“Iron Fist” 25/14/2 PVP Tank Spec for SWTOR Powertech / Vanguard


UPDATE (2012/06/27): the nerfs in 1.3 to Flame Shield (Static Shield) and Flame Surge (Static Surge) have unfortunately made “Iron Fist” no longer viable in PVP. Given the current mechanics, I recommend running Pyrotech (Assault Specialist) or Advanced Prototype (Tactics). If you are set on tanking, you can run a 31-pt spec but understand that your damage output is going to be limited.

This video covers my “Iron Fist” 25/14/2 PVP tank spec for the Bounty Hunter Powertech and Trooper Vanguard advanced classes in Star Wars: The Old Republic (SWTOR). Vanguard and Powertech are mirrors so this video is applicable to players of both classes.

I designed the spec after discerning the limitations of the Defense (avoidance) and Shield (block) mechanics for tanks in PVP. Mitigation is king in SWTOR, and therefore the spec provides a significant amount of flat mitigation against all damage types. Mitigation is king in SWTOR PVP. The two 2% mitigation talents and 5% mitigation from the tanking stance stack additively to provide 9% mitigation against all damage types (i.e. Elemental, Energy, Internal, and Kinetic) – you can see this by mousing over Damage Reduction on your Character window.

The 4-pc Tech set bonus, Flame Shield (Static Shield) talent, and Flame Surge (Static Surge) talent synergize to generate a high frequency of high-damage Rocket Punch (Stockstrike) crits.

Here is the spec used in the video: Powertech (Vanguard).

The “Iron Fist” spec is designed to support aggressive close-quarters combat gameplay: you can tank and burn down MDPS and pressure and shutdown casters and healers, while retaining Guard, charge, and debuff capability.

For more information about Powertech / Vanguard PVP, please refer to my free in-depth Guide.

I queued solo for the Huttball match shown in the video.

Comments / Errata:

  1. I had an incorrect Relic bound on my Quickslot bar. The point made in the video still stands: the level 50 Crit buff stacks with a Relic

UPDATE (2012/06/27): the nerfs in 1.3 to Flame Shield (Static Shield) and Flame Surge (Static Surge) have unfortunately made “Iron Fist” no longer viable in PVP relative to specs based on the DPS trees. The mechanics of tank tree were modified to improve AOE tanking in PVE, but IMO the changes were unfavorable for PT / VG tanks in PVP.

UPDATE (2012/04/17)no changes for Patch 1.2 to this spec, as none of its talents were impacted in a significant way. Unfortunately, the Carolina Parakeet spec is now history :(

UPDATE (2012/03/26): moved the point in Prototype Cylinders (Blaster Augs) back to Retractable Blade (Gut). The point in PC (BA) only seems to buff the direct-damage portion, not the DoT.

UPDATE (2012/03/12): moved the point in Retractable Blade (Gut) to Prototype Cylinders (Blaster Augs).

UPDATE (2012/02/29): people keep asking about leveling. You can level with any tree. If you want to do a tank build such as Iron Fist, put your first 21-25 pts in the tank tree, then fill out the other trees.

UPDATE (2012/02/17): with the nerf to Surge Rating in 1.1.3, burst damage is down significantly for all players and time-to-kill has increased. An implication is that “mana” management has become more important.

As such, I moved the point in Oil Slick (Smoke Grenade) over to the second point in Shield Vents (Shield Cycler). The idea here is to get your internal cooldown on the Heat vent (Ammo regen) proc from SV (SC) ticking as fast as possible.

UPDATE (2012/02/08): read NoGoal’s insightful comment on the mechanics limitations for Rebraced Armor.

UPDATE (2012/02/02): people have been asking about gear for this spec. Here’s what you want to get:

  • Supercommando Shield offhand: to leverage the free +15% Shield Chance buff you get from the tanking stance. While I don’t believe the Shield Chance stat is worth stacking for PVP, the +15% benefit is worth leveraging
  • Combat Tech 4-pc set: for the awesome +15% Crit Chance to Rocket Punch (Stockstrike). Alternatively, if you prefer the Supercommando set bonuses, you can go 4-pc Supercommando and swap out the mods for DPS ones
  • Go for DPS stats for the remaining slots: this means Eliminator, Combat Tech, and in some cases Combat Medic. The priority for the stats is what I documented in the Stats and Gear section of my Powertech / Vanguard Guide

UPDATE (2012/01/29): to clarify why mitigation matters and how it stacks, consider the following…

Talents such as Power Armor are not affected by diminishing returns, and mitigation becomes more valuable the more you have.

Without points in the two 2% mitigation talents, my mitigation against Energy and Kinetic attacks is 45.5% from Armor and the tanking stance, so I suffer 54.5 points of damage out of every 100.

With Iron Fist, the mitigation increases to 49.5%, so I suffer 50.5 points of damage out of every 100.

Which means that a non-IF tank spec is going to take 7.9% (4 / 50.5) more damage than an IF build. The difference is significant and very noticeable in PVP.

By the same token, the damage that a non-IF spec takes from Elemental and Internal damage compared to an IF spec is > 4%.

I.e. non-IF in tank stance has 5% mitigation against those damage types, and IF has 9%. So 95 damage taken vs 91 damage taken, or an increase of 4.4%.

When you factor in the +10% mitigation buff from Sorcs / Sages, the gap between non-IF and IF tank specs widens to 4.9% (4 / 81).

And the above percentages again increase when you factor in our 4% damage debuff.

UPDATE (2012/01/28): people asked about the pros and cons of Carolina Parakeet (21/2/18) and Iron Fist. Here’s my brief take…

Here is what you gain with Carolina Parakeet:
+ improved ranged capability
+ better burst mechanics when Prototype Particle Accelerator (Ionic Accelerator) procs multiple times in a short time window

Here is what you gain with Iron Fist:
+ better mitigation and CC capability
+ no wasted talent points or set bonuses

They are both excellent specs – which you choose depends on your preferred capabilities.

To see me PVP’ing live, check out my TwitchTV channel. My stream features real-time commentary and between matches I interact with the Chat Room.

Follow Me

Twitter: @taugrim
Stream: http://twitch.tv/taugrim
YouTube: http://youtube.com/taugrimtaugrim
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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/category/the-republic/

Posted in PVP, SWTOR, Vanguard / Powertech, Video

SWTOR Bounty Hunter Powertech / Trooper Vanguard 50 PVP Spec Guide


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.

Follow Me

Twitter: @taugrim
Stream: http://twitch.tv/taugrim
YouTube: http://youtube.com/taugrimtaugrim
Facebook: http://facebook.com/taugrim
GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/category/the-republic/

Posted in Guide, PVP, SWTOR, Vanguard / Powertech, Video

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


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.

Posted in Guardian / Juggernaut, Guide, PVP, Shadow / Assassin, SWTOR, Vanguard / Powertech

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


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.

Follow Me

Twitter: @taugrim
Stream: http://twitch.tv/taugrim
YouTube: http://youtube.com/taugrimtaugrim
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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/category/the-republic/

Posted in Livestream, PVP, SWTOR, Vanguard / Powertech, Video

5-min PUG Huttball Victory


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.

Posted in Livestream, PVP, SWTOR, Vanguard / Powertech, Video
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