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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.
[Empire]
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.
[Republic]
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.
[Empire]
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.
[Empire]
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.
[Republic]
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.
[Republic]
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.
[Republic]
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.
[Republic]
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.
[Republic]

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
  • 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
    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.
    (+30% damage)
  • 15% damage to 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
    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.

23/0/18
  • 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
    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.
    (-50% cost)
  • +25% crit damage on 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
    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.
  • Instant activation for 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
    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.
    and 2 second stun on early break

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
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
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.
dealing a larger amount of threat than a single 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.
/ Force in Balance
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.
, and with easier force management than Wither

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
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.
, although this is obviously of little use against bosses.

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
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.
does stack from multiple Assassins/Shadows, having more than one 31/0/10 is attractive if survivability is an issue.

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
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]
will not be mentioned, as they are of no value whilst tanking.

c i.) Tanking Abilities
  • 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
    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.
    - Due to the extremely high dpGCD of this ability and the fact that it has a 30% chance to proc Energize/PA, it should always be used when available.
  • 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
    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]
    - Saber Charge/Techniques function a lot like a stance or weapon imbue. Dark Charge/Combat Technique gains an extra +20% armor from Eye of the Storm/Stasis, an extra 3%/6%/9% damage from Electric Execution/Expertise and an extra 7.5%/15% proc chance from Swelling Shadows/Rapid Recovery.
  • 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
    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.
    - This means that 10 Force and free action should always be possible at the time of the final charge expiration, so do not use abilities which would cause a GCD during the time in which the final charge is likely to expire. Note that it has a cooldown of 12s and a duration of 20s, so it need not be cast every cooldown. The tank should prevent any attacks from occurring whilst Dark/Kinetic Ward is down, which may mean that against particularly hard and rapidly hitting enemies, Dark/Kinetic Ward should be refreshed even when a charge is still present. This ability does not trigger the GCD.
  • 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
    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.
    - In a 23/0/18 or 27/0/14 build, this ability is very useful against 2+ targets due to its high dpGCD.
  • Deflection
    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.
    - Deflection provides a 50% increase to melee and ranged defence for 12s.
  • 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
    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.

    - Discharges/Force Breaches are abilities which damage a target enemy, with damage and potential debuffs based on the Saber Charge used.
  • 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
    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.
    - With the recent addition of the Harnessed Darkness/Harnessed Shadows skill, Force Lightning is potentially quite powerful, and it has been confirmed that it allows avoidance during the channel.
  • Force Pull
    Force Pull
    Sith Inquisitor (Assassin)

    Range: 10m - 30m
    Activation time: Instant
    Cooldown: 45 secs

    Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.
    - Naturally, this is very good for picking up adds mid-fight. If there are no adds in a fight and there is a substantial knockback or need for manoeuvrability, it can also be used for free threat whilst re-engaging with the boss.
  • Force Shroud
    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
    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.
    - The removal of hostile effects makes this fantastic for tanking, situationally. With good timing, it might even be of used during scripted attacks.
  • Force Speed
    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.
    - Improves movement speed by 150% for 2 seconds. This is very useful for picking up adds, a teleporting boss, kiting, or the like.
  • Guard
    Guard
    Sith Warrior (Juggernaut)

    Range: 30m
    Activation time: Instant
    Mirror: Guard

    Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.
    - Whilst the benefits of this ability are fantastic, the range requirement of 15m means that it must be used carefully in most raid situations, quite probably on a high dps melee character. This ability should always be active on someone in your party/raid, as its benefits are enormous and there is no drawback.
  • 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
    Whirling Blow
    Jedi Consular (Shadow)

    Force: -40
    Activation time: Instant
    Damage Type: Weapon
    Mirror: Lacerate

    Deals [<1>] weapon damage to all nearby targets.
    - Melee AoE attack, with a chance to proc Energize/Particle Acceleration. At a cost of 40 Force, this will most likely be used only in AoE situations. It is reasonable to assume that Lacerate/Whirling Blow has a chance to proc Dark Charge/Combat Technique's healing effect on each hit against an enemy, as long as the proc interval is not triggered.
  • Mass Mind Control
    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.
    - This ability functions as a taunt for 6s on all enemies within 15m.
  • Mind Control
    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.
    - A 6s, single-target taunt which costs a mere 5 force. When used against players, it instead applies a 30% damage debuff to them against all players other than the Mind Controlling tank for the duration.
  • 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
    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.
    - With the T4 Darkness/Kinetic Combat skill Hollow/Impact Control, this heals the tank for 10% of their total health. The 2 minute cooldown means that it should be used very carefully.
  • 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
    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.
    - This is potentially very useful for rapid threat generation, to almost guarantee one or two critted abilities right at the start of a fight, especially if pulling adds. It also increases the range of 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
    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.
    to 30 ft., making it fantastic for initial pulls. This ability does not trigger the GCD, and currently causes all 4 ticks of Force Lightning/Telekinetic Throw to crit. Note that this can also make the procced second Shock/Project dealing 50% damage crit, making it better for the first charge to be eaten by FL/TT and the second by Shock/Project, so that a charge is not wasted.
  • 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.
    - This ability is three quick, basic attacks dealing 100% weapon damage between the three, with no cooldown and no force cost. It is the filler ability within the rotation/priority order, for when there is no force to use on a better ability.
  • 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
    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.
    - This is a short-range ability with reasonable damage-dealing capabilities, which is massively buffed by various skills, providing -6 force cost, 15% increased damage and 15% increased threat and with a proc to make it always crit.
  • 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
    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.
    - This ability provides two quick hits from the melee weapon, with bonus damage. Additionally, the cost is reduced by the T2 Madness/Balance skill Torment/Psychokinesis, and its role when combined with Energize/Particle Acceleration makes it invaluable.
  • 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
    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.
    - This ability provides high threat, both single- or multi-target, also providing an outgoing damage debuff on targets. Wither/Slow Time should be cast every 15 seconds at minimum, as well as at the beginning of any fight, in order to ensure maximum uptime of the outgoing damage debuff.

c ii.) Situational Abilities
  • Electrocute
    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
    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.
    - A CC ability with potential use in emergencies or add-pulls, but with limited use in a tanking rotation unless Nerve Wracking is viable.
  • Force Slow
    Force Slow
    Sith Inquisitor

    Force: -15
    Range: 10m
    Activation time: Instant
    Cooldown: 12 secs
    Damage Type: Kinetic
    Mirror: Force Slow

    Deals [?] kinetic damage and slows the target's movement speed by 50% for 6 seconds.
    - Whilst potentially useful for slowing trash/adds, this is unlikely to be of much help against a boss.
  • Jolt
    Jolt
    Sith Inquisitor

    Range: 10m
    Activation time: Instant
    Cooldown: 12 secs
    Mirror: Mind Snap

    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    / Mind Snap
    Mind Snap
    Jedi Consular

    Range: 10m
    Activation time: Instant
    Cooldown: 12 secs
    Mirror: Jolt

    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    - Whilst useful for interrupting boss abilities with an activation time (if present), it's not part of the normal tanking rotation.
  • 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
    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.
    - This ability may have some merit if overwhelmed, but will not be part of a standard rotation due to it pushing targets away, rendering further threat generation slowed.
  • Spike
    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
    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.
    - This skill has little tanking-specific merit, but it may be useful to provide temporary CC against a melee opponent, such as to reduce incoming damage. This skill will be re-evaluated if Nerve Wracking affects bosses. If Nerve Wracking is taken for whatever reason, it may be of great use when attempting to burn down high-health adds more quickly.
  • Unbreakable Will
    Unbreakable Will
    Sith Inquisitor

    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Force of Will

    Summons the unbreakable will of the Sith, immediately freeing you of all incapacitating and movement-impairing effects.
    / Force of Will
    Force of Will
    Jedi Consular

    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Unbreakable Will

    Demonstrates your force of will, immediately freeing you of all incapacitating and movement-impairing effects.
    - As an ability which frees the tank from CC once every 2 minutes, this is unlikely to be useful in most boss fights, but may still come in handy from time to time.
  • 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
    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.
    - This is of little use during tanking, for tanking's sake, but may be useful during the pull for adds/trash, or mid-tanking for adds in some scenarios.

c iii.) Non-tanking Abilities
  • Blackout
    Blackout
    Sith Inquisitor (Assassin)

    Activation time: Instant
    Cooldown: 60 secs
    Mirror: Blackout

    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
    - This requires and boosts stealth, thus rendering it unsuitable for a tank.
  • Channel the Force
    Channel the Force
    Sith Inquisitor

    Activation time: Instant
    Cooldown: 1200 secs
    Damage Type: Healing

    Summons the Force to aid you and your companion, immediately finishing the cooldown on Electrocute and restoring 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
    - Restoring 2% of maximum health every 3 seconds for a minute is very useful, but the lack of Companions in Operations renders it only useful against world bosses and perhaps Flashpoints.
  • 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.
    / 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.
    - The 2s Activation time renders it a liability when tanking for any purpose other than pulling if 31/0/10, but is a staple of the rotation if 23/0/18 whenever the proc is up.
  • Maul
    Maul
    Sith Inquisitor (Assassin)

    Force: -50
    Range: Melee (4m)
    Activation time: Instant
    Damage Type: Weapon
    Mirror: Shadow Strike

    Deals [<1>] weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber.
    / Shadow Strike
    Shadow Strike
    Jedi Consular (Shadow)

    Force: -50
    Range: Melee (4m)
    Activation time: Instant
    Damage Type: Weapon
    Mirror: Maul

    Deals [<1>] weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber.
    - This attack can only be made from behind, and has an extremely high force cost, rendering it unsuitable for tanking.
  • Mind Trap
    Mind Trap
    Sith Inquisitor (Assassin)

    Force: -50
    Range: 10m
    Activation time: Instant
    Mirror: Mind Maze

    Traps the target's mind, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.
    / Mind Maze
    Mind Maze
    Jedi Consular (Shadow)

    Force: -50
    Range: 10m
    Activation time: Instant
    Mirror: Mind Trap

    Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.
    - A very good CC, but being used only from stealth means that it is only useful for trash pulls, and not something used during actual tanking time.
  • Sacrifice
    Sacrifice
    Sith Inquisitor

    Activation time: Instant
    Cooldown: 300 secs
    Damage Type: Healing
    Mirror: Unity

    Sacrifices your companion to the brink of death to instantly heal yourself for 40% of your total health.
    / Unity
    Unity
    Jedi Consular

    Activation time: Instant
    Cooldown: 300 secs
    Mirror: Sacrifice

    Unifies you and your companion through the Force, reducing the damage you both take by 50% for 15 seconds.
    - Whilst a very nice emergency ability, the lack of Companions in Operations renders it only useful against world bosses and perhaps Flashpoints.
  • Stealth
    Stealth
    Sith Inquisitor (Assassin)

    Activation time: Instant
    Mirror: Stealth

    Enters stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.
    - Unlike in other games, stealthed players are very easy to spot by bosses, even from behind. Stealth will have almost no value in boss situations for a tank.

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
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]
will be kept up permanently. The only reason to drop Dark Charge/Combat Technique will be to deliberately lose threat temporarily, such as during a tank swap, due to the threat boost of Dark Charge/Combat Technique.

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
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.
should be used every 20 seconds or when there is only 1 charge left, 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
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.

every 18 seconds and 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
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.
every 15 seconds, at minimum. This is reflected in the priority orders, below. When opening, please note that Dark Ward should probably be used before a pull. It should also be used before a 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
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.
, as whilst it is off the GCD, it will interrupt the channel. Finally, all abilities off GCD, which includes DW/KW, Recklessness/Force Potency, Deflection, etc. sometimes cause the client to think a GCD is triggered if they are not used during the GCD from another ability. For this reason, these abilities should be used during another ability's animation, wherever possible.

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.
in order to regenerate rather than moving to the next step. Care should also be taken that there will be available Force ready for steps 1-3, so that (de-)buffs are always up.

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
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.
iff 1 charge left or <1s duration
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
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.
iff 5% damage debuff is not applied to target
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
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.

iff 5% accuracy debuff is not applied to target
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
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.
iff target is at <= 30% 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
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.
OR 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
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.
iff 2 targets
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
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.
iff 3 charges && <93 force && situational
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
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
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.
iff high force and Shock/Project not ready (Force >= (100 - (Shock/Project cooldown * 12.3))

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
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.
OR 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
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
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.
iff 3 charges && <93 force && situational
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
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
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.
iff high force and none of the above ready

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
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.
iff 2 targets
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
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.
iff 3 charges && <93 force && situational
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
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.
iff HD/HS has low duration
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
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.
iff 2 targets
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
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.
iff Energize/Particle Acceleration && (Exploitive Strikes/Force Synergy is down OR >80 Force)
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
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.
iff Energize/Particle Acceleration down

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
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.
OR 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
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
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.
iff 3 charges && <93 force && situational
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
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
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.
iff (Energize/Particle Acceleration proc && (Exploitive Strikes/Force Synergy is down OR >80 Force)) OR HD/HS has low duration
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
Whirling Blow
Jedi Consular (Shadow)

Force: -40
Activation time: Instant
Damage Type: Weapon
Mirror: Lacerate

Deals [<1>] weapon damage to all nearby targets.
iff 4 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
Whirling Blow
Jedi Consular (Shadow)

Force: -40
Activation time: Instant
Damage Type: Weapon
Mirror: Lacerate

Deals [<1>] weapon damage to all nearby targets.
OR 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
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.
iff 3 targets (whichever is more convenient)

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
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
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
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
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
Whirling Blow
Jedi Consular (Shadow)

Force: -40
Activation time: Instant
Damage Type: Weapon
Mirror: Lacerate

Deals [<1>] weapon damage to all nearby targets.
[/quote]

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
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.
and 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
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.

have AoE components, so should be skipped if that would be problematic (e.g. breaking CC).

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
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.
should be used whenever the healing boost is needed, as should the other survivability/utility buffs such as Deflection
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
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
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
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.
, and the taunts, Mind Control
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.
and Mass Mind Control
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.
. All of the skills in this paragraph are off the GCD.

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
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
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
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.
and Spike
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
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.
may prove helpful for adds if they are a concern and cannot be effectively tanked.

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
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.
does not incur GCD and has no force cost, it should probably be used soon after it is off cooldown, unless there is a specific reason to save it (e.g. aggro wipe, adds, phases). At present, Recklessness/Force Potency can also cause all 4 ticks of Force Lightning/Telekinetic Throw to crit, and can also cause the second, half-damage Shock/Project to crit. This means that an ideal scenario would be the first charge eaten by FL/TT, and the second by a Shock/Project. Note that as it applies to Discharge/Force Breach and Wither/Slow Time, if only facing a single target be sure to time its use after these abilities so that the maximum damage/threat increase is achieved.

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.
  • Endurance improves health, and is an auxiliary stat for Sith Inqusitors/Jedi Consulars, increasing by 3.5 Endurance per level on average. Every point provides 10 health points, and every 5 points provides 1% health regeneration.
  • Strength improves melee attacks, and is an inferior stat for Sith Inquisitors/Jedi Consulars, increasing by 0.9 Strength per level on average.
  • Willpower improve force attacks, and is the dominant stat for Sith Inquisitors/Jedi Consulars, increasing by 4 Willpower per level.

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
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.
and 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
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.
  • Absorption increases the % of damage improved by a successfully shielded/blocked attack, and is analogous to block value in World of WarCraft.
  • Accuracy is improved by Accuracy Rating, and determines the chance for our melee and force abilities to hit the enemy - although no enemies have resistance to force/tech, so this only applies to our melee skills. Due to hits procing Energize/PA, as well as the number of melee attacks in our rotation, Accuracy is our most valuable threat stat, closely followed by Surge. The amount of Accuracy to always hit bosses is uncertain, although it is likely somewhere between 8-10%. Accuracy beyond this point is worthless.
  • Alacrity is analogous to Haste in World of WarCraft, reducing activation and channeling times. This stat will be of no value to us unless it also reduces the Global Cooldown (GCD), as all of our effects are instants except for Force Lightning.
  • Armor is a valuable stat, providing Kinetic and Energy damage reduction. We will not need to force on this, and will acquire it naturally by improving our gear. Due to Combat Technique, even small bonuses from Armor on gear will provide very large bonuses in the final Armor value Assassins/Shadows have. Consequently, any future items with Armor which are not traditionally armor pieces, such as modifications, will be of greater benefit for Assassins/Shadows than they will be for Juggernauts/Guardians or Powertechs/Vanguards.
  • Critical Chance is the chance to score a critical strike, which improves the damage/healing of an ability by 50%, and is improved by Critical Rating and the dominant stat. Critical Chance is less useful for us than it might be for some other classes, as we have no abilities/buffs which depend on criticals for their activation, and thus Critical Chance merely provides a small amount of threat.
  • Defense increases our chance to parry/deflect melee/ranged attacks, and is analogous to parry in World of WarCraft and similar games. Pure Defense % based abilities (such as the PvE set bonuses for Powertechs) can also cause avoidance/resistance to Force/Tech attacks, but we have no abilities to do so.
  • Power increases damage dealt by the relevant prefix - Attack, Force or Tech (or just all). Power is a pretty basic threat stat.
  • Shield increases our chance to shield/block attacks, and is analogous to block chance in World of WarCraft.
  • Surge increases the magnitude of critical effects, improving their extra damage/healing beyond +50%. Given that we are guaranteed crits for all uses of Shock, a high Surge rating is valuable for threat, and may be our second most valuable threat stat along after Accuracy, at least for the first ~250 rating.

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.

[Image: mfARe.png]

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.
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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!
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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?
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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.
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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.
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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 Smile ). 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
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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?
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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 22
+12 Endurance
+18 Accuracy Rating
Seems to be the piece to look at.

For 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
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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.
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04-15-2012, 01:47 AM
Post: #10
RE: Sith Assassin/Jedi Shadow Tanking Compendium
(04-14-2012 03:03 AM)nex Wrote:  
Quote:Re: Defence capping - the cap is around 418, right?
Pardon the 'newbness,' but this is the first I've ever heard about Defense 'capping.' Where are you basing your idea from? How was/is this determined? And more importantly, is that correct?
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