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SWTOR Kinetic Combat Shadow Tanking Class Guide

A guide to SWTOR Kinetic Combat Shadow Tanking for PvE. Written and edited by Invinc and Vindrik of Harbinger.

Overview

The Shadow Kinetic Combat spec is considered the most underpowered tank spec after patch 2.0, although some of this was slightly alleviated after patch 2.5. They use light armor and a series of talents and abilities to boost their armor rating, however their base damage reduction is still significantly lower than the other tank classes, while other methods of mitigation are higher. They have the highest threat and dps rotations, however managing procs and debuffs can make it harder to keep track of. Properly rotating cooldowns is an essential part of playing a Shadow tank due to their tendency to take more burst damage, giving them a much higher skill ceiling than other tanks on certain fights. They are the only tank that doesn’t have a charge ability, however they do have Force Speed to close gaps, as well as Force Pull to maneuver extra adds and boost aggro. A Shadow could be considered equivalent to the Commando healer of the tank classes, as it is the hardest to play well but gives the most utility of all the tank classes, and as such makes a better off tank than the other two classes.  Despite this, a well played Shadow tank should be close to equal with either of the other two tank classes.

Offensive Cooldowns:

  1. Force Potency: Gives your Force attacks an extra 60% chance to critically hit, consumes a charge when they do, and increases the range of your Telekinetic Throw to 30 meters. Has 2 charges.
  2. Battle Readiness: Doubles the damage done by saber charges for a short while, and also increases their chance to activate by 35%.

Defensive Cooldowns:

  1. Battle Readiness: Immediately restores 15% of your maximum health, and heals you for a small amount whenever the effects of your saber charge are activated for the duration. Also increases all damage reduction by 25% for the duration of the effect.
  2. Deflection: Increases melee and ranged Defense chance by 50% for a short while.
  3. Resilience: Gives a 100% chance to resist all Force and Tech attacks for a few seconds.
  4. Force Cloak & Medpac: Using Force Cloak resets the restriction that only allows you to use a Medpac once per fight, allowing you to use it multiple times.

Tricks of the Trade:

  1. Single target and AoE taunts
  2. Force Wave: Frontal AoE knockback
  3. Force Speed: Massive speed boost for a few seconds
  4. Stealth: You become difficult to detect and gain access to some stealth-only abilities
  5. Force Cloak: Removes you from combat and places you into stealth
  6. Stealth Rez: Force Cloak and a manual rez while out of combat
  7. Phase Walk: Drops a beacon on the ground that can be activated while within 60m. When triggered, you are teleported to the beacon’s location. Any friendly targets within a small AoE of your Phase Walk also have 5% increased healing.

Kinetic Combat

Kinetic Combat (39 / 3 / 4): http://swtor.askmrrobot.com/skills/shadow#1220322123212110223322-3-220

swtor-kinetic-combat-shadow-tanking-class-guide-build

Note: The two points in Applied Force in the Kinetic Combat tree can also be used in Celerity in the Infiltration tree for fights that require the shorter cooldowns (37 / 5 / 4). Also be aware that the talent calculator has not been updated for the patch 2.5 changes to Shadow tanking, though the talent places are still the same, the benefits that you gain may be different.

1.1 Rates (1-10):


  • Single Target Dps / Threat: 10
  • AoE Dps / Threat : 10
  • Group Utility: 10
  • Rotation Difficulty: 10
  • RNG Dependant: Yes
  • Defensive Cooldowns: 7
  • Spikiness: 9
  • Signature Ability: Phase Walk

1.2 Gearing & Stats Priority:


Secondary Tanking Stat Distribution

a) Author Recommended

Note: To get your total secondary stat pool, add up your shield, defense, and absorption in the character stats with a stim on.

  • Shield Rating: 32% – 40% of your total secondary stat pool. 36% = 900 Rating
  • Defense Rating: 16% – 24% of your total secondary stat pool. 20% = 500 Rating
  • Absorption Rating: 40% – 48% of your total secondary stat pool. 44% = 1100 Rating

b) KeyboardNinja’s theorycrafted numbers for ideal distribution

To use these numbers, you must add up you shield, defense, and absorption in the character stats with a stim on to get your stat budget. These numbers assume you are using Reactive Warding and Fortunate Redoubt relics as they are less accurate with other relic types. Lastly these numbers are for hardmode Dread Fortress/Dread Palace averaged and may not be accurate for future operations/Nightmare mode. Read this post by KBN if you want the full run down.

Stat Budget Defense Shield Absorb Full set
1900 418 606 876
2000 423 647 930
2100 428 688 984
2200 422 741 1037 Augmented Arkanian (2181)
2300 412 798 1090
2400 402 856 1142
2500 394 913 1193
2600 388 970 1243
2700 383 1025 1292 Dread Foraged (2721)
2800 379 1080 1341
2900 377 1135 1389
3000 376 1188 1436

Other Stats

  • **Must Have** Accuracy: 104% Force – 94% melee (1% from companion + 3% from talent = 0% from Gear)
  • **Must Have** Alacrity: 0%
  • **Must Have** Surge Rating: 0
  • **Must Have** Critical Rating: 0
  • **Must Have** Power: 0 (except for that gained by augments)
  • **Must Have** Augments: Shield (Shield) / Defense (Redoubt) / Absorption (Absorb) to meet the above percentages
  • Relics: Shield Amplification, Fortunate Redoubt, Reactive Warding (dependent on the fight, you can pick whoever two you need).
  • Set Bonus: 4 Piece Survivor’s
  • Combat Technique

1.3 Tanking Strategy:


Shadow Kinetic Combat spec is the tanking spec that tends to rely more on RNG, procs, and maintaining multiple abilities than other tanks. Shadow Protection and Kinetic Ward are your most important buffs to keep up, and maintining them should be your priority. Kinetic Ward doesn’t cost Force but has 15 second CD and synergises with the Kinetic Bulwark talent, so each time you lose one of your fifteen Kinetic Ward charges, you gain a charge of Kinetic Bulwark, giving you an extra 1% Absorption per stack, up to a maximum of 8, making it so that your last 8 charges of Kinetic Ward are the most effective, as you have the Shield benefit from Kinetic Ward as well as the Absorption benefit from Kinetic Bulwark. Shadow Protection, on the other hand, triggers when you accumulate 3 charges of Harnessed Shadows, causing your next Telekinetic Throw to deal significantly more damage and giving you a stack of Shadow Protection each time Telekinetic Throw ticks (4 stacks). You should be striving to keep Shadow Protection up at all times. Aside from doing so, the rotation is generally straightforward; Slow Time and Project to build Harnessed Shadows, Force Breach to maintain the debuff, Shadow Strike when it procs and spam Double Strike to proc Particle Acceleration, making your next Project a critical hit and resetting its cooldown.

  • Kinetic Ward is a short CD ability which you should endeavour to keep active at all times. It increases your Shield chance as well as granting other boosts thanks to talents and set bonuses. More experienced players who are able to keep track of their buffs effectively can delay recasting Kinetic Ward until all of the previous Ward’s charges either expire or are consumed. Doing so will give you maximum Shield and Absorption for as long as possible before resetting it upon refresh.
  • Slow Time is a high threat ability with decent AoE damage, however unlike most AoE abilities, even when tanking a single target this ability should be a core part of your rotation. In addition to the targeted AoE effect and high threat generation, it also applies a -5% damage done debuff to every target it hits, which should be up on all targets at all times. It also grants a charge of Harnessed Shadows on use.
  • Project is your best single target damaging ability, with the Upheaval talent giving it a chance to do even more damage. The Particle Acceleration talent makes it a guaranteed critical hit, while Bombardment reduces its cost and increases its threat generation significantly. You should be using it as often as possible, as it also gives you a stack of Harnessed Shadows upon use. Using an Accelerated Project while Force Potency is active also increases its critical damage by an additional 50%.
  • Telekinetic Throw is a channeled ability that will give you 1 charge of Shadow Protection per tick of damage, increasing your damage reduction by a total of 4% (1% per stack). You should only ever use Telekinetic Throw with 3 stacks of Harnessed Shadows in order to gain this buff, but any ticks that do not deal damage will not give you a stack of Shadow Protection.
  • Force Breach is another high threat AoE ability, making it excellent for an AoE rotation, and is used in single target fights to build initial aggro and maintain a -5% Accuracy debuff on the boss. Once your initial threat has been gained, however, Force Breach should only be used to maintain its debuff, as Double Strike and Project spams are more important for generating stacks of Harnessed Shadows and higher damage.
  • Shadow Strike can be used when you gain the Shadow Wrap proc from using Double Strike or Spinning Strike, costing 50% less Force and being usable from in front of your target. It is excellent for burst damage, and should replace your next Double Strike when available.
  • Spinning Strike is your sub 30% ability, and should be used whenever it is available, replacing Double Strike, as it will still cause all the same procs while dealing more damage.
  • Double Strike is your filler ability by design. While main tanking you tend to spam this ability a lot, triggering Particle Acceleration as much as possible in order to Project faster to reduce the time between refreshing stacks of Shadow Protection, as well as triggering Shadow Wrap.
  • Force Pull is a very important part of your opening rotation due to its high threat generation. It won’t actually pull a boss to you, but the threat that it generates as you run into melee range to continue your rotation is invaluable, as it’s the only real ranged ability that you have.
  • Whirling Blow is your AoE filler ability that replaces Double Strike in your regular rotation. It is very expensive and doesn’t deal a huge amount of damage, but if you are tanking multiple targets and both Slow Time and Force Breach are on CD, you have nothing else to use besides Whirling Blow. You should never use Whirling Blow if you are tanking less than 4 targets that are all taking damage.

1.4 Defensive Cooldown Explanation:


  • Kinetic Ward is your most important CD, as it gives a passive +15% Shield rating while active, in addition to a few other benefits from talents and the set bonus. Being able to keep it up constantly throughout entire fights makes it an incredibly powerful full time buff, as there are very few fights that are able to drain all of the stacks before you’re able to reapply it.
  • Phase Walk is by far the most important group utility CD from any of the tank classes, and is often not utilised by many Shadows. Using Phase Walk for positioning purposes is convenient, however it is far more useful to maximise the benefit given by the Shadow’s Shelter talent, which increases all healing done by those standing in the immediate radius of your Phase Walk by 5%. A common misconception is that the healing benefit granted by this ability is minimal and doesn’t really make much of an impact. However, any bonus healing that is available should always be taken advantage of, especially considering the enormous amount of total healing that ends up taking place throughout the full length of a fight.
  • Resilience is an excellent utility CD. It makes you immune to all Force and Tech effects for a few seconds, making a good Shadow able to avoid a great deal of otherwise frustrating mechanics, and mitigate a great deal of potential burst damage. Due to talents that reduce its cooldown, Resilience is available on a regular basis and can be used multiple times throughout any boss fight.
  • Deflection is a decent CD for a tank, giving you an extra 50% melee and ranged Defense chance, but although it gives you good mitigation for melee and ranged attacks, there is no added benefit for anything else, meaning that all Force, Tech, Internal and Elemental damage are not mitigated by it at all. Since these attacks are often the ones dealing the large spikes of damage, Deflection generally causes you to take less consistent damage, but doesn’t alter the big hits. Although this makes it more practical than a CD like Adrenaline Rush, it’s also significantly worse than Saber Ward.
  • Battle Readiness is in general a very useful CD to have available. Although it has a relatively long cooldown, the on-demand and over-time healing it provides is an excellent benefit, and the flat damage reduction that it provides means that in many circumstances it’s actually a better cooldown than Deflection.
  • Force Cloak + Medpac is a very useful skill to have, and is unfortunately one that many Shadows either don’t utilise or even know about. Because Shadows are so generally weak compared to other tanks, ensuring that you use every tool at your disposal is essential in order to perform at an acceptable level for high-end operations content. Medpacs have a relatively short CD that could be used multiple times each fight, but a while ago an internal lockout was placed on them so that only one could be used per fight. A well-timed medpac can save your life, as can hiding from a boss to give your healers the extra few seconds that they need. The most common method while main tanking is to use Force Cloak + Medpac + Taunt to get the boss back, and while off tanking you can simply Force Cloak to reset the Medpac’s combat condition and hold onto it for later use. Remember that Force Cloak will always drop you out of combat, regardless of how fast you are pulled back in, either while trying to stealth rez or just trying to refresh your medpac. Just because you are a tank doesn’t mean that you should die to stop the dps from taking a hit on your behalf, so sometimes some calculated risks are required. However, when using Force Cloak it is always worth noting that while you remain stealthed, all healing received will be negated. As such, the moment that you use Force Cloak you should remove yourself from stealth, either by using another ability or removing the buff. If you are going to die momentarily and you know that the healers aren’t able to save you, you can Force Cloak to save yourself. Here are a few possible cases of what may happen:
    1. Melee dps takes aggro after you Force Cloak, the boss turns and hits him for the vast majority of his HP. You can either taunt back immediately, with or without using a medpac, and hope that your healers’ heal you enough before the next hit to keep you alive, or you can taunt and Force Speed away to give yourself an extra few seconds of safety. Keep in mind that this won’t work for all fights, as some bosses have ranged abilities or leaps that will actually increase the damage you take if you do this.
    2. Ranged dps takes aggro after you Force Cloak, and the boss has to run all the way across the room to get to them. This will give healers couple of seconds to heal you up, and a skilled ranged dps would have enough time to either kite momentarily or use a defensive maneuver to avoid the boss for a few more seconds or survive the hit. You taunt the boss back at an appropriate time and the fight continues. Again, in some fights the boss may leap to their target and give them less time to react, or may have a frontal AoE that wipes the ops. Always be aware of exactly what will happen if you decide to do this.
    3. The boss turns to a dps and immediately kills them. The healers can battle rez or stealth rez if available, after the fight is slightly less stressful and the ops is no longer at risk of wiping. The damage lost by having that dps dead for a few seconds may cost you some valuable time to beat an Enrage timer, but if you had died then before you could be rezzed, the boss probably would have killed a few extra people as well and likely would have become a wipe.
  • This strategy should only be used by skilled players that know how the fight is progressing with timers, resources, Enrage, and every possible aspect involved, as well as exactly what mechanics will come into play that could end in disaster if they decide to Force Cloak. A rookie tank, or any tank lacking awareness, will probably wipe the ops group when attempting this risky maneuver instead of saving them.

1.5 Group Buffs:


  • Slow Time: -5% damage done by all targets affected
  • Force Breach: -5% Accuracy for all targets affected
  • Phase Walk: +5% healing done by all players within the AoE
  • Force Cloak: Allows for stealth rez

1.6 Ability Priority:


  1. Kinetic Ward: DW
  2. Force Pull: FP
  3. Telekinetic Throw: TT
  4. Slow Time: ST
  5. Project
  6. Shadow Strike
  7. Spinning Strike
  8. Force Breach: FB
  9. Double Strike: DS
  10. Whirling Blow

Defensive Cooldowns Priority:

  1. Kinetic Ward
  2. Phase Walk
  3. Resilience
  4. Deflection
  5. Battle Readiness
  6. Force Cloak + Medpac

1.7 Opening Threat Rotation:


Note: The use of Force Pull is only at range when running towards the boss, and Shadow Wrap will cause you to immediately gain 4 stacks of Shadow Protection upon leaving stealth. Taunt use is relative, depending on the fight and your ops group. Read the “How Taunt Functions” section to understand when best to use your taunts.

Opener 1: Stealth + Pre-cast Phase Walk + DW + Force Speed / FP + ST + FB + Project + DS + Project (proc) + Force Potency / TT + DS + Project (proc)

  • This opener depends on ideal proc rate of Project from Double Strike (If Project doesn’t proc, you would need to wait an additional GCD for it to come off cooldown, which can delay cast of Telekinetic Throw and your threat generation)

swtor-kinetic-combat-shadow-tanking-guide-opening-rotation

Opener 2: Stealth + Pre-cast Phase Walk + DW + Force Speed / FP + Project + ST + FB +  DS + Project + Force Potency / TT + DS

swtor-kinetic-combat-shadow-tanking-guide-opening-rotation-2

1.8 AoE Ability Priority & Explanation:


AoE Ability Priority:

  1. Slow Time
  2. Force Breach
  3. Project
  4. Telekinetic Throw
  5. Force Wave
  6. Whirling Blow

AoE Ability Explanation:

  1. Slow Time is your most important single ability for both single target and AoE rotations. It helps to build stacks of Harnessed Shadows, as well as causing high threat and placing a damage reduction debuff on mobs.
  2. Force Breach is the second ability that you will be using on cooldown when AoE tanking. It creates a high amount of threat, as well as placing an accuracy reduction debuff on all targets.
  3. Project should be used between your AoE abilities to bolster your stacks of Harnessed Shadows, as maintaining Shadow Protection is imperative regardless of what you’re tanking.
  4. Telekinetic Throw is another filler ability, which you should be using while at 3 stacks of Harnessed Shadows, and while your AoE abilities are on cooldown, in order to maintain your stacks of Shadow Protection.
  5. Force Wave isn’t a particularly good AoE, and should generally only be used on packs that have boss immunity or to push targets into position, to maximise your group’s AoE dps. Even so, if your other abilities are all on cooldown, and Force Wave won’t knock your targets away from incoming damage, it’s a better choice than Whirling Blow as it is free of cost.
  6. Whirling Blow is probably the worst AoE ability in the game for any spec, due to its high cost and very low damage output. It should be avoided for the most part, however if your other abilities are all on cooldown, it is a better option to try and proc Particle Acceleration than Double Strike for the opening of your rotation. After the first two AoEs, you can resume using Double Strike instead.

1.9 AoE Rotation:


Note: Mastering the range of Force Wave is an important part of this pull in order to gain its full advantage. The sooner you use it while still hitting all your targets, the less time wasted by its GCD. The only difference if targets do not have boss immunity would be to remove Force Wave.

Pulling group at range, targets have boss immunity:

Stealth (if out of combat) / KW / Force Speed + Force Wave + ST + FB + Project + Whirling Blow + Project (proc) + TT + ST + FB

swtor-kinetic-combat-shadow-tanking-guide-aoe-rotation

Pulling group at close range, while in combat, targets have boss immunity:

Force Cloak (if feasible) / KW + ST + FB + Project + Whirling Blow + Project + TT + Force Wave + ST + FB

swtor-kinetic-combat-shadow-tanking-guide-aoe-rotation-2

1.10 Tips and Tricks:


  • Using Blackout often lets you get as close to a boss as you need to in order to place your Phase Walk in an ideal position.
  • Even with a 15 minute CD on Revive, you should always have it on your action bars so that it can be quickly accessed, and never be used outside of a stealth rez situation.
  • Force Potency is a purely offensive CD that also increases Telekinetic Throw’s range to 30 meters, so if you either need to quickly push a phase while at range or need some fast extra aggro on another target, Force Potency may be the best option.
  • Force Pull can only be used between 10-30 meters, but its threat generation is excellent. Beside your opening rotation, Force Pull is your best option for getting initial or extra aggro on any mob who is not already in melee range.
  • Phase Walk’s cooldown will only trigger if you use it to teleport yourself. As such, unless you are main tanking and cannot maneuver around the room, as soon as your Phase Walk expires you can replace it again, meaning that for many fights the effect should be available for the majority of the fight.
  • Keep in mind you can use Force Cloak between phases and transition delays both to reset the restriction on medpac use as well as to gain 4 stacks of Shadow Protection once you exit stealth.

1.11 General Tanking Strategies


  • Differently from dps cooldowns, tank CDs are not something you should be trying to use as much as possible in a boss fight, because you never know when something might happens that may cause the healers to need an extra boost in order to keep you alive. That being said, on fights that have high standard incoming damage with no mechanic potential for burst, it is generally a good idea to hold on to one cooldown in case of an emergency, but cycle through any others in order to mitigate as much damage as possible for the length of the fight.
  • A common mistake from average inexperienced Flashpoint tanks is thinking that taunt will basically keep the boss on you no matter happens, without understanding how it actually functions. The reality is that taunts do have 6 seconds where the boss will be forced to attack you, however immediately following that, if your threat is not high enough you will lose aggro again. As such, taunt’s real job is to keep you at the top of the threat meter, since a taunt will always give you aggro equal to the highest person on the threat meter, plus an extra 10%. This means that if you taunt during your initial pull, you will hold the boss for 6 seconds, but that extra 10% will be wasted, as 10% of a small amount of initial aggro is not as effective as waiting for a few seconds until your threat is higher before taunting, which will give you a higher increase and make it harder for the dps to pull off of you. Due to this functionality, you are best off opening with your high-threat abilities to hold initial aggro for the first few GCDs, and once dps start doing their highest peak of damage and threat a few seconds in, or as soon as you lose aggro, use your single taunt, as this will put you above the highest current threat by 10%, at which time the dps should use their threat drops. Good dps should know that after the first taunt is an ideal time to use their threat drop, as it maximises the threat cushion gained by the tank. This will give you enough room to hold boss for another few GCDs at least, before perhaps having to use an AoE taunt to do the same thing again. Following that, your single target taunt should be available shortly thereafter, and this method should secure you as the top threat for the remainder of the fight. If you are worried about threat in general, using taunt as it becomes available will boost your threat generation significantly, just ensure that you aren’t using it on cooldown in fights that require tank swaps, as you should always have it available when it’s needed.
  • The highest burst dps done in any boss fight is generally at the start of the fight, since everyone will have pre-cast their abilities and buffs and cooldowns, Bloodthirst | Inspiration, adrenals and relics. Because of this, asking a dps to push their damage as high as possible is essentially hamstringing your ops group, especially for fights that have tight Enrage timers. Initial tank rotations are specifically designed to generate enough threat to hold aggro off of any dps regardless of how good they are, so you should never be struggling for threat.
  • A great deal of tanks confuse the Guard tooltip’s PvE and PvP aspects, and don’t quite understand how it actually works. In PvE, Guard reduces the target’s damage taken by 5% and reduces threat generation by 25%. The 50% damage transference is only activated in PvP combat. This means that you should either be guarding the two highest dps if you are worried about losing aggro, or anyone that will be taking excessive mechanic damage as part of the fight.
  • A good tank should always be doing their best to try and make everybody else’s job as simple and easy as possible. As such, the boss should be tanked in place as often as possible, placed in a position where they are easily accessible to all members of the ops group, and never moved out of ground AoE when it’s not necessary.
  • Assisting with the group’s overall dps is always a good idea. Doing your best to deal as much damage as possible while tanking will help to push Enrage timers and burn phases, and will still generate a high amount of threat.
  • Being able to adapt quickly to emergency situations, such as an impromptu Stealth rez, is a must, and you should always be aware of ways to mitigate your own damage taken, and maximising the chance of a successful rez when this happens.
  • Adjusting your user interface to help you perform well is incredibly helpful, including enabling the target of target and focus target windows in your interface editor. Always knowing who your target is hitting and what your focus target is doing will help you to call out predictable mechanics, swap targets when necessary and be situationally aware of what is about to happen next

1.12 How Taunt Functions


The taunt ability has a really simple mechanic that dictates how it works. Every enemy has a threat meter, which dictates who they will attack, the highest person on their individual threat meter will always be their target. Threat is generated via dealing damage and healing, and some abilities generate threat on higher multipliers than others. Taunting a target will instantly generate threat for you equal to the highest person on the target’s threat meter, plus an extra 10%, as well as forcing the target to attack you for the next 6 seconds. As such, if you are passed on the threat meter after this 6 seconds has elapsed, the target will return back to attacking the highest person on the threat meter. Taunting while you already have aggro will simply give you an extra 10% of your own threat. Keep in mind that the extra 10% threat generation is applied upon using the taunt, and regular threat generation continues accumulating for the duration of the taunt’s effect, so although taunt will give you an edge in threat, if the highest amount of threat on the boss is only low, then the 10% extra that you will gain is not particularly substantial. Because of this, especially early on in fights and during aggro drop mechanics, taunt is not a substitute for good initial threat generation through a proper rotation.

Asking dps to slow down at the start of a fight so that you can maintain aggro is something that will significantly hold back both your group’s dps as well as your own threat. Guarding two of your best dps is generally the best course of action, as it will minimise the chances that they will be able to catch up to you after your initial taunt rotation, but asking them to slow their dps is counterintuitive, as if they are dealing less damage then you can only taunt off of yourself, and as such may actually gain less initial threat. Due to the mechanics of taunt, you should be holding your initial taunts for a few GCDs to ensure that as much threat is built up as possible before you need to use it, and should a dps pull aggro from you that would be an ideal time to taunt. Immediately following this the dps should use their threat drop, so that you gain as much threat as possible, while they lose as much as possible and therefore the gap between the two of you is significantly increased

AoE taunt functions in the same way, and affects each target individually. Because each enemy has their own individual threat meter, each threat calculation is done separately, meaning that an initial AoE taunt on a fresh group of mobs can easily still lose aggro to healers if you don’t maintain threat on each target using other AoE abilities.

About the Authors


Invinc and Vindrik are both members of <Hatred> on Harbinger, an endgame progression guild with world 3rd clear of Nightmare S&V, World 2nd clear of Nightmare TFB, world 1st speed clear (under 2 hrs) of Nightmare S&V, and numerous server firsts at the 8m level.

Invinc is the guild leader of <Hatred> and mains an operative DPS but plays pretty much every and all classes for operations. He currently leads the parses on operative lethality DPS on multiple boss fights and dummy parses. Also known as Carlenux, Carlenix (sniper), Carlenx (Sorcerer), Pyrotec (Powertech)

Vindrik mains an operative healer and is the raid leader for group B in <Hatred> (World 5th speed clear of Nightmare S&V). He is the former raid leader of <Notorious Synergy> on Dalborra, one of the world top guilds pre-2.0 (World 4th).

While the information here are mostly written by these two players, numerous other Hatred raid members and guides were consulted. Questions, comments, concerns will be answered by Invinc, who goes by the name of Carlos Eduardo Mata in the comments section below.

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

39 replies on “SWTOR Kinetic Combat Shadow Tanking Class Guide”

Idk, all guids about shadow telling that better to start ST->FB->Project (skiped pre-part) but my own parse-log check for threat show me that if start from FB->ST->Project->taunt u’ll gain more threat-per-second in the begining.
I checked 9 possible opener and FB->ST->Proj was the best.
This is what my parses show me:
Skills Threat TPS
Prj+FB+ST 7600-12500-14000 1800-2864-3300
Prj+ST+FB 7500-11300-13100 2100-3050-3700
ST+FB+Prj 7400-10300-15900 2000-2900-4000
ST+Prj+FB 7900-13000-15700 1900-3500-4400
FB+Prj+ST 10600-11300-15400 2300-3000-4200
FB+ST+Prj 11200-13400-14200 3050-3300-3500

I did A LOT short fights for each opener and this numbers that I usualy +/- had.

So, my point is, maybe I wrong somewhere and lost something? Why everyone telling that the best opener ST->FB->Prj?

well a short answer for that would be, ST and FB give your two most important debuff on the boss, so applying them faster will help those few GCD of dmg taken, also with force pull assassin have no threat problem, it generates up to 8k threat, so analyzing anything on shadow/ssin tank as “more threat” is often a mistake, u are the class made for not losing aggro basically, so you have to think on other stuff like, debuff applied, Dark protection stacks, Project procs and higher dps more than actual threat generated.

For single bosses managing aggro isnt hard so i agree that starting with the debuff is the best starter for the Shadow Tanks

Force Breach also has a debuff when in combat stance. it lowers accuracy by 5%, so using it as your opener, then slow time is just as effective. that 5% accuracy debuff plays very well to the Shadows high shield/absorb ratings.

yeah its another option too, however i believe it not only does less dmg but also less threat so, when both giving debuff wither (force slow i believe) gain advantage on that + D.P stacks.

Also Force Breach is on a 6” CD and (if you are single-target tanking) you won’t be using it until its debuff is about to expire. On the other hand, Slow Time is on a 9” CD and you will be pretty much using it on cooldown, so you want it used as early as possible so that it is available again as early as possible.

I have started with Force Breach for a long time. even without using a Parser, I have noticed that FB is the highest single threat generating ability the Shadow has. I know becuase when I off tank, it’s in my rotation near every CD, and our other Tank, also a shadow, only uses it to apply the debuff. I can’t tell you how many times I have to force cloak to agro drop because their taunts were on CD. haha. I now do not use FB at all unless I am holding the boss.

With Force Breach and Telekinetic Throw there’s this timing dependence, that after every second Telekinetic Throw you are supposed to renew Force Breach debuff on the boss (try it on the dummy it really work).

Shortly about opening as a shadow whenever possible start at 30 meters from boss and just wait for him using this rotation:
Force potency -> Force Pull -> Telekinetic Throw (if you have possibility to maintain 3 stuck of harvesting shadow that’s even better) -> Project -> Slow Time -> Force Breach -> Double strike (or shadow strike) -> Project -> Telekinetic Throw.

Than build twice again 3 stuck of harvest shadow and after second one go with:
Telekinetic throw -> Force Breach -> Project -> Slow Time […] that will keep all the required debuffs on boss.

In case of bosses where they are teleporting or jumping thought you (or when you start under the boss) alway use Force pull from 10 m, all time running thought him than Slow time and Project with force Potency (leave force beach for after the telekinetic throw).

BTW. What about relics? I just equipped both Dread Forget for absorb and def but I’m wondering if there’s any better? You wrote about Reacting Warding is it make any sense with 40s cd?

I still think (reffering to my tankasin post on that page) not taking Martial Prowess and Expertise is reducing threat generation for a minor HP buff. The gear has plenty of endurance already. Spining kick has much utility out of stealth. Only being able to do it in stealth gives you one less stun. Spending so many points in psychokinesis is also a waste. Double strike isn’t a main threat generator – it a filler attack, and cheap enough already. It is sole use is for shadow wrap and partice acc to proc.

What really hasn’t been discussed in the Guide are alternative specs for certain bosses. I personally have had much success using a 27/17/2 spec with two points in fade which will add 30% aoe damage reduction. I use this spec both against Brontes and Tyrans, as both fights have a large portion of burst damage in form of aoe attacks. I lose ST and hence in certain constellations raid wide damage will increase, but at least to our healers it is burst damage that puts stress on them and not incoming damage over time.

Do your shadow tanks use this spec or something similar in raids? Obviously DF/DP HM is on farm and you will kill both bosses no matter what, but going into NiM i figure its necessary to use every advantag available…

“Despite this, a well played Shadow tank should be close to equal with either of the other two tank classes.”

This is simply not true. We’ve ran endgame with our primary tanks running a fully geared shadow and a fully geared vanguard, as well as a fully geared guardian. From healing these tanks I can tell you that right now if you’re bringing a shadow tank to a raid as a main tank you’re doing something wrong. Their mitigation is simply not there yet compared to Guardians/Vanguards.

Heh I suggest you read the comments under the assassin tanking one as it is full of comments arguing otherwise. Originally we had written something similar but had to change it as people kept complaining about it.

Shadow Tanks are more then fine if played correctly before the recent changes this wasn’t the case now it is again

Even if the mitigation is lower than the other tank classes it doesn’t mean that you can’t have a Shadow Tank.

It is also a fact that many operations out there were already cleared with a primary Shadow tank. Sometimes they’re also cleared with two Shadow tanks! 🙂

I agree. Our main raid group runs dual shadow tanks in almost full Dread Forge. We can skip mechanics and our seer and sawbones don’t complain about heals and even find time to DPS.

In the skill tree, I believe Psychokinesis is not useful for tanking. I never used it and never had trouble with low Force while tanking. I put those 2 points in Celerity beause a CC breaker, interrupt of quick move can be a real life saver in some situations.

Also I suggest the guide to include some reference about Force Stun and Spinning Kick as utilities. Obviously they’re useless for boss fights but they can be helpful when clearing large groups of trash mobs. There are moments when a large group of mobs can do quite some damage although none of them would be particularly strong alone, and being able to shortly incapacitate two of them can be helpful and give time for DPS’ers to dispatch them meanwhile. It can be very useful specially when there is someone in your group that loves to break CC! 😉 I find useful to have a point in Martial Prowess to be able to use Spinning Kick often.

The same can be said about the Guardian Tank guide where Force Statis, Force Push and Hilt Strike were mentioned for their other utilities but not as stuns. They also can be quite useful to control trash!

I know Carlos said in a comment in the Assassin post that no one should worry about anything that don’t help at boss fights. But while I agree that to be totally true to those who are progressing, doing NiM ops and so, there are a lot of people out there that may never ever try a NiM ops but love to have fun with HM FPs and SM ops, sometimes do them with groups with other under-geared or under-skilled players and may use an extra help to clear trash. I believe even an experienced player may use a little help with trash on a newer character while they’re farming gear for end game then respec to abandon these utilities and focus more on the difficult bosses when the char is ready for progression. Considering the guides are meant primarily for people that are learning how to play and may still be gearing their character, I believe these kind of explanations to be useful.

Along the same lines as swapping out the points from Psychokinesis, looking at the descriptions, getting a 3%/6% damage boost to Double Strike, Whirling Strike, and Clairvoyant Strike from Applied Force would seem to me to come in second compared to Expertise giving you a 6%/12%/18% damage boost to “your techniques”, unless that term describes a much less-used fraction of your abilities than the three attacks Applied Force affects.

I may be mistaken because I have not tested it, but by the description of Expertise I assume “your techniques” when tanking only affect the damage dealt by the Combat Technique proc. I did not parse my tanking rotation many times but one time I did I remember that Double Strike did much more damage than the Combat Technique proc which is logical considering DS does decent damage and is used much frequently as a filler. CT has only a chance to proc and does small damage each time. Thus I consider Applied Force more useful than Expertise and I understand it will result in greater total damage and threat.

Combat technique 51DPS 3.91 of total
Force Technique 187DPS 5.21% of total
Shadow Technique 415DPS 12.7 of total

picked some numbers from torparse its useless for Tanks,
Balance picks it because anything else they could pick up is equally or even more useless
its actually decent for Infiltration ~70 DPS if the one infi parse i found is accurate
its one of the most useless 3point talents you can find

And once again I have to disagree with the Overview. Shadow tanks are not hard to play at all. Threat is simple with 2 High Threat Generation abilities that are in your core rotation on a relatively short cooldown. They already take less overall damage when fully min/maxed as shown by Theorycrafters such as KBN and Dipstick on the forums. All you have to do is project, slow time, double strike, project to gain your 3 Harnessed Shadows procs then use Telekinetic throw so you can maintain your Shadow Protection 4% damage reduction… its not hard… you follow that up with a force breach to keep accuracy debuff applied then rinse/repeat… and Kinetic Ward is not hard.. its on a 15 second cooldown. it has 15 charges… it grants 15% shield chance… Kinetic Bulwark makes it so every time a charge falls off you also gain 1% absorption which stacks up to 8 times… moral of the story is pay attention to animations on your character and just know every 15 seconds your kinetic ward is coming off cooldown… if you shielded a lot in between those 15 seconds then you will need to reapply Kinetic Ward, if you didn’t shield a lot but only half those times then you can simply not use kinetic ward for 5 extra seconds since the cooldown on it is 20 seconds… its not hard… you have 5 seconds in between having to reapply it based on whether or not you have any Kinetic Ward charges left or not… don’t see why people act like shadow is so hard to play lol… the hardest tank to play properly is the Guardian and that’s because of aoe threat issues… but that’s what separates good players from bad players cause a good guardian knows how to get aoe threat it just takes more work to keep it and maintain it than it does for Vanguard and Shadow…

Guys come on, if Sin/Shadow tanking isn’t your cup of tea don’t bash it. There’s plenty of evidence that shows that Sin/Shadows do just fine and in some cases better. Now you’ve got people running around bashing Sin/Shadow tanks in ops and what not because the “holy grail” of guides said so. You do great work for the most part but with plenty of other evidence that this is a viable spec I feel that you guys would have been better off stating it’s not a spec you’re that familiar with and linking someone else’s guide.

I’d love to see someone show with numbers impact of shadowy veil (infiltration tree) at 1 and 2 points invested. Could someone please help me out?

Hey, not sure if you’re still looking here, but something I just realized: you may want to list the best adrenal to use, as well as the difference between reusable and non-reusable stims and adrenals.

Okay so initially Dulfy I followed your number guide the best I could, I noticed at the 900 shield rating I was not maximizing Kinetic Bulwark or the remaining Kinetic ward charges I had. Only managed to use on average about 6 KW charges on most fights. Is this the same with the Shadow tanks in your HM and NiM ops?
this is on a 2300 point budget current with 300 def, 1100 absorb and 900 shield.

300def rating is not much and the more def rating you have the less Bulwark you get but how fast the enemies attack matters far more then that.

the more def you have the less Absorb you can get which devalues Shield Rating so no you don’t wan’t any more shield rating then what you get from enhancements and Ear/implant (no shield augments) only really Force tech damage heavy bosses (the bosses where you want next to no Def Rating would require you to use Shield Augments)

the only thing you can do is activating Kinetic ward the last moment Possible instead of using it on CD risky though because a Shadow without Kinetic-Ward is a dead Shadow so if you notice you cannot keep it up permanently if you don’t use it on CD don’t try to maximize that half percentage Absorption isn’t worth to die for it.

secondly (afaik) KBNs numbers take Kinetic Bulwark into account to define the stats you want

third I’m rather sure Dread Fortress NIM (Dread Fortress in general) wants far more def rating.
(these numbers are Palace+Fortress)

Yeah I’m working on bringing my def up, my question is that shouldn’t s shadow tank favor shield rating a bit more over absorb.

depends upon the boss if the boss does almost no Melee/ranged damage at all you want next to no Defense but more Shield and more absorb

i seem to be a bit outdated though because Grob’tok is mostly Melee/ranged damage but the Theory-crafters recommend the high shield zero defense (not counting the minimum Defense you always have) build there.

anyway regardless of the Boss you are fighting if you stick with your 300defense then yes you should use a few Shield Augments if you bring your defense above ~500 you should only use Absorb&Defense Augments
but these two builds have less variance between them then there is between a Shadow who makes good use of his Defensive CDs and one who doesn’t.

Keks just wanted to say thank you for the reply. I brought me def up to the 500 area, but I’m going to experiment a bit on my own for the shield rating absorb rating balance. With my current budget I have them at the 40%/ 42% area. I’m just tired of not using anything near half of my KW charges during every fight. Thank you again.

“I’m just tired of not using anything near half of my KW charges during every fight. Thank you again.”

you’ll love the tentacles in Terror from Beyond final Bossfight 😀

Can you please post a revisions list for new updates, I saw this listed in the most recently updates page, but can’t seem to find the actual update(s).

swap tkt with the new ability then click stuff as it lights up (everything is exactly the same as before, well 99% so).

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