SWTOR Bounty Hunter Powertech / Trooper Vanguard 50 PVP Spec Guide

2012 January 22 24 comments

This video covers four PVP specs at level 50 for the Bounty Hunter Powertech and Trooper Vanguard advanced classes in Star Wars: The Old Republic. Vanguard and Powertech are mirrors so this video is applicable to players of both classes.

The video provides detailed commentary on the following specs:

  1. 26/13/2
  2. 21/2/18
  3. 1/22/18
  4. 4/6/31

For the links to the specs, please refer to the Specs section in my PVP Guide.

The video discusses the mechanics for Defense and Shield, which should be considered when spec’ing into the tanking tree. For more details, read my article on Understanding the Defense and Shield Mechanics for Tanks in PVP.

To see me PVP’ing live, check out my TwitchTV channel. My stream features real-time narration and commentary – and to the extent possible interaction with the Chat Room.

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Understanding SWTOR’s Defense and Shield Mechanics for Tanks in PVP

2012 January 19 47 comments

This article describes the Defense and Shield mechanics for SWTOR and their implications for tanks in PVP.

Defense is the Avoidance mechanic and Shield is one of the Mitigation mechanics. In this article I use the terms “defense” and “avoidance” interchangeably.

Avoidance and Mitigation in SWTOR

To quickly define terms:

  • Avoidance: not being hit
  • Mitigation: reducing damage taken when hit

There are 3 categories of Avoidance as captured in the Defence Chance tooltip:

  1. Melee Dodge: base of 5%, boosted by Defense Rating, talents, and buffs
  2. Ranged Dodge: base of 5%, boosted by Defense Rating, talents, and buffs
  3. Resistance: base of 0%, boosted by talents and buffs. This is against “spells” (Force and Tech attacks)

Mitigation comes from multiple sources:

  1. Expertise: stat that provides mitigation against all damage types
  2. Armor: mitigation against 2 of the 4 damage types: Energy and Kinetic. Keep in mind that for attacks that deal “weapon damage”, to understand whether Armor factors in, you have to check the damage type of the weapon itself. E.g. blasters and rifles deal Energy damage
  3. Talents that provide flat damage reduction
  4. Shield Chance / Shield Absorption: provided when you have a Shield offhand equipped and successfully Shield an attack that hit. The amount of damage mitigated (absorbed) is based on the offhand (e.g. 20%), your Absorption Rating, and talents in the tanking tree. SWTOR’s Shield functions similarly to WoW’s Block mechanic. The main difference is that in SWTOR you don’t have to keep oppponents in your frontal facing to Shield
  5. “Bubbles”: mitigation against all damage types

The 2-Roll System

SWTOR leverages a 2-roll system for determining the outcome of an opponent’s attack as explained by BioWare’s Georg Zoeller (references: 1 2), bold emphasis mine:

First is a hit roll, accuracy versus defense, and if the attacker misses then no damage occurs. If the attacker rolled poorly enough to miss even discounting the target’s defense then a “Miss” result occurs. If he misses because of the defense then the result varies based on the attack type, the cover state of the target, and the target’s equipped weapons. All the possible results – Dodge, Parry, Deflect, Resist, Cover – are mathematically the same, but they can trigger different effects and are visualized in different ways.

If the attacker hits, then a second roll is made with the crit chance of the attacker versus the shield chance of the target. If a Crit or a Shield occurs then the damage is adjusted up or down (based on Surge/Absorb), and then it goes through to the armor and damage resistance. A critical can never be shielded, and an attacker with a high enough crit chance can push the target’s shield chance off the table. It shouldn’t be possible to get your passive crit chance high enough to start pushing off the target’s shield chance, but there are short-duration buffs that push these chances high enough to come into conflict.

Which Attack Types are Defensible and Shieldable

There are 4 attack types: Force, Melee, Ranged, and Tech.

The attack types should not be confused with the 4 damage types: Elemental, Energy, Internal, and Kinetic.

Melee and Ranged attacks are Defensible and Shieldable, whereas Force and Tech attacks are not. This is consistent with other games such as WoW and RIFT, where “spell” attacks are not dodgeable / parryable and not blockable.

Based on what Georg wrote , here is my guess on what the roll table for Crit-vs-Shield looks like for Melee and Ranged attacks that were not Defended.

Scenario 1

  • Attacker’s Crit Chance: 30%
  • Defender’s Shield Chance: 30%
  • So remaining 40% is normal hit (not Crit, not Shielded)

Scenario 2

  • Attacker’s Crit Chance: 60%
  • Defender’s Shield Chance: 30%
  • So remaining 10% is normal hit (not Crit, not Shielded)

Scenario 3: Shield Chance reduced

  • Attacker’s Crit Chance: 80%
  • Defender’s Shield Chance: 30%, but for the roll calculation it’s treated as 20% because the Crit Chance pushed 10% off the table

Scenario 4: Shield Chance negated

  • Attacker’s Crit Chance: 100% (e.g. due to a proc buff that makes the attack Crit)
  • Defender’s Shield Chance: 30%, but for the roll calculation it’s treated as 0%
  • Therefore, the attack is a guaranteed non-Shielded Crit

Implications for Tanks in PVP

A critical consideration for SWTOR is that all classes have either Force or Tech attacks. You can see the attack type by looking at the Abilities tab for a given character and looking at the right-hand column. Therefore, an implication is that you may not get as much mileage out of your Defense and Shield-related talents as you might expect. E.g.

  • Stun-based abilities across all Advanced Classes are classified as either Force or Tech attacks, so the target’s defensive capability doesn’t come into play
  • I play Bounty Hunter and Trooper and most of my key abilities are classified as Tech

Keep in mind per Georg’s post that the attacker’s Crit Chance can push Shield Chance off the table. There are a lot of buffs (e.g. talent-based, from Relic, etc) that boost Crit Chance, and the implication is that when you most need to Shield heavy incoming damage, your Shield Chance may be reduced significantly or completely. Given that, and the fact that Shield Chance is calculated after the hit roll, Shield Chance is not a strong mechanic in PVP.

Another implication is that the talents for boosting mitigation may be stronger than we might have expected. In particular, this explains why in my experience Guardians and Juggernauts tanks take the longest time-to-kill: they have multiple bubble mechanics in their tank tree, including Invincible (Warding Call) and Sonic Barrier (Blade Barrier), and these excellent abilities provide mitigation against all damage types.

I shared some of the thoughts in this article on a thread for my Guide to Powertech Mechanics and PVP a week ago, and some 50 Powertechs including chainsawsamurai tested and confirmed that the Avoidance and Shield-related talents do not work against Force and Tech attacks.

When I run as a tank-spec’d Vanguard, I will likely use a DPS PVP set based on the game mechanics and avoid (no pun intended) the talents related to Melee Defense, Ranged Defense, and Shield Chance, unless they provide some additional benefit (e.g. the Ammo-regen effect from Shield Cycler).

This is not to say that you shouldn’t take the talents and tank PVP gear. If you want to max out your survivability, invest in them. It’s just important to understand what benefit you get out of them and the mechanics.

Acknowledgements

Huge thanks to Kjollborn, who helped me to realize that the attack type not the damage type is what is factored into Melee Defense, Ranged Defense, and Shield Chance.

Thanks to Lightweight, a 50 Combat Medic Commando in my guild, for helping me with testing.

UPDATE (2012/01/24): a copy of this article has been stickied on the SWTOR official Tanking forum.

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Powertech / Vanguard “Insta-Nuker with CC” 0/12/29 PVP Spec

2012 January 17 27 comments

The 0/12/29 spec for Bounty Hunter Powertech / Trooper Vanguard is a heavy DPS spec with good CC capability.

Here are links to the spec: Powertech | Vanguard

I did not take the 31-pt talent Thermal Detonator (Assault Plastique). TD (AP) is an excellent ability and hits for ~50% harder than the base Explosive Dart (Sticky Grenade). That being said, keep in mind the ability has a 15-sec cooldown and I decided to go with the interrupt talent instead.

As Powertech and Vanguard Advanced Classes are mirrors, I reference the corresponding Vanguard talents and abilities in parentheses below.

Spec Strengths

  1. Strong sustained and burst damage mechanics:
    • +6% total Tech Crit Chance
    • +6% Crit Chance for fire (Elemental) attacks. Keep in mind all of our fire attacks are Tech attacks, so this stacks with the previous bullet point
    • 60% armor penetration and 30% armor penetration for the talents for Rail Shot (High Impact Bolt)
    • The proc-reset talent for Rail Shot (High Impact Bolt)
    • +9% damage to burning targets for key abilities including Rail Shot (High Impact Bolt), Rocket Punch (Stockstrike), and Rapid Shots (Hammer Shot)
    • +30% Crit damage bonus for Rail Shot (High Impact Bolt), Incendiary Missile (Incendiary Round), and Combustible Gas Cylinder (Plasma Cell)
  2. Good CC capability:
    • Interrupt with a 6-sec cooldown instead of the base 8-sec default. This is very helpful for shutting down healers / casters
    • Ranged pull on a 35-sec cooldown instead of 45-sec. In Huttball I use the ranged pull to disrupt EFCs and to pull people into the acid and fire pits

Spec Weaknesses

Spec’ing is all about tradeoff decisions. As such, here are the things you give up with this spec:

  1. Limited mobility. This spec lacks Charge capability from the tanking tree and the passive movement buff and on-demand unstoppable sprint in the middle tree
  2. Guard capability, since this spec is most effective at DPS’ing when running Combustible Gas Cylinder (Plasma Cell)

Narrated PVP Footage

The following video contains gameplay footage of my Vanguard with this spec and includes real-time commentary from me and my team mates:

http://www.twitch.tv/taugrim/b/305733320

Our <Maven> premade consisted of:

  • Ris’ek 26 healing Sage: this is Justin Lowe, co-founder of darthhater.com and my co-host on GAMEBREAKER’s SWTOR The Republic show
  • Tamgros 38 Shadow: this is Matt, my co-host on GAMEBREAKER’s RIFT The Sanctum show
  • Talac 42 healing Sage, later replaced by Liral a lowbie healing Sage not from our guild, later replaced by Swartz 43 DPS Commando

We won 10 consecutive matches (including a lame 11v8 in Alderaan) as I completed my 50 warzone weeklies for the first time. Speaking of gear, in the video I started with 3 pieces of Champion gear, and during the stream I acquired another 2 pieces. So far I’m 5 for 11 on bags :)

If you are looking for more in-depth information on Powertech / Vanguard, check out my Guide on Powertech / Vanguard Mechanics and PVP.

Let me know your questions and feedback.

UPDATE (2012/01/19): based on exphryl’s (and others’) feedback I swapped out Degauss for the Infrared Sensors (Nightvision Scope), as the talented Stealth Scan ability provides far more value than the movement-breaking effect from Degauss.

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5-min PUG Huttball Victory

2012 January 11 11 comments

http://www.twitch.tv/taugrim/b/305231415

We won this match in 4:59.

Both sides had 50s:

  • Republic had 2
  • Empire had 2+

The 50 Sages from <Vendetta> said this was the fastest win for their guild ever. Ditto for me.

To top things off, I had some DIAF- and acid-pull kills :)

I’ve been streaming all day – either PUG or sub-50 premade – and things have gone well. Right now 50s have a faceroll advantage, but sub-50s can still make a difference and outplay 50s.

EDIT (2011/01/12): OK, this wasn’t the fastest Huttball I’ve been a part of. We won in 4:40 in a guild premade back on Jan 1st when I was level 31. But that was a premade and we likely didn’t face multiple 50s.

Understanding SWTOR’s Resolve Mechanic

2012 January 4 38 comments

Resolve is the CC immunity mechanic in SWTOR’s PVP. It’s made visible by the while arc bar above your portrait and target portrait, and you can see it on a character as the white bar beneath their HP bar.

Here’s how it works:

  • While a target’s Resolve bar is empty or filling up, that target can be CC’d
  • Once the target’s Resolve bar is full (>= 1000), the bar begins to drain and the target can’t be CC’d until the bar is empty

To understand how Resolve builds, let’s look at this in-game mail from Ryndar (he’s the Sage who healed for 400k+ in his 30s, which is the highest output I’ve seen in Beta or live across servers sub-50):

Reosir and I tested Resolve stuff and thought I’d let you know what we found out (I can elaborate more in vent).

Resolve provides CC immunity when it reaches 1000.  The Resolve bar under the nameplates is a bar that is actually out of 800, so you’ll notice it fills but doesn’t go white right away sometimes.

Stuns give 200 Resolve per second of the stun.
Mez (breaks on damage) gives 100 Resolve per second.
Knockbacks and pulls generate 400 Resolve.

When you reach or exceed the Resolve threshold of 1000, 50% additional Resolve is generated for the CC ability. So a 4-second stun generates 800 Resolve and if it goes over 1000 you get an extra 400.  So two 4-second stuns used back to back will generate 2000 Resolve (800 + 1200).

OK, so that gets us to the point where Resolve grants CC immunity until the bar has drained fully.

The next question is, how does Resolve drain? It depends on the state of the player in question.

If they have not yet reached CC immunity, i.e. Resolve < 1000:

  • Resolve starts to drain when the CC effect ends
  • Resolve drains at a rate of 25 Resolve per second

Example 1: 4-second stun gives 800 Resolve, which will take 36 seconds to drain completly (4 seconds for the stun and when it ends an additional 32 seconds).

Example 2: 8-second mez gives 800 Resolve and is canceled immediately will take 32 seconds to drain (drain starts instantly if the mez ends instantly and it will take 32 seconds to drain).

If they have reached CC immunity, i.e. Resolve >= 1000:

  • Resolve starts to drain immediately when the player becomes immune
  • Resolve drains at a rate of 100 Resolve per second

Example: 8-second mez followed immediately by a 4-second stun gives 2000 Resolve, which will drain in 20 seconds (whether you sit through the entire stun or break out of it immediately).

It’s important to note that snares (i.e. movement debuffs) and roots are not factored into the Resolve system. That is, they do not build Resolve, and their effects still apply to targets that have CC immunity.

The Resolve mechanic is the most elegant CC immunity / DR (Diminishing Returns) mechanic I’ve seen in any game, because it provides visibility into the immunity state of your target, when they will likely go immune (e.g. next CC applied), and how long they will be immune for. You can also “game” your Resolve to know when to pop your CC breaker.

In some games CC immunity / DR is tracked by the game but not made visible to the player.

As I’ve said elsewhere, SWTOR provides the highest skill-cap in terms of PVP for any game I’ve played, and the Resolve mechanic is another example of elegant, innovative design by BioWare.

UPDATE (2011/01/10): added drain rate information, per testing by Ryndar and Reosir.

UPDATE (2012/01/26): added notes about snares and roots and for abilities that apply multiple Resolve-building effects.

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Categories: Guide, PVP, SWTOR
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