Showing posts with label cooldown. Show all posts
Showing posts with label cooldown. Show all posts

Thursday, 20 June 2013

Tanking Writhing Horror Nightmare as a Shadow

I can't help but write about this. As I mentioned in the previous post, Shadows are reportedly being excluded from progression because of their inability to immediately leap/charge to the boss. This, of course, is not the case of top guilds, where Shadow/Assassin tanks still have their place in the progression group.

So, having no leap/charge is taxing? Not at all. When tanking Writhing Horror, turn your camera angle (max zoom out) so that you see the boss only and yourself behind it. This way, once the boss buries, you can easily see the red circle on the ground marking the spot where the boss is going to emerge next. Use Force Speed to get there quickly and tadaaa, it's a win. If you react quickly enough, you will be there even sooner than leapers or, at least, you won't be trailing behind. If you're lucky and the boss emerges close enough, there will be no AoE spit. If it is far away, there will be one spit. Rarely, there might be two spits before you reach the boss but that is usually because you don't Force Speed soon enough or you simply didn't see the circle in time. The spit, however, causes no issue (hits for 2.5-3k) unless some players are already very low on hp - that usually occurs during red pool/Jealous Male phases.

Below 20% though, when you decide to burn the boss and tanks are not switching anymore (not to spawn the little adds so that you don't need to have anyone wasting time positioning themselves into the red circle and occasionally getting stuck too far away from the boss to dps/heal), it is better to have a Guardian/Vanguard tank the boss until she dies and a Shadow doing the kiting/gathering job. Shadow can Resilience the green debuff you get from Twisted Spawns, they can kite effectively because of Force Speed and they can even Force Cloak and retaunt the adds once again to gain some additional time before the boss dies.

Cooldown management on this fight is essential as there is a thin line between being a capable tank and a spiky burden.

When you start tanking the boss by pulling, focus on building threat for the first 10 seconds and then pop Deflection. The boss hits with melee attacks that hurt when not mitigated (12-13k). There is also and elemental/internal attack the boss does which always comes after she spits at someone to apply the cleanseable debuff. So when you see her spitting the debuff, pop Resilience to resist the sequence of elemental/internal damage. After Deflection is out, Resilience has been used and you start taking some serious beating again, pop Battle Readiness. After Battle Readiness expires, switch is about to come very soon and your job tanking the boss is finished for now.

When you start tanking the boss by switching, pop Deflection 3-5 seconds after taunting. Everything else is the same. You just want to get the first cooldown running faster because healers' attention is now split between you, the tank tanking Jealous Male and the person stood in the red circle, whereas when you pull, there is no one else to heal other than the main tank).

There is no reason to wait with cooldowns until you get the 'oh shit' situation when you drop below 50% hp. This fight is demanding on healers and you need to mitigate as much damage as possible to make it easier on them. You will have both Deflection and Battle Readiness ready for the next time you tank the boss and you want to use both cooldowns every time you tank the boss to minimise the damage taken. Surprisingly, the logs will tell you that you are taking approximately the same amount of damage as a Guardian or Vanguard when you use your cooldowns appropriately.

Last but not least, deploy Phase Walk as often as you can - in the middle of the 'flower triangle'. The best time to deploy it first is when you start the fight (before or during the pull). During the fight, don't waste time running around placing it while you tank, of course. Deploy it when it's off cooldown and when you are done with tanking the Jealous Male. No reason to use it for your own escape until the burn phase where it might help you to kite the adds longer.

The fight is fun as a Shadow and if done properly, the group won't suffer from having a Shadow tank. However, when Shadows react slowly or don't use their cooldowns at the right time, the damage they take will become unmanageable and they will end up being hated.

As always, any comments and constructive criticism is much appreciated and welcome. The next post will be about the role of tanks as DPSers. Until then...

Thursday, 10 January 2013

Is it Kitru(e) or False?

Today, I was browsing through SW:TOR official site forums and a thread called 'Guardian or Shadow' caught my eye. The original poster of the thread is asking whether he should roll a Guardian or a Shadow for PvP tanking, which is not entirely relevant to my blog. However, a guy named Kitru (active forum viewers will be familiar with this name) replied to this guy several times and I'm particularly interested in sharing the following lines that were included in Kitru's summary of the tanking classes in PvE.

'Guardians have the worst threat and damage of all of the tanks. Shadows have the best damage and threat of all of the tanks. VGs are in the middle.

All of the tanks have pretty much the same survivability when played proficiently. When played poorly, a Shadow has the worst survivability, a Guardian is in the middle, and a VG has the best. When played proficiently, they're all pretty much the same. When played *well*, Shadows are the best, Guardians are in the middle, and VGs have the worst (though it's still perfectly serviceable for everything endgame).

Guardians are, pretty much, universally agreed to be the hardest tanks to learn to play proficiently while VGs are the, de facto, simplest tank outright; Shadows are somewhere in the middle. When trying to play the class at the absolute top tier of performance, Shadows are the hardest, Guardians just below, and VGs are still pretty much the same (this stems from Shadows having a lot of active mitigation and attack interaction with their attack priority whereas Guardians and VGs are pretty much static once you've learned how to play them, not to mention the power and specificity of Shadow CDs compared to the general applicability of Guardian and VG CDs).'


I have decided to share Kitru's opinion because mine is pretty much the same. I'm not saying Vanguards are not good tanks (at the top tier performance) even though Kitru's post is kind of suggesting that idea. I only believe they come with some sort of a safety belt - they don't let you become disastrous even if you handle them poorly, which takes its toll in the sense of not giving you much flexibility in terms of improving your performance either.

I also agree with the threat generation as I have already mentioned earlier in one of my posts. Not that it matters much further during the fight, only the initial seconds are tricky in this game and Jedi Guardians definitely are the worst at this, simply because their attacks rely on Accuracy way more than those of Shadows or Vanguards.

I am not sure to which extent I agree with the statement about Guardians being the hardest tanks to learn. I played a Guardian tank since launch (3 months), so I wouldn't call myself an experienced Guardian tank, but I do have some experience with that class and particularly its tanking tree. Yet, I admit that back then, it felt nice and easy to tank as a Guardian and I didn't notice any issues with either threat generation or survivability. However, after rolling a Shadow tank and switching my Guardian to a dps for several months, things apparently changed. A couple patches have come and when I tried tanking on my Guardian recently, it was...a letdown. I certainly see where all the Guardian love for hybrid specs comes from. I didn't like the range restrictions, limited mobility, and especially my main threat generation attacks not landing on the target! I am talking about a pure defense tree here by the way, haven't tried tanking with the hybrid spec. Anyway, I think I'll stick to tanking on my Shadow for a while.

My last comment will be on damage reduction/prevention cooldowns, which I believe is the main reason for the classification of tank difficulty mentioned above. I don't find mashing your keyboard (exaggeration) in order to get enough abilities out and hold the aggro difficult, no matter which tank you're on. I know that abilities differ for each class, but the range of useful abilities for that purpose is not wide so you can hardly mess it up. Cooldowns are a different story though. Vanguards have one cooldown Reactive Shield for all types of attacks/damage, so they don't need to worry about which type of damage they get hit by. Guardians are in a similar situation: two cooldowns, Warding Call and Saber Ward with the latter being especially effective because of the short invulnerability it grants upon popping. I am not including Enure, since it's not a mitigation cooldown, same as Adrenaline Rush - but both these cooldowns are helpful and can be matched with Shadow's self-healing ability. Shadows currently have the best defensive cooldown in game Resilience, which can prevent huge spikes of damage if timed properly: second boss in TFB hard mode - the big explosion during the first phase, TFB Kephess's electric debuff during the first phase, Kephess's red circle landing in the second phase, Terror's spit in the second phase etc. It is that good, because SW:TOR developers love to make all the huge spike damage a Tech type. The other cooldown Deflection then creates the whole package of having cooldowns against all the attack types.

So this should be all for now. I'm quoting to show that I'm not the only one with these opinions. As always, feel free to share your opinion on the matter, every input is much appreciated. Hopefully, the post about Defense is coming next. Until then...

Friday, 14 December 2012

Survivability, i.e. how to treat our CDs


High Armour Rating, high threat generation and multiple defensive cooldowns – those are the key constituents defining a tank. It is the ability to get beaten for longer periods of time, attracting attention of various enemies at the same time (if needed) while not dying in that process. Sounds fun, doesn't it?

Cooldowns


Shadows haven't been given as many cooldowns as Jedi Guardians for instance. However, ours are viewed (by many) as the strongest. What is a strong cooldown for though, when we either don't use it or use it at the wrong time? It is essential to learn which types of attacks we are facing in order to use our cooldowns efficiently. Once you master this, your healers will love you because popping a cooldown means you become literally immortal for its duration. 

Deflection

 

Deflection cooldown is the longer lasting one of our pair. It is extremely valuable against melee/ranged bosses and adds. It won't help us against Force or Tech damage though so don't waste it on these types of attacks. Also, notice the cooldown on this ability is 'only' 2 minutes. Use it when expecting huge burst of damage or when something unpredictable happens (healer dies, other tank dies, someone stands in fire and healers need to heal them up etc.). The important thing is to communicate with your healers because it helps them manage their resources. Note that this cooldown is very powerful since it elevates you to 80% dodge/parry/deflect chance (with at least Campaign gear level). When you know you won't need it for another 2 minutes, do not hesitate to use it even if there is no special danger - it would be a shame to waste such a precious ability for 3 minutes, waiting for something unexpected to happen, right? You have to know what you're doing though. ;-)

Resilience


This ability, Resilience, is what makes us so valuable for certain mechanics! It grants us 100% resistance against Force and Tech attacks for 5 seconds with Mind Over Matter. With Elusiveness on top of it, we have this ability available very often. Once a Shadow learns to use Resilience properly (which includes knowledge of the fight and the type of damage done by particular boss), it's a win. I don't think it is necessary to further elaborate on its awesomeness - it is simply the best defensive cooldown in the game at the moment.

Summary


We need to have our stats well balanced to minimize our (Shadows) default squishiness because our armour doesn't grant us the highest damage reduction around. 'It's not fair, other tanks have heavy armour and I'm stuck with this weird tunic (not to mention sometimes even gay..).' In my next post, I will go through every single part of the term defense, because it consists of far more than just Defense Rating (shocking!). It will be far more complex and analytical, expect some numbers. Until then...