5.0 Class Guides SWTOR

SWTOR 5.0 Shield Tech Powertech Guide by Yam’unun

SWTOR 5.0 Shield Tech Powertech Guide written by Yam’unun.


Intro to Shield 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. With 5.0 PT tank has gone through some rough times having lost almost the rest of its ranged abilities and nerfs to Kolto and Oil Slick. While gaining nothing new while playing the same in 5.0 and compared to the strength of Assassin tanks right now, it is in the right hands more than capable of clearing the most difficult content in the game.


  • Threat Generation: 9/10
  • Mitigation: 7/10
  • Damage: 6/10

5.0 Changes

Compared with 4.0, with 5.0 all classes are going through several changes that will affect how the classes play down to their core level.

Universal Changes

With 5.0 all base classes will be removed from the game and characters starting from level 1 will have be choosing an Advanced Class and choosing a Spec at level 10. Utilities also have been reworked with not only change but an additional Legendary tier of utilities including new ones. Also all abilities for melee classes will be instant including PT with very few channeled abilities that can be used on the move.

PT Shield Tech Changes

Base Class abilities have been mostly reworked with the PT. Flamethrower has been replaced with Searing Wave which has been removed from the game. Death from Above has been replaced with the new Ordinance Onslaught and Explosive Dart with Shatter Slug. These two old abilities will be now exclusive to the Mercenary class.

Gearing and Stats

Listed Below are the Optimal Numbers as suggested by Bant’s Theory Crafting. This is his work and indebted for it (Source: Bant’s Thread on SWTOR Forum)

Iokath MK-5, Tier 3: Legendary (242 ilvl) 73.42% Reduction | 7379 Endurance (2xC, Stim) | 6714 Mastery | 910 Power | 3793 Defense | 2201 Shield (7xE, 6xA) | 1413 Absorb (3xE, 8xA)
Iokath MK-3, Tier 3: Artifact (240 ilvl) 73.12% Reduction | 7067 Endurance (2xC, Stim) | 6451 Mastery | 910 Power 3605 Defense | 2138 Shield (8xE, 4xA) | 1370 Absorb (2xE, 10xA)
Eternal Commander MK-15, Tier 2: Legendary (236 ilvl) 72.84% Reduction | 6924 Endurance (2xC, Stim) | 6315 Mastery | 910 Power 3523 Defense | 2102 Shield (9xE, 2xA) | 1352 Absorb (1xE, 12xA)
Eternal Commander MK-13, Tier 2: Artifact (234 ilvl) 72.52% Reduction | 6634 Endurance (2xC, Stim) | 6065 Mastery | 910 Power 3337 Defense | 2100 Shield (10xE, 1xA) | 1248 Absorb (13xA)
Eternal Commander MK-3, Tier 1: Artifact (230 ilvl) 72.14% Reduction | 6382 Endurance (2xC, Stim) | 5830 Mastery | 910 Power 3183 Defense | 2015 Shield (9xE, 3xA) | 1237 Absorb (1xE, 11xA)

Notes about numbers: Numbers are based on modeling and therefore have limitations. Use with a grain of salt. Gearing is based on maximizing mitigation but due to extreme amount of defense use of either Warding B mods or even Lethal B Mods is preferred.

Set bonuses

Set Bonus: Supercommando

  • 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 I will not say their is only one way and if not you will never clear anything as you might expect from a guide   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).

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

  • Shield: 1800-2100
  • Absorb: 1300-1600
  • For PT Shield>Absorb>Defense

I leave out defense as the amount of defense  is far over the limit needed.

Mitigation Build vs Higher HP Build

Higher HP build whereby mostly defense is traded for HP is gained through any combination of B Mods, Bulwark/Bastion enhancements or DPS relics because they have HP.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 BiS is only unlettered so you will have to go with less than BiS Mods and Enhancements for HP.


Credit to Jaymis for writing these out already thus saving my fingers and for the simple idea of making it a table. His 5.0 Pyro Guide can be found here . (Recommended Utilities are bolded.)


clip_image002 Iron WIll:
Reduced the cooldown of determination by 30 seconds and the cooldown of Hydraulic Overrides by 10 seconds.
Hydros are your bread and butter for PT tanking from speed to ignoring lots of physic mechanics it is handy. Especially with the CD increase in 4.0
clip_image004 Reflective Armor: When Close and Personal is triggered, it will also deal X elemental damage to the attacker if the attacker is within 10 meters. Free Damage when attacked by AOE is useful when not a lot of adds and bosses with AOE or cleaves.
clip_image006 Bracer Propellant: Increases the range of Flame Burst and Magnetic Blast by 2 meters and the radius of Flame Sweep by 1 meter Mostly worthless as a tank you will for the most part be in 4m range and its only 2 meters now
clip_image008 Engulfing Flames: Increases Flame Sweep damage by 25% Good for AOE heavy fights
clip_image010 Suppressive Tools: Magnetic Blast, Flame Burst and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds. PVP Utility
clip_image012 Gyroscopic Alignment Jets: You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally your next Tech ability deals 10% extra damage or healing. Mostly PVP utility with little situational PVE use as a tank


clip_image002[5] Pneumatic Boots: Increases in combat movement speed by 15% Very Useful as a tank especially on with lots of movement and kiting
clip_image004[5] Sonic Rebounder: Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Very useful as this is your raid utility. Helps reflect damage and reduce incoming damage.
clip_image006[5] Pyro Shield: When activated, your Energy Shield ignites in a blaze scorching attackers for X elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. Free Damage for pushing a phase faster
clip_image008[5] Prototype Electro Surge: Reduces the cooldown of Electro Dart by 15 seconds. PvP Utility
clip_image010[5] Accelerated Real: Reduces the cooldown of Grapple by 10 seconds. PvP Utility with situational use on Revanite Commanders
clip_image012[4] Hitman: Reduces the cooldown of Quell by 2 seconds. Useless Utility


clip_image002[8] Adaptable Assailant: Grapple immobilizes the target for 3 seconds. In addition the cooldown of Stealth Scan is reduced by 5 seconds, and any target it reveals is immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area. Pvp Utility
clip_image004[8] Enhanced Paralytics: Increases the durations of Electro Dart by 1 second and Carbonize by .5 seconds. PvP Utility with situational use on Revanite Commanders
clip_image006[8] Torque Boosters: Increases the duration of Hydraulic Overrides by 4 seconds. Useful for extending Hydro cheese by 4 seconds
clip_image008[8] Liquid Cooling: When Thermal Sensor Override is activated, it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active, or reduces threat towards all current enemies if Ion Gas Cylinder is not active. Mostly DPS utility but can be taken if nothing else
clip_image010[8] Mutilating Shards: Shatter Slug reduces the movement speed of all affected targets by 75%. This effect can only occur once every 30 seconds. PvP utility
clip_image012[6] Efficient Suit: Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. PvP utility


clip_image002[10] Pressure Overrides: Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30 meters for 15 seconds. Gimmick utility and doesn’t even have Rail Shot.
clip_image004[10] Fuel Additives: Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not being utilized Helpful for tight dps checks
clip_image006[10] Shield Cannon: Damaging a target with your Shoulder Cannon Missiles heals you for 3% of your total health. Since nerf has limited use but can be taken if nothing else needed
clip_image008[10] Overdrive: Hydraulic Overrides increases movement speed by an additional 45% while active. Useful on fights with heavy movement
clip_image010[10] Reel and Rattle: Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds. Due to being in 4m range at most times pretty useless due to Grapple minimum distance being 10m
clip_image012[8] Battering Ram: Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds. Situational use if nothing else is taken

Passives and Abilities

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



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.


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.

Shield Tech Passives

clip_image002[12] Ion Gas Cylinder Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cylinder is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%.
clip_image002[13] Ion Overload Dealing damage with Rocket Punch triggers Ion Cylinder on the target and dealing damage with Rail Shot triggers Ion Cylinder on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Cylinder deals damage, it will also shock the target for X additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
clip_image004[12] Combust Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds.
clip_image006[12] Heat Screen Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second.
clip_image008[12] Flame Engine Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave or Firestorm and causes your next Searing Wave or Firestorm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.
clip_image010[12] Shield Vents Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds.
clip_image012[10] Hydraulic Shield Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds.
clip_image014 Power Armor Increase damage reduction by 2%, armor rating by 15%, and the damage dealt by Ion Cylinder by 10%.
clip_image016 Flame Surge Increases the damage dealt by Flame Sweep by 15%. In addition, Jet Charge grants 2 charges of Flame Surge, which makes your Flame Burst and Flame Sweep generate no heat. Each use of Flame Burst or Flame Sweep consumes a charge of Flame Surge.
clip_image018 Ion Screen Increase damage reduction by 2%. Additionally, Heat Blast damages up to 3 additional enemies within 5m of the primary target. Does not damage, sleeping, lifted, or incapacitated enemies.
clip_image020 Coolant Kolto Overload now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Explosive Fuel increases defense chance by 35% while active.
clip_image022 Deflective Plating Increases melee and ranged defense by 4%.
clip_image024 Ablative Upgrades Increases shield absorption by 4%.
clip_image026 Shield Enhancers Rocket Punch and Rail Shot grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times.
clip_image028 Heated Absorbers Heat Blast increases shield absorption by an additional 5%.

General PT Passives and Misc

clip_image002[16] Puncture Rail Shot Ignores 60% of the targets armor and Rocket Punch or Flaming Fist deals 10% more damage
clip_image004[14] Close and Personal Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.
clip_image006[14] Stealth Scan A useless PVE ability that is handy for uncovering sneaky stealthers in PvP.
clip_image008[14] Transpose The greatest Meme of PT tanking BW has given us. Best use for trolling teammates.


Offensive Abilities

Firestorm (FS): 10 meter conal attack and hardest hitting attack now an Instant. Double Damage with Flame Engine and causes targets to become Impaired reducing their F/T attack damage of enemy by 5%. 10m
1640405593_362863619 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. 10m
3136911752_1251401797 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. 10m
rocketpunch Rocket Punch (RP): Builds Heat Screens and Shield Enhancers. One of your hardest hitting attack. Use on CD. 4m
heatblast 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. 10m
flameburst2 Flame Burst (FB): Main filler and causes Enemies affected to be Weakened and do 5% less M/R Damage as well as Trauma. 10m or 12m if Utility is taken.
rapidshots3 Rapid Shots: Secondary filler as it costs no energy. 30m
Shatter Slug: AOE does moderate damage. 10m.
Ordinance Onslaught: AOE does moderate damage. 10m
flamesweep2 Flame Sweep (FS): Filler AOE and does moderate amount of damage. 4m.
grapple Grapple: Pulls Enemy towards you if capable and/or generates a lot of threat. Utility allows it to deal damage if taken.
jetcharge2 Jet Charge: Gap Closer and provides 2 free FP or FS.
carbonize Carbonize: AoE Hard Stun
electrodart Electro Dart: Single target hard stun
oilslick Oil Slick: Covers surrounding area in an oil slick and for 10 seconds (13 with 6 piece) enemies within oil slick are slowed 70% and M/R accuracy reduced by 15% and can act as a raid utility if you aren’t tanking or there is M/R Dmg going out to raid.
explosivefuel 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..
energyshield Energy Shield: 15 seconds (19 with 6 piece) you take 25% less damage from incoming attacks.
koltooverload Kolto Overload: When activated it goes on stand by for 1 minute. During that time when health dips below 35% it will heal you up to 35% and if above 40% heal for 2% of total health.
hydraulicoverride Hydraulic Overrides: Increases movement speed by 30% (45% with utility) and grants immunity to physics and movement impairment for 6 (10 with utility) seconds
ventheat2 Vent Heat: Reduces Heat by 50.
tso2 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 –>FBx2 or FS–>RP or FB–> HB or FB–> Taunt and FB–>RP/RS—>FS–> AOE Taunt->…… 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 as much as you see fit.
  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

Final Notes & Acknowledgements

I like to thank everyone over my time playing SWTOR for helping me become a better player. I am thankful for my guild Origin in helping achieve where I am. Shoutouts to Roscoe, Var, Mal for being dank leaders. To the current main team, Jaydenz, Sabz, and Adorable. Special Thanks to Deatch who is always awesome. Shoutout to the people in Nemesis Striker, Paxxyon, and Jericho. Shoutout to former raid members/players  including Derpynova and the the one and only Loak. Thanks to my Republic guild Fortitude and to  Team Res Zan, Lor, Val, Semmi and Sov. Thank you Dulfy for hosting this guide. Thanks to past authors of the PT guide here which I read when learning how to play. Thanks to all readers as well.

About the Author

I am Yam.

50 replies on “SWTOR 5.0 Shield Tech Powertech Guide by Yam’unun”

One thing I will say is that HM/NiM level progression requires an absurd amount of DPS for some fights so some tanks are actually gearing different now. You stack so much Defense and tanks in NiM are expected to do more DPS each now that a lot of people are going for the unlettered Lethal Mods in their gear, believe it or not. I don’t really know if you want to address this at all.

One example of a HM fight needing much higher DPS numbers is HM Styrak. With 5 DPS they all need to be doing a minimum of 7.5k to just barely beat enrage. NiM would actually be easier given there’s no enrage timer.

Game is good and working as intended.

not speaking about the fact, that some ppl have their toons bugged (we have two sins in pg group, when they spec dps, one is bugged the otherone is not) eg: our “switch” for that second tank is a PT tank, and this guy is generating heat on spells that didnt do so in 4.0 and even though he had played like 3 patches of PT/Vg tank even on NiM and succesfully beating it on Harbinger (i’d say he is the most experienced player in our group atm.), now he is overheated literally 30 seconds into the fight..

but as you say, and i can only agree
“Game is good and working as intended.”


Yh sins are bugged actually, they go the saber stanse twice, of they didnt change spec since 4.0, so in tank you have 120% accu and crazy tank stats. Same for dps, your proc are bugged and force regenerating same.

About the guide, do you think 198 abso mods are still BiS in pve ? Im still using them for PvP cuz defense are fully useless and bolster is insane but idk about pve

From mitigation standpoint I haven’t tested them since I threw mine away at end of 3.0 but probable on someone’s model I guess. Honestly with the amount of Absorb we have already I believe the Extra HP is more beneficial especially as I’m more a believer in extra HP. I think either B Warding Mods or Lethal Mods are way to go but that’s just my preference.

Don’t *ever* use mitigation gear in pvp, critical damage is ~60% of total or more, and can’t be shielded.
Absorb mods were bis only for storymode heroes, in any serious content lack of endurance is fatal.

I’ve been aware of this but it’s hard to say if it will be required as we gear more so I’m hesistant to say it’s a must. With Defense levels you are correct is really absurd now. I think on the heavy DPS check fights probable Lethal Mods are way to go. Lethal B mods can also be useful as you keep same amount of HP.

Great guide, but I personally wouldn’t take Pneumatic Boots, especially considering it doesn’t stack with other movement speed increases. So using Hydraulics will override it rather than add to it.

Yeah sadly they don’t stack and I agree It’s more of personal tastes. Although if your doing no swaps on Council it’s beneficial. To be honest most of the utilitiy choices sadly come down to which I can find some remote use :/

Maybe Mercs will share their dank utilities with us Kappa

To correct the author: BW did not decide that unlettered mods are BiS for tanks, but those lazy guys just PUT unlettered mods into the gear as they did for dd or heal gear. But in those cases the unlettered mod actuall is BiS.

Everyone with only a little bit of tank knowledge knows of the importance of B lettered mods and bulwark/bastion enhancements.

If at least defense would cound against ALL attacks, beeing of worth something, than I could understand the gear.
But this way … most of the attacks beeing tech or force, just bypassing defense, and shields beeing pushend into nothingness by a critical hit, and set bonus gear deliverd with far less endurance than required (I could go raging on seeing fully augmentet heals or dds with far more life on the fleet than any of my – even partially better equipped – tank) … this is a no go.

I stopped tanking, respeeced into dd and will go on playing as DD. While set bonus gear is now RNG and therefore even more difficult to get I will not go on like in 2.0 3.0 4.0 spending thrice the amount of time gearing up a tank while as a DD I need so much less time, credits, ressources, etc.

If at least, while playing a tank, I would get thrice the credits, loot, thrice the chance of a set bonus item, thus beeing rewarded in some way for the immense amount I need to spend for gearnig a tank, well this I could accept.
But just tanking around, with no equally to the amound of gearing required reward/loot … no sir.
Its over.

Now 5 (of my 8 chars) less tanks and 5 more dds in the game. Horraj … if only Star Citizen would finally be released :).

AFAIK 242 Bastion and Bulwark and B mods do not exist so at best it will be 240. When I use the term BiS (a bit loosely perhaps but whatevs lol) I mean exactly that you cannot get B Mods of the highest level possible just like in 4.0 as they don’t exist at 242 level.

Thanks all for the feedback. Sorry if it feels a bit unpolished and lacking in some areas but holidays are the worst XD. Things I’ll try working getting done:
1) Translating this into Vanguard Shield Specialist.
2) Comparision how it stacks up in NiM fights against other tanks
3) Specifics becoming a better tank in raids
4) Spicy Memes


Hi, is it better to keep 220 set bonus armorings and wait for the command crate drops, or just straight up buy the new armorings and lose the set bonus? Is the armor rating, endurance, mastery boost worth the loss of the set bonus? I’m not really lucky with command crate drops so getting the full set might take a while 😀

Always keep the set bonus. The marginal difference in Mastery & Endurance along with some Armor rating isn’t worth the bonuses the Set has.

“73.42% Reduction | 7379 Endurance (2xC, Stim) | 6714 Mastery | 910 Power
| 3793 Defense | 2201 Shield (7xE, 6xA) | 1413 Absorb (3xE, 8xA)”
A few quick questions about this.
Do you have a percentage amount for Shield/Absorb/Def? I work a bit better with percents than the straight numbers.
Secondly, 73% damage reduction? That just seems too high for the gear to reach, unless 242 adds a whole lot more than 228

Like always, reduction doesn’t mean *armour* damage reduction, but, rather, overall given the damage profile Bant decided is an appropriate metric for tanks (ie he takes something like “50% MRKE, 40% FTKE, 10% FTIE”, with certain swing timer and accounts for all pre-cooldowns mitigation incl. defense, shield etc, resulting in that number).

Ah. Thanks for clearing that up.
It should really be stated a bit more clearly in the guide, but that’s just my opinion.
For the OP, I’m still wondering what percents go with those stat numbers.
Your Def rating isn’t going to change very much once you cross 3100. The Relic Proc (extra ~950) only raises your Defense Chance by ~2%
Shield and Absorb don’t seem to have reached that limit yet.

Normally I would but by linking his thread and methodology I thought he did a better job explaining there than I could without confusing people. I can add the explanation of methodology in Soon TM. In any case I’ll be tinkering more with stats some more as well.

It’s fine. Guess I’m just one of those people who likes having a goal to shoot for 🙂

It’s also a bit faster to explain to someone else if they ask. “You want 50% shield chance… you want as close to 110% accuracy as possible.. etc..”
Though as we eventually get the good gear, it’ll be easier to guess.

I didn’t see the last part but to answer your question 1400 Absorb is around 47-48% Absorb and 2200 is around 50-52% Shield.

Hi, just started tanking as vanguard and thought I just ask here, because I have some questions:

1. I’m equipped with B-Tankmods and DPS relic for more HP, but how much DPS should I have? How much do I gain with Lethal mods and does the lost defense matter much? I think I get quite alot of dmg, I am not rly sure.

2. I’ve some problems to tank bigger groups or 2 bosses in flashpoints at the same time, do you have some useful advice?

3. Last one: Which Def CD do you use first? Do you use a combination of 2 sometimes?

Sorry for those noobquestions :D”

Can you post what your current set up is right now? Perhaps a breakdown of defense, absorb, and shield?

Regarding Lethal Mods, those won’t come into play until Nightmare content but some argue against it.

You’ll have to be more specific on which bosses you are having issues with. Do you have a competent healer with you while you tank? Are you a tank that is also running accuracy / crity / alacrity too?

If you are low on health, and the healer isn’t healing, kolto is the first one to use if you don’t have a medpac. If you are taking a lot of damage, but still receiving healing then pop your shield. Explosive fuel can be used as part of your opening rotation because of the crit chance you receive from it.

Thanks for the great guide! I was wondering if you could let me know when in the rotation FS stands for Flame Sweep and when it stands for Firestorm? Or do you only use Firestorm? Thanks again!

Ok so something I noticed was I am pretty sure that Firestorm is Searing Wave. So as Vidnyl asked when you say Fs do you mean Searing Wave or Flames sweep. Other than that very nice guide.

Hey, great guide, I have a big question regarding relics. What relics do you recommend? on which scenarios? Id like to see some advice!! thank you

What about AoE? Deadly Onslaught is in the rotation or can I throw this out of bar? I hate this ability XD

I tried this rotation it was choppy and almost got my part whiped cause it did nothing to hold agro and this is after taunting and everything

If it’s clunky you are probable doing something that shouldn’t be done. Even now the rotation still works. So I’m really confused what you are doing. 0.o Also, Rotation is designed for single target and probable doing is multi mobs so you are going to filler flame sweep and throw in a carbonized as well. Hope that helps.

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