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    Jedi Consular Tanking: A Concise Guide.

    Jedi Consular Shadow Tanking Guide

    This guide is based on the one posted here at goshin.es and used with permission.

    WORK IN PROGRESS. Last updated: 12/14/2011

    1. Introduction.

    Note: As a (nearly) complete mirror class, this can also be an intro guide for Inquisitor tanking.

    Using light armor, Wielding double-bladed lightsabers and the bare naked power of the Force, Shadow Consulars will be able to tank, and according to Bioware to main tank, properly.

    In this brief guide I'll try to resume all info available at the moment and make an approach to a possible high end tanking.

    It's compulsory to use a Double-Bladed saber to tank, because main abilities require it.

    Jedi Shadows use techniques: are a kind of Stances with different bonuses and proc for other abilities.

    The technique used for tanking is Combat Technique: Assumes a combat technique, giving your attacks a 50% chance to deal 179 internal damage and heal you for 130. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.

    2. Talent build.

    Raiding Build:


    5 points left.

    I've focused on mitigation and threat generation. Let's see what the talents give to this, aside form the other bonuses.

    Kinetic Combat Tree

    Technique Mastery: (Combat technique) 9% internal and elemental resistance.
    Double-Bladed Saber Defense: 4% melee and ranged defenses increase.
    Mental Fortitude: 3% endurance.
    Rapid Recovery: Increases the chance Combat technique to applies it effects effect in 15%.
    Shadowsight: 2% defense.
    Kinetic Ward: See Cooldowns.
    Mind Over Matter: 2 seconds increased the Resilience (See Key Abilities).
    Impact Control: 4% shield absorption plus the healing effect.
    Bombardment: 15% threat and damage for Project.
    Stasis: 20% armor.
    Harnessed Shadows and Force Break: Bonus healing and damage to certain abilities.
    Slow Time: AOE Damage with 5% damage reduction to targets and increased threat.

    Balance Tree

    Jedi Resistance: -2% damage taken.

    3. Stats.

    Main stats for JS tanks are Endurance and Willpower. Then the defense, shield and armor ratings. Take note that Accuracy will be an important secondary stat but it is not know it's ratings against bosses yet.

    More available soon on this.

    4. Key Abilities.

    - As mentioned, Combat Technique is required for tanking.

    - Force Breach when in Combat Technique: Strikes up to 5 nearby enemies, dealing 377 - 441 internal damage and decreasing the target's accuracy by 5% for the next 18 seconds.

    - Guard:

    Range: 30m
    Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique.

    Obvious PVE and PVP utilities: offtanks, focused healers in PVP.

    - Mind Control:

    Range: 30m
    Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.

    Single Target Taunt now with a PVP flavor too.

    - Deflection:

    Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.

    Pretty self explained.

    - Mass Mind Control:

    Forces all enemies within 15 meters to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.

    AOE taunt with PVP flavour too.

    - Resilience:

    Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.

    - Battle Readiness:

    Readies yourself with the Force, increasing the damage dealt by Force and Shadow Technique by 100% and the healing done by Combat Technique by 300%. Lasts 15 seconds.

    Burst heal with Combat technique on.

    - Unity:

    Unifies you and your companion through the Force, reducing the damage you both take by 50% for 15 seconds.

    Some people doubt about this being used without a companion, but reading Channel the Force description which requires an active companion, this ability doesn't say anything about active companion.

    - Kinetic Guard:

    Erects a kinetic ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge.

    Does not break Stealth.

    This shall be always in CD.

    5. Defensive Cooldowns.

    - Kinetic Guard
    - Unity
    - Deflection
    - Resilience
    - Battle Readiness

    5.1 Cooldown comparative with the other tanks.

    More on this soon.

    6. Possible rotation for End Game.

    Single Target: Force Potency, Combat Technique's Force Breach debuff always on, Slow time debuff always on >> Project on every cooldown >> Double Strike, Spinning Kick.

    -Fill with normal strikes when not enough Force. Spinning Strike when target is below 30%.
    -Remember to monitor the 3 charges of Harnessed Shadows for The Telekinetic Throw heal.

    AOE: combat Technique's Force Breach debuff always on, Slow time debuff always on >> Whirling Blow and Force Wave; IMPORTANT: Remember to look first if you are going to break any Crowd Control when AOE or if Force wave can pull more packs.

    7. BIS pre-raid.

    With the info availiable right now, i think it is safest to just search darthhater.com database or torhead.com database for the higher level commendations (badges) items and the quest items from there too. These are far more than enought to the normal difficulty of the first raid tier.

    More updates coming soon.
    Last edited by netbarrett; 2011-12-16 at 05:49 PM.

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