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[Guide/Theorycrafting] Jedi Shadow Tanking!

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
[Guide/Theorycrafting] Jedi Shadow Tanking!

MercArcher's Avatar


MercArcher
12.13.2011 , 02:14 PM | #1
***PLEASE FLAG FOR STICKY***

UPDATE IN PROGRESS

Updated 12-14-11

Table of Contents

I: Introduction
II: Talents
III: Rotation
IV: Skills
V: Energy Management
VI: Gearing
VII: Consumables

I: Introduction

Welcome to the in depth guide for Jedi Shadow tanking in Star Wars: The Old Republic. This guide will equip you with the basics of tanking with a Jedi Shadow as well as provide advanced discussion into various aspects of tanking.

II: Talents

Single target/Raid tanking spec

This is your primary tanking spec. You go all the way up to slow time to gain it as a debuff. There are a few points that will need extensive testing once the game launches, however this will be the basic format of our spec. The points in questing revolve around Mental Fortitude, Rapid Recovery, Applied Force, and Expertise

AoE/Add tanking spec

On this spec we give up both Slow Time and Telekinetic Throw to gain Force in Balance and free Mind Crush procs. Force in Balance is a great move for AoE threat, as well as providing meaningful self healing when tanking multiple targets, while Mind Crush becomes an impressive single target nuke and DoT.


III: Rotation

Shadows are both a cooldown and a proc based tanking class leading to a priority list for skills rather than an actual rotation. This rotation includes watching buffs, debuffs, procs, and cooldowns leading to a complicated priority list.

Single Target

Priority (31/0/10)

1) Kinetic Ward with no current charges up – Kinetic Ward is off the GCD.
2) Force Breach if debuff is not applied or debuff time < 1.5 sec
3) Slow Time if debuff is not applied or debuff time < 1.5 sec
4) Telekinetic Throw with 3 stacks of Harnessed Shadows
5) Project if Particle Acceleration is up
6) Double Strike
7) Saber Strike if you are out of energy, or need energy to refresh an upcoming debuff


Priority (25/0/16)

1) Kinetic Ward with no current charges up – Kinetic Ward is off the GCD.
2) Force Breach if debuff is not applied or debuff time < 1.5 sec
3) Project if Particle Acceleration is up
4) Mind Crush if DoT is not applied
5) Double Strike
6) Saber Strike if you are out of energy, or need energy to refresh an upcoming debuff


AoE


Priority (31/0/10)

1) Kinetic Ward with no current charges up – Kinetic Ward is off the GCD.
2) Slow Time
3) Force Breach
4) Whirling Blow
5) Saber Strike if you are out of energy


Priority (25/0/16)

1) Kinetic Ward with no current charges up – Kinetic Ward is off the GCD.
2) Force in Balance
3) Force Breach
4) Whirling Blow
5) Mind Crush if you are out of energy
6) Saber Strike if you are out of energy


IV: Skills

Kinetic Ward – 10 Force – Off GCD – This ability is our sustainable defensive cooldown, It has a maximum uptime of 8 blocks or 20 seconds whichever comes first and a cooldown of 12 seconds. You should maintain the highest uptime possible on this buff refreshing it as soon as possible when the charges or timer expires without wasting current charges in your refreshing of it.

Slow Time – 30 Force – This ability is mainly used to apply its debuff or generate snap threat. You won’t have the force to constantly use this ability on cooldown, however you will need to use it to maintain the debuff of -5% damage done. This can be used on cooldown if threat is an issue or if the pull is AoE.

Force Breach – 20 Force – This ability is similar to Slow Time as you will be using it to maintain its debuff of -5% chance to hit, however this ability does not cause a high amount of threat like Slow Time and should not be spammed for threat or damage. You will want to refresh this debuff at the last possible second (< 1.5 sec left on timer).

Telekinetic Throw – 30 Force – This ability is ONLY used with 3 stacks of Harnessed Shadows. It is a channeled spell which does its damage over 3 seconds. You CAN defend attacks while channeling so that is a non issue. This also provides a self heal of 12% of your max health over its duration. A note, you will gain force over the channeling time, so do not use this ability above 93 force.

Project – 39 Force – Project will be our heavy hitting ability. It will auto crit with 50% extra damage due to Particle Acceleration, and should only be used when particle acceleration is up.

Double Strike – 22 Force – This is how we proc our Particle Acceleration to get those heavy Project hits. You will want to use this ability when everything else is on cooldown/debuffs are up. However you must take into account the force you will need to refresh the other debuffs once they need refreshed and not overuse your force pool.

Saber Strike – Free – This is our filler skill, it costs no force and does 3 attacks with our weapon dealing weapon damage. This can proc our technique.

Mind Crust - Free(with proc) - This is will not be used by the 31/0/10 spec as it has a 2 second cast timer and provides no real benefit, however this will be used in the 25/0/16 build with Force Strike procs as a free instant cast nuke.

Force in Balance - 25 Force - Good go to skill for the 25/0/16 build that provides some self healing

Whirling Blow - 40 Force - AoE basic attack, high force usage, so don't expect to spam this.

Mind Snap - Free - off GCD - Interrupts casting of you're target.

Combat Technique - Free - This is the technique you will be tanking in, you gain extra armor, extra threat, we also gain 9% internal/elemental resistance and the ability to use abilities such as guard.

Force Pull - Free - This is a pulling skill or gap closing skill for weaker enemies. It will pull your target to you, but will not work on bosses. It also generates a high amount of threat so it might have uses in boss fights.

Guard - Free - Target takes 5% less damage, and generates 25% less threat. has a maximum range of 15m so you will most likely keep this on a melee DPS in raids. If the target does go out of range the buff will stay, but will do nothing till they get within range.

Mind Control - Free - Off GCD - 6 second single target taunt.

Mass Mind Control - Free - Off GCD - 1 second AoE taunt.

Battle Readiness - Free - Off GCD - 10% self heal and 300% increase of combat techniques self heal

Deflection - Free - Off GCD - 50% increase melee and ranged defense for 12 seconds. An extremely useful avoidance cooldown.

Force Cloak - Free - Complete agro drop. Has possible uses, but be careful. 10 seconds of no healing if used.

Force of Will - Free - off GCD - Removes all incapacitating and movement impairing effects

Force Potency - Free - Off GCD - 60% increased crit chance on 2 spells. makes Telekinetic Throw a 30 yard range. You will want to use this ability when you can cast 2 projects in a row making project an auto crit with particle acceleration doing 50% extra damage.

Force Speed - Free - 150% increased movement speed for 2 seconds. Great for movement fights.

Resilience - Free - Off GCD - Removes all debuffs and grants 100% force and tech resistance for 5 seconds. Can be used proactively to prevent damage or retroactively to remove debuffs.








V: Energy Management

I’m going to be quoting a post from this thread as it goes in depth as to our energy situation. Thank you Kitru for you’re contributions!

Quote: Originally Posted by Kitru View Post
Here's some Force consumption maths to consider.

With One with the Force, default Force Regen is 10.4 Force/second regen. With Combat Technique and Double-bladed Saber Defense, you get 2 Force back with every shield, parry, or deflect once every second. Assuming a 77% chance to do so (10% base dodge + 5% base block + 15% Combat Technique block + 15% Kinetic Ward + 2% Shadowsight + 4% Double-bladed Saber Defense + 5% Force Breach debuff + 6% combination (assuming a minimum of gear contribution) + 15% shield item bonus chance) and 1 attack per GCD, you can expect a further ~1 Force/sec, for a total of 11.4 Force/sec.

Based upon the use paradigm for each ability, we can determine what the average cost over time of using these abilities in such a way will be. As such, I will be defining the use paradigm of each ability in terms of how often it will be used (with explanations given in parenthesis), the percentage of your activation time will be consumed with this use paradigm (this number will deviate from reality to some extent since not all abilities have use ratios that perfectly sync with one another), and, based on the Force cost, what the average Force consumption for using such an ability in such a way will be. I will be assuming an overlap of a single GCD for debuffs in order to prevent any losses of the debuff.

Force Breach (maintain 18 second debuff):
1 every 16.5 seconds ; 20 Force; 9.1% activation use; -1.21 Force/sec
Kinetic Ward (recast immediately when debuff falls off (every 8 shield successes or 20 seconds); with a 50% block chance (5% base, 15% shield, 15% CT, 15% KW), 36.5% of attacks will be blocked rather than dodged or hit; assuming 1 attack every GCD, 8 shield successes will take 32 seconds):
1 every 20 seconds; 10 Force; 0% activation use; -.50 Force/sec
Alternate Kinetic Ward (recast on cooldown):
1 every 12 seconds; 10 Force; 0% activation time; -.83 Force/sec
(Heavy) Slow Time (recast on CD):
1 every 7.5 seconds; 30 Force; 20% activation time; -4.00 Force/sec
(Easy) Slow Time (maintain 15 second debuff):
1 every 13.5 seconds; 30 Force; 11.1% activation time; -2.22 Force/sec
(Heavy TK) Double Strike (to trigger Particle Acceleration for Project crits for Harnessed Shadows stacks; assuming 21 second TK Throw cycle)
3 every 21 seconds (3 iterations of 1 every 6 seconds with 3 second wait after (for TK Throw)); 23 Force; 21.5% activation time; -3.29 Force/sec
(Easy TK) Double Strike (to trigger Particle Acceleration for Project crits for Harnessed Shadows stacks; assuming 30 second TK Throw cycle)
3 every 30 seconds (3 iterations of 1 every 9 seconds with 3 second wait after (for TK Throw)); 23 Force, 15% activation time; -2.30 Force/sec
(Heavy TK) Project (with Particle Acceleration to trigger Harnessed Shadows and Force Synergy; assuming 21 second TK Throw cycle):
3 every 21 seconds(3 iterations of 1 every 6 seconds with 3 second wait after (for TK Throw)); 39 Force; 21.5% activation time; -5.57 Force/sec
(Easy TK) Project (with Particle Acceleration to trigger Harnessed Shadows and Force Synergy; assuming 30 second TK Throw cycle):
3 every 30 seconds(3 iterations of 1 every 9 seconds with 3 second wait after (for TK Throw)); 39 Force; 15% activation time; -3.90 Force/sec
(Heavy) Telekinetic Throw (every 3 stacks of Harnessed Shadows; assuming 21 second TK Throw cycle):
1 every 21 seconds; 30 Force; 14.3% activation time; 30 Force; -1.43 Force/sec
(Easy) Telekinetic Throw (every 3 stacks of Harnessed Shadows; assuming 30 second TK Throw cycle):
1 every 30 seconds; 30 Force; 10% activation time; 30 Force; -1.00 Force/sec

To determine consumption, the appropriate use paradigms must be chosen. Slow Time will either be used on CD (higher threat, higher cost) or to maintain the debuff (lower threat, lower cost). Telekinetic Throw should be used, on average, either once every 21 seconds or once every 30 seconds (it can be used faster than this thanks to PA procs removing the Project CD, but, since I'm assuming average values, the standard recharge on Project seem appropriate to signify use of other, high priority abilities). All in all, this gives us 4 overall use paradigms (Heavy Slow Time + Heavy Telekinetic Throw; Heavy ST + Easy TK; Easy ST + Heavy TK; Easy ST + Easy TK). Kinetic Ward's 2 use paradigms are based on differing assumptions of blocks over time; the disparity between the two will be reflected in a range of net loss. Sustainability is determined by dividing the 100 starting Force by a net loss to determine how long the use paradigms could be maintained (this does not take any lack of Force at any specific time into consideration, so the number is likely to be substantially lower given the high costs of some abilities (re: Project))

Heavy/Heavy:
Non-Saber Strike animation use: 86.4% (9.1 + 0 + 20 + 21.5 + 21.5 + 14.3)
Total Consumption: 16-16.33 Force/sec(1.21 + (.5 or .83) + 4.0 + 3.29 + 5.57 + 1.43)
Net Loss: -4.6 to 4.93 Force/sec
Sustainability: 21.74 to 20.28 seconds

Heavy/Easy:
Non-Saber Strike animation use: 69.1% (9.1 + 0 + 20 + 15 + 15 + 10)
Total Consumption: 12.91-13.24 Force/sec (1.21 + (.5 or .83) + 4.0 + 2.3 + 3.9 + 1)
Net Loss: -1.51 to 1.84 Force/sec
Sustainability: 66.23 to 54.35 seconds

Easy/Heavy:
Non-Saber Strike animation use: 77.5% (9.1 + 0 + 11.1 + 21.5 + 21.5 + 14.3)
Total Consumption: 14.22-14.55 Force/sec (1.21 + (.5 or .83) + 2.22 + 3.29 + 5.57 + 1.43)
Net Loss: 2.82 to 3.15 Force/sec
Sustainability: 35.46 to 31.75 seconds

Easy/Easy:
Non-Saber Strike animation use: 60.2% (9.1 + 0 + 11.1 + 15 + 15 +10)
Total Consumption: 11.13-11.46 Force/sec (1.21 + (.5 or .83) + 2.22 + 2.3 + 3.9 + 1)
Net Loss: +.27 (gain) or -.06 Force/sec
Sustainability: Indefinite or 27.78 minutes (1666.67 seconds)

Overall, the conclusions to be drawn are relatively simple: the only use paradigm that is going to be appreciably useful for long fights without designated rest periods is going to be the easy/easy, wherein abilities are only used to maintain whatever buffs they provide. It should be possible to start with heavy/heavy at the beginning of a fight in order to quickly build threat over DPS and healers and then transfer into an easy/easy paradigm once threat has been established.

VIGearing - WIP

Some notes about shadow gearing.

170% bonus from armor giving us 270% armor contribution
7% damage reduction
3% bonus stamina
6% bonus defense
19% bonus resist (elemental and internal)
30% bonus shield chance
4% bonus shield absorb
5% enemy miss chance
50% bonus threat generation
Base Parry - 10% (Melee)
Base Deflect - 10% (Ranged)
Force Regen rate - 8/sec base, 10.3/sec talented, 12.3/sec with procs


Stat Scaling
10 armor = 27 armor
1 endurance = 10 hp
100 endurance = 3 hp regen
10 defense = 1% deflect and parry (no DR seen yet)
4 Shield Absorption = 3%
232 accuracy = 100% hit


Work in Progress. Will update after more testing.



VII: Consumables - WIP
Rakata Fortitude Stim - 136 Endurance 56 Defense for 2 hours
This stim will give us 1400 HP and 5.6% deflect and parry if talented %defense is static, 5.9% if it adjusts your stats.

Rakata Absorb Adrenal - 1725 armor for 15 seconds, 3 min CD
This potion will give 4657 armor if adjusted by % armor increase providing a rough 30% increase to survivability. If it stays 1725 armor it is a rough 14% increase to survivability. Either way prepare to use a lot of these adrenals.

Rakata Medpac - Restores 5050 to 6175 health and an additional 2245 health over 15 seconds.
If this shares a cooldown with the Absorb Adrenal it won't see much use, if not this provides some nice burst healing in a pinch.
-«« CONĐEMNEĐ »»-
A NA TEAM PVP & RAID FOCUSED GUILD
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MercArcher's Avatar


MercArcher
12.13.2011 , 02:16 PM | #2
Reserved
-«« CONĐEMNEĐ »»-
A NA TEAM PVP & RAID FOCUSED GUILD
Θ SITE POLICIES YOUTUBE Θ

MercArcher's Avatar


MercArcher
12.13.2011 , 02:17 PM | #3
Reserved.
-«« CONĐEMNEĐ »»-
A NA TEAM PVP & RAID FOCUSED GUILD
Θ SITE POLICIES YOUTUBE Θ

GFreeGamer's Avatar


GFreeGamer
12.13.2011 , 02:36 PM | #4
Good to see the guides going back up. =)
Uncharted SpaceJung Ma

BloodyShark's Avatar


BloodyShark
12.13.2011 , 03:07 PM | #5
thanks for putting it back up!

Tophew's Avatar


Tophew
12.13.2011 , 05:42 PM | #6
Nice info!

Boxoshadow's Avatar


Boxoshadow
12.13.2011 , 06:21 PM | #7
It seems as though people are always comparing the Vanguard and Guardian for tanking and are forgetting about these Consular Shadows. Ohh well, sucks to be them

Kitru's Avatar


Kitru
12.13.2011 , 06:46 PM | #8
Here's some Force consumption maths to consider.

With One with the Force, default Force Regen is 10.4 Force/second regen. With Combat Technique and Double-bladed Saber Defense, you get 2 Force back with every shield, parry, or deflect once every second. Assuming a 65% chance to do so (30% Defense chance with 50% shield Chance) and 1 attack per second (multiattacks count as multiple attacks), you can expect a further ~1.3 Force/sec, for a total of 11.7 Force/sec.

Based upon the use paradigm for each ability, we can determine what the average cost over time of using these abilities in such a way will be. As such, I will be defining the use paradigm of each ability in terms of how often it will be used (with explanations given in parenthesis), the percentage of your activation time will be consumed with this use paradigm (this number will deviate from reality to some extent since not all abilities have use ratios that perfectly sync with one another), and, based on the Force cost, what the average Force consumption for using such an ability in such a way will be. I will be assuming an overlap of a single GCD for debuffs in order to prevent any losses of the debuff. Since DS use exists largely to proc PA, the number of uses is designed to demonstrate the average number of uses required to get a PA proc as determined by the limit of the sum of .5^n as from 0 to infinity as n approaches infinity (which equals 2).

Force Breach (maintain 18 second debuff):
1 every 16.5 seconds ; 20 Force; 9.1% activation use; -1.21 Force/sec
Kinetic Ward (recast immediately when debuff falls off (every 8 shield successes or 20 seconds); with a 50% block chance (5% base, 15% shield, 15% CT, 15% KW), 36.5% of attacks will be blocked rather than dodged or hit; assuming 1 attack every GCD, 8 shield successes will take 32 seconds):
1 every 20 seconds; 10 Force; 0% activation use; -.50 Force/sec
Alternate Kinetic Ward (recast on cooldown):
1 every 12 seconds; 10 Force; 0% activation time; -.83 Force/sec
(Heavy) Slow Time (recast on CD):
1 every 7.5 seconds; 30 Force; 20% activation time; -4.00 Force/sec
(Easy) Slow Time (maintain 15 second debuff):
1 every 13.5 seconds; 30 Force; 11.1% activation time; -2.22 Force/sec
(Heavy TK) Double Strike (to trigger Particle Acceleration for Project crits for Harnessed Shadows stacks; assuming 21 second TK Throw cycle)
3 every 21 seconds (3 iterations of 2 every 6 seconds with 3 second wait after (for TK Throw)); 23 Force; 43% activation time; -6.58 Force/sec
(Easy TK) Double Strike (to trigger Particle Acceleration for Project crits for Harnessed Shadows stacks; assuming 30 second TK Throw cycle)
3 every 30 seconds (3 iterations of 2 every 9 seconds with 3 second wait after (for TK Throw)); 23 Force, 30% activation time; -4.60 Force/sec
(Heavy TK) Project (with Particle Acceleration to trigger Harnessed Shadows and Force Synergy; assuming 21 second TK Throw cycle):
3 every 21 seconds(3 iterations of 1 every 6 seconds with 3 second wait after (for TK Throw)); 39 Force; 21.5% activation time; -5.57 Force/sec
(Easy TK) Project (with Particle Acceleration to trigger Harnessed Shadows and Force Synergy; assuming 30 second TK Throw cycle):
3 every 30 seconds(3 iterations of 1 every 9 seconds with 3 second wait after (for TK Throw)); 39 Force; 15% activation time; -3.90 Force/sec
(Heavy) Telekinetic Throw (every 3 stacks of Harnessed Shadows; assuming 21 second TK Throw cycle):
1 every 21 seconds; 30 Force; 14.3% activation time; 30 Force; -1.43 Force/sec
(Easy) Telekinetic Throw (every 3 stacks of Harnessed Shadows; assuming 30 second TK Throw cycle):
1 every 30 seconds; 30 Force; 10% activation time; 30 Force; -1.00 Force/sec

To determine consumption, the appropriate use paradigms must be chosen. Slow Time will either be used on CD (higher threat, higher cost) or to maintain the debuff (lower threat, lower cost). Telekinetic Throw should be used, on average, either once every 21 seconds or once every 30 seconds (it can be used faster than this thanks to PA procs removing the Project CD, but, since I'm assuming average values, the standard recharge on Project seem appropriate to signify use of other, high priority abilities). All in all, this gives us 4 overall use paradigms (Heavy Slow Time + Heavy Telekinetic Throw; Heavy ST + Easy TK; Easy ST + Heavy TK; Easy ST + Easy TK). Kinetic Ward's 2 use paradigms are based on differing assumptions of blocks over time; the disparity between the two will be reflected in a range of net loss. Sustainability is determined by dividing the 100 starting Force by a net loss to determine how long the use paradigms could be maintained (this does not take any lack of Force at any specific time into consideration, so the number is likely to be substantially lower given the high costs of some abilities (re: Project))

Heavy/Heavy:
Non-Saber Strike animation use: 107.9% (9.1 + 0 + 20 + 43 + 21.5 + 14.3)
107.9% animation time = not possible

Heavy/Easy:
Non-Saber Strike animation use: 84.1% (9.1 + 0 + 20 + 30 + 15 + 10)
Total Consumption: 15.21-15.54 Force/sec (1.21 + (.5 or .83) + 4.0 + 4.6 + 3.9 + 1)
Net Loss: 3.51 to 3.84 Force/sec
Sustainability: 28.49 to 26.04 seconds

Easy/Heavy:
Non-Saber Strike animation use: 99% (9.1 + 0 + 11.1 + 43 + 21.5 + 14.3)
Total Consumption: 17.51-17.84 Force/sec (1.21 + (.5 or .83) + 2.22 + 6.58 + 5.57 + 1.43)
Net Loss: 6.14 to 6.47 Force/sec
Sustainability: 16.29 to 15.46 seconds

Easy/Easy:
Non-Saber Strike animation use: 75.2% (9.1 + 0 + 11.1 + 30 + 15 +10)
Total Consumption: 13.43-13.76 Force/sec (1.21 + (.5 or .83) + 2.22 + 4.6 + 3.9 + 1)
Net Loss: 1.73 to 2.06 Force/sec
Sustainability: 57.80 to 48.54 seconds

Overall the conclusion to be drawn is that none of the paradigms are infinitely sustainable. Without lucky PA procs, the Heavy/Heavy paradigm is actually impossible and not even the Easy/Easy Paradigm is actually entirely sustainable for long fights. Because of this I have designed the "sustainable" paradigm, which uses the easy Slow Time use paradigm coupled with a 6 second additional wait period (for additional Saber Strikes) added to the Easy TK Throw paradigm.

(Sustainable) Double Strike (to trigger Particle Acceleration for Project crits for Harnessed Shadows stacks; assuming 33 second TK Throw cycle)
3 every 36 seconds (3 iterations of 2 every 9 seconds with 6 second wait after (for TK Throw and Saber Strikes)); 23 Force, 25% activation time; -3.83 Force/sec
(Sustainable) Project (with Particle Acceleration to trigger Harnessed Shadows and Force Synergy; assuming 36 second TK Throw cycle):
3 every 36 seconds(3 iterations of 1 every 9 seconds with 6 second wait after (for TK Throw and Saber Strikes)); 39 Force; 12.5% activation time; -3.25 Force/sec
(Sustainable) Telekinetic Throw (every 3 stacks of Harnessed Shadows; assuming 36 second TK Throw cycle):
1 every 36 seconds; 30 Force; 8.3% activation time; 30 Force; -.83 Force/sec

Sustainable:
Non-Saber Strike animation use: 66% (9.1 + 0 + 11.1 + 25 + 12.5 + 8.3)
Total Consumption: 11.84-12.17 Force/sec (1.21 + (.5 or .83) + 2.22 + 3.83 + 3.25 + .83)
Net Loss: .14 Force/sec to .47 Force/sec
Sustainability: 714.3 (11.9) to 212.8 (3.55) seconds (minutes)
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Malanocte's Avatar


Malanocte
12.13.2011 , 06:52 PM | #9
According to the tooltip, Guard's damage sharing is pvp only; unsure if it works in pvp.

Something I haven't seen addressed: is Project an every cooldown priority, or only when Partcle Accel is up?

Kitru's Avatar


Kitru
12.13.2011 , 07:04 PM | #10
Quote: Originally Posted by Malanocte View Post
According to the tooltip, Guard's damage sharing is pvp only; unsure if it works in pvp.
For the beta weekend, it only split damage for damage from players. This makes sense when you consider that the 25% threat reduction does nothing in PvP, so, in order for the ability to see appreciable use, it would need some additional PvP-only functionality.

Quote:
Something I haven't seen addressed: is Project an every cooldown priority, or only when Partcle Accel is up?
Project costs too much Force to be constantly spammed. Without Particle Acceleration, it deals about as much damage as Double Strike, but at almost twice the cost. However, spamming DS>Project constantly is similarly inefficient thanks to high Force costs. It is best to only use DS>Project in order to generate Harnessed Shadows stacks so that you can use Telekinetic Throw at negligible cost for similar damage and increased survivability.
Walls of Text? I *love* Walls of Text!
My New Class Idea
Shadow Class Rep - Suggest/Review Questions Here
Quote: Originally Posted by Fende View Post
Listen to Kitru. Kitru knows all.