Overall Tanking Comparison

Want to play a tank, but not sure which one? Check this out.

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Friday, 29 June 2012

Overall Tank Comparison


One of the questions that I see getting asked the most is "What is the best tank?" - to which all tanks sigh and say the same thing.  "There isn't a best tank, they're just different."  Which is completely true - all "tank" ACs can do their jobs and tank.  Each one is unique and personally I find them all interesting to play.

Contents:

Overview

What I think people really want to know is - what kind of tank would I be best at playing? Or which one would best fit the style of play I like?  My goal here is to answer that for them by outlining what makes each tank unique, where they excel and where they fall short.


Please keep in mind that my opinions and comparison with Guardian tanks are based on the Defense tree.  I know many people are loud advocates of the Vigilance Hybrid tanking build - personally, I don't like it and find the Defense tree more effective at tanking.


If you're more interested in reading about the actual playstyle and what kind of roles each tank fits in to (and less concerned with how they compare to eachother) skip down to the individual sections at the end.


Term Glossary

Passive Mitigation - 
This includes armor, resistance, shield and defense.  Shield is scored lower because many boss fights completely bypass this mechanic.  Armor is scored highest because it affects most types of attacks.  All tank ACs have similar internal/elemental resistances.

Active Mitigation -
Generally this refers to defensive cooldowns or skills that affect how long a player survives.

Damage Smoothing -
This refers to the ability of the Tank to maintain a consistant level of damage rather than taking large spikes in damage.

DPS Ability -
How hard the tank hits

Mobility -
How easy it is to move around while still tanking and/or doing damage.  Is is possible to maintain threat while having to be on the move.

Control -
The ability to affect an encounter and make it easier for a group to progress.  This category contains things like Stuns/Mezzs/Snares.

Positioning -
How easy it is to contain or position mob groups for optimal tanking and/or AOE damage.

Utility -
How much they bring to the table besides mitigation and damage.  This can be a number of things, but will include things like stealth, CC (long or short) and other useful things not found elsewhere.

Single Target/AOE Threat -
The ability to maintain aggro (or hate) on single or multiple targets.

Snap Threat -
How easy it is to maintain aggro at the start of an encounter

Difficulty to Play -
This is a broad category and completely anecdotal.  This includes number of keybinds to be effective, how much you have to watch your skills instead of the fight - how easy it is to understand and/or use your defensive cooldowns effectively.  This also leans a bit toward what is easier to level as and how easy quests are in general to complete even at end game.  Overall it's just my opinion on how much effort it takes to play each class effectively.

PvE at a Glance

I came up with the categories based on my experience with them and how I compare their differences.  Due to people not liking the point values assigned I've moved this to just a three category system (best/middle/worst) to give a better overall idea.

Guardian/Juggernaut Shadow/Assassin Trooper/Bounty Hunter
Role Big Baddie BeaterSneaky SurvivorThe Collector
Passive Mitigation MiddleWorstBest
Active Mitigation MiddleBestWorst
Damage Smoothing WorstMiddleBest
DPS Ability WorstBestMiddle
Mobility WorstMiddleBest
Control BestMiddleWorst
Utility BestMiddleWorst
Positioning WorstBestMiddle
Single Target Threat BestMiddleWorst
AOE Threat WorstBestMiddle
Snap Threat BestMiddleWorst
Difficulty to Play HighestEasyModerate

Role Breakdown -
Guardians are the best at Boss tanking, this is still true even with the damage drops from 1.3.
Taking a Shadow is sometimes like having a DPS that can CC and having a tank all in one.
Troopers excel at rounding up trash mobs for AOE damage.  They are also ideal for adds during boss fights.

Keep in mind the names are just for kicks, all ACs are capable of performing in all situations adequately.

Mitigation & Smoothing -
Shadows have by far the best defensive cooldowns and they're both on a short cycle so can be used (and should be used) frequently.  They also self heal as part of their regular rotation.  This is followed closely by Guardians and Vanguards lag behind with only a single effective defensive cooldown.  The accuracy debuff can be situationally useful but usually when you need it, it won't work.

Coversely Vanguards have the best passive mitigation, including armor, shields and defense.  They have the most flat DR (Damage Reduction) talents out of all the ACs.  Guardians lag behind only slightly, and as of 1.3 Shadows fall far back down behind the pack.

If you take the two numbers together Guardians (15) Shadows (16) Vanguards (15) all three specs are quite close in effectiveness.  One weakness is made up for by another strength.

This leads down to the damage smoothing, which is one of the most important aspects of being a tank.  How easy are you to heal?  Guardians are the clear loser here due to their lack of Shielding talents and reliance on armor and defense.  Both Shadows and Vanguards have a talent to actively boost their shield rate and further talents to make it more effective/useful in their rotations.  All tanks can work on these stats with Augments and itemization, but in general this is how it plays out.

Don't be mislead by the damage smoothing though, Shadows in general take more overall damage than either other class (see passive mitigation).

DPS Output -
It might not be fair to compare DPS on tank classes since none of them are designed to do damage, but it does matter (to a lesser degree).

After the last patch (1.3) Guardians have fallen quite a bit in terms of damage output.  Their hardest hitting defensive talent was gutted and turned into a unique AOE instead.  I can clearly see an effort was made to increase their AOE threat levels - but it did cost them in overal single target damage.

Vanguards also lost some of their damage with the dump of the surge increase on stockstrike.  Since they didn't rely completely on that for damage it didn't hurt them as much, but I have noticed a drop in damage from them as well.  Prior to the last patch I would have put them even with Shadows.

Shadows are constantly complained about for doing too much damage (in WZs) while in a tank stance.  I believe this stems from them doing mostly force damage and relying very little on "white" (blockable) damage.  Their main staples are also AOE attacks which probably helps them along where overall damage is considered.

Mobility, Control, Utility -
Vanguards have the edge in mobility with their ranged attacks.  There are times when you can run through a few cooldowns and stay at the 30m range to do damage and still maintain threat.  They lack in overall utility and control though - no knockback, one stun, their snare is talented but is tied to the regular attack rather than being on demand.  They also have no "execute" skill to up their DPs at the crunch time of a fight.

Shadows also  have a few ranged attacks, but their main one is a channel and can't be used on the run.  Their speed boost is a great mobility helper, but it doesn't keep up with the leaps from the other two tanks.  They do rank reasonably well for utility with a stun, kick, knockback and stealth.

Guardians have the worst mobility but the best control.  Their snare is an AOE and can easily keep mobs close and grouped up.  They have 2 stuns and an AOE Mez.  They also have a push and AOE accuracy debuffs.

You can see how mobility and control was kind of balanced.  Those will less control have more mobility and vice versa.

Positioning -
One of the things that I am most focused on when tanking is positioning.  Where is the best place to bring the mob I'm fighting.  how does that affect the rest of the encounter.  Do I have to watch for knockbacks, stuns, AOE effects, cleaves.  These are all things that a tank has to worry about.

Vanguards and Shadows have a huge edge here with their Pulls.  They also both have ranged attacks that can be used to maintain aggro in a situation where moving in to close is a bad thing.  The shadow has the slight edge in this category because he has both a knokcback and a pull.  The knockback isn't perfect, but when you're in a range heavy group of mobs that you want to AOE, any little bit helps.

Threat -
One of the major changes they made in 1.3 was to threat.  All tanks recieved a 50% increase in threat generation.  That is HUGE.  Anyone complaining about threat after this change is just bad.  I didn't have problems before the change, now, it's laughable.

With that said, there are still differences.  Guardians have the most (and most effective) High Threat single target attacks.  They are also able to front load a ton of damage to begin a fight which gives them a large boost in Snap Threat.  They sacrifice AOE threat though with only one major move that does good damage and another that uses up too much resource to use more than twice or three times in succession without completely starving the guardian for the next short while.  Holding AOE threat as a Guardian is difficult and generally they have to rely on their AOE taunt after spamming as much damage as possible.

Shadows got a huge boon in the last patch by making slow time "smart" so that it doesn't break CC.  Prior to that holding single target threat on trash pulls could be difficult with poor positioning.  I know I broke a lot of CCs trying to get the right seperation in so I could hold threat.  Coversely there is no double that Shadows have the best AOE threat.  Their main attack is an almost spammable AOE with high threat built in.  With patch 1.3 their other AOE now also causes high threat.

Vanguards are really lacking on single target and snap threat.  They really have to manage their resource, and while they can frontload a good bit of damage they run the risk of starving themselves too quickly if it isn't properly managed.  They also only have a single high threat attack on a long cooldown that relies on a proc from their stance before it becomes active - so can't be used first thing in a fight.  They do give Shadows a run for their money on AOE threat though - and are by far the highest in AOE damage potential.

PvP at a Glance

I think it is important to go over the differences between PvE and PvP since each tank performs completely differently in PvP.  They each have roles that they perform better, and since threat (and other things) become meaningless it is more about their skillset and less about how good they are at "tanking"

I do not advocate wearing DPS gear and attempting to "tank" in warzones.  If you are wearing DPS gear you should be focused on killing stuff like other DPS classes and not worried about tanking.  The only real use that I see from this is with the Shadow tank spec and DPS gear because the Shadow relies the least on passive mitigation (which comes from gear).  People who seem to advocate DPS gear in a Tank spec believe that Guard and Taunt are all that matters to a tank - they are incorrect.


Guardian/JuggernautShadow/AssassinTrooper/Bounty Hunter
RoleBodyguard (35/50)Midfielder (33/50)General (33/50)
Passive MitigationMiddleWorstBest
Active MitigationBestBestWorst
DPS AbilityWorstMiddleBest
MobilityMiddleWorstBest
UtilityBestMiddleWorst
Difficulty to PlayHighestModerateModerate

Role -
Guardians are the best single target guard that exists.  With their leaps they can easily engage at the front lines and retreat to cover their target very rapidly.  More of a front line in your face fighter than anything - can also target a node (instead of a player) to defend and do just as well.

Shadows are equally able to attack an defend.  Very useful in a group with multiple stealth characters to help cover an attack by strong DPS - also very possible to solo attack a node against a single defender.  Give a false sense of security when defending by watching from stealth and striking at the opportune moment.

Troopers work better behind the front lines, protecting other ranged classes and still outputting some DPS on people who don't know what hit them.  Definitely healer spotters and killers.  Find and pull a healer into the DPS face and get them to notice.

Mitigation -
This is the controversial topic where many people feel that tanking stats have almost no effect on PvP.  I'm of the opposite opinion but I don't think the debate will ever be settled.  Shield and defense have less effect here than in PvE, but they do still matter - and you will see a difference if you stack them.

Active mitigation, no question has a place in PvP, so looking purely at active Mitigation you'll see that the Shadow has the edge.  But armor plays a large roll here as well since it does block most attacks - so the lower your armor is the more damage you're going to take.  This leaves Shadows far behind int he survivability department.

Guardians also have access to "Focused Defense" in PvP that they don't have in PvE (while tanking).  Since it acts as a threat drop it's difficult to use while trying to maintain aggro - but in PvP you can use it while stunned to get a small boost in self healing.  Blade Barried also performs excellently since it absorbs damage types that would otherwise completely bypass all defenses.

Troopers rely mostly on their heavy armor here since they have the lowest defense but highest shield rating.  Smoothing out damage isn't as big of a deal here as just being able to take as much damage as possible.  Troopers do have the largest health pool to work from - which gives them a bit more of an edge.  Unfortunately their active cooldowns are lackluster and situational leaving them slightly more exposed to focused fire.

DPS Ability -
This does matter in PvP more than it matters in PvE.  My Guardian will never be at the top of the DPS charts  (though sometimes he comes close which scares me).

Vanguards have the clear edge here because much of their damage ignores armor, which is the only thing many characters have to mitigate damage.  They also have access to the most AOE attacks, which when used effectively can really pad their damage numbers.

Shadows are a close second, again with access to AOE damage and mostly Force attacks that bypass defensive stats and go straight to armor.

Guardians while having the lowest overall damage also do the most weapon damage (blocked by defensive stats) - which means against other tanks they're even worse off.

Mobility -
You see a little change here because of the way warzones work.  All of them encorporate some type of jagged playing field with multiple levels to work from.  This gives an edge to Guardians who have two leaps to more easily navigate these different levels.

Shadows fall behind a bit because they lack gap closers, they have to rely on stealth for an initial closer, then fall back on their sprint for subsequent followup.

Vanguards once more top this chart due to their ranged attacks, pull and leap.

Utility -
And with superior mobility comes lack of utility.  There isn't much that a trooper brings other than the obvious.  They have no knockback, a single stun and have a hard time in a "support" type of roll.

Shadows sit in the middle here mostly because stealth is a huge game changer in PvP where you are playing for objectives and not for the scoreboard.

Guardians have the most utility skills, which makes them the most effective at keeping people busy and away from critical targets (read: healers).  They have a way of making an impact in a battlefield and keeping people focused on them rather than objectives and/or other players.


A Vanguard using his social skill

The Vanguard/Bounty Hunter


Most Favorite Feature: Being effective outside of melee range
Least Favorite Feature: No escape mechanic

Vanguards shine ... during predictable damage output and trash pulls
Vanguards fall ... if they're allowed to run low on ammo

Vanguards will ideally fight ... slow hitting high damage bosses, anything with elemental damage, or anything ranged

The Vanguard really feels more like a soldier in playstyle.  He can take a beating and not blink - with heavy passive damage reduction there isn't a lot to watch out for.  Health spikes very infrequently and damage is more sustained and evened out over time.  The moves aren't flashy, but they get the job done - the majority of his arsenal stems from the business end of a rifle.

Troopers use a full to empty resource model.  They begin with a full stock of "ammo" and each skill costs a set amount.  Ammo regens at variable speed depending on how much ammo is left, so using more ammo actually causes you to have less resource avaliable.  Common practice is to keep ammo above the "high" regen point and only use as fast as it regenerates.  Certain skills will help regen ammo faster or generate a set amount letting you dip down lower -> then boost it back up to the optimal level.

I was dissappointed that the trooper was not a "Ranged" tank even though he carries a gun.  You still have to get right up in the face of everything and slap them with the butt of your rifle to get the necessary effect.  He is definately more ranged than the other tanks, having multiple (instant) 10m skills and a selection of 30m skills, but holding aggro at any meaningful range is still not viable.  While it is possible to hold aggro through use of 30m skills and the taunt mechanics (on a single target) the DPS output is very poor and not worth the effort in 95% of encounters.

Vanguards in PvE

I find that it's much easier to collect a trash group of mobs and have them focus on me for the whole duration than it is on any other tank.  Being able to open with a high damage attack (with a knockdown) and follow up with a second high powered AOE usually assures that I can hold on to threat in the short term.  With the changes in 1.3 I can now also charge in and drop two elemental AOEs without having to worry about what it does to my ammo.

For many boss fights the Mobility offered by a Trooper is second to none and invaluable.  Being able to position yourself wherever you want and still be 100% effective is something that no other tanking class can claim.  Similarly with trash pulls it is less onerous to collect all the ranged mobs and make sure they're pointing in the right direction - grouping them up is made simple by the use of a pull, but even so - grouping is unnecessary when you can stand in one spot and still hit them all.

Single target threat can be a challenge at the start of fights due to the lack of high threat skills and because of the ammo regen mechanic.  Once you get threat though it is easy to stay ahead of DPS and continue building.

In practice a Vanguard will be more effective in a mobile environment and is easy to play while on the run.  I find the ammo management takes most of my focus while trying to keep active buffs up and make sure I'm in the proper position.  It does make positioning easier and I'm rarely stuck in a bad place.  There are times when I wish for more active defense in moments that my health dips - so I do rely on my healers to be more active as well.

Vanguards in PvP

I still have a hard time playing a Vanguard in PvP because they really don't have a defined roll.  Yes you can guard and taunt, but you aren't made to be right in the middle of a group of melee characters either.  Make extensive use of AOE damage and always watch for healers - being ranged you should be standing back and more easily be able to spot and target them.

When focused by melee players Vanguards have a huge edge in damage just coming from their close in AOE attacks.  They have the ability to gap close with other ranged classes either by pulling them or charging to them - depending on the situation.  They have a built in (talented) snare with their regular attacks which makes it far easier to kite than on any other class.

In practice Vanguards benefit from space in PvP, which makes guarding targets more difficult than it would otherwise be.  To perform the best DPS wise a Vanguard has to be right in the middle of things, but they lack an escape mechanic and active cooldowns when being focus fired.  There is a hard balance between staying separated enough from the fight to protect your healer and still being an effective contributor to the main melee.

I rely more on targeting healers/casters on my Vanguard than participating in the overall melee.  Since they are able to hit from range and can do effective DPS and interrupt/cc it is much easier to single out and pressure these targets without immediately drawing a lot of focus fire.

With a full complement of elemental (armor ignoring) attacks even the tanking specs are somewhat threatening to all types of classes.

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Overall troopers are very straight forward, they are focused on what they are doing and don't have much to worry about on the periphery of an encounter.  They don't come with added utility, but their durability is second to none.


A Guardian using his social skill

The Guardian/Juggernaut


Most Favorite Feature: Melee combat with a lightsaber
Least Favorite Feature: Lack of damage output

Guardians shine ... during single target encounters
Guardians fall ... dealing with knockbacks, snares and roots

Guardians will ideally fight ... high speed, high to moderate damage bosses, or anything melee

The Guardian has the epic Star Wars Jedi feel.  Leaping into the middle of combat and laying about himself with the force and with a lightsaber (more heavy reliance on the saber).  High passive damage reduction let him soak a ton of damage with active mitigation waiting to back him up during intense periods.  Some moves are flashing, but mostly have to do with swinging or spinning the lightsaber in a certain pattern.  Some of the animations are clunky and take longer than necessary, but overall combat flows very smoothly.

Guardians use an empty to full resource.  They begin with no "focus" and gradually build it up over time by using certain resource building attacks.  In practice this means that they have to spend some time building resource before they can spend it - this prevents them from frontloading a ton of damage at the start of a fight, but over a long fight gives them less problems than other classes that run out more readily - a Guardian will never run out of resource and have to "wait" for it to regenerate, even regenerating resource does damage.

The Guardian was my first character and still has a special place in my heart for that reason alone.  He is purely a melee tank, outside of melee range his options are severly limited.  Guardians have some of the most effective active defensive cooldowns and Blade Barrier (an absorb shield) to help with mitigation.  

Guardians in PvE

Not having to rest or regen focus during fights leads my Guardian to charge more blindly and more quickly into mobs to preserve the focus built up from the last fight.  This can be a good or bad thing depending on how the rest of the group feels about it.  For trash I tend to focus on the most important targets and let the others roam free (or mostly free) due to the lack of AOE threat generation.  This has changed a bit in 1.3, but I still find that maintaining the threat after initially building it up is exceedingly difficult.

For boss fights I enjoy the Guardian the most.  I never had a problem getting and maintaining threat on a single target, working in a proper starting rotation just takes some practice and a bit of forethought.  After the initial rotation you should have no issues continuing forward.

The lack of mobility on some boss fights can be problematic, especially when you're forced to a point that you can't maintain melee range and aren't able to attack for short (or long) periods.  I also find the lack of ability to position mobs where you want them to be an issue.  I didn't really notice until I started playing other tanks that could more easily position mobs, or pull a single mob out of the way of others.

In practice a Guardian is more effective in a static environment that doesn't involve a lot of re-positioning.  The only caveat is dual boss fights that involve a "switching" mechanic.  Due to their leap they are the most effective at boss swapping during critical phases.  They are also the most effective for Boss mechanics that have high spike damage due to their excellent cooldowns.

Guardians in PvP

Out of all the tank classes the Guardian is my favorite to play in PvP because of his role in the battle.  My guardian is a pure bodyguard - without someone else to protect he is (at best) half as effective.

Guardians should always have an eye on a guarded target and use their utility (read lots of stuns, snares and other CC) to protect that target.  Leaping into a mass of enemies to use an AOE taunt and do some damage before leaping back to your guarded target can keep enemies off balance and not sure who they were attacking or who to attack next.  Often they will spend time running around following you while you leap.  Making effective use of leaping to close gaps (or open them) is a staple for Guardians in PvP.

When focused Guardians are able to make use of defensive cooldowns to weather huge spikes in damage over a surprisingly long period of time.  Guarding nodes solo in a Warzone is least risky with Guardian because they can usually live long enough for help to arrive.

Guardians do the last amount of damage, so killing people can become a challenge.  Picking appropriate targets (targets with little or no armor) will help, but they will be spending a long time in a battle of attrition no matter their intended target.

In practice I find my Guardian to be the active.  I'm constantly target swapping to make the most out of my utility and am always on the move - jumping one way or another to get right into the thick of the heaviest action.  If unable to pair up with a healer a Guardian is most effective guarding a location (solo or with a partner).  

Guardians also have the single best snare in the game.  It is AOE and slows for 50%.  It is also free (if talented) and can be used on cooldown for great effect.  Using this in a crowd gives your team more mobility and a huge advantage in PvP.  Using this at choke points in a map can help you keep a whole team slowed and occupied while the rest of your team races ahead, or picks them off while they are packed together.  This is something that should be high on your "priority list" when you're in any type of pvp combat situation.

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Overall Guardians take the most practice to be effective and seem to require the most use of skills to be optimal.  In PvP they are the most team oriented of the tanks, and in PvE the most focused for difficult boss fights.  Their added utility takes some skill to use effectively, but when done well can make a huge difference in almost any encounted.


A Shadow using his Social Skill

The Shadow/Assassin


Most Favorite Feature: Stealth and CC on a Tank
Least Favorite Feature: Low passive mitigation

Shadows shine ... collecting AOE threat
Shadows fall ... when tanking lots of trash mobs simultaneously

Shadows will ideally fight ... high burst elemental bosses or quick moderate hitting bosses

Shadows are another light saber wielding class 'ala Darth Maul with a double bladed saber.  They more heavily rely on force techniques to do their damage though, and less on beating people with thier saber.  Low passive damage reduction means they have to be more active with their survivability.  To accomplish this they have the best defensive cooldowns between the three tank classes.  Some of their moves are flashy (throwing rocks (Reps) or lightning (Imps)) and nothing beats dropkicking someone in the head in PvP.  Their combat flows beautifully from one point to the next.

Shadows use a full to empty resource similar to Vanguards.  The difference is, it doesn't matter how low they dip in resource the regeneration is always the same.  So a Shadow can front load all the damage they want until they completely run our of foce, and will continue to be just as effective as if they had managed it better.

Shadows are a unique tank just because they have stealth and their own CC.  For soloing and levelling this is an invaluable tool.  Even at end game you can easily solo some Heroics that are supposed to require 4 people to complete.  They are also the only tank with an "escape" mechanic because of stealth.  If things go badly they can stealth in combat and run away, dropping all aggro and exiting combat.  This is less useful in PvE, but hugely useful in PvP.

Shadows in general are very "proc" based when it comes to combat.  As a tank you will be using skills that proc a buff which boosts the damage of your next rock throw attack and allows it to heal you while you channel.  You will also be hoping one of your skills procs for double damage - and making sure to keep your shield buff up (8 charges, consumed on use).  For other tanks I watch my skills more to see what is avaliable - for shadows I watch my buffs more to make more optimal use of my skills.

Shadows in PvE

Shadows lead in to combat with a bit more finesse than the other types of classes.  Being able to move in to the proper position without having to worry about disturbing the mob group lets you more easily plan how things are going to go.  Normally you will open up with an AOE that builds a high amount of threat, then move into a positioning phase (if necessary) pulling a mob over to a group for AOEs or bouncing them in that direction.  With the change in 1.3 you can even CC a close mob then use your new "smart" AOE to grab that intial threat and continue using it to boost threat without having to worry about pulling everything away from the CC'd targets.

In Boss fights I do miss the leap that the other two tanks have, the force speed works almost as well, but I feel less in control while my character zips all over the place from a brief tap on a movement key.  With the extra boost to threat though it's far easier to maintain your single target threat on any Boss.  Two high threat moves and high damage should mean that you have no issues holding threat after you snap it up to start with.  Both high threat moves are on fairly short cooldowns (one is 8s) so can be used basically all the time.

Shadows also have some added mobility.  By using a cooldown they can turn one of their 10m skills into a 30m skill.  So if you find yourself out of position with an enemy, or they are moving away from (or back to) you - using this cooldown and throwing out some extra damage without having to move around is a huge bonus.

One of the biggest benefits that comes with being a Shadow is the cooldown that blocks all force/tech for 5 seconds.  This can be a huge big deal on some boss fights that have a large burst phase and use some form of non-weapon damage.  Knowing when to use this can make the difference between a win and a loss.

In practice a Shadow is more effective collecing adds during a Boss fight than any other Tank class - which sometimes puts them in more of an "off-tank" role than "main tanking".  This isn't a bad thing, they excel at it and should be used for those kind of situations.  They tend to perform best in a mobile environment that involves movement but wouldn't allow a leap from another type of tank.  Like running away from the boss, or moving out of large AOE ground effects.  Healers will find their health being eaten away a bit more than other tanks, but their self heals will make up some of the difference.

Shadows in PvP

Very dangerous on both sides of a field - very able to both attack and defend, even in a tank spec with tanking gear.  Shadows in DPS gear and a tank stance have been the bane of the forums so much recently that they were affectionally named "tanksins".  I think because of this potential many people aren't sure what to do with a Shadow in PvP - I see lots of them just dueling on the sides of map trying to solo everything in sight.

Guarding a target is always a boon to the team, but I believe Shadows should be more picky of who they are guarding and in what situation.  When defending a healer is generally the best option, but don't be afraid to guard a DPS when attacking to help keep them up while clearing out enemies.  Shadows have the highest damage output of all tank classes and should be using it on the front lines to best effect.

When Focused Shadows have their excellent cooldowns to burn through, then can simply vanish if the fight is going against them.  Living to fight another day can make the difference between everyone dying and your team losing a node - and you surviving to come back and prevent a capture then hold off long enough for more reinforcements to arrive.

Shadows need to be more DPS focused because they rely on their self heals to make up for some of their lack of overall mitigation.  If you aren't hitting someone you aren't getting that beneift - other tank classes have the luxury of picking targets and sitting back to make the best options - shadows will likely be right in the thick of things swinging away with their lightsaber.  It's easy to get tunnel vision during those periods, but it's very important to keep an eye on your surroundings.  Killing healers or at least keeping them busy should be your top priority - Shadows are the most effective tank class at shutting down a healer and pressuring them enough that they can't help out the rest of their team.

In practice I find my Shadow spending a lot of time fighting battles rather than working toward objectives - this can change depending on group layout and what map we're on (voidstar loves stealth classes), but is usually how it goes.  I often use my pulls to help out the team by relieving pressure off someone (healers especially) or preventing an enemy from reinforcing a position (pull -> kick/stun -> snare as I force speed past).

Because of the reputation Shadows/Assassins have currently in Warzones you will find people attacking you as soon as you pull out a double bladed saber.  Perfecting the art of kiting people will serve you well in the long run.  Using your snare, knockback and channeled throw to slow and keep them at a distance will add to your survivability immensely.


--

Overall Shadows are the easiest PvE tank to play because of thier ease of rotation (Cycling ~4 skills) and ability to collect AOE threat with almost no trouble.  Learning when and how to use their cooldowns just takes practice, and isn't difficult.  In PvP they become a bit harder to play because of how dynamic the environments are - but still use the same basic rotations, they just involve more movement and positioning to be effective.










Thursday, 28 June 2012

Previous Guardian Build - June 28 2012

This build was made obsolete by patch 1.3 changing some key talents.

Guardian Talent Build (June 28 2012): 32/7/2
Torhead link




This is a hybrid PvP and PvE build.  If I was only doing one or the other I'd spec differently for sure.  At this point in time, without dual specs, this is how I'm set up.  I find the utility to be good for doing both jobs and so far haven't had any complaints.  I'll note which skills are which and my reasoning.  I'll also give alternatives for skills if you're more focused in one area or another.

Defence:


Momentum (2/2) - Free bladestorms just can't be beat
Dust Storm (3/3) - PvE Specific.  Accuracy doesn't have much (if any) effect on other players.
Victory Rush (2/2) - Core Ability

Solidified Force (2/2) - This is more of a PvP ability, I decided to decrease my focus cost here since I've started seeing more and more useful situations for a snare
Lunge (2/2) - PvE Specific.  This is my compromise to not filling up Blade Barricade since Defence doesn't do much in PvP combat, at least having a cheap Riposte allows me to spam it in PvE as often as it lights.
Guard Stance (3/3) - Core Ability

Pacification (1/1) - Core Ability
Profound Resolution (0/2) - This is more of a PvP ability, but with the amount of stuns in this game dropping the cooldown by 30 seconds really doesn't help that much
Warding Call (1/1) - Core Ability
Blade Barricade (1/3) - PvE Specific.  Defence has little or no effect on PvP combat at this point in time, if I was doing less PVP I'd take the point from Command and put it here as well.

Courage (2/2) - Core Skill

Blade Barrier (2/2) - This is controversial since people don't feel the damage reduction is high enough to warrant the talent points.  I disagree.  This is essentially a 1k heal skill every time I use blade storm (which is often).
Stasis Master (1/1) - Core Skill

Command (1/2) - This lost most of it's usefulness when they removed the cooldown for our AoE taunt, I still pick it up for the slightly shorter push, but it's hard to justify 2 points.
Shield Specialization (2/2) - Core Skill
Hilt Strike (1/1) - Core Skill

Cyclonic Sweeps (3/3) - Core Skill
Inner Peace (2/2) - After the respec of our trees I managed to take this and still keep my utility.  I've noticed a large difference in survivability - for anyone that was skipping this, I take back what I said ... it's worth it.

Guardian Slash (1/1) - Core Skill.  This is my highest damage single target attack, as well as stacking sunder armor.  I use this whenever it is off cooldown.  The threat was jacked during the last patch as well making this an even more important skill

Vigilance:


Single Saber Mastery (3/3) - Since they changed this to be formless there isn't a better skill for overall damage boost.
Stagger (0/2) - Basically useless, immobilize doesn't do anything for me - I really miss my stun though.
Improved Sundering Strike (2/2) - Core Skill

Accuracy (0/3) - PvE specific.  Accuracy and defence have little effect in PvP combat.  My equipment has caught up with my 100% accuracy wish and I've been able to pull points out of this and put them elsewhere.
Perserverence (2/2) -took points from Accuracy and put them here when I hit my 100% mark.
Defiance (0/2) - PvP specific.  I've been doing more Ops tanking and less PvP - also I am being focused more in PvP and when I'm stunned I usually die too quickly to make use of the built of focus.

Focus:


Master Focus (0/2) - useless for a tank
Insight (0/3) - useless for a tank
Swelling Winds (2/2) - Core Skill.  They moved this to the Focus tree in 1.2 so we have to dip over here to pick it up.

Wednesday, 27 June 2012

Shadow/Assassin Post-Patch 1.3


I had planned to spread my play time out a bit more last night to actually run through the changes from the last patch - but after all the continued doomsaying I decided to focus on my shadow for the night.  I'd been playing him the last few days just to get back in the feel of things and so I'd have something recent to compare to.  I haven't played him as much lately because my Vanguard and Guardian are both in end game raiding guilds and I just don't have the time to place a third tank - there aren't enough days in the week.

Stylin my Champion armor - remember this stuff?
So first I ran through KP Hard Mode - actually first I spent a few hours redoing all my skills on all my characters and starting augment stuff going.  Then I ran out of time and it was raid night so off we went.

I was particularly excited to try out my new "smart" aoe that doesn't break CC needlessly and to see how my overall threat had increased.  My Shadow isn't overly geared, I think I'm 1/2 Rakata 1/2 Columi with some Recruit implants and a Tionese Earpiece.  So I figured Hard Mode would be a good test to see where he was sitting.

Bonethrasher went smooth - as it usually does when you have a skill that avoids getting swiped at off cooldown pretty much whenever you need it.  I also didn't break the Cat's CC every 10 seconds by using my Slow Time - which really helped upping my DPS output during this fight.

Similarly Jarg and Sorno didn't cause any trouble.  I did notice my health spiking a bit (I was tanking Jarg) because of all the elemental damage, but I notice the same thing on my Vanguard so it didn't really concern me.  The only real trouble we had here was some DPS dying because they couldn't kill the carbonizer droids fast enough (go figure).

Crusher wasn't a problem for me - we wiped twice due to lag and people not seeing red circles.  Not sure if it was excuses or if it was a real issue ( we were all getting lag spikes ) but when I asked my healers if it was just too much damage to handle with me MTing they felt it wasn't an issue.

We tried a new strategy with Fabricator that ended up with him dealing a ton more damage than he normally does.  It was still manageable, my mic was even busted for the run and without being able to communicate tank swaps we got through it just fine.  The armor reduction stacks added up faster on my Shadow and we ended up swapping a bit earlier, but that's a given since he has less armor in general.

He knows what's coming
Karagga went even faster than usual, I'm sure it was partly becausemy DPS had increased quite substantially over the other tanks that I play.  I've always felt the Shadow did a lot more damage, and that hasn't changed.  The damage output was close to the same - I felt like I actually mitigated more damage with my cooldowns and put less stress on my healers overall.  I also helped with the droid spawns much more effectively.

After the raid I decided to hop over and try some PvP as well just so I could get an overall feeling for where things stood.

A wall added in 1.3 to extend the time it takes to run between doors
For those of you that don't know, they added this huge wall down the center of Voidstar to prevent teams from being able to float back and forth between the two doors so easily.  Now it takes a bit of extra time to run around and help defend a door under attack.  Now if they did the same thing on the second set of doors this game would be much more interesting.

The above picture is shortly before I capped the door from stealth while the whole team deathmatched down the middle beside the wall - Go Go PuGs!  I guess all the reasonable players are in Ranked tonight anyway.

Now, just to prefix this - I'm wearing mostly Champion gear with a few BM pieces.  I haven't PvP'd seriously on this guy for a long time.  I have been for the last 3 days ... but that hasn't got me very far yet.

So - I die pretty quickly.  I actually ended up with a decent healer on my team and I threw my guard up on him for most of the match.  He would get focused a lot, and so would I for some reason - so I did end up taking a lot of damage.  I found that I was squishier than I was used to - but it certainly wasn't gamebreaking.  My heals were less substantial and I had to play a bit more strategically than I was used to.  No more standing there shooting rocks and people and just expecting not to die.

Respectable Showing in my first 1.3 Voidstar Match
I ended up with respectable numbers.  On par with the Vanguard in the group for damage with a ton of protection.  I don't have a lot of examples of what my numbers used to look like, but my healing feels a bunch lower than it used to - which was kind of the goal of the last patch.

I managed to get a second match before bed (yay populated server!) - Huttball this time.  Unfortunately that is probably the worst game to try to measure your utility.  But I did my best.

I spent about half the game attempting to control mid - which helped pad my damage numbers a bit.  Every time I turned around it seemed like someone else on their team was healing (which of course wasn't true) but it makes things a lot harder when you aren't sure who to focus fire on.  My team actually came together pretty well and everyone was right on top of things.

First Huttball match of 1.3
For the other half of the match I was running the ball.  Both our points are a result of me passing over the finish line, or carrying most of the way to (and then across) the finish line.  With a healer keeping me up I felt like I still had the same kind of survivability.  I lasted a good 30 seconds down in the pit waiting for someone to show up so I could pass at one point.  They never came and I died, but still - 30 seconds with 5 people on you is pretty decent, you can't really ask for much more than that.

Overall I think with all the changes in that the game doesn't play much different than previously.  I was never a "top end" shadow so there might be more missing at the very high end than for those of us sitting at about average gearing.  One thing I did notice was keeping a healer guarded and alive was tons easier, there might have been more damage flying out (which I kind of noticed from the scoreboards) but it was more spread out over time and didn't seem as scary.

One thing I really noticed in PvP was that I kept hitting my on-use relic and adrenal for extra cooldowns and then was confused when nothing happened.  It took me a few seconds each time to figure out why they weren't activating.  So as far as active mitigation goes - yeah I lost a bunch there, and that was noticeable.  But everyone lost that, it wasn't a class specific kind of feature.  I'm still trying to decide if the PvP relics are BiS or not?  And if they are - are they only for PvP or should I wear them to raids?  It's hard to pass up that "always on" extra stat boost over the "on demand" stat boost for sticky situations.









Monday, 25 June 2012

Tanking Changes - Patch 1.3

There has been a lot of discussion around the overall changes for patch 1.3 - but of course being TankingTOR we're really only interested in what affects us directly as Tanks right?  So with that in mind I'm going to take a look at the patch notes and give my opinion on things.

Before I get started I want to say that I do not believe that things are as bleak as I keep reading on the forums.  The conversations seem to start with "Tanks are going to be useless in 1.3" and go downhill from there.  Up to this point I've read some of the original posts to get an idea of what people are worried about and just stopped reading after that.

Unfortunately not all my tanks have been copied over, so until it goes live no one will really know how it completely affects them for sure - much of this will be from information I've gotten from other people and extrapolated with my own opinions.

(I'm just reading down the patch notes, these are not in any particular order)

Worth noting -> Reticles now appear green/red depending on if they are friendly or hostile, really looking forward to this.

A real Tank's view of most fights
Every Tank AC had their threat boosted 50% (up to 100% modifier).  Will this make tanking easier?  Yes.  Was it necessary?  No.  My best guess for the reason that this was boosted so high is because they don't know what is going to happen with allowing so much augmented gear flying around.  Possibly, this could also be a brute force attempt to help us with AOE threat and gathering up trash more easily. 


In the end, good tanks will be good and didn't have an issue with threat.  Bad tanks will be bad - and likely had issues.  Running EC HM the other night this was pretty apparent to me after I was asked to switch back to Stormcaller to start the fight because our other tank couldn't snap up the aggro fast enough at the start.

Many of the complains I've seen have revolved around doing less damage.  Which is true, they did lower the single target damage for some skill and upped the AOE damage ... which I think probably evens out in the end.  For those of you "tanking" in warzones in DPS gear trying to do as much damage as possible in a tank spec this will hurt you more than the rest of us that understand tanking in Warzones does not equal doing the most damage.

If instead of trying to max your damage you are working on survivability, threat management and utility you'll likely find these changes as welcome as I do.

The Guardian/Juggernaut

1- 
Blade/Sonic Barrier now scales with stats.  Yay.  I unfortunately didn't see that effect happening on the PTS when I was testing.  My barrier was still only absorbing 960 damage in Rakata gear with the set bonus.  I'm hoping it was an oversight and is actually working now.


I tested again today and I was getting 785 damage absorbed without the 20% set bonus boost.  This is in 7/12 pieces of campaign gear.  So however it does scale, it scales badly.  Or it scales with stats that we don't use.

2- 
Single Saber Mastery - this change is one of the main ones flying around the forums discussing how the Defense spec will now become useless.  I will admit, losing 6% of my damage off the top will suck.  The real unfortunate thing is - there isn't anywhere better to put these points.  For tanks, that means I'll be getting back the 3% Defense that I'm losing out in from Riposte.

4-
Dust Storm/Quake: Cyclone slash now applies the accuracy debuff to targets.  Which is cool, but unnecessary since you can keep it up just by using sweep/smash.  Unless the plan was for you to use it on mob packs that die rapidly and you are on to new mobs before your cooldown is ready.

3- 
Blade Barricade - Due to the changes to SSM, interestingly this also means (for me personally) that I'll be increasing my out of the box defense because I didn't spend the 3 talent points in Blade Barricade anyway.  It is now even less attractive at 1% defense per point (down from 2%).  It does last 12 seconds now, so would be easier to keep up - but I don't think I've ever had an issue keeping it up at 6 seconds since riposte is off the GCD.

4- 
Profound Resolution/Unleashed (goner! sorry all you Guardians who PvP) - Replaced by Purifying sweep/Crushing Fist that dumps 2 stacks of armor reduction (per point - so 4 in total) on everyone affected by sweep.  LOLmostawesomeskillever.  People are hating all over the nerfs to Guardian in WZ's, can you see what this will do?  4 stacks is 20% armor reduction, this is like giving your team 20% armor penetration on a group of enemies all at the same time.  This is also the single fastest way to build stacks - up till now it has cost 3 GCDs to build up 5 stacks and prep for Guardian Slash - it now takes 2.  That is a huge time savings.

5- 

Hilt Strike/Backhand - Why do they keep at this skill?  They lowered the damage, then lowered the damage, and now are lowering the damage.  Are Guardians really that OP?  I know each loss of damage has come with a decrease of focus cost - but TBH, I'd rather have it cost focus and do more damage than have it do less damage and cost no force.  Does anyone struggle to get off a hilt strike during combat?  If you're using it as an opener you're probably doing it wrong.

6-
Guadian Slash/Crushing Blow - The single most controversial change that has everyone up in arms.  Damage has been decreased, now instead of doing more damage when there are 5 stacks of armor reduction present it will hit two nearby enemies and apply 3 stacks of armor reduction to them.  Also knocks down standard and weak enemies.  The damage is "smart" (which is a new thing) and will not hit CC'd targets.

From my testing this means approximately a 500 point reduction is damage at 5 sunder stacks.  This is made up for by the damage it does to secondary targets.  The downside - is that on boss fights there aren't any secondary targets.  So, in the end this will be a damage nerf for most boss encounters.  For any and all trash pulls this will be a damage and threat increase.

Personally, for boss fights I don't need the added damage - I rely on my DPS to kill stuff.  For trash pulls it'll be nice to have an AOE that does High Threat and spreads armor reduction stacks.  Leap -> Smash -> Sunder -> Guardian Slash = 3 targets with 5 armor stacks and high threat.

I've run through some Flashpoints and done my usual thing on the test server.  The loss in damage isn't that big of a deal. It doesn't prevent me from holding threat and actually makes many things easier when used properly.  In PvP I'm going to miss the damage, but again that isn't my role in PvP (to kill stuff) - my role is actually buffed by being able to spread armor debuffs like the plague.

The Shadow/Assassin

This tank class was the hardest hit with nerfs through the new patch.  To be fair, they were out performing both of the other tanking classes and this was a needed adjustment.  There were some fights that I was able to easily solo on my Shadow that were impossible with almost any other character.

1-
Project - new animation to bring it in line with shock.  I'm actually dissappointed that the crying got this far and they changed the game to compensate.  What did they do?  They made the projectile appear right next to the target and smash into them at like light speed.  If you blink, you will completely miss the animation.  This was actually a disappointing change to me, since I particularly liked the other animation.

2-
Healing from Combat Technique/Dark Charge lowered by 50%, armor bonus lowered to 115% (from 150%).  Most people are quite up in arms about this particular change.  TBH I think it's time that the self healing was lowered.  The whole design of the shadow allowed them to get much more effectiveness out of the passive healing talent than was likely designed.  Some fights became trivial with the self healing, allowing me to tackle harder challenges earlier on my Shadow than any other character.

The armor bonus isn't as big as it sounds.  Looking at it it's 35%, but that's just 35% of the bonus.  This actually equates to approximately a 4% armor decrease.  So a 4% increase in damage taken - definitely not game breaking by any means.

3-
Force Breach/Discharge - Now generates a high amount of threat.  Awesome.  The more skills that pump out more threat the better.  This one is also an AOE which will boost AOE threat even further.

4-
Kick/Spike now costs 20 force down from 30.  This isn't a heavily used skill in PvE, but in PvP this will sure be handy.

5-
Battle Readiness/Overcharge Saber - This skill has completely changed.  Instead of decreasing the rate limit this skill now brings the passive healing back in line with where it is currently and increases the passive damage output.  I'm not sure how I feel about this - will it be more or less effective?

Currently I use this on cooldown whenever I'm <85% health - so I guess my usage won't change since it's designed to do the same thing.  Overall this is a healing loss with the new iteration (like 40% less), which I guess lines up with the overall reduction in healing to the skill.

6-
Slow Time/Wither - No longer damage CC'd enemies, this will allow tanks to use this in the middle of pulls to hold aggro instead of only at the end, or when they can safely seperate bad guys.  Best change of them all.

7-
Harnessed Shadows/Darkness - Healing reduced from 12% to 8% of max health (2% instead of 3% per tick).  Coupled with the reduction in healing from the passive tank stance this second reduction in healing is making for the large outcry.  Personally I think Shadows have more active survivability than any of the other tanking classes.  I don't see that these changes will make as big of a difference as people seem to think.

It's true that this was a change aimed at PvP that will affect PvE as well.  I don't remember anyone saying "lets take a Shadow because of their self heals instead of this Guardian/Vanguard".  In fact many healers I've talked to have said that they dislike shadows because they take more damage overall and often one or the other ends up overhealing (either the passive tanking talents or the healer himself).

The Vanguard/Powertech

( I find it interesting with the changes to the skill tree that they weren't refunded their points - does anyone have Static Surge that doesn't have Storm?  I wonder how they'll port that over ... or maybe they just didn't mention it?)

1-
Superchanged Cell (Ion/Gas) - Now increases the DOT damage by 25% instead of the passive damage from Ion/Gas Cylinder.  I think overall this will be a higher increase in DPS than previous.  It actually feels like this is what it was supposed to do in the first place but they messed it up somewhere in the execution.

This also allows High Impact Bolt/Rail Shot to affect up to 4 additional targets with the Overload DoT.  This damage is smart so won't affected CC'd targets and generates a high amount of threat.  These last changes are totally awesome for tanking as a whole.  I was just talking with someone the other day asking why Vanguards didn't get any high threat abilities.

2-
Static Shield/Flame Shield - Critical Hit bonus % was cut in half, down to 8% per point from 15% per point.  This will be quite a large decrease in damage.  They might be lowering the damage here because we don't need it to maintain aggro as much now that we have an increased threat boost and HiB/RS now has high threat.

3-
Static Surge/Flame Surge - They gutted the extra crit damage and instead increased our AOE damage and added a new mechanic.  So this skill now makes the next two Explosive Surge/Flame Sweep free (1 free per point) and ups their damage by 6% per point.

Again I see this moving more toward an AOE snap threat aid.  This will most often be used by a Tank charging into a fight (opener) then popping his AOE twice (for free) to snap aggro quickly from all nearby mobs.  I actually can see this working out great.  It's unfortunate that we lost ~20% damage on crit from our SS/RP, but (I'll say it again) damage isn't the role we are there to play.  With the other changes to our skills we don't have to put out as much damage to maintain as much threat rating.














Thursday, 21 June 2012

Screenshot Nostalgia Episode 1


One of the things I enjoy about games is taking screenshots when I find interesting or unique stuff.  I particularly enjoy this on my first run through a game - because at that point everything is still new, and I still have these "wow" moments when I'm doing something for the first time.

As time goes on it all becomes kind of the same and you lose that freshness that made things all cool and interesting in the first place.

Well today I was digging through my screenshot folder looking at some stuff and decided it would make a good installment to throw up some of the pictures and talk about the "old days" when everything just used to be fun and there wasn't so much drama.  One of the things I hate the most about playing a game is getting involved in drama - I'm here to have fun, if it isn't fun I don't really want to deal with it.

Did they carbonize Jabba?
Ah - Nar shaddaa, gangster paradise.  I remember my first visit here - seeing the giant golden statue and going ... wow.  I was so impressed that I had to stop and take a picture.  Don't mind the fail superhero costume with a cape that I'm wearing - I didn't have a choice in the matter.

I still enjoy travelling to Nar Shaddaa and looking at all the scenic billboards and lightshows going on.  It's what I imagine walking around Tokyo would be like from what I've heard.

Also still find it disturbing that there is a yellow moat around the statue - like he's stuck in place and can't get to the bathroom in time or something.

Call the fire department ... please?
Another of my favorite past times in an MMO is scaling places that might not be meant for walking.  I always do my best to find ways up to impossible perches, just so I can see what the world looks like from up here.

The above picture is from my trip down the mountain after riding a flying fish up to a datacron.  Instead of jumping to my death I decided to go out on a limb (pun intended) and see what I could see.  After 5 or 10 minutes of work I ended up on a thin limb sticking out from the cliff.  Good times.  I fell shortly after this so I'm happy I got the picture saved first.

I heart Tauntauns
So ... did anyone not take a screenshot of the tauntauns when they first saw them on Hoth?  They're awesome on so many levels.  I still hear people saying that they want a tauntaun mount whenever I'm running through Hoth to do something else.  I firmly agree with them - but I'm also not holding my breath.

I also had one of the first ever tauntaun pets!  You can taunt these guys and they'll follow along after you for ages.  Of course they don't particularly like being pets and will headbutt you pretty hard and stuff, but it's worth it!

An attempt at comic humor
Some effects I think are done really well - but not everything can be frapsed and put on youtubed.  Well ... I suppose "anything" can, but I'm not willing to do it personally.  The above is just an example of something that I found particularly fun.  I love seeing stuff blow up - and this was no exception.

I also have bad memories of this particular quest line.  At least 3 times someone else ran in and blew up my walker while I was fighting off the baddies guarding it.  That has, and will continue to be, one of the things I hate most about crowded servers.  People just don't care about anyone but themselves and don't have any courtesy.  These are likely the same people that get impatient at stoplights - sometimes things just aren't that important.

Smugglers always win barfights, don't waste your time
This is one of my favorite pictures that I took while leveling.  I just love how it has that old west kind of barfight feel.  The guys who tried to hop the counter and get to me I knocked out - and I'm taking cover back here to dodge the bullets from the other guy.  It actually worked well in the game too - beating them down then hitting cover screen to hide behind the bar.

It was even better in action - ball kick then sucker punch, it actually looked like I was clobbering the last guy unconscious when he fell on top of the bar.

Say cheese Mr. Elite Man
This one is more of a bug than adventure - but it turns out the same way.  Initially I took this for a bug report, but I decided to keep it for the fun factor.  You can see that Akaavi isn't impressed, but I was having fun so it doesn't matter.  You also can't see it, but I'm sure the Commando was smiling.

This was in a story area, he was standing in the center of a pack of strongs - I was actually kind of stressed wondering why they were making it so hard - but when I pulled the group he just stood there.  I also couldn't target him.  So - really he wasn't there, just another figment of my imagination.  Why I was dreaming of Imperial Commandos while fighting my way somewhere I'm not exactly sure.

----------

I think that's enough for Episode 1 - I've got lots more of these to share.  If you've got some of your own with some funny stories don't be afraid to share.

Tuesday, 19 June 2012

Trinity kills Nightmare Pilgrim

Ok - so this wasn't completely a single guild achievement.  We actually partnered with "The First Order" to pull this off.  Since neither guild had enough people to field 16 rakata geared toons and both of us wanted to take this guy down (in the spirit of co-operation) we got together to take him out.

Now, I had tried this previously, so I kind of knew what was going on.  My job is usually the easy one - stand there and get beat on and make sure you keep the bad thing's attention.  In this fight it gets more complicated.  If you keep reading I also have some funny comments after our "accomplishment" about what happened when we went back this week.

Getting ready for Pilgrim
What makes the fight really interesting is when two tanks get hit with bloodmark and only one tank can safely target the dog.  I think this happened to us once, I promptly solved the problem by dying (not on purpose).

We went at this three (or four?) times before finally getting them down.  Things went quite quickly - our second to last attempt was very clean, we just hit the enrage timer at the very end and couldn't quite finish him off.  He dropped some random purple gear and 2 campaign pieces.  Guess who got a crazy roll and won one of the pieces?  Me.  I deserved it of course.

I actually find this fight a lot of fun for the most part.  Requiring three tanks for a single fight was brilliant design.  The DPS also really needs to be on top of things because there isn't much room for error.

Death of Nightmare Pilgrim
Now I know you guys don't all read this and care about my guild progression so I have a funny story to share in addition to our accomplishment.

This week my server was designated an origin server and everyone was moved to The Harbinger.  I say "everyone was moved" because that's basically what this free transfer period is.  They're just making us do the work for it instead of doing everyone automatically.  I can't imagine people would be willing to stay on a completely dead server given the choice.

Everyone I know moved, the guilds that I'm involved with moved - and it seemed like things were looking up.  We had a raid scheduled again with The First Order to take out Pilgrim - our plans were to make this a weekly thing before doing EC Hard Mode.  That stat boost you get from killing him is actually a nice benefit.

So we showed up on our new server (60 people on Voss - what?) and got down to business once more.  It took a while since the same people that were here last week couldn't make it so we were kind of piecing things together.

We wiped the first attempt, but didn't do too badly - a few avoidable deaths.  As we were getting ready for our second attempt a couple people showed up and started yelling at us for not scheduling our attempt on the forums.  Apparently we were supposed to post our raid times on the forums and schedule everything (including our regular raid times?).  Do other servers do this kind of thing?  I'm used to world bosses being first come first served.  If you wipe and another group is waiting you might let them take a turn before you get back in the driver's seat - but that's not the same thing.

They also claimed there is a 2 hour re-spawn on Pilgrim.  I hadn't heard anything like that - I assumed since it was a triggered fight that it was always available.  It might take an organized group 2 hours to kill him, but that's the only cooldown I can think of.

I didn't screenshot any of the text, but it was along the lines of "Blah blah - we scheduled it on the forums, you should look at the forums and schedule your raid, people adjusted their schedule to be here and you're ruining it".  There were also a few comments about submitting tickets - though I have no idea what for.

There was a lot of "Look at the forums" and "Have some consideration, don't be so rude" crap going on.  I tried to basically ignore it.  But in the end I think it spoiled our night.  People were talking about it in Vent instead of talking about what we were doing.  During one fight someone was reading the rules over voice chat so loud that I couldn't call for taunts properly.  That isn't my idea of a good time.

We got a few more attempts in before the group for the other guild even got together.  I think at that point everyone was frustrated with the constant abuse and when someone said "lets just call it" everyone was anxious to leave and do something else.

I wasn't anxious - I hate being pushed around by people and honestly didn't care what they had to say.  They were trying to quote "server rules" at me like the SWTOR police were going to come down and put me in handcuffs for now following them.  Sorry unless the game makers decide to enforce rules I'm not planning to follow any that I didn't have a voice in creating.  You can't say rules were made with a "consensus" when we weren't invited.

OK Listen up!  Time to kill this guy!  What?  Because I'm standing on a rock, that's why I'm in charge!
So, when everyone else left, I stayed.  The parting comment (while we were all saying "Good luck, goodbye") from one of the people saying "Now you'll see how it's really done" kind of got my back up.  Did the whiny guy thing he was better than me for some reason?  Not likely.

I hunt out for a while - actually I think it was about 1/2 hour of them randomly dueling each other and running in circles before they even attempted to take him out.  During this time I counted more than 16 people show up - there was a group of 5 people with green nameplates who weren't in the main group.  I checked and could send them group invites, so they weren't in any group.

When they finally started the fight (I commented to my guild that we could have wiped another 2 or 3 times before they were ready to begin), there was a large group of blue names fighting the dog and the smaller group of green names fighting Pilgrim.  Is this a strategy that avoids some kind of mechanic?  Does this allow you to bring more than 16 people to fight him?  I'm not 100% sure, but I think there was around 19 people in total.

Is this the right way to kill Pilgrim?
Do - after all the leadup, here comes the funny part.  About half way through the fight I saw some flagged Imperial characters run by me, then jump down.  One of the reps must have been flagged because they started attacking them and quick quickly caused a wipe of the whole group.

This was my queue to laugh and point.  After all the grief they gave us I felt like karma had come back around the way it was supposed to.

Can it get any better you ask?  Yep, it sure can.  It looked like the imps got killed, or left - so eventually they regrouped and tried to take him down again.  Same thing happened.  I'm not sure why they were incapable of clearing their PvP flags for the boss fight - but apparently that was beyond them.  I just kept thinking "If that was any of my guilds we'd have killed them, then killed the boss and left - what's the problem?"  Is there a bug that doesn't let you turn off your PvP flag?  This is a PvE server afterall - you don't have to participate if you don't want to.

After the second wipe I jumped down so I could see what they were /saying.  It was great - a laugh a minute.  From "you guys don't know how to play on a co-operative server" to "reported for griefing".  I hung around for another little while listening to the constant whining.  They didn't make another attempt at the boss - just stood around there talking trash.  I had been hoping to test that 2 hour cooldown thing they were bitching about, but since no one ended up killing him I couldn't confirm anything.

All in all - it turned out to be a fun night.  I did try to hop on my other character and get some people together who might be interested in heading to Voss and killing these guys (I miss world PvP) - but the only comment I received to my query "Anyone want to PvP in the real world?  There is a group of Imps on Voss pvping around the Pilgrim spawn area - pst for invite to go take them out" was -> "It's sad that you think the real world is on Voss" (ha ha).

Maybe one day it will be, ever think of that? :P



Friday, 15 June 2012

Dear Diary: Server Transfers


It's been an up and down ride over the last week since they opened up free server transfers on the 12th.  Prior to them actually announcing it everyone was excited, sure that their server would be a destination and they would see an influx of new players coming on.

What has happened?  There have been very few destination servers, almost everyone is being (asked nicely) to transfer to a more populated server.

Mentu had to make sure he was in my picture
Am I unhappy with my server?  Not really.  In fact I think the groupfinder would alleviate most problems I have on the server.  I have a good guild - we run almost everything all the time.  Do I miss having more people around?  Of course I do.  Would I like to be a destination?  Of course I would.  Do I think that's going to happen at this point?  Nope.

So now my guild will face the ultimate question.  Transfer and potentially leave people behind - or stick around and see how many people leave.  I know I'll be voting for transferring when the time comes, there isn't any point sitting around solo on a dead server (unless you're really interested in server firsts).  While I'm not a fan of how things have gone down, I am a fan of having more people to interact with.

Do I like how this has happened?  Not in the least.  I'm sure I could talk in circles about why this has happened and what could have been done to prevent it - but I won't.  Are server transfers going to be effective?  For the people who transfer - yes.  For everyone who isn't aware of it - no.  For new players - likely no.  For returning players (who may not know) - no.

Unless they are planning to shut down the source servers this is a bad way to handle things.  Instead of evening the population out they've decided to group the whole population together.  In my limited experience I would assume that merging servers completely would be a better solution than allowing free transfers if that was your goal.

Of course - that might be on the books later.  After everyone that wants to transfer gets going, maybe they'll just merge everything that's left into a single server.  I can't imagine they'll keep servers running that have (random arbitrary number of) characters on them.

So we've gotten to Friday and my server has yet to be mentioned.  I'm not sure if that's a good or bad thing. I wish they would just get it over with and announce things - I understand why they can't, but that doesn't make those of us waiting biting our nails feel any better about it.  It's tough waiting to hear about your fate - like when the jury is out and you're not sure if they're going to come back and say you're guilty or not.

Maybe I'll see you around - who knows, maybe in the end there will be one giant super server and we'll all be stuck together.

Thursday, 14 June 2012

SWTOR - World Boss - Nightmare Pilgrim

World Map of Nightmare Pilgrim Location

Local Map for Nightmare Pilgrim Location



Boss Level:
50

Pilgrim Attacks:
Ranged
Conal AOE
AOE instant Death (to anyone not protected by an inhibitor)

Dog Attacks:
Melee
Gore
Earth Spike (Targeted AOE)

Group Requirements:
3 tanks
3-4 healers

Strategy:
16 people are recommended for this fight, you can NOT have more than 16 people, the boss has a mechanic to prevent that.  The enrage timer is also very tight, I would recommend 16 mostly Rakata (minimum) geared people.


Before even considering this fight make sure you have sufficient Inhibitors for everyone.  These can be obtained two ways.

First way:
Purchase one for 30 daily Coms from one of the mission support vendors.
AlphaWave Inhibitor used during Pilgrim Fight
Second way:
Have a crafter pick up the schematic from one of the support vendors and create inhibitors.  There are two schematics, one for Artifice and one for Armstech.



These recipies require special "rare" materials which can be found in various locations.  Since I'm an artificer I know where a good place to look for the rare crystals are.  In the Northern Belsavis Bonus area there is a mostly hidden area that is like a big bowl once you get in there.  I've found many crystals there, spending 20 minutes driving around I think I cam across 15 crystals.

Where to find the rare crystals on Belsavis
Once everyone has an inhibitor you can get to the real fight.  The inhibitors have a buff that lasts for 4 hours, which should be plenty of time to take this guy down.  Make sure everyone has taken an inhibitor before beginning the fight, anyone not protected will die instantly.

The fight begins when someone clicks on the summoning stone.

Trigger to summon the nightmare pilgrim
This stone is just sitting around.  I've seen people run by and click on it - perhaps thinking it was a lore object or something and getting completely lambasted by the pilgrim.  I bet they don't click on random blue things again after that.

Once someone clicks, the pilgrim and his dog will spawn.  The dog spawns about 10 yards to the north, and Pilgrim about 10 yards to the south.  Tanks should be in position for that before starting.

Two tanks will need to take the dog, and 1 tank will be on the Pilgrim at all times.

The tank on Pilgrim will need to face him away from the rest of the Ops group to avoid his conal shooting aoe from hitting everyone.  It does a fair bit of damage - healers should watch for it and have big heals ready for when it goes off.

The Dog is the real challenge.  He has a spammable ability called "Gore" that will absolutely decimate anyone.  It is a 1 second cast and has to be interrupted almost every time to keep the tanks alive.  In addition, he will place a debuff on his current target (randomly timed) that will cause Gore to do more damage.

Tanking TIP: From personal experience 1 stack of the debuff isn't crippling unless you are low on health.  If people are interrupting most of the Gores it is possible to tank him with 1 stack without danger of dying.  With two stacks you are in danger of dying if your health dips for any reason before a Gore hits.

The two tanks on the dog need to co-ordinate and tank swap when they receive the debuff.  Normally the dog does not cast the debuff fast enough for both tanks to be affected at any given time.  The debuff itself doesn't last very long unless it is refreshed.

Through the whole fight Pilgrim will be placing circles on the ground (lots of them) that must be avoided by everyone.  This mostly affects ranged players (tanks on the dog never seem to have to worry about it), but the tank on Pilgrim will have to move occasionally - make sure you are NOT facing him toward other people when moving.

The Dog has an AOE attack as well that is a larger circle and needs to be avoided.

At various points Pilgrim will perform a knockback on the tank and shield himself with a reflective damage shield.  All DPS must stop immediately at this point.  Random players (up to 5) will be targeted with "Blood Mark".  This debuff causes huge damage if you attack the dog and will basically instantly kill a player who attacks the dog while this is active.

NOTE: You can (and must) still interrupt and taunt during this phase.  The dog will sometimes chain cast Gore and kill a tank in about 3 seconds if he is left alone.

It is possible for one (or both) of the tanks on the Dog to get this debuff.  The affected tank will need to switch places with the Pilgrim tank until the debuff expires.  In the event that both tanks have the debuff only one can switch, the other will have to stop DPS and just taunt as required during the next phase.  Alternatively an off-tank or DPS with cooldowns can take their place.

Any DPS that recieve the mark can switch to the Pilgrim until their mark expires (approximately 2 minutes)

Wait until the shield drops before resuming the attack on Pilgrim.  Once all marks have gone out DPS can resume on the Dog without issue.

The Dog will inevitably die first, everyone will need to swap to the Pilgrim and burn him down the rest of the way as quickly as possible.