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I don't use shiny pictures or colorful diagrams. They aren't my style. I feel that what I've written here is clear without the pictures. If you have any questions, feel free to PM me, or post in this topic.



About the Author:

Spoiler I'm Tenebras, a progression-minded Assassin tank, currently raiding with <Death and Taxes> on Prophecy of the Five. I've completed every Nightmare Timed Run at relevant gear levels, and recently tanked the US First clears of both Hard Mode Dread Fortress and Hard Mode Dread Palace. I stream nearly every raid at twitch.tv/tenebrastor, starting at roughly 830 EST Tuesday Nights until the content is clear. Feel free to drop into the stream at any time and ask any questions about tanking you may have. Progression raids start earlier and are more frequent.



Version History:

Spoiler 12/3/13 - Initial Release coinciding with Patch 2.5



Glossary and Terms of Art:

Spoiler Threat - A measure of the attention an enemy is forced to pay to you. Threat can be gained by damaging an enemy, taunting an enemy, and with a few specific abilities. An enemy that follows normal threat rules will always attack the character with the highest threat to it, and will ignore all other characters.



The Pull/Pulling - The beginning of a fight, gaining initial threat on a boss. Not to be confused with Force Pull, a talent in the Darkness/Kinetic Combat Tree.



Threat Drop - An ability that most classes have that reduces their threat, either to all targets, or their current target. Proper use, especially by a DPS, is essential in allowing the tank to maintain top threat on a boss. Some examples include Chaff Flare (Bounty Hunters) and Surrender (Smugglers).



Set Piece - A Head, Chest, Hands, Legs, or Feet Armoring that carries the set bonus for a particular class, or the token which one can exchange for such. Assassins and Shadows use the Survivor's Bonus.



Incoming Damage Spike - Colloquially a "spike", incoming damage, usually from a particularly hard hitting attack not shielded, defended, or resisted. These types of damage scenarios commonly result in tank deaths when a healer is unprepared for them.



Aggro Drop/Reset - A mechanic common to several boss fights where the character currently highest on the threat table is either ignored or has their threat reset to zero.



Sap - To apply a soft crowd control effect from stealth on a target not yet in combat. The user may not be in combat. Assassins use Mind Trap, Shadows apply Mind Maze.



Soft Crowd Control - A stun applied to an enemy that breaks either after a period of time or whenever the enemy is damaged, examples include Whirlwind and Force Lift.



Hard Crowd Control - A stun that ends only when the time of the stun expires.



Taunt - A targeted skill which does not recognize the global cooldown that immediately sets the user's threat to the target equal to the highest current active threat on the target, plus 15%. It also forces the target to attack the user for 6 seconds, regardless of threat. The Assassin/Shadow Taunt is called Mind Control, and has a 30m range.



AOE Taunt - A skill that sets the users threat to all enemies around either the user or a target equal to the highest current active threat on the target, plus 15%. It also forces all affected targets to attack the user for 6 seconds, regardless of threat. The Assassin/Shadow AOE Taunt is called Mass Mind Control, and is centered on the user.



HoT - Heal over Time. A skill that restores health to its target incrementally. Obvious examples include the Sorcerer's Resurgence and the Operative's Kolto Probe. The Bodyguard Mercenary's Kolto Shell can be treated as a HoT for most purposes, and will be referred to as such hereafter.



Assassin to Shadow Conversion Guide:

Spoiler Crushing Darkness = Mind Crush

Electrocute = Force Stun

Force Lightning = Telekinetic Throw

Jolt = Mind Snap

Overload = Force Wave

Recklessness = Force Potency

Shock = Project

Thrash = Double Strike

Assassinate = Spinning Strike

Dark Charge = Combat Technique

Discharge = Force Breach

Force Shroud = Resilience

Lacerate = Whirling Blow

Maul = Shadow Strike

Overcharge Saber = Battle Readiness

Spike = Spinning Kick

Lightning Reflexes = Double-Bladed Saber Defense

Thrashing Blades = Applied Force

Charge Mastery = Technique Mastery

Shroud of Darkness = Mental Fortitude

Lightning Recovery = Rapid Recovery

Swelling Shadows = Elusiveness

Electric Execution = Expertise

Disjunction = Mind Over Matter

Energize = Particle Acceleration

Premonition = Shadow Sight

Dark Ward = Kinetic Ward

Hollow = Impact Control

Blood of Sith = One with the Force

Electrify = Bombardment

Dark Bulwark = Kinetic Bulwark

Harnessed Darkness = Harnessed Shadows

Mounting Darkness = Force Break

Hand of Darkness = Martial Prowess

Conspirator's Cloak = Shadow Wrap

Assassin's Shelter = Shadow's Shelter

Wither = Slow Time

Chain Shock = Upheaval

Dark Embrace = Shadow's Respite

Avoidance = Celerity

Obfuscation = Misdirection

Assassin's Mark = Shadow's Mark

Insulation = Shadowy Veil

Darkswell = Masked Assault

Exploitive Strikes = Force Synergy

Sith Defiance = Jedi Resistance

Torment = Psychokinesis





Basic Assassin/Shadow Tanking Theory



The Assassin/Shadow Tank's Role:

Spoiler Understanding the basic functionality and theory of Assassin tanking is of vital importance to making the most of your class. Assassins are mitigation tanks. Assassins are not mana sponges. They do not exist to be healed at a constant rate. A Powertech/Vanguard does this better. Assassins are not cooldown monsters. An Assassin cannot negate multiple bursts of damage by cycling through a large suite of cooldowns. That is a role best left to Juggernauts/Guardians. However, this does not mean that an Assassin cannot step into these roles and do them as well as or better than these classes for short periods through effective usage of skills and abilities, which will be discussed later. An Assassin shines when left to tank an enemy for a long period of time, especially when the incoming damage is fairly constant. Assassins have, by far, the highest mean mitigation of the three tank classes. Of course, this comes at the price of having significantly less armor (and thus taking the most damage when your mitigation fails). As such, any raid composition running one Assassin tank should allow the Assassin to tank the constant incoming damage, and leave burst damage and slow heavy hits to the other classes when possible.



Dealing with Sub-Optimal Tanking Situations:

Spoiler Obviously, there will be times when an Assassin must take damage the likes of which would be better left to a different tank class. Knowing how to handle these situations makes the difference between leaving your healers low on resources and allowing them to continue raid healing as necessary. Assassins do excellent short-term impressions of the other tank classes when needed. If a large quantity of hits come in a short time where you'd much rather have a Juggernaut/Guardian Saber Reflecting, but that isn't a option, using Deflection (and potentially an on-use defense relic) will allow you take very close to the 0 damage a Juggernaut/Guardian would take in such a situation. When heavy hits are incoming, and a Powertech/Vanguard would be the optimal target for such, but are unavailable, smart usage of Overcharge Saber and an Armor Adrenal (discussed later) will allow you to emulate the flat damage profile of a Powertech/Vanguard for a period of time. It is this flexibility that allows Assassins to tank content that would seem impossible for a light-armor "dodge tank".



Healing the Assassin:

Spoiler In most fight situations, Assassins are the lowest maintenance tank. An Assassin's mitigation rolls will fail least often of the tanks, and mitigated attacks are mostly insignificant damage. Defended attacks do no damage, and shielded attacks generally deal 55% or less damage, based on absorb rating. This means that HoTs and occasional minor heals are generally sufficient to keep an Assassin at high enough health to avoid dying. When an Assassin's mitigation roll fails, however, their health will plummet. It is then that healing an Assassin becomes challenging. Burst heals must always be available to save an Assassin, though because of the high mitigation chances, it is unlikely that multiple mitigation rolls will fail in a row, so a healer will have time to get that big heal off that resets the situation and allows an Assassin to function with only minor heals once again. Assassins also have multiple emergency self-heals available between being able to bypass the once-per-combat medpac limitation by using Force Cloak (discussed in Tips and Tricks later), and Overcharge Saber to buy a healer those precious few seconds required to top them off.

Mercenary and Operative Healers are excellent when paired with an Assassin tank. Both can roll HoTs in the form of Kolto Shell and Kolto Probes/Infusions, and are capable of infrequent, but very quick bursts of heals to restore an Assassin's health to safe levels before an additional failed mitigation roll can kill the Assassin. Sorcerer's are objectively the worst healers to pair with Assassins. Generally, an Assassin will need to be protected with Static Barrier to prevent death and immediately hit with an Innervate and Dark Infusion to be restored to safe levels, which takes much longer than the two other classes of healers. Skilled Sorcerers will have no problem preparing for spikes in damage that come from failed mitigation rolls, but it is important as an Assassin to be aware that a Sorcerer will take a bit longer to restore your health and as such, you must manage your proactive mitigation boosts to avoid forcing your healer to go force negative and fall behind.





Talents



This portion of the guide assumes that the reader has the talent tree available for reference. What a talent does will not be discussed, only its purpose and why taking each talent is the best choice will be indicated here.



Darkness



Spoiler Lightning Reflexes - This talent is what allows you to maintain what would otherwise be a very force negative rotation. It also provides a nice chunk of free defensive stats. One of the Assassin's best talents.



Thrashing Blades - Extra damage is always nice, but not as nice as the other choices. This is a viable option for some of the modified talent builds, but in a standard 37-5-4 build, you don't take it.



Charge Mastery - Free defensive stats, and you must take it to move up the tree.



Shroud of Darkness - Endurance is by far the worst defensive stat. That said, it is better than no defensive stat at all, free stats are free stats, always choose this talent.



Lightning Recovery - Improves Lightning Reflexes and shortens the cooldown of Force Shroud. Amazing.



Swelling Shadows - Changed in patch 2.5 to grant 10/20% armor rating. Free defensive stats (and a lot of them).



Electric Execution - Extra damage, which, again, is nice, but just not as good as the other choices. Skip it.



Disjunction - Allows Force Speed to break roots, and increases the length of Force Shroud. Longer cooldowns and a free root break can't be skipped. Take it.



Energize - The bread and butter talent of the Darkness rotation. Thrashes, Assassinates, and Mauls grant you an instant, critical damage high threat ability that adds stacks to Harnessed Darkness. This is likely the best talent in the entire tree. Don't miss the tail end of the talent, using a stack of Recklessness on an Energized Shock grants a 50% surge bonus. That bonus is an incredible amount of threat, and will be very important to a maximum threat opening rotation.



Premonition - Not as many free stats as other talents, but free stats are free stats.



Dark Ward - The reason Assassins can tank. Will be discussed in-depth in the skill section.



Hollow - Free defensive stats, and adds a cooldown. Yay.



Blood of Sith - The Assassin rotation is incredibly force intensive, additional regen is key.



Electrify - Turns Shock into a high threat ability and lowers it cost. Necessary to make maximum use of Energize.



Force Pull - High threat opener, great for moving mobs around. Bonus points for pulling things that explode onto your healers. Uses in the rotation to be discussed in the abilities section.



Dark Bulwark - Improves Dark Ward, discussed in abilities section.



Harnessed Darkness - Another recently retooled talent. Use wither or shock collectively three times. Cast Force Lightning. Gain Damage Reduction. Be happy. So long as you are maximizing energize procs, maintaining Dark Protection will be easy.



Mounting Darkness - More damage on your two AOE high threat abilities? Awesome.



Hand of Darkness - This talent used to grant armor in addition to its current effect. It no longer does, and I no longer take it. It's quite useful in PvP or in dealing with trash mobs, but other than that, I can't see why you would need it on a boss fight. The sole exception to this is Operator IX in Asation. Managing the adds during phase 1 of the fight is much easier with this talent. For that particular fight, I recommend Hand of Darkness, and no others.



Conspirator's Cloak - Do what you're already doing, get procs to use Maul. Maul for a lot of damage (which triggers energize). Cool.



Assassin's Shelter - Indirectly grants some tank stats in the form of increased healing received. The draw to this talent is the active. You activate phase walk, your healers stand in it (put it somewhere smart!), they do more healing. When it's about to run out and you have a spare moment in the fight, CLICK OFF THE BUFF FROM PHASE WALK, and reactivate it. If you remove the buff, the ability does not go on cooldown. If you activate it, it does.



Wither - The king of AOE threat. Will be discussed in the abilities section.





Deception



Spoiler Chain Shock - Shock sometimes shocks twice. Hardest hitting, highest threat ability hitting twice? Obvious choice for off-tree pickup.



Dark Embrace - Has fringe usefulness for being a hybrid third tank, otherwise not worth taking. You're force to take this talent to run the Witherless Kite Build below, the points are sadly wasted.



Avoidance - Great general utility skill, faster stun breaks, interrupts, and root breaks from Force Speed are key in many fights. Must take.



Obfuscation - The increased stealth level is useless, but the movement speed is a nice perk for running kite builds, you'll take this in the Witherless build.



Assassin's Mark - Maul doesn't do as much of your damage as you think, so the other damage options are better. You'll throw a point in here to reach Darkswell in the kiting build, at least it's not totally wasted.



Darkswell - Turns Blackout into a cooldown. There is a feasible hybrid involving using this and force cloak to maintain high damage reduction without Harnessed Darkness, and in theory, as an off-tank, it offers better mitigation. It falls short for main tanking, though, which is where Assassins are best used, so discussion of that build will be left for another guide. Darkswell is the crux of the kiting build though, so get used to using it.





Madness



Spoiler Exploitive Strikes - I have seen arguments for taking this as your damage talent. It theoretically CAN offer slightly more damage, but Chain Shock offers much more threat. Stick with Chain Shock and skip this one.



Sith Defiance - Free Defensive stats in an off-tree? Best day.



Torment - Lowers the force cost of Thrash and Assassinate, which allows your rotation to skip Saber Strikes more often. Great talent, especially for being off-tree.





Talent Specs



Spoiler Standard Tanking 37-5-4

This spec is the standard build for the vast majority of fights.



Spike Spec 38-5-3

Use this spec when there a lot of adds you need to CC, I recommend this for Operator IX in Asation. Be aware that your Thrash and Assassinate will cost slightly more force in this spec, so force management is a bit more important.



Witherless Kiting 31-11-14

This build is used for fights where you are attempting to stay out of melee range of a boss or group of mobs. You get increased movement speed to make this easier, and Darkswell becomes an additional cooldown to mitigate the loss of damage reduction by not applying the damage debuff of wither. The talent choices vary slightly due to the fact that skills that benefit wither are pointless. I recommend this build for The Cartel Warlords on Darvannis if you are tanking Sunder, and if you are on add duty for Grob'thok in the Dread Fortress. You will not be able to maintain the damage reduction buff from Harnessed Darkness, but you should have it up part of the time if you manage the distance between yourself and the mob(s) you are kiting properly.

This spec is the standard build for the vast majority of fights.Use this spec when there a lot of adds you need to CC, I recommend this for Operator IX in Asation. Be aware that your Thrash and Assassinate will cost slightly more force in this spec, so force management is a bit more important.This build is used for fights where you are attempting to stay out of melee range of a boss or group of mobs. You get increased movement speed to make this easier, and Darkswell becomes an additional cooldown to mitigate the loss of damage reduction by not applying the damage debuff of wither. The talent choices vary slightly due to the fact that skills that benefit wither are pointless. I recommend this build for The Cartel Warlords on Darvannis if you are tanking Sunder, and if you are on add duty for Grob'thok in the Dread Fortress. You will not be able to maintain the damage reduction buff from Harnessed Darkness, but you should have it up part of the time if you manage the distance between yourself and the mob(s) you are kiting properly.



Skills



Spoiler Crushing Darkness - Applies a hard hitting DoT. Technically a DPS gain, but pushback makes it a DPS loss in almost all cases. This should rarely be casted.



Electrocute - A standard hard stun.



Force Lightning - Get three stacks of Harnessed Darkness and cast this as soon as you are sure it will not be interrupted by a knockback or you having to move. This is how you maintain your stacks of Dark Protection



Force Slow - DPS loss, and doesn't affect most mobs.



Force Speed - Breaks roots, make you move fast to reposition. It's your leap substitute.



Jolt - Standard Interrupt. Missing interrupts makes you a very bad tank.



Overload - AOE knockback. Don't use this. It breaks up mobs so they can't be AOE'd down, and does not do very much damage. A generally bad move.



Recklessness - Your DPS steroid. To maximize its use, use it on a wither that gives you your third stack of Harnessed Darkness, thrash to get an energize proc, channel Force Lightning, and after the last hit of Force Lightning, but before the channel bar is completed, activate shock to get 3 casts of benefit including your surge bonus.



Saber Strike - Your basic attack. If you are low on force you use this so you're not wasting a global.



Shock - Your hardest hitter. You use Shock every time it's off cooldown, unless you have three stacks of Harnessed Darkness. Use your last Recklessness stack on an Energized Shock to maximize threat and damage.



Thrash - Your filler. You thrash when shock and wither are unavailable, you do not have Conspirator's Cloak active, and you do not have three stacks of Harnessed Darkness It procs Energize, which gives you more Shocks. It also hits rather hard.



Unbreakable Will - Your stun break. When you use it depends on the fight. Make sure you don't waste it, the cooldown is long. If it is unavailable when needed, you will probably die.



Whirlwind - Basic soft stun.



Assassin's Training - Passive bonus to HP and shock damage.



Assassinate - Substitute Assassinate for thrash whenever it's off cool down on an enemy below 30% HP.



Blackout - Increases your stealth level. When using the kiting build, you use this as an additional cooldown, 25% damage reduction for six seconds is a strong cooldown/



Dark Charge - This is your tank stance. Increased threat, armor, and shield chance.



Dark Ward - The reason Assassins are amazing. When Dark Ward is active, you gain an additional 15% Shield Chance. Fully understanding the functionality of Dark Ward is crucial to tanking effectively. When you activate it, you gain 15 stacks of Dark Ward. Once 15 attacks are shielded, or it times out, you are no longer granted gain the added Shield Chance. Each consumed stack of Dark Ward grants 1 stack of Dark Bulwark (up to 8), which increases Absorb Percentage. When you reactivate Dark Ward, your stacks of Dark Ward are reset to 15, but all stacks of Dark Bulwark are removed. As such, you want to wait as long as you possibly can to refresh your Dark Ward, rather than using it on cooldown. This will maximize your average Absorption. The more perfect you are at refreshing at the last possible moment, the less damage you take. Practice this.



Deflection - Your cooldown against ranged and melee attacks. Make sure you are aware what kind of attacks are incoming. Deflection grants you an additional fifty percent Defense Chance against ranged and melee for 12 seconds. This is more than long enough to handle nearly any burst damage.



Discharge - AoE attack, high threat. Applies an accuracy debuff to your target, which essentially grants you 5% additional Defense Chance against that target. Maintain this debuff on the target, but do not use this on cooldown, it's a DPS loss.



Force Cloak - Combat Stealth. You can use this to vanish revive someone who died in your raid, or to reset the timer on your medpac, since they can be used once per combat, and vanishing creates a new instance of combat. It is also a complete threat dump if that is needed for whatever reason.



Force Pull - Extremely high threat, despite doing 0 damage. Open every single pull with this. Anytime you are more than 10m from your target, use this as an absolute priority. It is the most threat you can generate on a single global. It can also be used to reposition trash mobs.



Force Shroud - 100% immunity to force and tech for its length (make sure you are Shrouding force and tech attacks, and not ranged or melee, or you will waste this). This is your most powerful cooldown. Perfect use of Force Shroud trivializes many mechanics. Using it with proper timing will make it seem like you are cheating while tanking.



Guard - Use this to lower the threat of a group mate, to reduce the damage a group member takes, or both. Don't be afraid to rotate your guard to someone expecting to take damage. Five percent damage reduction is significant.



Lacerate - Decent AOE threat generator. Don't use this on a single target. This can be used to proc Energize.



Mass Mind Control - Your AOE taunt. You can use this as a second single target taunt if needed, so long as you won't need it for AOE. Proper use of this in an AOE threat rotation is crucial, and will be discussed in the rotation section.



Maul - Your hard hitting melee attack. When Conspirator's Cloak is active, you substitute this for thrash. It can proc Energize.



Mind Control - Single target taunt. Use it to tank swap, grab a mob off a DPS, etc.



Mind Trap - Your sap. Useful for trash.



Overcharge Saber - An instant self heal, for 15% of your Max HP. It increases the damage your Dark Charge does, and whenever your Dark Charge deals damage, you are healed for a small amount. Most importantly, it increases damage reduction by 25%. Overcharge Saber lasts for 15 seconds, which is more than long enough to survive burst or burn phases. Use this after the first few hits of a burn phase to restore some of the HP lost and reduce the HP you lose over the rest of the phase. It will probably still be active after the burn, and will allow your healers to catch up. Overcharge Saber is one of the best tank cooldowns, for any class.



Spike - A short hard stun. Useful in some fights, worthless in most.



Wither - Smart AOE damage. Wither does not break soft CC if you do not directly target the stunned target. It does great damage and generates immense threat. You use this on cooldown, even on single targets. It adds a stack of Harnessed Darkness, and reduces the damage output of the targets by 5%, which essentially makes you 5% tankier while it is active. Do not let the debuff fall off.





Rotations



Single Target Rotation, using one Taunt:

Spoiler Force Pull while Force Speed is active and you are approaching the target -> Wither -> Discharge -> Shock -> Thrash (until Energize Proc) -> Shock -> Taunt -> Force Lightning -> Wither -> Shock -> Discharge -> Repeat.



Your second rotation through this should be done with Recklessness as described above. No DPS in similar gear should be able to pull off this rotation. Do not be afraid to be liberal with taunts if they are not imminently needed for a tank swap. Never losing threat is significantly better than taunting to get it back.





Basic AOE Rotation:

Spoiler Proximity Aggro -> Wither -> Discharge -> Lacerate -> Shock the target that is focused by your DPS -> AOE Taunt -> Lacerate -> Wither -> Discharge.



Use saber strike as necessary to maintain your force at reasonable levels.





Gearing

Spoiler



I highly suggest using the Reactive Warding and Fortunate Redoubt Relics. If you want to use a click relic, substitute your Fortunate Redoubt Relic for an Imperiling Serenity Relic.

The exact amounts of defense, shield, and absorb rating one should have are outside the scope of this guide. However, I do maintain an updated sheet of my gear here I highly suggest using the Reactive Warding and Fortunate Redoubt Relics. If you want to use a click relic, substitute your Fortunate Redoubt Relic for an Imperiling Serenity Relic.



Consumables

Spoiler Your medpac should be a Prototype Impeccable Medpac. The obviously cheaper alternative is a Reusable Impeccable Medpac. The extra cost of the Medpac is well worth the extra healing if you are not doing farm content.



Adrenals are a bit counterintuitive. You should be using an Exotech Absorb Adrenal. The cheaper alternative is the Rakata Absorb Adrenal. These are boosts to armor rather than to Shield/Absorb rating. Using these Adrenals are much like using smaller versions of Overcharge Saber. The armor bonus is multiplied by your tank stance and talent bonuses, for a huge gain. Use them over any other alternative.





Tips and Tricks

Spoiler Force Cloaking and immediately Taunting in the middle of a global cooldown, if done quickly enough will not cause the boss to turn, but you will be granted the benefits of a new combat, including a reset counter on your medpac.



Force Cloak followed by an immediate Taunt will cancel targeted channels, and depending on the fight either progress the phase, or cause the boss to restart the channel. Use this to stall if your co-tank is out of position, your healers are behind, or for any other reason you see fit.



Taunts are multiplicative. The longer you wait to taunt, the greater benefit you will get from that taunt.



If you are suffering from a debuff where you cannot be touched by a boss or suffer instant death, this is a good opportunity to use Force Cloak and use your regeneration ability. Your healers will thank you for saving them some resources.



If your co-tank misses a tank swap, and you are tanking multiple mobs, you can Force Cloak to dump both bosses on your co-tank and then single taunt the mob you want.

This guide is aimed at Assassin/Shadow PvE tanking at an 8-Man Progression Level. While this means that the focus will be on the hardest available 8-Man difficulty, most, if not all, the ideas in this guide will be applicable to all difficulties of endgame raiding, including the 16-Man variations. Please also note that this guide generally ignores the cost of materials or equipment, in most cases. If there is a suitable alternative that is less expensive, I will try to recommend it where applicable. This guide is not meant to serve as a walkthrough for boss fights. Timings for applicable cooldowns will be mentioned in some, but not all cases. There are other excellent sources of boss strategies available. As I play an Assassin, most abilities and talents will reference the Assassin/Inquisitor variation of the name. A conversion guide for Shadows follows at the end of the introduction.I don't use shiny pictures or colorful diagrams. They aren't my style. I feel that what I've written here is clear without the pictures. If you have any questions, feel free to PM me, or post in this topic.About the Author:Version History:Glossary and Terms of Art:Assassin to Shadow Conversion Guide:The Assassin/Shadow Tank's Role:Dealing with Sub-Optimal Tanking Situations:This portion of the guide assumes that the reader has the talent tree available for reference. What a talent does will not be discussed, only its purpose and why taking each talent is the best choice will be indicated here.Single Target Rotation, using one Taunt:Basic AOE Rotation: Tenebras/Simulara

I've cleared all the content, probably before you.

Now I just PvP, and probably farm you.