This is my current build (as of June 28, 2012). I'll drop an overview of my current talent set and explanations of why I'm specc'd how I am.
32/9/0 - More focus and accuracy - Replaced January 30, 2012
33/8/0 - Became obsolete in Patch 1.2 since they re-organized the trees
32/7/2 - Talents changed in Patch 1.3
Guardian Current Talent Build: 32/7/2
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
Purifying Sweep (2/2) - Best change to our tree in Patch 1.3
Warding Call (1/1) - Core Ability
Blade Barricade (0/3) - PvE Specific, and this was dropped from 2% per point to 1% per point. Defence has little or no effect on PvP combat at this point in time, if I was doing less PvP I'd take the points from Solidified Force and put them here.
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). Now scales with stats as of Patch 1.3
Stasis Mastery (1/1) - Core Skill
Command (0/2) - This lost most of it's usefulness when they removed the cooldown for our AoE taunt, with better options now I leave this alone.
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. Patch 1.3 actually reduced the damage significantly on this attack - enough to really notice it. I don't have any issues with threat (like I ever did) but I miss the damage. It is fun to stack sunder and use the AOE on it though.
Single Saber Mastery (3/3) - This is where I invested my points rather than in Blade Barricade. With the 1.3 changes this boosts defense by 3% all the time.
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) - After having this for a while and now not having it for a while, I would never waste my points here again.
Perserverence (2/2) - Best benefit for the talent points.
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. I could potentially see this synergising with Focused Defense - something to think about.
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.
-- I've scrapped the equipment sections, there isn't much point now that I'm modding orange stuff with augments, it's hard to show that in a specific equipment list. Instead I'm planning to stick a general equipment idea with some specifics on how I've set them up with the overall unbuffed stats.
# This is my current build (as of March 16, 2012). I'll drop an overview of my current talent set and explanations of why I'm specc'd how I am.
33/0/8 - First attempt at a tanking build - Replaced March 16, 2012
Shadow Current Talent Build: 31/0/10
Applied Force (0/2) - More damage, but only on double strike which isn't in my rotation very much
Double Bladed Saber Defense (2/2) - Required for Tanking
Technique Mastery (3/3) - Increased Elemental defense, Required for PvP
Mental Fortitude (3/3) - Larger health pool, not necessary, but helpful.
Elusiveness (2/2) - This is an important skill, Resilience is a fantasic cooldown and I personally should use it more often
Rapid Recovery (2/2) - More passive heals and damage, I feel this is a core skill for tanking.
Expertise (0/3) - I thought this meant all technique skills, but it appears to only affect the stance damage effect - way less useful than anticipated.
Mind over Matter (1/1) - I see this as more of a PvP centric ability
Particle Acceleration (1/1) - Project crits, yay
Kinetic Ward (1/1) - Core skill
Shadowsight (2/2) - I took this for the defense, the stealth detection isn't a big deal, but I couldn't find another skill that would benefit me more.
Impact Control (2/2) - Core Skill for tanking
One with the Force (3/3) - Core skill for anyone
Bombardment (1/1) - Core skill for tanking
Stasis (1/1) - Many people say they play a Kinetic spec just top have kick outside of stealth
Force Pull (1/1) - Core skill
Nerve Wracking (0/3) - This would be more useful in PvP, but not useful enough to take the points from elsewhere. As a tank skill in PvE it's useless, most things that you want to use it on are immune to kick/stun.
Harnessed Shadows (2/2) - Core skill
Force Break (3/3) - Core skill
Slow Time (1/1) - Awesome AOE threat move, critical for Tanks to have this.
Force Synercy (3/3) - Not a better option to get higher in the tree
Jedi Resistance (2/2) - Flat damage reduction, Core Skill
Pinning Resolve (0/2)
Upheaval (3/3) - 50% more damage 45% of the time, great for extra burst.
Focused Insight (0/2)
Psychokinesis (2/2) - Still testing to see if the return is worth the investment here
# This is my current build (as of June 28, 2012). I'll drop an overview of my current talent set and explanations of why I'm specc'd how I am.
Trooper Current Talent Build: 31/7/3
Static Field (2/2) - Initially I'd skipped over this, but after the recent respec I came back to it. 5% damage reduction is nothing to sneeze at
Intimidation (1/3) - I'm not in this to do damage, so this point is just mandatory to move up the tree
Brutal Impact (2/2) - I debated for a while on whether I wanted to take this or increase the elemental damage, I opted in for HiB because at this point until I get some more practice in with the new build.
Neural Overload (1/1) - Free Snare on whoever I'm attacking, always nice. I've debated taking these points and putting them elsewhere for PvE. PvP you can't beat this skill, but I don't PvP on this guy much.
Ion Overload (2/2) - Core Skill
Steely Resolve (2/3) - Would have liked to finish this off, but couldn't find the poitns
Rebraced Armor (2/2) - Core Skill
Shield Cycler (2/2) - Core skill
Smoke Grenade (1/1) - This is a great cooldown for many boss fights. I would recommend picking it up.
Ceramic Plating (2/2) - Core skill
Defensive Measures (0/2) - Don't PvP, dont' need this.
Superchanged Ion Cell (1/1) - Core skill, as of 1.3 our best AOE threat skill.
Ion Shield (2/2) - Core Skill
Static Shield (2/2) - Lots of extra damage comes from this skill, less than pre-1.3, but still lots.
Storm (1/1) - Core skill, can't beat a gap closer
Charge (0/1) - Don't need the movement increase
Static Surge (2/2) - This was our new addition in 1.3. Still testing this out to see if the 2 free Explosive Surges are good or a waste of talent points. For AOE snap threat I imagine it will be quite helpful.
Counterattack (3/3) - Core skill
Power Screen (2/2) - Core skill
Energy Blast (1/1) - I'm still underwhelmed by this talent, but it's a free damage shot that regens 1 ammo. Taking it as what it is - I'm not usually disappointed when I use it.
Demolition (0/2) - Could be useful, but not on a priority
Containment Tactics (2/2) - Again I'm planning to test this, these points will probably get move to Demolition later
Focused Impact (3/3) - I consider this a core skill even for the tanking tree. Vanguards really need that extra single target power.
Blaster Augs (0/1) - Doesn't help tanks much, a small boost on our passive damage isn't necessary
Frontline Offense (0/2) - pure damage skill again, not necessary
Power Armor (2/2) - Core skill, the whole reason I invest points lower in this tree
Tactical Tools (0/2) - Don't need the CD reductions
Ionized Ignition (0/3) - No use for us
Heavy Stock (2/2) - Before 1.3 I took this skill because of the other boosts that SS got. Now it is less useful than some other talents
Soldier's Endurance (3/3) - Core skill - more HP, what else do you need to know.