shadow67

Kinetic Combat Shadow

by Fuyri  <Suckafish> main tank, member of <DiLiH>.  His original thread can be found here Tanking with Darkness (swtor.com) Suckfish and DiLiH are world progression guilds raiding 8-man HM/NiM content having achieved World 2nd and World 1sts for pre-nerfed NiM Dread Guard Council.

Uses the double-bladed Lightsaber defensively to protect the Shadow and his allies.  Infiltration Shadows are masters of stealth.  Kinetic Combat uses the double-bladed Lightsaber defensively to protect the Shadow and his allies.  Balance (shared) enhances the Shadow’s Force and Lightsaber abilities..

shadow-tank-spec

There are other variations of the spec. Some people don’t use Rapid Recovery or Upheaval. These things shouldn’t make or break your raid. The spec stated here is simply put, the preference of the author (Fuyri). I personally put points into out-of-stealth Spinning Kick/Spike for adds.

Table of Contents:


BIS STATS (until Nightmare of Fortress and Palace)

For questions on BiS stats, head over to this thread here.

Endurance: 3749
Endurance increases the amount of damage you can suffer before being defeated (Health Pool).  You want to spend available points on defensive stats over endurance because it only increases your TTL and not mitigation. A certain amount of endurance however is required to avoid getting 1 shot but you will obtain this by just using the BiS gear.

Shield rating:  940
Increases the chance that incoming energy or kinetic attacks will be reduced by your shield.  This is the least efficient of the defensive stats, but is present on all tanking gear.

Absorption rating: 1193
Increases the percentage of damage prevented when an attack is absorbed by your shield.  This is the most efficient defensive stat for assassin tanks due to the extra 20% shield chance obtained through dark ward.

Defense rating: 462
Increases the chance to avoid incoming ranged and melee attacks.  Another great defensive stat, however unlike shielding attacks this only works on white damage and not tech/force attacks

Accuracy and Alacrity rating: 0
While these stats can be found on some tanking gear they are terrible you should not have any.  

For questions about BiS stats join the discussion here.  Read more on the reasoning behind these stats and check out his spreadsheet.


OFFENSIVE

UTLITY

DEFENSIVE

2irw909.png


3-TAUNT-ROTATION

Mind Control — Mass Mind Control — Mind Control lasts for about 18 seconds.  Unless you are saving your 3rd taunt (aka the 2nd Single taunt) then you should have aggro for at least 18 seconds in the beginning of the fight no matter what.  If a DPS pulls after those 18 seconds, it could mean any or all of these things:

  • He did not threat dump (Bad. The best time for a DPS to hit his threat dump is after he sees the taunt debuff on the boss.  This is something everyone should be doing in the hardest tier of PvE content)
  • He does not have guard
  • All his abilities were critical hits

Keep in mind though that their threat dump is on a 45 second cooldown.  In fights with a lot of target resets where their threat dump or your AoE taunt is off cooldown, you may need to be extra vigilant in keeping aggro on the mob.


ROTATIONS: SINGLE TARGET OPENER

A good opening for a tank is one that gives you great initial threat while enabling you to get and keep all your important buffs/debuffs active.  Each point here represents a Global Cooldown (GCD), as some abilities are off the GCD you can cast them at the same time and in this situation they’ll fall under the point but you should click the first (or top) one first. The taunts listed in the openings are also optional and should be used when wanting extra early threat at the risk of not having the taunt available while it’s on cooldown.

HIGH THREAT OPENER

  1.  + 
  2.  + 

If Particle Acceleration procs

  1.  + 
  2.  + 

If Particle Acceleration does not proc

  1.  if Shadow Wrap procs. Otherwise
  2. Check again if Particle Acceleration procced.

If 2 attacks and still no Particle Acceleration proc

  1.  + 
  2.  +
  3. After this go to single target priority below:

ROTATIONS: SINGLE TARGET PRIORITY

1.  Check if Kinetic Ward is active.
2.  Check if Force Breach debuff is on target.
3.  Use Telekinetic Throw If you have 3 stacks of Harnessed Shadows.
4.  Use Slow Time to get a stack of Harnessed Shadows.
5.  Use Project to get a stack of Harnessed Shadows.
6.  if target < 30% health
7.  if  procs
8.  if >35 force.
9. Auto attack if <35 force.


ROTATIONS: 10-METER RANGE

Holding threat from 10-meter range.  Useful for some boss fights such as Nightmare Operations Chief or Nightmare Dread Guard Council.

(Assassin) Watch it below:

1.  Check if buff is active.
2.  Check if debuff is on target.
3.  Use Telekinetic Throw If you have 3 stacks of Harnessed Shadows.
4.  Use Slow Time to get a stack of Harnessed Shadows.
5.  Use Project to get a stack of Harnessed Shadows.
6.  Use Force Breach.
7.  Use Force Wave (only use this if all targets it will hit are immune to CC).
8.  Use Force Slow.
9.  Use Force Stun.

Optional.  Use Mind Crush. This is optional as you may suffer from pushback when casting making it the less effective than it originally looks.


ROTATIONS: AOE THREAT

When Tanking multiple opponents within a small area you want to prioritize your AoE moves over the rest of your rotation. Holding aggro is more difficult in this situation so maximizing threat is more important than getting the highest self healing possible.

1.  Check if Kinetic Ward is active.
2.  Use Slow Time.
2.  Use Force Breach.
3.  If you have 3 stacks of Harnessed Shadows.
5.  Use Project.
6.  Whirling Blow giving you an almost guaranteed Particle Acceleration proc (resets Project).
7.  or  mobs that peel off.


Related articles

  • Rapid-Phyre

    This is a quote taken directly from a post by Keyboardninja (aka Tam) on his guild’s website. He calculated a good way to frontload threat, here is his rotation.

    Force Pull (8.7k)
    Project (8.7k + 3.9k)
    Slow Time (12.6k + 3.8k)
    Force Breach (16.4k + 1.8k)
    Mind Control (=20.02k)
    Double Strike (20.02k + 2.6k)
    Project (22.62k + 3.9k)
    Force Potency
    Telekinetic Throw (26.52k + 17k)
    Mass Mind Control (=47.87k)

    It’s almost exactly identical except he switches the first three moves, using Project instead of Slow-time first. I’ve tried both his and your rotation, the added benefit of using project first is that by the time you use Double Strike, Project is already off cooldown so you don’t have to fish for a proc to start your Telekinetic Throw, you can just dish it out every time on your 7th GCD (since Taunt and Force Potency don’t take up GCD’s obviously).

    Anyways, just something I found, seems like the guy in the post below me does the same thing too. If there’s a specific reason why the one’s in this article are superior, I’d like to know, otherwise it seems that the above rotation may be slightly more efficient.

    Keep up the good work tho! I love what you’re doing with this website.

    • http://swtorboard.org Paowee

      Thanks again! I’ll update this in a bit. :) Thanks Phyre!

  • Anonymous

    Arg. This is so…arg.

    Opening Rotation:
    1. Pull + Speed + KWard
    2. Project
    3. Slow Time
    4. Breach
    5. Double Strike
    6. Project -> Taunt
    7. Force Potency -> TKThrow -> AoE Taunt
    IF someone pulls, Taunt can be moved up.

    Rotation:
    1. Slow Time
    2. Project
    While (Not HarnessedShadowStacks == 3) {
    IF (ParticleAccelerationActive) {
    Project
    } ElseIf (ShadowWrapActive) {
    Shadow Strike
    } ElseIf (Target.HealthPercent <= 0.3) {
    Spinning Strike
    } ElseIf (Not Target.ForceBreachActive) {
    Breach
    } Else {
    Double Strike
    }
    }
    3. TKThrow

    … The rotations in the article…are so inefficient.

  • JP

    Haven’t had a chance to read through it all, but when talking about taunts, you need to consider that you won’t be able to use mind control until 15 seconds after you used it the first time. So assuming you line up your single target taunt and area taunt, there are a couple seconds between the 12 and 15 second mark where you could theoretically lose agro. That being said, a shadows threat generations is so far beyond that of the other two tank classes there is no reason for a shadow to EVER lose threat. This does apply to both of the other tank classes though.