Darkness Assassin Tank Sith Inquisitor Class Guide (6.0)
Last Updated for the Onslaught Expansion, Patch 6.0, November 2019Darkness Assassin Guide
The Assassin’s dual-bladed Lightsaber flashes with deadly precision to provide a relentless offense and when necessary, a formidable defense.
In this guide we’ll be going over how to play a Sith Inquisitor Assassin Tank including when and how each ability should be used, tips and tricks, and some basics about gearing up. The assassin tank is the most involved of the three imperial tanks, and requires a constant upkeep of a ward fueled by the assassin’s connection to the dark side of the force, and a creative use of Force Lightning channeled to reduce the damage you take as a tank.
Discord: Jaydenz#6788 Twitch Youtube
Abilities
The Darkness Assassin uses a combination of useful mechanic abilities, defensive abilities, and damage abilities to keep themselves and their team alive.
Mechanical Abilities
The Assassin tank’s job in a fight is to stay alive through dark sith sorcery, and to keep their teammates alive long enough to for them to take down their enemies. Apart from their defensive force abilities, they have some clever tricks to help keep themselves and their group alive.
Let’s start by going over the assassin tank’s mechanical abilities.
Icon | Ability Name | Level | Type | Description |
---|---|---|---|---|
Mark of Power | 1 | Class Buff | Mark of Power is your class buff – it gives an hour long boost to damage to your group or to any other character you cast it on. | |
Seethe | 1 | Regen | If you're low on health between fights, you can use Seethe to regenerate health - but it only works outside of combat. | |
Overload | 3 | Push | Overload is your push. A knockback can be useful when you’re playing solo as it can keep melee enemies away from you if you’re taking too much damage, or you can use it to push enemies off of cliffs. As fun as it is, don’t use it in group fights – this often frustrates other players who are trying to group enemies up to take them down faster. | |
Electrocute | 5 | Hard Stun | Electrocute is your short 4-second hard stun – you can use it on weaker enemies to stop them from running around, from casting abilities, or just to keep them out of the fight in general. | |
Stealth | 6 | Stealth | Stealth turns your character invisible to everyone not in your group, and can allow you to sneak past weaker enemies or perform stealth sneak attacks. As soon as you enter combat, you'll be pushed out of stealth. | |
Whirlwind | 7 | Crowd Control / Soft Stun | Whirlwind is your crowd control soft stun - you can use it to stun weaker enemies for 8 seconds, but it breaks on damage, so only use it on enemies you’re not going to hit soon. | |
Unbreakable Will | 9 | Stun Breaker | Unbreakable Will is your stun breaker. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
Mind Control | 14 | Taunt | Mind Control is your taunt. A taunt forces most enemies to attack you, and only you, for six seconds, and also increases the chance they'll continue attacking you afterwards. As a tank, in a group fight it's your job to keep the enemy's attention, because unlike your other team members, you have stats and the abilities that will help keep you alive and allow your team members to focus on defeating the enemy. Apart from taunts, you can keep the enemy focused on you with what's known as threat or aggro, which means using your abilities in a way that aggravates your enemy to continue attacking you. The higher your threat, the less likely a team member is going to catch the enemy's attention. | |
Force Speed | 16 | Speed Boost | Force Speed is your speed boost. It helps you move faster. You can use it for fun while running around, to get to a strategic location in battle faster, or most importantly to run out of stuff that’s hurting you. | |
Guard | 16 | Guard | Guarding another player reduces the chances of the enemy attacking them as long as you are within 15 meters of each other. The guarded player also takes 5% less damage, but players mainly use guard on a team mate who is often attracting the attention of the boss enemy - either a strong healer or DPS character - not the weakest player who needs "help". | |
Jolt | 18 | Interrupt | Jolt is your interrupt. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. This can be useful when fighting low-level enemies as many abilities can be interrupted, and in some max-level fights interrupts are a mandatory part of combat. Castbars that fill up from left right are called channels and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are casting. | |
Mass Mind Control | 20 | Group Taunt | Mass Mind Control is your group taunt, commonly know as an AOE taunt. It will force all enemies within 15 metered of you to attack only you for six seconds, similar to your single-target mind control ability. | |
Mind Trap | 20 | Crowd Control / Soft Stun | Mind Trap is your soft stun, sometimes called your cc, your crowd control or your mez. While in stealth, you can stun an enemy, and they will stay stunned for one minute as long as no one attacks them. Players use this to either take one enemy out of the equation for a short time in a fight, or to sneak past enemies without attracting their attention. You can only use Mind Trap while not in combat. | |
Force Slow | 22 | Slow | Force Slow is your slow, and slows your enemy’s movement speed by 50% for 6 seconds. This can be used to keep Melee enemies away from you as you move farther away, or to slow down enemies who are running away. | |
Force Cloak | 22 | Combat Stealth | Force Cloak allows you to enter stealth while in combat. As a tank, you usually will not want to use this ability while tanking an enemy for your team, as you will lose all the threat you've built up over time. Force Cloak is useful if you enter a fight but want to exit it quickly, or can be used to revive a fallen team member since you will no longer be in combat once you stealth out. Force Cloak can also be used by skilled player to avoid channeled damage abilities or knockbacks which are canceled when you stealth out - just make sure to taunt back immediately afterwards, as you'll have lost all your threat. | |
Force Shroud | 36 | Cleanse | Force Shroud, which make you almost invincible by increasing your chance to resist Force and tech attacks by 200% for a few seconds and will also cleanse any cleanseable debuffs you have. It’s one of the strongest defensive abilities in the entire game and allows you to negate a lot of Force or Tech attacks, and even ignore some mechanics by using it at the right time. | |
Spike | 42 | Short Hard Stun | Spike is a second short stun you can use that lasts 2 seconds, and also knocks down weaker enemies. As a Darkness Assasin you can use it out of stealth. If you collect the Efficient Termination 6-piece set bonus, Spike turns in to a defensive ability that increases your damage reduction by 10% for 6 seconds. | |
Phantom Stride | 51 | Leap | Phantom Stride is your leap - it allows you to instantly teleport forward to an enemy within range. | |
Force Pull | 58 | Pull | Force Pull allows you to pull an enemy to you, and also generates a lot of threat. Although this does not work against most boss enemies, you can still use it to gain threat. | |
Severing Slash | 72 | Short Slow | Severing Slash is a second slow. It does slightly more damage than Force Slow but lasts for half the time. |
Defensive Abilities
The Assassin tank has a variety of abilities that helps keep them alive.
Icon | Ability Name | Level | Type | Description |
---|---|---|---|---|
Dark Ward | 26 | Perpetual Shield | Dark Ward is your most important ability as an assassin tank. This ability surrounds you with a shield that starts with 15 charges that increases your shield chance by 18% for 20 seconds. Each time you successfully shield an attack, you'll lose one of the charges. As a Darkness Assassin, every time you shield an attack with Dark Ward, you'll also get a stack of Dark Bulwark, an additional defensive buff that increases your absorption by 1% per stack, and it can stack up to 10 times. If you cast Dark Ward again, it will reset your Dark Bulwark shields back to zero. A big part of Assassin tanking is balancing these two defensive buffs - you want to try and always keep Dark Ward up, but anytime you re-use Dark Ward, it will reset your Dark Bulwark stacks back to zero. This means you'll want to wait until your Dark Ward is about to run out of time before you refresh it, allowing Dark Bulwark to build up as long as it can before resetting it. | |
Deflection | 24 | Shield | Deflection is your shield - it increases your ranged and melee defenses by 50% for 12 seconds. As a Darknes Assasin, it also causes all enemies within 8 meters to deal 15% less Force and tech damage. | |
Force Shroud | 36 | Invincibility Shield | Force Shroud is your invincibility shield which increases your chance to resist Force and tech attacks by 200% for 3 seconds. Force Shroud is an extremely powerful defensive ability when used pre-emptively against powerful attacks. If you choose the Disjunction utility, Force Shroud will last 5 seconds instead. | |
Force Cloak | 22 | Stealth Out | Cloak is not a defensive move, but it can be used as one. First, you can stealth out and use an extra medpac if you've already used one in your fight. Second, you can use it in all kinds of creative ways including resetting certain stacking debuffs, cancelling casted abilities to avoid knockbacks or damage, or even using it as an extra tank swap if your co-tank has the second highest threat. Just make sure to taunt back and start building threat immediately after exiting stealth. | |
Spike | 42 (75) | Small Defensive from Set Bonus | If you collect the Efficient Termination 6-piece set bonus, Spike turns in to a defensive ability that increases your damage reduction by 10% for 6 seconds. | |
Recklessness | 8 | Absorb Shield, mainly use for damage | Recklessness increases the Force critical chance of your direct attacks, but as a Darkness tank, activating Recklessness also grants 30% shield absorption for 20 seconds. Recklessness is usually not used defensively, instead it's used to cause more damage. | |
Overcharge Saber | 50 | Shield and Heal | Overcharge Saber immediately restores 15% of your max health, and as a Darkness assassin, your damage reduction is increased by 25% for 15 seconds. This is a very useful defensive ability to use when you are expecting a large wave of damage over time. | |
Damage Abilities | 10 | Rotation | As an Assassin Tank, your damage abilities, when used correctly, will also reduce the amount of damage enemies do to you. Your key damage abilities for defense are Depradating Volts, Shock and Wither. | |
Advanced Kyrprax Shield Adrenal | 75 | Adrenal | Absorbs 30% of damage for a short time. Keep a pile of these on hand! | |
Relic of the Shrouded Crusader | 75 | Relic | Increases Shield Rating and Absorption Rating for a short time |
Damage Abilities
Although the Assassin tank should be focusing on tanking rather than doing damage, using certain abilities efficiently can actually raise the Assassin tank’s survivability, and help keep threat with enemies.
Icon | Ability | Level | Description |
---|---|---|---|
Depredating Volts | 10 | Depredating Volts is your key damage ability as an Assassin tank, but it's most powerful when you also have 3 stacks of Harnessed Darkness, a special buff you get from using either Wither or Shock as a Darkness Assassin. If you get three stacks of Harnessed Darkness, then each tick of Depredating Volts will increase your damage reduction by 1% for 12 seconds. This makes Depredating Volts when you have 3 stacks of Harnessed Darkness both a powerful damage attack as well as a strong defensive boost which you can keep up during most of the fight. | |
Shock | 1 | Shock is one of your two abilities that builds up those special stacks of Harnessed Darkness. You can use it once every six seconds, so Shock is one of your abilities you will use the most. | |
Wither | 42 | Wither is your other ability that builds stacks of Harnessed Darkness. It's a great multi-enemy damage ability, and it generates a high amount of threat to help you tank, and it also weakens enemies so they deal 5% less melee and ranged damage. You can use it roughly once every ten seconds, so use it whenever you see it available. | |
Discharge | 2 | Discharge is another multi-enemy attack you'll be using often to blast your enemy with raw lightning and do damage over time. As a Darkness Assassin, Discharge also causes its targets to become unsteady, which means they have their melee and ranged accuracy reduced by 5%. While targets are unsteady, your Lacerate ability also does more damage to them. | |
Thrash | 1 | Thrash is your basic Aassassin lightsaber attack. Although it's not very interesting on its own, as a Darkness Assassin, damage dealt by Thrash, Maul, Lacerate, and Assassinate have a 30% chance to finish the cooldown on your Shock ability and make your next Shock an Energized critical hit. Energized Shocks that consume a charge of Recklessness also deal an additional 50% critical damage, so you'll want to combine your Recklessness Ability with a Shock that is Energized from Thrash. | |
Recklessness | 8 | Recklessness is not an ability you use against an enemy, instead you use it to give your attacks a boost. Using Recklessness grants you 2 charges of Recklessness, which increases the Force critical chance of your direct attacks by 60%. Each time a direct Force ability critically hits or each time you activate a channeled ability, you use one charge of Recklessness. These recklessness stacks wear off after 20 seconds, so make sure to use them before they disappear. You'll be combining this with an energized shock or Depredating Volts to do a lot of extra damage when possible, otherwise it's useful with a normal Shock as well. Additionally as a Darkness Assassin, Recklessness grants 30% shield absorption for 20 seconds. | |
Lacerate | 4 | Lacerate is similar to your Thrash attack, but it can hit up to 8 targets around you. It can also cause Energized Shock just like Thrash can. | |
Maul | 28 | Maul is your backup single-target basic attack, and it does more damage if you are behind your target. As a Darkness Assassin, your Thrash, Lacerate, Assassinate, and Phantom Stride abilities all grant a Conspirator's Cloak buff, which makes your next Maul consume 50% less Force and damage your enemy as if you're behind them. This makes Maul most worth using when you have Conspirator's Cloak available. Maul also has the ability to Energize your Shock ability. | |
Assassinate | 32 | Assassinate is a special ability you can only use when your enemy is below 30% health which does a lot of damage. | |
Saber Strike | 1 | Only use Saber Strike if you ran out of Force and can't do anything else. Even if you're doing your rotation perfectly you'll still need to use Saber Strike sometimes. Saber Strike does damage and restores your Force. |
Rotation / Priority System
Using your abilities efficiently can help you survive longer, do more damage and gain more threat. This efficiency is gained by using abilities in an order that causes them to amplify each other. This order is sometimes called a rotation or a priority system – what abilities take priority over others.
Opener
Your opener is the ideal set of abilities you will use in order as a Darkness Assasin during the beginning of a fight to gain the most threat with an enemy, and to set up your success for the rest of the fight.
# | Icon | Ability | Description |
---|---|---|---|
1 | Stealth | Starting in Stealth gives you a free defensive boost | |
2 | Force Pull | Generates threat | |
3 | Phantom Stride | Leap to enemy, careful, in some fights this bugs and sends you off a cliff. Or use Force Speed to get to the target quicker. | |
4 | Shock | Damage creating one stack of Harnessed Darkness | |
5 | Wither | Damage creating second stack of Harnessed Darkness | |
6 | Mind Control | Taunt | |
7 | Discharge | Damage which reduces accuracy of enemy | |
8 | Maul | Free damage from using Phantom Stride earlier (if it is not sparkling, use Thrash instead) | |
9 | Recklessness | Damage boost | |
10 | Shock | Damage creating third and final stack of Harnessed Darkness | |
11 | Depredating Volts | Damage which uses the three stacks of Harnessed Darkness to reduce damage taken | |
12 | Mass Mind Control | Group taunt | |
13 | Thrash | 30% chance to finish the cooldown on your Shock ability and make your next Shock an Energized critical hit | |
14 | Wither | Start the next round of Harnessed Darkness stacks | |
15 | Shock | Hopefully you also go an Energized Shock from Thrash earlier! |
Single Target
Your single-target rotation / priority system is a list of abilities you should use after your opener, and for the rest of the fight. These abilities shouldn’t be used one after another – instead, abilities higher up the list take priority over those at the bottom.
# | Icon | Ability | Description |
---|---|---|---|
1 | Assassinate | Assassinate is one of your strongest-hitting abilities. Normally, it only becomes available when your enemy is under 30%. If you choose the utility Reapers Rush, it becomes available all the time. | |
2 | Depredating Volts | Use when it's glowing, which means you have 3 stacks of Harnessed Darkness. | |
3 | Shock | Use whenever it's available, unless you have 3 stacks of Harnessed Darkness. | |
4 | Wither | Use whenever it's available. | |
5 | Maul | Use only when you have Conspirator's Cloak up. | |
6 | Thrash | Use when everything above is not available. | |
7 | Discharge | Only use once every 45 seconds to apply Unsteady, if it's glowing | |
8 | Saber Strike | Only use if you ran out of Force to do anything else. Even if you're doing your rotation perfectly you'll still need to use Saber Strike sometimes. |
Multi Target / AOE
Your multi-target / AOE rotation / priority system is a list of abilities you should use after your opener, and for the rest of the fight. These abilities shouldn’t be used one after another – instead, abilities higher up the list take priority over those at the bottom.
Wither is your hardest hitting AoE ability and builds stacks of Harnessed Darkness. Discharge is your second hardest hitting AoE and applies Unsteady debuff and makes your Lacerate deals 15% more damage to affected targets. Severing Slash does more damage than Lacerate but it’s a conal, while Lacerate is a 360 cleave, so if you aren’t going to hit all your targets, don’t use Severing Slash.
# | Icon | Ability | Description |
---|---|---|---|
1 | Wither | Use whenever it's available. | |
2 | Discharge | Use whenever it's available. | |
3 | Severing Slash | Use when you'll hit all enemies in a conal shape in front of you. | |
4 | Lacerate | Use as a filler move to hit all enemies in a circle around you. |
Utilities
Utilities are a special type of ability that you can choose. As you level up, you’ll be able to use additional utilities slots.
Recommended Utilities
Icon | Utility | Tooltip |
---|---|---|
Avoidance | Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds. | |
Formless Phantom | As Darkness, reduces all damage taken while stunned by 30%. As Deception and Hatred, reduces the damage taken from area attacks by 30%. | |
Lambaste | Increases the damage dealt by Lacerate by 25%. | |
Fade | Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds. | |
Obfuscation | Increases your movement speed by 15% and your effect stealth level by 10. | |
Audacity | Reduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated. | |
Shroud of Madness | Activating Force Cloak grants 2 seconds of Force Shroud. | |
Disjunction | Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated. | |
Reaper's Rush | Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset. |
All Utility Options
Utilities are a series of abilities that you can choose from for your Advanced Class. On the list below, these utilities have been rated for their use in difficult boss fights in Operations, the most difficult group content in the game. However, if you are playing solo, playing less difficult content, or PvPing, you’ll want to read the descriptions of the utilities carefully and instead either choose ones that sound fun, or choose ones that seem useful for the type of content you like to play. For example, if you enjoy using Whirlwind while leveling or running Heroics, there are a ton of Whirlwind-focused utilities available to you that are all useless in Operations.
- Tier 1 Skillfull – You must choose 3 Skillful utilities before the next tier is unlocked
- Tier 2 Masterful – You must choose a total of 6 Skillful or Masterful abilities before the next tier is unlocked
- Tier 3 Heroic – You can choose a max of 3 utilities in the Heroic category
Icon | Utility | Tier | Tier | Rating | Tooltip | Description |
---|---|---|---|---|---|---|
Avoidance | 1 | Skillful | Awesome | Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds. | This ability is very useful in fights where you will need to often interupt, or use a stunbreaker, or use Force Speed to get out of the way. | |
Oppressing Force | 1 | Skillful | Not Worth Taking | Lowers the cooldown of Electrocute by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target. | Electrocute and Whirlwind (your stun and crowd control) are not useful in most boss fights. | |
Formless Phantom | 1 | Skillful | Awesome | As Darkness, reduces all damage taken while stunned by 30%. As Deception and Hatred, reduces the damage taken from area attacks by 30%. | During boss fights, you are often stunned, so a 30% reduction in damage is very good. | |
Lambaste | 1 | Skillful | Awesome | Increases the damage dealt by Lacerate by 25%. | Good for clearing non-boss enemies, flashpoints, or any encounters with multi-targets. | |
Electric Bindings | 1 | Skillful | Not Worth Taking for most situationns | Overload binds the targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. | Overload (your push) is not useful in most boss fights - but whenever you need it, it’s great (will be more used on Veteran Mode and Master Mode) | |
Snaring Slashes | 1 | Skillful | Not Worth Taking | Thrash, Voltaic Slash, and Lacerate reduce the movement speed of the targets they damage by 30% for 6 seconds. | Reducing movement speed is not useful in most boss fights. | |
Nerve Wracking | 1 | Skillful | Not Worth Taking | Targets controlled by your Spike or Electrocute take 5% more damage from all sources. | Spike and electrocute (your stuns) are not useful in most boss fights. | |
Assassin's Shelter | 1 | Skillful | Small Group Damage Reduction | Mass Mind Control provides Assassin's Shelter to all allies within range, excluding yourself, reducing the damage they take by 5% for the next 6 seconds and healing them for 30 health over the duration. | Sounds awesome, but the damage reduction and healing is very low. It's a good option if you're not already choosing 3 in this tier. | |
Fade | 2 | Masterful | Awesome for stealthing out | Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds. | 30 seconds of cooldown reduction for stealthing out is really significant since Force Cloak is really useful (stealth rezzes, reset medpac, if you have Shroud of Madness it can be defensive cooldown). | |
Obfuscation | 2 | Masterful | Useful for fights where you need to move fast | Increases your movement speed by 15% and your effect stealth level by 10. | Useful if you want to go 15% faster. Extra movement speed is always good if you can afford taking it. | |
Audacity | 2 | Masterful | Awesome, for Recklessness | Reduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated. | Although Overload (your push) is not useful in most boss fights, Recklessness directly helps you do more damage with attacks and with this you go from 2 to 3 charges. | |
Speed Surge | 2 | Masterful | Not Worth Taking | Activating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds. | Moving faster is nice, but it can only happen once every 18 seconds which makes it not very useful. | |
Magnetism | 2 | Masterful | Not Worth Taking | When a target recovers from being stunned by your Spike or Electrocute, its movement speed is slow by 90% for the following 3 seconds. Additionally, your Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%. | Reducing movement speed is not useful in most boss fights. | |
Dark Stability | 2 | Masterful | Useful for fights where you get stunned | Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects. | You rarely need immunity to stun, sleep, lift or incapacitating effects, but can be very useful in some boss fights. | |
Emersion | 2 | Masterful | Useful for fights with movement-impairing effects | Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration. | Very useful for any boss fights where you need to move around a lot an the boss roots you or slows you. | |
Haunted Dreams | 2 | Masterful | Usually Not Worth Taking | If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly. | Whirlwind (your crowd control) is not useful in most boss fights. | |
Shroud of Madness | 3 | Heroic | Awesome | Activating Force Cloak grants 2 seconds of Force Shroud. | Very useful in any fights you stealth out during to avoid damage. | |
Insulation | 3 | Heroic | Not Worth Taking | When damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds. Additionally, you gain another benefit depending on your active discipline. Darkness: Depredating Volts increases movement speed by 35% for 6 seconds. Deception, Hatred: Increases your armor rating by 30%. | Mind Trap (your stealth crowd control) is not useful at all on Operation bosses (you can use on some trash mobs but that’s about it). | |
Disjunction | 3 | Heroic | Awesome | Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated. | Make Force Shroud, your 200% damage reduction shield last longer, definitely take this one as a tank! One of the best utilities on last tier. | |
Reaper's Rush | 3 | Heroic | Gives assassinate early | Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset. | This is pretty nice since you can use your powerful-damage Assassinate ability early on which will help you keep threat better at the beginning of the fight. | |
Hand of Darkness | 3 | Heroic | Not Worth Taking | Force Pull immobilizes its target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds. | Immobilization does not work on most boss fights. | |
Renewing Darkness | 3 | Heroic | Not Worth Taking | When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health. | Alhough you may stealth out in some boss fights to cancel a boss's ability, you should never stay stealthed for a long period of time. | |
Phasing Phantasm | 3 | Heroic | Useful for fights where you need to move fast | Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, activating Force Speed grants Phasing Phantasm, which bestows a different benefit depending on your active discipline. Darkness: Increases your Force regeneration rate by 10 for the duration of Force Speed. Deception, Hatred: Reduces all damage taken by 25% for the duration of Force Speed. | Pretty useful, you can use Phantom Stride if you are slowed or rooted, and you also regenerate Force faster from Force Speed. | |
Retaliatory Grip | 3 | Heroic | Good | Deflection grants Retaliatory Grip, reflecting 50% (or 100% for the Darkness Discipline) of all direct single target tech and Force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not absorb incoming damage. | Reflects 100% of all direct single target tech and Force damage back at the attacker for 12 seconds. |
Gear
Apart from learning to play your assassin tank, one way to improve your survivability is by improving your gear.
Gearing Basics
Moddable pieces of gear
There are two types of gear in the game – moddable, and unmoddable. Moddable gear is gear you can change the stats of, while unmoddable gear is static gear with the stats attached directly to the piece of armor. For endgame gearing, you will want to have 9 pieces of moddable armor:
Your other pieces of gear, including your earpiece, implant, relics, and tactical item can never be modded.
The stats of moddable pieces of gear are made up by the modifications in the gear. Modifications are individual parts that make up each piece of armor – most pieces of armor have an Armoring, a Mod, and an Enhancement. You can mix and match these modifications to either upgrade your stats, or to create a different combination of stats.
Moddable Gear
- Chestpiece
- Helm
- Gloves
- Belt
- Pants
- Boots
- Bracers
- Mainhand
- Offhand (Focus)
Show Detailed Item Tooltips: To see the stats of the individual modifications in a piece of gear when you roll over it with your mouse, you can activate this setting: press the ESC key > Preferences > User Interface > Show Detailed Item Tooltips. When you hover your mouse over a piece of armor, it will show the individual stats of the Armoring, Mod and Enhancement.
Upgrade Gear: To modify a gear piece, CTRL+ RIGHT CLICK on it. This will open the Modification window. To add a mod to a piece of armor, right click on it from your inventory while the modification window is up, and click apply. To remove a mod in a piece of armor, right click on it in the modification window. You can accept or reject the removal in case you clicked something by accident.
Being able to move modifications to other pieces becomes helpful as you build up your set of gear. If you receive a second pair of gloves, it might not be as good as the pair you have on… but the individual modifications and enhancements in the second pair of gloves still might be better than the mods you have in your helm or boots.
Before level 75, you don’t need to worry too much about gearing, and you can buy new modifications every few levels in the supplies section of the fleet.
Assassin Tank Gear
When gearing up your Assassin Tank at level 75, you’ll want to focus on the Endurance, Shield and Absorb stats which will help keep you alive. Endurance gives you more health, and Shield and Absorption helps you take less damage. In some fights it is better to have more endurance, in others it is better to have more mitigation of damage with Shield and Absorption. Tank-focused gear always has defense in it, and tanks will always have more defense than they need due to the stats that are built in to all tanking modifications. It is better to get more Shield, Endurance or Absorption than to get more defense – it’s even recommend that if you are playing unsynced content to choose power over defense, even though power is meant for DPS characters. You can work towards getting your optimal tank stats by switching around your modifications, enhancements, and augments to get the right amount of Shield, Absorb and Endurance.
Stats in modification items have primary, secondary and tertiary stats. As a general rule, you will only have to make a serious choice about what tertiary stat you want to have. (An enhancement will have you choose between Shield and Absorb, but Power and Defense won’t be part of that pool as they aren’t tertiary).
- Primary (Mastery and Endurance) – Tanks choose Endurance
- Secondary (Defense and Power) – Tanks are meant to choose Defense – but Power is often more useful
- Tertiary (Alacrity, Crit, Accuracy, Shield, Absorb) – Tanks choose Shield or Absorb depending on what stats they need to adjust
“I recommend above 50% shield without Dark Ward up and 40%-45% absorb” – Jaydenz
Apart from getting the best gear you can with tanking stats, you’ll also want to pick a tactical item and a set bonus to work on earning.
Set Bonus
A set bonus is a special type of gear bonus that gives your Darkness Assassin a boost in battle, like making some of your abilities stronger or making them usable more often. The more pieces of set bonus gear you collect, the more bonuses you will get. Set bonuses only exist on the pieces of armor that you can “wear” – Head, Chest, Hands, Legs, Boots, Belt and Bracers.
Set Bonus Recommendations
Image | Set Bonus Name | Source | Set Bonus Effects | Reason |
---|---|---|---|---|
Efficient Termination | Conquest or Tech Fragment Vendor | 2 - 2% Endurance 4 - Spike stun and slow effects lasts an extra second 6 - Using Spike grants you a 10% damage reduction for 6 seconds. (Steely Spike) | Favorite This 6-piece set bonus turns your Spike ability in to a small Defensive ability. | |
Saber Master | Conquest or Tech Fragment Vendor | 2 - 2% Mastery 4 - Reduces the cooldown of Overcharge Saber by 20 seconds 6 - Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber | Worth it for the reduced cooldown on Overcharge Saber, one of your defensive abilities. |
Set Bonus Options
Image | Set Bonus Name | (2) Piece Set Bonus | (4) Piece Set Bonus | (6) Piece Set Bonus | Vendor | Source |
---|---|---|---|---|---|---|
Death Knell | 2% Mastery | (Assassin) The cooldown of Recklessness is reduced by 15 seconds. Whenever you consume a charge of Recklessness you gain a stack of Reckless Critical, making your next Assassinate or Maul critically hit. Stacks up to 3 times. | Whenever you consume a charge of Recklessness you gain a stack of Reckless Slaughter, increasing your melee damage done by 10% for 30 seconds. Stack up to 3 times. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Efficient Termination | 2% Endurance | (Assassin) Spike’s stun and slow effects last for an additional second. | Using Spike grants you 10% damage reduction for 6 seconds. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Saber Master | 2% Mastery | (Assassin) Reduces the cooldown of Overcharge Saber by 20 seconds. | Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Shadow Purger | 2% Endurance | (Assassin) Severing Slash immobilizes the target for 2 seconds. | Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds. | 3,000 Tech Fragments + 1 million credits | Operations | |
Murderous Revelation | 2% Mastery | (Assassin) Overcharge Saber and Force Cloak reset the cooldown of Phantom Stride. | Using Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for 6 sesconds. | Not Available From Vendor | Crafted | |
Rebuking Assault | +2% Endurance | (Assassin) Each target hit by Severing Slash reduces the cooldown of Mind Control and Mass Mind Control by 1 second. | Each target hit by Severing Slash extends Deflection’s duration by 1 second. | Not Available From Vendor | Dxun Operation | |
Empowered Restorer | 2% Alacrity | (Sorcerer) Dark Heal’s critical chance is increased by 10%. | Dark Heal heals for 20% more if you have a Consuming Darkness or Reverse Corruption stack and consumes 1 stack upon use. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Revitalized Mystic | 2% Alacrity Ratiing | (Sorcerer) Reduces cooldown of Innervate by 1.5 seconds. | Healing a target with another ability while Resurgence is active on them has a chance to cause an extra Resurgence tick for half. Refreshing Resurgence on a target refunds some force. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Endless Offensive | +2% Mastery | (Sorcerer) Volt Rush deals 10% more damage | Energize now stack up to 3 times. Force Speed immediately recharges one Volt Rush ability charge. | Not Available From Vendor | Dxun Operation | |
Gathering Storm | 2% Mastery | (Sorcerer) Force Speed makes your next Force attack deal 20% more damage and Force attacks deal 20% more damage while Polarity Shift is active. | Activating Force Speed reduces the cooldown of Polarity Shift by 10 seconds. Using Polarity Shift immediately after adds 10 seconds to its duration. | 3,000 Tech Fragments + 1 million credits | Operations | |
Controller | 2% Endurance | (Sith Inquisitor) Killing the enemy affected by Whirlwind before it’s cooldown ends resets the cooldown of Whirlwind. | Not Available From Vendor | Crafted | ||
Decelerator | 2% Mastery | (Sith Inquisitor) Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration. | 3,000 Tech Fragments + 1 million credits | PvP | ||
Dire Retaliation | 2% Endurance | (Sith Inquisitor) Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit. This effect can only occur once every 10 seconds. | 3,000 Tech Fragments + 1 million credits | Conquest | ||
Soulbenders | 2% Mastery | (Sith Inquisitor) Electrocute’s stun lasts an additional 2 seconds. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | ||
Amplified Champion | (Generic) The Amplified Champion’s set has same amplifiers pool as an armoring, hilt or barrel, so you can boost your combat stats even more than normal, though the highest boosts are not available. The trade-off is that this set has no actual set bonus ability like normal set bonus pieces. Vew Amplifier Info & Chart | 3,000 Tech Fragments + 1 million credits | Conquest | |||
Avenger | 2% Endurance | (Generic) Increases your damage dealt by 3% while you Guard an ally. | 3,000 Tech Fragments + 1 million credits | PvP | ||
Berserker | 2% Critical Rating | (Generic) Increases all damage dealt by 3% and all damage taken by 6%. | 3,000 Tech Fragments + 1 million credits | Operations | ||
Dying Precision | Increases critical rating by 3% while health is below 50% | (Generic) Increases critical rating by 5% while health is below 50% | Increases critical rating by 10% while health is below 50% | Not Available From Vendor | Onderon Reputation Vendor | |
Preserver | +2% Shield Rating | (Generic) Passively regenerate 1% of maximum health every 10 seconds. | Not Available From Vendor | Corellia Flashpoint | ||
Rapid Response | Increases alacrity rating by 3% while health is below 50%. | (Generic) Increases alacrity rating by 5% while health is below 50%. | Increases alacrity rating by 10% while health is below 50%. | 3,000 Tech Fragments + 1 million credits | Operations | |
Stationary Grit | 2% Alacrity Rating | (Generic) Increases damage dealt by 3% while not moving or increasing armor rating by 10% while moving. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | ||
Stimulated | 2% Alacrity Rating | (Generic) Increases Mastery by 5% while under the effects of a stimpack. | 3,000 Tech Fragments + 1 million credits | Flashpoints | ||
Taskmaster | 2% Alacrity Rating | (Generic) Significantly increases the attack and activation speed of your companion. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | ||
The Entertainer | 2% Endurance | (Generic) Entering combat improves nearby allies, increasing their mastery, endurance, and rate of experience point gain. This effect is removed when combat ends. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | ||
The Final Breath | Reduces damage taken by 2% while health is below 50%. | (Generic) Reduces damage taken by 3% while health is below 50%. | Increases defense rating by 10% while health is below 50%. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | |
The Victor | 2% Mastery | (Generic) Defeating an enemy increases your movement speed by 75% for 8 seconds. This effect cannot occur more than once every 8 seconds. | Defeating an enemy heals you for 20% of your maximum health. This effect cannot occur more than once every 8 seconds. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Trishins Retort | 2% Endurance | (Generic) Shielding an attack causes your shield to overload, dealing 1002 – 1502 damage to up to 8 enemies within 5 meters. Your shield can only overload in this manner once every 3 seconds. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions |
Tacticals
Tactical items are a special type of gear that can drastically change one of your existing abilities, or give you a boost in combat. You can only equip one tactical item at a time, but you can switch them out between fights.
Tactical Recommendations
Icon | Tactical Name | Tactical Ability | Comments | Vendor | Source |
---|---|---|---|---|---|
Friend of the Force | Force Shroud also applies to any ally you are guarding. | General Favorite - It can be useful for extra cleanses and to give Shroud to your Powertech Tank friend. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | |
Two Cloaks | Force Cloak has 2 charges. | Favorite for Cloaking - Double Cloak. It's useful for encounters where you use Cloak defensively. | 3,000 Tech Fragments + 1 million credits | PvP | |
Overwhelming Offense | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | Recommended for more DPS - I recommend using this tactical for more damage. | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | |
Durasteel Wall | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | General tactical, if you don't have anything else | 3,000 Tech Fragments + 1 million credits | Daily / Weekly Missions | |
The Life Warden | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | Heals you up super fast. Like having Kolto Overload. Use if you don't have anything else. | 3,000 Tech Fragments + 1 million credits | Conquest | |
Krall’s Accord | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not a bad tactical for tanks, you can use that to start. | Not Available From Vendor | Onslaught Storyline |
Tactical Options
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
All for One | Sith Inquisitor | Sorcerer | Corruption | Revivification's pool concludes with a burst of dark Force energy, healing up to 8 allies within it. | 3,000 Tech Fragments + 1 million credits | |
One for All | Sith Inquisitor | Sorcerer | Corruption | Roaming Mend heals up to 5 targets instead of 4. | 3,000 Tech Fragments + 1 million credits | |
Metaphysical Mender | Sith Inquisitor | Sorcerer | Corruption | Volt Rush heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Empowered, and Empowered charges also reduce the Force Volt Rush consumes by 30% per charge. (Previously called Storm’s Succor.) | 3,000 Tech Fragments + 1 million credits | |
Elemental Convection | Sith Inquisitor | Sorcerer | Lightning | Volt Rush triggers Lightning Storm when activated. Chain Lightning gives you Volt Flux, causing your next Volt Rush to arc to multiple targets for the next 10 seconds. | 3,000 Tech Fragments + 1 million credits | |
Eyrin’s Haste | Sith Inquisitor | Sorcerer | Lightning | Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks. Lightning Bolt deals 10% more damage and Thundering Blast deals 20% more damage while Convection is active. | 3,000 Tech Fragments + 1 million credits | |
Stormwatch | Sith Inquisitor | Sorcerer | Lightning | Lightning Flash applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage to Affliction, Crushing Darkness, or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage. | 3,000 Tech Fragments + 1 million credits | |
Ticking Force-Bomb | Sith Inquisitor | Sorcerer | Lightning | Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks. | 3,000 Tech Fragments + 1 million credits | |
Mystic’s Ruthless Blade | Sith Inquisitor | Sorcerer | Madness | Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech and causes the next Force Leech to activate instantly. | 3,000 Tech Fragments + 1 million credits | |
Tempest of Rho | Sith Inquisitor | Sorcerer | Madness | Lightning Strike has a 100% chance and Force Lightning has 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. | 3,000 Tech Fragments + 1 million credits | |
The Rushdown | Sith Inquisitor | Sorcerer | Madness | When Force Lightning generates 4 stacks of Wrath you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less force. Volt Rush consumes all stacks of Wrath. | 3,000 Tech Fragments + 1 million credits | |
Endless Barrier | Sith Inquisitor | Sorcerer | All | Activating Unnatural Preservation removes Static Barrier’s Deionize effect from you. | 3,000 Tech Fragments + 1 million credits | |
An Explosive Return | Sith Inquisitor | Sorcerer | All | Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around. | 3,000 Tech Fragments + 1 million credits | |
Cleanse the Agony | Sith Inquisitor | Sorcerer | All | Consuming Darkness lowers the cooldown of Expunge by 3 seconds. | Crafted / GTN, schematic rotating from Kai Zykken | |
A Healing Hand | Sith Inquisitor | Sorcerer | All | Extrication now heals you and the target and makes your next Resurgence free. | 3,000 Tech Fragments + 1 million credits | |
Ancient Tome of Exar Kun | Sith Inquisitor | Assassin | Darkness | Wither generates Redirected Wrath stacks for every enemy it hits, increasing your Shield Absorption and damage reduction by 2% per stack for 5 seconds. In addition, Maul deals 10% more damage to targets affected by Wither's slow effect. | 3,000 Tech Fragments + 1 million credits | |
Shroud of a Shadow | Sith Inquisitor | Assassin | Darkness | Using Force Shroud while Dark Ward is active consumes Dark Ward and extends the duration of Force Shroud by .25 seconds for each Dark Ward stack consumed. | 3,000 Tech Fragments + 1 million credits | |
Ward of the Continuum | Sith Inquisitor | Assassin | Darkness | Dark Ward now has 10 charges and Dark Bulwark can no longer restore charges. Consuming a charge of Dark Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward is reactivated. | 3,000 Tech Fragments + 1 million credits | |
Blade of the Elements | Sith Inquisitor | Assassin | Deception | The critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of Reaping Strike by 1.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
May Cause Injury | Sith Inquisitor | Assassin | Deception | Gaining a stack of Induction causes your next Discharge to arc to multiple targets. | 3,000 Tech Fragments + 1 million credits | |
The Awakened Flame | Sith Inquisitor | Assassin | Deception | When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
Quick Escalation | Sith Inquisitor | Assassin | Hatred | The critical chance of Leeching Strike is increased by 10%. Critically hitting with Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance and Force cost of your next Leeching Strike. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Severance Pay | Sith Inquisitor | Assassin | Hatred | Death Field does more damage to slowed targets and finishes the cooldown of Severing Slash. | 3,000 Tech Fragments + 1 million credits | |
Two Cloaks | Sith Inquisitor | Assassin | All | Force Cloak has 2 charges. | 3,000 Tech Fragments + 1 million credits | |
Jerra’s Persistence | Sith Inquisitor | Assassin | All | Phantom Stride gains 2 charges. | Crafted / GTN, schematic rotating from Kai Zykken | |
Traumatizer | Sith Inquisitor | Assassin | All | Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. | 3,000 Tech Fragments + 1 million credits | |
Two Time Trouble | Sith Inquisitor | Assassin | Hatred | Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 60% chance to tick an additional time when you deal damage with a non-basic melee attack. Does not trigger additional healing. | 3,000 Tech Fragments + 1 million credits | |
Chant of Regeneration | Sith Inquisitor | Assassin | All | Recklessness increases your Force regeneration greatly for a short time. | 3,000 Tech Fragments + 1 million credits | |
Friend of the Force | Sith Inquisitor | Assassin | All | Force Shroud also applies to any ally you are guarding. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Slow Mercy | Sith Inquisitor | Sorcerer | Madness | Death Field spreads Force Slow’s effect. Demolish hits all nearby targets affected by your Deathmark and Force Storm does 15% more damage to targets affected by your Deathmark. | Not Available | |
REMOVED in 7.0: Go to Sleep, Go to Sleep! | Sith Inquisitor | Assassin | All | Mind Trap can now affect up to two targets at once. | Not Available |