idiggory, King of Bards wrote:
Meh, Shadows only really have one ranged attack as well. Telekinetic Throw's channeling requirement makes it far less useful for everything a Shadow needs a ranged attack for. Okay, Mind Crush too, but same thing--it has a cast time. If you're melee, you only really want instant ranged attacks.
Lolwut? Telekinetic Throw is fairly important as both a Kinetic Combat and Balance Shadow. And with a tank as your first companion, you can effectively pull off a rotation in which you only use ranged abilities.
I found it great fun to send in Qyzen, use Force Breach (Force Technique), cast Mind Crush and then channel Telekinetic Throw, or use Project, and kill stuff just as fast as if I'd just spammed Double Strike. It's not as efficient in terms of Force use, but seriously, who gives a crap? Force regenerates from zero to hero in the the time it takes me to reach the next pack of enemies.
On my Madness Assassin, I regularly just skip melee combat all together and just cast Crushing Darkness, Discharge and Force Lightning. Why? Because
LIGHTNING! The point being that you have options. You can pull off a theorycrafted rotation that delivers the maximum possible DPS, which requires a mix of ranged and melee abilities, or you can mess around and enjoy yourself. On the Juggernaut, you're forced to hit the same abilities over and over, in the right order, just to generate resources that you can then spend on enjoying the class.
idiggory, King of Bards wrote:
But Shadow is, without a doubt, WAY too slow at getting their main skills. It's easily the worst offender of all the classes. They don't end up with that many skills in general, and they're so spaced out that you're only really using 3-4 skills (one of which has a huge CD, the other a positional requirement)
You don't use Shadow Strike, ever, unless you go x/3/x. And what ability has a huge cooldown? Project and Telekinetic Throw both have a 6-second cooldown. Force Breach has a 15-second cooldown, which puts it up there with Obliterate and Force Scream for a Rage Juggernaut.
It's true that Shadows/Assassins don't end up with that many offensive abilities, but how many abilities do you need? By level 30, I've got just as many keybindings on my Shadow as I do on my level 32 Juggernaut (if not more). Yes, the Juggernaut has more short cooldowns (Force Choke, Force Push, Enrage, Ravage), but the Shadow has a lot of utility abilities (Mind Maze, Force Cloak, Force Speed).
I'd rather have 3-4 offensive abilities that I can choose between than 9-10 of which I
have to use three just so I can use the other ones. And that's why I recommend Balance/Madness for Shadows/Assassins. You get Force in Balance at level 20 and Mind Crush becomes part of your rotation at level 25. Now you're up to 5-6 abilities, of which five of them are ranged (Force in Balance, Force Breach, Project, Telekinetic throw -- and Mind Crush, though it requires you to use a melee attack to become instant and free). The last ability is Double Strike and you can sort of throw it in there if you feel like it.
"Shadows only really have one ranged attack," psh!