Tacticals Make Shadows And Assassins Better Tanks And DPS In Star Wars The Old Republic

Tacticals Make Shadows And Assassins Better Tanks And DPS In Star Wars The Old Republic
Credit: swtheoldrepublic

The Jedi Shadow and Sith Assassin are unusual classes; they wear light armor have low HP compared to other tank archetypes, yet they can perform the job just as well, if not better, than the Guardian/Juggernaut and Vanguard/Powertech. And their tacticals reflect this, as well as their DPS potential.

We start with a DPS focused tactical, Chant of Regeneration. Chant of Regeneration makes it so Force Potency/Recklessness increases Force regeneration greatly for a short time. This tactical is gained from Conquest Equipment crates.

The next Tactical, Friend of the Force, boosts tanks, making Resilience/Force Shroud also applies to any ally the player is guarding. this tactical comes from Daily and Weekly Mission reward crates.

The next tactical is Jerra’s Persistence gives Shadow Stride/Phantom Stride 2 charges instead of just one and is a crafted tactical; this time through Armstech.

The Traumatizer tactical has Shadow Strike/Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. Players can gain this tactical through PVP equipment crates. Two cloaks, also gained from PVP equipment crates, increase the charges of Force Cloak from 1 to 2.

From here, we enter into the Tank Disciplines, Kinetic Combat and Darkness. The first tactical,  Ancient Tome of Wrath, makes it so Slow Time/Wither generates Redirected Retribution/Wrath stacks for every enemy it hits, increasing Shield Absorption by 2% per stack for 5 seconds. This tactical is gained from defeating Flashpoint bosses.

The Shroud of a Shadow tactical has using Resilience/Force Shroud while Kinetic Ward/Dark Ward is active consumes Kinetic Ward/Dark Ward and extends the duration of Resilience/Force Shroud by .25 seconds for each Kinetic Ward/Dark Ward stack consumed. This tactical is gained from defeating Operation bosses.

Ward of the Continuum also boosts abilities affected by Kinetic Ward/Dark Ward, giving them 5 additional stacks and has Shadow Stride/Phantom Stride reset their cooldown. This tactical is gained from defeating Flashpoint bosses.

Moving away from the Tank disciplines, we head into the tacticals tied to the Infiltration and Deception disciplines. Blade of the Elements makes it so the critical hit chance of Vaulting Slash/Reaping Strike is increased by 50% per Clairvoyance/Voltage stack. Critically hitting with Clairvoyant Strike/Voltaic Slash reduces the cooldown of Vaulting Slash/Reaping Strike by 1.5 seconds. This tactical is gained from Flashpoint bosses.

The May Cause Injury tactical has activating Cleaving Cut/Severing Slash cause the next Force Breach/Surging Discharge to arc to multiple targets. This tactical is also gained from Flashpoint bosses.

The Awakened Flame has it that, when Psychokinetic Blast/Ball Lightning deals damage, it causes its target to take elemental damage over 6 seconds. This tactical is dropped from Operation bosses.

The last set of tacticals moves into the DOT disciplines, Serenity and Hatred. Quick Escalation starts us off by increasing the critical chance of Serenity Strike/Leeching Strike by 10%. It also makes it so that critically hitting with Serenity Strike/Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance and Force cost of the next Serenity Strike/Leeching Strike. This effect can stack up to three times, and the tactical is gained from defeating Operation bosses.

The Severance Pay tactical has Force In Balance/Death Field deal more damage to slowed targets and finishes the cooldown of Cleaving Cut, and is gained from defeating Flashpoint bosses. And Two Time Trouble, also gained from defeating Flashpoint bosses, makes it so Sever Force/Creeping Terror has a 100% chance to tick an additional time when players deal damage with Spinning Strike/Assassinate, which ads an additional 50% chance to tick an additional time when damage is dealt with a melee attack.

Players can continue to experiment with the tacticals and set bonuses as they determine what is best for their playstyle. The game continues to evolve as time goes on.

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