What does endurance do in swtor




















There is no benefit to surpassing the targets for Accuracy and usually little or no benefit to doing so for Alacrity either, so the remainder should go to critical. As noted above, gearing for level 70 content for DPS is entirely focused on tertiary stats. As such, choose enhancements that maximize your tertiary stat and you do not necessarily need to worry too much about your mods, armorings, hilts, etc.

Players should utilize the Proficient stim and Critical adrenal. Gearing for level 75 content PvP, Dxun, etc. The simplest approach for balanced gearing is to focus on tertiary stats as discussed above while also minimizing Endurance in your gear. This strategy maximizes your tertiary stat pool and is unquestionably optimal for level 70 content while also maximizing the level of Mastery and Power in your gear for level 75 content.

Players may use either a Proficient or Versatile stim and should generally utilize an Attack adrenal. Some classes may further benefit and min-max for level 75 content by emphasizing Mastery or Power after a certain soft cap for Critical. Given this is only relevant in a narrow section of content, I do not recommend doing so for most players, but please be aware further min-maxing is possible via selecting a narrow selection of mods.

It is also worth noting that various approaches exist for gearing for alacrity for DPS disciplines. Nearly all DPS disciplines should gear for at least the 1. Players with good APM actions per minute will generally benefit from gearing for the 1.

For PVP, Master Mode Operations or parsing, the majority of disciplines will see the best benefit from gearing for the 1. There are a few common exceptions as noted below, though please note I take no credit for the theorycrafting behind these breakpoints:. However, most theorycrafters seem to agree that the discipline performs well across a spectrum of alacrity points so while this seems the most common gearing approach it is not mandatory by any means.

Another common approach is to overgear in alacrity slightly to achieve an incremental GCD reduction of 0. These breakpoints work out to 1, alacrity points with the Zeal perk when gearing for the 1.

This is less common and may not be necessarily optimal after nerfs to the Gathering Storm set bonus but is still a common approach.

This seems to be largely a matter of playstyle, as the discipline plays very fast with a 1. This gearing approach is highly dependent on having optimal APMs and requires utilizing a 1.

If so, the breakpoints should be 1, points with the Zeal perk or 2, points without the Zeal perk. This approach similarly requires utilizing a 1. The breakpoints work out to 1, with the Zeal perk or 2, without the Zeal perk. However, my experience has been that this approach is less consistent than the one described above for Dirty Fighting and Virulence, so personally I typically use the base line breakpoints for the 1.

I mostly use blue augments since the majority of content is level I benefit from the guild perk so am running 1, alacrity to meet the 1, 1. I also have 1, accuracy so am at The rest of my stat budget is going into critical. Gearing for Healers generally follows a simple gearing strategy for your tertiary stat points:. Gearing for healers is thankfully much simpler than DPS since healers very rarely want any accuracy in their gear.

As such, for level 70 content the gearing approach essentially boils down to gearing for the desired level of alacrity and putting the remaining tertiary stat budget into critical. Healers should generally utilize the Proficient stim and the critical adrenal similar to DPS. Even though they typically do not need accuracy, the benefit to critical chance is better than the Versatile stim that provides no benefits in level 70 content. For level 75 content the same considerations as other roles apply for healers in that Mastery and Power become very relevant to healing output, so when possible gearing should strive to minimize Endurance points.

This min-maxing is more relevant for healers than DPS in my experience due to the extra 1, or so points of available tertiary stat budget for healers. As such, healers can much more easily hit increasing diminishing returns on points in critical. My personal approach is to maintain my focus on tertiary stats and put all excess points into critical rather than utilizing other enhancements or augments to increase Mastery or Power.

This might be slightly sub-optimal in level 75 content but as 10 of 11 operations are level 70 I view this as preferable. Healers running master mode level 75 operations would be the primary group that should seriously consider this level of min-maxing their gear. In level 75 content, I usually use a Versatile stim and Triage adrenal.

Lastly, it should be noted that some healers may desire to have some accuracy in their gear. This approach can be very helpful in some specific Veteran or Master Mode operations encounters. A great example is the Veteran Mode Revan encounter where healers are needed to interrupt a cast. To do some quick math proving this point, let us consider the Entropic Surprise Probes. Usually the two healers are assigned to collectively interrupt its Entropic Surprise cast.

This is a very situational but occasionally very helpful gearing strategy. With respect to alacrity breakpoints, most healers should always gear for the 1.

When the Zeal perk does not apply, practices may vary:. Some healers will gear extra alacrity to target a further breakpoint for energy regeneration that can be noticeably smoother in difficult content.

These work out to 2, points with the Zeal perk 1. These disciplines can similarly gear extra alacrity for incremental improved energy regeneration. Gearing for Tanks generally follows a simple gearing strategy for your tertiary stat points:. Reach target GCD Alacrity breakpoint if offensive gearing. See the discussion below over offensive tank gearing strategies. If the Guild Zeal Perk applies, then only points are needed to get to a 1. Place extra stats into Critical if offensive gearing.

Any remaining points can be placed in Critical to further increase tank DPS. Please note that if you are not building any offensive gearing in your tank build, then your gearing objective is solely to balance Shield and Absorb tertiary stats. Gearing for tanks is simple but has enormous diversity in practice.

The first determination comes down to whether you are gearing defensively or offensively. Defensive gearing seeks to minimize damage taken per second but typically has diminishing returns on points invested in shield, absorb and especially defense, whereas offensive gearing seeks to still maintain acceptable mitigation levels but otherwise maximizing damage to ensure sufficient threat generation and to help meet DPS checks.

For less experienced players, I highly recommend defensive gearing at first before experimenting with offensive gearing approaches. For defensive gearing strategies, tanks should generally look to maximize their tertiary stat points and invest all of them in shield and absorb.

For offensive gearing strategies, tanks should still invest the majority of their tertiary stat budget in shield and absorb but should seek to add in some alacrity and critical stat points also. How much alacrity and critical should you use when gearing an offensive tank? If you avoid an attack, it misses you completely. Non-Force Users can dodge some attacks. DPS Force Users can parry and deflect shots and slashes.

So interestingly, the higher level your character is, the more Health you receive per Endurance. But technically my Shadow is in lower-rated gear to my Sorc, but receives a better ratio. There is a small number when you hover over Endurance in the Character Panel called Health Regeneration. This is how quickly you recover lost Health out of combat.

Regeneration relates to the percentage bar underneath your Health bar next to your character avatar and how fast it regenerates in and out of combat. And, if you want to show off, Cartel Market toys often do the same. Heat management can be a tricky thing for Bounty Hunters.

Instead of trying to keep a resource full, Bounty Hunters need to keep their Heat bar down. The Dissipation Rate governs how fast your equipment cools down.

Unlike Force, for example, Heat rating cools slower the hotter your equipment is. As with Regneration, it depends on passive abilities and Alacrity. But, as I said earlier, other players thought it was likely my rotation rather than my stats that was at fault. This has a cooldown of 2 minutes before any Alacrity reductions, so cannot be used often even in longer fights!

Whether you try to improve this, or focus on your rotation bettter than me! As well as Defense Chance , Shield Chance and Absorption are key to Tank classes — and can therefore be ignored if you do not carry a shield!

Well both — you want give yourself the best shot at the shield working for you Chance and soak as much as possible when you do Absorption. How you choose when gearing is trickier to explain. In the base game you can make it up as you go along. Once you reach Knights of the Fallen Empire or if you do group flashpoints or operations you should be more intentional.

Show me Maths Gymnastics. When levelling, or gearing, it can often feel like you have to choose whether to improve shield rating or shield absorption. Or one has a lesser increase than the other. In this situation it can be helpful to be reminded of the basics of probability in Mathematics.

In this case it is better to have a lower probability of soaking damage because when you do, you soak up more damage. Again, although the gap has closed, the lower probability is still outweighed by the amount of damage you do soak up when the dice are rolled in your favour.

And the higher your companion influence , the more time they could dedicate to dealing damage rather than healing you. Your stats may be complicated, but they govern how difficult you find combat. A something Shadow Jedi, married and have a small daughter. By that I mean "young", not just "short". Social Media has connected me with so many people and some of those have become amazing friends too!

As a hobby I am relearning drawing, which you can see on my DeviantArt profile. Combat Stats List Here is a list of the character statistics I have written about. You are about to leave this website Close Continue. Quote: Originally Posted by JediQuaker The bottom line is that there is no simple one-size-fits-all answer.

My approach is typically to use endurance crystals on tanks, and power on everything else. I'm sure someone somewhere has analyzed each using parses in a spreadsheet, but, I'm just not that OCD.

Good question, I can see the debate, especially between Critical Strike and Power, but let's look at this from a statistical standpoint. Which would increase your survivability pretty well, especially at the early stages of leveling.

Great for mowing down mobs, again, especially at lower levels. Expertise is the PvP stat, I can see why some would think its useful for leveling, helps if you get attacked by other players. Power is a pure damage buff all the time, not just increasing crits. The bonus for power or crit rating or endurance has exactly the same effect, whether you put it in your mainhand or offhand item.

Also, if it's from your Collections, you don't have to limit your companion to "the one you don't use". Just click the button in Collections and get another copy or two or I will also endeavour to keep the guide updated for class changes throughout 6.

As each class guide is updated, I will add a notation as of which game data set was current when it was updated. The optimal rotation and gearing for 6. X in many circumstances.

This is largely due to having many more options for set bonuses and the introduction of tactical items. Tactical items are essentially a second set bonus contained in a single item. Some classes will have a single best in slot set bonus and tactical item, with some changes to their optimal rotation as a result. Other classes will need to swap tactical items from fight to fight and similarly change their rotation.

The discussion for each discipline in this guide for best in slot and recommended set bonus items and tactical items is tentative based on initial analysis and theorycrafting, and may be subject to change. How should I gear my player? See my Gearing Guide page for more detailed gearing discussions. That said, it is my opinion that some players looking to improve their performance spend way too much time focusing on their gear mix.

To be very very clear, a good player can equip poorly optimized gear and still put out HM numbers. See the next question about maximizing DPS for more details. With all that said, there is no doubt that optimizing your gear can improve performance. I would provide the following as important points to bear in mind from a gearing perspective in approximate order of importance. For all classes - augment your gear as soon as you can afford to do so.

See below for more details. In my opinion, anything above Going slightly over is okay, though. You want plenty of critical and alacrity for all classes.



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