gamesread | 0.3.5 Patch Notes: Alpha Preview

New Features

Prizm Lounge (Founders Map)

  • New items
    • 3 Futuristic Clothing Sets (no stats) including helmet
    • Exclusive drinks & potions
  • New Quests.
  • VIP area – only Prime Collectors (100$+) can enter this area.

Allegiance PvP System

  • Guilds may now pledge allegiance to Tethis the God of Water & Piphos the God of Fire. Opposing guilds can freely attack each other without consequence, including inside guardzone.
  • Fire & Water armors are craftable and wearable for members of aligned Guilds.

Player Parties

  • Players can now form parties of up to 5 people.
  • Autoloot while in a party distributes items and gold between nearby group members.
  • /createparty to create a party.
  • /invite to invite a new party member.
  • /leaveparty to leave party.
  • /groupautoloot to change loot distribution. (on by default)
  • /listgroup lists the members of your group.
  • Most party commands are accessible via radial menu.
  • Party member positions visible on map.

Fishing

  • New fishing skill and ability
  • 6 types of fish on Celador
    • Barrel Fish
    • Tero Fish
    • Spotted Tero Fish
    • Four Eyed Salar
    • Razor Fish
    • Golden Aetherfish
  • Fish schools added to waters of Celador/Outlands.

Catacombs

  • Catacombs level 2 spawn has been revised.
  • Updated Catacombs monsters’ loot and increased difficulty.
  • Death’s swing speed has been adjusted.
  • Add catacombs dungeon marker to the map
  • Death now speaks…

Changes

Combat

  • Combat Skills Split: Combat/Combat Support.
  • Combat Skill Cap Lowered: 400 (from 500).
  • Combat Support Skills Cap: 200  (effectively increasing Total combat related skills points to 600).
  • New Skill Added: First Aid.
  • Weapon trail effects added.
  • New visual effects for combat abilities.
  • Combat Ability Added: Onslaught.
  • Combat Ability Added: Leap.
  • Combat Ability Added: Charged Bolt.
  • Combat Ability Added: Quick-Strike.
  • Combat Ability weapon assignment revised.
  • Shield can no longer be used with 2H weapons.
  • Queued Triggered Abilities now show up on Buff Bar
  • Wide Swipe Switched to triggered ability. Damage Now a factor of weapon used
  • Backstab damage increased.
  • Stealth now stops sprint.
  • Sprint no longer breaks stealth.
  • Stealth now takes armor into consideration and removes user from combat (Does not apply armor penalties if target has not moved since initiating ability.)
  • Regen Heal rate adjusted.
  • Added a primary ability to the halberd.
  • Critical Hit Chance increased and factors weapon speed
  • Damage Rescaled
    • Passive
      • Stats: Increased from 0-30% to 0-40%.
      • Skill: Increased from 0-25% to 0-65%.
    • Critical
      • Piercing Damage +30% (Up from 20%).
      • Slashing Damage + 20% (Up from 10%) + Bleed Effect : Damage increased from 2-4 to 4-8/tick.
      • Bashing: +10% (Up from 5%).
    • Active Abilities:
      • Rend: 25%.
  • Necromancy:
    • Souldrain spell has been revamped.

(Deals a small amount of damage directly, along with an extended HP drain from target to caster)

  • Manifestation:
    • New spells Greater Heal, Poison & Cure.
    • Reagents: Some spells require reagents others provide bonuses when reagents are present.
    • Reagent Bonuses
      • Decreased mana cost.
      • Increased skill gain.
    • Add progress bar for spell casting.
    • Mana Gathering ability: Temporarily boosts mana regeneration while standing still.
    • Spell Buffer Effect adjusted.
    • Added Spell Queuing : When AutoTarget is disabled you can now queue target while spell is being primed.
    • Spell Interrupt: Lowered interrupt chance on regular hits, increased interrupt chance on crits (from 1.5 to 2.5) magic has a 3x base interrupt chance.
    • Chain lightning doesn’t target PVP now when not flagged.
    • Can now Block/Dodge and Parry While Casting with a 30% chance penalty.
    • Damage
      • Base Spell Damage From Int: Increased 25% to 40%.
      • Base Spell Damage From Skills: Increased from -30% – 50% to  -30% to 80%.
      • Spell Crit: +20% Damage.
      • Crit chance and damage for Fireball reduced.
  • Combat Bug Fixes
      • Bonus Block chance from skill was only being partially applied.
      • Critical damage now being properly applied.
      • All weapons were being treated as balanced STR/AGI. Now they are being factored as their appropriate statistic.
      • Less instances of random north facing while casting.
      • Wideswipe is no longer considered an AOE.
      • Aura of Fire upkeep & damage adjusted.
      • Taunt fixed.
      • Leaving combat after combat ability use.
      • Changing combat stance not responding.
      • Backstab slow effect fixed.
      • Females no longer use male sounds for combat abilities.
      • Stagger effect on blunt critical fixed.

Crafting

  • New Crafting Window.
  • Recipes can now have a small chance to be acquired through salvaging items.
  • Craft button now reopens and updates after crafting an item.
  • Disable resource usage for improvements.
  • Skill gain revision:
    • Slow mid-range crafting skill gain has been revised.
    • Tweaked skill gain rates for crafting to better reflect skill required to create the item.
  • Crafting Bug Fixes:
    • Fix for improvement chance not resetting between crafting items.
    • Durability fixed, weapons and armor now last substantially longer in accordance with their quality.
    • Spears now can be improved.

General

  • Coins now have denominations in Platinum, Gold, Silver & Copper.
  • Total Skill Caps and Individual Skill Caps doubled. (Individual cap 50 -> 100, Total 400 -> 800).
  • Early Criminal System implemented.
  • Debuff/Buff UI Bar.
  • New Inventory UI with list function.
  • New Skills Window.
  • New Minimap.
  • Monster loot revised.
  • Monster casting AI has been improved.
  • Monster casting is only interrupted by special combat abilities.
  • Major revision and increases in specific levels of skill gain.
  • Merchants now sell base raw resources.
  • Merchants now buy goods at a much lower price.
  • Players are now denied access to locked houses unless they are partied/guilded with the owner.
  • Graveyard, Cultist Ruins & Black Forest monsters revised.
  • Greater availability of Cobalt & Blightwood in Outlands.
  • Cotton yields increased from 2 to 5 per plant.
  • Character run speed slightly increased.
  • Attacking yourself with a single target spell now causes damage.
  • You can no longer gain casting skills on yourself.
  • Default chat is now broadcast as a “say” that sends chat messages to everyone within 30 units.
  • Screen effects diminish with health.
  • Players can now delete characters on their account.
  • New players now start in padded armor.
  • Added back and quit buttons to front end UI.
  • Weight changes:
      • Remove max weight on all containers except bank and backpack (All other containers capped at 2000).
      • Backpack max weight has been increased (200 + Strength).
      • Intermediate resource weights (refined resources) have been cut in half (0.5).
      • Bank max weight is now 1000.
  • New NPC for the Eldeir Village.
  • NPCS no longer reveal automatically and their reveal range has been reduced.
  • Eldeir Village now has an Announcement board.
  • Added +25 new lighting decorations.
  • Added recipes for fishing pole & new lighting decorations.
  • Animations for mining and chopping trees have been updated.
  • New art for pouch.
  • Add new resources to resource bags on Test Shard.
  • Packed objects now decay when placed not at a house…
  • Increased range on cooking.
  • Add tips to loading screen.
  • Added lights to arena.
  • Mead now makes you drunk.

Bug Fixes

  • HP bug causing reduced player HP has been resolved.
  • Fix to rapidly changing targets.
  • Removed training on minions.
  • Mobs now give up chasing after a while.
  • Mobs will pursue enemies that go out of their line of sight.
  • Mobs won’t try to flee to impassable locations.
  • Fix depth issues with scroll windows.
  • Fix to catacombs treasure chests.
  • Catacombs portal quest fixed.
  • Catacombs Priest Sermon now works as intended.
  • Fix Rogue skill gain.
  • Fix for autoloot.
  • Spiders nests fixed.
  • Guard protect now checks to see if the attacker is in a guard region also.
  • Guards now attack when attacked.
  • Fixed errors with Super Guards conversing.
  • Pets stop aggroing when you tell them to.
  • Channeling skill should now gain normally.
  • Removed the crafting resource exploit.
  • Fixed bugs with erroneous player statistics.
  • Fix for paperdoll stats display.
  • Issac dialogue fixed.
  • Rubberbanding addressed.
  • Per-Thuas not Perthuas.
  • Treasure maps no longer vanish upon changing regions.
  • Weights corrected on some raw resources (silk, leather hides).
  • Sacred Cactus Extract no longer looks like a cactus.
  • Fix to hireling merchant spawners not resetting.
  • Fix for Catacombs map changing to Celador.
  • House Blueprints no longer default to radial menu.
  • Block skill gains when dead.
  • Block regeneration when dead .
  • Fixed rendering issues on screen resize.
  • Fix for mobs always facing north while casting
  • Fix depth issues with scroll windows.
  • Animal Ken: Evaluate ability working again.

gamesread – Alpha Preview 0.3.5 now Live!

As of 5pm EST today, September 23rd, the Shards of Aria server has been wiped and our Alpha Preview update is now live!

Returning pledgers and trial players possessing 200 or more skill points on Shards of Aria will receive a skill token to raise 3 skills of their choice – our way of saying thank you for your support. We are sending out new trial codes to Newsletter subscribers and have reactivated all expired trial accounts for 7 days of access to Shards Online.

gamesread - Alpha Preview 0.3.5 now Live!

For more information take a look at our latest Community Newsletter or read our in depth 0.3.5 Patch Notes.

Welcome to the new Shards of Aria!

gamesread – What to Do at Level 110 in Legion: Artifacts, Gearing Up, Suramar, World Quests and More!

Grats! You’re now level 110 with all dungeons unlocked, an awesome artifact, and a quest to go to Suramar. Now what?

We’ve put together a list of some of the most popular things you can do at max level, ranging from gearing up to questing through Suramar. In a future post, we’ll be highlighting some of the fun things you’ll find if you slow down and explore along the way. Please check out our Legion Survival Guide for a complete list of Legion guides and content topics.

Artifacts

Artifact Knowledge

Make sure to aways have Artifact Knowledge Work Orders going on, which will increase the amount of power you get from items which grant Artifact Power. Placing a Work Order for Artifact Research Notes requires 0 Order Resources. More details about Artifact Knowledge can be found here.

If you’re very close to finishing an Artifact Knowledge Work Order, consider waiting to turn in Suramar quests that reward a lot of power such as Delving Deeper by Arcanist Perclanea. Every rank counts; Rank 1 provides a 25% gain and Rank 2 provides a 50% gain.

Artifact Power

If you are going out of your way to look for Artifact Power, for example if you are preparing for raiding and want to work towards a second golden trait as soon as possible, then work towards Suramar Quests and targeted World Quests with Artifact Power.

If you want to gear up offpsec artifacts, there is a huge jump in trait costs from Rank 13 to Rank 14 (1000 to 6840). So if you are hopping between specs, keep in mind that it is easy to reach one golden trait.

Not sure what to spend your Artifact Power on? Wowhead Spec Guides detail recommended artifact build paths.

Want a break from regular artifacts? Try out Legion Fishing for the Underlight Angler Artifact Fishing Pole instead!

Third Relic Slot

The Class Hall Campaign Quest has a strong lore component, but it also unlocks your Third Relic Slot at the end. Relics let you upgrade the ilvl of your Artifact even further and modify another trait. As you complete this long quest, you will send Champions on several long missions, run dungeons, finish 30 World Quests, and recruit 8 champions to your Class Hall.

As the quest series generally requires 5x 8 hour and 5x 12 hour missions (Warriors have even longer ones), as well as several dungeons and/or profession requirements, this is something that cannot be powered through in one day; so start it early.

Summaries of each campaign can be found in the Class Hall Campaign Guide and a detailed breakdown of the Rogue Campaign is provided as an example in the Missions Guide.

While completing this long questline, you will also get two Class Hall Set pieces (Chest and Wrist), a new artifact appearance and tint, and a special class title. All of the rewards are in the Class Hall Campaign Guide.

Appearances

At max level, you can progress towards more of your artifact appearances. The following achievements unlock a tint or appearance:

  • This Side Up
  • Forged for Battle
  • Glory of the Legion Hero
  • Unleashed Monstrosities

Other achievements require a lengthier time investment or content that has not fully unlocked yet. You can also work towards your Hidden Artifact Appearance but some appearances are very obscure.

Gearing Up

World Quests/Dungeons

Before raids open, there are two primary ways to get gear without spending gold: solo World Quests and group Dungeons.

World Quests are a good way to improve your reputation and get basic gear without needing a group or long time commitment. Just open your map, or check it via your phone on the Legion Companion App or on Wowhead’s World Quest Page, to see which quests are up. The better your ilvl is, the higher ilvl rewards you have a chance of getting. You can get gear for any slot as well as relics.

Dungeons drop ilvl 805 loot on Normal, 825 on Heroic, and 840 on Mythic. There are 10 dungeons for max-level players; two require special attunements. We have complete Dungeon Strategy Guides to all encounters, trash, and Dungeon World Quests.

If an item appears up to 10 ilvls above the base, it will be marked as Warforged in the tooltip. If an item procs +15 or higher, it wll be marked as Titanforged. For example, If you love solo questing, there’s a small chance your rewards from World Quests can proc Titanforged and be the same level as loot from a Mythic Dungeon.

Less gear in Legion is spec/role specific. Most primary stats change based on your specialization and new to Legion, rings and necks have no primary stats, only stamina and secondary stats. This makes them desirable for everyone.

More details and other ways to gear up in the Early Legion Gearing Guide and specific gear tips for each spec in the Legion Spec Guides.

Suramar Dungeon Attunements

As mentioned above, two dungeons require attunements:

8000/12000 Honored is needed to start the questline to unlock The Arcway and Court of Stars. These are Mythic-only dungeons which drop ilvl 840 loot and a chance at itemsets with additional equip effects.

  • Reach 8000/12000 Honored with the The Nightfallen reputation
  • Complete the Nightfallen But Not Forgotten achievement as well as The Waning Crescent and Blood and Wine stages of the Good Suramaritan achievement
  • Obtain and complete the Statecraft storyline, requiring two separate bribes of 0 Ancient Mana and 0 Ancient Mana to Arluin
  • Complete the Friends With Benefits quest

The special itemsets are: Fortitude of the Nightborne, Traitor’s Oath, Jacin’s Ruse, Nightwell Arcanum, Journey Through Time, March of the Legion

Order Advancement

Make sure to continue farming up Order Resources and watching your remaining research time on the Order Advancement Tech Tree. You will need to do 43 consecutive days of Order Advancement research to hit Tier 6, which allows you to equip one more legendary. Each tier costs progressively more Order Resources to learn or swap.

Besides working towards the legendary perk, there are other benefits in the Order Advancement system:

  • The first tier is a choice between increasing success chance of the first mission per day, or increasing the chance that leveling quest rewards have rare or epic upgrades.
  • The second tier is a choice between an ability which either enhances your missions or troops, or a creative class-specific perk that unlocks toys, pets, hidden artifact achievements etc!
  • The third tier increases the amount of troops you can recruit, or allows you to acquire Champion equipment via Work Orders or Missions.
  • The fourth tier lets you choose between ways in which your troops can become stronger: roughly 5% base success or 15% success in certain conditions.
  • The fifth tier has some variation between classes. It includes access to special third troops, instant completion of a World Quest every 3 days, Order Resources per world quests competed with a Combat Ally, or a Work Order for a Seal of Broken Fate.
  • The sixth tier increases the number of legendary items which can be equipped.

Choosing your Order Advancements is another task that can be done via the Legion Companion App. More details on what each skill does and the costs in the Order Advancement Tech Tree Guide.

Questing

At max level, players can continue questing via Suramar and World Quests, or go back to other zones to finish up Loremaster for Broken Isles Pathfinder.

Suramar

Suramar is a sprawling, tragic, exploratory zone; the Nightborne have entered into a no-win pact with Gul’dan to ensure the survival of the city, while the rebels have been expelled and wither before our eyes.

  • First, you will want to unlock the quartermaster through the initial "Nightfall" questchain in Nightfallen But Not Forgotten and then hit Friendly to unlock World Quests. Hitting Friendly simply requires a few more questchains in Nightfallen But Not Forgotten; Chief Telemancer Oculeth and Arcanist Kel’danath.
  • At 8000/12000 Honored, you’ll unlock the quest chain to become attuned to Arcway and Court of Stars.
  • At higher reputation levels, more parts of the story unlock as well as specific World Quests, which are all detailed on the Good Suramaritan page.
  • Revered is required for Broken Isles Diplomat
  • Several parts of the Class Hall Set require Suramar Reputation: Gloves, Shoulders, and the Greater Armor Kit.

The Comprehensive Suramar Guide covers everything you need to about the important parts of Suramar, including acquiring and spending Ancient Mana, unlocking the teleportation network, and Withered Army Training.

World Quests

In addition to gearing up, World Quests help with a number of topics in Legion:

  • Reputation Gains: All quests in a specific zone provide reputation with a faction. If you are interested in profession recipes, vanity items, or Broken Isles Diplomat, you will want to complete World Quests. All zones except for Suramar only take you to Honored via story questing. For Suramar, different parts of the storyline unlock at higher reputation levels and you won’t be able to hit those levels without World/Emissary quests.
    World Quests are very important for The Wardens and Nightfallen; they are both Level 110 only factions.

Professions: Quests have a chance to reward Blood of Sargeras, and when you hit skill level 100, additional profession quests unlock which can reward recipes or high-end reagents like Thick Slab of Bacon.
Other quests reward Artifact Power, Gold, and Order Resources.
PvP quests reward Honor and a chance at PvP gear; Battle Pet quests reward bandages/stones.

World Quests do not reset on a daily basis; they also do not immediately respawn when you have finished one. This should help with pacing and other problems surrounding Mists of Pandaria dailies. However, use common-sense when choosing which quests to complete:

  • Completing the quests related to the active 3 Emissaries gives you the biggest reward for time spent; 1500 reputation and a cache which can even contain Legendaries.
  • Nightfallen dailies, as discussed above, are a great way to supplement reputation gains from story quests.
  • Complete quests for gear that will be a clear upgrade.
  • Wardens do not have any story quests associated with them; you will need to do World Quests primarily to gain reputation.
  • Prioritize Artifact Power or Order Resource quests if you either need to progress on your Artifact or Order Advancement.

See which World Quests are up on our World Quest Tracker.

Withered Army

Since Nightfallen story quests reward small amounts of reputation, you will definitely want to complete World Quests, as well as the Emissary Quests The Nightfallen and The Kirin Tor of Dalaran. A notable Nightfallen World Quest is Withered Army Training.

  • To unlock this quest, you must have completed the main Suramar questline up to Building an Army and have 400 Ancient Mana on hand.
  • In this scenario, you earn a score based on the number of mobs you kill in the instance. Based on your score, you will get more Arcane Tablet of Falanaar reputation items from the final chest.
  • There are many tips and tricks to maximizing your potential, such as starting with a larger Withered Army for more Ancient Mana, and looting small chests along the way for items like Traveler’s Banking Chest and Ancient Mana Basin. Please check out varenne’s comment and video and voxxel’s guide for more details.

Broken Isles Pathfinder

Flying isn’t coming to Legion quite yet, but there is an achievement for the first step: Broken Isles Pathfinder, Part One. One of the components is Loremaster of Legion, which requires completion of all the major storylines in Legion. So if you skipped a zone while leveling, you can go back and finish the main quests (Good Suramaritan) will take a while longer).

Battle.net profiles are inconsistently updating for players; when Battle.net is stable, you can import your characters to the Wowhead Flying Tool to check their exact progress and track quests.

Professions: Obliterum Forge

At level 110, you can complete the Trial By Fel Fire quest series to unlock the Obliterum Forge. This will allow you to destroy crafted items (even non-armor like flasks) in return for Obliterum Ash. The resulting Obliterum can then be combined with 2 Blood of Sargeras to increase the ilvl of a crafted piece of gear by +5, up to ilvl 850.

This is a lengthy questline that requires you to turn in 4x ilvl 815 crafted bracers, which is expensive at this point in time.

While Mythic Dungeons drop higher ilvl loot in general, crafted gear provides a guaranteed way to get an ilvl 850 item; it will be expensive but you’ll get there with enough materials.

Learn more about Professions in our Legion Professions Overview; we also have guides to all the Profession Questlines.

Raiding: Emerald Nightmare

Normal and Heroic Emerald Nightmare open on September 20th, with Mythic following a week later. Our Emerald Nightmare Overview is up along with all boss strategy guides so you can familiarize yourself with the fights in advance.

In addition to knowing the boss abilities and strategies, you can get your gear and consumables in a good place. We have gear and artifact path recommendations for each spec for early Legion, as well as recommended consumables.

Stockpiling flasks, potions, enchanting materials, herbs, gems, and ore in advance can ensure you have a steady supply of materials as you get new gear upgrades quickly. The Legion Profession Guides have more information on what quests to do to learn recipes or gathering ranks.

Seal of Broken Fate is the new bonus roll and Archmage Lan’dalock offers quests to earn them. Several classes have an Order Advancement Option to access a Work Order in return for a Seal, but as that is Rank 5, it will take some time to unlock.

PvP: Farm Honor

Legion Season 1 starts on September 20th. You can increase your Honor currently in Legion, which progressively unlocks Honor Talents. An easy way to increase Honor is to complete the PvP "Warden Tower" World Quests. These reward Vindictive Combatant PvP items or Soldier’s Splendor as well as Honor. You can see which are up easily by going to Wowhead’s World Quest page and filtering for the PvP quests.

Learn more in the Honor Talents and Prestige Rewards guides.

gamesread – Legion Survival Guide: Emerald Nightmare, Mythic+ Dungeons, World Bosses, Legion Season 1

Emerald Nightmare, Mythic+ Dungeons, Legion Season 1 PvP, World Bosses, J!NX Giveaway

This is a busy week for Legion: Emerald Nightmare Normal/Heroic, Mythic+ Dungeons and Keystones, World Bosses, and Season 1 PvP all open (September 20th US, September 21st EU). We’ve been busy at work writing guides to all the new content and we’re excited to share them with you! If you want a recap of past Legion content, check out our Legion Survival Guide and Things to do at Level 110 Guide.

This patch is now live in the US and Nithogg is the active World Boss.

Brewfest is also live on September 20th! New to 2016: Coren’s loot is now ilvl 810, vendors sell new goods like Spirit Spirits and Throwing Sausage, and new Brewfest Prize Token items to purchase include Gravil Goldbraid’s Famous Sausage Hat for 100 and Synthebrew Goggles XL for 200. Full info in our Brewfest Guide.

Emerald Nightmare

The Emerald Dream was created by the titans as a blueprint for Azeroth itself—a verdant and perfect mirror that reflects the state of nature had it remained unspoiled by so-called civilization. For many years the druids and keepers who are closest to nature have noticed signs of an unsettling presence stirring within the Dream. Spurred on by the Legion and Nightmare Lord Xavius, that creeping corruption has now burst forth, and will engulf all of Azeroth if it is not rooted out at its source.

Boss Strategy Guides

There are seven bosses in this raid, for which we have detailed strategy guides covering everything you need to know! Including loot, summary of boss abilities, tips for all roles, images and diagrams for harmful abilities, information on each difficulty, and how to defeat challenging trash! All Normal and Heroic bosses open on September 20th, with Mythic bosses and Wing 1 LFR on September 27th. These guides are written by healiocentric, who is the author of all the dungeon and raid guides since Warlords of Draenor here on Wowhead! If you just want the basics, we are compiling guides to all combat roles: Ranged DPS, Tanks, Melee Soon, Healers Soon.

Nythendra Elerethe Renferal Il’gynoth Ursoc Dragons of Nightmare Cenarius Xavius

If you want to brush up on your spec before heading into the Emerald Nightmare, check out our guides to all specs by community members. They include gear and artifact recommendations, rotation advice, sample talent builds, and more.

Death Knight Demon Hunter Druid Hunter

Mage

Monk

Paladin

Priest

Rogue

Shaman

Warlock

Warrior

The Emerald Nightmare is a partially non-linear raid. Players must defeat Nythendra first to gain access to the Core of the Nightmare, which holds portals to other Nightmare locations. The raid may attempt the four bosses linked to the Core of the Nightmare – Ursoc, Il’gynoth, Elerethe Renferal, and the Dragons of Nightmare – in any order. Once all four of these bosses are defeated, the raid gains access to the Cenarius encounter. The raid must defeat Cenarius before they can attempt Xavius.

Loot and Rewards

The boss loot table is the same between all difficulties. LFR 835, Normal 850, Heroic 865, Mythic 880. All loot has a chance to proc a higher ilvl, up to a max of ilvl 895. If an item appears up to 10 ilvls above the base, it will be marked as Warforged in the tooltip. If an item procs +15 or higher, it wll be marked as Titanforged.

Emerald Nightmare bosses do not drop Tier 19, but the gear’s appearance resembles Tier loot. There are no weapon drops from Legion bosses as well; but relics drop instead which can be socketed into a weapon for an ilvl gain and specific trait boost.

Please refer to the Gear and Artifact Recommendation pages for each spec for advice on stats, particular loot, and relic traits to acquire. We have also broken down gear and relics from each boss in the Emerald Nightmare Gear and Relic Loot Guide.

In addition to loot, the Emerald Nightmare bosses drop fun items like Illusion: Nightmare, Nightmare Whelpling, and Mark of the Glade Guardian, as well as items for quests like In Nightmares and The Pestilential Hide of Nythendra. Learn more about these rewards in our Emerald Nightmare Overview.

Finally, for transmog enthusiasts, our Transmog Set database is updated with sets from the Emerald Nightmare, and we are working on video previews of all Emerald Nightmare loot.

Consumables

In addition to reading over strategy guides, consumables are important!

One new type of consumable are Vantus Runes:

  • Vantus Runes are a new item crafted by the Inscription profession.
  • These Runes are buffs you can use to help you defeat raid bosses in Legion. There is a rune for each Legion boss.
  • Vantus Runes provide a week long buff.
  • Vantus Runes increase your Versatility stat by 1000 on a specific boss. You can not have multiple Vantus Runes active at once.
  • Please see the full list of Vantus Runes here.

Augment Runes also make a return:

  • Defiled Augment Rune are a personal buff that increases Agility, Intellect and Strength by 325 for 1 hour.
  • These are not craftable, unlike Vantus Runes.
  • Defiled Augment Rune are a drop from LFR level bosses, and are contained in Shattered Satchel of Cooperation.
  • Shattered Satchel of Cooperation is obtained by queuing during the times when your role (usually healers and tanks) are in short supply in the LFD tool.
  • They can be bought, sold, and traded.

There are also the usual new flasks, food, gems, enchants, and potions, which are all covered in the Legion Raid Prep and Consumables Guide.

Warcraft Logs

Warcraft Logs is an invaluable tool for raiders everywhere to assess their performance and where they can improve. Some of their unique features include:

  • The "Problem" system is a fantastic resource for improving your performance and understanding what’s causing you to wipe instead of killing a boss. This feature allows you to isolate the mechanics your guild is failing on, and if you have repeat issues, assess what might be causing them and what you can do to remedy the issues.
  • The replay system, useful for isolating positioning-based issues. This is a fully animated replay of the entire fight from start to finish, showing you key moments where players lose health, raid markers, boss spells and new adds as they spawn. You can see who’s standing in the wrong place, or doing the wrong thing easily.

New to Legion, Warcraft Logs now displays talent, artifact, and gear choices for players. Great when using the compare tool to see why players of the same spec may have different results, or searching to see how other players similar to your talent setup perform.

Mythic+ Dungeons

The Mythic+ Dungeon system is a new mode of content that offers players an endlessly scaling challenge in 5-player dungeons. The system allows players to compete against a timer, similar to Challenge Modes, but has much more lenient times so that the emphasis is on solid execution rather than pure speed. Read more about Mythic+ Dungeons and Keystones in our new Mythic+ Dungeon Guide.

  • Completing a Mythic+ dungeon rewards epic gear at a higher base ilvl than any other source besides raiding
  • Mythic+ dungeons have levels; a level 3 dungeon will be more difficult than a level 2, but less difficult than a level 5
  • Enemies in the dungeons deal more damage and have higher health pools with each level your party conquers
  • A higher-level Mythic+ dungeon rewards higher-ilvl loot
  • At certain levels, the dungeon gains an "affix" that changes the way enemies will act, adding additional complexity to the content
  • Each week, players will receive a guaranteed item of loot based upon their performance in the previous week’s Mythic+ dungeon lockout

Keystones and Affixes

Mythic Keystones are special items that allow a player to begin a Mythic+ dungeon.

  • Players may complete any Mythic dungeon in order to receive a Mythic Keystone.
  • A player may only possess one Mythic Keystone at a time.
  • If you successfully complete a Mythic+ dungeon within the time allotted, the Keystone that was used to start the attempt will become upgraded by at least 1 level.
  • Each time a Keystone is upgraded it will select a new dungeon at random from the set of dungeons the initiating player has access to.
  • If you fail to beat the timer, you may still finish the dungeon, and you will still receive loot for its completion. However, the keystone that was used to initiate the dungeon becomes depleted.

At levels 4, 7, and 10, the dungeon gains an "affix." There are eight basic affixes with two more reserved for Level 10 – Fortified and Tyrannical. We have explanations of how to handle each affix in the Mythic+ Dungeon Guide.

Dungeon Loot

There are two types of loot associated with Mythic+ Dungeons: a chest at the end of the instance, and a chest from your Class Hall the week after.

  • At the end of a successful run, a chest will appear with two items for your party.
  • At the start of the next dungeon reset, a chest will appear in your Class Hall with loot that corresponds to the highest difficulty dungeon completed in the past week.
  • For the very first week of Mythic+, the base ilvl of "Dungeon Chest" loot will be capped at 850 because Mythic Raids with corresponding competitive gear are not yet open. This temporary base ilvl cap does not affect Class Hall cache rewards.
  • Loot does not improve at Keystone levels higher than 10, but completing Keystone Master at level 15 unlocks a special artifact appearance tint.

Nine dungeons are eligible for Mythic+ difficulties:

Black Rook Hold Court of Stars Darkheart Thicket Eye of Azshara Halls of Valor
Maw of Souls Neltharion’s Lair The Arcway Vault of the Wardens

Season 1 PvP and World Bosses

Season 1 PvP

The first rated PvP season in Legion starts on September 20th! Players can put their Honor Talents to good use as they compete in Arenas and Rated Battlegrounds.

  • If you are new to PvP, we have an overview of how Honor Talents work and how to increase your Honor.
  • The Legion Season 1 PvP and Prestige guide covers all of the rewards from the current season, including prestige items like Prestigious Bronze Courser.
  • The Gladiator gear resembles Tier 19 gear and we have all the sets listed in our Transmog Set Database.
  • The Season 1 Gladiator mount is Vindictive Gladiator’s Storm Dragon. There are also new mount options from Vicious Saddle: Vicious War Trike, Vicious Gilnean Warhorse, Vicious Warstrider, Vicious War Elekk

Legion Invitational

We will be sponsoring the first Legion tournament this weekend, September 24th and 25th at 1pm EST, organized by Method and GCDTV. Tune in on Venruki’s Twitch to watch teams like Northern Gaming Red, Northern Gaming Black, Tempo Storm, Method, Soar, and Turtastic battle it out with the brand-new Honor Talents.

In addition, after the tournament Wowhead will create a repository of all of the PvP builds so you can reference and filter them throughout the season!

World Bosses and World Quests

World Bosses and their World Quests will also be active the week of September 20th.

  • These bosses drop ilvl 860 loot; every boss drops armor for a specific gear slot, relic, and accessory.
  • There are 11 bosses total, which we provide strategy overviews for in the Broken Isles World Bosses Guide.
  • Defeating 8 bosses is required to unlock the achievement Unleashed Monstrosities for an artifact tint.
  • Specific bosses drop additional loot, such as Vantus Rune Technique: Tichondrius, Design: Sorcerous Shadowruby Pendant, Skinning Technique: Legion Butchery, and The Warmace of Shirvallah.

Giveaway and Discounts

We have a new giveaway from our friends at J!NX. They have a new Nightmare Lord Tee themed after the final boss Xavius, so we thought it was fitting to give some away!

Just leave a comment with a link to your favorite Legion guide from this post and you have a chance to win one of ten Nightmare Lord shirts. Giveaway closes September 27th, 11:59PM PST. Giveaway is open to users from all regions.

We have two new discount codes to celebrate Legion at the Blizzard Gear Shop and J!NX.

First up is WHPLUSH15 for 15% off any Blizzard Gear Store Plush. This includes the new Nightmare Whelpling, our friend Pepe, Overwatch Winston, and Stitches with bonus Heroes skin.

Next we have WOWHEADLEGION for 10% off any J!NX Warcraft merchandise AND free shipping (domestic and international). This is a great deal; usually we have a code for a merchandise discount, or free shipping, but not both. Merchandise includes the new Crossed Warglaives hoodie, popular Illidari Hoodie, and Mythic Demon Hunter shirt.

SWTOR 4.0 Operative Medicine PvE Healing Guide by Z’ik’aria – gamesread.com

SWTOR 4.0 Operative Medicine Healing Guide written by Z’ik’aria of Jedi Covenant.

Contents

  • 1 Intro to Operative Healing
    • 1.1 Talent Building
  • 2 Gearing
  • 3 Rotation Guidelines
    • 3.1 Single Target healing
    • 3.2 Multiple Target Healing
    • 3.3 Burst Healing
    • 3.4 Procs and Buffs
    • 3.5 Energy Moderation/Aggro Management
    • 3.6 Rezzing Targets During Combat
    • 3.7 DPS’ing While in Heal Spec
  • 4 About the Author

Intro to Operative Healing

This guide is designed to optimize all healing put out by a operative healer. This guide is meant for PVE players and players who wish to optimize their healing during Operations and Flashpoints.

Terms used in this Guide

  • HOT’s (healing over time)
  • HPS (healing per second
  • DPS (damage per second)
  • DOT’s (damage over time)

Operative healers are used in every situation from single target healing to multiple target healing. Their single goal is to increase the health of the allies around you. Because of changing combat situations no healer has a set rotation to follow. Rather you have a basic guideline that will allow the needed procs to be activated when needed and the needed abilities to come off of cool down when needed. Operatives are also one of four classes with a raid buff.

Advantages:

  • Most mobile healer in the game
  • Highest Multiple target healer
  • Strong sustained healing
  • Able to self cleanse DOTS
  • High passive damage reduction

Disadvantages:

  • Moderate burst healing
  • HPS is determined on how you manage your HOTS
  • Stuns/interrupts greatly affect burst healing/single target healing
  • Low DPS while in healing spec

Talent Building

The talents that a operative healer chooses greatly influence what the healer can and cannot do. For best healing it is best that you do not use a single talent build. Instead keep several different builds for different fights and different situations you might find yourself in.

Talent 1

(used for long drawn out fights. Also the talent for everyday Flashpoint healing)

Skillful

  • Nanotech Suit
  • Chem-resistant Inlays
  • Infiltrator

Masterful

  • Med Shield
  • Endorphin Rush

Heroic

  • Revitalizers
  • Augmented Shields

Talent 2

(Used for situations for stealthing such as stealthing past the ads between the first boss and second boss of Eternity Vault)

Skillful

  • Nanotech Suit
  • Chem-resistant Inlays
  • Infiltrator

Masterful

  • Med Shield
  • Advanced Cloaking

Heroic

  • Augmented Shields
  • Escape Plan

Talent 3

(used for fights in which many stuns or interrupts will appear)

Skillful

  • Nanotech Suit
  • Chem-resistant Inlays
  • Infiltrator

Masterful

  • Med Shield
  • Counterstrike

Heroic

  • Augmented Shields
  • Circumvention

Also as a note Fortified Kolto is not a bad skill to use, especially on fights where there are specific healer mechanics to be followed. (Kiting the spike on EC)

Gearing

Gearing for your operative healer is very important. Each tier of gear has its own requirements. All of the bonuses from each tier of gear stack on one another. This mean that no matter what lvl gear you have on as long as it is tier gear you get the bonuses from it.

Earpieces and Implants are considered Enhancements and Mastery Stims are used on Operative healers

Tier Gear Bonuses

  • (2) Activating a healing ability has a 15% chance to grant Field Medic’s Critical Bonus which causes your next Kolto Injection or Underworld Medicine (Republic version) to be a Critical. This effect can only occur once every 30 seconds.
  • (4) Reduces the energy cost of Kolto Infusion or Kolto Pack (Republic version) by 2.
  • (6) Reduces the cooldown of Recuperative Nanotech or Kolto Cloud ( Republic Version) by 3 seconds.

216 Tier Gear

216 Tier gear are dropped from SM operations.

Numbers:

  • 7700 HPS (Single Target)
  • 5871 Endurance
  • 4990 Mastery
  • 2648 Power
  • 1449 Critical
    • 8X Adept Enhancements 42
    • 1X Critical Augment 40
    • 2X (+41 Critical Rating) Color Crystals
  • 1253 Alacrity
    • 2X Quick Savant Enhancement 42
    • 13X Alacrity Augment 40
  • 0 Accuracy

220 Tier Gear

220 Tier Gear is dropped from HM operations

Numbers:

  • 8210 HPS (Single target)
  • 6302 Endurance
  • 5179 Mastery
  • 2788 Power
  • 1505 Critical
    • 7X Adept Enhancement 43
    • 3X Critical Augment 40
    • 2x (+41 Critical Rating) Color Crystal
  • 1238 Alacrity
    • 3X Quick Savant Enhancement 43
    • 11X Alacrity Augment 40
  • 0 Accuracy

224 Tier Gear

224 gear is dropped from NiM operations. They are also dropped from the weekly Priority HM

Numbers:

  • 8450 HPS (Single Target)
  • 6375 Endurance
  • 5393 Mastery
  • 2940 Power
  • 1543 Critical
    • 6X Adept Enhancement 44
    • 5X Critical Augment 40
    • 2X (+41 Critical Rating) Color Crystal
  • 1329 Alacrity
    • 4X Quick Savant Enhancement 44
    • 9X Alacrity Augment 40
  • 0 Accuracy

(These numbers can be found here:http://www.swtor.com/community/showthread.php?t=847112 along with many other numbers.) I use these numbers and they are very reliable.

Stims/Adrenals

The use of stims and adrenals can change the face of a battle.

Stims:

  • Always Keep a stim activated
  • Use Advanced Polybiotic Versatile Stim

Adrenals:

  • Adrenals should be used during a rough spot in the fight or when the raid leader calls for raid buffs.
  • The best adrenal to use as an operative is the Advanced Polybiotic Efficiency Adrenal. While you can use the crit adrenal the alacrity is by far the better choice.

Rotation Guidelines

As an operative healer your rotation depends on how well you manage your HOT’s and your buffs, and by making sure that all of your procs are activated at the optimal time.

For Optimal healing keep your energy above 60% as much as possible. (see energy management for further details)

Before each fight begins make sure that the tank(or tanks) each have 2 stacks of Kolto Probe.

Stim Boost will cause your Kolto Injection or Kolto Infusion to be cast instantly. It will also activate a 10% alacrity boost for 15 seconds.

Single Target healing

  • For optimal Single target healing keep two stacks of your Kolto Probe on the tank(or tanks) at all times. (To make this easier focus the main tank using alt+F}
  • Kolto Probe can be refreshed by Surgical Probe which does more instant healing and costs half as much energy.(using Surgical Probe also help keeps Tactical Medicine activated) Surgical Probe requires Tactical Advantage.
  • Use Kolto Infusion almost on cooldown. It is best used on tanks.However depending on the fight it may be necessary to prioritize heal the DPS and in that case place your kolto infusions on the DPS.
  • Make sure to keep Recuperative Nanotech’s Buff (invigorated) activated at all times as that increases all healing received. (Note only affects 4 targets.)
  • Kolto Injection should be used as needed but remember the channel is long so in cases of emergency its is best to use Stim Boost then Kolto Injection.(See burst healing).
  • Diagnostic Scan can be channeled while running. It costs no energy and if this ability crits it restores 2 energy. Use while moving from fight to fight or if your energy drops below 60%.
  • Use Kolto Injection and Diagnostic Scan while Kolto Probe and Kolto Infusion’s HOTS are ticking away to keep your target’s health up.
  • Kolto Waves are best used on 3 or more players however that does not mean it is not worth using on a single target. It can help boost a player’s health when things go downhill on you and your Kolto Infusion is not available and you need a quick heal.

Multiple Target Healing

  • Initiate your multiple target healings with Recuperative Nanotech which provides a small HOT and it invigorates all healing the target will receive (see Procs and Buffs). Note Recuperative Nanotech only affects 4 Friendly targets and those targets are chosen by their proximity to the Target on which the ability was cast on. (Depending on what type of group you have first cast it on a tank to make sure their health stays up.)
  • After using Recuperative Nanotech use Kolto Waves it is a channeled AOE heal that affects up to 8 friendly targets. For best use make sure that the ranged DPS in your group are stacking (when possible). This ability is best used on 3 or more members.
  • Watch the group’s health when Multiple target healing and time your Kolto Waves to start healing group members after they receive damage.

Burst Healing

For targets with 2 stacks of Kolto Probe

  • First use your Surgical Probe then if they are still taking high amounts of damage activate your pugnacity which will allow you to instant cast either Kolto Injection or Kolto Infusion.(If you have the option use Kolto Infusion as its HOT will continue to heal them)
  • Kolto Injection has a high heal but it is a long cast. Use it after using Kolto Infusion with Stim Boost
  • For targets with 1 stack of Kolto Probe
  • Open by using Kolto Probe to start that high healing HOT
  • After the target has 2 stacks of Kolto Probe use your Surgical Probe.
  • After Surgical Probe use your Kolto Infusion or Kolto Injection. If the proc from you 2 piece set bonus is active use Kolto Injection. (if needed with your Stim Boost)

For targets with 0 stacks of Kolto Probe

  • First cast you Kolto Infusion on the target to get a HOT going on them
  • Then use a Kolto Probe and a Surgical Probe (in that order)
  • After those steps use your Stim Boost and an Kolto Injection
  • Finish them off with the second stack of your Kolto Probe and an Surgical Probe

Procs and Buffs

As a operative healer your HPS depends upon the proper timing and usage of your Buffs and Procs. Here is a list of what each buff/proc a operative healer can get and how to get them.

  • Tactical Advantage- Tactical Advantage is a buff that allows you to exploit targets. Tactical Advantage is required to cast both Surgical Probe and Kolto Infusion. It can be gained over time through your HOTS (which in the middle of fights is an easy thing to accomplish) or by casting Kolto Injection. It can stack up to 3 times and it lasts 25 seconds.
  • Power Surge- Power surge is a buff that increases your power by a moderate amount for 6 seconds. It is gained by throwing out any heals on a friendly target or yourself.
  • Mastery Surge- Mastery Surge is a buff that increases your Mastery by a moderate amount. It lasts for 6 seconds and is gained by throwing out any heals on a friendly target or yourself.
  • Tactical Medicine- This is a buff that increases all healing output by 3% for 6 seconds. It is gained by casting Surgical Probe on a friendly target. This Buff is one of your most important buffs so make sure to regularly use Surgical Probe.
  • InvigoratedInvigorated is a buff that originates from your Recuperative Nanotech. It Increases all healing the target received. Note this will also affect the healing that the target will receive from a co healer. Keep it activated on as many targets as you can and keep it activated as often as you can.
  • Field Medic’s Critical Bonus- This buff is received by completing your 2 piece set bonus. Everytime you cast a healing ability it has a 15% chance to activate this buff. The Field Medic’s Critical Bonus can only be activated once every 30 seconds and once activated it will cause your next Kolto Injection to crit.

Energy Moderation/Aggro Management

Because a operative healer can only hold 100 energy it is important to maintain a level above 60% If your energy drops below 60% use your Diagnostic Scan which will build energy quickly. If you must continue to Mass heal targets while your energy is below 60% wait until your energy levels drop below 45% then activate your Adrenaline Probe which will instantly rebuild 50 energy.

Aggro Management on a operative healer can be tricky. Because of how much healing you are constantly doing (due to your HOTS) it will be likely that your aggro will be very high. To reduce the threat you generate there are several things you can do.

  • Key thing to remember if you do pull aggro and cannot drop it run to the tanks.
  • Use Countermeasures on Cooldown
  • Remain with 15-20 meters of the tanks so that if you do pull aggro you can easily scamper back to them.
  • If you continue to pull aggro use your Cloaking Screen it will cause you to instantly drop all aggro.
  • If you do pull aggro activate your Shield Probe and your Evasion.

Rezzing Targets During Combat

As a operative healer you have two ways to rez a dead group member during combat.

  1. Combat Rez- Combat rezzing an ally (Using Resuscitation Probe) will place a global cooldown on every member of the raid/group. This cooldown will not allow any other combat rezzes to be activated for 5 minutes. This move is primarily reserved for the tank or healer incase one of them dies. However if the fight is dps heavy it may require you to rez a dps.
  2. Stealth Rez- To execute a proper stealth rez make sure that all allies have no HOTS that you have casted on them. While still in combat make your way to the dead player. Once on top of the player you which to target activate your Cloaking Screen. You can rez Multiple Allies While executing a stealth Rez. Stealth Rezing can be tough as there are many things which will cause you to enter combat. If you have and active HOT on an ally you will not be able to exit combat. If the boss deals damage to you, you will automatically enter combat making a stealth rez impossible.

DPS’ing While in Heal Spec

If the fight requires you to do DPS then there are somethings to consider.

  1. As a operative healer you only have several dps moves, none of which do any major damage.
  2. Using Dps abilities will cause your energy to deplete faster than normal.
  3. To DPS while in heal spec keep the DOT from your Corrosive Dart on the target. Then use your Shiv, Fragmentation Grenade, and Overload Shot. To regain energy use your Rifle Shot. Fill in the down time between your abilities with Carbine Burst and Rifle Shot
  4. In General Corrosive Dart>Backstab>Shiv>Overload Shot >Rifle Shot.
  5. Multiple targets: Fragmentation Grenade>Carbine Burst.

When energy falls below 60% use Rifle shot to regain energy

About the Author

I have been Healing since I started playing in 2.0. I started on a commando. I then moved to a sage/sorcerer in 3.0. I started playing as a scoundrel then as well. Once 4.0 came around I started maining with my scoundrel/operative. Currently I am in the guild Imperial Command on the Jedi Covenant server. Special thanks to Ki’fico and Imfamine for all the time spent parsing with them.

gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun

SWTOR Powertech Shield Tech Tanking Guide by Yam’unun.

Contents

  • 1 Intro to Shield Tech Power Tech
    • 1.1 Gearing and Stats
    • 1.2 Utilities
  • 2 Passives and Abilities
    • 2.1 Overview
    • 2.2 Passives
    • 2.3 Abilities
  • 3 Rotations and Priorities
  • 4 Final Notes & Acknowledgements

Intro to Shield Tech Power 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. While lacking the amount of cooldowns of a Juggernaut and the cheese of an Assassin, PT makes up for it through powerful mitigation passives, mobility and the only tank to be able to sustain damage at a range when need be. This solid tank is more than capable of clearing any content at the highest level.

Gearing and Stats

I’m going to be upfront and tell you I am not a theorycrafter or number cruncher (Maths are hard XD). While there is some common ground on gearing (use tank gear not dps one) there is a bit a of leeway on gearing and stats as I will outline below along with what has personally worked for me.

What You Need

  • Set Bonus: 224 Supercommando Armorings
  • Barrel: 224 Resistive Barrel
  • Mods: Warding Mods (Defense)
  • Enhancements: Either Shield or Absorb for your Stat Budget
  • Earpiece and Implants: Same as Enhancements (Shield or Absorb)
  • Stim: Fortitude Stim
  • Cylinder: Ion Gas Cylinder

Set Bonus

Set Bonus: Supercommando (224)

  • 2 Piece: 2% Damage Reduction when Heat Blast is activated
  • 4 Piece: Activating Rocket Punch Reduces CD of Taunt and AoE taunt by 2 seconds
  • 6 Piece:Increases Duration of Oil Slick by 3 Seconds and Energy Shield by 4 Seconds

Stats and Gearing Methods

Now the above list was intentionally vague as due to the changes in 4.0 with how tanks gear there is argument over what is best. 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 gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun 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 :D).

That said here are some generally agreed upon ranges of stats people use

Shield: 1500-1800

Absorb: 900-1200

For PT Shield>Absorb>Defense

I leave out defense as the amount of defense from mods is far over the limit needed. Now come for my favorite topic (Kappa).

Mitigation Build vs Higher HP Build

For those unaware but not to dig to deep, Pure Mitigation is just using all tank stuff from the token vendor unlettered. Higher HP build whereby mostly defense is traded for HP is gained through any combination of B Mods, Vendor or Mk-2 tank enhancements, vendor or mk-2 (non crafted) tank implants and earpieces and either Mk-26 tank relics or DPS relics because they have HP. I have read arguments on either side and in the end personally believe neither will make or break a tank as both types have been used for clearing NiM in 4.0.

That said 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 224 gear is only unlettered so you will have to go with 220 Mods and Enhancements for HP. So for those who want to see how I gear:

  • Enhancements: Advanced Bastion 43 Enhancement x4, Advanced Bulwark 43 Enhancement x3 (220)
  • Mods: Advanced Warding Mod 43B x9 (220)
  • Earpiece: Exarch Bastion Mk-2 (220)
  • Implants: Exarch Bulwark Mk-2 x2 (220)
  • Relics: Ultimate Exarch Reactive Warding and Shield Amplification (224)
  • Augments: Advanced Shield Augment 40 x 11, Advanced Absorb Augment 40 x 3
  • Shield: 1691
  • Absorb: 1019
  • Defense: 2162
  • HP: 81842

Utilities

Outlined below are the utilities I find useful in a raid environment.

Skillful

  • Pneumatic Boots: Increases movement speed by 15% (Speed is always good)
  • Reflective Armor: When Close and Personal is activated it deals x amount damage to enemies within 10m. (Free Damage, more damage equal boss dies faster :D)
  • Iron Will: Decreases CD of Hydraulic Overrides by 10 seconds and Determination by 30 Seconds (CC Breaker).
  • Bracer Propellant: Increases Flame Burst by 2 meters and Flame Sweep radius by 1 meter.

Masterful

  • Sonic Rebounder: Allies within range of AoE taunt are granted one reflect of direct damage back to the enemy. (Ability to prevent damage and dish it out, yes please :D)
  • Torque boosters: Increases Duration of Hydraulic Overrides by 4 Seconds.
  • Pyro Shield: Causes x amount of direct damage back to the enemy when Energy Shield is active.

Heroic

  • Shield Cannon: SC Missile Heals for 3% of Health per missile (Nerfed recently from 5% but still better than most of the other utilities save in specific circumstances)
  • Overdrive: Increases speed of Hydraulic Overrides the line by 45% (More Speed :D)

Passives and Abilities

Listed below are a general outline of a PT Tank’s abilities and 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.

Abilities

Offensive Abilities

gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Firestorm (FS): 10 meter conal attack and hardest hitting attack. 1.5 second channel with Flame Engine and causes targets to become Impaired reducing their F/T attack damage of enemy by 5%
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun 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
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun 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.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Rocket Punch (RP): Builds Heat Screens and Shield Enhancers. One of your hardest hitting attack. Use on CD.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun 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.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Flame Burst (FB): Main filler and causes Enemies affected to be Weakened and do 5% less M/R Damage as well as Trauma.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Rapid Shots: Secondary filler as it costs no energy
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Explosive Dart (ED): AOE does moderate damage
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Death From Above (DFA) AOE does heavy damage
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Flame Sweep (FS): Filler AOE and does moderate amount of damage
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Grapple: Pulls Enemy towards you if capable and/or generates a lot of threat.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Jet Charge: Gap Closer and provides 2 free FP or FS.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Carbonize: AoE Hard Stun
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Electro Dart: Single target hard stun

Cooldowns

gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Oil Slick: Covers surrounding area in an oil slick and for 15 seconds (18 with 6 piece) enemies within oil slick are slowed 70% and M/R accuracy reduced by 30% and can act as a raid utility if you aren’t tanking or there is M/R Dmg going out to raid.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun 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..
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Energy Shield: 15 seconds (19 with 6 piece) you take 25% less damage from incoming attacks.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Kolto Overload: When activated it goes on stand by for 1 minute. During that time when health dips below 40% it will heal you up to 35% and if above 40% heal for 2% of total health.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Hydraulic Overrides: Increases movement speed by 30% (45% with utility) and grants immunity to physics and movement impairment for 6 (10 with utility) seconds.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun Vent Heat: Reduces Heat by 50.
gamesread | SWTOR Shield Tech Powertech 4.0 PvE Guide by Yam’unun 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 –>FB or FS–>RP or FB–> HB or FB–> Taunt and FB–>RP/RS—>FS–> AOE Taunt->…… Priority

Priority:

1) HB (Heat Blast)

2) SC (Shoulder Cannon) (off GCD)

3) RP (Rocket Punch)

4) RS (Rail Shot)

5) FS (Firestorm) (with Flame Engine)

6) FB (Flame Burst)

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

1. Global Rule aka No one is perfect- You will make mistakes and you must own up to them. This is key for any role but particularly for tanks. No matter how good you are you will make mistakes because no one is perfect. The key is to learn from them and admit them while at the same time focus on how to do better rather than you made a mistake.

2. Generate all the threats- Keeping threat is highest priority and use both taunts. This is primary goal of tanking as the boss is hitting you instead of a DPS or Heals. Unless a boss has an aggro drop mechanic or you aren’t currently tanking boss use your taunts on CD. Saving them means you’re letting threat go to waste and with Set bonus your taunts will be back up in no time

3. Go Ham on the boss: Every extra dps counts on the boss; the more you do the less DPS have to burn. Particularly true in NiM, tank DPS can help shave off a good number. Tanks can push over 2k in most set piece fights. Whether it’s doing over 400k+ on the Revan Core, shaving a few % off of Brontes, or preventing a third surging chain on Dread Guards, tank DPS does help. Which leads me to last rule

4. Never waste a GCD: Doing nothing is the worst thing you can do: Whether throwing in taunts for extra threat, spamming rapid shots when far away, or carbonizing some adds, every GCD can be filled with something. Unless Styrak is giving you the ole Choke’aroo Kappa. :3

Final Notes & Acknowledgements

I like to thank everyone over the time playing in helping me. Thank you to <Origin> for putting up with my tanking on Impside and all the dank times. Special mention to Create, Var, Mal for being dank guild leaders. Jericho and Styrker for being best tank buddies as well as the rest of the team: Loak, Pat, Narsh, and Adorable as well as Deatch. Thanks for hosting this guide and thanks to all readers. If you have any questions/rants/memes or just want to flame me can leave me a comment here, ingame or at my email: [email protected] and try to get back to you. In cases of doubt, just remember to translocate your healers on CD and say weird crap when your raid leader is streaming and always make Dank Memes. :3

About the Author

I am Yam from Jedi Covenant since my first Powertech is name Yam’unun after hitting the on the character creation screen. I have mained a Powertech tank since 3.0 and getting to know all the ins and outs raiding with several guilds on especially <Origin> which most recently I have raided with over a year clearing all 8m NiM content in 4.0 post Sniper/PT nerfs and 10/10 Rav/ToS HM. I also main the other 2 tank classes and have pub mirrors as well. I like this game, raiding and dank memes. You can watch me live at my Twitch YamSwtor and also can usually find me tanking on Roscoe2311 stream as well. ^^

gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe

SWTOR 4.0 Vengence Juggernaut Pve Guide written by Roscoe.

Contents

  • 1 Introducing the Vengeance Juggernaut
    • 1.1 Gearing and Stat Allocation
    • 1.2 Utilities
  • 2 Cooldowns, Passives and Abilities
    • 2.1 Cooldowns
    • 2.2 Passives
    • 2.3 Abilities
  • 3 Rotation and Priority System
    • 3.1 Priorities
    • 3.2 The Opener
    • 3.3 AoE Priority/Rotation
    • 3.4 Sample Parse Video
    • 3.5 Saber Reflect Boss List
  • 4 Contact Info/About the Author

Introducing the Vengeance Juggernaut

Hello, my name is Roscoe (You can also call me Russell or Create). This is my personal take on the Vengeance Juggernaut class. In this guide I will try to show you how I think vengeance should be optimally geared and played for end game content. I hope this can be of help, thank you.

“When embracing the dark side of the Force, vengeance can be a powerful ally. With sustained and ruthless lightsaber thrusts delivered in the lithe Shien form, the Vengeance Juggernaut increases damage without sacrificing defense-an ideal combination of tenacity and viciousness.”

The Vengeance Juggernaut is one of the four melee based DPS advanced classes. While the spec offers no significant advantage over other classes in regards to single target sustained DPS, it excels in AOE situations as well as provides strong defensive cooldowns that allow you to easily cover for tanks in many situations. While the Vengeance Juggernaut is not strictly included in the “viable DPS meta,” (4.6a) if played optimally, it has the potential to clear all the content on every difficulty (It will be difficult to keep up with the other classes especially on any of the last bosses at a nightmare level).

Terms and Phrases to Understand

  • AoE – Area of Effect. When referring to abilities that deal damage to every enemy in a certain area.
  • DOT – When referring to an ability that deals damage over time.
  • Proc – Triggered effects/programmed occurrences.
  • CD – Cooldowns.
  • SR – Saber Reflect.
  • GCD – Global Cooldown

Ratings

  • Single Target DPS: 7 (10 on fights that you can abuse saber reflect)
  • AoE Damage: 10
  • Rotation Difficulty: 6
  • Utility/Cooldowns: 8
  • Sub 30% buffs or abilities: Yes, Vicious throw can be used outside of its normal proc window.

These ratings are values relevant to other classes, they are subject to change with patches

Gearing and Stat Allocation

There are several ways to gear your character (I highly recommend experimenting for yourself), but I will go over the methods that I use as well as provide approximate stat values that you will want to hover around. These are the stats that have netted me the best results in a raid environment. The values I am listing are based around having best in slot (224) gear.

Stat Priority/Approximate Goals

  • Set Bonus: 6 piece Vindicator
  • Accuracy: As close to 110% Melee and Force accuracy (684 with the 1% companion buff)
  • Critical Rating/multiplier: 1300-1550 (~38 – 40.5%)
  • Relics: Serendipitous Assault and Focused Retribution (A case can be made to use the Boundless Ages relic for very specific situations but it’s not worth wasting a token on unless you have a spare).
  • Alacrity: 800-1000 (~8-10%)

Reaching the Accuracy Cap (684)

Method One (110.18% Melee/Force)

  • Two 224 accuracy pieces/enhancements (Can be earpiece/implants)
  • Two Advanced Accuracy Augment 40’s
  • Advanced Polybiotic Proficient Stim (218 accuracy/90 crit)

Method Two (109.94% Melee/Force)

  • One 224 Accuracy piece/enhancement (Can be earpiece/implants)
  • Four Advanced Accuracy Augment 40’s
  • Advanced Polybiotic Proficient Stim (218 accuracy/90 crit)

Method Three (109.95% Melee/Force)

  • One 224 Accuracy piece/enhancement (Can be earpiece/implants)
  • Seven Advanced Accuracy Augment 40’s
  • Advanced Polybiotic Versatile Stim (218 Mastery/90 Power)

Method Four (110.19% Melee/Force)

  • Two 224 Accuracy pieces/enhancements (Can be earpiece/implants)
  • Five Advanced Accuracy Augment 40’s
  • Advanced Polybiotic Versatile Stim (218 Mastery/90 Power)

I personally prefer to use method one on most of my characters. Many people swear by using the methods that put you slightly below 100% but due to my OCD I like to keep it at the cap. Realistically, you will only miss that one attack once in a blue moon. Either way, the DPS loss/gain is negligible. I recommend using whichever method is the easiest and most convenient based on the gear that you have.

Once you have reached your desired accuracy level (I advise sorting this out first before messing with any other stats), allocate your augments and enhancements to reach the critical and alacrity values that I listed. If you would like to my personal method, I have two 224 accuracy enhancements/pieces, six 224 critical enhancements/pieces, two 224 alacrity enhancements/pieces, two accuracy augment 40’s, four critical augment 40’s, and eight alacrity augment 40’s. This put my character at exactly 110.18% accuracy, 1519 critical rating, 69.86% multiplier, and 920 alacrity (Full 224 gear). Note that I am also using one Hawkeye crystal and one Eviscerating crystal. Know that in 216 or 220 rating gear, you can follow the same guidelines but you will have to most likely substitute an accuracy augment in for one of your critical/alacrity augments to reach the cap (Note that using method one with 220 gear will net you exactly 110% accuracy).

Utilities

While many of the juggernauts utilities seem to be designed around PvP, there are many you will want to have for almost every boss and the rest should be swapped around depending on the fight. While it would be optimal to change all your utilities based on the boss, I have found a sort of “default” setup that I like to use and I find that it works well in almost every case. I will list it below.

List of Utilities and Their Advantages

Skillful
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Payback: Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used. Can be useful on a fight like Cartel Warlords if you get stabbed by Garr multiple times (Will break his stabbing spree). Generally not worth taking.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Warmonger: Getting attacked reduces the active cooldown of force charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Not worth taking on any boss fights.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Unyielding: You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Generally not worth taking especially if you take the Deadly Reprisal utility.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Overwhelm: Ravage immobilizes the target for the duration of the ability. This is a PvP utility, it won’t work in any operations.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Path carver: Sweeping slash deals 25% more damage. This utility can be very useful for some bosses where there are heavy amounts of adds, i.e. Draxus/Corruptor Zero/Calphayus/Titan Six/Torque/Commanders.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Unstoppable: Force Charge grants Unstoppable, granting immunity to movement impairing effects and effects that push or pull you around for 4 seconds. This is mostly a PvP utility, however I find it very useful on certain fights (Specifically HM Revan, you can leap to the boss before a push/pull. With brawn in the talent tree, you can leap to the meatbag droid while you have an HK grenade to resist the knockdown).
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Deadly Reprisal: Taking non periodic area of effect damage generates 1 rage. This effect cannot occur more than once per second. This is a utility that I almost always take. Almost every boss deals some kind of raid wide damage and this utility will grant you excess amounts of rage which will allow you to use your higher damage fillers instead of rage builders.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Unshackling Rage: Activating Enrage purges movement impairing effects and increases your movement speed by 50% for 6 seconds. This is another utility that I almost always take. It is a nice short cooldown movement speed increase (Very useful on Underlurker/Brontes during reaches).
Masterful
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Pooled Hatred: Whenever your movement is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds. Another PvP based utility, can be of some use on Underlurker when adds are spawned but it isn’t required.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Oppressor: Force Charge, Crushing Blow, Impale, Obliterate, Intercede, and Mad Dash grant Oppressor, which makes your next chilling scream cost no rage and activate with a 0.5 second global cooldown. If used in tandem with Emboldening Scream, it can provide a decent movement speed increase for your allies, but I generally advise against it as your points could be much better spent somewhere else.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Crushing Fist: For the Immortal discipline, smash slows the targets it damagers by 60% for 10 seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armor rating decreased by 20%. I always take this utility as it is very beneficial for damaging large groups and also can be an alternative to Sundering Assault when swapping to a new target that hasn’t already been sundered.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Sonic Wall: Threatening Scream protects all allies within range, excluding yourself, granting Sonic Wall, which absorbs a moderate amount of damage. Lasts 10 seconds. I also almost always take this utility. It can provide a moderate amount of raid wide mitigation. Can be useful when you know people are about to take damage.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Strangulate: Reduces the cooldown of force choke by 15 seconds. This is a PvP utility. It is not necessary at all in operations.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Emboldening Scream: Chilling Scream increases the movement speed of all allies within 8 meters, excluding yourself, by 50% for 8 seconds. Again, can be useful if used in tandem with Oppressor, but I advise against it as utility points could be better spent elsewhere
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Seething Hatred: When you exit combat, the active cooldowns of Force Charge, Enrage, and Saber Throw are reduced by 100%. This seems to be more of a leveling/grinding utility. It has no effectiveness in operations.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe War Bringer: Force Charge enables your next Vicious Throw to be used against a target with any percentage of health. Lasts up to 15 seconds. The Destroyer passive in your discipline tree already has a similar effect so I can’t think of many situations where you would ever need this utility in an operation. Maybe a certain situation where you can to switch to an add that needs to be bursted down very quickly and you do not want to rely on the RNG proc. Generally would not advise taking this.
Heroic
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Thrown Gauntlet: Reduces the cooldown of Force Push and Intimidating Roar by 15 Seconds. This is another PvP utility. Do not take this in operations.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Intimidating Presence: Force Charge finishes the cooldown on Disruption. In addition, Saber Reflect lasts 2 seconds longer, and while Soresu form is active, generates a high amount of threat on all engaged enemies within 30 meters when activated. I always take this utility. The extra 2 seconds on Saber Reflect can make a big difference whether mitigating damage or adding to your DPS.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Through Passion: Reduces the cooldown of Enraged Defense by 30 seconds. In general I do not take this utility as Enraged Defense from a DPS stance isn’t the most effective cooldown to cycle through unless there are emergencies. With that being said, you should not have to take any cooldown reduction as it should not be getting used that much.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Intercessor: Reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede. Another utility that is more effective in PvP than PvE. While I can see some effectiveness for this on fights such as Warlords (If your comrade gets stabbed by Garr), the difference that it would make would not be substantial enough to justify taking this over another utility.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Whiplash: Saber Throw immobilizes the target for 3 seconds. A PvP utility. No effectiveness in operations
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Consuming Rage: Enraged Defense removes all cleansable effects when activated. In PvE, this utility is very situation dependant. You could try using it on the Dread Council to cleanse your deathmarks, but it would not be reliable as you have to be below 70% health to activate Enraged Defense and the cooldown is too long to cleanse them each set.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Through Power: Endure Pain increases your movement speed by 50% and grants immunity to movement impairing effects while active. This is another utility that I take for almost every fight. It is useful for mobility on many fights in this game and can even be used to simply increase your uptime on a moving target.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Through Victory: Mad Dash can be used while immobilized and purges movement impairing effects when activated. Another PvP based utility that is not worth taking in any operations

My Default Setup

Skillful

  • Path Carver
  • Deadly Reprisal
  • Unshackling Rage

Masterful

  • Crushing Fist
  • Sonic Wall

Heroic

  • Intimidating Presence
  • Through Power

Cooldowns, Passives and Abilities

Cooldowns

gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Saber Reflect (Dank Reflect 1 min CD): All ranged, force, and tech attacks are reflected back at the attacker. The damage reflected back caps at ~23k. Saber Reflect is an exceptionally strong defensive AND offensive cooldown. I will provide a list further on in the guide with my knowledge of mechanics that can be reflected.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Enrage (41s CD): Generates 6 rage and can be used off of the global cooldown. I advise using this on cooldown and over Sundering Assault when it won’t activate your 2 piece set bonus. This allows you to not have to delay your DoT’s many times.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Saber Ward (3 min CD): Increases Melee and Ranged Defense by 100% for 2 seconds (With Blade Turning) and Melee Ranged Defense by 100% for 12 seconds, as well as granting 25% Damage Reduction to Force and Tech attacks. This is a good cooldown if you ever have to off taunt a boss/add or if you just need the flat 25% damage reduction.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Endure Pain (1 min CD): Increases your maximum health points by 30% for a 10 seconds. Also increases your damage reduction by 15% while active. I like to use this cooldown ON cooldown for most fights for the flat 15% damage reduction. Sometimes I will save it for when I know I will take damage so I can let my healers heal the others more than myself.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Enraged Defense (2 min CD: You are granted with 12 stacks of Enraged Defense, each stack is spent when you take damage and heals you significantly. This cooldown can be life saving in certain situations (Especially when you are taking heavy periodic damage). It is also quite useful if you are tanking an add or a boss and you want to ensure your survival.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Threatening Scream (45s CD): When activated, this decreases your threat by a moderate amount and reduces the damage you take from area of effect abilities by 60%. This is an excellent cooldown to use when you know that damage is coming. Many of the bosses in this game deal the majority of their damage as AoE damage when you wouldn’t expect it to be (Very useful on brontes orbs and tentacle slams on Terror). Use this ability more as a cooldown than as a threat drop because you won’t be competing too hard in your opener against other classes (Unless you are saber reflecting something).
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Intercede (20s CD): Leaps you at any targeted ally, reducing their damage taken by 20% and reducing their threat significantly. I recommend using this ability primarily for mobility, but there are also a few fights where dropping a specific person’s threat is very useful (Brontes NiM).
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Mad Dash (45s CD): Increases your defense and resist chance by 100% and dashes you forward 20 meters, dealing minor damage to anyone in your path. This is an EXCELLENT cooldown that you can use to sometimes ignore boss mechanics. It is often overlooked due to the difficulty of timing it properly, but if used well, you can completely resist certain attacks (Lightning field/Brontes orbs/Bestia bombs/Vorgoth bombs etc).

Passives

  • Bloodbath: Smash and Vengeful Slam spread your bleed effects to all targets they damage, if at least one of your targets is already affected by your bleeds. In addition, Sweeping Slash deals 25% more damage to bleeding targets.
  • Rampage: Shatter finishes the active cooldown on Ravage and generates 3 rage.
  • Draining Scream: Force Scream causes the target to bleed for 1096 internal damage over 6 seconds.
  • Ruin: Reduces the cooldowns of Smash and Vengeful Slam by 6 seconds each, and both abilities no longer consume rage.
  • Ravager: Ravage deals 5% more damage.
  • Vengeance: Reduces the cooldown of Impale by 6 seconds and Force Scream by 6 Seconds.
  • Eviscerate: Impale causes the target to bleed for 1661 internal damage over 6 seconds and beats the target down for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
  • Sundering Throw: Reduces the cooldown of Saber Throw by 5 seconds, and causes Saber Throw to sunder its target for 45 seconds. Sundered targets have their armor rating reduced by 20% .
  • Brawn: While in Shien Form, Force Charge grants Brawn, granting immunity to interrupts, stuns, knockdowns, and incapacitating effects for 4 seconds. Additionally, during this time, damage reduction is increased by 20%.
  • Savagery: Shatter, Impale, Vicious Throw, and Vengeful Slam increase the critical chance of your next Force Scream by 50%. Lasts for 15 seconds. Stacks up to 2 times.
  • Deafening Defense: Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. In addition, all area of effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated.
  • Destroyer: Increases the damage dealt by your bleeding effects by 10%. In addition, your Ravage and bleed damage has a 30% chance to trigger Destroyer, which finishes the cooldown on Vicious Throw and makes your next Vicious Throw consume no rage and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
  • Gushing Veins: Increases the critical chance of Shatter, Vengeful Slam, and bleeding effects by 5%.
  • Bloodmaster: For each of your bleeding effects active on an enemy target, you deal 3% more bleed damage, up to a maximum of 9% more bleed damage while Shatter, Draining Scream, and Eviscerate are each bleeding a target.

Abilities

For abilities, I like to organize them into three different categories-DoT’s, Ravage, and Rage Builders/Fillers.

DoT’s (All can be spread with Bloodbath)

gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Shatter (11s CD): This is your hardest ticking DoT and it also has the longest duration. It immediately procs your Ravage when used. This ability should be kept on cooldown at all times. Generates a stack of Savagery. Costs 5 rage, consumes 1.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Impale (8.2s CD): This is your hardest hitting instant cast ability. This ability should be kept on cooldown at all times. Generates a stack of Savagery. Costs 4 rage, consumes 3.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Force Scream (8.2s CD): Another hard hitting instant cast ability. It should be kept on cooldown at all times. Costs 4 rage, consumes 3.

Ravage (Yes it gets its own category lel)

gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Ravage (16.4s CD): A large percentage of your single target damage is dealt through Ravage. I advise using it whenever your DoT’s are on cooldown and will not be available in no more than 1 GCD. Your 4 piece set bonus increases the critical strike chance of Ravage by 5%.

Rage Builders and Fillers

gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Sundering Assault (11s CD): This is your primary rage builder. It activates your 2 piece set bonus which increases the your overall damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds. Builds 5 rage.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Vicious Throw (9.1s CD): A hard hitting filler that procs off of Destroyer. It nets you 1 rage.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Vengeful Slam (8.2s CD): Another hard hitting filler. It nets you 1 rage.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Saber throw (22.8s CD): A weaker filler and one of your few ranged abilities. Generates 3 rage.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Force Choke (54.8s CD): Another weak filler that should only be used if you are in need of rage and no other ability is available. Generates 3 rage.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Force Push (54.8s CD): Another weak filler that should only be used if no other abilities are available. Use over force choke if you are not rage starved.
gamesread | SWTOR 4.0 Vengeance Juggernaut PvE Guide By Roscoe Assault: This is your basic attack. Ideally you should NEVER have to use this in your rotation and very rarely will you ever have to use it over any of the other fillers. The only time I recall using it is during downtime when a boss has a shield up to build rage (Calphayus/Raptus).

Rotation and Priority System

My personal take on the Vengeance rotation is that the optimal way to play it is by keeping your DoT’s on cooldown while filling with your highest damage fillers without rage starving yourself or delaying your next set of DoT’s. I like to use a priority system to playout the rotation. There is an overall ability priority list, a DoT priority list, and a filler priority list. I will explain each in more detail below.

Priorities

 

Overall Ability Priority

  1. DoT’s (Shatter/Impale/Force Scream)
  2. Ravage
  3. Fillers (Sundering Assault/Vicious Throw/Vengeful Slam/Saber Throw/Choke/Push)

On a single target, DoT uptime should be your highest priority and Ravage should be used in between each set. It is worth delaying activating your Ravage if one of your DoT’s will be available again in no more than 1 GCD. Outside of those situations, use your DoT’s in the priority I will list below, and your fillers in the priority I will list below.

DoT Priority

  1. Shatter (Mostly if Ravage is on cooldown)
  2. Impale
  3. Force Scream (With Savagery Stacks)

A detail to note, if you are ever in a situation where you have just enough rage to use one of your three DoT’s, always prioritize Shatter. If you use Shatter, you will have enough rage to then use Force Scream or Impale immediately after, whereas if you had used either of the other two DoT’s, you would not be activate another one without using a rage builder or filler first.

Filler Priority

  1. Sundering Assault (If it will proc your 2 piece set bonus or if you are rage starved).
  2. Vicious Throw (If 4 rage or above or if Sundering Assault is on cooldown and it won’t delay your DoT’s)
  3. Vengeful Slam (If 4 rage or above or if Sundering Assault and Vicious Throw are not available and it won’t delay your DoT’s).
  4. Vicious Throw without Destroyer proc/Sub 30% (If using it won’t rage starve you or delay your DoT’s).
  5. Sundering Assault (If you are rage starved and your 2 piece set bonus will not activate).
  6. Saber Throw (If you are rage starved and no other filler is available).
  7. Force Push (If you are not in need of rage and no other filler is available).
  8. Force Choke (If you are rage starved and no other filler is available).
  9. Assault (You should pretty much never use this).

Clipping Ravage

If you did not already know, the last tick of your Ravage ability queues 0.3 seconds before the end of the channel. If you are able to consistently clip your ravage channel with your next ability within that small window, it can be a slight DPS gain. Works with Marauders also!

The Opener

There are two openers I use depending on the boss fight/circumstances. I will explain each separately below. The difference in DPS between both openers is very marginal. I suggest using whichever opener suits your preferences for most boss fights.

Opener Number One

(Force Charge if Necessary) > Sundering Assault > Enrage > Adrenal > Impale > Ravage > Shatter > Force Scream > Vicious Throw > Impale > Ravage > Vengeful Slam > Force Scream > Sundering Assault > Shatter > Impale > Ravage

Opener #1 is a standard opener for most boss fights. Note that Force Charge is optional in the opener and most of the time you can easily and reliably engage the boss without using it, either way it won’t make a big difference at all.

Opener Number Two

(Force Charge if Necessary) > Sundering Assault > Enrage > Adrenal > Impale > Shatter > Force Scream > Ravage > Vicious Throw > Impale > Sundering Assault > Force Scream > Shatter > Ravage

I have migrated over to using this opener in most fights because I find that front loading all three of my dots under my adrenal/relic procs provides for a more consistent high damage opener. The rotation also plays out quite nicely even though you are technically wasting a Ravage in the opener. A good example of a time when this opener is very useful would be Revan (With opener #1 you would have to cancel your Ravage in order to reflect his Heave/Overcharge Saber and with opener #2 you wouldn’t). It is also useful on fights where you know that you are going to have to move or target swap very quickly into the fight (Draxus/Raptus/Sparky/etc).

AoE Priority/Rotation

If there are three or more targets, it is optimal to spread your DoT’s with Vengeful Slam and to use Sweeping Slash in between. Optimally, you would spread all three of your DoT’s to every target, but it is usually not practical to do so. The main appeal to your DoT spread is not the DoT damage itself, but the buff it provides to your Sweeping Slash (25% bonus damage). In most cases, I only spread Shatter and Eviscerate using Force Scream before Vengeful Slam will drain your rage, delaying your Sweeping Slash. If the adds you are facing have small health pools, I generally only spread Eviscerate as it ticks faster than Shatter will and I still get the bonus 25% damage to Sweeping Slash.

Example Rotation

Sundering Assault > Enrage > Shatter > Impale > Vengeful Slam > Sweeping Slash x4 > Sundering Assault > Shatter > Impale > Vengeful Slam > Saber Throw > Sweeping Slash x?

Sample Parse Video

Saber Reflect Boss List

I will add to the list if more are found.

Explosive Conflict

  • Toth and Zorn – Red and purple circles that drop and the pulsing damage from the ground pound. Also the DoT that is put out from the beginning of the fight before you medpac.
  • EC Tanks – Lightning Pylon (Massive damage), Trandoshan basic attacks, boss cleave, and double destruction.
  • Colonel Vorgath – Turret Spawns and his basic attacks.
  • Warlord Kephess – Standing under the walker ticks 5% of its health away per Saber Reflect, the three adds at the beginning can be reflected, and the Trandoshan warriors and trench cutters can be killed almost instantaneously if you activate saber reflect before AoE’ing them. You can also reflect the red circle where he lands after his jump as well as the DoT that follows.

Ravagers

  • Sparky – Add Pounce, Brutal Pounce, and Shoulder Throw.
  • Bulo – Ore Carts, Scatter Blast, Mass Barrage, and Pirate attacks.
  • Torque – Fire device, Shoots Lasers attack, boss knock back, and turrets.
  • Master & Blaster – Pain of Rain Kappa.
  • Coratanni – Bosses basic attacks and deck guns.

Dread Fortress

  • Draxus – Mass Affliction, Subteroth explosions, lightning from dispatchers, bosses basic attacks, Thundering Blast from Guardians, Dismantler knockback, Guardian conal AoE.
  • Grob’Thok – Boss Roar.
  • Corruptor Zero – Missile Barrage, ranged add attacks, Chest Laser.
  • Brontes – Orbs, six fingers, fire and forget (won’t block damage)

Dread Palace

  • Bestia – Her Ravage cast.
  • Tyrans – His shock attack and the fire at the entrance of the room.
  • Calphayus – Inevitability cast and red damage circle.
  • Raptus – Force Execution.
  • Dread Council – Last burn phase AoE damage and Raptus’s spinning red circle attack.

Karagga’s Palace

  • Sorno and Jarg – Unload/basic attacks.
  • Karagga – Fire puddles, mouse droids, fire from its back.

Colossal Monolith

  •  Colossal Monolith – The initial curse damage and ground slam (Identifiable when he raises his arms up).

Temple of Sacrifice

  • Malaphar – Red circle spear throw.
  • Walkers – Targeting droid and walker auto attacks.
  • Underlurker – Rock throw.
  • Commanders – Tracer missile/volley and Kurse’s smash.
  • Revan – Heave, Overcharge Saber, Essence Shear, HK grenades once they have been cleansed, meatbag and interrupt droid attacks.

Toborro’s Courtyard

  • Golden Fury – Droid adds attacks and purple circle

Terror From Beyond

  • Dread Guards – Heirad Force Lightning, Doom (You will pull threat), Force Leach, and Force Scream from Kelsara.
  • Operator IX – Bosses auto attacks.
  • Kephess – Focused beam toward the pillar and burn phase AoE.
  • The Terror – Tentacle slams in the first phase and scream.

Scum and Villainy

  • Titan 6 – Basic attacks from the droid adds.
  • Thrasher – Firebug fire puddles, pulsing damage from the boss roar, and the sniper auto attacks.
  • Operations Chief – Any direct attacks from the adds including the fire beam on gold, rail turret attacks, and Terminate.
  • Olak – Recon droid beam, assault droid auto attacks, and the bosses auto attacks.
  • Warlords – Sunder’s “The End” cast, Garr’s auto attacks, Horic’s direct attacks, and Stabbing Spree.
  • Styrak – Lightning adds channel, Spines DoT (Acquire the DoT and reflect it after the channel ends), Lightning Field final tick, and the pulsing damage from Styrak in the second dragon phase (only prevents damage).

Contact Info/About the Author

You can watch all of my kill videos and what not on my twitch channel, twitch.tv/roscoe2311

If you want to see me play live, a follow always helps (^:

I play on the server Jedi Covenant. Feel free to message me about anything on any of these toons: Create, Jintae, Idealist, Ninespot, and Yeah.

I can also give you my email if you direct message me in some way.

About the Author

My name is Russell, some know me by Roscoe, Create, or Razzle. I’ve been playing vengeance since I began playing the game and it has been one of my favorite specs ever since. I currently lead the raids for <Origin> on Jedi Covenant and since 4.0 released, we have cleared all of the hard mode and nightmare content. I have held the top juggernaut dummy parse several times since I started to play the game again. If i find time to parse again I may try to aim for the highest again, but it’s all irrelevant anyways. I’d like to thank my guild, <Origin>, especially my raid team being Mal, Var, Yam, Loak, Adorable, Jericho, Narsh, Striker, Pat, Deatch, and all my friends in <Nemesis>, many of whom I listed above already for putting up with me all this time. I would also like to thank Dongo for showing me the way. Kappa. Finally thank you Dulfy for hosting this guide and thank you to anyone who reads it. I really hope that this guide could be of some help. I’m open to any suggestions or criticism as long as it remains civil lol. Cheers!

gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun

SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun.

Contents

  • 1 Intro to Shield Specialist Vanguard
    • 1.1 Gearing and Stats
    • 1.2 Utilities
  • 2 Passives and Abilities
    • 2.1 Overview
    • 2.2 Passives
    • 2.3 Abilities
  • 3 Rotations and Priorities
  • 4 Final Notes & Acknnowledgements

Intro to Shield Specialist Vanguard

“Storming to the front line with a powerful charge, the Shield Specialist Vanguard can withstand any incoming offensive. The Shield Specialist boldly takes the brunt of the attack while employing a wide range of tech-based attacks to gas, blast and jolt their enemies into oblivion..”

The Shield Specialist Discipline of the Vanguard AC is one of the 3 tank Disciplines in Swtor. While lacking the amount of cooldowns of a Juggernaut and the cheese of an Assassin, the VG makes up for it through powerful mitigation passives, mobility and the only tank to be able to sustain damage at a range when need be. This solid tank is more than capable of clearing any content at the highest level.

Gearing and Stats

I’m going to be upfront and tell you I am not a theorycrafter or number cruncher (Maths are hard XD). While there is some common ground on gearing (use tank gear not dps one) there is a bit of leeway on gearing and stats as I will outline below along with what has personally worked for me.

What You Need

  • Set Bonus: 224 Supercommando Armorings
  • Barrel: 224 Resistive Barrel
  • Mods: Warding Mods (Defense)
  • Enhancements: Either Shield or Absorb for your Stat Budget
  • Earpiece and Implants: Same as Enhancements (Shield or Absorb)
  • Stim: Fortitude Stim
  • Stance: Ion Cell

Set Bonus

Set Bonus: Supercommando (224)

  • 2 Piece: 2% Damage Reduction when Energy blast is activated
  • 4 Piece: Activating Shockstrike Reduces CD of Taunt and AoE taunt by 2 seconds
  • 6 Piece:Increases Duration of Riot Gas by 3 Seconds and Reactive Shield by 4 Seconds

Stats and Gearing Methods

Now the above list was intentionally vague as due to the changes in 4.0 with how tanks gear there is argument over what is “best”. Now I will not say there is only one way and if you don’t follow it you will never clear anything as you might expect from a guide :P. 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 :D)

That said here are some generally agreed upon ranges of stats people use

Shield: 1500-1800

Absorb: 900-1200

For VG Shield>Absorb>Defense

I leave out defense as the amount of defense from mods is far over the limit needed. Now comes for my favorite topic (Kappa).

Mitigation Build vs Higher HP Build

For those unaware but not to dig to deep, Pure Mitigation is just using all tank stuff from the token vendor unlettered. Higher HP build whereby mostly defense is traded for HP is gained through any combination of B Mods, Vendor or Mk-2 tank enhancements, vendor or mk-2 (non crafted) tank implants and earpieces and either Mk-26 tank relics or DPS relics because they have HP. I have read arguments on either side and in the end personally believe neither will make nor break a tank as both types have been used for clearing NiM in 4.0.

That said 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 224 gear is only unlettered so you will have to go with 220 Mods and Enhancements for HP. So for those who want to see how I gear:

  • Enhancements: Advanced Bastion 43 Enhancement x4, Advanced Bulwark 43 Enhancement x3 (220)
  • Mods: Advanced Warding Mod 43B x9 (220)
  • Earpiece: Exarch Bastion Mk-2 (220)
  • Implants: Exarch Bulwark Mk-2 x2 (220)
  • Relics: Ultimate Exarch Reactive Warding and Shield Amplification (224)
  • Augments: Advanced Shield Augment 40 x 11, Advanced Absorb Augment 40 x 3
  • Shield: 1691
  • Absorb: 1019
  • Defense: 2162
  • HP: 81842

Utilities

Outlined below are the utilities I find useful in a raid environment.

Skillful

  • Battlefield Training: Increases movement speed by 15% (Speed is always good)
  • Reflective Armor: When Into the Fray is activated it deals x amount damage to enemies within 10m. (Free Damage, more damage equal boss dies faster :D)
  • Iron Will: Decreases CD of Hold the Line by 10 seconds and Determination by 30 Seconds (CC Breaker).
  • Muzzle Augs: Increases Ion Pulse by 2 meters and Explosive Surge radius by 1 meter.

Masterful

  • Sonic Rebounder: Allies within range of AoE taunt are granted one reflect of direct damage back to the enemy. (Ability to prevent damage and dish it out, yes please :D)
  • Advance the Line: Increases Duration of Hold the Line by 4 Seconds.
  • Electro Shield: Causes x amount of direct damage back to the enemy when Energy Shield is active.

Heroic

  • Guard Cannon: SC Missile Heals for 3% of Health per missile (Nerfed recently from 5% but still better than most of the other utilities save in specific circumstances)
  • Charge the Line: Increases Speed of Hold the line by 45% (More Speed :D)

Passives and Abilities

Listed below are a general outline of a VG Tank’s abilities and passives.

Overview

The strengths of VG tanking lies in its passives abilities and heavy armor along with its ability to dish out damage from range. With this in mind VG tanking is all about keeping up your passives which luckily is quite easy to do if you use your abilities right.

Passives

With Ion Cell Stance 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 VG tanking is maintaining its passive stacks of Power Screens and Shield Enhancers. When you reach 3 Stacks of Power Screens Energy Blast will become available to use, significantly increases your absorption by 25%. Building stacks of Power Screens which increase your Absorb revolve around shielding an attack and proc’ing your Ion Cell through attacks particularly High Impact Bolt and Shockstrike. These last two abilities are used to build your Shield Enhancers which increase your Shield.

Abilities

Offensive Abilities

gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Ion Storm (IS): 10 meter conal attack and hardest hitting attack. 1.5 second channel with Ion Engine and causes targets to become Impaired reducing their F/T attack damage of enemy by 5%
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun High Impact Bolt (HIB): Ignores 60% of armor and with Ion Cell and can cause damage to multiple targets. Builds Energy Screens. Use on CD
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun 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.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Stockstrike (SS): Builds Energy Screens and hard hitting attack. Use on CD.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Energy Blast (EB): Uses Energy Screens to boast absorb by 25% for 6 seconds. Should be used on CD unless saving for a major hit.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Ion Pulse (IP): Main filler and causes Enemies affected to be Weakened and do 5% less M/R Damage as well as Trauma.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Hammer Shots (HS): Secondary filler as it costs no energy
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Sticky Grenade (SG): AOE does moderate damage
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Mortar Volley (MV): AOE does heavy damage
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Explosive Surge (ES): Filler AOE and does moderate amount of damage
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Harpoon: Pulls Enemy towards you if capable and/or generates a lot of threat.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Storm: Gap Closer and provides 2 free FP or FS.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Neural Surge: AoE Hard Stun
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Cryo Grenade: Single target hard stun

Cooldowns

gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Riot Gas: Covers surrounding area in gas and for 15 seconds (18 with 6 piece) enemies with riot gas are slowed 70% and M/R accuracy reduced by 30% and can act as a raid utility if you aren’t tanking or there is M/R Dmg going out to raid.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Battle Focus: Increases Crit Chance and more importantly gives you 35% defense chance for duration. With RG and built in defense this can give you a very powerful cooldown.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Reactive Shield: 15 seconds (19 with 6 piece) you take 25% less damage from incoming attacks.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Adrenaline Rush: When activated it goes on stand by for 1 minute. During that time when health dips below 40% it will heal you up to 35% and if above 40% heal for 2% of total health.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Hold the Line: Increases movement speed by 30% (45% with utility) and grants immunity to physics and movement impairment for 6 (10 with utility) seconds.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Recharge Cells: Recharges Cell by 50 Energy.
gamesread | SWTOR Vanguard Shield Specialist 4.0 Tanking Guide by Yam’unun Reserve Cell: Makes next attack cost no Energy.

Rotations and Priorities

A Standard “Opener” (Will Vary):

Preload SC–>Grapple–>Storm–>SS and SC Spam–>HiB–>IS or EB –>IP or IS–>SS or IP–> EB or IP–> Taunt and IP–>SS/HiB—>IS–> AOE Taunt->…… Priority

Priority:

1) EB (Heat Blast)

2) SC (Shoulder Cannon) (off GCD)

3) SS (Shockstrike)

4)HiB (High Impact Bolt)

5) IS (Ion Storm) (with Ion Engine)

6) IP (Ion Pulse)

A few notes about VG tanking rotation. First Grapple  had its threat greatly increased making it near equivalent to the Shadow force pull. 15k threat of the bat is pretty nice. With Storm you get the free 2 Ion Pulses. Right away you want to build your Power Screens and Energy Shields. Now depending in a real fight if you have gotten a third screen or not use Energy Blast. If not use Ion Storm 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 Battle Foucs as an Offensive cooldown instead. Since raid buffs go out at the beginning you can grab a metric poop ton of threat. After first EB use your taunt then IP 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 Reserve Cell and Recharge Cell.

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

1. Global Rule aka No one is perfect- You will make mistakes and you must own up to them. This is key for any role but particularly for tanks. No matter how good you are you will make mistakes because no one is perfect. The key is to learn from them and admit them while at the same time focus on how to do better rather than you made a mistake.

2. Generate all the threats– Keeping threat is highest priority and use both taunts. This is primary goal of tanking as the boss is hitting you instead of a DPS or Heals. Unless a boss has an aggro drop mechanic or you aren’t currently tanking boss use your taunts on CD. Saving them means you’re letting threat go to waste and with Set bonus your taunts will be back up in no time

3. Go Ham on the boss: Every extra dps counts on the boss; the more you do the less DPS have to burn. Particularly true in NiM, tank DPS can help shave off a good number. Tanks can push over 2k in most set piece fights. Whether it’s doing over 400k+ on the Revan Core, shaving a few % off of Brontes, or preventing a third surging chain on Dread Guards, tank DPS does help. Which leads me to last rule

4. Never waste a GCD: Doing nothing is the worst thing you can do: Whether throwing in taunts for extra threat, spamming rapid shots when far away, or carbonizing some adds, every GCD can be filled with something. Unless Styrak is giving you the ole Choke’aroo Kappa. :3

Final Notes & Acknnowledgements

I like to thank everyone over the time playing in helping me. Thank you to <Origin> for putting up with my tanking on Impside and all the dank times. Special mention to Create, Var, Mal for being dank guild leaders. Jericho and Styrker for being best tank buddies as well as the rest of the team: Loak, Pat, Narsh, and Adorable as well as Deatch. Thanks for hosting this guide and thanks to all readers. If you have any questions/rants/memes or just want to flame me can leave me a comment here, ingame or at my email: [email protected] and try to get back to you. In cases of doubt, just remember to translocate your healers on CD and say weird crap when your raid leader is streaming and always make Dank Memes. :3

About the Author

I am Yam from Jedi Covenant since my first Powertech is name Yam’unun after hitting the on the character creation screen. I have mained a Powertech tank since 3.0 and getting to know all the ins and outs raiding with several guilds on especially <Origin> which most recently I have raided with over a year clearing all 8m NiM content in 4.0 post Sniper/PT nerfs and 10/10 Rav/ToS HM. I also main the other 2 tank classes and have pub mirrors as well. I like this game, raiding and dank memes. You can watch me live at my Twitch YamSwtor and also can usually find me tanking on Roscoe2311 stream as well. ^^