS and Healers can ensure success?

 

What is the point of my class if I can't tank?

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I was going to say this was the stupidest thing I've read today, but then I remembered Eric's original post. Close, though.

 

Tanks don't usually care about dying, if it means that the rest of the team they are working with can survive and complete an objective. If we can't take hits or do damage and the team loses/raid wipes because of us, well, what good are tanks? Why would anyone play a tank when a group of DPS and Healers can ensure success?

 

What is the point of my class if I can't tank?

Calm down and go start another decoration related thread mate.

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Sapphire: they're nerfing the damage of all tanking classes while in tank stance

Sapphire: and you might be like erm

Sapphire: why are you nerfing all tank damage? tanks don't do damage, they tank

Sapphire: because people figured out if you put dps gear on a tank their abilities are some of the hardest hitting in the game

Sapphire: you usually don't notice cause they're usually not wearing dps gear, they're wearing tank gear

Sapphire: so in pvp they get some of the survival ability of the tank

Sapphire: while doing more dps than their dps spec

Sapphire: so Bioware says to fix this they're going to nerf all tanks

Sapphire: well, what about the tank wearing tank gear?

Sapphire: who didn't do any damage anyway

Sapphire: oops!

Tanoosh: hahahaha

Sapphire: it wouldn't be so bad if they got something back

Sapphire: like they tanked better

Sapphire: like maybe they had a small debuff to damage they automatically apply with each hit to other players

Sapphire: while taking away from one area (dps) giving back in the original role (tank)

Sapphire: wouldn't that be a wonderful idea?

Tanoosh: maybe more work

Tanoosh: but yeah

Sapphire: too much work

Sapphire: just pull the rug out under them

Sapphire: and if everyone is losing damage equally

Sapphire: what motivation is there to switch to tank gear instead of dps

Sapphire: dps is even MORE important because you have less of it

 

:rak_02:

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Skanks needed to be nerfed a long time ago. That's indisputable. While I agree that their damage potential needed to be significantly reduced, I don't agree with the way BW approached that. I think it would have made more sense to add tags to mods (i.e. armorings, barrels, hilts, modifications, enhancements, augments) to allow them to enforce mod synergy. In other words, if a player is using a tank spec with tank armorings, they wouldn't be allowed to slot any other mods/enhancements/augments that didn't have Shield, Absorb, Defense or Endurance on them. And to use DPS mods, you'd need to also be using DPS armorings and a DPS spec. This would have made Skanking impossible, and would have then isolated the problem to pure tank DPS (which is also too high in PvP). Then they could have adjusted tank DPS down in a much smaller increment that wouldn't have impacted PvE tanks so severely.

 

As for the argument about buffing tank stats in PvP, it's been stated elsewhere, but they couldn't increase the effectiveness of Shield, Absorb, and Defense in PvP without breaking the PvP meta and simultaneously breaking PvE. Tanks would be nearly unkillable in PvP (imagine adding a healer into the mix), and tanks would be nearly invincible in PvE (even without a healer). There's simply no way for them to separate those buffs since PvE and PvP are not mutually exclusive.

Edited by Mournblood
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No, silly. That's what the new augments are for. ;)

 

 

 

Yes, he was probably exaggerating. So why did you call out an obvious exaggeration?

 

For forum pvp?

 

30% extra DR while stunned comes from Stalwart Defense, which requires a Utility point. I know of zero Guardian tanks who take Stalwart Defense. Most opt for anything that purges slows and roots, like Focused Freedom, Unremitting and True Harmony.

 

In fact, the ones I run:

 

Skillful:

---

Second Wind

Battlefield Command

 

Masterful:

---

Unremitting

Focused Freedom

 

Heroic:

---

Through Peace

True Harmony

 

Legendary:

---

Cut Loose

Persistent Chill

 

Basically, for PvP I take anything and everything that helps me break movement-impairing effects and stay as mobile as possible. When you get chain-stunned and people are dropping roots and slows on you left and right, you NEED these to stay alive. ALL of them.

 

Stalwart Defense is a wasted point; all it does is let you rubberneck your own impending demise a little longer.

Edited by Loadsamonie
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30% extra DR while stunned comes from Stalwart Defense, which requires a Utility point. I know of zero Guardian tanks who take Stalwart Defense. Most opt for anything that purges slows and roots, like Focused Freedom, Unremitting and True Harmony.

 

In fact, the ones I run:

 

Skillful:

---

Second Wind

Battlefield Command

 

Masterful:

---

Unremitting

Focused Freedom

 

Heroic:

---

Through Peace

True Harmony

 

Legendary:

---

Cut Loose

Persistent Chill

 

Basically, for PvP I take anything and everything that helps me break movement-impairing effects and stay as mobile as possible. When you get chain-stunned and people are dropping roots and slows on you left and right, you NEED these to stay alive. ALL of them.

 

Stalwart Defense is a wasted point; all it does is let you rubberneck your own impending demise a little longer.

 

True Harmony is a highly situational utility, and you should never pick it over Stalwart Defense. Stalwart Defense is a must-have PVP utility. You should ignore anyone who tells you otherwise. (Hint: it will help with all the stun-lock damage you're taking when those 4 big bad operatives gang up on you.)

 

Unremitting is highly situational, i.e., Huttball only. I rarely pick it. You would be far better served with Pulse. CC is essential for peeling. The more you have, the better you will do your job.

 

Break Loose is nice, but I think you are better off choosing Jedi Warden - again, CC is your friend. Besides, with Focused Freedom (a utility choice I agree with), you have a root break. There are matches where the 2nd root break is nice, but in general more CC is more valuable.

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True Harmony is a highly situational utility, and you should never pick it over Stalwart Defense. Stalwart Defense is a must-have PVP utility. You should ignore anyone who tells you otherwise. (Hint: it will help with all the stun-lock damage you're taking when those 4 big bad operatives gang up on you.)

 

Unremitting is highly situational, i.e., Huttball only. I rarely pick it. You would be far better served with Pulse. CC is essential for peeling. The more you have, the better you will do your job.

 

Break Loose is nice, but I think you are better off choosing Jedi Warden - again, CC is your friend. Besides, with Focused Freedom (a utility choice I agree with), you have a root break. There are matches where the 2nd root break is nice, but in general more CC is more valuable.

 

Interesting tidbits there.

 

I see no point in taking Pulse because Defense Guardians already have more than enough CC to work with, in the form of 2 hard stuns and a lengthy soft stun, not to mention Freezing Force. Resolve would still be a concern by the time one of them is off cooldown if you're burning them that often.

 

If not Unremitting, then the choices are either Guardianship to give your teammates additional protection through Challenging Call, or Pooled Hatred for a slight increase in damage, which is also iffy because it's hard to build stacks of PH to sync with your strongest attacks (namely Crushing Blow). I could take both, actually. The bubble provided by Guardianship isn't that bad.

 

True Harmony I can part with since it only grants immunity to movement effects, it doesn't purge them. And for movement speed I have Persistent Chill, which I can basically use on command with no cooldown. Through Peace is a must have though.

 

Again, I see no reason for Pulse because Defense Juggs already have enough CC, but I can see Jedi Warden being useful because of the root it provides through Saber Throw, allowing you to more easily chase down fleeing targets or take pressure off a retreating teammate.

 

I could try:

 

Second Wind

Battlefield Command

 

Focused Freedom

Gather Strength

 

Through Peace

Stalwart Defense

 

Jedi Warden

Persistent Chill

 

Thwart is also an option. I use Guardian Leap A LOT, and the 20% damage bonus from Thwart can be synced up with your hardest hitting abilities with some planning.

Edited by Loadsamonie
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Interesting tidbits there.

 

I see no point in taking Pulse because Defense Guardians already have more than enough CC to work with, in the form of 2 hard stuns and a lengthy soft stun, not to mention Freezing Force. Resolve would still be a concern by the time one of them is off cooldown if you're burning them that often. You should be using your CC on more than one target, so the issue of resolve isn't a big deal. Your job is to annoy and distract the enemy team as a whole, not to DPS one of them. That's why shortened stun cooldowns are so valuable

 

If not Unremitting, then the choices are either Guardianship to give your teammates additional protection through Challenging Call, or Pooled Hatred for a slight increase in damage, which is also iffy because it's hard to build stacks of PH to sync with your strongest attacks (namely Crushing Blow). I could take both, actually. The bubble provided by Guardianship isn't that bad. Trust me, Pulse is better than any of these if your intention is to function as a true tank.

 

True Harmony I can part with since it only grants immunity to movement effects, it doesn't purge them. And for movement speed I have Persistent Chill, which I can basically use on command with no cooldown. Through Peace is a must have though. I agree. I always take Through Peace.

 

Again, I see no reason for Pulse because Defense Juggs already have enough CC, but I can see Jedi Warden being useful because of the root it provides through Saber Throw, allowing you to more easily chase down fleeing targets or take pressure off a retreating teammate. When you are trying to break up focus fire on someone, you can never have enough CC.

 

I could try:

 

Second Wind

Battlefield Command

 

Focused Freedom

Gather Strength

 

Through Peace

Stalwart Defense

 

Jedi Warden

Persistent Chill

 

Thwart is also an option. I use Guardian Leap A LOT, and the 20% damage bonus from Thwart can be synced up with your hardest hitting abilities with some planning.

 

I don't think a DPS increase is more important than more CC, but you've got to play around with it all until you find what works for you. You should check out Hottie's PVP Tanking for Dummies and Ne'laa's PvP guide to SW:TOR - Including Yavin Ruins!. They are extremely helpful on these type of issues.

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Well, this is the other option:

 

Second Wind

Battlefield Command

 

Pulse

Focused Freedom

 

Through Peace

Stalwart Defense

 

Jedi Warden

Persistent Chill

 

IMHO, there should be a Utility that lowers the cooldown of Hilt Bash too.

Edited by Loadsamonie
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Well, this is the other option:

 

Second Wind

Battlefield Command

 

Pulse

Focused Freedom

 

Through Peace

Stalwart Defense

 

Jedi Warden

Persistent Chill

 

IMHO, there should be a Utility that lowers the cooldown of Hilt Bash too.

for pvp i tend to go with second wind and the immobilize on whatever master strike is called these days; the cd reduction on leap is a good option too.

 

for tier 2, i like the reduced cd on force stasis and unremitting.

 

tier 3, i like through peace and stalwart defense

 

tier 4, daunting presence and jedi warden.

 

whatever works for you, I guess, especially pvp there's hardly an ideal setup.

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