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Thread: Juggernaut Immortal Tank Build

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    PvP = Hardmode jd-inflames's Avatar
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    Default Juggernaut Immortal Tank Build

    I've seen this build pretty much identical online, and while I could try and move a few points around, I simply couldn't. It's exactly the way I'd do it. Once I get to 50 and am knee deep in end-game I might have a slight of opinion, but for now:

    Skill Calculator - Star Wars: The Old Republic (SWTOR) Database



    Enjoy, discuss, all of that stuff you guys want to do.


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    This is the build I had planned on using when I roll my Jug.
    "Reality doesn't care if you believe it." ―Boba Fett

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    Seems like a shame to not pick up Dreadnaught

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    Quote Originally Posted by Kevrok View Post
    Seems like a shame to not pick up Dreadnaught
    I tend to agree here. I would drop the 3 drops points in accuracy and put 2 of them in Dreadnaught. This will increase your damage output, which in turns increases your threat.
    Since you already have a base accuracy of 90%, the bonus you would get from the Acccuracy skill is minimal.

    With the remaining point I would also try to work Crash into the build. You would start of most fights with a Force Charge anyway, at least I do with force jump, and having a 2 sec stun is very nice to counter an alpha strike.
    "Just so you know, the whole 'cryptic Jedi' routine isn't mysterious, it's just annoying. If you could really see the future, you'd be at the pazaak table." - Atton Rand
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    Thanks for the points. Torhead seems to be jacked up at the moment, but I'll look further into down the road and perhaps revise my build.


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    Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

    This is the build I was looking at doing it gives you a little more AoE threat I believe with the shorter cooldown on threatening Scream but you does lose a 4% damage reduction to elemental and internal damage.

    and if they ever do a second role this is my PvP build

    Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

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    The problem with threatening scream is that it doesn't really generate AoE threat from what I've noticed, it's simply an AoE taunt. If you don't have them hooked by the time it wears off, you are right back to square one. Which isn't so much of a problem if you incorporated smash and sweeping strikes immediately following, but it's still doesn't seem worth it to me to take out survival to reduce a taunt that you should only HAVE to use in case of an emergency.

    To add more to the reason I chose accuracy is because I still hadn't really played the game but an hour before I looked over that build and realized that it's not that difficult to get up naturally. I've replaced all 3 points with 2/2 Dreadnought and 1/1 Crash. I couldn't see where else good on a PvE perspective to put said point (at least that I had access to), so I figured why not pass up such a powerful PvP talent (or even an extra interrupt for PvE).

    Here's the new build:

    Skill Calculator - Star Wars: The Old Republic (SWTOR) Database


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    Okay I have been reading through things and playing around with a few different builds. Top end talent for Immortal tree is a garbage talent. The only reason to take it is for PVP and even then it is not that amazing. Yes it helps build 5 stacks quick but honestly you can do it a little slower with just using sundering assualt. I have been tanking the last few days with this new build. It removes the Crushing Blow and Sweeping Fury from the build. This gives you a little more room to work into the vengence tree. Tier three talent Unstoppable with two points is freaking awesome. So many times I find myself able to use a force charge. Might as well gain a benfiet for using it besides the rage gain and potential free force scream. 20% damage reduction and immunity from interupts and movement impairing effects is something vital to a tank. Doing more damage really isn't. Juggernauts are not AoE tanks. We are single target tanks. Yes we can beat up on a few extra mobs and hold them down pretty well but in truth we are designed to grab one mean SOB and hold him down for the fight. As of right now I have been using this build and have had way more success with it then I ever did with a 31 point Immortal build. Just my personal opinion. Try out the build and see what you think.
    Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

    Last edited by jd-inflames; 01-04-2012 at 07:53 AM. Reason: Added build for ease of use.

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    Thanks for sharing, I'll definitely take a closer look at it!

    Just wanted to add one thing though. You don't use Crushing Blow to add stacks, you use it AFTER you already have stacks. Take note of the end of the tooltip, that's where the move shines.


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    Oh i know what the end of the tool tip states. But again my original point comes out. Why are we trying to DPS as a tank. The talent is a DPS boost. While the Unstoppable talent is a tank talent. I would rather give up the boost in damage for the damage reduction gained from Unstoppable. In combat I find that I have tons of occasions to use a force charge. So it is used throughout combat. Just my personal thoughts on this is all.

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    Ok, I'm not going to hold them against you, but it's always healthy to debate especially with a game so young How is your threat working on longer encounters? Are you managing just fine without the significant boost?


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    Last night me and my guild ran D7 6 times. 3 runs I used the cookie cutter build and 3my runs I used my hybrid build. The differences I noticed and the info I got from my healer is this. Both builds I rarely lost control of a mob. The only time was during aoe mobs. Threatening scream worked just fine to wrangle them up. As far as mitigation my healer said that healing me was Mich easier with my hybrid build when I consistently use force charge.

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    Hmm, I could definitely see how that would work. I'll have to give it a shot, thanks. The content I've been working on thus far (haven't quite made it all the way to 50, getting close), other than an opener I haven't gotten to use it too much other than the occasional fight where force push actually does something (other than piss off any other melee). If you keep force charge on cooldown, that's approximately 16 seconds of 20% damage reduction a minute, which is pretty damned good.


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    I have started using the 34/7 build. I am not 50 yet but so far it seems to work pretty good.

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    What level have you made it to? I'm level 39 at the moment (work is killing me in terms of giving me some game time) and it works well enough, of course without Dreadnought and Crushing Blow you REALLY start to feel lacking in the DPS department.


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    Hey folks,

    I'm new here, and I found a link to this thread while researching Juggy tanking. I used to raid tank extensively in WoW as a pally and as a DK back during Lich King, so I have some experience tanking, but I'm a bit rusty. I've already got a level 50 sniper here in SWTOR, and I have been aching to get my tank leveled up. Currently, my Juggy is only level 15, so keep that in mind... I haven't see what SWTOR is like for this class past 18 (from the weekend beta). So, having gotten that out in the open first, let me comment on this, from my WoW tanking point of view:

    1. Accuracy is never wasted. If you don't hit 100% of the time, you are missing the opportunity to generate threat. Unlike in WoW, getting accuracy above 100% in SWTOR is still useful, as it translates into Armor Pen, which translates into even more threat gen. Beyond that, it can be disastrous as a Tank to charge into a big boss and miss your first heavy hitting ability, only to see some trigger happy DPS behind you rip the boss off of you (I've already done this on my Sniper in hard modes, because our Powertech tank isn't hit capped). So, in that light, taking Accuracy definitely seems worth it.

    2. I'm seeing a lot of discussion here about doing damage as a tank. Let me be frank... that's not your job. Your job is to hold threat and stay alive while the people who ARE specced for DPS kill your target. I understand that extra DPS translates into extra threat gen, but taking a DPS talent over a defensive talent seems to be a questionable choice, at best. As long as you can hold aggro and stay alive, you're doing your part. When you're out soloing, you've got companions like Vette or the little Jedi chic to go all DPS crazy for you while you round up the trash. As a side note, (and yes, I know Drummand Kaas isn't indicative of the rest of the game, but...) As I was running around DK last night, I didn't even have Vette out. I did the entire first half of the zone solo, while Vette was off Slicing for me. I had zero trouble doing DPS (at least at this low level) as a tank. Granted, I have a level 50 to fund me, so I was wearing full level 15 blues with epic mods in my saber... so that might have had something to do with it...

    3. The Unstoppable talent sounds like fun when you're out soloing, in PVP, or clearing trash in dungeons and raids... but the core function of a tank is to survive against boss targes, which is where we get our loot from In most cases, Unstoppable is useless on tanks, unless they routinely do knock backs or you have to run away from them (i.e. the Padawan at the back of BT, or HK in the Foundry). So, from a leveling/soloing/playing around point of view, Unstoppable is fine, but in a boss fight situation where it really counts, that would not be my first choice of talents.

    Here is my (admittedly noobish) take on my tanking build, as I level. Some of these choices were made because I don't understand how the underlying abilities work (i.e. backhand or force push), and I may have to revise the build as I learn more about Juggy tanking. Feel free to offer comments/critiques on my choices, because like I said, I'm just now getting to level my Juggy tank and I've been focusing all of my research up to now on my Sniper.
    Skill Calculator - Star Wars: The Old Republic (SWTOR) Database


    Thanks,
    Crash

    p.s. how do I embed the skill tree from torhead into my post? I don't know the tags to use for that, but I like the feature
    Last edited by jd-inflames; 01-06-2012 at 02:14 PM.

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    Hello Crash, and welcome to JediTank, glad to have you here. I took the liberty of adding the build for you, but for future reference you can post a talent build by using the [ torbuild][ /torbuild] tags. I'd love to see what you have for your Sniper!

    You've raised some very valid points, but let me try and break a few things down for you from the perception of a high(er) level Juggernaut.

    1. I've never had an issue missing, but then again I'm only 39 at the moment. Also, I was unaware that excess in accuracy translated to additional armor pen :embarrassed: I'm going to see how I perform threat wise at 50 in hard modes before I take my judgement further, however. Either way, very good points.

    2. The DPS talents I've added in my build aren't because I'm worried about adding more to DPS, but so that I have a greater chance of keeping the targets on me. Juggernauts / Guardians in their current state are the most difficult class to maintain threat (not impossible, not broken, just difficult), which is why so many points are invested in threat talents. I would say, however, that once your gear starts to make up the difference, it would probably be much more beneficial to maintain a more defensive build when you are getting into Nightmare ops.

    3. Like I mentioned previously, the only point that Unstoppable seems useful to me, especially useful enough to spec that far into vengeance (and lose out on Crushing Blow) is if there are a lot of boss fights further down the road that are susceptible to Force Push, which is the only time in combat on a boss I actually get to use Force Charge more than once (and even then, that's a long cooldown, it's really not worth the points now that I look further into it).

    Again, good points all around. Hope to hear more from you soon


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    I can understand your logic about accuracy. However, I would try to look for the accuracy bonus from mods or implants. Even with 3 points spent, your accuracy is only 93% (or even 92,7% depending on how the bonus is calculated.. is it 90+3 or 90+3%)
    I'd rather put those 3 points into a skill that either gives me a damage bonus, or a decrease in rage cost.
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    Mine is 33 and i haven't had any problems yet. i mostly use quinn for the healin and just rip through mobs. occasionally ill get myself in trouble, pull too much, and die lol. but other than that im liking the 34/7 spec. i have run some flashpoints with guildies who are a few lvls higher and most of the time i can hold threat on mobs. so i think if we were on the same lvl then it wouldn't be a problem.

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