From the point of view of the Raid Leader and most Tanks, it is best to use your Threat Reducers before picking up aggro on the boss, as many Bosses have this unfortunate tendency to use cone attacks in front of them. Many bosses also require fairly careful positioning, and honestly, your tanks already have enough to do not to make life more difficult for them by forcing them to keep taunt on you via taunt etc Don't hesitate to ask for custody to your extra tank and make sure you're within range.
As I mentioned above, it is usually not enough to simply have a greater threat than the Tank to regain aggro on a Target. You must exceed a certain threat threshold , expressed as a percentage of the current aggro Target threat, to take aggro:.
Funny thing is that the game considers you to fall under the melee category if you are a little closer than the maximum distance or you can use melee attacks against the boss usually 4m if I'm not mistaken. This also has an effect on the mechanics of Taunt. Taunt in Swtor works somewhat differently than in other MMOs in some ways.
As in other MMOs, taunt is perfect for forcing an enemy to attack you and forcing them to let go of an ally. In SWTOR however, provocation can be used to generate threat if you are already the target of BOSS but also in case of aggro recovery and this at a percentage depending on your placement: in the "melee" category.
And it works even if you're the target. It also means that you can use taunt as a quick boost. The Tank should take care with these tactics, however, as a strategy may require having to use taunt at a specific time. It is therefore always necessary to ensure in this case to have a provocation available. Here is a comparison graph between two tanks over a 2 minute fight.
Both generate threat per second but the one in green uses its taunt every 15 seconds:. As we can see, the Tank that uses its taunt has multiplied its threat by 3. The threat appears to be a complex mechanic seen on the surface, but underneath it is surprisingly simple. It has a few quirks, in SWTOR in particular, but it's also the knowledge needed for anyone who intends to have more than just occasional interaction with PvE content. Particularly in operations, the mechanics of threats can have a significant impact on the play of a particular boss fight and it is the responsibility of anyone wishing to raid in SWTOR to ensure that they fully understand the mechanics.
Aina Martin Do you want to be up to date and know all the tricks for your video games? Stacks up to 8 times. However, in any situation with multiple bosses in close proximity e. Impact on Rotation: Guardian Slash should generally be used on cooldown, but if taking this tactical it may be optimal to delay GCDs to align its use for add phases to increase the DR buff.
Despite Riposte consuming the buff, this can be accomplished by treating Riposte as a defensive cooldown and only using it when you can immediately use afterwards.
Impact on Rotation: Do not use Riposte on cooldown. Picking tank amplifiers can be frustrating due to the overly specialized nature of the options. You can pick amplifiers that mitigate any specific type of damage weapon attacks, Force, Tech, DoT or AoE along with some other options. Some fights have lots of certain types of damage but no fight has all of them, which makes picking tank amplifiers feel much weaker in terms of their impact.
This is unique from DPS or healer amplifiers where any viable choice should help you on every fight in a relatively consistent manner. The general consensus among theory crafters is either 1 set up two complete sets of gear and go heavy Force mitigation on one set and Tech mitigation on the other, and swap sets from fight to fight e.
The first option is definitely optimal but much more expensive.. Nearly every encounter has notable and sizable AoE damage. In this sense, getting a nice buff to AoE mitigation can help minimize the overall raid healing that is necessary from your healers and free them up to better burst heal you through tank-only mechanics. As an alternative, tanks can go with offensive amplifier builds. For this purpose, Armor Penetration is an good choice. Note this is updated since I missed the second iteration of theorycrafting on amplifiers.
I always run mitigation amps on my tanks. Consumes all ability charges and applies Force Clarity stacks to you. Recharges 1 ability charge every 30 seconds. Guardian Slash. If you are protected by Warding Strike, it damages up to 7 additional nearby targets as well. Does not damage sleeping, lifted or incapacitated enemies. Generates high threat. Your highest damage ability and biggest threat generating ability, it also provides a great debuff and enables Riposte which provides a very helpful defensive buff.
Use on cooldown without exception. Deals moderate weapon damage. Cannot be parried, dodged or miss. Can only be used after successfully defending against a ranged or melee attack or after one of your melee attacks is parried dodged or misses. Also enabled by Guardian Slash. Riposte is off-GCD so is bonus damage to your rotation. Use anytime it procs. Warding Strike. Your main Focus generating ability and provides the best defensive buff for the class.
Blade Storm. Deals high kinetic damage. In addition, weak enemies are stunned for 4 seconds. One of few ranged abilities that also generates high threat and provides a defensive shield, use as often as possible. Hilt Bash. Deals high kinetic damage and stuns target for 4 seconds. A long cooldown ability that generates very high threat, use in the opener and then off cooldown.
Blade Barrage. A free filler ability that provides a Defense boost, use when available but is relatively low priority compared to abilities higher on this list. Deals high energy damage. Range 10m. A high damage filler but does not provide any defensive boost. Use as often as possible when no abilities that buff mitigation are available. Saber Throw. Deals moderate damage and generates 3 Focus. A ranged ability and energy generating ability. Use when needed as a filler.
Force Leap. Leaps to target and deals low damage. Immobilizes target for 2 seconds and interrupts its current action. Builds 4 Focus. Cannot be used against enemies in cover. Used for movement and to add a second interrupt. Force Sweep. Hits the target and up to 8 enemies within 5m for moderate kinetic damage. Stuns weak and standard enemies for 2 seconds. Applies a helpful accuracy debuff, is your next best AoE ability after Guardian Slash, and deals decent single target damage when nothing else is available.
Cyclone Slash. Hits up to 8 enemies within 5 meters in front of you for low weapon damage. Your spammable AoE conal ability, only use in AoE situations. Combat Focus. Generates 6 Focus. Off-GCD ability. Your energy cooldown, try to use aggressively to deal extra damage and build extra threat.
Force Stasis. Stuns the target for 4 seconds, deals moderate kinetic damage and builds 3 Focus over the duration. Force Stasis is heavily buffed by the Stasis Mastery passive ability, making it effectively a free DoT that builds Focus, deals high damage and generates high threat. Your spammable filler, you should use to spend excess energy but takes bottom priority otherwise.
Deals low weapon damage and generates 2 Focus. Your basic filler, only use when you are low on energy and need it for abilities. You generally should not use often in this discipline. The Defense Guardian tank rotation is all about 1 building threat during the opener to maintain aggro; 2 maximizing your mitigation through defensive cooldowns and skills; and a distant third 3 doing as much DPS as possible.
The only set rotation is the opener see below , otherwise your priority use of abilities should be determined based on your objective i. That being said, the Threat Generation is probably the closest to a consistent priority list so that is reasonable for newer tanks outside of AoE situations.
Force Leap - Gap closer and procs Vicious Throw if taking utility. Force Clarity - Taken here to apply its damage buff to Guardian Slash and should only be used with Guardian Slash unless running Descent of the Fearless in which case extra stacks may be available. Hilt Bash - High threat ability used to build threat and hold aggro during opener.
Force Stasis - I try to use Force Choke in the opener due to its outstanding threat generation. If spike damage during the opener is a concern then I may let it float to later in the opener to get Force Scream, Smash and Aegis Assault buffs active earlier. Blade Storm - Good damage and applies an absorb shield. Force Sweep - Does decent damage and applies an accuracy debuff.
Guardian Slash - Use on cooldown. Blade Barrage - Applies a helpful defense buff. Blade Storm - Use on cooldown. The use of Saber Reflect in the opener is very situational depending on the specific fight and your team composition. The primary reason to use it in the opener is for the extra threat generation prior to taunting. I recommend using it when it is safe to do so because you will not need Saber Reflect as a defensive cooldown in the first minute or so of the fight.
Do not use Saber Reflect in the opener if it can be used to mitigate damage early in the fight. I am usually very careful with using Saber Reflect in my opener in NiM operations since there is so much damage that I really want to use Saber Reflect to mitigate big hitting mechanics.
Sometimes I do!!! My thinking around using it a little later is that I've experienced that on average I tend to be more likely to mitigate high damage attacks by delaying it slightly. I also use it earlier for fights where I need to taunt earlier also.
See below for some discussion on when to time your taunt. If you are going to use Saber Reflect in the opener at all, make sure to always use it before your taunt. The timing for your first taunt in a tank opener is very context dependent on the specific fight and your team composition.
The factors to consider include the following:. Can DPS pull threat off you and how quickly? Is a momentary loss of aggro by the tank highly likely to lead to a wipe? These answers should inform your taunt strategy. The ideal is to wait as long as possible to taunt without losing aggro for an extended period.
Your taunt guarantees aggro for its duration but its more important effect is a small multiplier on your threat. The more threat you build before taunting the greater the boost provided by your taunts.
Taunt too early in your opener and you may be at risk of losing aggro later on. If you can safely lose aggro for one GCD without a DPS getting one-shot or cleaving the group, then it's okay to delay your first taunt until mid-opener. If you lose aggro then just taunt back. This may also be a safe strategy if you have no more than two players running burst disciplines and can use guards to mitigate their burst threat in the opener. DoT classes that take GCDs to start dealing big damage are far less risky to lose aggro.
For fights where you absolutely cannot lose aggro for even one moment, I recommend taunting a bit earlier. If so, make sure to move up your use of your AoE taunt if safe to do so in the fight and your single taunt again when it comes off cooldown. Another tip is to get your team in Starparse and track threat using an overlay. I find that to be really helpful if I am trying to delay my taunt as long as I can to see if someone is getting close on threat and then immediately taunt.
Highest to lowest. This is pretty close to your ability priority most of the time. The 1st job of a Tank is to hold aggro, so stick to this most of the time. Force Sweep AoE, still generates good single target threat. This is similar to the Threat Generation. The only exception is Warding Strike. Blade Storm - Grants Blade Barrier shield absorbs moderate damage. Skilled players should focus on it more as a matter of boosting DPS. Combat Focus - Cooldown grants 6 Focus.
Use in initial pull and then whenever you get low on Focus and Warding Strike is on cooldown. Warding Strike - Generates 7 Focus. Saber Throw - Generates 3 Focus. Only use when at ranged or part of initial pull.
Force Leap - Generates 3 Focus. Force Stasis - Generates 3 Focus over 4s. Strike - Generates 2 Focus. You will use Strike on occasion but not frequently. With the Warding Strike buff, this ability deals strong damage and huge threat generation.
Saber Reflect. Also works great to build AoE threat. Is best used for really heavy damage mechanics e. Note that it does NOT work versus melee attacks! Saber Ward. This cooldown is pretty awesome for everything. Warding Call. A good multi-purpose defensive, though it's important to note that reducing damage taken is less helpful than flat increases to damage reduction, so this defensive is decidedly weaker than Saber Ward. Focused Defense.
Best used during damage phase with lots of small damage e. Use it during heavy damage phases or when you know healers are really stressed but can give you some fake health to survive while healers are stressed. Blade Blitz. The timing of the buff is difficult to manage during a fight, but when timed appropriately can be used to ignore various mechanics. With Saber Reflect, this makes Guardians extraordinarily strong at avoiding large one-off damage mechanics.
Lasts 15s and a 3 minute cooldown. Most fights last between minutes, so in difficult fights try to time an adrenal as an additional defensive cooldown early in the fight so you can use it twice.
Awe uses the GCD. Guardian tanks have arguably more defensive cooldowns than any other tank class. Those defensives include several opportunities to complete mitigate high damage attacks, longer cooldown defensives that provide high sustained mitigation benefits across all damage types, and a variety of less powerful but low cooldown defensives that can help you smooth damage profiles when a big defensive is not available.
When comparing Guardians to Shadows, their biggest advantage is versatility. Standard and weak targets are knocked down by the blasts. Can be used while moving. Generates 30 heat over the duration. Interrupts the target's current action and prevents that ability from being used for 4 seconds.
Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Fires a dart that will detonate after several seconds.
Standard and weak enemies enter a state of panic while the dart is active. Standard and weak targets are knocked back from the blast.
Standard and weak targets enter a state of panic from the flames. Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover.
Loads your blaster with a high-energy gas cylinder. Loads your blaster with a high velocity gas cylinder. FQN: abl. If the target is a group member, all other group members are also affected. Blasts 8 nearby enemies back and away. Cannot be used against targets in cover. If the primary target is a standard or weak enemy, it is knocked to the ground.
Fires a neural dart that taunts the target, forcing it to attack you. Requires an active companion. Lasts 1 minute. Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes. Requires two blasters. Whenever you take damage, an additional stack of Power Yield is applied, up to 5 times.
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.
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