Tanking on a Jedi Guardian – The very basics

Posted: 2012/07/18 by Nick in Jedi Knight, Tanking

During the course of my smuggler experiment, I have been running LFG as much as possible.  For the first time, I’m experiencing the Flashpoints at the level they were meant to be run at and it’s been a lot of fun.  But, as with any random group of PUGs, there have been some rough spots.  One one recent Cademimu run, we had a tank who had absolutely no idea how to tank.  He was a Guardian, and didn’t know what Taunt was, was in Shi-Cho form, you name it.  I’m convinced he only got assigned to the tank role because the LFG tool has that box checked by default, just like it says Heal for me, even though I’m not specced for heals.  I tried my best to guide the guy through it, but the fact is, I mainly did the tanking on my Scoundrel, made possible by a very good healer.
Anyhow, I thought I’d try and put together a quick lesson for such people.  Something I can point them to that just covers the basics without getting too heavy into the theorycrafting.  It’s confusing enough as it is.  So, here it is.

Basic Theory

A tank has two jobs:

  1. Hold the attention of the enemies
  2. Don’t die

To accomplish the first job, you have to understand the concept of Threat.  Threat is a numeric value (a score if you will) that makes the enemy attack you instead of attacking your teammates.  Your Threat score is determined by damage that you do, your Lightsaber Form and special abilities like Taunt.  The other players will have their own Threat score, and if their scores go over yours by a certain percentage (110% for melee and 130% for ranged), the enemy will turn around and start attacking them.  Soresu Form makes this a lot easier because the threat done by you will be doubled, which helps you stay ahead of the other players.  Taunt and Challenging Call are your other tools.  They will force the targeted enemy (or all nearby enemies in the case of Challenging Call) to attack you for a few seconds, and they will bump your Threat score up to 20% over the top Threat score at the time.  So, during any fight, you’ll want to be using Taunt almost every time you can, since it gives you a big jump in Threat.  Challenging Call is a little more situational, since it’s on a longer cooldown.  I like to use it when pulling a  lot of mobs especially if I have a lot of focus to start spreading some damage around.  Between those two abilities, Soresu Form, and generally hitting things as hard as you can with your Lightsaber, you should notice that most of the enemies will stick to you like glue.

The second part of the jobs, not dying, can be a little trickier.  For starters, a good healer can cover your mistakes, and you may never know you’re doing it wrong.  Then you get a bad healer and you fall over like a sleepy 2-year-old.  At it’s most basic, the elements you control in staying alive comes down to:

  1. Gear
  2. Buffs/Debuffs
  3. Cooldowns

Your gear will give you Endurance, Armor, Shield Chance/Absorption, and Defense.  You also get Strength, Power, etc., but these latter stats go more towards helping you do damage, and therefore Threat.  The former are what play a role in your survival.  As you level up, don’t worry too much about the stats.  Just pick ones that have higher numbers, and focus on items that have the survival stats, and you’ll do find.  By the time you get to endgame and the numbers start to really matter, you’ll know what you’re doing and can tackle the meatier articles out there, like on MMO-Mechanics.

You have a few buffs and debuffs that directly affect your survivability.  Most are made possible by the Skills you choose as you level up.  They are:

  1. Blade Storm + Blade Barrier – This gives you a little shield that lasts 10 seconds.  There is some debate on how much it actually absorbs and whether it’s worth the two skill points, but my philosophy is you’re going to be mashing that button anyway, so you might as well pick up a little absorption while you’re at it.
  2. Force Sweep/Cyclone Slash + Dust Storm – This gives nearby enemies a -5% accuracy debuff for 18 seconds.  That means each of their melee or ranged attacks are 5% less likely to hit you.
  3. Riposte + Blade Barricade – This gives you a 3% defense buff that lasts 12 seconds.  Since Riposte is activated when you parry or dodge, meaning a successful Defense, this feeds itself.

If you can keep these three things running while working enough damage in to keep up threat, you will be in good shape for most fights.

You have three cooldowns of note, and you might pick up some more with Relics:

  1. Saber Ward – Increases your  melee and ranged defense by 50% and reduces the damage taken from Force and tech attacks by 25%.  Lasts for 12 seconds
  2. Warding Call – Reduces all damage taken by 40% for 10 seconds.
  3. Enure – Increases your maximum health by 30% for 10 seconds.  Note, that when those 10 seconds are up, all that health is lost.

The cooldowns on these range from 1-3 minutes, so you don’t want to just toss these around haphazardly, but they are important tools you have to stay alive for a few more seconds in a tight spot.  Many fights straight up expect you to use them, and not doing so will just cause your death, so don’t be shy.

You also may have some other things that should be considered cooldowns:

  1. Relics – You might have a relic with an “On Use” ability such as a defense or shield boost.  Make sure it’s on your action bar.
  2. Healthpacks – Don’t leave the fleet without ’em.
  3. Adrenals – The absorb adrenals come in real handy, and a stack of them might be just the edge you need.  Of course, over-reliance on them may result in side effects such as being broke because you spent all your money.  Being a biochemist comes in handy here.

Basic Tanking

If all that hasn’t sent you running for the exits, here’s where you get to put it to use.  Get a group together and go out there and raise a ruckus.  I’ll try and cover a few things you’ll want to know as you get started.

A “pull” is when we initiate combat.  In general, this is the tank’s job.  Sometimes impatient players will do this.  (I’ll leave it up to you as to whether or not you let them die when they do this.  I’ll usually save them once, after that, they’re on their own.)

My basic pull sequence is:

  1. Combat Focus to get Focus up.  Can be skipped if I’m already full from the last fight.
  2. Saber Throw at one of the enemies.  This gives me more focus, and puts some Threat on one of my enemies.
  3. Force Leap to one of my enemies.  This tops off my Focus, if I was empty, and gets me in the thick of the action.

Then I launch into my rotation.

Boss pulls are the simplest.  This game is heavily documented and you can do a Google search on any boss and get complete strategies.  Usually one of your teammates will have already done the fight and can tell you what to do, but that’s no excuse for not doing your homework.  Anyhow, you pull the boss as detailed above and work your rotation while following the strategy.  Easy enough.

Trash pulls are a little trickier.  For starters, nobody ever documents them, so you’ll more than likely be on your own in figuring them out.  Here’s a few tricks that will help you through that first 10 seconds.

  • Cut down the volume of fire.  When the fight starts, you’re at your most vulnerable.  All the enemies are alive and if you’ve done your job right, they are attacking you.  This is the period where you will take the most damage, and be at most risk of losing threat.  Killing the weaker enemies will cut down how much damage you take and how much you need to spread your damage around to hold the enemies.
  • Make it easier on yourself.  Focus on holding the attention of the toughest enemies, especially on very large groups.  These Champions and Elites will cause a lot of trouble if they get loose, but their weaker friends can usually be handled by your teammates without too much trouble.
  • Master the LOS (Line of Sight) pull.  This is a helpful technique when enemy groups are tightly packed in an area and there is a risk that the fight might get out of hand if you fight them where they are.  So what you do is to find a nearby corner where the enemies can’t see you, position your team there, then run around the corner, execute a Taunt or Saber Throw, and then run back real quick.  The enemies will have no choice but to follow you around the corner, and then it’s clobberin’ time.  Communication is key to pulling this off, and it might take a little practice, but it works like a charm.
  • Call for Crowd Control (CC).  Your team can help you with their CC abilities, which takes one or more enemies out of the fight for a little while or until someone hits them, so be sure to ask for help if you need it.   Some trash packs are designed to be CC’d, so there’s no shame in playing the game the way it’s meant to be played.
  • Move around.  All the other tanking classes have a much easier time on trash than we do because they have many Area of Effect (AOE) abilities, whereas we have Force Sweep, Guardian Slash and Cyclone Slash.  This is better than it used to be, but still expensive and two of those abilities have cooldowns.  But, what we have that they don’t is mobility.  With Guardian Leap and Force Push/Force Leap, we can get around the battlefield better than anyone else in the game.  Use that.  If the enemies are spread out, jump on somebody at one end of the group, beat him up a little and then Force Push him into some guys on the other end.  Follow up with a Force Leap, and finish it up with a Force Sweep and some slashes.  Not only does this make you look like a badass, but it’s very effective and lots of fun.

I think that should get you started.  I’ll probably add more to this as I think of stuff, but I’ll stop here for now.  Good luck, and remember our motto – Just Don’t Die.


<edit: the ranged threat pull percentage is 130%, not 135%>


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