MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs
|
Sith Assassin/Jedi Shadow Tanking Compendium
|
|
08-25-2011, 10:16 PM
(This post was last modified: 04-17-2012 05:08 PM by Alratan.)
Post: #1
|
|||
|
|||
|
Sith Assassin/Jedi Shadow Tanking Compendium
Sith Assassin Darkness/Jedi Shadow Kinetic Combat Tank Compendium
Table of Contents Glossary I. Skill Trees, Abilities and Rotation I.a. Force and Force I.b. Skill Tree I.c. Abilities I.c.i. Tanking Abilities I.c.ii. Situational Abilities I.c.iii. Non-tanking Abilities I.d. Ability Priority Order and Rotation II. Stats, Gear, Consumables and Crew Skills II.a. Stats II.b. Gear II.c. Consumables II.d. Crew skills Appendix. Credits This guide was originally created using Sith Assassin terminology, but effort has been made to standardise it across both Sith Assassin and Jedi Shadow. Links and terminology for both mirrors will be provided where helpful. In such cases, the Sith Assassin term will be first and the Jedi Shadow term second. Sith Assassins/Jedi Shadows rely on a mix of self-buffs, self-heals, melee attacks and short-range force effects to tank, and wield a Double-Bladed Lightsaber, and are primarily inspired by Darth Maul from Star Wars I: The Phantom Menace. Glossary CD - Crushing Darkness Crushing Darkness Sith Inquisitor Force: -40 Range: 10m Activation time: 2.0 secs Cooldown: 15 secs Damage Type: Kinetic Mirror: Mind Crush Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds. dpGCD - damage per Global Cooldown, the damage dealt by the combination of an ability and sufficient Saber Strikes to make it force neutral, divided by the total number of GCDs used dps - damage per second, the amount of damage dealt or received divided by the time it takes to deal/receive the damage DS - Double Strike Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. DW - Dark Ward Dark Ward Sith Inquisitor (Assassin) Force: -10 Activation time: Instant Cooldown: 12 secs Mirror: Kinetic Ward Surrounds you in a dark ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth. EL - Effective Life, the amount of life a character would have if all of their mitigation and avoidance was averaged out and converted into raw health points ES - Exploitive Strikes [Empire], a skill/buff triggered from force crits granting 9% melee crit chance FL - Force Lightning Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. FSt - Force Strike [Republic], a skill which gives melee critical hits a chance to render Mind Crush free and instant FSy - Force Synergy [Republic], a skill/buff triggered from force crits granting 9% melee crit chance fpGCD - force per Global Cooldown, i.e. the amount of force (regenerated) every 1.5s fps - force per second, e.g. 8 is the base fps regeneration for Sith Inquisitors GCD - Global Cooldown, which is the minimal interval between abilities and lasts 1.5s HD - Harnessed Darkness [Empire] - skill which buffs Force Lightning Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. HS - Harnessed Shadows, a skill which buffs Telekinetic Throw Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. KW - Kinetic Ward Kinetic Ward Jedi Consular (Shadow) Force: -10 Activation time: Instant Cooldown: 12 secs Mirror: Dark Ward Erects a kinetic ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth. LC - A combination of abilities, using Lacerate/WB until Energize/PA proc, then using Shock/Project, then repeating until 3 stacks of HD/HS, then using FL/TT MC - Mind Crush Mind Crush Jedi Consular Force: -40 Range: 10m Activation time: 2.0 secs Cooldown: 15 secs Damage Type: Kinetic Mirror: Crushing Darkness Crushes the target's mind with the Force, instantly dealing [<1>] kinetic damage and an additional [<2>] kinetic damage over 6 seconds. MF - Mental Fortitude [Republic] - skill improving Endurance by 1%/2%/3% PA - Particle Acceleration [Republic] - skill/buff causing Project to always crit, procced on Double Strike use RR - Rapid Recovery [Republic] - skill improving the proc chance of Combat Technique Combat Technique Jedi Consular (Shadow) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Dark Charge Assumes a combat technique, giving your attacks a 50% chance to deal [<1>] internal damage and heal you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.Tags: [StealthUseable] SoD - Shroud of Darkness [Empire] - skill improving Endurance by 1%/2%/3% SS - Swelling Shadows [Empire] - skill improving the proc chance of Dark Charge Dark Charge Sith Inquisitor (Assassin) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Combat Technique Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing [<1>] internal damage and healing you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. ST - Slow Time Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. tpGCD - threat per Global Cooldown, as dpGCD, but with threat TC - A combination of abilities, using Thrash/DS until Energize/PA proc, then using Shock/Project, then repeating until 3 stacks of HD/HS, then using FL/TT TTL - Time To Live, or the amount of time a character can live against a certain amount of incoming damage based on their EL TT - Telekinetic Throw Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. WB - Whirling Blow Whirling Blow Jedi Consular (Shadow) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Lacerate Deals [<1>] weapon damage to all nearby targets. I. Skill Trees, Abilities and Rotation a) Force and Force Whilst Assassins/Shadows will use the Force, they do not use it as a resource in the same ways as Sith Sorcerers/Jedi Sages. Assassins use the Force in the form of Force as their general resource, which functions very much like a WoW Rogue's energy: Assassins will always have 100 maximum Force (or 110 with Deceptive Power/Vigor) and will regenerate at a flat rate which cannot be improved by gear (but can be by up to 30% from Blood of Sith/One with the Force). The base rate of Force regeneration for Sith Inquisitors/Jedi Consulars is 8/s. This means that a Darkness Assassin will typically regenerate at 10.4/s, with the +30% from Blood of Sith/One with the Force. This compares to 10 Energy per Second for WoW Rogues. For ease of calculation, this is 15.6 fpGCD. Additionally, every avoidance or shield will regenerate 2 force. With a base shield chance of 50% and avoidance of 16%, we can expect to regain at least 1 GCD's worth of force every minute assuming 1 attack every 2 seconds, or closer to 2 force every second if under attack from many targets. b) Skill Tree The most up-to-date skill trees are located at: Assassin: http://www.torhead.com/skill-calc#200.1 Shadow: http://www.torhead.com/skill-calc#601 The primary skill tree used by tanking Assassins/Shadows is the Darkness/Kinetic Combat tree, with some skills within the Madness/Balance tree providing valuable benefits. For PvE Raiding, which this compendium primarily covers at present, I currently recommend a 31/0/10 build (Assassin/Shadow). It is worth bearing in mind that Swelling Shadows/Rapid Recovery might look attractive due to the extra potential healing, but as this post by LagunaD shows, the extra healing is a mere 4.1, which is quite poor (especially as +Endurance will lead to roughly 1.7hps due to FL/TT healing). Other builds worth considering are more hybrid builds, 27/0/14 (Assassin/Shadow). The trade-offs are: 31/0/10
Without more firm figures on damage/threat out-puts, we can tell by eye that 31/0/10 has more survivability than 27/0/14 (due to Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. The 27/0/14 build front-loads the threat far more, with Death Field Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. The 27/0/14 build also has utility due to instant activation and stunning Whirlwind Whirlwind Sith Inquisitor Force: -20 Range: 30m Activation time: 2.0 secs Cooldown: 60 secs Mirror: Force Lift Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely. Force Lift Jedi Consular Force: -20 Range: 20m Activation time: 2.0 secs Cooldown: 60 secs Mirror: Whirlwind Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Damage will break the effect prematurely. Despite this, changes to priority order in 1.1.X have made a nigh-Thrashless rotation in 31/0/10 quite easy to manage for Force, so the benefits of 27/0/14 may not be sufficient. From all this, it seems fair to say that the 27/0/14 build is most likely superior in early Flashpoints and add-tanking (especially for picking them up), whilst 31/0/10 pull ahead on single-targets and bosses in operations, with the latter having the advantage in survivability-crucial environments. As the -5% damage debuff from Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Note: Entries in the Deception/Infiltration tree should not be taken for reasons described in the Stealth/Dark Charge ability, below, and additional selections in Madness/Balance under the ability descriptions of other abilities, below. c) Abilities Below is a list of all Assassin/Shadows abilities which will see frequent use during tanking. Those with only situational use or not used for tanking are at the end. Charges/Techniques other than Dark Charge Dark Charge Sith Inquisitor (Assassin) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Combat Technique Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing [<1>] internal damage and healing you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. Combat Technique Jedi Consular (Shadow) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Dark Charge Assumes a combat technique, giving your attacks a 50% chance to deal [<1>] internal damage and heal you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.Tags: [StealthUseable] c i.) Tanking Abilities
c ii.) Situational Abilities
c iii.) Non-tanking Abilities
d) Ability Priority Order and Rotation Due to the low total Force amount, the Assassin/Shadow rotation is based on a hierarchy of abilities which are off cooldown, have Force available for its use and are required (see ability descriptions, above). It is assumed that Dark Charge Dark Charge Sith Inquisitor (Assassin) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Combat Technique Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing [<1>] internal damage and healing you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. Combat Technique Jedi Consular (Shadow) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Dark Charge Assumes a combat technique, giving your attacks a 50% chance to deal [<1>] internal damage and heal you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.Tags: [StealthUseable] In order to keep proper (de)buffs up, Dark Ward Dark Ward Sith Inquisitor (Assassin) Force: -10 Activation time: Instant Cooldown: 12 secs Mirror: Kinetic Ward Surrounds you in a dark ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth. Kinetic Ward Jedi Consular (Shadow) Force: -10 Activation time: Instant Cooldown: 12 secs Mirror: Dark Ward Erects a kinetic ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth. Discharge Sith Inquisitor (Assassin) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Force Breach Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged lightsaber. Requires a double-bladed lightsaber.Lightning Charge: Deals [<2>] periodic energy damage over 18 seconds.Dark Charge: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds.Surging Charge: Deals [<1>] internal damage. Force Breach Jedi Consular (Shadow) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Discharge Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals [<2>] periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Shadow Technique: Deals [<1>] internal damage. Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. If there is not enough Force to use an ability in the below priority orders at any point, use a Saber Strike Saber Strike Sith Inquisitor Range: Melee (4m) Activation time: Instant Damage Type: Weapon Deals [?] weapon damage spread across a flurry of 3 melee attacks. With regards to the specific use of Force Lightning/Telekinetic Throw, whilst they are mentioned in the priority order below so as to judge their relative tpGCD, the highly situational nature of the ability warrants further comment, and is only there as a guideline for threat output. It should only be used if remaining stationary for 3 seconds is not a problem, and it is recommended for use only if the healing is necessary or the Harnessed Darkness/Harnessed Shadows buff is about to drop. It should also probably be used regardless of relative threat output if at 3 stacks and about to drop without use. As we can expect a fps regeneration of up to 12.4 due to Lightning Reflexes/Double-bladed Saber Defense, using Force Lightning/Telekinetic Throw if your force is over 92 may result in some wasted regeneration time. Please note that all specs' abilities are referenced below. If you lack the relevant abilities/procs, skip the step. The basic rotation is the same in every case, and may have some components skipped if survivability is not at stake. The Pull: A pull can be achieved with DW/KW, followed by a Recklessness/Force Potency and Force Lightning/Telekinetic Throw, or by Force Speed and Shock/Project instead of FL/TT before settling into the main rotation below (which has been primarily worked out by Pijinz). Basic rotation: 1. Dark Ward Dark Ward Sith Inquisitor (Assassin) Force: -10 Activation time: Instant Cooldown: 12 secs Mirror: Kinetic Ward Surrounds you in a dark ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth. Kinetic Ward Jedi Consular (Shadow) Force: -10 Activation time: Instant Cooldown: 12 secs Mirror: Dark Ward Erects a kinetic ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth. 2. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. 3. Discharge Discharge Sith Inquisitor (Assassin) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Force Breach Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged lightsaber. Requires a double-bladed lightsaber.Lightning Charge: Deals [<2>] periodic energy damage over 18 seconds.Dark Charge: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds.Surging Charge: Deals [<1>] internal damage. Force Breach Jedi Consular (Shadow) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Discharge Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals [<2>] periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Shadow Technique: Deals [<1>] internal damage. 4. Assassinate Assassinate Sith Inquisitor (Assassin) Force: -25 Range: Melee (4m) Activation time: Instant Cooldown: 6 secs Damage Type: Weapon Mirror: Spinning Strike Attempts to assassinate the target, dealing [<1>] weapon damage. Only usable on targets at or below 30% max health. Spinning Strike Jedi Consular (Shadow) Force: -25 Range: Melee (4m) Activation time: Instant Cooldown: 6 secs Damage Type: Weapon Mirror: Assassinate Issues a subduing strike, dealing [<1>] weapon damage. Only usable on targets at or below 30% max health. Three sets of rotation are listed below for one or two targets, the previously standard rotation (TC; Thrash/DS until Energize/PA, repeat until 3 stacks of HD/HS) and the new rotations which have become prominent in 1.1.2/1.1.3 onwards. The newer rotation cuts out Thrash, so I will call them Low Thrash-shock (LTs) and Low Thrash-wither (LTw) and seems to have slightly superior theoretical DPS for 31/0/10 (1,372.1/ 1,337.2 vs 1,328.5). TC is listed for reference and 27/0/14 build, as well as being potentially useful in situations where AoE cannot be used due to CC. One or two targets (make sure to tab target): LTs 5. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. 6. Force Lightning Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. 7. Shock Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. 8. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. LTw 5. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. 6. Force Lightning Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. 7. Shock Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. 8. Thrash Thrash Sith Inquisitor Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Double Strike Strikes the target twice. Each hit deals [?] weapon damage. Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. TC 5. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. 6. Force Lightning Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. 7. Shock Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. 8. Death Field Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. 9. Shock Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. 10. Thrash Thrash Sith Inquisitor Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Double Strike Strikes the target twice. Each hit deals [?] weapon damage. Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. Three or four targets: 5. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. 6. Force Lightning Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. 7. Discharge Discharge Sith Inquisitor (Assassin) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Force Breach Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged lightsaber. Requires a double-bladed lightsaber.Lightning Charge: Deals [<2>] periodic energy damage over 18 seconds.Dark Charge: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds.Surging Charge: Deals [<1>] internal damage. Force Breach Jedi Consular (Shadow) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Discharge Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals [<2>] periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Shadow Technique: Deals [<1>] internal damage. 7. Shock Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. 9. Lacerate Lacerate Sith Inquisitor (Assassin) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Whirling Blow Deals [<1>] weapon damage to all nearby targets. Whirling Blow Jedi Consular (Shadow) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Lacerate Deals [<1>] weapon damage to all nearby targets. 10. Lacerate Lacerate Sith Inquisitor (Assassin) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Whirling Blow Deals [<1>] weapon damage to all nearby targets. Whirling Blow Jedi Consular (Shadow) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Lacerate Deals [<1>] weapon damage to all nearby targets. Thrash Sith Inquisitor Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Double Strike Strikes the target twice. Each hit deals [?] weapon damage. Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. Six or more targets: 5. Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. 6. Discharge Discharge Sith Inquisitor (Assassin) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Force Breach Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged lightsaber. Requires a double-bladed lightsaber.Lightning Charge: Deals [<2>] periodic energy damage over 18 seconds.Dark Charge: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds.Surging Charge: Deals [<1>] internal damage. Force Breach Jedi Consular (Shadow) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Discharge Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals [<2>] periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Shadow Technique: Deals [<1>] internal damage. 7. Lacerate Lacerate Sith Inquisitor (Assassin) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Whirling Blow Deals [<1>] weapon damage to all nearby targets. Whirling Blow Jedi Consular (Shadow) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Lacerate Deals [<1>] weapon damage to all nearby targets. During a 1-2 targets rotation, remember that both Wither Wither Sith Inquisitor (Assassin) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Slow Time Causes up to 5 targets to wither under the weight of the Force, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Slow Time Jedi Consular (Shadow) Force: -30 Range: 10m Activation time: Instant Cooldown: 8 secs Damage Type: Kinetic Mirror: Wither Slows the passage of time for up to 5 targets, dealing [<1>] kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds. Discharge Sith Inquisitor (Assassin) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Force Breach Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged lightsaber. Requires a double-bladed lightsaber.Lightning Charge: Deals [<2>] periodic energy damage over 18 seconds.Dark Charge: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds.Surging Charge: Deals [<1>] internal damage. Force Breach Jedi Consular (Shadow) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Discharge Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals [<2>] periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Shadow Technique: Deals [<1>] internal damage. Another note (suggested by theonepanda) is that as Force critical hits maintain Exploitive Strikes/Force Synergy, Shock/Project with Energize/Particle Acceleration can be used to maintain the buff. This is especially important in a hybrid spec with 27/0/14, due to the dependency on melee critical hits. For this reason, 27/0/14 tanks should use the TC rotation, unless some other (de)buff will fall down in the mean time, it is recommended that once Energize/Particle Acceleration is up that the player use Saber Strike until the buff expires or their Force regenerates to a high value (such as over 80, enough that they could regenerate to more than full Force from a single force-neutral GCD). This means that maximum uptime of ES/FS buff is ensured. In addition to the above, Overcharge Saber Overcharge Saber Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 120 secs Mirror: Battle Readiness Overcharges your current lightsaber charge for 15 seconds, increasing the damage dealt by Lightning Charge and Surging Charge by 100% and the healing done by Dark Charge by 300%. Battle Readiness Jedi Consular (Shadow) Activation time: Instant Cooldown: 120 secs Mirror: Overcharge Saber Readies yourself with the Force, increasing the damage dealt by Force and Shadow Technique by 100% and the healing done by Combat Technique by 300%. Lasts 15 seconds. Deflection Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 120 secs Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon. Force Shroud Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 60 secs Mirror: Resilience Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth. Resilience Jedi Consular (Shadow) Activation time: Instant Cooldown: 60 secs Mirror: Force Shroud Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth. Force Speed Sith Inquisitor Activation time: Instant Cooldown: 30 secs Mirror: Force Speed Increases movement speed by 150% for 2 seconds. Does not break Stealth. Mind Control Sith Inquisitor (Assassin) Range: 30m Activation time: Instant Cooldown: 15 secs Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds. Mass Mind Control Sith Inquisitor (Assassin) Range: 15m Activation time: 45.0 secs Cooldown: 45 secs Mirror: Mass Mind Control Forces all enemies within 15 meters to attack you for 1 second. Player targets deal 30% less damage when attacking anyone other than you. Lasts 1 seconds. Similarly, crowd control in the form of Overload Overload Sith Inquisitor Force: -20 Range: 8m Activation time: Instant Cooldown: 20 secs Damage Type: Energy Mirror: Force Wave Deals [?] energy damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds. Force Wave Jedi Consular Force: -20 Range: 8m Activation time: Instant Cooldown: 20 secs Damage Type: Kinetic Mirror: Overload Deals [<1>] kinetic damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds. Electrocute Sith Inquisitor Force: -20 Range: 30m Activation time: Instant Cooldown: 60 secs Damage Type: Energy Mirror: Force Stun Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds. Force Stun Jedi Consular Force: -20 Range: 30m Activation time: Instant Cooldown: 60 secs Damage Type: Kinetic Mirror: Electrocute Deals [<1>] kinetic damage and stuns the target for 4 seconds. Spike Sith Inquisitor (Assassin) Force: -30 Range: Melee (4m) Activation time: Instant Cooldown: 30 secs Damage Type: Energy Mirror: Spinning Kick Spikes the target upon an overloaded lightsaber, dealing [<1>] energy damage and knocking the target down for 2 seconds. Requires a double-bladed lightsaber. Only usable in stealth mode. Spinning Kick Jedi Consular (Shadow) Force: -30 Range: Melee (4m) Activation time: Instant Cooldown: 30 secs Damage Type: Kinetic Mirror: Spike Performs a spin kick that deals [<1>] kinetic damage and knocks the target down for 2 seconds. Only usable in stealth mode. Finally, as Recklessness Recklessness Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 90 secs Mirror: Force Potency Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability crits, you lose 1 charge. Lasts 20 seconds. Force Potency Jedi Consular (Shadow) Activation time: Instant Cooldown: 90 secs Mirror: Recklessness Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability crits, you lose 1 charge. Lasts 20 seconds. II. Stats, Gear, Consumables and Crew Skills a) Stats The base stats of interest are Endurance, Strength and Willpower. I will ignore Aim, Cunning and Presence as they are of no use to a raiding Assassin/Shadow.
It is unclear if an Assassin/Shadow will gain any benefit from bonus healing from Willpower to abilities such as Overcharge Saber Overcharge Saber Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 120 secs Mirror: Battle Readiness Overcharges your current lightsaber charge for 15 seconds, increasing the damage dealt by Lightning Charge and Surging Charge by 100% and the healing done by Dark Charge by 300%. Battle Readiness Jedi Consular (Shadow) Activation time: Instant Cooldown: 120 secs Mirror: Overcharge Saber Readies yourself with the Force, increasing the damage dealt by Force and Shadow Technique by 100% and the healing done by Combat Technique by 300%. Lasts 15 seconds. Dark Charge Sith Inquisitor (Assassin) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Combat Technique Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing [<1>] internal damage and healing you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. Combat Technique Jedi Consular (Shadow) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Dark Charge Assumes a combat technique, giving your attacks a 50% chance to deal [<1>] internal damage and heal you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.Tags: [StealthUseable] Further stats of interest are Absorption, Accuracy, Alacrity, Armor, Critical Chance, Defense, Shield and Surge. (Note: Armor Rating is an indication of the relative worth of an item, analogous to the item level/ilvl, not the amount of armor provided by the item.) Note that the effectiveness of stats reduces as more of the stat is gained, so the relative weighting of stats changes depending on how much you currently have.
Note that at present, threat is not a huge concern, and sufficient Accuracy/Willpower is present on tanking gear to make gearing/modding for threat unnecessary. If more threat is absolutely required, for some reason, the best option is to switch in DPS pieces (such as a proc relic from the G4-B3 Heavy Fabricator), due to all pieces of the same tier having the same armour value anyway. The threat increase from non-relics is likely to be minimal, however, as the only significant gains are likely to be in Critical and Surge, the former of which being of low value too threat due to certainty of crits of Shock, and no abilities/skills which otherwise boost critical damage for others. For survivability, as all tanking gear comes with large amounts of Endurance by default, survivability is best gained with Absorption, Defence and Shield. The ratios to use vary depending on your overall budget of points to spread around, but it is recommended that if you lack the PvE set bonus of +5% shield with DW/KW, a ratio of Defence:Absorb:Shield of 3:1:0 is used until you have roughly 650-700 combined rating, at which point, a roughly 5:3:1 ratio should be used for continued upgrades. With the set bonus, the ratio should be 2:1:0 until 625 combined rating, at which point it becomes more complex and you will need to add any extra points above 625 in a 0:1:1 ratio (whilst keeping the first 625 2:1:0). For a graphical representation, this graph by Neokarasu, below, is quite useful, with the lighter values (1) representing a tanking Assassin/Shadow with the PvE 2-set bonus, and the darker values (2) representing a tanking Assassin/Shadow without it. ![]() For a more precise picture, specifc to your character, the Tanking Stats Spreadsheet by LagunaD is incredibly useful, and is far more valuable than a detailed breakdown of various conditions. More details of some experiments can also be found from this post in the current thread onwards. Data for this graph: https://docs.google.com/spreadsheet/ccc?...i=1#gid=15 b) Gear At endgame, most gear is decided for you by the set pieces, but some juggling of mods to have a 'perfect' ratio of defensive stats can be performed. This comes to the fore the most when one notices that endgame gear appears to have vastly more Accuracy than one could need, so some juggling of those Enhancements may prorve fruitful. This spreadsheet, by Neokarasu, lists all Enhancements at Columi and Rakata level. The ones of most interest are Shield/Defense (Columi only), Defense/Absorb and Accuracy/Absorb (Rakata Juggernaut/Guardian only). The exception is relics, which are much more variable. With the recent addition of stats to clicky-relics, I would recommend at least one relic of the Shrouded Crusader as a semi-emergency button for most fights, such as Campaign Relic of Imperiling Serenity. The second relic depends on the fight. For some fights, a Campaign relic of Imperiling Serenity may be useful if two emergency buttons are required and planned for. Otherwise, I recommend a Campaign Relic of Shield Amplification for a smooth damage reduction over time. Other fights, however, Such as Soa and the G4-B3 Heavy Fabricator, rely on high-burst DPS portions of a fight. In those situations, a Campaign Relic of Boundless Ages may be valuable. Other fights, such as Toth and Zorn may have a relatively steep enrage timer for some players, meaning that a consistently higher dps output from an on-hit proc relic (such as Campaign Relic of the Cerulean Nova) maybe useful. c) Consumables The consumables function similarly to other MMORPGs. There are Adrenals, which provide 15s buffs with a 180s cooldown), Stimulants, which provide a 120 minute buff and Medpacks, which restore health over 15s with a cooldown of 90s. Below are the suggested items for use by Assassin/Shadow tanks. The following 3 Rakata items are Bind on Pickup, meaning that you must be a Biochemist to use them: Rakata Absorb Adrenal - Increases Armor by 1725 for 15 seconds. (Cooldown: 3 minutes) Rakata Fortitude Stim - Increases Endurance by 136 and Defense by 56 for 120 minutes. Only one stimpack can be active at a time. This effect persists through defeat. Rakata Medpack - Restores 5050 to 6175 health and an additional 2245 health over 15 seconds. (Cooldown: 90s) These items are usable by anyone: Exotech Absorb Adrenal - Increases Armor by 1675 for 15 seconds. (Cooldown: 3 minutes) Exotech Fortitude Stim - Increases Endurance by 128 and Defense by 52 for 120 minutes. Only one stimpack can be active at a time. This effect persists through defeat. Exotech Medpac - Restores 4875 to 5950 health and an additional 2165 health over 15 seconds. (Cooldown: 90s) d) Crew Skills At present Bioanalysis, Biochem and Diplomacy is the most useful for the lazy/poor due to re-usable adrenals, stims and medpacks. However, with the ability to craft orange items with Augments in patch 1.2, Synthweaving may allow you to save more money in the long term, as you will not need to purchase Augmented Head/Chest/Hands/Legs/Feet from other players. All craft professions currently have the same maximum statistical benefits, so the choice mainly comes down to cost and other preferences. Thanks go to the following people for providing insights and information Anubis Black, bluekieran, Caketown, Draeveus, Gorodetski, Kitru, Kore, LagunaD, lpw, Masterkiller, metaspy, Piree, Pred, sanctified, Sennin, Sol and theonepanda. Special thanks go to Neokarasu and Pijinz, who have done excellent work on optimal gear composition for survivability, and threat/damage priority of abilities, respectively. Written by Alratan, based on the original draft by Ysme. Major update log: Alratan 16/04/2012 - Crew skills alteration with 1.2. 24/02/2012 - Rejigging of priority order with LTs and LTw, alogn with appropriate abilities. 10/02/2012 - Proper incorporation of stat optimisation from Neokarasu; amendments of Accuracy/Surge based on patch changes. 02/02/2012 - Re-formatting of priority order with Pijinz' comments; adding of more terminology in glossary; re-working of crew skills/equipment; revision of skill tree due to DC/KC proc change. 27/12/2011 - Re-structuring of the priority order and inclusion of 27/0/14. 04/12/2011 - Formatting, and addition of 23/0/18. 02/12/2011 - Major update with tooltips, Consular terminology, formatting changes and items. 19/11/2011 - Update to skill tree with new build. 11/10/2011 - Update due to new FL and regeneration information. 30/09/2011 - Changes to skill suggestions based on new tree. 19/09/2011 - Defensive stats updated. 03/09/2011 - Table of Contents added. 31/08/2011 - Modification of skill tree due to update; addition of Surge. 28/08/2011 - Addition and updating of abilities after the betacake ability release. 25/08/2011 - General revision and restructure into a Compendium; updated with current information on beta stats, skills and ability updates. Ysme 07/08/2011 - Added Talent Tree info form Pred and Talent Builder link from Caketown. 30/07/2011 - Amended and Adapted original text for The Darkness Assassin Tank. |
|||
|
04-12-2012, 04:36 PM
Post: #2
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
This compendium should be fully up to date for 1.2, as we haven't really been affected at all!
|
|||
|
04-13-2012, 07:55 PM
(This post was last modified: 04-13-2012 07:55 PM by Loreki.)
Post: #3
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
How do people feel about the 3 new Campaign Relics from daily commendations?
All have base stats 57 endurance and 41 power the additional effects are: of Imperiling Serenity - Use: Increase defence rating by 405 for 20 seconds. of Shield Amplication - Equip: Shielding an incoming attack grants 405 absorb rating for 6 seconds. The effect can only occur once every 20 seconds and shares this limit with similar defensive effects. of the Shrouded Crusader - Use: Increase Shield Rating and Absorb Rating by 255 for 20 second. It's highly situational I know. The 2 usable ones look better for most boss type fights where there are high damage periods as they can be used when needed to get the best practical, rather than theoretical, mileage. For trash where you're just looking to reduce fairly consistent damage with no spikes I'd say Shield Amp/Shrouded Crusader. What do people with a fair better grasp of the maths think? |
|||
|
04-13-2012, 10:40 PM
(This post was last modified: 04-13-2012 10:41 PM by Ashbold.)
Post: #4
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
Since nearly everyone at least full columi should have reached Def soft cap, the first one is not optimal. It's close between Sh Amp and Crus, I'd say you're right for most bosses the usable one is better, but if you're already using adrenals I'd say it's redundant and you should go for the proc one.
|
|||
|
04-14-2012, 12:31 AM
Post: #5
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
Yeah you're probably right RE: Defence capping. I hadn't considered that.
I guess I'll grab the other two; they're just straight upgrade versions of my existing set up anyway. |
|||
|
04-14-2012, 03:03 AM
Post: #6
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
Re: Defence capping - the cap is around 418, right?
I was waiting for 1.2 to 'fix' my Rakata gear. Sadly, they decided to leave it like that. The end result is me having zero custom gear and 1 spare Enh with useful stats (and not bloody Accuracy .. hey look, my Saber Strike doesn't miss /o\ ). Can I get some directions, I want to get some custom gear (Black Hole gear is on the table but lets speak pre-BH ). I don't know where to start, I am aware that many Exotech pieces have really good mods and my endurance is too high (depending on the Relic/Implant/OH setup im around 23900 and 24400 HP .. ). Obviously, 'downgrading' from Rakata is the way to go. I have the mods/enh from the old dailies but they arent exactly useful with this shield rating on them. Tl; DR: My def is kinda low (under 400), i think my shield chance is ok (49% with the set bonus) and my absorb is almost 42%. Where do I get the custom mods/enh to change things around? o7 |
|||
|
04-14-2012, 05:24 AM
Post: #7
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
Just three questions:
1) I have been using the Thrash-less tanking rotation. Is this still viable from a threat and damage perspective. 2) Is it a DPS loss to use a 3xHD Force Lightning every time it is up or is it better to only use if you need the heal and/or HD is about to expire? Currently, I use 3xHD Force Lightning every time it is up unless I know it can't get the full cast in. 3) I cast Wither and Discharge every time it is up even if the debuffs are still on the target. Is there a downside to this? |
|||
|
04-14-2012, 07:20 PM
Post: #8
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
Since patch 1.2 is live, the crewskills part could need more clarification:
Code: Advanced Accuracy Augment 22For now, any piece of your gear has an augmented version, craftable (bind on pickup) by a specific crewskill. Listet up, it looks like that: Ear: Cybertech Implant1: Biochem Implant2: Biochem Bracers: Synth Relic1: Artifice Relic2: Artifice Mainhand: Artifice Offhand: Artifice Head: Synth Chest: Synth Belt: Synth Robes: Synth Shoes: Synth Summing that up: Advanced Accuracy Augment 22 +12 Endurance +18 Accuracy Rating Cybertech: 12 Endurance 18 Accuracy Rating Biochem: 24 Endurance 36 Accuracy Rating + Spare money from enless packs Synth: 72 Endurance 108 Accuracy Rating Artifice: 48 Endurance 72 Accuracy Rating So if i dont got any major mistakes in my assumptions, its currently: Synth > Art > Bio > Cyber > rest |
|||
|
04-15-2012, 01:12 AM
(This post was last modified: 04-15-2012 01:13 AM by Loreki.)
Post: #9
|
|||
|
|||
|
RE: Sith Assassin/Jedi Shadow Tanking Compendium
You are correct lolwut that synthweaving will present the best potential by affording the most augment slots. However that's based on the assumption that you can use fully moddable gear. This assumption is all fine and well for people with the new T2 pieces with the transferrable set bonuses, less so for players stuck with the old T1 sets in which the set bonuses cannot be moved.
Indeed as relics and mainhand/offhand are not constrained by set bonuses. Until you get fully moveable T2 gear it may be for you that the greatest access to 'craft-your-own' augment slots may practically speaking come from Artifice. |
|||
|
04-15-2012, 01:47 AM
Post: #10
|
|||
|
|||
| RE: Sith Assassin/Jedi Shadow Tanking Compendium | |||
|
« Next Oldest | Next Newest »
|