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BuddyWing combat, we want your input!

I have some slightly different input. A pretty cool feature I noticed on Felmaster was that after selecting Felmaster as your CC, you could then select a rotation to use. For a community driven project, this would be a nice feature. With Singular, if someone has already written logic for a particular spec, you must overwrite their work to release your own work. In this sense, Felmaster offered more inclusivity than Singular. With an option like this, a writer can have the experience of contributing to a quality CC without having to compete or step on others toes. For a community driven project, inclusiveness can improve progress.
 
I think the problem with that would be that the API is probably not finished yet. They did mention it'll be "Singular-like" so you could check out the class-specific code of Singular for examples, I'm sure it won't be too far off.
There's a good chance that the focus of API development will be partly based on our input here. If we all say we need "my health under X%" that'll be something they prioritize in API development.

We've come a long way with the API already, and most of it has been completed. As far as I can tell, the default classes will be "like" Singular, in the way that you can view the class-specific code and work it out from there if you are interested in making your own custom classes.

On a side note, I would sincerely like to thank everyone who has contributed to this thread, and those who will contribute at a later point, your support is invaluable. :)
 
Bounty Hunter - Mercenary - Arsenal Spec:

Edit for 1.2: With 1.2 the combat priorities stay the same. They nerfed tracer missile slightly because it was fairly powerful to just spam it, but it was not optimal for damage output. They buffed Heatseeker Missile slightly to make up the overall damage output. The change has no effect on a the existing cast-priority; which only relies on getting the TM-debuffs up and then using it to refresh debuffs or as a filler when nothing else is off cooldown. Long story short, keep this priority as of 1.2. Also, they added an in-combat revive to Mercs called "Onboard AED," with a cast time of 1.5sec and a 5min CD.

Recommended spec: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

This is in traditional priority order from top to bottom, top being the first thing to be checked, bottom being the last. I left out Jet Boost for areas where using pushbacks may pull more groups, but this could be added for more than 3 targets when not in a group also. I left Power Surge out of the rotation because in a longer fight being able to trigger a cast instantly won't actually increase your damage output (UNLESS you are moving) due to the heat system. I would imagine that ability only being useful when we get something like lazyraider where we control movement etc. while the bot controls abilities. I also left Sweeping Blasters out of the AOE rotation because of it's high heat usage and low total damage output.

This rotation/cast priority should be pretty damn close to optimal DPS rotation for single target fights, and should destroy group pulls pretty effectively while questing too. I used Mako as my companion from the time I got her all the way to level 50, and she worked out well, which is why I added her as the active companion, some people may have other preferences but she kept me alive! NOTE: This should also work for a Gunnery Commando using their mirrored abilities and Elara as a companion, but I don't know what all the names are as my trooper is a vanguard :-/

Available interrupts:
Electro-Dart: 4 second stun (animation and travel time makes this a non-instant interrupt) 30m range
Rocket Punch: when specced, this is an instant ability that will knockback a target from melee range
Jet Boost: this is an AOE knockback and can be used as an interrupt if the target is in melee range (animation makes this less than instant). This ability is a little more dangerous because it could cause you to pull additional groups by accident.



If incapacitated during combat: Determination
If not in combat AND group size <= '2': Force Active Companion Mako
Disable Companion Ability: Electro-Stasis (for the record, all other companion abilities for Mako should be toggled ON)
Force Companion Stance: Med Watch
Force Active Cylinder: High Velocity Gas Cylinder
Force Active Buff: Hunter's Boon
If Health < 70% and 'Kolto Overload' is not on CD: Kolto Overload
If Health < 60% and 'Energy Shield' is not on CD: Energy Shield
If Health < 50% and 'Heroic Moment: On the Trail' is off CD: Heroic Moment: On the Trail
Enemy Targeting Priority: Weak before Strong
If Heat Level > '23' AND 'Thermal Sensor Override' is off cooldown: Thermal Sensor Override
If Heat Level > '23' AND 'Vent Heat' is on cooldown AND 'Thermal Sensor Override' buff is INACTIVE: Rapid Shots on weakest target
​If Heat Level > '80': Vent Heat
If # targets > '3' AND tightly grouped AND 'Fusion Missile' off cooldown: Fusion Missile on center target
If # targets > '3' AND tightly grouped AND distance from player > 5 meters AND 'Death From Above' off cooldown: Death From Above on center target
If # targets > '3' AND tightly grouped AND 'Explosive Dart' off cooldown: Explosive Dart on weakest target
If # targets > '3' AND tightly grouped AND in melee range AND 'Flame Thrower' off cooldown: Flame Thrower on center target
If TargetDebuffCount(Heat Signature) < '5': Tracer Missile
If time remaining on TargetDebuff(Heat Signature) < 5sec: Tracer Missile
If Buff(Barrage) is ACTIVE: Unload
If 'Heatseeker Missiles' is off cooldown: Heatseeker Missiles
If SelfBuffCount(Tracer Lock) < '5': Tracer Missile
If 'Rail Shot' is off cooldown: Rail Shot
If 'Unload' is off cooldown: Unload

That should do it. Tracer missile is a little finicky in that you don't actually get the 'Heat Signature' buff until the missile LANDS, so if there is some way for you to adjust for that, you may want to take the travel time of the missile and "current" heat signature count into effect when determining the next ability to use. Any Arsenal Merc questions you have, or if you need clarification on the priorities, please PM.

Also, IDEALLY when using Thermal Sensor Override, you should use a HIGH heat ability that does a good amount of damage, such as channeling death from above, or firing off a fusion missile. These both have acceptable single-target damage, and if using Death from Above, it allows you to burn off some more heat while you channel the ability.

All priority info taken and modified by myself as well as from Arsenal Mercenary | Gunnery Commando DPS Compendium
 
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Hi there! I'm a Sith Marauder who was turned on to this community by a friend who indicated that there was a complex bot in the making! Although I'm not a code-oriented person, I feel like I could contribute some insight into the circumstantial applications of abilities as well as which conditions make for the best utility of specific marauder abilities.

This rotation is based on an Annhilation marauder build which utilizes "bleed" DOTS and the Juyo form.

Talent distribution: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

Pre-combat:

Force Sprint
Force Juyo Form (marauder "stance")
Force Summon Companion : Malevai Quinn. Once companion summoned: Cntrl + 1 (Quinn will attack players target and actively heal).
If Unnatural Might buff is not present : Unnatural Might (class buff)

Initiating Combat:

If 3+ mobs and droid NPC is present: Disable Droid on strongest droid target (Strong/Elite/Gold)

General Rotation on NPCs from weakest to strongest: Force Charge -> Deadly Saber -> Battering Assault -> Rupture -> Annihilate -> Ravage -> Repeat.

Because the marauder's abilities are based on Rage (most of the damage abilities costing 3), it's necessary to include filler attacks to rebuild rage.


If Rage < 3 (out of 12) and Battering Assault is on CD : Assault (generates 2 rage).
If Rage < 3 and Battering Assault is on CD and Force Choke is not on CD : Force Choke (generates 1 rage per tick of the channeled Force Choke).


General mid-combat circumstances:

If Rupture debuff is not present on target: Renew Deadly Saber.
If 3+ mobs present and Health < 50% or If fighting Gold/Elite target: Cloak of Pain & Saber Ward (temporary damage mitigation).
If Fury = 30 : Berserk
If incapacitated : Unleash
If 3+ mobs within 5 meter vicinity : Smash (AOE damage).
If active target is incapacitated (often will be by Quinn's AOE stun): Pommel Strike.
If 3+ targets within 5 meter vicinity and health < 50% : Intimidating Roar (AOE Stun).
If Health < 30% and 3+ mobs present : Heroic Moment: Call on the Force.
If Health < 10% and target < 5% health or 2+ targets present : Undying Rage (Consumes 50% health in order to mitigate 99% damage for 5 seconds).
If health <25% and retreating: Cntrl + 2 (Place companion on Passive and recalls him/her).

If out of combat and health =/= 100%: Channel Hatred.

I know that's a messy concauction, but I think it gives a general idea of which abilities serve which functions under a variety of circumstances. Hope this helps, and I'm very anxious to see this bot in action!
 
Trooper Commando - Gunnery (5/31/5) Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

normal rotation


- If AP Cell not active: AP Cell
- If in group and have agro: Diversion
- If health < 80% and no healer available: Adrenaline Rush
- If health < 60%: Adrenaline Rush
- If multiple targets close to each other & no CC outside myopic zone and Mortar Volley off cooldown: Mortar Volley in middle of targets
- If multiple targets close to each other & no CC: Hail of Bolts in middle of targets
- If multiple targets close to each other & no CC: Sticky Genade
- If multiple targets close to me and Concussion Charge off cooldown and not in a group: Concussion Charge
- If all off cooldown(tech overide, Reserve Power cell, Plasma Grenade) : techoveride,reserve powercell, plasma grenade
- If in Ammo preservation mode and Ammo < 7: Hammer Shot
- If Ammo < 3: Recharge Cells
- If Have Buff Curtain of flame: Full Auto
- if target have debuff grav vortex > 3 or me moving : demolition round
- if have buff Charged Barrel > 4 or me moving : Hi Impact Bolt
- Hammer Shot on weakest target


Long CC = Conncussion Round dont damage 60 sec
short CC = Cryo Genade can damage targetand not break CC 8 sec


Pull mortar Volly in middle of all targets /Sticky Gernade at central target


single target rotatio/boss


- If AP Cell not active: AP Cell
- If in group and have agro: Diversion
- If health < 80% and no healer available: Adrenaline Rush
- If health < 60%: Adrenaline Rush
- If all off cooldown(tech overide, Reserve Power cell, Plasma Grenade) : techoveride,reserve powercell, plasma grenade
- If in Ammo preservation mode and Ammo < 7: Hammer Shot
- If Ammo < 3: Recharge Cells
- If Have Buff Curtain of flame: Full Auto
- if target have debuff grav vortex > 3 or me moving : demolition round
- if have buff Charged Barrel > 4 or me moving : Hi Impact Bolt
- Hammer Shot

for PVE Questing logic Weakest Target always first.
PVP Healers always First

also reactive sheild if taking lots of damage.
and always keep buff Fortification up on group.

also if out of combat but Doted use Feild Aid
 
Here is the Assassin's priority lists, I used the Sith Assassin Codex which is how I learned but it is a bit odd how they explain the list. The special stuff along with this top section I added as useful notes to whomever makes the combat for this.
Universal Buff: Mark of Power
Out of Combat Healing: Seethe
Incombat w/ Companion Healing: Channel the Force
Crowd Control Breaker: Unbreakable Will
Crowd Control out of Stealth: Electrocute, Whirlwind, Low Slash
Crowd Control in Stealth: Mind Trap
Interrupt: Jolt
Knockback/Interrupt: Overload
Movement Speed Inhibiter: Force Slow
Defensive Cooldowns: Deflection, Force Shroud


Darkness
--------
Charge: Dark Charge

1. Dark Ward (1 charge or about to expire)
2. Discharge (Every time it?s up)
3. Wither (5 seconds after cooldown ends) or if you are a Madness hybrid Death Field (every CD).
4. Force Lightning (3 stacks of Harnessed Darkness)
5. Assassinate (Target at 30% health or less)
6. Crushing Darkness (Raze buff)
7. Shock (Energize buff) or Lacerate (2 or more enemies)
8. Thrash
9. Saber Strike (Out of Force and/or filler ability)

Special: Overcharge can be used as a healing ability.


Deception
---------
Charge: Surging Charge

1. Assassinate (Target at 30% health or less)
2. Maul (Duplicity buff about to expire, behind target)
3. Lacerate (3 or more enemies)
4. Discharge (Every time it?s up)
5. Shock (2 stacks Induction)
6. Maul (Duplicity buff just proc'd, behind target)
7. Voltaic Slash or Thrash (I prefer Voltaic Slash)
8. Saber Strike (Out of Force and/or filler ability)

Special: Blackout grants 10 instant force and 50% enhanced force regen via Darkswell and Dark Embrace.
Force Cloak grants 50% enhanced force regeneration via Darkswell and Dark Embrace. (Do not use when 1 on 1 w/o companion unless you want to end the fight and dump aggro all together.)

Notes: I do combo Recklessness with Shock and Overcharge Saber with Discharge


Madness
-------
Charge: Lightning Charge

1. Death Field (even single target, every CD)
2. Force Lightning (under Recklessness)
3. Shock (If Unearthed Knowledge is about to expire)
4. Assassinate (Target at 30% health or less)
5. Maul (Duplicity buff, behind target)
6. Crushing Darkness (Raze buff, preferably on an unafflicted target)
7. Creeping Terror (On a target not currently afflicted, or about to expire)
8. Discharge
9. Force Lightning (if healing is needed or low on force)
10. Thrash or Lacerate (based upon the volume of enemies)
11. Saber Strike (Out of Force and/or filler ability)

Special: Even though a mob can't be feared they still get the dot from Creeping Terror, so don't fret.
Through the talent Calculating Mind consuming a Deathmark will restore 1/2 more force.

Update to Madness per the BiS build (5/5/31) based upon Welcome to SimulationCraft

best stim type exotech resolve
1 mark of power
2 lightning charge
3 stealth
4 power potion
5 recklessness
6 force cloak, if dark embrace buff not present.
7 overcharge saber
8 death field
9 crushing darkness, if raze buff is present, if crushing darkness is on current target choose another target to dot.
10 discharge, if lightning discharge not on target and if multiple targets choose a new one if you have one on the current target.
11 assassinate
12 creeping terror, if not on target and if multiple targets choose a new one if you have one on the current target.
13 maul, if exploit weakness (from duplicity) is present.
14 shock, if unearthed knowledge buff is not present.
15 thrash, if force > 70 - (12 * length of time buff dark embrace active (max of 6 seconds from very start)) examples: 1: 70 - (12 * 6) = -2 or 0, 2: 70 - (12 * 4) = 22
16 saber strike

Update to Deception per Simulationcraft (single target):

best stim type exotech_resolve
1 mark of power
2 surging charge
3 stealth
4 power potion
5 recklessness
6 blackout, if dark embrace buff not present & force < 90
7 force cloak, if dark embrace buff not present
8 overcharge saber
9 assassinate
10 maul, if exploit weakness buff present (duplicity)
11 discharge, if static charges buff is stacked > 0
12 shock, if induction buff stack = 2
13 voltaic slash
14 saber strike
 
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We've come quite a long way thanks to everyone's contributions! I've updated the main post's statuses to reflect the latest changes. :)
 
We've come quite a long way thanks to everyone's contributions! I've updated the main post's statuses to reflect the latest changes. :)

Assassins are very similar to Shadows, I will see what I can dig up for a proper rotation implementation so you can green the rotation on your list. I added Marauders and Sharpshooters/Gunslingers (I think), for Marksman and Marksman hybrid, other specs are hard to find, to this thread but the sharpshooter one was more of an informative how to and what to do to determine the exact priority. I could find nothing on it that gave a clear cut yes this is the priority listing but did find that the information I gave was informative enough in detail to find out relatively easily what is what. I was looking for juggernauts/knights both the dps variety an tank variety but only found tank info atm. I found some data on operatives/scoundrels but the guide was not fully up to data as they used links and the links are dead. I will research more sometime later or tomorrow to help you guys out it is just my brain is fried from the data collecting.
 
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I play a 31/0/10 Kin/Bal Tank Shadow. The attack chain is

-Open with Spinning Kick (uses 1 bar of resolve on target)-
-Double strike until you get Particle Acceleration
-Pop All CDs/Items -Power Relic-Power Adrenal-Force Potency-Battle Readiness
-Project
-Slow Time
-Force Breach (Optional)
-Should have two stacks of Harnessed Shadows
-Telekinesis Throw (should be in time to get your last stack of potency used up)
-Repeat rotation
-Other skills that should be used following the chain or before if others are on CD (Force stun, Force speed to escape or encounter, Deflection if being focused, Resilience to remove harmful effects or to fight force users, Force of Will to break CC, Mind Control/Mass Mind Control to taunt targets, Mind Snap to Interrupt spell casting, Guard Intercept player Damage, Force wave not sure when it would be a good time to use this, Force Cloak is another escape that should be used with Resilience to avoid popping out of stealth due to dots, And Finally Force Pull which can basically bring targets to yourself and you could start the attack chain that way.
-Spinning Strike if below 30%

-Force Breach (Not really needed in the primary attack chain, but should be used every CD, AOE 5% Acc debuff in Combat Stance).

This is the attack chain I follow on my Valor rank 75 Shadow Tank and it works very well.
 
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Ok dug up some Jedi Shadow stuff via the Jedi Shadow Handbook:


Kinetic tree:

1. Kinetic Ward (1 charge or about to expire)
2. Telekinetic Throw (3 stacks of Harnessed Shadows)
3. Spinning Strike (Target at 30% health or less)
4. Slow Time
5. Project (Particle Acceleration)
6. Force Breach (every CD)
7. Double Strike
8. Saber Strike (Conserving Force)


Infiltration tree:

1. Spinning Strike (Target at 30% health or less)
2. Shadow Strike (Find Weakness)
3. Force Breach (every CD)
4. Project (2x Circling Shadows)
5. Clairvoyant Strike or Double Strike (probably Clairvoyant Strike as I believe this is the tree's exclusive ability)
6. Saber Strike (Conserving Force)


Balance Tree:

1. Force in Balance (Even single target, every CD)
2. Project (If Twin Disciplines is not active, or about to expire)
3. Spinning Strike (Target at 30% health or less)
4. Shadow Strike (Find Weakness, behind target)
5. Mind Crush (Force Strike buff, preferentially on an unafflicted target)
6. Sever Force (On a target not currently afflicted, or about to expire)
7. Force Breach (every CD)
8. Double Strike
9. Saber Strike (Conserving Force)
 
Figured I'd help more in the research of Buddywing for data on classes missing on rotations.

Sith Marauders (taken from Mach 5 Massacre - In Depth Marauder Guide):


Carnage tree:

Carnage relies heavily on a priority system. This is mainly due to the cool-downs not matching up perfectly and spiky rage regeneration from Blood Frenzy.

To make it less confusing, the opening rotation should look like this:


Charge -> Massacre -> Battering Assault -> Gore -> Ravage -> Scream


This will be the only time Massacre will be ahead of Force Scream and is to insure there is a Blood Frenzy rolling.

After your opener you will want to keep Ravage, Gore, Force Scream and Battering Assault on CD at all times while weaving in Massacres and Assaults in when you can (Assault -> Massacre = no net Rage loss).

The mid-fight priority is thus:


Gore > Ravage > Battering Assault > Force Scream > Berserk > Massacre


Using Gore into Ravage is incredible burst and should be done whenever possible. Force Scream is, of course, only used when Blood Frenzy is up and is in front of Massacre because of the free crit and the cool-down. You want to try to use Gore, Ravage, and Scream in that order. Priority is that the majority of your attacks and priority abilities benefits from the Gore buff.

There is a specific reason why Ravage should be ahead of Scream during the Gore phase. As of now it seems that if the last hit of Ravage does not hit within Gore it does not benefit from the buff, as shown:

0 - Gore
1.5 - Scream
4.5 - Ravage Start
6.0 - Ravage End, Gore Ends

If not executed precisely, Gore will fade and the last hit of Ravage will go off at the same time and, due to latency/ability delay/etc, this can happen often. A better alternative is what I now have listed above:

-1.5 - Massacre
0 - Gore
1.5 - Ravage Start
4.5 - Ravage End, Scream
6.0 - (Scream's GCD) Gore fades

This gives Scream's entire GCD as leeway for latency and the like while insuring all of your key abilities benefit from Gore. By using Massacre before Gore you will have the Massacre buff on for the Duration of Ravage so, in the case that Blood Frenzy falls off before that, you essentially have 4 Massacre-buffed hits to get it back up.


Even though Massacre is at the bottom of the list, when you think of Berserk (which is essentially a free 6 Rage) when using Massacre and the cool-down of all the abilities in front of it you will find yourself using it a lot.

Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.


Annihilation tree:

Annihilation's Rage generation is bursty and therefore, like Carnage, relies more on a priority system than anything. You do not want to refresh your Rupture. If it is off CD, wait until the debuff is gone before reapplying it. Rupture gets a tick off as it wears off and reapplying it before it goes away is a huge DPS loss in the long run.

The opening rotation should look like this:


Charge -> Deadly Saber -> Battering Assault -> Rupture -> Annihilate


The mid-fight priority is thus:


Berserk > Deadly Saber > Rupture > Annihilate > *Rage Builder > **Vicious Slash


*Rage builder implies: Battering Assault > Charge > Assault

**You want to insure you have enough Rage to continue with your rotation after things come off CD. This will take practice, however you won't be using Vicious Slash very often and should really only use it if Rupture is on CD and Pulverize is not on its 6sec CD.

There's debate on whether or not Ravage should be used. Its priority comes under all your other abilities and the window where it is Viable to use is quite short - only when everything is off CD. You can either try to weave it in or not and I doubt it will hurt.

Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.


Rage tree:

Rage, like Carnage and Annihilation, relies on a priority.

To make it less confusing, the opening rotation should look something like this:


Charge -> Crush -> Battering Assault -> (4x Shockwave) Smash


You can supplement Scream before the Smash if you have the Rage for it and don't yet have 4xShockwave.

The mid-fight priority isn't really a priority, per se: it completely revolves around your buffed Smash. Therefore, it looks kind of like this:


Crush-Smash > Choke-Smash > Berserk-Slash > Battering Assault > Scream > Vicious Slash > Ravage


The Smash rotations involve stacking 4xShockwave and using Obliterate before Smashing.

As soon as your Crush-Smash is done start timing a Choke/Obliterate in order to be able to uber-Smash again when Smash gets off CD.

Due to the passive armor penetration Ravage isn't too bad but I would only use it while Battering Assault is on CD and you don't have enough Rage to Vicious Slash (Assault is bleh imo).


Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.
 
Sorry this doesn't give you a specific rotation clearly cut (all I could find to give me more of a definitive priority list and it is a cut and paste with leaving some very minor things out):

Imperial Agent Sniper (unsure if abilities are the same from gunslinger but this was taken from Marksmanship Sniper/Sharpshooter Gunslinger Compendium):

I.2. Mirrored Terminology

Sniper Advanced Class / Gunslinger Advanced Class
Adrenaline Probe / Cool Head
Ambush / Aimed Shot
Ballistic Dampers / Ballistic Dampers
Ballistic Shield / Scrambling Field
Between the Eyes / Slick Shooter
Calculated Pursuit / Hot Pursuit
Cluster Bombs / Contingency Charges
Corrosive Dart / Vital Shot
Corrosive Microbes / Mortal Wound
Countermeasures / Surrender
Cover Pulse / Pulse Detonator
Cover Screen / Cover Screen
Deadly Directive / Black Market Mods
Debilitate / Dirty Kick
Distraction / Distraction
Diversion / Diversion
Efficient Engineering / Dealer's Discount
Energy Tanks / Bravado
Engineering Skill Tree / Saboteur Skill Tree
Engineer's Tool Belt / Saboteur's Utility Belt
Entrench / Hunker Down
Escape / Escape
Evasion / Dodge
Experimental Explosives / Arsonist
Explosive Engineering / Independent Anarchy
Explosive Probe / Sabotage Charge
Flash Bang / Flash Grenade
Flash Powder / Flash Powder
Followthrough / Trickshot
Fragmentation Grenade / Thermal Grenade
Gearhead / Streetwise
Headshot / Headshot
Heavy Shot / Percussive Shot
Imperial Assassin / Deadeye
Imperial Demarcation / Trip Shot
Imperial Methodology / Insurrection
Interrogation Probe / Shock Charge
Inventive Interrogation Techniques / Sapping Charge
Laze Target / Smuggler's Luck
Leg Shot / Leg Shot
Lethal Injectors / Open Wound
Lethality / No Holds Barred
Lethality Skill Tree / Dirty Fighting Skill Tree
Marksmanship / Sharpshooter
Marksmanship Skill Tree / Sharpshooter Skill Tree
Orbital Strike / XS Freighter Flyby
Overload Shot / Quick Shot
Pillbox Sniper / Lay Low
Precision Ambush / Sharp Aim
Rapid Fire / Rapid Fire
Razor Edge / Holdout Defense
Reactive Shot / Quick Aim
Recoil Control / Recoil Control
Rifle Shot / Flurry of Bolts
Sector Ranger / Spacer
Series of Shots / Speed Shot
Shatter Shot / Flourish Shot
Shield Probe / Defense
Shiv / Blaster Whip
Slice Droid / Slice Droid
Slip Away / Dirty Escape
Snap Shot / Snap Shot
Snipe / Charged Burst
Sniper Volley / Burst Volley
Sniper's Nest / Foxhole
Steady Shots / Steady Shots
Stroke of Genius / Pandemonium
Suppressive Fire / Sweeping Gunfire
Takedown / Quickdraw
Target Acquired / Illegal Mods
Vital Regulators / Cool Under Pressure
Vitality Serum / Underworld Hardships

The following two builds have been found to be capable of nearly equivalent DPS. Which performs better for each sniper could very well depend on stats, on the mechanics of each fight, and on how intuitive we find the rotation to be. These two builds are too close to currently determine which is theoretically strongest.

Over extended fights, where energy availability is the primary limiting factor for ability usage, prioritizing abilities and ability sequences with highest DPE allows for maximum overall damage (assuming we are using all available energy). Although the damage done by each ability depends on each sniper?s specific stats and other variables, the following ranking of abilities by DPE should be mostly accurate for all MM snipers. Note that this ranking does not include the 4-piece PvE Field Tech set bonus, which vastly increases the DPE of Takedown. Also, For MM/Eng hybrid values, the damage and energy return from Cluster Bombs and Imperial Methodology are included as part of Explosive Probe.

Single-Target DPE Ranking

Pure MM (31/7/3)
1. Followthrough
2. Ambush
3. Series of Shots
4. Orbital Strike
5. Takedown
6. Explosive Probe
7. Corrosive Dart
8. Snipe
9. Overload Shot
10. Fragmentation Grenade
11. Suppressive Fire
12. Shatter Shot

MM/Eng Hybrid (23/16/2)
1. Explosive Probe
2. Followthrough
3. Ambush
4. Series of Shots
5. Orbital Strike
6. Interrogation Probe
7. Takedown
8. Corrosive Dart
9. Snipe
10. Overload Shot
11. Fragmentation Grenade
12. Suppressive Fire
13. Shatter Shot

For some fight mechanics, burst DPS is also important ? fight mechanics such as switching to important adds or periods of line-of-sight interruption. For these situations, time becomes our DPS limiter moreso than energy, so prioritizing abilities with highest DPCT provides the most powerful burst in between periods of inactivity to regenerate energy. Note that some of the high-DPCT abilities are DoT effects, which can lose value if the target dies or becomes invulnerable before the end of the DoT?s duration.

Single-Target DPCT Ranking (For Burst Situations):

Pure MM (31/7/3)
1. Orbital Strike
2. Ambush (with RS proc)
3. Takedown
4. Followthrough
5. Explosive Probe
6. Corrosive Dart
7. Series of Shots
8. Ambush
9. Snipe
10. Fragmentation Grenade
11. Overload Shot
12. Suppressive Fire
13. Rifle Shot
14. Shatter Shot

MM/Eng Hybrid (23/16/2)
1. Orbital Strike
2. Explosive Probe
3. Ambush (with RS proc)
4. Interrogation Probe
5. Takedown
6. Corrosive Dart
7. Followthrough
8. Ambush
9. Series of Shots
10. Snipe
11. Fragmentation Grenade
12. Overload Shot
13. Suppressive Fire
14. Rifle Shot
15. Shatter Shot

II.3.2. Synergistic Ability Sequences

Snipe ? FT
This is the defining sequence for MM snipers. Followthrough has such a high DPE (nearly double that of Ambush and SoS) that we should aim to use it every time it comes off cooldown. In order to allow that, Snipe (or Ambush when available) must be used at least once every 6s.

SoS ? Ambush
Because Series of Shots hits four times over its duration, it will very often proc Reactive Shots, which in turn reduces the activation time of the subsequent Ambush. Since the RS effect lasts 10 seconds, a Snipe used during a previous sequence can increase the proc chance of RS even further. With a 40% crit chance on Snipe and SoS, this sequence (including the previous Snipe) will proc RS approximately 92% of the time.

TA ? SoS ? RF ? SoS ? SoS
The sequence is only available to pure MM snipers. The optimal benefit from RF occurs when it is used just after a SoS, finishing its remaining cooldown and allowing two more immediately following. This sequence delays FT by 6s beyond its cooldown, but when TA can be used before the initial SoS, the delay is reduced to 3.9s.



II.3.3. Sustained Damage Rotation

Using sequences that take advantage of synergy between abilities, and filling the remaining time with high-DPE filler abilities (indicated as ?X? below), the following rotation emerges:

SoS ? Ambush ? FT ? X ? X ? Snipe ? FT ? X ? X ? Snipe ? FT

Note that we should use Ambush even when Reactive Shot does not proc. Its damage benefit over Snipe justifies even a 2.5-second activation time. (See this post for more information.)

Common filler abilities include: Shatter Shot, OS, TD, EP, CD, IP (for MM/Eng hybrid), and Rifle Shot. We should prioritize these based on DPE, with the following considerations:

Shatter Shot is a useful debuff to keep active on the target at all times. It increases not only our damage, but the damage from the entire ops group. Against a boss (or other important burn target), we should generally lead with Shatter Shot to maximize its up-time.
DoT abilities which are still active should generally not be overwritten. The only DoT we have with a duration longer than its cooldown is CD, and its DPE and DPCT are only marginally better than Snipe.
Rifle Shot should be used to ensure that we stay above 60% energy. Keeping an eye on upcoming fight events and on which abilities will be coming up next in our rotation will allow us to use Rifle Shot as needed.

Pure MM snipers should aim to deviate from this rotation only for the special Rapid Fire sequence. Since the final shot of the RF sequence is SoS, it leads back into the standard rotation after only a 6-second deviation. Note that because FT?s cooldown is delayed and the entire RF sequence consists of channeled abilities, alacrity boosts (such as TA) are most effective when saved and used during this time.

MM/Eng hybrid snipers have only one deviation: prioritize Explosive Probe above the standard rotation. In this spec, EP does such high damage for so little energy that losing out on a use over the course of a fight results in a substantial loss of potential DPS.


II.3.4. AoE

MM snipers have access to exactly three AoE abilities: Orbital Strike, Fragmentation Grenade, and Suppressive Fire. We could potentially spec deep enough into the Lethality skill tree to gain a fourth, but this would require making large sacrifices on single-target DPS.

Orbital Strike ? OS is easily our hardest-hitting AoE and should be prioritized highest when a group of adds will be hit by even a single tick. OS has a 2-second activation time with the skill Sector Ranger, so the first tick of damage doesn?t occur until 5s after we place the AoE ground template. For targets that are moving, it may be difficult to place OS so that it will hit them.

Fragmentation Grenade ? This has a 6-second cooldown, which can be reduced to 3s with the skill Engineer?s Tool Belt. Its damage is applied instantly to as many as 5 targets, so this should be our primary AoE filler in nearly all situations.

Suppressive Fire ? This AoE ability is outshone by Fragmentation Grenade in nearly every way:
Its DPE is lower than that of Fragmentation Grenade against any more than 3 targets, and lower than that of single-target abilities against any less than 3 targets.
The large energy cost makes it challenging to use without dropping into a lower energy bracket.
It is channeled, causing required movement or other interruptions to reduce its damage done.
Its effect is ground-targeted, meaning adds which are moving might avoid some of the damage.
It only hits a maximum of 3 targets.

The optimal rotation for AoE is to use Orbital Strike if available, and then Fragmentation Grenade with single-target abilities in between. In this area, MM/Eng hybrid snipers have a distinct advantage over pure MM.
 
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Scoundrel / Operative
From Scoundrel/Operative DPS Compendium



Dirty Fighting (Scoundrel 7/3/31) / Lethality (Operative 7/3/31)
-------------------------------------------------------------
Blaster Whip / Shiv (Need UH/TA for Pugnacity / Stim Boost)
Pugnacity / Stim Boost (to refresh or need 10 energy)*
Flurry of Bolts / Rifle Shot (below 70 energy)
Hemorrhaging Blast / Weakening Blast (to refresh)
Vital Shot / Corrosive Dart (to refresh)
Shrap Bomb / Corrosive Grenade (to refresh)
Blaster Whip / Shiv (need UH/TA buff for Wounding Shots / Cull)
Wounding Shots / Cull

The AE rotation for 4 mobs or higher will be simply:

XS Freighter Flyby / Orbital Strike
Shrap Bomb / Corrosive Grenade
Thermal Grenade / Fragmentation Grenade
Blaster Whip / Shiv (need UH/TA buff)
Blaster Volley / Carbine Burst



Scrapper (Scoundrel 3/31/7) / Concealment (Operative 3/31/7)
------------------------------------------------------------

Always open with Shoot First / Hidden Strike; and

Flurry of Bolts / Rifle Shot (below 70 energy)
Blaster Whip / Shiv (Need UH/TA for Pugnacity / Stim Boost)
Pugnacity / Stim Boost (to refresh)
Back Blast / Backstab (always in conjunction with Flechette Round / Acid Blade)
Vital Shot / Corrosive Dart (to refresh)
Blaster Whip / Shiv (Need UH/TA for Sucker Punch / Laceration)
Sucker Punch / Laceration

The AE rotation for 4 mobs or higher will be simply:

XS Freighter Flyby / Orbital Strike
Thermal Grenade / Fragmentation Grenade
Blaster Whip / Shiv (need UH/TA buff)
Blaster Volley / Carbine Burst.
 
repost from Sith Warrior/Jedi Knight Mirror Terminology Dictionary

(This may help you fill the gap for Sith Juggernaut dps rotation via the known Jedi Knight Rotation)

Jedi Knight Skills / Sith Warrior Skills
Defence / Immortal
Barricade / Barricade
Command / Thrown Gauntlet
Courage / Revenge
Cyclonic Sweeps / Sweeping Fury
Dust Storm / Quake
Energy Rush / Consuming Howl
Enure / Endure Pain
Force Clap / Crash
Guard Stance / Guard Stance
Hilt Strike / Backhand
Inner Peace / Dark Blood
Lunge / Lunge
Pacification / Heavy Handed
Resolute / Unleashed
Shield Specialisation / Shield Specialisation
Solidified Force / Intimidation
Stasis Mastery / Force Grip
Victory Rush / Enraged Sunder
Warding Call / Invincible
Windforce / Echoing Scream
- -
Focus / Rage
Agility Training / Interceptor
Felling Blow / Dominate
Focused Resonance / Dark Resonance
Force Exhaustion / Visionary
Force Mastery / Zephyr
Force Training / Force Exhaustion
Gravity / Gravity
Inner Focus / Agility Training
Insight / Insight
Master Focus / Zealous Leap
Pulse / Second Wind
Sabre Buffet / Master Focus
Second Wind / Inner Focus
Shii-Cho Mastery / Sabre Buffet
Singularity / Shii-Cho Mastery
Stagger / Singularity
Unwavering Focus / Stagger
Visionary / Pulse
Zealous Leap / Unwavering Focus
Zephyr / Force Alacrity
- -
Vigilance / Vengeance
Accuracy / Accuracy
Burning Blade / Draining Scream
Burning Purpose / Eviscerate
Defiance / Unyielding
Effluence / Ruin
Force Rush / Savagery
Force Scarring / Rend
Gather Strength / Pooled Hatred
Improved Sundering Strike / Improved Sundering Assault
Narrowed Focus / Deadly Reprisals
Perseverance / Dreadnaught
Plasma Brand / Shatter
Protector / Huddle
Shien Form / Shien Form
Single Sabre Mastery / Single Sabre Mastery
Subduing Slash / Fracture
Swelling Winds / Decimate
Unremitting / Unstoppable
Vigilence / Vengeance
Zealous Kick / Deafening Disruption
- -
Watchmen / Annihilation
Burning Focus / Empowerment
Close Quarters / Close Quarters
Force Fade / Phantom
Focused Pursuit / Ferocity
Focused Slash / Enraged Slash
Inflammation / Seeping Wound
Juyo Mastery / Juyo Mastery
Merciless Slash / Annihilate
Merciless Zeal / Hungering
Mind Sear / Inescapable Torment
Momentum / Battle Cry
Overload Sabre / Deadly Sabre
Plasma Blades / Haemorrhage
Quick Recovery / Quick Recovery
Repelling Blows / Annihilation
Searing Sabre / Bleedout
Valour / Short Fuse
Watchguard / Subjugation
- -
Combat / Carnage
Ataru Form / Ataru Form
Ataru Mastery / Ataru Mastery
Blade Rush / Combat Trance
Combat Trance / Defensive Roll Explosives
Debilitation / Displacement
Defensive Forms / Dual Wield Mastery
Defensive Roll / Righteous Zeal
Displacement / Focused Leap
Dual Wield Mastery / Temperance
Fleetfooted / Opportune Attack
Focused Leap / Steadfast
Immaculate Force / Precision Slash
Opportune Attack / Blade Rush
Precision Slash / Debilitation
Righteous Zeal / Swift Blades
Sabre Storm / Sabre Storm
Smoldering Winds / Smouldering Winds
Steadfast / Immaculate Force
Swift Blades / Fleetfooted
Temperance / Erupting Fury
- -
Focus / Rage
Agility Training / Interceptor
Felling Blow / Dominate
Focused Resonance / Dark Resonance
Force Exhaustion / Visionary
Force Mastery / Zephyr
Force Training / Force Exhaustion
Gravity / Gravity
Inner Focus / Agility Training
Insight / Insight
Master Focus / Zealous Leap
Pulse / Second Wind
Sabre Buffet / Master Focus
Second Wind / Inner Focus
Shii-Cho Mastery / Sabre Buffet
Singularity / Shii-Cho Mastery
Stagger / Singularity
Unwavering Focus / Stagger
Visionary / Pulse
Zealous Leap / Unwavering Focus
Zephyr / Force Alacrity
- -

Jedi Knight Abilities / Sith Warrior Abilities
Awe / Intimidating Roar
Blade Storm / Force Scream
Call on the Force / Call on the Force
Cauterize / Rupture
Challenging Call / Threatening Scream
Combat Focus / Berserk
Cyclone Slash / Sweeping Slash
Force Camouflage / Force Cloak
Force Kick / Disruption
Force Leap / Force Charge
Force Might / Unnatural Might
Force Push / Force Push
Force Stasis / Force Choke
Freezing Force / Chilling Presence
Guard / Guard
Guardian Leap / Intercede
Introspection / Channel Hatred
Juyo Form / Juyo Form
Leg Slash / Crippling Slash
Master Strike / Ravage
Merciless Throw / Vicious Throw
Opportune Strike / Savage Kick
Overhead Slash / Impale
Pacify / Obfuscate
Pommel Strike / Pommel Strike
Resolve / Unleash
Riposte / Retaliate
Sabre Throw / Sabre Throw
Sabre Ward / Sabre Ward
Shii-Cho Form / Shii-Cho Form
Slash / Vicious Slash
Soresu Form / Soresu Form
Strike / Assault
Sundering Strike / Sundering Assault
Sweep / Smash
Taunt / Taunt
Valorous Call / Frenzy
Zealous Strike / Battering Assault
 
Last edited:
Edited my original arsenal merc post for 1.2. Long story short, nothing changes, but we get an in-combat(battle) revive.
 
Just thought I'd give a quick priority list for what I use on my Infiltration Jedi Shadow. It is a dps boost as well to stealth before entering combat.

Priority List
1. Spinning Strike (Target < 30% health)
2. Shadow Strike (If the Find Weakness proc is active)
3. Force Breach (every CD)
4. Project (2x Circling Shadows buff on player)
5. Clairvoyant Strike if talented or Double Strike if it's not talented
6. Saber Strike

Technique: Shadow Technique

CD's worth using
1. Battle Readiness (Use on CD for dps boost)
2. Deflection (Use if player drops below a certain percentage of health. Maybe like 40%)
3. Force Cloak (This is like Cloak of Shadows for Rogues)
 
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