![]() ![]() Requires a personal Shield (The Shield offhand). With that in mind, you cannot shield Internal/Elemental Damage (but you can resist it with Force/Tech resistance cooldowns). If you don’t parry/resist/deflect, Shield has a chance of mitigating it (the Shield % you have). (you defend the hit completely or take the hit and that’s the issue with Defense itself, sometimes even with a Defense boost cooldown, you won’t defend Melee/Ranged attacks and there are spikes of that attack type looks at EC Kephess, Tyth, Kronissus, Huntmaster, Apex and Calphayus).Ĭan reduce damage taken from Kinetic/Energy damage. For Internal/Elemental DR, Assassins/Shadows have 24%, Juggernauts/Guardians have 21% without Aegis Assault buff and Powertechs/Vanguard have 19%.Ĭhance to avoid Melee/Ranged attacks, 2% chance to resist Force/Tech attacks. The DR for Kinetic and Energy has a bonus from armor, while the Internal/Elemental DR isn’t affected by armor. Reduces damage taken from any type of damage (Internal, Elemental, Kinetic and Energy). Reduces damage taken from Kinetic and Energy damage (the attack type can be Melee, Ranged, Force or Tech) ![]() Melee/ Ranged (can be Kinetic/Energy) or Force/Tech (can be any of the four type of damage, Kinetic/Energy or Internal/Elemental) Except for Armor/Damage Reduction, the mitigation is RNG. This section is important for gearing and understanding how defensives work. Record yourself playing, watch videos and you can also check your combat logs after the raid, be in Starparse so you can check your damage taken and death logs, so you can always see what killed you and what you can do to improve (there’s a difference between dying to a 140k hit because you didn’t pop a defensive and you dying to multiple hits over 15 seconds and not receiving enough healing).ĭTPS won’t kill you in most cases unless you don’t get healed or it’s a heavy DTPS encounter, spike damage/really hard hitting abilities can kill you easily within 1-2 seconds before you realize what’s going on. It helps a lot if you know what type of damage/attack the enemies will do and when, so you can mitigate it. I’ve seen situations where the tank takes no damage but not too long after the enemy starts using hard hitting abilities and a death happens within 2 seconds. There’s always a debate about how much DTPS you should take, but you have to think a lot about the survivability party.ĭTPS isn’t what you should usually focus on too much, unless the encounter is all about DTPS, because it’s more important to save defensives to avoid spike damage/getting one shot or to save them for phases of hard heal check rather than wasting everything during phases where you take almost no damage and later on you just end up dying to a hard-hitting ability. Doing damage is also important as you need to maintain threat and it helps with dps checks. Understanding how the game and class works are part of your job as a tank. Making it as easy as possible for your team and contributing during progression makes a very big difference. If you’re looking for POV of encounters, you can find them on my Youtube channel (linked at the end of the guide in case you wanna skip and just watch boss clears) and sometimes you might catch me streaming on Twitch (also linked at the end, I rarely stream SWTOR).Īs a tank, you should always be aiming at prioritizing survivability and mechanics. Being able to stealth a cast from an enemy and making them not recast again can end up making a certain mechanic way easier to deal with. ![]() Force Shroud by itself can make you immune to certain attacks, cleanse and even ignore application of debuffs. In most cases, the choices are going to be the same for most encounters, with a few free choices due to the situational uses.Įven after all the changes, Assassins are extremely good tanks for progression because of Force Shroud and being able to stealth casts from enemies (that can break mechanics but require some knowledge and practice). With the new ability tree and no more utility points, the game offers you a few choices that will boost your survivability and your damage done as a tank. Not having more than a single medpac per encounter makes it so you have to think about when to use it, while Force Cloak is purely used for defensive purposes (you don’t have to worry about timing that stealth revive in a way you had time to cast a 6 seconds ability without getting hit by anything or before mob spawn). With the 7.0 changes, some abilities are now optional and you can no longer stealth out to exit combat, which means no more stealth reviving or resetting medpacs, but that didn’t change the stealth breaking mechanics for some encounters. This guide covers the basics about rotation, gearing (including tacticals and legendaries) and abilities, as well as advanced advices for endgame raid at the highest difficulty available. Assassin tanks are one of the three tank classes in SWTOR. ![]()
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