Assassin and Shadow tanking overview.
Overview
Tankasins and Shadows (from this point on referred to as Force Tanks) are stealth-capable classes. You'll tank with a Double-bladed Lightsaber, and wear robes with low base armor. Armor will be increased through active buffs and abilities, although it is expected we'll have a little less overall armor when compared to the heavy armor classes (Troopers, Bounty Hunters, Sith Juggernauts and Jedi Guardians). To compensate for our lower overall mitigation we'll dodge deflect and shield a little more. This has lead to some concerns amongst the swtor.com community as "Avoidance" tanks are often shunned in favour of mitigation tanks, and are seen as spiky and unpredictable in other MMOs. To be clear; nothing we've seen makes the Assassin an avoidance tank; in fact the complete opposite has been observed; increased armor, healing taken and shield chance make for a formidable mitigation tank.
Combat System.
We're a melee class. We'll be up close and personal with fast-hitting strikes. The Force Tank combat system is based around a resource called Force. Force is a regenerative resource, replenishing over time. Force Tanks will have a maximum of 100 Force (or 110 if you choose to spec into the DPS tree to pick up a tier 3 talent that increases your maximum Force by 10, which is unlikely). Unmodified Force will regenerate at 8 per second (8/s). Force Tanks gain a passive ability that adds an additional 3/s Force and there are also two talents that further improve our Force regeneration; the first is a Tier 1 talent called Lightening Reflexes that provides 2% Force every time we dodge or deflect an attack, which can only occur once every second; so at best, assuming we dodge/deflect at least once a second it's an additional 2/s Force - on very slow hitting bosses, or encounters that deal entirely in attacks that can't be avoided/AoE attacks this is unreliable regeneration. In the fourth tier of our respective tanking trees there is a talent called Blood of Sith that improves our Force regeneration by 30% (3 ranks; 10% per rank), which increases our base regeneration to 14.3/second.
Force Tanks Charge (Charge is an Assassin term; Shadows apply Techniques) their weapons to provide personal (30 minute duration) buffs, such as increased damage, threat and armor. Using Discharge while Dark Charge is active will apply damage and a debuff to your enemies. Dark Charge is the Force Tanks' tanking weapon buff which provides an additional 150% armor, an additional 20% chance to shield and 50% threat generation while active, helping close the armor and mitigation gap. The Shield chance increase is particularly interesting; combined with Dark Ward's additional 15% we should have a 35% chance to shield an attack. Shielded hits lower incoming damage by 20%, which can be improved by an additional 4% by our T4 talent Hollow. Dark Change includes a healing component, which can only be triggered every 1.5 seconds. There is still some speculation of the exact amount of healing provided by this proc; it is suspected it may actually be 150%-200% of the damage dealt, however tooltips from the Eternity Vault walkthrough show fixed amounts that are notably less than 200% of damage done. Discharging Dark Charge lowers the hit chance of up to 5 nearby enemies by 5%, which indirectly adds to our avoidance (insofar as it increases our chance not to get hit).
Dark Charge: Strikes up to 5 nearby enemies, dealing damage and decreasing the targets accuracy by 5% for the next 18 seconds.
Given the short cooldown and duration of Discharge's debuff it is reasonable to assume that we'll be using the Discharge mechanic frequently. Rotating threat-generating abilities, Discharge cycles and maintaining short-term mitigation buffs (see below) seems to be the core of our tanking mechanics.
Mitigating Incoming Damage
All tanks in The Old Republic can equip a Shield Generator, which has a chance of reducing (mitigating) incoming damage by 20%. Dark Ward increases the chance your Shield Generator will absorb incoming damage by 15% for 20 seconds, with a 12 second cooldown. Dark Charge grants an additional 20% shield chance, giving us a typical 35% chance to lower the damage of an incoming attack. On activation it adds a stack of 8 Ward buffs to your character. Each successfully shielded attack reduces the number of Wards in the stack - once the stack hits 0 the increased shield chance is removed.
Force Tankshave a 31 point talent called Wither, an AoE ability that causes kinetic damage against a maximum of 5 enemies. Wither also debuffs the targets it hits causing them to deal 5% less damage, which in turn should be considered as in-direct mitigation. Wither has a 7.5 second cooldown, and the debuff has a 15 second duration, making it more than rotatable. It seems like our go to ability for AoE tanking and threat generation, and you'll likely use it every cooldown. In single-target encounters you'll only need to use it often enough to maintain the 15 second -5% damage debuff. It's unclear at this point whether AoE attacks such as Wither avoid CC'd targets.
Self-healing
As mentioned above it is believed that Dark Charge includes a healing component. Dark Charge grants a 50% chance to heal you for 31 (unmodified) and can only occur once every 1.5 seconds.
Increase your armor rating by 150%, all threat generated by 50%, and reduces melee bonus damage by 5%. Dark Charge additionally increases shield chance by 20%. Requires a double-bladed lightsaber. Does not break stealth.
Overcharge Saber provides a short duration buff to the healing component of Dark Charge; useful for situations that require a little more survival and excessive healer pressure.
Force Tanks have an ability called Saber Charge, an on demand ability with an effect that varies by the active Charge/Technique. With Dark Charge active Saber Charge heals you for 10% of your health [UNCONFIRMED by Bioware].
Piecing it all together
Maintaining our buffs will be key to managing and smoothing the incoming damage. Dark Ward has a short cooldown, and in a one-on-one fight (such as a boss encounter) it's likely that a stack of 8 Wards will not be used up entirely before the cooldown completes and you can reapply. This is, of course, an educated assumption, however it's reasonable to assume that with high dodge and deflection taking 8 direct, shielded hits in the space of 12 seconds is rare. With Dark Ward up we'll want to be sure that Dark Charge is active, while Discharging often enough to maintain the mob debuff. Using Wither often enough to maintain the -5% damage debuff is also important; the frequency at which you use Wither depends entirely on the number of enemies you're tanking, just be sure the debuff doesn't drop.
The steady trickle of self-healing from Dark Charge and the on-demand healing of Saber Charge seem like a strong combination.
In many ways the Force Tanks are starting to feel a little like a combination of Death Knights and early Protection Paladins in World of Warcraft; Dark Charge feels like a Seal, Discharge feels like a Judgement, Dark Ward feels like Holy Shield and the side-benefit of Dark Charge feels like Seal of Light... I, personally, am more than happy with this. I used to adore paladin tanking (Vanilla and TBC).
Comments
Paladin & DK Blood Tanks
I see aspects from both the Paladin Tanks in WoW, along with the Blood DK Tanks with the healing, and even Shaman with the shielding that uses up charges. You can definitely see that they have taken ideas from WoW.
Nice breakdown. This kind of
Nice breakdown. This kind of tanking seems like it will involve a rigorous rotation. Combine that with trying to keep threat up, it ought to be pretty fun.
Yeah, I hope it leads to
Yeah, I hope it leads to pretty involved gameplay; we'll certainly have to maintain our buffs and mob debuffs to maximise our survival. Threat generation seems to be priority based as opposed to a stiff rotation; Lacerate and Thrash have a 50% chance to reset the cooldown on Shock, and Shock's damage and threat is scaled by talents high in our tanking tree; so we'll use Thrash/Lacerate as our basic threat abilities with Shock taking priority on the proc (there's also a talent in the madness tree that adds a 50% chance to double-shock when using shock). The debuffs are applied via offensive abilities anyway (Wither, for example), so there's a loose rotation to ensure debuffs and to take advantage of procs.
The biggest challenge will be
The biggest challenge will be, in a chaotic situation, proper management of energy if you really want to maximize threat. Being so similar to Rogues in terms of resource mechanic, they will have to think ahead several steps to ensure they have enough energy to activate key skills; it won't be like having a full rage/mana bar. Project is very Force expensive, for example. Their survivability is cheap, their threat is not.
I do think that Shadows and Troopers will make better off-tanks than Jedi Knights - not because they are inferior as main tanks, but because the Jedi Knight is running off of a system that requires them to get hit to generate their resource mechanic, while we haven't seen much of that in the Shadow's Force mechanic.
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A member of the Furious Angels, Veritas Order. If you care to find me, look to the western sky; as someone told me lately, everyone deserves a chance to fly.
Actually there is a first
Actually there is a first tier talent that gives us 2% force when we deflect/avoid an attack. It doesn't sound like much, but even at level 14 with 16% avoid chance it makes a huge difference
Agreed
Agreed AstralFire - Also why I think its going to be important for talents that (and I forget the exact one) cause your next project to have its cooldown reset and cost nothing. Whether most of the talents are going to lower the scale of difficulty in understanding the rotation or improve the overall effectiveness of our abilities in use is to be seen.
It seems they have improved upon the WAR tank system which had 3 different tank styles. 1) Black Orc / Swordmaster used a 3 combo system where their were first tier abilities which would unlock second tier which would unlock a final tier. 2) Chosen/KOTBS were twisting aura tanks that had heavy parry and used passive bonuses and talents to improve their tanking 3) The last were the Ironbreaker and Black GUard which used a system of getting hit/using certain abilities to generate your mechanic as well as abilities that would deplete your mechanic.
The best PvE tank out of the group usually were the Chosen/KOTBS with the IB and BG following
There is only the Force... and what you do with it.
Insanely....
Well written up and I like the comparision to seals/judgement as I used to love Protection Paladins prior to them becoming so close to what a Warrior was.
Having played a Guardian, Assassin, and now a Shadow I feel the Assassin/Shadow is a very unique playstyle and very rewarding.
Currently Playing: Level 13 Jedi Shadow
Is there data that shows what
Is there data that shows what mix of secondary attributes should be focused on in gear selection? Defense, absorption, shield chance etc. I assume a balance of the three is best. Just wondering if that has been realized yet.