How does valor work in swtor
The Battlemaster sets were originally available near the launch of the game, and players who were actively playing PvP back then could get these set and also learn how to craft them through schematics. These sets can be bought or crafted by a crafter on either faction, but they change appearance when sent over. These sets require Valor Rank 60 to equip, even in the Outfit Designer. These sets have two versions — the Rated and unrated versions.
Just like the Battlemaster armors, you will need to track down a player who can craft these or find them on the GTN. It's also the best place to look to see what new videos or guides I have created!
The best way to reach me is by messaging me on Twitter. You're welcome to message me with any comments about my guides or with questions about the game! Support projects on this website by making a pledge on Patreon! As the player earns Valor points, the player's Valor rank increases.
The player's current Valor rank can be inspected on the Character Sheet just below the attributes and Social level. Apart from granting a title to the player for each 10 Valor ranks gained as shown in the table below, some PvP items, e. Characters Affection Romance Gifts Customization.
The Galaxy. Planets Daily Areas Other. Secondary: Power, Defense. This discussion is very high level. I highly recommend it as a supplement to this guide. Gear pieces contain stats as follows:.
Some tank relics may also contain tertiary tank stats in lieu of a passive or active temporary buff to a stat. Wrist and Belt gear pieces each contain modification slots for. Armoring : Mastery, Endurance. Head , Chest , Hands , Legs and Feet gear pieces each contain modification slots for.
Enhancement : Endurance, Power or Defense, Tertiary stat. Mainhand and Offhand gear pieces each contain modification slots for the following. Armoring, Hilt or Barrel: Mastery, Endurance. Enhancement: Endurance, Power or Defense, Tertiary stat. With respect to each gear piece or gear piece modification hilt, barrel, armoring, mod, enhancement , many versions of each item are available that have different total stat pools and stat pool allocations between each stat category.
This allows for significant customization and diversity in stats between players. So what does this all mean? Between enhancements, earpiece and both implants, you will have the equivalent of 10 enhancements to provide your base budget of tertiary stats.
Augments can be added to each gear item as well, which will be discussed later. Level 75 content functions similarly to all content prior to the launch of Game Update 6. All PVE content that existed prior to 6.
The game accomplishes this objective by fixing or capping certain stats, which as of this writing are Mastery, Endurance and Power.
Mastery and Endurance are capped, meaning that gear stat points count up to the cap. Power is fixed so players will have the fixed Power amount in an operation irrespective of the points in Power in their gear. The exact balance of Mastery, Endurance and Power differ between roles tanks have more Endurance while DPS and healers have more Mastery and particularly more Power and between operations. The exact mix and cap levels are not relevant for gearing as any player in full i gear will easily exceed the capped amounts.
So what does this mean for players? This leads to a key goal in level 70 gearing to maximize tertiary stats and to give some consideration to Defense for tanks.
The caps and fixed amounts imposed on Master, Power and Endurance make it difficult for players to progress in capability as they improve their gear. Force Damage Bonus. Tech Damage Bonus. Melee Damage Bonus. Ranged Damage Bonus. Healing Power: Force. Healing Power: Tech. The stat caps are also important for DPS and healers when selecting relics.
Most players agree the best relics for both roles are normally Serendipitous Assault passive proc increases power and Focused Retribution passive proc increases mastery. Since these stats are fixed anyway, these relics provide no benefit in level 70 content but are optimal in level 75 content.
Instead, most players running level 70 content should utilize Devastating Vengeance passive proc increases critical chance and Primeval Fatesealer activation increases alacrity as they buff tertiary stats that are not capped in level 70 content.
Some healers also prefer Ephemeral Mending passive proc to heal target. Most players should consider having all five relics and swapping between the sets depending on the level of content being run. Tank relics all benefit tertiary stats or provide absorb shields, so this discussion has no bearing on the choice of tank relics.
Another implication is the use of stims and adrenals. Versatile stims and Attack or Triage adrenals are the most common choices by DPS and healers for level 75 content. For level 70 content, DPS and healers should generally utilize Proficient stims for the accuracy and critical buffs that are not fixed and either Critical or Efficacy adrenals.
Similar to relics, tanks are less impacted as they should generally continue to take Fortitude stims and Absorb adrenals, though some tanks may prefer a Proficient stim for incremental critical chance instead of excess defense chance. An interesting nuance to this discussion is what mods you should equip in your adaptive gear modification slot.
Does it matter? Maybe a little. DPS and healers can benefit from defense though even with full Warding Mods the incremental defense is a few percentage points. I usually recommend sticking with Lethal Mods so that you can run PVP or Dxun, as using Warding Mods would require a second gear set to run this content or swapping out mods. Tanks have a similar though less dramatic decision to make about which mods to equip. Traditionally the decision has been between Warding unlettered mods maximize defense stat , Warding B mods maximize endurance or Lethal B mods maximize endurance but with power instead of defense.
See the Tank Gearing discussion further below for more discussion on mod selection for tanks. The calculations and considerations can be a bit confusing for newer players. Below is my TLDR table that summarizes my current recommendations.
I have a few more classes to test and update but it is pretty close to complete and will be finalized soon! You should augment your gear, period. That is just about the end of this section just kidding!
Seriously though, augments are hugely beneficial and should be utilized by anyone who is serious about improving their performance in any level of content. This is a nuanced question. As of the date this guide was written, the options mostly come down to the following augment item rating options:.
There are a few meaningful takeaways from this information when it comes to augmenting your gear:. For level 70 content, augments provide more tertiary stat points than the blue augments and almost as much as the purple augments. If you are running Dxun or PVP, you get a big benefit from upgrading to blue augments from the old purple augments.
DPS and Healers will get a fair bit more Endurance and a bunch of free Power, while Tanks will get some extra Power and a lot of extra health yay health for meat shields! Purple augments are way more expensive than blue augments. I do not recommend the investment to upgrade to purples unless you are swimming in credits or running Veteran or Master Mode content. To earn Valor and increase their rank, players need to complete Warzones which are cooperative battles of two teams set to a specific Game Mode, such as Hutt Ball or Capture Point.
When players with a level 75 character reach Valor 25, they have the option to participate in Ranked Warzones, which are exclusively done in the Arenas Game Mode with a team.
However, as this anniversary is to be a year-long celebration, it could also bring with it improvements that make the changes worthwhile. In all, the XP systems of Star Wars: The Old Republic work together to create a unique experience for players across a wide breadth of classes and playstyles as they traverse the Star Wars universe.
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