SWTOR 5.0 Shield Tech Powertech Guide |
Автор темы:
JTMarsh
Дата создания: 27.12.2016 21:13
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SWTOR 5.0 Shield Tech Powertech Guide
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Сам линк: читать здеся на англицком Intro to Shield Tech “Launching into the fray with a jetpack-propelled attack and able to withstand powerful offenses, the Powertech trained in the Shield Tech specification takes the brunt of the assault while employing a wide range of tech-based attacks to scorch and trip up even the most formidable adversaries.” The Shield Tech Discipline of the Powertech AC is one of the 3 tank Disciplines in Swtor. With 5.0 PT tank has gone through some rough times having lost almost the rest of its ranged abilities and nerfs to Kolto and Oil Slick. While gaining nothing new while playing the same in 5.0 and compared to the strength of Assassin tanks right now, it is in the right hands more than capable of clearing the most difficult content in the game. Rating
5.0 Changes Compared with 4.0, with 5.0 all classes are going through several changes that will affect how the classes play down to their core level. Universal Changes With 5.0 all base classes will be removed from the game and characters starting from level 1 will have be choosing an Advanced Class and choosing a Spec at level 10. Utilities also have been reworked with not only change but an additional Legendary tier of utilities including new ones. Also all abilities for melee classes will be instant including PT with very few channeled abilities that can be used on the move. PT Shield Tech Changes Base Class abilities have been mostly reworked with the PT. Flamethrower has been replaced with Searing Wave which has been removed from the game. Death from Above has been replaced with the new Ordinance Onslaught and Explosive Dart with Shatter Slug. These two old abilities will be now exclusive to the Mercenary class. Gearing and Stats Listed Below are the Optimal Numbers as suggested by Bant’s Theory Crafting. This is his work and indebted for it (Source: Bant’s Thread on SWTOR Forum) Iokath MK-5, Tier 3: Legendary (242 ilvl) 73.42% Reduction | 7379 Endurance (2xC, Stim) | 6714 Mastery | 910 Power | 3793 Defense | 2201 Shield (7xE, 6xA) | 1413 Absorb (3xE, 8xA) Iokath MK-3, Tier 3: Artifact (240 ilvl) 73.12% Reduction | 7067 Endurance (2xC, Stim) | 6451 Mastery | 910 Power 3605 Defense | 2138 Shield (8xE, 4xA) | 1370 Absorb (2xE, 10xA) Eternal Commander MK-15, Tier 2: Legendary (236 ilvl) 72.84% Reduction | 6924 Endurance (2xC, Stim) | 6315 Mastery | 910 Power 3523 Defense | 2102 Shield (9xE, 2xA) | 1352 Absorb (1xE, 12xA) Eternal Commander MK-13, Tier 2: Artifact (234 ilvl) 72.52% Reduction | 6634 Endurance (2xC, Stim) | 6065 Mastery | 910 Power 3337 Defense | 2100 Shield (10xE, 1xA) | 1248 Absorb (13xA) Eternal Commander MK-3, Tier 1: Artifact (230 ilvl) 72.14% Reduction | 6382 Endurance (2xC, Stim) | 5830 Mastery | 910 Power 3183 Defense | 2015 Shield (9xE, 3xA) | 1237 Absorb (1xE, 11xA) Notes about numbers: Numbers are based on modeling and therefore have limitations. Use with a grain of salt. Gearing is based on maximizing mitigation but due to extreme amount of defense use of either Warding B mods or even Lethal B Mods is preferred. Set bonuses Set Bonus: Supercommando
Stats and Gearing Methods Now I will not say their is only one way and if not you will never clear anything as you might expect from a guide as long as you gear have proper item level, no fight will really come down to how min maxed you did your tank. Unless you forgot to budget a stat entirely or forgot to put your gear on (Hey it happens). That said here are some generally agreed upon ranges of stats people use
I leave out defense as the amount of defense is far over the limit needed. Mitigation Build vs Higher HP Build Higher HP build whereby mostly defense is traded for HP is gained through any combination of B Mods, Bulwark/Bastion enhancements or DPS relics because they have HP.I personally lean towards more HP for my builds to counter spikes since it’s mostly trading defense for HP and many spike attacks aren’t countered by defense. Unfortunately BW has decided that BiS is only unlettered so you will have to go with less than BiS Mods and Enhancements for HP. Utilities Credit to Jaymis for writing these out already thus saving my fingers and for the simple idea of making it a table. His 5.0 Pyro Guide can be found here . (Recommended Utilities are bolded.) Skillful Iron WIll: Reduced the cooldown of determination by 30 seconds and the cooldown of Hydraulic Overrides by 10 seconds. Hydros are your bread and butter for PT tanking from speed to ignoring lots of physic mechanics it is handy. Especially with the CD increase in 4.0 Reflective Armor: When Close and Personal is triggered, it will also deal X elemental damage to the attacker if the attacker is within 10 meters. Free Damage when attacked by AOE is useful when not a lot of adds and bosses with AOE or cleaves. Bracer Propellant: Increases the range of Flame Burst and Magnetic Blast by 2 meters and the radius of Flame Sweep by 1 meter Mostly worthless as a tank you will for the most part be in 4m range and its only 2 meters now Engulfing Flames: Increases Flame Sweep damage by 25% Good for AOE heavy fights Suppressive Tools:Magnetic Blast, Flame Burst and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds. PVP Utility Gyroscopic Alignment Jets:You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally your next Tech ability deals 10% extra damage or healing. Mostly PVP utility with little situational PVE use as a tank Masterful Pneumatic Boots: Increases in combat movement speed by 15% Very Useful as a tank especially on with lots of movement and kiting Sonic Rebounder: Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Very useful as this is your raid utility. Helps reflect damage and reduce incoming damage. Pyro Shield: When activated, your Energy Shield ignites in a blaze scorching attackers for X elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. Free Damage for pushing a phase faster Prototype Electro Surge: Reduces the cooldown of Electro Dart by 15 seconds. PvP Utility Accelerated Real: Reduces the cooldown of Grapple by 10 seconds. PvP Utility with situational use on Revanite Commanders Hitman: Reduces the cooldown of Quell by 2 seconds. Useless Utility Heroic Adaptable Assailant: Grapple immobilizes the target for 3 seconds. In addition the cooldown of Stealth Scan is reduced by 5 seconds, and any target it reveals is immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area. Pvp Utility Enhanced Paralytics: Increases the durations of Electro Dart by 1 second and Carbonize by .5 seconds. PvP Utility with situational use on Revanite Commanders Torque Boosters: Increases the duration of Hydraulic Overrides by 4 seconds. Useful for extending Hydro cheese by 4 seconds Liquid Cooling: When Thermal Sensor Override is activated, it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active, or reduces threat towards all current enemies if Ion Gas Cylinder is not active. Mostly DPS utility but can be taken if nothing else Mutilating Shards: Shatter Slug reduces the movement speed of all affected targets by 75%. This effect can only occur once every 30 seconds. PvP utility Efficient Suit: Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. PvP utility Legendary Pressure Overrides: Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30 meters for 15 seconds. Gimmick utility and doesn’t even have Rail Shot. Fuel Additives: Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not being utilized Helpful for tight dps checks Shield Cannon: Damaging a target with your Shoulder Cannon Missiles heals you for 3% of your total health. Since nerf has limited use but can be taken if nothing else needed Overdrive: Hydraulic Overrides increases movement speed by an additional 45% while active. Useful on fights with heavy movement Reel and Rattle: Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds. Due to being in 4m range at most times pretty useless due to Grapple minimum distance being 10m Battering Ram: Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds. Situational use if nothing else is taken Passives and Abilities Listed below are a general outline of a PT Tank’s abilities and passives. Passives Overview The strengths of PT tanking lies in its passives abilities and heavy armor along with its ability to dish out damage from range. With this in mind PT tanking is all about keeping up your passives which luckily is quite easy to do if you use your abilities right. Passives With Ion Gas Cylinder your Armor, Shield, Absorb, Damage Reduction and Accuracy (you have full accuracy while in tank stance) are increased while your damage is decreased. When using it has a chance to deal extra energy damage when you use an attack The core element of PT tanking is maintaining its passive stacks of Heat Screen and Shield Enhancers. When you reach 3 Stacks of Heat Screens Heat Blast will become available to use significantly increases your absorption by 25%. Building stacks of Heat Screens which increase your Absorb revolve around shielding an attack and proc’ing your Ion Gas Cylinder through attacks particularly Rail Shot and Rocket punch. These last two abilities are used to build your Shield Enhancers which increase your Shield. Shield Tech Passives Ion Gas Cylinder Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cylinder is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Ion Overload Dealing damage with Rocket Punch triggers Ion Cylinder on the target and dealing damage with Rail Shot triggers Ion Cylinder on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Cylinder deals damage, it will also shock the target for X additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat. Combust Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Heat Screen Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second. Flame Engine Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave or Firestorm and causes your next Searing Wave or Firestorm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds. Shield Vents Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds. Hydraulic Shield Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds. Power Armor Increase damage reduction by 2%, armor rating by 15%, and the damage dealt by Ion Cylinder by 10%. Flame Surge Increases the damage dealt by Flame Sweep by 15%. In addition, Jet Charge grants 2 charges of Flame Surge, which makes your Flame Burst and Flame Sweep generate no heat. Each use of Flame Burst or Flame Sweep consumes a charge of Flame Surge. Ion Screen Increase damage reduction by 2%. Additionally, Heat Blast damages up to 3 additional enemies within 5m of the primary target. Does not damage, sleeping, lifted, or incapacitated enemies. Coolant Kolto Overload now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Explosive Fuel increases defense chance by 35% while active. Deflective Plating Increases melee and ranged defense by 4%. Ablative Upgrades Increases shield absorption by 4%. Shield Enhancers Rocket Punch and Rail Shot grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times. Heated Absorbers Heat Blast increases shield absorption by an additional 5%. General PT Passives and Misc Puncture Rail Shot Ignores 60% of the targets armor and Rocket Punch or Flaming Fist deals 10% more damage Close and Personal Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. Stealth Scan A useless PVE ability that is handy for uncovering sneaky stealthers in PvP. Transpose The greatest Meme of PT tanking BW has given us. Best use for trolling teammates. Abilities Offensive Abilities Firestorm (FS): 10 meter conal attack and hardest hitting attack now an Instant. Double Damage with Flame Engine and causes targets to become Impaired reducing their F/T attack damage of enemy by 5%. 10m Rail Shot (RS): Ignores 60% of armor and with Ion Cylinder can cause damage to multiple targets. Builds Heat Screens and Shield Enhancers. Use on CD. 10m Shoulder Cannon (SC): Loads 4 missiles to be used off GCD 1 every 1.5 seconds and goes on CD for 1.5 minutes. With heal utility can provide a now small heal but should not be delayed as very useful in building threat and doing damage. 10m Rocket Punch (RP): Builds Heat Screens and Shield Enhancers. One of your hardest hitting attack. Use on CD. 4m Heat Blast (HB): Uses Heat Screens to boast absorb by 25% for 6 seconds. Should be used on CD unless saving for a major hit. 10m Flame Burst (FB): Main filler and causes Enemies affected to be Weakened and do 5% less M/R Damage as well as Trauma. 10m or 12m if Utility is taken. Rapid Shots: Secondary filler as it costs no energy. 30m Shatter Slug: AOE does moderate damage. 10m. Ordinance Onslaught: AOE does moderate damage. 10m Flame Sweep (FS): Filler AOE and does moderate amount of damage. 4m. Grapple: Pulls Enemy towards you if capable and/or generates a lot of threat. Utility allows it to deal damage if taken. Jet Charge: Gap Closer and provides 2 free FP or FS. Carbonize: AoE Hard Stun Electro Dart: Single target hard stun Cooldowns Oil Slick: Covers surrounding area in an oil slick and for 10 seconds (13 with 6 piece) enemies within oil slick are slowed 70% and M/R accuracy reduced by 15% and can act as a raid utility if you aren’t tanking or there is M/R Dmg going out to raid. Explosive Fuel: Increases Crit Chance and more importantly gives you 35% defense chance for duration. With Oil Slick and built in defense this can give you a very powerful cooldown.. Energy Shield: 15 seconds (19 with 6 piece) you take 25% less damage from incoming attacks. Kolto Overload: When activated it goes on stand by for 1 minute. During that time when health dips below 35% it will heal you up to 35% and if above 40% heal for 2% of total health. Hydraulic Overrides: Increases movement speed by 30% (45% with utility) and grants immunity to physics and movement impairment for 6 (10 with utility) seconds Vent Heat: Reduces Heat by 50. Thermal Sensory Overrides: Makes next attack cost no heat. Rotations and Priorities A Standard “Opener” (Will Vary): Preload SC–>Grapple–>Jet Charge–>RP and SC Spam–>RS–>FS or HB –>FBx2 or FS–>RP or FB–> HB or FB–> Taunt and FB–>RP/RS—>FS–> AOE Taunt->…… Priority Priority:
A few notes about PT tanking rotation. First Grapple had its threat greatly increased making it near equivalent to the Assassin force pull. 15k threat of the bat is pretty nice. With Jet Charge you get the free 2 Flame bursts. Right away you want to build your Heat Screens and Shield Enhancers. Now depending in a real fight if you have gotten a third screen or not use Heat blast. If not use Firestorm to put the F/T debuff on the target and deal serious damage. During this time you want to use your shoulder cannon since it’s off the GCD and adds to your threat generation and skills. If the boss does no or little M/R dmg during at least the first two minutes you can use Explosive fuel as an Offensive cooldown instead. Since raid buffs go out at the beginning you can grab a metric poop ton of threat. After first HB use your taunt then FB to get that M/R debuff up then just go from their. Procs are mostly dependent on shielding attacks so see it as priority not static. And here and there rapid shot for heat management as it can build fast even with Thermal Sensors and Vent Heat. Advice on Tanking in General Tanking is one of the three trinity types found in Swtor and when it comes to defining clear goals and what constitutes good or even great tanking is harder to quantify than DPS or Heals. That said there are some core keys to being a great tank in Swtor able to tank any boss. I’ll outline them below
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