What doesn't hurt just makes you healthier.
This was the build that caused many players to question how to kill me, it is the #1 tank build I ever created. Without running a defensive cooldown ability this build was able to tank 6 players for a while in the past. Biggest drawback was it could not deal enough damage in PVP.
Overview:
DPS: 6-7.5k (vs DWB Super Battle Droid)
Defense: High for both PVE and PVP.
To achieve the highest tanking it combines multiple sources of dodge across the expertise trees, and high block from Steel Body Jewelry Set, then adding reactive healing chance through Doctor (12% you can boost this to 17% by turning on the custom Bounty System via ";">Other>Bounty System Toggle), and entertainer inspiration makes this build laugh against small puny hits (They heal you). Adding High Morale Victory buff from Droid Army Heroic Instance you achieve 50% dodge and 17% Lucky Dodge.
Pros:
Very Durable Tank.
You get a Pet.
Cons:
Designed for short range.
Low DPS for PVP.
Expertise:
Brawler: Pushing heavy for Agility and Dodge to try and reach 50 dodge. Unarmed to synergy well with Teras Kasi Artist.
Martial Artist: Synergy well with Teras Kasi Artist. Take the 2 additional attacks and Damage Reduction boxes.
Marksman: Pushing the Dodge even higher here. DO NOT TAKE FANSHOT as of version 4.2 it no longer works with melee weapons, instead add 1 more point in Dodge.
Assassin: Taken to push the damage higher by 2 additional attacks. PS you will want to use Blaster Burst instead of Razor Slash for this build as we will be dual wielding weapons and it acts odd.
Doctor: This is what really pushes the tanking ability of this build. Doctor: Reactive Heal and Advanced Reactive Heal (12% you can boost this to 17% by turning on the custom Bounty System via ";">Other>Bounty System Toggle), yes you need both to achieve a good chance to heal when hit, 4% is not enough. You get lots of heals, along with Detox and Serotonin Boost to cure DoTs and Debuffs.
Grenadier: Purely added for 4 Dodge and 4 Block. If you want a little bit more offensive damage you can add Shock Grenade.
Teras Kasi Artist: Going Teras Kasi Master (TKM) to wear Steel Body, the single strongest defense class in SWG Evolve. We get a high boost to Block, Parry, Damage Reduction along with Melee Damage boost and Critical Chance. I do not recommend Sweeping Kick, it does less damage then standard attack when tested. You may want to remove a point or 2 from the previous expertise and get Instigate or Area Instigate in order to hold aggro.
Beast Mastery: The bare minimum to have a BM pet and not have -25% damage output. As stated in my other guides Bio Pets provide approximately 3.5-4% dodge, parry, evasion, block, which is a significant defense boost.
Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 300 Luck, 90 Agility, 5% Block Chance, 6% Second Chance.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Deneelian Fizz 211 Luck, 3% Block, 30 Block Value.
PuPs: 117 Luck, 117 Luck, 117 Luck.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck, 100 Strength.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Baked Exotic: (All 2) 14 Luck.
Exotic Attachments: (All 3) 3% Weapon Damage, 4% Heal Potency, 35 Luck.
Regular Attachments including Bandolier/Belt: (All 9) 35 Luck, 35 Strength, 35 Block Value.
Jewelry Set: (Steel Body) 275 Constitution, 275 Strength, 10 Block Chance, 10% Block Chance (this is a multiplier when tested), 750 Block Value, 10 Damage Adds to Action, 5 Dodge, 10 Parry.
Knuckler: Additional 200 Health/Action +Crit.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This removed 3% Weapon Damage, 4% Heal Potency, 49 Luck, 200+ Health/Action.
Additional Buffs to consider:
High Morale Victory (Droid Army Mustafar) 1 hour: 10% Dodge, 200 Luck, 100 Damage.
Meatlump Kiss (Meatlump Theme Park) 1 hour: 100 Luck.
These 2 buffs would push you up to nearly 50% Dodge, 18% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
Final Notes:
You could switch out Block Value for Agility in the attachments pushing dodge and evasion up by another 3.15% and parry another 1.57%, at the cost of Block Value.
You could also switch out the Baked Exotics Luck for Critical Hit Reduction to have a little more defense against Critical Hits.
Despite being very defensive it lacks the ability to prevent Stun and High Damage Strikethrough hits, these are the biggest weakness when battling Bounty Hunters.
To achieve a bit more DPS for PVP one could consider removing Heal Potency from the Exotic Attachments and replace it with Unarmed Damage, then switch out the 3x Luck PuPs for 3x Weapon Damage PuPs while High Morale Victory and Meatlump Kiss is active. This could add 41% Damage Increase over the original build while still maintaining the sweet 15% Lucky Dodge.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
This was the build that caused many players to question how to kill me, it is the #1 tank build I ever created. Without running a defensive cooldown ability this build was able to tank 6 players for a while in the past. Biggest drawback was it could not deal enough damage in PVP.
Overview:
DPS: 6-7.5k (vs DWB Super Battle Droid)
Defense: High for both PVE and PVP.
To achieve the highest tanking it combines multiple sources of dodge across the expertise trees, and high block from Steel Body Jewelry Set, then adding reactive healing chance through Doctor (12% you can boost this to 17% by turning on the custom Bounty System via ";">Other>Bounty System Toggle), and entertainer inspiration makes this build laugh against small puny hits (They heal you). Adding High Morale Victory buff from Droid Army Heroic Instance you achieve 50% dodge and 17% Lucky Dodge.
Pros:
Very Durable Tank.
You get a Pet.
Cons:
Designed for short range.
Low DPS for PVP.
Expertise:
Brawler: Pushing heavy for Agility and Dodge to try and reach 50 dodge. Unarmed to synergy well with Teras Kasi Artist.
Martial Artist: Synergy well with Teras Kasi Artist. Take the 2 additional attacks and Damage Reduction boxes.
Marksman: Pushing the Dodge even higher here. DO NOT TAKE FANSHOT as of version 4.2 it no longer works with melee weapons, instead add 1 more point in Dodge.
Assassin: Taken to push the damage higher by 2 additional attacks. PS you will want to use Blaster Burst instead of Razor Slash for this build as we will be dual wielding weapons and it acts odd.
Doctor: This is what really pushes the tanking ability of this build. Doctor: Reactive Heal and Advanced Reactive Heal (12% you can boost this to 17% by turning on the custom Bounty System via ";">Other>Bounty System Toggle), yes you need both to achieve a good chance to heal when hit, 4% is not enough. You get lots of heals, along with Detox and Serotonin Boost to cure DoTs and Debuffs.
Grenadier: Purely added for 4 Dodge and 4 Block. If you want a little bit more offensive damage you can add Shock Grenade.
Teras Kasi Artist: Going Teras Kasi Master (TKM) to wear Steel Body, the single strongest defense class in SWG Evolve. We get a high boost to Block, Parry, Damage Reduction along with Melee Damage boost and Critical Chance. I do not recommend Sweeping Kick, it does less damage then standard attack when tested. You may want to remove a point or 2 from the previous expertise and get Instigate or Area Instigate in order to hold aggro.
Beast Mastery: The bare minimum to have a BM pet and not have -25% damage output. As stated in my other guides Bio Pets provide approximately 3.5-4% dodge, parry, evasion, block, which is a significant defense boost.
Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 300 Luck, 90 Agility, 5% Block Chance, 6% Second Chance.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Deneelian Fizz 211 Luck, 3% Block, 30 Block Value.
PuPs: 117 Luck, 117 Luck, 117 Luck.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck, 100 Strength.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Baked Exotic: (All 2) 14 Luck.
Exotic Attachments: (All 3) 3% Weapon Damage, 4% Heal Potency, 35 Luck.
Regular Attachments including Bandolier/Belt: (All 9) 35 Luck, 35 Strength, 35 Block Value.
Jewelry Set: (Steel Body) 275 Constitution, 275 Strength, 10 Block Chance, 10% Block Chance (this is a multiplier when tested), 750 Block Value, 10 Damage Adds to Action, 5 Dodge, 10 Parry.
Knuckler: Additional 200 Health/Action +Crit.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This removed 3% Weapon Damage, 4% Heal Potency, 49 Luck, 200+ Health/Action.
Additional Buffs to consider:
High Morale Victory (Droid Army Mustafar) 1 hour: 10% Dodge, 200 Luck, 100 Damage.
Meatlump Kiss (Meatlump Theme Park) 1 hour: 100 Luck.
These 2 buffs would push you up to nearly 50% Dodge, 18% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
Final Notes:
You could switch out Block Value for Agility in the attachments pushing dodge and evasion up by another 3.15% and parry another 1.57%, at the cost of Block Value.
You could also switch out the Baked Exotics Luck for Critical Hit Reduction to have a little more defense against Critical Hits.
Despite being very defensive it lacks the ability to prevent Stun and High Damage Strikethrough hits, these are the biggest weakness when battling Bounty Hunters.
To achieve a bit more DPS for PVP one could consider removing Heal Potency from the Exotic Attachments and replace it with Unarmed Damage, then switch out the 3x Luck PuPs for 3x Weapon Damage PuPs while High Morale Victory and Meatlump Kiss is active. This could add 41% Damage Increase over the original build while still maintaining the sweet 15% Lucky Dodge.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
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