
…a lot of walking in a galaxy far far away. There is a lot of walking you have to do during levels 10 – 14. At Fourteen you get a 35% speed boost while out of combat. /Shrug at least you get that…
When last we left our new Sith Inquisitor we were making a choice. A choice to specialize in a party role.
You can choose between Sorcerers (Ranged) or Assassins (Melee). Sorcerers gain base line heals and Assassins get stealth. Sorcerers can Heal or DPS. Assassins can Tank or DPS.
I did a crazy thing and picked the Tank Spec under Assassination. I did because Grokk commented that the consensus online was that it was a fail decision.
They also get Force Grip… They also apply a lot of DoTs… Damnit, I picked Death Knight!
You will gain a few new skills when you specialize. At level 10 you get:
Maul – Single target strike from behind
Lightning Charge – Saber Buff
Stealth – Stealth 😉
New Rotation:
Stealth into the group. Maul a weak target to eliminate or almost kill it. You can now either Shock a separate target and Overload, or just Overload. If the targets are at or above your level shocking a target other than your Maul will set up two kills with Overload. Continue with a channeled Lightning. Finish with style and zero mercy.
As you level selecting talents can be daunting for some. Don’t sweat it. If it gives you a new spell or attack, take it. If it just grants more power or buff, it’s just filler until you get to the next tier and skill. You can safely just fill up your tree and have no worries.
At level 12 you get:
Discharge – The is an attack the releases your Saber Buff. The attack changes based on your saber buff. You only have Lightning Charge at this point, so it will apply a DoT for now.
Your rotation will stay the same, but now just weave in Discharge to get used to using it. It is very important to get used to it because…
At level 14 you get:
Dark Charge – This is your Tanking Saber Buff. It does alot of things. Just know that it gives you everything you need to keep aggro, heals you, and applies mitigation buffs so you stay alive. Stop reading the tool-tip. I said stop it.
Guard – Apply this to the Healer of your group. You have to have Dark Charge active to use this.
Sprint – 35% speed buff. Always keep it active.
Crushing Darkness – This is an Inquisitor Spell for all specs. Its a crushing spell with equally devastating DoT. You won’t find much use in large packs to use this spell. It becomes an option in Flashpoints with bosses though. You could open with this spell if you wanted to on single targets.
Your Tanking Rotation:
Stealth into the group. Maul a target to start the rotation and grab initial aggro. Use Discharge to spread your debuff and establish group aggro. Overoad!!!!!!!! Get used to casting Shock on targets now. Shock becomes your main aggro generator and evolves into a keystone tanking spell. Discharge every time its up. Finish with style and zero mercy.
A note about Tanking… Make sure you have the Shield Generator in your off-hand.
At level 15 you get:
Channel the Force – Oh Shit button! Requires an active companion
Level 16:
Mind Control – Taunt
Force Speed – Burst of speed, good for getting into pulling position stealthed. Also a nice get the hell out option.
By level 16 you have the basic tank tool kit you need. At this time you are also moving on with the story and migrating to a new planet
Take my teachings and crush your enemies. Enslave their companions, binding their souls to the your will.