Overall Tanking Comparison

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

Current Operations Status

Cleared Explosive Conflict Hard Mode!

Current Flashpoint Status

Finished all (Republic) Hard Mode walkthroughs -- Working on getting a group to run through Lost Island -- Imperial Specific walkthroughs coming in the not too distant future.

Get your own Orokeet!

From egg to hatchling, step by step walkthrough to get your own cute little green birdie.

Tanking interview with BW

Some tanking specific and mechanic heavy questions answered by the Devs

Current PvP Status

Ranked Warzones are a lot of fun, thank you 1.3!

Wednesday, 25 July 2012

WiiW - Week 8

Welcome to Week #8 of Whereisit Wednesday


Contest is CLOSED 

Congratulations Alkarm!




Friday Hint: Moisture farming? Really? You know a planet isn't meant to sustain life when that's a job option.


The Taun Fawn giveaway!  

*** Bioware has been nice enough to refill my code bank to keep this contest running.  Since BW has been so gracious I have pet Taun Fawns to give away (click the link to see them in action).  These Taun Fawns are actually a redemption code and you'll get one for each current character on your account. ***


First - the game:
I'll be posting a screenshot that I've taken some time during my travels through SWToR.  I have a bunch of them currently so at the moment they are just things I laughed at, or things I thought were cool.  To include as many people as possible I'll try to make them lower level areas on planets that everyone has access to.  If the locations are republic only I'll make sure to note that by the picture.

By Friday I will be giving a HINT - and again on Monday I will give another HINT.  Contest closes next Tuesday and a new iteration will begin on Wednesday.

Winning the game:
Post a screenshot of your character in the same location as my screenshot.  I don't mean exactly the same position as me, but it needs to be apparent that you're in the same location.

Please include your character name and the name of your server (in your post) so you can be properly immortalized.  Feel free to post here, send me a Private Message, or post anywhere this has been re-posted by me online.  I'll consolidate all the entries and do a draw next Tuesday night for the winner.

Make sure you check back next week!  I'll be posting the winner and the two of us need to get together in some fashion so I can pass on the code to you.

Prizes:
Bragging rights!


Taun Fawn redemption code (thank you Bioware!)

Winners will also receive a custom badge commemorating their achievement in the following style:


All winners will be immortalized on my blog at: http://www.tankingtor.com/p/wiiw-winners.html

Time to Play:


Here is your target Screenshot (click for full size view):
Target screenshot for WiiW Week 8
Good luck!

Monday, 23 July 2012

SWTOR - Hoth Datacron - Endurance




Co-ordinates: X: 2838 Y: -374
Codex Entry - Galactic History 64: The Kanz Disorders

One of the most time consuming datacrons to get if you only count travel time and platforming.  I think this has the longest convoluted path to arrive at, and the first person that ever found this, I applaud you.

Head to the "Starship Graveyard" northeastern Heroic Area.  At around (2605, -850) you'll find a way to jump up the large ice shelf.

Up on to the ice!
Follow this around to the east, jump down on to the ice archway that you entered this area through and across to the far side of the cliff.

From there work your way to the south along the ledge.  Until you come to the point where you have to jump down to an ice ledge below you.  Then basically back track along the ledge to locate the datacron.  This one is difficult to explain all the jumps in text, you're better off watching the video to get more of a complete picture.

Hoth Endurance Datacron

SWTOR - Hoth Datacron - Presence


[Video Coming]


Co-ordinates: X: 1041 Y: -1243
Codex Entry - Galactic History 65: An Exile on Rhen Var

Lots of cave running for this datacron.  First head to the "Glacial Fissure" area.  Go to the northeastern area and enter a cave that starts at (1049,-1035).  Follow the cave to the exit and turn left, then head up the hill.  At (1143,-1075) jump down from the ledge (make sure you are on the uphill side of the ledge that you jump down to or you'll have to start over).

Continue up the hill and turn right, there is another passage leading in to another cave.  Follow this cave and exit on to a high ledge with the datacron.

World view of the Hoth Presence datacron

Hoth presence datacron location


SWTOR - Hoth Datacron - Red Matrix Shard


Co-ordinates: X: -738 Y: 1705
Codex Entry - Galactic History 66: The Jedi Covenant

First you will need to purchase a Hydro Thinner from the Cantina Vendor on Hoth.  These sell for 18,000 credits, so make sure you have the cash on you.

Purchase a Hydro Thinner from the Cantina Vendor
With the thinner in hand head to the datacron location in the "Highmount Ridge", the datacron itself is encased in ice and doesn't glow which makes it hard to see.  You can easily drive past it, so just watch where you're going.  If you follow the path all the way south you'll come pretty close to it.

Red Matrix Shard Datacron location on Hoth
Once you locate the shard just right click on it to thaw it.  It takes a minute, but eventually the datacron will be clickable.

NOTE: Only one person needs to thaw the datacron, doing this in a group is very efficient


Legacy Level 50!


When I was initially levelling up my legacy I got excited when it leveled up, but after so long now I didn't even notice anymore.  So I'm not sure when exactly it happened, but this screenshot is from July 17th when I noticed that I'd hit Legacy 50 at some point.  Actually someone asked me "What legacy level are you up to?" and I was like ... "I think I'm close to 50, let me check".  And there it was.

I have reached legacy 50
Don't get me started on my stupid legacy name.  I ended up picking it after server merges.  I used to the "The Moonstriker Legacy" named after my main character, but apparently someone had that on this server, even though my main character's name wasn't taken.  So I couldn't even change my main character's name and re-name the legacy after him.  Now I have settled with "The Challenge Legacy" and will be naming my next toons iterations that go with that.  Currently I have "Temporary Challenge" which my wife gets a kick out of.

So ... no bells, no whistles, no fireworks, not even a notification really other than the usual "your legacy leveled up" kind of effect.  I'm sure I would have noticed something out of the ordinary.  I'm kind of dissappointed - I suppose there wasn't anything special when my character reached level 50 either, but I was in a storyline, I think they should have done something more with legacy to give you the feeling that you actually accomplished something.

You know what I feel at the moment?  Like I play the game too much

Tanking In Style - My Adaptive PvP Gear


One of the best things that came out of Patch 1.3 was that "social" gear is now adaptive which lets those of us that the gear wasn't originally designed for still wear it and get maximum benefit from it.

Now, in the aftermath this has led to tons of female toons wearing slave girl equipment all the time ... which while I guess I can see the draw, I kind of left that stuff behind in my teen years.  I was actually really happy that SWTOR didn't make female characters wear armor bikinis in general.  Now they do ...

With that aside, one of the things I wanted to do was get a cool and unique looking outfit to wear on my guardian when I PvP.  I think people take more notice of you (not sure if that's a good or bad thing) if you make yourself stand out.

In the end I decided on the Space Suit that you get with the Flight Commendations.  You can get a whole set and look like an astronaut (or undersea diver depending on who you ask) which I personally think is really neat.  Since I changed gear I have seen a few other people in it, so maybe it caught on a bit.

My new PvP gear
To go with the red outfit I decided on my green Rakghoul event saber crystal.  I think it turned out pretty cool in the end.  Much cooler than my booring PvE gear.

What a chore it was to find a nice robe!  I don't want to wear a cape with super shoulderpads like a reject superman.  A nice robe is nice!  I haven't completed my PvE outfit just yet, I'm still wearing junk that I found pre-1.3 with augment slots.  I thought about doing social gear but it cost me almost 1mil credits to swap mods for my PvP set, not sure I wanted to do the whole thing for PvE too.  Maybe if I find something cool enough.


SWTOR - Belsavis Datacron - Green Matrix Shard

[Video Coming]


Codex Entry - Galactic History 71: The Muur Talisman


This is one of the most involved datacrons and requires several steps to complete.  First you must collect 4 Rakata Energy Cubes.  These are located in "The Tomb" area and are spread basically around the whole map.




There is a path that I followed to locate the cubes, they appeared to spawn every ~30 minutes.  Though this time was longer and shorter by a large margin.  


Click for full size view
I had hoped to get pictures of each location but I wasn't able to actually confirm each location.  These are the marked locations that people have given me or that I've found myself.  I spent my time in "The Tomb" area so can not confirm those located elsewhere.


TIP: If you get a group together the whole group combined only needs four pieces.  Whether 1 person has them all or they are spread among the group


Once you have located the four cubes go to the elevator (-547,-2172) located beneath a tree in "The Tomb".  Take the elevator down and travel through to the far side of the room.


Controls location in the cave under tree
You'll find the controls and across from them see the platform to insert your cube pieces.  Click on the platform to insert the cube pieces then return to the controls.  You will get an option to "Run Shard Sequence" which will power up the shard and allow you to retrieve it.


Running sequence to power up shard








SWTOR - Belsavis Datacron - Aim


[Video Coming]

Co-ordinates: X: -786 Y: -1929
Codex Entry - Galactic History 68: The Mandalorians Return


This datacron is located in "The Tomb" area.  You'll find a lava pit at around (-710,-1901) with rocks surrounding it.  At the east side of this pit is a small opening with a rock that extends out over the lava pit.  If you move your camera around and look down toward the lava you should see the slight reflection of the bridge outline over the lava.  It is very narrow and requires precision to jump down on to the bridge.
Light bridge over the lava
Once you're on it you'll have to move your camera around again so you can see where it is while you run toward the raised rocks in the center.  After you collect the datacron you can use the nearby teleporter to escape the immediate area.

Belsavis Aim Datacron



SWTOR - Belsavis Datacron - Presence

[Video Coming]


Co-ordinates: X: -1913 Y: -476
Codex Entry - Galactic History 70: The Covenant Acts

Located in the Maximum security section.  This is by the northern exit to the Esh-kha area.  As you head toward the north area where the lava pit is there is a path leading up the side of the cliff (icy area) around (-2136, -175).  Up on this path is a break in the ice wall with a small path leading through it.

Follow this path through then to the east along the rocks until you reach the eastern end of the lava pit.  You should see the datacron sitting on the ledge overlooking the pit.

Path leading to the Presence datacron

Actual view of the presence datacron







SWTOR - Belsavis Datacron - Willpower



Co-ordinates: X: -502 Y: 769
Codex Entry - Galactic History 72: The Fall of the Covenant


This datacron is located in the High Security Section.  It is in the center of the area on a small ledge basically inside one of the hills.  Head to (-832, 778) to find the entrance of the path that leads through the hill to the datacron.

Entrance to the passage through the hill

Belsavis Willpower datacron

SWTOR - Belsavis Datacron - Endurance





Co-ordinates: X: -995 Y: -450
Codex Entry - Galactic History 69: The Mandalorian Wars


This datacron is located inside a cave in the northwest corner of the High Security SEction.  The Entrance to the cave begins at around (-905, -387).  The cave is fairly short but there are mobs along the way that you'll have to fight.  And a champion guarding the cube itself.


Champion guarding the Endurance Datacron

SWTOR - Lost Island [Hard Mode]


Location: Gav Daragon / Ziost Shadow
Before Playing: Gear up, Columi+ recommended


Putrid Shaclaw


The first "Boss" in Lost Island is actually a miniboss.  He comes with 3 normal adds in tow which can easily be burned down.

This guy hits relatively hard (depending on gear) but the major mechanic of the fight is just to avoid standing in the yellow circles.. You will see the ground crater up, then yellow circles appear.

Tanking Tips: You'll have a movement debuff, so just keep moving and avoid the circles that are already on the ground.  You should be able to do enough damage on the move to keep you threat level high, if your DPS is on the ball this guy should die relatively quickly.

LR-5 Sentinel Droid


The first real boss of the flashpoint is very mechanic heavy.

The room itself is lined with grates through the center with lava beneath.  During the fight the lava will be erupting through various sections of the grating which makes standing on them a tricky prospect.  There is visual warning before the lava spews up, so if you're on the grates make sure you are watching for it.

LR-5 two skills that should be interrupted to mitigate as much damage as possible -
Incinerate - Must be interrupted at all cost.  This is a stacking debuff, depending on when the skill is interrupted it will apply up to 3 stacks to it's target (1 stack per second).  This then burns the target for for 5 seconds.  3 stacks will almost kill a tank.  Also note: this is a ranged AOE attack, it will hit the tank and anyone around him, so make sure the DPS (and healer) isn't standing next to him.
Plasma Arc - High single target damage, should be interrupted if possible but not required.

LR-5 will also channel a "cannon" ability that can not be interrupted and ticks for damage every second.  Compared to the other skills it is easy to heal through.

Adds will spawn throughout the fight.  They generally do very little damage and can be safely ignored (unless they're hitting the healer) in favor of outputting more DPS on the boss.  The tank shouldn't worry about them at all, other than to AOE taunt if they get within range so the DPS can AOE them more effectively.

The last mechanic is the one that makes the fight the most difficult.  LR-5 will drop Energy Coils on the ground which expand in to large lightning domes.  Anyone beneath the dome takes ~800 damage per second, so not standing under them is pretty critical.  There will be a blue target on the ground for a few seconds before the lightning bubble drops.  The bubble begins small and rapidly expands outward until it reaches full size.  From my experience the person with 2nd highest threat is targeted by the bubble.

This boss can be fought in two ways.


No Melee - If you have no melee DPS the tank can attack the droid and tank him where he begins the fight in the center of the grated area.  Since the tank will always be the top of the threat table no lightning balls will spawn on the center area.  When lightning balls spawn the DPS need to re-position in a clear area, normally working around the room in a circular fashion.

With Melee - This is more difficult from the tank perspective since it will require the robot to be tanked along the periphery of the room outside of the grated area.  The tank will need to move the bot each time a bubble is dropped in addition to the DPS moving to a new location.  Make sure to face the robot away from the group in case an incinerate is missed.

I found it easiest to begin in the right corner (as you enter the door) away from the robot and move counter clockwise.  This is just personal preference, each side of the room is basically mirrored.  I found you can get out 3 bubbles across in front of the entrance, then two between each set of tanks on the sides of the room.

Sample Seven


The second mini-boss in Lost Island.  This horned monster is not a significant challenge.  He uses his horn to good advantage and has a channeled Roar that can be interrupted.

He does have a slight knock back so it's best to fight him inside the caged room where he is placed.  Having everyone run inside the room makes the might much more contained and manageable.

He drops threat constantly and will charge over to a random teammate (they are marked with a target) then plows them over.  This can be avoided if you taunt back immediately but doesn't work 100% of the time.  It is a heavy damage attack so make sure your healer is watching for it.

Project Sav-Rak


The second main boss in the flashpoint, aka "Pooper Scooper".  Sav-Rak has some interesting mechanics that need to be worked through with some co-ordination.

Begin by tanking in the center of the platform, try not to deviate too far from the middle.  There is a small knockback so re-position as needed.

During the fight there will be a visual cue (red text across the screen) warning that Sav-Rak is about to Smash.  Everyone needs to run up and stack inside the boss while he channels the smash.  The further you are away from the boss when the smash occurs the farther you will be thrown away.  If you are right on top of the boss you will be thrown more vertically and land still quite close to him.

Shortly after the knock back Sav-rak will leap on to a pipe (visual warning on screen again).  He can still be damaged during this phase by ranged attacks and will throw green crap (note the nickname) down at random party members.  Each time he leaps on to the pipes through the fight the damage increases, so save defensive cooldowns for later iterations of this phase.  Each hit does damage and applys a DoT that ticks every second for added damage.  The "infection" from the DoT can spread to nearby players.

To knock him off the pipe a player must successfully activate the flame pillar using a console attached to the pipe.  In story mode he doesn't move so only one player needs to activate the console that corresponds to the pipe he is currently sitting on.  In Hard Mode he will leap to other pipes without warning, so to be safe all three pipes should be activated simultaneously.  It is a 9 second cast to activate the pipes during which everyone will be taking random damage.  The healer should be left to heal while the other 3 players activate consoles.

Once the console beneath Sav-rak is activated it will burst flames up at him and he will jump back down.  The tank should position him back in the center and repeat from the beginning.

Sample Eleven

[Video Coming Soon]

Sample Eleven is the Bonus boss in the flashpoint.  Most of the fight is straight up tanking with an extra twist.

At various points of the fight Sample Eleven will put a Frostbite debuff on the whole party.  There will then be a visual warning on screen that he is smashing the floor.  Everyone needs to start moving immediately and not stop for the duration of this phase.  While you are moving the debuff will tick off causing you to move slower and slower.  Meanwhile icicles will be dropping down on you - there is no ground target you can avoid, they are targeted directly for your character so if you stop moving they will hit you every time.

When this phase is over go back to tanking as usual.

Doctor Lorrick

[Video Coming Soon]

The last boss of Lost Island and one of the most dififcult 4 person challenges I've encountered.

This fight is completed in three phases.  During the first phase Lorrick is in human form.  He will throw out AOE circles spread around his current position (up to 5 I think?).  There will be circles on the floor that will quick go from yellow to red.  Anyone standing in these circles will be hit with acid vials that Lorrick throws which turn the areas to green gas clouds.  Anyone in the gas cloud after the vials break get a stacking rakghoul plague virus (can be cleansed) that does damage over time.

After two iterations of throwing out circles Lorrick will throw Satchel Charges (visual and audio cue "I have a trick up my sleeve").  These come out in as an arc (kind of like a spray) in the direction he is facing.  Anyone in the line of fire will be hit with a Satchel charge that starts ticking down.  When the timer runs out it does heavy damage.  3 satchel charges will kill almost any character.

Tanking Tips: Make sure Lorrick is not facing the DPS at this point and "sidestep" the charges.  I found the only way to effectively avoid them was to stand almost on top of Lorrick and strafe back and forth through him.  This should cause him to throw the charges out to the side where you are not.  It takes a lot of practice to get this perfected.  I tried outdistancing, running in circles, running in circles around him, nothing worked as well as strafing back and forth.  But make sure you are going from one side to the other, just moving back and forth in a small area doesn't work either.


After the charges Lorrick will leap behind a Tank and begin freeing the specimen inside.  Everyone should be attacking the tank at this point.  All damage done to the tank is transferred to the creature inside, so the more you can do before it pops out the better.  When the tank breaks the creature will appear as well as Lorrick.  The tank needs to take care of Lorrick while the DPS finish on the creature.

NOTE: The tanks explode in a counter-clockwise fashion beginning with the tank in the far back right corner of the room from where you enter.  For positioning I recommend the tank moving Lorrick closer to the next location during each phase so everyone doesn't have so far to run before doing damage

When Lorrick hits (50%?) the phase changes, he no longer users the AOE acid clouds or ruptures tanks.  Instead burning rakghouls appear around the room.  These move slowly and can easily be avoided.  Don't bother trying to kill them, if you get too close they grab you and begin doing heavy damage over time.

The tank needs to watch for Rakghouls approaching Lorric and move him to safe locations.  The rest of the group should make sure nothing is sneaking up behind them and/or knockback the rakghouls when they get too close.

At (10-20%?) Lorrick starts to regenerate health rapidly.  This is the beginning of the third phase.  The group show move away from Lorrick and group up for AOE heals and to get everyone topped up.  Position by a wall, generally at the door where you enter, or at the far side of the room from where you enter are good locations.


When Lorrick transforms he will do an AOE knockback, so being close to him at that point is useless.  


Through this phase the whole group will get a stacking AOE DoT/debuff.  The first few stacks can be healed through but eventually the healer won't be able to keep up and it's just a matter of killing Lorrick before the group dies.  If you've made it this far you should have the DPS to take care of him easily.


Killshot of Lorrick



Wednesday, 18 July 2012

WiiW - Week 7

Welcome to Week #7 of Whereisit Wednesday


Contest is CLOSED 

Congratulations Trivin!




Friday Hint: Through all my interactions with the people on this planet I wondered why you can't change the future after seeing it.


Monday Hint: If you were looking for the Nightmare Pilgrim you'd likely come to the same zone.

The return of the Taun Fawn giveaway!  

*** Bioware has been nice enough to refill my code bank to keep this contest running.  Since BW has been so gracious I have pet Taun Fawns to give away (click the link to see them in action).  These Taun Fawns are actually a redemption code and you'll get one for each current character on your account. ***


First - the game:
I'll be posting a screenshot that I've taken some time during my travels through SWToR.  I have a bunch of them currently so at the moment they are just things I laughed at, or things I thought were cool.  To include as many people as possible I'll try to make them lower level areas on planets that everyone has access to.  If the locations are republic only I'll make sure to note that by the picture.

By Friday I will be giving a HINT - and again on Monday I will give another HINT.  Contest closes next Tuesday and a new iteration will begin on Wednesday.

Winning the game:
Post a screenshot of your character in the same location as my screenshot.  I don't mean exactly the same position as me, but it needs to be apparent that you're in the same location.

Please include your character name and the name of your server (in your post) so you can be properly immortalized.  Feel free to post here, send me a Private Message, or post anywhere this has been re-posted by me online.  I'll consolidate all the entries and do a draw next Tuesday night for the winner.

Make sure you check back next week!  I'll be posting the winner and the two of us need to get together in some fashion so I can pass on the code to you.

Prizes:
Bragging rights!


Taun Fawn redemption code (thank you Bioware!)

Winners will also receive a custom badge commemorating their achievement in the following style:


All winners will be immortalized on my blog at: http://www.tankingtor.com/p/wiiw-winners.html

Time to Play:


Here is your target Screenshot (click for full size view):


Good luck!

Monday, 16 July 2012

Behind the Scenes - Episode 1


I've been so busy lately doing theorycrafting and optimal gear rations - answering questions and keeping the site maintained that I just haven't had time to write about the daily stuff that goes on being a tank in SWTOR.  It isn't all hard work and guide writing, there is a lot of fun to be had.

Actually, if I wasn't having fun, I wouldn't be playing - it's really that simple.  People ask if I'm going to play GW2, or D3 or whatever is coming out and I always have the same answer - I'm still having fun with SWTOR, so I don't need to do something else.  (Really I don't have time to do anything else, there's so much to do!)

Anyway, this will be my first installment on the stuff that I don't necessarily save to write guides about, but what I do on a regular basis to just enjoy playing the game.

Naked dance party while waiting to fight Kephess
No Trinity run would be complete without a naked dance party at some stage while waiting for everyone to catch up either from wiping or coming back from AFK.  I take full blame for this, I started it as a joke to tease our Guild leader and it spread from there.  Adenus dove right in after only small prompting from me.  Mentu has recently joined us as well.  My evil plan is to win everyone over and have a huge naked dance party waiting just inside Firebrand's door for Ariana one day.

The above picture was from one of our various EC runs.  You'll see Adenus on the left, Mentu in the middle with his Kephess hat, and me on the right - no, my helmet never comes off - one day Tanno super glued it on as a prank and it's stuck ever sense.

Julia's hat - you'll never get it!
Similarly no KP run would be complete without teasing Julia about Karagga wearing his hat.  For those of you that don't know, Karagga drops the hat seen in the above picture - but the drop percentage is so low that almost no one has one.  It is therefore one of the few sought after cosmetic enhancements in the game.

My theory is that if someone in the group has a hat it will never drop.  Someone recently told me that someone got two of them, so I'm probably wrong and the percentage is just obscenely low.  In my own experience.  The first time I've run KP with a fresh group the hat has dropped, and then has never dropped again.

A real dance party with all the trimmings
Can you tell we like to have dance parties?  Here we are with the dance screen and the party time disco ball going.  I think someone dropped a holo dancer in the back as well.  This is what happens when you leave a bunch of MMO players in a closed in space for a long period of time with nothing else to do.

3 cap NC for the win!
The weekend wouldn't be complete without some PvP on my Guardian.  One of the things that I have the most fun with is jumping on him for a few warzone matches.  Nothing like finishing off Novarre Coast than with a 3 cap to win it 100 - 0 and max out on medals.  


I've recently started to pvp more and more since that has something tangible for me to work toward.  I'm trying to make out my Guardian with WH gear, which as you know takes forever unless you're running in a ranked group.  Unfortunately after my first experience with ranked we haven't gone back - I'm not sure if that's because no one is interested, or everyone has gotten really busy lately.  There used to be tons of people on all the time, now ... not so much.  Maybe it's a summer thing?


****************


For the rest of the time that I don't take screenshots I'm usually:
- Running dailys on multiple characters  
- Sending out my companions on crafting missions.  
- Collecting mats for my biochem character so I can outfit myself in stims and adrenals for the next scheduled raid time
- Levelling an alt
- REing stuff for augment kits to finish augmenting my 4 gear sets.
- Doing group finder for BH coms

Oh! Speaking of group finder.  Last night I hooked up with some Trinity guys and we played Flashpoint Roulette (get a group together and queue for the group finder HM FPs).  We ended up with Maelstrom Prison.  Which is a pretty quick FP in general.

I said something about it not taking long, Adenus said something about one of the groups he ran with recently doing a speed run where the tank was crazy and just didn't stop.  He said something silly like they were done in 18 minutes.  I was tanking at the time and asked him if that was as challenge.  He smiley faced me, so I said "accepted" ... and so began our MP speed run.

I burned through trash, tanked stuff on the run, pulled, twisted and bounced stuff around to make sure it was killing me while I was basically ignoring it and running to the next objective.  I was on my shadow so I had tons of utility for a run like this - sprint, pull, aoe snap aggro, stealth and CC.

There were a few places we accidentally pulled stuff cause I was too far ahead of the group.  Other places I could have skipped more stuff if I'd been more active with my out of combat CC.  We didn't skip any bosses and pretty much burned a path straight from start to finish.

The official time was 18 minutes 50 seconds.  Adenus went back to his combat logs to get our start and end times.  He also said that his estimate must have been way off because we were tons faster than the group he'd mentioned previously.  After a bit of discussion we theorized that it would be possible to finish MP in about 15 minutes.  In the future all FPs will be done in a similar manner.


Thursday, 12 July 2012

SWTOR - Optimal Tanking Gear Guide


I've been asked a lot "What is the best way to gear my tank" - or "What are the percentages that I should be targeting".  I'm asked this both in and out of game and no one really seems to have the answers.  I've never had the answers either - I've just gone with what "felt" right.  Apparently it's worked because people come to me for advice - yay!

Anyway - to combat my ignorance I've tried to figure out what kind of gearing solution will provide optimal "tankyness" (TM).  What I have discovered, is that trying to figure out how to optimally gear a defensive tank sucks - not to fear, I do have results and information to share!

First I determined which stats I would be focusing on - since we're looking at a defensive tank that includes: Endurance, Defense, Shield, Absorb.

This became a problem as I started to examine PvP effectiveness, so I've seperated the categories into PvE and PvP.  Many of the theories are the same, so I'll outline those here first.

Contents


General Info


Endurance -
Makes you harder to kill by giving you more life.

Defense -
Dodges/deflects attacks mitigating all damage.  High Defense leads to spiky damage.

Shield -
Procs the absorb rating to mitigate a percentage of damage.  High Shield leads to even damage.

Absorb -
Amount of damage absorbed when shield procs.  High Absorb leads to even damage.

Terms

AC - 
Advanced Class.  Generic term for referring to all classes as a whole.


DPS -
Damage Per Second.  The average amount of damage inflicted on any given 1 second period.

EDPS -
Effective Damage Per Second.  I will use this to refer to the equation (DPS - MPS)

HPS -
Heals Per Second.  The average amount of healing done on any given 1 second period.

MPS -
Mitigation Per Second.  This is used to compare with DPS in calculations.

PvE -
Player Versus Environment.  Any time a player is killing a NPC.

PvP -
Player Versus Player.  Any time a player is killing another player.


TTK -
Time To Kill.  How long it takes a player to die.

Time To Kill

The first thing I want to discuss is the TTK, which was the first thing that I looked at and what everything else is based from.

The first thing I did was break down the differences between the three tank classes (please forgive me for using republic terminology, I've tried to do the "one/two" thing but invariably I end up using the republic terms at some point.  Guardian = Juggernaut, Shadow = Assassin, Vanguard = Bounty Hunter) in terms of Defense, Shield and Absorb.  Each AC has unique skills that make these percentages completely unique to that class.

(One of the things that made all these calculations so difficult was the difference in ACs.)

I then determined (using the appropriate formulas) what each single point of gain would give each class in terms of actual percentages.  My goal at this point was to use these percentages to find the obvious winner when it came to TTK and gear appropriately.

Normally I could set up a matrix and just compare one stat to the other as they increased to see what happened.  Unfortunately with three stats that isn't as simple any longer - especially when each stat directly affects how each other stat functions.  For example:

High Defense means you will dodge more attacks, rendering shield less "effective" because less attacks are making it through to proc the shield chance.


High Shield will make Absorb more useful because more attacks will proc the absorb percentage.

The inverse is also true with both stats, so comparing them individually was pointless.  Instead I looked at each stat independently, assuming that with 0 points in any other stat (using only the base numbers for each class) what kind of effect will each stat give.

I was only slightly surprised with the results.

TTK Charts


Shadow TTK Chart
JG TTK Chart
Vanguard TTK Chart

What the Charts Mean

One of the reasons we are measuring TTK rather than hard mitigation is because we want to look at the Endurance stat in addition to defensive stats.  Endurance doesn't offer mitigation, instead it offers a larger health pool - we'll discuss how this works more in depth further on.

Each chart is similar with only slight differences.  For Shadows Shield is pretty static purely because of their active shielding buff which ups the shield percentage by a hard amount.  When this is factored in, adding more points to shielding does not have a large effect.  In addition, Absorb has the highest effect for them than any other class.

Guardians have a high curve to the Defense stat, which means they get more benefit from it than any other.  This is partly because they get almost no bonuses to any other stat, and in the end Defense is king when it comes to total mitigation ( when we start looking at big numbers anyway).  We also see their absorb and shield are much closer than the Shadow because of that lack of bonus.

Vanguards have the most interesting table because their defense stat drops significantly.  Note that the Endurance stat is not "more" useful, instead the defense stat is just that much "less" useful.  This is because Vanguards start with such low defense and get almost not bonuses, while their shielding stats get significant bonuses.  Overall increasing any defensive stats on a Vanguard all have lower benefit than for any other class.  Which makes sense since they have the highest base mitigation values.

Baseline

Next to begin finding real numbers I needed a baseline to work from.  I determined the baseline beginning with no defensive stats, then with minimal stats, and finally modified it for PvE and PvP damage "real" damage.

The Numbers

Endurance Baseline: 1600
Buffed Health Baseline: ~19300
DPS Baseline: 1000


Defense Baseline: By Class (7-16%)
Shield Baseline: By Class (24-35%)
Absorb Baseline: By Class (20-32%)

PvE Modifier: 80%
PvP Modifier: 20%

Guardian:
Average MPS (based on DPS): 181.28
Average PvE MPS: 145.02
Average PvP MPS: 36.256

Shadow:

Average MPS (based on DPS): 230.56
Average PvE MPS: 184.48
Average PvP MPS: 46.112

Vanguard:

Average MPS (based on DPS): 153.32
Average PvE MPS: 122.66
Average PvP MPS: 30.66

TTK with defense - 15.7% increase
TTK adjusted for PvE - 12.2% increase
TTK adjusted for PvP - 2.7% increase

The Explanation

I pulled the baseline endurance numbers from my characters with some mid-end game gear.  I just wanted a reasonable calculation to look at for a base so I could test what kind of increase in TTK was coming.

The base defensive numbers are from a standard geared tank without any extra points in defensive skills.  I wanted to use this as a baseline to compare against people who wear DPS gear and a shield generator and see what the actual difference in survivability was.

The PvP and PvE modifiers are pulled from averaged information on how much damage can actually be mitigated by defensive statistics.  A while ago I ran all the PvP numbers HERE - recently I saw a post with compiled PvE Operations numbers on bosses which totaled up close to 80%.  I've used that value here because I trust the person that came up with the numbers.  If anyone has a better value to use please let me know and I can re-work the numbers by just punching that into the spreadsheet.

Calculations

WARNING MATH!

Health:
Base Health + ( Endurance * Bonus * 10)
Base Health = 2500 for each character
Base Endurance = 225 for each character
Bonus = 5% from buffs and X% from talents

MPS (mitigation per second):
( 1 - Defense% ) * Shield% * [ ( DPS * Modifier ) * Absorb% ] + [ ( DPS * Modifier ) * Defense% ]
Modifier = Adjusted PvP or PvE value for actual mitigateable damage
DPS = average damage per second


TTK:
Health / ( DPS - MPS )
This is just a very simple formula asking "how long will I live if I'm taking this much damage"


I was asked to provide a spreadsheet that would output TTK based on my calculations, you can find it here if you're interested:
https://docs.google.com/spreadsheet/ccc?key=0AkxlS0B-JaSKdElRQ0RjUzZxc3l0LW5obTVNR3dHTVE

Where do we go from here? 

In the spirit of math I attempted to compare the numbers and come up with a formula showing the optimal increase of stats for each level and in each situation.  I discovered this was beyond my skill set - I'm not a trained mathematician.  Perhaps someone else can take my data and turn it into formulas, unfortunately that person is not me.  As I mentioned comparing three values that depend on each other is difficult.

(Just fyi, if we assume that there are 800 skill points to be distributed, and each stat has to be compared to all the others ... that is 800 * 800 * 800 = 512,000,000 data points that would need to be compared to their counterparts to find the optimal distribution.)

So - instead of trying to find a perfect formula for all situations I decided to jump to the "real world" gear and see what I could see.

Optimal Gearing

Overall I've never been upset with the gearing on my tanking pieces, I've found them to be accurate to my own picture of what would be optimal at any given time.  Though I have dumped all my accuracy over recent months in favor of other stats - having a bunch of accuracy on my gear made me assume that it was important (it is not).  Campaign/Black Hole/War Hero gear is optimized very well and has almost no accuracy.

I'll be breaking the rest down in sections (one for each AC) and a separate section where I'll discuss my issues with trying to gear properly for PvP.

Cool Fact: 95% of all Campaign/War Hero gear is exactly the same between tank ACs, just swap the word "strength" with "aim" or "willpower".


The introduction of augments has made min/maxing so easy for Tank ACs that there really isn't a reason not to do it any longer.  Adding augments is the single most effective way to bring your stats in alignment with optimal MPS output.  For PvE the only time you would need to swap mods/enhancements is to pick up something with no accuracy and more defensive stats on it.  Since end game gear doesn't have accuracy any longer there is no need to swap mods.

Endurance and PvE TTK

There is no single way to increase TTK faster than by stacking Endurance.  No defensive stat, no matter where you swap them in or out passes the effectiveness of stacking Endurance to keep you alive longer.

With that being said - once you start adding in healing this is no longer the case.

Tanks die when healers HPS (heals per second) can't match the DPS output.  Stacking MPS lowers DPS which makes HPS more effective.  Once HPS matches or exceeds DPS - MPS then stacking endurance will be more effective than adding any other defensive stat.  Since this threshold changes on every fight and is largely unknown stacking as much MPS as possible is generally the best plan.

When this might become important, is when you are trying out new fights and are unsure what kind of DPS output to expect.  Then you might be better of stacking Endurance, which will allow your healers to leave you "unhealed" longer without you dying - thereby allowing your group to learn mechanics and progress farther in fights without a tank suddenly dying because a healer was busy doing something else.

Optimal Augments

I'm not sure why augments were designed how they were, but they are definitely the worst design for tanks that I could think of.  

Crit/Surge/Power/Primary Stat augments all have +Endurance as their secondary stat

Def/Shield/Aborb/Endurance augments all have +Power as their secondary stat

Does this not make sense to the rest of you?  I can understand that they didn't want to give people +Crit and +Power on the same augment, but why are they giving tanks +Power?  The minuscule increase in damage gained does not make up for the huge loss in Endurance that we potentially could have gotten.  

This is one of the main reasons that I've had so much trouble nailing down optimal gearing for PvP.

Shield Rating

When looking at the gear in the game you don't have many options for swapping mods when it comes to tanking gear.  When looking at mods you have 2 options:
End + Absorb
End + Defense

So there is absolutely no way to increase shield rating from modifications.

Similarly with Enhancements you have two options:
End + Shield + Absorb
End + Shield + Defense

So there is no way to limit your shield rating in favour of other stats because you are required to take shield rating to get any other type of stat.  This leads to shield rating being the only static stat on all end game gear for tanks.  You are required to take X amount of shield rating.

There are a few minor differences in the modifications - for example you can sacrifice endurance to gain a bit more secondary stat, or sacrifice some secondary stat to gain more endurance.  If you truly want to min/max your MPS rating then you will find the opportunities to sacrifice endurance for defensive stats.  Just remember what I said about Endurance and TTK - there is no way to increase your TTK higher than by stacking endurance.  

For my purposes I believe Endurance is a key component for tanks and I did examine places where I could give up (or get) endurance on certain mods - I never found it to be worthwhile to change them out.

The Vanguard/PowerTech

Tanking Set: Supercommando

Vanguards are the most heavily shield dependant class.  Since they have such low base defense values the amount of benefit they gain per point is drastically reduced.  Their gear is very well optimized, only lacking shield stats but keeping everything else relatively balanced - we see this when it comes to augments, they use all three types of defensive augments whereas the other classes focus on one with a few of a second type.

Stat breakdown is based on a Vanguard in full campaign gear with Black Hole MK-1 Earpiece and MK-2 Implants.

Relics are a great way to customize stats, and for Vanguards using a War Hero Relic of Serenity (+113 Defense) and a Campaign Relic of Shield Amplification (+91 absorb rating averaged over duration) is the way to go.  The shield amplification relic actually gives more benefit if you are being attacked by multiple targets since the limit is duration and not charges.

For this gear, optimal augments are:
8 Advanced Shield Augment 22
2 Advanced Redoubt Augment 22
4 Advanced Absorb Augment 22

Buffed Stats: [bracketed numbers are points invested]
Health: 23851
Defense: [352] 18.41 % (2% from set bonus)
Shield: [690] 57.08 %
Absorb: [465] 56.39 % (+8% with defense screen in combat +3.25% avg from shield proc relic - total: ~%67.6)

TTK Increase over base: 179%
MPS Increase: 322%

These percentages are listed to give you a goal for gearing.  Obviously lower tiered armor will have lower values, but the ratio between the values should stay roughly similar.

% of total point budget
Defense: 23.3%
Shield: 45.7%
Absorb: 30.8%

The Shadow/Assassin

Tanking Set: Survivor

Shadows have an active shield buff that adds 15% shield rating on top of their geared values.  This lets them more easily surpass soft caps (read: diminishing returns) and invest less points in shield to get the same type of benefit.  This makes Absorption more important for them because it has more base effect due to their buff.

Shadows also have the largest base defense between all tanks allowing them to reach higher percentages and get more benefit per point of defense.  This allows them to be the most balanced with point distribution and still keep their percentages in the optimal places.

Stat breakdown is based on a Shadow in full campaign gear with Black Hole MK-1 Earpiece and Implants.

Relics are a great way to customize stats, and for Shadows using a War Hero Relic of Serenity (+113 Defense) and a Campaign Relic of Shield Amplification (+91 shield rating averaged over duration) is the way to go.  Alternatively Shadows could sub in a second War Hero Relic for the increased Defense.  This is purely because their buff to shield rating is less useful against multiple targets and the shield relic is more useful against multiple targets.  Subbing in a defense relic gives approximately the same overall TTK values with a change of about ~0.5% MPS.

For this gear, optimal augments are:
10 Advanced Redoubt Augment 22
4 Advanced Absorb Augment 22

Buffed Stats: [bracketed numbers are points invested]
Health: 23840
Defense: [492] 29.64 %
Shield: [546] 44.91 % (+15% from Buff +5% to buff from set bonus - total: ~60%)
Absorb: [481] 57.02 % (+3.25% avg from shield proc relic - total: ~%60)

TTK Increase over base: 177%
MPS Increase: 238%


These percentages are listed to give you a goal for gearing.  Obviously lower tiered armor will have lower values, but the ratio between the values should stay roughly similar.

% of total point budget
Defense: 36%
Shield: 32.3%
Absorb: 31.6%

The Guardian/Juggernaut

Tanking Set: War Leader

Guardians begin with the lowest shielding stats of all other ACs and therefore end up with the lowest overall stats.  This doesn't mean they are less effective, this analysis does not take everything in to account - it does mean they end up with the lowest overall defensive statistics.

When it comes to stats Guardians are balanced quite similarly with Shadows - the only major difference is the absorb rating is less useful for them because of the lack of bonus shield rating.

Stat breakdown is based on a Guardian in full campaign gear with Black Hole MK-1 Earpiece and Implants.

Relics are a great way to customize stats, and for Guardians using a War Hero Relic of Serenity (+113 Defense) and a the Matrix Cube M7-Y3 seem to give the best stats.  For the other ACs you've seen the use of a Shield relic to boost shield rating, Shadows don't have access to a tanking Matrix cube and the added defense rating for Vanguards is nearly useless since they get more effect from shields.  The reason the Guardian is saddled with a cube is part personal preference (higher other stats), partly because they are less reliant on shielding and partly because it significantly raises their TTK (added endurance).  Optionally you could use a Campaign Shield amplification relic which would boost their absorb %3.25 overall.

For this gear, optimal augments are:
11 Advanced Redoubt Augment 22
3 Advanced Absorb Augment 22

Buffed Stats: [bracketed numbers are points invested]
Health: 23,321 (guardians are the only class that lacks a 3% endurance boost)
Defense: [531] 28.41 %
Shield: [546] 48.91 %
Absorb: [454] 51.95 %

TTK Increase over base: 164%
MPS Increase: 257%


These percentages are listed to give you a goal for gearing.  Obviously lower tiered armor will have lower values, but the ratio between the values should stay roughly similar.

% of total point budget
Defense: 35.6%
Shield: 34.6%
Absorb: 29.6%

Tanks in PvP

This has been a hot topic since players have started "tanking" during PvP content.  There are so many different ways to spec and gear your characters that finding the "optimal" way is basically impossible.  Since each person plays their character differently or sees their role in PvP differently they will gear with that in mind.

The primary discussion between Tanks in PvP is whether to put on defensive gear, or offensive gear.  Many tanks stay in their tanking stance to use Guard, but wear DPS gear because they feel that putting out damage helps their team better than soaking up damage.

The opposite is also true, many are trying to optimize their TTK while sacrificing damage output because they believe that is what helps their team most.

I'm not here to lay this argument to rest (unfortunately) since I'm torn between the two sides of the argument and personally mix in some DPS gear with my tanking gear to get optimal use from my character.  In PvE your role is purely to tank, you have other players filling in the DPS role.  In PvP sometimes you will need to do damage to help your team win, and at other times you'll need to become a wall that the other team has to break down.  To fill both of those roles requires some finesse when it comes to itemization.

Maximizing Defensive Utility

You'll be safe following the same guidelines for PvE gearing and using the same augments to maximize your potential.  I didn't dig through six more spreadsheets to determine optimal Defensive stats (read: real numbers) that you get from end game PvP gear because I didn't think it was worthwhile.  In the end, the stats will look similar (just slightly lower) to the PvE stats.  I think for the Guardian it was a 1% difference (lower) in all three categories.

To Mitigate or not to Mitigate

Because of the brutally steep damage curve in PvP defensive stats lose a huge portion of their effectiveness.  For those that don't know the reason you can read here: http://www.tankingtor.com/2012/03/guides-shielddefense-and-armor.html to see how damage is calculated and what types of damage can actually be mitigated.  For my purposes I've used a 20% modifier for actual damage received able to be mitigated.  For some classes this is closer to 30% and for some classes this is effectively 0%.

Overall what does optimizing defensive stats get you in PvP?
For a Guardian:

TTK Increase over base: 110%
MPS Increase: 255%

Yes, that is only a 10% increase in overall survivability.  So ... what is 10% to you?

The MPS Dilemma

So why does mitigation make sense?  Because PvP is not about straight up 1v1 killing another player, it's a team sport.  Being a team sport you aren't on your own, and neither are they.

The MPS Dilemma starts here:  How much mitigation makes a difference when you are being healed?

Because you will be replenishing your Health over time we can remove absolute health as a limiting factor for TTK.  What makes the difference now is how much HPS you are getting - if your HPS > DPS then you will live forever.  If your HPS < DPS you will eventually die.

What makes you live longer?  MPS

MPS becomes an exponential increase to survivability.  For each second you are receiving heals you are mitigating more damage.  For each second you are mitigating you are able to obtain more heals.

Showing TTK vs HPS - mitigated and non mitigated - DPS 1200
The above graph assumes 1200 DPS, 90 MPS, 20k health.  HPS is increasing along the bottom.  I used 1200 dps to prevent the "undying threshold" where HPS passes EDPS (effective DPS).

I wanted to show the above graph for two reasons.  You can see the exponential increase in TTK when coupled with MPS and heals and how it climbs much sooner and more rapidly than it's counterpart.

The "damage required" curve looks exactly the same.  So in the middle, when it would have taken 50k damage to kill an unmitigated player it would take 62k to kill a mitigated player.  At the end of the curve the damage difference is in the millions.

Showing TTK vs HPS - mitigated and non mitigated - DPS 2000
The above graph is the same thing but with a higher DPS component.  You can more easily see the separation from mitigated and non mitigated damage.  Because the TTK happens sooner here, the separation does not grow as large.  Which is of course the downfall of the MPS curve - if you aren't receiving enough healing the 10% increase in survivability is only 10%.

Endurance for PvP TTK

As I've mentioned a few times, the single best way to increase your TTK is to stack endurance.  In a direct death situation (no heals) nothing else will raise your TTK as far or as fast as stacking endurance.

By removing all your defensive augments and stacking Fortitude augments direction you (as a Guardian) will lose ~8% MPS and gain 13.5% survivability.  Which means your TTK moves from a 10% increase to a 23.5% increase.  That's a huge difference for very little in stats.  Classes with endurance boosts will see an even greater benefit.

The really cool thing about stacking Endurance with your Defensive stats, is that every point of Health you add is also added to your mitigation pool, so you get the benefit of having more health, and the benefit of living longer to mitigate more damage.

In over healing situations (healers can more than make up for the DPS with HPS) having extra endurance makes the job of the healers easier because they have to focus less on you as a target.  The more health you have to soak with the less often you'll need to receive a heal.

We all know in real combat a healer isn't putting out specific HPS on you every second, he's putting a big heal on you every once in a while to keep your health topped off.  Potentially having a larger health pool will allow that healer to get a needed heal off before you die - which is what we all hope for isn't it?

Damage for TTK

Yes, I'll discuss this topic even though it's incredibly hard to quantify.  

The premise - dead people don't do damage.  Which is a good premise, and accurate.


I've actually been seeing this a lot more in Warzones lately.  Teams of high DPS output groups are completely rolling over top of any other type of composition.  Partly this is due to their co-ordination and stacking their damage on single targets.  Partly it's due to the fact that ... dead people don't do damage.


When you look at the direct numbers, it isn't even close.  

Lets say as a tanking character you put out 600 DPS.  A damage focused character puts out 1000 DPS.

You both fight the same damage spec'd opponent (~16k health).

In the end the damage focused character kills them very rapidly (16 seconds) and you struggle along for a while (26 seconds).

The damage character rests for the extra time and overall you have potentially taken an extra 10.5k damage. With optimal mitigation you would need to be fighting for 126 extra seconds to make up for that 10.5k damage.

But wait - lets flip that equation.

(Please note that none of these calculations are taking armor in to account, that will play a larger role when the equation is flipped here and looked at from a DPS trying to kill a tank.  They don't have the same armor rating or hard mitigation values - which generally gives a tank an edge when dealing with a DPS character)

Now we're looking at it from the other side.  The Damage opponent hasn't changed, they're both spec'd similarly and do 1000 DPS so they kill each other at basically the same time ~16 seconds.

The DPS character fighting the tank (mitigation, 20k health) has a harder time and struggles along for 22 seconds before killing him.

The tank doesn't kill the damage character (close though), but has lasted an extra 5 seconds.  This is standing toe to toe and just duking it out, not including any delaying tactics the tank may posess.  THIS is why there is a difference in tanking stats and mitigation and pure DPS numbers.  5 seconds is a long time when you are trying to defend a node waiting for help.

Essentially you have to decide what kind of role you are looking to play.  If you're going for an aggressive attacking role, then DPS is the key to winning.  If you are playing a defensive role, then it doesn't help you as much.

Quit Rambling and tell me what to do

Ok then.  I know you're tired of me talking about the benefits, so here is what I am planning to do.  I don't want to be completely useless in the damage department, nor do I want to give up all my defensive power - so I'll be working down the middle a bit.

I primarily PvP on my Jedi Guardian, so what I say will relate directly to him.  You can use my goals as a guide for yourself to come up with the best overall gearing that fits your own playstyle.  Remember - I told you that there isn't a one size fits all equation to "be the best".  I can tell you what the optimal mitigation values are, but I can't tell that having the most mitigation will necessarily make you the best player in PvP.

I will actually be following my "Endurance for TTK" heading and stacking that to increase my TTK rather than augmenting for defense.

I'm not sure about the rest of the tank sets, but on my Battlemaster War Leader set there was an ample amount of surge - which I supplemented with Crit/Surge implants (Vindicators).  This has given me the ability to hit some nice 2.5 -3k crit numbers.  I don't want to lose those, since they really help in a pinch.

My plan is to fill up on War Hero War Leader (tanking gear) with a Bulwark earpiece and implant, and to sub in one Pummeler implant (Surge/Power).

Then I'm going to stack 4 Surge augments (this brings me to ~66%).  Stacking surge augments actually increases my TTK by stacking endurance for me passively.  Remember when I was saying that augments are weirdly itemized?  Well I can use that to my advantage.  I actually think BW might have considered tanks using augments to power up for damage instead of swapping out main gear pieces.

I'll be stacking 7 Might augments (Main Stat + Endurance) for the added damage and crit boost, and in my last 3 spots I'm putting pure Fortitude augments to up my Endurance just a bit more (these boost my power a bit as well).

I'm debating on swapping out some of the might (or Fortitude) augments for Crit augments instead.  My crit will sit at 20% with what I'm estimating currently, which is 5% lower than where it is now.  I'll have to play a bit to see if that makes a big difference.  If it does I'll make the decision on where to swap out augments at that point.

Last I've swapped out the mod in my headgear and the enhancement in my leggings for the mod and enhancement from a second set of boots.  The boots have defense rather than absorb on them, so I'm swapping ~40 absorb in favour of defense.  This works for me because my stats were a bit out of what by not using Augments to supplement.  Shadows would want to do something similar, Vanguards are probably fine with the unmodified gear.

I checked if I would benefit swapping out more absorb, but I would not, so just the one extra modification for optimal output.  If you're not planning to augment for damage/endurance don't worry about swapping gear pieces, you'll make up for it with your augments.

So my target stats (Guardian) are:

Damage (Pri): 658.9-820.9
Bonus damage: 334.9

Crit: 20.69 %
Surge: 66.12 %

Health: 21,673
Defense: 23.87 %
Shield: 46.34 %
Absorb: 46.37 %

Please understand that I'm not saying this is the only way to gear your Guardian, this is how I'm planning to gear mine based on all the above information.  My goal here was to help you understand what the difference is between gearing one way or another.

Conclusion

Do what makes you the most effective.  If base mitigation and high DPS output is what makes you happy don't let anyone tell you that you're doing it wrong.  If you're trying to maximize your survivability and optimize your MPS, go for it.

After playing for a while you start to see how things work without having to worry about the math, you'll get a "feel" for what kind of mitigation you're getting on a class by class basis.  Target classes that you have the advantage and stay away from classes that you have the disadvantage.  Sometimes it's as easy as that.