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Thread: Juggernaut Immortal Tank Build

  1. #41
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    Builds seems ok but iam missing 2 skillpoints in such a crucial skill as Thrown Gauntlet is. I'm playing jugg tank lvl50 and I've been tanking every hardmode flashpoint many times aswell as both 8/16man hardmode operations. From my experience the Threatening scream boosted with Thrown Gauntlet is MUST HAVE!

    There are basically only 2 builds possible for jugg tank (with some cosmetic changes), first one is "Unstoppable build" great for most hardmode flashpoints and the second one "Crushing blow build" best for operations. I tested both of them a lot so I'm again speaking just from my experience.

    My current setup for operations:
    Last edited by Tormented; 01-31-2012 at 06:09 AM.

  2. #42
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    We may have to agree to disagree here... I would rather have the extra 2 points of accuracy over a shorter AOE taunt cool down. If your raid can't control their aggro, that's a whole different problem. Granted, there are other situations where a fast AOE taunt is useful, i.e. the pirate boss in Battle for Ilum or the giant monster boss in Karaggas, with the gamorian adds... but there are other ways around that. Generally speaking, I prefer general utility over specific scenario skills... Assuming your raid is doing their job, you will get more use out of the 2% accuracy (which increases threat gen, incidentally) than you will the taunt.

    To answer the previous question, 'Specials' are abilities that deal force damage. Basically, when you run through your rotations, anything you see that has 'yellow' damage is a special, and uses the 100% base accuracy. All other (the majority, in fact) of your abilities will cause 'white' damage... that uses the default 90% accuracy. The tooltips aren't very helpful in determining which abilities do which kind of damage, so it's best to just use the ability and see if it's white or yellow damage. As far as Juggies are concerned, since most of our bread and butter skills use white damage, we should assume a base 90% accuracy and gear up based on that. I think Sorc's do more yellow damage than white damage, giving them a huge advantage in gear, but that's a discussion for another thread...

  3. #43
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    I've only been 50 in SWTOR for a little over 1 week but I've done around 20 hard modes and i raided for 4 years as a main tank in WoW, so I've been around.

    Many different points have been raised in this thread and i think ill start with the accuracy vs. strength debate.

    Assuming you compare just 2 % accuracy with 6 % strength, which is best?

    Atm I tank in mostly tier2 PvP gear with about 1150 strength unbuffed. This means 6% strength gives me ~16 bonus damage and 0.5% extra crit. When i compare this with 2 % extra hit I would personally prefer this. Keeping in mind of course that accuracy is "capped" at 110% (the point where you hit 100% of the time with 0% parry on mobs). As you get better geared dreadnought will start to get better I am sure since it scales which accuracy doesn't, but until you got your rakata gear I'd stay clear of it.

    My main reason for prioritizing accuracy though have been mentioned before and that's the first 4.5 seconds of a fight (first 3 GCDs) you want to hit all these so you get aggro on main target and get your first 5 stacks of "sunder armor" up. My opener is always backhand, crushing blow, sundering assault. This gives us the maximum amount of threat while enabling our DPS to do their job.

    When choosing talents in general I'm still very much in doubt on what I want but I think its important to start our by picking what you KNOW you want 100% of the time no matter what. For me at the moment that's surviveability. You need it in operations (although I have very limited experience here) and it's very nice to have in hard modes if you don't have the worlds greatest tank. Other stuff is important aswell, but these are the talents I wouldn't go without:

    Enraged Sunder
    Quake
    Guard Stance
    Blade Barricade
    Invincible
    Shield Specialization
    Force Grip
    Backhand
    Sonic Barrier
    Dark Blood
    Chrushing Blow
    Improved Sundering Assault

    This amounts to a total of 22 points, which I would never tank without (if we assume 31 jugger, havent even tested hybrids yet).

    The rest of the Immortal tree is more or less a choise between more damage or more rage. In hardmodes I would go for a more rage approach because its harder to keep a stready rotation going, once I start more operations I'd go for more damage since threat needs to scale and some of the enrage timers are quite tight.

    All this said, this is what I will be using for a while, but I'm looking into other options:

    http://www.torhead.com/skill-calc#101dMGcurrouRZhG.1
    Last edited by Jernsaxe; 02-04-2012 at 01:22 AM.

  4. #44
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    Lo'all

    I'm Puros. This has been a great discussion and I have learned a lot. I am in middle of leveling my first SWTOR tank. I truly enjoy tanking. It is a real challenge.
    I do have a few questions. If I missed this on the thread, sorry.


    1) Lots about keeping agro and tank survivability but not much on the "oh, Sh** factor" Places where Force charging mob at the open to bring it to the rest of the mobs, Taunting wayward and Force Pushing a mob away from my healer come in handing. I've tanked on several other games and i have heard the "Well, I never had those problems" We all know that's just not true. Things happen but I am still new to this game and every game as its difference. Just wondering your thoughts on that?

    2) Besides the tank bennies does stacking sundering armor faster make for great damage in the over all fight with CB or does the increased accuracy allow for faster application of SA for same effect?

    3) As to threat, relying on a haymaker ability to give that over the top threat you need seems counter productive when increasing the accuracy of all powers will generate greater threat for each ability?

    I am not sure if the numbers actually bare out on my theory though. The ideal vs real game application tend to have different results. LOL

    Someone mentioned not using force push much, I have had good success with it in trash mobs as there tends to be a wayward mob that I can force push back to the group to help herd them together.

    Puro

  5. #45
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    Im gonna have to try out that build that Jernsaxe posted. Having a taunt on CD is kind of a big deal and having the ability to use Force Scream more would be nice.

  6. #46
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    First, i wanna say hello to all who previously posted their thoughts in this Thread. Letīs say im the new one^^.
    One of the talents which has not been discussed yet is Revenge. I know it is not this important for tanking, but iI have one point or two that may be worth discussing. Do I really have to spend 2 points to make this talent viable? The rage reduce affects only 2 abilities, which have both a 2 sec. CD. Normally you only use one of them in a battle, either Smash or Force Scream. During my leveling process i got the feeling that the 3 stacks are generated in a shorter time than 12 sec. Could it be possible that 1 point is enough to have the 3 stacks up when Force Scream or Smash is ready? Especially when you skilled Battle Cry too?

    Just my two cents
    Scarcross

  7. #47
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    Hey everyone, I'm a new user here and actually this is the first forum I've ever signed up for so you might have to bear with my lack of knowledge with some interactions... sorry :/ but I'm a level 50 juggernaut tank who has been tanking for my guild's Hard Mode operations and have actually found some interesting things in switching to various builds whenever I feel like messing around. My current build I'll like at the end here, but I find myself ripping threat off our other tank like it was my job even though his gear is just a tad better than mine is. Call me heretical, but I said no to the accuracy simply because a jugg in the rakata gear has tons of accuracy and need skill point allocated to defensive skills. It was mentioned earlier in the forum to pick up Unstoppable and I have to admit I really like the idea, the only issue I find is that you'll have too much accuracy for your own good. I also took notice that most people didn't invest in Battle Cry, but I find it to be an almost essential skill seeing how so many raid bosses I end up jumping around from area to area. The free Sonic Barrier is just too good for me to pass up, but that could be just me. I know the Sonic Barrier doesn't hardly absorb anything coming from a comparative standpoint, but every little bit helps. The reset on Force Charge provided by Force Push is nice in the off case that you jump to the wrong target, but really has no use on bosses because of the long recharge time even with the Thrown Gauntlet skill invested in. Something Scarcross mentioned just above me is the idea of putting only one talent point into Revenge; while not a bad idea, I think the real question is are you the main tank or are you the off-tank? If you are always the off-tank, put one point in there in case you have to main tank for any reason, but I'm gonna say go for both points if you are main tank because you'll need every opportunity for that proc seeing how both Force Scream and Smash provide you with a survivability buff/debuff. Rage can be hard enough to come by -especially- as an off tank since you don't get the rage generated from Soresu Form unless you are being attacked by something. I also invested in Ravager simply for the cooldown reduction to Force Choke (thought the reduction to Ravage is also nice) seeing how I find myself using Force Choke more as a rage builder and less as an actual attack.
    Looking to the future, I think once the trees are finalized for 1.2 we should all meet up and discuss newer, perhaps better tanking builds for juggs

    Link for Hathrael's jugg tank build: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

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