Jump to content

[Guide/Theorycrafting] Shadow Tank Compendium


Alratan

Recommended Posts

Jedi Shadow Kinetic Combat Tank Compendium

 

The base version of this document can always be found at SithWarrior.com, and is generally updated slightly more frequently and earlier than this document. The Sith Assassin version can be found on the SW:TOR forum here.

 

I welcome any and all comments, criticism and discussion - especially on the formatting, as that's not my forté.

 

This guide is aimed at PvE, especially end-game raiding, although some details (abilities and skill trees) may be of use to PvP as well.

 

Table of Contents

[[jumpto=0]Glossary[/jumpto]]

[[jumpto=I]I. Skill Trees, Abilities and Rotation[/jumpto]]

[[jumpto=Ia]I.a. Force and Focus[/jumpto]]

[[jumpto=Ib]I.b. Skill Tree[/jumpto]]

[[jumpto=Ic]I.c. Abilities[/jumpto]]

[[jumpto=Ici]I.c.i. Tanking Abilities[/jumpto]]

[[jumpto=Icii]I.c.ii. Situational Abilities[/jumpto]]

[[jumpto=Iciii]I.c.iii. Non-tanking Abilities[/jumpto]]

[[jumpto=Id]I.d. Ability Priority Order and Rotation[/jumpto]]

[[jumpto=II]II. Stats, Gear, Consumables and Crew Skills[/jumpto]]

[[jumpto=IIa]II.a. Stats[/jumpto]]

[[jumpto=IIb]II.b. Gear[/jumpto]]

[[jumpto=IIc]II.c. Consumables[/jumpto]]

[[jumpto=IId]II.d Crew skills[/jumpto]]

[[jumpto=Credits]App. Credits[/jumpto]]

 

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.

 

[aname="0]Glossary[/aname]

 

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

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

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, the Darkness Assassin skill which buffs Force Lightning

KW - Kinetic Ward

tpGCD - threat per Global Cooldown, as dpGCD, but with threat

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

 

 

[aname=I]I. Skill Trees, Abilities and Rotation[/aname]

 

[aname=Ia]a) Force and Focus[/aname]

 

Whilst Shadows will use the Force, they do not use it as a resource in the same ways as Jedi Sages. Shadows use the Force as their general resource, which functions very much like a WoW Rogue's energy: Shadows will always have 100 maximum Force (or 110 with Vigor) and will regenerate at a flat rate which cannot be improved by gear (but can be by up to 30% from One with the Force).

 

The base rate of Force regeneration for Jedi Consulars is 8/s. This means that a Kinetic Combat Shadow will typically regenerate at 10.4/s, with the +30% from One with the Force. This compares to 10 Energy per Second for WoW Rogues. For ease of calculation, this is 15.6 Force every GCD. Additionally, every avoidance or shield will regenerate 2 force. With a base shield chance approaching 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.

 

[aname=Ib]b) Skill Tree[/aname]

 

To my knowledge, the most up-to-date skill trees are located http://www.torhead.com/skill-calc#601.1

 

The primary skill tree used by tanking Shadows is the Kinetic Combat tree, with some skills within the Balance tree providing valuable benefits. For PvE Raiding, which this compendium primarily covers at present, I currently recommend a 31/0/10 build. There are some caveats for this build, however, as it assumed that:

 

  • The extra health from Mental Fortitude does not provide a noticeable benefit (see posts 107 onwards). This will be revised/reviewed depending on average incoming value, the difficulties of no crit immunity and threat issues.
  • The damage from Combat Technique over a fight is greatly less than the damage of Double Strike and Whirling Blow.
  • The difference between the extra procs gained from Rapid Recovery and the extra proc opportunities gained from Rapid Recovery lost to the proc interval is not significant to make Expertise superior to Rapid Recovery (see here for discussion - worth noting that as of the latest patch the increase in proc from 2%/4% to 7.5%/15% renders this an almost certainty).

 

If any of these are not true, some changes will be required. Mental Fortitude and/or Expertise are the best bets for alternatives.

 

Other builds worth considering are more hybrid builds, 23/0/18 and 27/0/14. The trade-offs are:

31/0/10

  • Slow Time (+30% damage)
  • Telekinetic Throw +75% damage + self-heal
  • 15% damage to Force Breach
  • +3% damage to Combat Technique

23/0/18

  • Force in Balance (-50% cost)
  • Free, instant Mind Crush on melee crit
  • +50% crit damage on Double Strike
  • Instant activation for Force Lift 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 23/0/18 (due to Slow Time, and to an extent due to Telekinetic Throw).

 

The 23/0/18 build front-loads the threat far more, with Force in Balance dealing a larger amount of threat than a single Force in Balance, and without needing to wait for several charges for Telekinetic Throw. However, threat against single-targets likewise is far less due to the lack of Telekinetic Throw.

 

The 23/0/18 build also has utility due to instant activation and stunning Force Lift, although this is obviously of little use against bosses. 27/0/14 is in between this, with the extra single-target threat survivability from Harnessed Shadow instead of Force Strike, but without the utility of Containment.

 

From all this, it seems fair to say that the 23/0/18 build is most likely superior in Flashpoints and add-tanking (especially for picking them up), whilst 27/0/14 and 31/0/10 pull ahead on single-targets and bosses in operations, with the latter having the advantage in survivability-crucial environments. However, as the -5% damage debuff from Slow Time does stack from multiple Shadows, having more than one 31/0/10 is attractive.

 

Finally, entries in the Infiltration tree should not be taken for reasons described in the Stealth ability, below, and additional selections in Balance under the ability descriptions of other abilities, below.

 

[aname=Ic]c) Abilities[/aname]

 

Below is a list of all 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 Combat Technique will not be mentioned, as they are of no value whilst tanking.

 

[aname=Ici]c i.) Tanking Abilities[/aname]

 

  • Battle Readiness - With the T4 Kinetic Combat skill Impact Control, this heals the Shadow for 10% of their total health. The 2 minute cooldown means that it should be used very carefully.
  • Combat Technique - Techniques function a lot like a stance or weapon imbue. Combat Technique gains an extra +20% armor from Stasis, an extra 3%/6%/9% damage from Expertise and an extra 7.5%/15% proc chance from Rapid Recovery.
  • Deflection - Deflection provides a 50% increase to melee and ranged defence for 12s.
  • Double Strike - This ability provides two quick hits from the melee weapon, with bonus damage. Additionally, the cost is reduced by the T2 Balance skill Psychokinesis, and its role when combined with Particle Acceleration makes it invaluable.
  • Force Breach - Force Breaches are abilities which damage a target enemy, with damage and potential debuffs based on the Combat Technique used. With Kinetic Combat, it deals AoE damage and debuffs enemies for -5% hit c hance.
  • Force Potency - This is potentially very useful for rapid threat generation right at the start of a fight, especially if pulling adds. It also increases the range of Telekinetic Throw to 30 ft., making it fantastic for initial pulls. This ability does not trigger the GCD, and currently causes all 4 ticks of Telekinetic Throw to crit.
  • Force Pull - Naturally, this seems to be a Shadow tank's pulling ability, and will be very good for picking up adds mid-fight. May be good mid-fight with no adds depending on force per threat and if the Shadow is away from the boss for any reason.
  • Force Speed - Improves movement speed by 150% for 2 seconds. This is very useful for picking up adds, a teleporting boss, kiting, or the like.
  • Guard - 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.
  • Kinetic Ward - This means that 10 Focus 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. A Shadow should prevent any attacks from occurring whilst Kinetic Ward is down, which may mean that against particularly hard and rapidly hitting enemies, Kinetic Ward should be refreshed even when a charge is still present. This ability does not trigger the GCD.
  • Mass Mind Control - This ability functions as a taunt for 6s on all enemies within 15m.
  • Mind Control - A 6s, single-target taunt which costs a mere 5 focus. When used against players, it instead applies a 30% damage debuff to them against all players other than the Mind Controlling Shadow for the duration.
  • Mind Crush - 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.
  • Project - This is a short-range ability with reasonable damage-dealing capabilities, which is massively buffed by various Shadow skills, providing -6 focus cost, 15% increase damage and threat and making it always crit.
  • Resilience - The removal of hostile effects makes this fantastic for tanking, situationally. With good timing, it might even be of used during scripted attacks.
  • Saber Strike - This ability is three quick, basic attacks dealing 100% weapon damage between the three, with no cooldown and no focus cost. It is the filler ability within the rotation/priority order, for when there is no force to use on a better ability.
  • Shadow Strike - Due to the extremely high dpGCD, this should always be used when available.
  • Slow Time - This ability provides high threat, both single- or multi-target, also providing an outgoing damage debuff on targets. 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.
  • Telekinetic Throw - With the recent addition of the Harnessed Shadows skill, Telekinetic Throw is potentially quite powerful, and it has been confirmed that it allows avoidance during the channel.
  • Whirling Blow - Melee AoE attack, with a chance to proc Particle Acceleration. At a cost of 40 Focus, this will most likely be used only in AoE situations. It is reasonable to assume that Whirling Blow has a chance to proc Combat Technique's healing effect on each hit against an enemy, as long as the proc interval is not triggered.

 

 

[aname=Icii]c ii.) Situational Abilities[/aname]

 

  • Force Lift - This is of little use during boss tanking, for tanking's sake, but may be useful during the pull for adds/trash, or mid-tanking for adds in some scenarios.
  • Force of Will - As an ability which frees the Shadow 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.
  • Force Slow - Whilst potentially useful for slowing trash/adds, this is unlikely to be of much help against a boss.
  • Force Stun - 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 Wave - 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.
  • Mind Snap - Whilst useful for interrupting boss abilities with an activation time (if present), it's not part of the normal tanking rotation.
  • Spinning Kick - 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.
 
 
[aname=Iciii]c iii.) Non-tanking Abilities[/aname]
 
  • Blackout - This requires and boosts stealth, thus rendering it unsuitable for a tanking Shadow.
  • Channel the Force - 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.
  • Mind Maze - 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.
  • Shadow Strike - This attack can only be made from behind, thus rendering it unsuitable for a tank.
  • Stealth - 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.
  • Unity - Whilst a very nice emergency ability, the lack of Companions in Operations renders it only useful against world bosses and perhaps Flashpoints.

 

 

[aname=Id]d) Ability Priority Order and Rotation[/aname]

 

Due to the low total Focus amount, the Shadow rotation is based on a hierarchy of abilities which are off cooldown, have Focus available for its use and are required (see ability descriptions, above). It is assumed that Combat Technique will be kept up permanently. The only reason to drop Combat Technique will be to deliberately lose threat temporarily, such as during a tank swap, due to the threat boost of Combat Technique.

 

In order to keep proper (de)buffs up, Kinetic Ward should be used every 20 seconds or when there is only 1 charge left, Force Breach every 18 seconds and Slow Time every 15 seconds, at minimum. This is reflected in the priority orders, below. When opening, please note that Kinetic Ward should probably be used before a pull. It should also be used before a Telekinetic Throw, as whilst it is off the GCD, it will interrupt the channel.

 

With regards to the specific use of Telekinetic, 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. 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 Shadows buff is about to drop. As we can expect a fps regeneration of up to 12.4 due to Double-Bladed Lightsaber Defence, using 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 KW, followed by a Force Potency and Telekinetic Throw, or by Force Speed and Project instead of T before settling into the main rotation below.

 

Basic rotation:

1. Kinetic Ward iff <2 charges left or <1s duration

2. Slow Time iff 5% damage debuff is not applied to target

3. Force Breach iff 5% accuracy debuff is not applied to target

4. Mind Crush iff Force Strike proc && (<82 force OR proc about to expire)

5. Spinning Strike iff target is at <= 30% health

 

One or two targets (make sure to tab target):

 

6. Telekinetic Throw iff 3 charges && <93 force && situational

7. Project iff HS has low duration

8. Wither / Force in Balance iff 2 targets

9. Project iff Particle Acceleration proc

10. Double Strike iff Particle Acceleration down

 

 

Three or four targets:

 

6. Slow Time/Force in Balance

7. Telekinetic Throw iff 3 charges && <93 force && situational

8. Force Breach

9. Project iff HS has low duration OR Particle Acceleration proc

10. Whirling Blow

 

 

Five or more targets:

 

6. Slow Time/Force in Balance

7. Force Breach

8. Whirling Blow

 

 

During a 1-2 targets rotation, remember that both Slow Time and Force Breach have AoE components, so should be skipped if that would be problematic (e.g. breaking CC).

 

In addition to the above, Battle Readiness should be used whenever the healing boost is needed, as should the other survivability/utility buffs such as Deflection, Resilience, Force Speed, and the taunts, Mind Control and Mass Mind Control. All of the skills in this paragraph are off the GCD.

 

Similarly, crowd control in the form of Force Wave, Force Stun and Spinning Kick may prove helpful for adds if they are a concern and cannot be effectively tanked.

 

Finally, as Force Potency does not incur GCD and has no focus cost, it should probably be used whenever it is off cooldown, unless there is a specific reason to save it (e.g. aggro wipe, adds). At present, Battle Readiness can cause all 4 ticks of Telekinetic Throw to crit.

 

[aname=II]II. Stats, Gear, Consumables and Crew Skills[/aname]

 

[aname=IIa]a) Stats[/aname]

 

The base stats of interest are Endurance, Strength and Willpower. I ignore Aim, Cunning and Presence as they are of no use to a raiding Shadow.

 

  • Endurance improves health, and is an auxiliary stat for 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 Jedi Consulars, increasing by 0.9 Strength per level on average.
  • Willpower improve force attacks, and is the dominant stat for Jedi Consulars, increasing by 4 Willpower per level.

 

It is unclear if a Jedi Shadow will gain any benefit from bonus healing from Willpower to abilities such as Battle Readiness and Combat Technique.

 

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. After a certain breakpoint (when 100% hit is achieved), it instead reduces the likelihood of deflection and resists. If we do not have perfect Accuracy (which seems likely), then Accuracy Rating will be the most valuable stat on gear until we reach the breakpoint, as it reduces the possibility for our threat-generating attacks to have no effect due to not hitting the enemy.
  • 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. As the other effects have been stated explicitly and GCD reduction has not been, I have assumed that it does not do this (at present), although this will hopefully change. More information regarding Alacrity is not yet available.
  • Armor is a valuable stat, providing Kinetic and Energy damage reduction. Generally speaking, we will not need to focus 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 Shadows have. Consequently, items with Armor which are not traditionally armor pieces, such as modifications, will be of greater benefit for Shadows than they will be for Guardians or Vanguards. Note that like Sages, Jedi Shadows wear Light Armor. They do not wear Medium Armor, despite some claims.
  • 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.
  • Power increases damage dealt by the relevant prefix - Attack, Force or Tech. As we use a mixture of melee and force attacks, specific Power stats are of little use, but generic stats may be useful.
  • 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.

 

Our stat priority from gear is most likely along the following lines when it comes to threat, not taking relative item weighting/value and coefficients into account, nor the possible weighting of Accuracy Rating past the breakpoint:

 

Accuracy (until +10%) > Willpower > Power > Surge Rating > Critical Rating > Accuracy > Strength

 

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 a ratio of Defence:Absorb:Shield of 3:1:0 is used until you have roughly 650-700 points, at which point, a roughly 5:3:1 ratio should be used for continued upgrades.

 

[aname=IIb]b) Gear[/aname]

 

Reserved for endgame gear lists. The stats weightings above are a guidance on what to look for in gear. This list is deliberately left slim at present due to the lack of reliable, non-travial information regarding gear at present.

 

Modifications

The useful Harnesses will be Force Wielder harnesses, such as:

Mastercraft Force Wielder Armoring 25 - +61 Endurance, +57 Willpower

 

The useful Augments/Modulators will be Absorb, Fortitude, Redoubt or Shield for survivability, and Accuracy and Resolve for threat. Examples are:

 

Advanced Absorb Augment 25 - +34 Absorption

Advanced Fortitude Augment 25 - +34 Endurance

Advanced Redoubt Augment 25 - +34 Defense

Advanced Shield Augment 25 - +34 Shield

Advanced Accuracy Augment 25 - +34 Accuracy

Advanced Resolve Augment 25 - +34 Willpower

 

The useful Power Crystals will be Indestructible crystals, such as:

Advanced Purple Indestructible Crystal - +41 Endurance

 

The useful Lightsaber Hilts will be Endurance and Force Wielder hilts, such as:

Mastercraft Force Wielder Hilt 25 - +61 Endurance, +57 Willpower

Mastercraft Resolve Hilt 25 - +49 Endurance, +68 Willpower

 

The useful Overlays will be Aptitude, Reinforced and Robust. Examples are:

Mastercraft Aptitude Mod 25 - +32 Endurance, +53 Willpower, +41 Power

Mastercraft Reinforced Mod 25 - +32 Endurance, +53 Willpower, +41 Defense

Mastercraft Robust Mod 25 - +32 Endurance, +53 Willpower, +41 Absorption

 

There are a lot of Supports which may be useful, with Endurance and varying amounts of Absorb, Accuracy, Defence, Shield and Willpower. List:

Astute, Bastion, Bulwark, Cognizant, Immunity, Intuition, Kinetic, Lucid, Protection, Steadfast, Sturdiness and Vigilant.

 

[aname=IIc]c) Consumables[/aname]

 

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 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)

 

[aname=IId]d) Crew Skills[/aname]

Bear in mind that at present, there is a confusing mess of Bind on Equip and Bind on Pickup items amongst craftables, so it is not clear which ones are specific to those who made it or can be given to anyone.

 

The the most useful Crew Skills known would immediately seem to be Archaeology and either Artifice or Synthweaving. As only one crafting profession may be chosen, the decision between Artifice and Sythweaving will be heavily influenced by the end-game suitability of these crafting skills.

 

If Artifice is chosen, Treasure Hunting provides high-end craft materials, with Underworld Trading being beneficial for Synthweaving.

 

The unique items for Artifce are the Rakata versions below, compared to the non-exclusive Columni versions below them:

 

Rakata Relic of the Shrouded Crusader - Use: Increases Shield Rating and Absorb Rating by 235 for 20 seconds.

Rakata Relic of Imperiling Serenity - Use: Increases Defense Rating by 380 for 20 seconds.

Columi Relic of the Shrouded Crusader - Use: Increases Shield Rating and Absorb Rating by 220 for 20 seconds.

Columi Relic of Imperiling Serenity - Use: Increases Defense Rating by 355 for 20 seconds.

 

The unique items for Synthweaving are more difficult to establish at this time.

 

Alternatively, Bioanalysis and Biochem will be useful for those wishing access to the more powerful adrenals, stims and medpacks, with Diplomacy functioning to gain high-end craft materials.

 

Finally, Cybertech may allow access to specific mods.

 

Alternatively, Bioanalysis and Biochem will be useful for those wishing access to the more powerful adrenals, stims and medpacks, with Diplomacy functioning to gain high-end craft materials.

 

[aname=Credits]Thanks go to the following people for providing insights and information[/aname]

Anubis Black, bluekieran, Caketown, Draeveus, Gorodetski, Kitru, Kore, LagunaD, lpw, Masterkiller, metaspy, Pijinz, Piree, Pred, sanctified, Sennin and Sol.

Edited by Alratan
Link to comment
Share on other sites

hi. some weeks ago. I read a thread of you for every kind of skill tree regarding the shadow. unfortunately I can`t find it anymore. I don`t remeber exactly but the second point was something like 0/33/8. That one seemed to be great. Do you have still the link? If I remember correctly that was more for pvp
Link to comment
Share on other sites

Which links? There are quite a few :).

 

Excellent, glad I could assist. I hope to do an update this weekend (SW:TOR playtime permitting) which might expand upon the Balance builds and priority order a little.

 

Your Table of Content. None of those links work for me.

 

IT DOES NOTHING!

Link to comment
Share on other sites

Great piece of work! On my bookmarks now. It is fantastic how you managed to put this together so quickly.

 

A few comments from my little (30 lvl atm) tanking experience:

[*]Mind Maze - 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.

[*]Shadow Strike - This attack can only be made from behind, thus rendering it unsuitable for a tank.

[*]Stealth - 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.

I pull in most Heroics and Flashpoints from Stealth - Blackout, Mind Maze, Mass Mind Control and then the regular rotation. Shadow Strike can be proved useful to pick up aggro on selected targets that turn their backs to you. I think you might add this as a minority report =)

Link to comment
Share on other sites

@Gear Section

 

The gear is predetermined and appears to focus (at least from the T1 and T2 stuff I was looking at) exclusively on Endurance > Willpower and Accuracy and Absorb > Defense and Shield.

 

Only the implants seem to have Defense and Shield while the armor pieces themselves have Accruacy and Absorb.

 

WHY? - It seems that the Shadow can already achieve a relatively impressive shield chance of around 35-45%. Therefore raising the need for better absorption by the Shield. Also our Defense seems to be roughly 25%. After tanking some hard modes, all of the Eternity Vault Normal Mode and the first boss of Hard Mode Eternity Vault Im not sure how I feel about the gear.

 

As of right now the gear only has MOD slots for the Mod and Enhancement and the T2 are lvl 56 - I dont know if there are any ways to achieve lvl 51+ Mods and Enhancements but as of right now it appears the gear will focus most toward Accuracy and Absorption with the Implants carrying the Shield and Defense Bonus (As well as any consumables and Relics more than likely)

Link to comment
Share on other sites

I was wondering if there was any information regarding the offhands for shadow tanking. currently I have a 25 shadow and was thinking about tanking. It has been difficult to find a decent offhand that doesn't have strength on it. I haven't seen anything on the forums, but to be honest I didn't look that hard. I'm an artiface lvl 170ish and no patterns have showed up. Any insight would be great.
Link to comment
Share on other sites

I was wondering if there was any information regarding the offhands for shadow tanking. currently I have a 25 shadow and was thinking about tanking. It has been difficult to find a decent offhand that doesn't have strength on it. I haven't seen anything on the forums, but to be honest I didn't look that hard. I'm an artiface lvl 170ish and no patterns have showed up. Any insight would be great.

 

The shield generators you want will be 1 of 3 things. 1) Quest rewards, 2) PVP purchases, or 3) Boss/Random in-game drops.

 

As far as I can tell there is no schematic for making one with Artifice, which is disappointing, but not the end of the world. I found mine as a quest reward, and it's a decent blue item. Think I found it on Alderaan if I remember correctly. Happy hunting!

Link to comment
Share on other sites

Great information, but I was wondering what DW stands for when you say to use it first when pulling. Keep up the great work! :D

 

That should read 'KW', as in Kinetic Ward - now fixed.

 

Zintair, yes, our options are a bit of a pain, and we mainly need to mod it to appropriate places. This section will hopefully be expanded in the near future to take on some of the good work of some others (such as LagunaD and theonepanda) who have done some more thorough analysis of the stat weightings for survivability.

 

The shield generators you want will be 1 of 3 things. 1) Quest rewards, 2) PVP purchases, or 3) Boss/Random in-game drops.

 

As far as I can tell there is no schematic for making one with Artifice, which is disappointing, but not the end of the world. I found mine as a quest reward, and it's a decent blue item. Think I found it on Alderaan if I remember correctly. Happy hunting!

 

I'm fairly certain I've seen willpower shield generator schematics for Artifice, but I've yet to actually use a generator made from it.

Link to comment
Share on other sites

I'm fairly certain I've seen willpower shield generator schematics for Artifice, but I've yet to actually use a generator made from it.

 

It's the opposite, in fact. Artifice only has foci options for Willpower, 2 at each tier in fact. The fact that one of them has a definitely more "shield" oriented name only it is identical to the focus means that the devs done screwed up. Hopefully it'll be fixed soon so that I can go about crafting myself an awesome shield.

Link to comment
Share on other sites

Please clarify this:

 

In section 1.b you said "I currently recommend a 31/0/10 build."

 

The link to the torhead build is a 31/0/11, 42 points. Not sure if it was a torhead bug or what, but I was under the impression you could only have 41 points.

 

If this was a mistake, what wouuld you take out? Force in balance?

 

Regards,

FR

Link to comment
Share on other sites

Thanks! Surprised this is put together so quickly also...then again, not so much. People like you are amazing. I am only lvl 26 but I figure the basics will be easier to pick up if I start early.

 

Also, you should update the link to the talent calculator on your original post that you linked, as it had been revamped as of 11/22 so it says it may not be accurate.

 

@FairlyRattled- Try the link from this thread, it has 41 pts.

Edited by Xelestial_Dragon
Link to comment
Share on other sites

bump for sticky

 

First off, bumping is both annoying and against the forum rules.

 

Secondly, this thread doesn't need to be stickied because it's already linked in the stickied thread. We Consulars generated so many well informed guides and whatnot that if every useful guide or thread was stickied, the entire front page would simply be stickies. So, we have a thread appendix that links to all of the relevant useful threads.

Link to comment
Share on other sites

×
×
  • Create New...