SWTOR Gunslinger DPS Class Guide

A guide to SWTOR Gunslinger Sharpshooter, Dirty Fighting, Saboteur DPS specs for PvE. Written and edited by Invinc and Vindrik of Harbinger. Updated for patch 2.7.

Navigation

Overview

The Gunslinger class is the only ranged dps class whose only role is dps. They have access to an armor reduction debuff if needed, the best multi-target defensive cooldown in the game, and some of the most useful personal offensive and defensive cooldowns to use in boss fights. Gunslinger rotation difficulty varies based on spec, but even a mediocre player will be capable of dealing reasonable dps as a Gunslinger due to their high base damage.

A Gunslinger’s only real purpose is to dps, there is no other way to play them, and their main utility comes from knowing exactly how and when to use your cooldowns to avoid fight mechanics and mitigate incoming damage. There are currently 4 viable Gunslinger specs:

  1. Sharpshooter is the most popular. It’s a faster-moving spec than the others and relies on utilising procs and internal cooldowns to maximise your damage output with as few wasted cast times as possible
  2. Dirty Fighting relies on dots and buffing its most powerful ability through a straightforward rotation. Due to recent changes it has become one of the highest damaging specs
  3. Hybrid Saboteur / Dirty Fighting is also very popular. It also focuses on dots, however due to recent changes isn’t as spectacular as it has previously been
  4. Saboteur is capable of being the highest single-target and aoe dps spec, however, the damage isn’t necessary reliable and, especially when AoEing groups of mobs, may end up getting you killed. That being said, when used well it does devastating damage

Offensive Cooldowns:

  1. Smuggler’s Luck: Short CD, makes your next Charged Burst an automatic critical hit
  2. Illegal Mods: Increase your Accuracy and armor penetration, also restores 15 Energy with the 2-piece set bonus
  3. Burst Volley (Talent): Refresh Speed Shot CD, increase Alacrity and Energy regeneration
  4. Sabotage (Talent): Heal yourself for 5% HP, make your next Sabotage Charge or Incendiary Grenade free, and finishes the cooldown of Hunker Down, Defense Screen, Cool Head and Hightail It

Defensive Cooldowns:

  1. Defense Screen: Short CD that absorbs a moderate amount of incoming damage
  2. Hightail It: 20 second CD long-distance roll
  3. Scrambling Field: Deploys a large shield that decreases all damage taken by friendly targets within it by 20%
  4. Dodge: 100% melee and ranged Defense for a few seconds, also purges all removable negative effects
  5. Hunker Down: Become immune to all stuns, snares, knockbacks and physics for a short while. Must be in cover to receive the benefits, but moving out of cover doesn’t remove the buff. Additionally, when specced as Sharpshooter, reduces all AoE damage taken by 60%
  6. Ballistic Dampers (Talent): Reduces the damage of incoming attacks by 30%. Grants 3 stacks upon entering cover, however stacks cannot be removed more often than once every 1.5 seconds, with an internal cooldown of 6 seconds

Tricks of the Trade:

  1. Hightail It: You a 100% chance to avoid any incoming damage during the roll animation
  2. Flourish Shot: Armor reduction debuff
  3. Leg Shot: Immobilises your target
  4. Pulse Detonator: AoE knockback
  5. Diversion (Talent): Takes your target out of cover and reduces its Accuracy for a short time
  6. Cool Head: Instant Energy regeneration

Sharpshooter

Sharpshooter (36 / 3 / 7 ) : http://www.torhead.com/skill-calc#700rcrbbRkRrfkzzZ0cZG0oz.3

swtor-sharpshooter-gunslinger-dps-guide-build

Note:  For a less experienced Gunslinger who has trouble with Energy management, the two points in Mortal Wound and Open Wound can instead be put into Bravado in the Saboteur tree (36 / 5 / 5).

1.1 Rates (1-10):


  • Single Target Dps: 7
  • AoE Damage: 5
  • Group Utility: 9
  • Rotation Difficulty: 6
  • RNG Dependant: No
  • Burst: 7
  • Sub 30% Talent or Ability Buffs: Yes

1.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • **Must Have** 0 Alacrity
  • 68-74% Surge
  • 60-240 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

1.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better
  • The difference in overall dps between 0 Critical rating and 250 Critical rating is minimal, but having a little bit will have a slight benefit on your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

1.4 Ability Explanation:


  • Trickshot is the most important ability to use in this spec, as it costs almost no Energy, does a high amount of damage, and is triggered from your other important abilities. This ability should always be used when it is available. It is affected by a variety of talents:
    1. Slick Shooter: Increases critical chance by 4%
    2. Recoil Control: Firing Charged Burst twice in a row, using Aimed Shot, Quickdraw or Speed Shot will refresh the CD of Trickshot
    3. Deadeye: Increases critical damage dealt by 30%
    4. Smoking Barrels: Reduces the cost of your next 2 Charged Bursts by 5
  • Speed Shot is your heaviest hitting ability, and should be used every time it comes off CD followed by a Trickshot. Using it in combination with Burst Volley to get 2 consecutive combos is an important part of your burst rotation. It is affected by a variety of talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Slick Shooter: Increases critical chance by 4%
    3. Rapid Fire: Reduces the CD by 3 seconds
    4. Deadeye: Increases critical damage dealt by 30%
    5. Aim High: Increases critical strike chance by 15% and reduces cost by 3
    6. Burst Volley: Refresh Speed Shot’ CD
  • Vital Shot is another important ability, ticking for sustained damage while you are casting your other abilities. It is affected by two talents:
    1. Mortal Wound: Has a 25% chance to tick twice
    2. Open Wound: Increases duration by 3 seconds
  • Aimed Shot is a heavy hitting ability that should be used with 2 stacks of Charged Aim. It is your hardest hitting individual ability, and it should be used whenever it is available. It is affected by several talents:
    1. Sharp Aim: Increase armor penetration by 20%
    2. Charged Aim: Charged Burst reduce the cast time of your next Aimed Shot by 20%, up to 2 stacks
    3. Rapid Fire: Reduces the CD of Aimed Shot by 3 seconds  
  • Quickdraw is a sub 30% ability that should be used on CD. It has a very low Energy cost, but deals high damage and triggers Trickshot, as well as having a short CD. It should replace Charged Burst, Sabotage Charge and XS Freighter Flyby as your best filler under 30%. It is affected by 2 talents:
    1. Deadeye: Increases critical damage dealt by 30%
    2. Aim High: Increases critical strike chance by 15% and reduces cost by 3
  • Charged Burst is your all-around filler ability. It doesn’t have a CD, and two consecutive Charged Bursts refresh your Trickshot. It deals decent damage, but should generally only be used when your other abilities are on cooldown. It is affected by a variety of talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Snap Shot: Whenever you enter cover, your next Charged Burst will be instant cast. You can only gain this buff every 6 seconds
    3. Slick Shooter: Increases critical chance by 4%
    4. Smoking Barrels: Reduces energy cost by 5
  • Sabotage Charge is your best filler during Burst Volley, considering you will have 1 open GCD to use during this period. Using it outside of this window is tricky, and without proper consideration it will drain most of your Energy.
  • XS Freighter Flyby after 2.6 changes became just a useful Energy filler, dealing low damage for both single and multiple targets, with a quick cast, low cost and shorter CD. It is basically used if you have a GCD opening in your rotation, as well as in the opener or during transitions, as it deals more damage than a single Charged Burst. It is affected by 2 talents:
    1. Spacer: Reduces casting time by 1 second
    2. Lay Low: Reduces CD by 15 seconds

1.5 Ability Nomenclature and Rotation Priority:


  1. Trickshot: TS
  2. Speed Shot: SS
  3. Vital Shot: VS
  4. Aimed Shot: AS
  5. Quickdraw (under 30%): QD
  6. Charged Burst: CB
  7. Flurry of Bolts
  8. Sabotage Charge: SC
  9. XS Freighter Flyby: XS

Cooldowns:

  1. Smuggler’s Luck: SL
  2. Illegal Mods: IM
  3. Burst Volley: BV
  4. Cool Head: CH

1.6 Opening Rotation:


Depending on the fight, you can pre-cast XS Freighter Flyby and Aimed Shot for increased initial damage before going into your regular rotation. This was a technique used especially during Nightmare TFB Dread Guards prior to the nerf in order to beat the incredibly tight Enrage timer. XS Freighter Flyby pre-cast, however, takes priority.

Pre-cast SL / XS + AS + VS + Relic / Adrenal / IM / SS + TS + BV / SC + SS + TS + CB + CB + TS + AS + VS + TS + SS + TS

swtor-sharpshooter-gunslinger-dps-guide-opening-rotation

1.7 Rotation Strategy:


Sharpshooter Gunslingers’ rotation focuses on getting as many Trickshots as possible due to its incredibly high damage, and it should always get priority above everything else. Speed Shot should be used on CD, and Aimed Shot only cast with 2 stacks of Charged Aim. Vital Shot should have as close to 100% uptime on the target as possible, and it is better for the rotation, if you have a GCD available and roughly 2-5 seconds remaining on VS, to reapply VS and use Aimed Shot or SS right after, instead of using a Charged Burst in the filler GCD.

XS Freighter Flyby, even with the reduced damage, should be used on your rotation if you have 1 GCD open, replacing a single Charged Burst for higher damage. It is also worth noting that Quickdraw also triggers Trickshot, so once your target is under 30%, with set bonus Quickdraw becomes a very cheap and powerful ability making the sub 30% rotation far easier to control energy than the usual rotation. It should replace any Charged Burst, XS Freighter Flyby and Sabotage Charge for higher dps.

15 – 20 second rotation (10 – 14 GCDs, no opener). Considering 3 possible cases:

Above 30%, regular rotation, XS Freighter Flyby filler:

TS + CB + CB + XS + TS + AS + TS + SS + TS + VS + CB + CB + TS + AS

swtor-sharpshooter-gunslinger-dps-guide-rotation

Above 30%, regular rotation, Sabotage Charge filler:

AS + TS + SS + TS + SC / SV + SS + TS + VS + CB + CB + TS + AS

swtor-sharpshooter-gunslinger-dps-guide-rotation-2

Above 30%, regular rotation, Flurry of Bolts / Sabotage Charge filler:

SS + TS + CB + CB + TS + VS +AS + TS + SS + TS + CB + CB + TS + Flurry of Bolts or SC + AS + TS + VS

swtor-sharpshooter-gunslinger-dps-guide-rotation-3

Under 30%, regular rotations based on above cases:

TS + CB + CB + QD + TS + AS + TS + SS + TS + VS + CB + QD + TS + AS

swtor-sharpshooter-gunslinger-dps-guide-rotation-4

AS + TS + SS + TS + QD / SV + SS + TS + VS + CB + CB + TS + AS + TS + QD

swtor-sharpshooter-gunslinger-dps-guide-rotation-5

SS + TS + CB + QD + TS + VS +AS + TS + SS + TS + CB + QD + TS + Flurry of Bolts or SC + AS + TS + VS

swtor-sharpshooter-gunslinger-dps-guide-rotation-6

1.8 AoE Rotation Priority:


  1. XS Freighter Flyby (3-5+ mobs for full duration)
  2. Thermal Grenade
  3. XS Freighter Flyby
  4. Sweeping Gunfire

1.9 Sample Parse Analysis:


swtor-sharpshooter-gunslinger-dps-guide-sample-parse

  • The first section contains Trickshot and Speed Shot. Trickshot should always have highest damage dealt since it’s the main dps ability for the rotation, and Speed Shot should be right behind it due to its high damage, but low frequency of use.
  • The second section has your Charged Burst, Vital Shot and Aimed Shot. Charged Burst and Aimed Shot damage varies based on their critical rate, so it generally doesn’t matter which is higher unless the difference is drastic, and you should have less than three times as many uses of Charged Burst than Aimed Shot. Vital Shot should be following these two abilities, and should have as close to 100% uptime as possible to maximise dps.
  • The last section has your other fillers; Sabotage Charge, Quickdraw and Flurry of Bolts. Sabotage Charge is mainly used during Burst Volley and burst phase situations, so as long as the use of this ability doesn’t drain your energy and delay other abilities, higher damage from this ability is good for your dps. This is similar for Quickdraw, being incredibly powerful and useful, it’s only limited by its under 30% utility, and the longer the fight the higher the damage it will do, replacing other fillers.

1.10 Tips and Tricks:


  •  Cool Head, just like other rapid resource gain abilities like Recharge Cells, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Cool Head should always be used at around 25-35 Energy to exploit its full potential.
  • Cool Head is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Inspiration, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Cool Head as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available.
  • Hightail It grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, should you not have a Trickshot or an instant Charged Burst available, you can use Blaster Whip, and if the boss is at range, Thermal Grenade and Quick Shot are also useful. Keeping up your dots and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Scrambling Field is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Scrambling Field as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Scrambling Field and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Snap Shot makes your next Charged Burst an instant cast, however this doesn’t mean it is necessarily a straight up dps buff. On the contrary, an average GCD is 1.5 seconds, and an average Charged Burst is 1.4-1.5 seconds of casting time, so regardless of which you use you will have to wait almost exactly the same amount of time before you can activate your next ability, though the cast Charged Burst gives you an extra tick of Energy regeneration before the cost of the ability is activated. In contrast, the instant Charged Burst is more effective when used correctly for burn phases or moments of increased damage, so choose wisely as to whether you cast your Charged Bursts or use Snap Shot, since neither is necessarily better than the other.
  • As a Sharpshooter Gunslinger, one of your best talents increases your Energy regeneration rate by 1 while you’re in cover, so remember that the more time you spend in cover, the more effective your Energy regeneration will be.

Dirty Fighting

Dirty Fighting (5 / 5 / 36 ) http://www.torhead.com/skill-calc#700bcZbcZGMoRrMRRRshR.3

swtor-dirty-fighting-gunslinger-dps-guide-build

2.1 Rates (1-10):


  • Single Target Dps: 8.5
  • AoE Damage: 7
  • Group Utility: 6
  • Rotation Difficulty: 3
  • RNG Dependant: No
  • Burst: 6
  • Sub 30% Talent or Ability Buffs: Yes

2.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • **Must Have** 0 Alacrity
  • 68-74% Surge
  • 100-300 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

2.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better. In addition, as a Dirty Fighting Gunslinger your cooldown timers are reliant on a specific timing window, which is adversely affected by any Alacrity you may have. As such, Alacrity is actually harmful to your dps instead of beneficial
  • The difference in overall dps between 100 Critical rating and 300 Critical rating is minimal, but having a little bit will have a benefit on your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

2.4 Ability Explanation:


  • Vital Shot is one of your two main dots, which should be active on the target at all times. It doesn’t tick on use, so its first instance of damage isn’t until 3 seconds after its application. It is affected by variety of talents:
    1. Open Wound: Increases duration by 6 seconds
    2. Mortal Wound: Has a 25% chance to tick twice
    3. Black Market Equipment: Increases critical chance by 12%
    4. Fighting Spirit: Critical hits regenerate 2 Energy
    5. Nice Try: When the effect expires, it is replaced by a weaker version that deals 15% damage over 9 seconds, but doesn’t stack with the regular dot
    6. Cold Blooded: Increases damage done by 15% to targets under 30% HP
  • Shrap Bomb is the second of your two main dots, which should be active on the target at all times. Unlike Vital Shot, Shrap Bomb deals damage on impact, and as such is not a dps loss when refreshing the dot before it expires. It is affected by a variety of talents:
    1. Bombastic: Increases damage dealt by 8%
    2. Black Market Equipment: Increases critical chance by 12%
    3. Fighting Spirit: Critical hits regenerate 2 Energy
    4. Nice Try: When the effect expires, it is replaced by a weaker version that deals 15% damage over 9 seconds, but doesn’t stack with the regular dot
    5. Cold Blooded: Increases damage done by 15% to targets under 30% HP
  • Hemorrhaging Blast puts a 10 stack debuff on the target that increases the damage done by your bleed effects, including Wounding Shots. It should always be used before a Wounding Shots to maximize its increased damage effect.
  • Quickdraw can be triggered to allow you to use it on any target regardless of their HP, and as such should be used as often as possible. It is affected by one talent:
    1. Dirty Shot: Wounding Shots has a 45% to finish the CD of Quickdraw, and makes your next Quickdraw usable on any target
  • Wounding Shots is your most important ability, as it has a low cost and deals the highest damage. It’s a 3 second channel that gets buffed by your bleed effects (the damage calculated from it will only trigger if both the dots are currently on the target during the channel, if your dots runs out of time during the channel it will lose the extra bleed ticks), and you should always use the majority of your Hemorrhaging Blast debuffs in conjunction with Wounding Shots to maximise its dps. It is affected by a variety of talents:
    1. Cheap Shots: Increases damage dealt by 6%
    2. Reopen Wounds: Increases critical chance by 8%
    3. Dirty Shot: Increases damage dealt by 3%
    4. Steady Shots: Increases damage dealt by 6%
  • Speed Shot is a powerful ability which should be used as filler after Wounding Shots whenever possible. Its high damage output and long channel time gives Wounding Shots time to come off CD while dealing good damage in the interim. It is affected by two talents:
    1. Reopen Wounds: Increases critical chance by 8%
    2. Steady Shots: Increases damage done by 6%
  • Hightail It due to Incendiary Mine becomes a really good free of cost filler used on almost all your dps Sections before or After Quickdraw and SS. If you find a way to use this ability it will greatly increase your dps. It is affected by one talent:
    1. Incendiary Mine: Drops an AoE Incendiary Mine upon use, damaging all nearby enemies over 8 seconds
  • Charged Burst with Smuggler’s Luck is a really good ability to use as a filler between Wounding Shots if you have a GCD opening, however it should not be used more than that. It is affected by one talent:
    1. Steady Shots: Increases damage dealt by 6%

2.5 Ability Nomenclature and Rotation Priority:


  1. Vital Shot: VS
  2. Shrap Bomb: SB
  3. Hemorrhaging Blast: HB
  4. Quickdraw: QD
  5. Wounding Shots: WS
  6. Speed Shot: SS
  7. Hightail It: HI
  8. Flurry of Bolts
  9. XS Freighter Flyby: XS
  10. Charged Burst: CB

Cooldowns:

  1. Smuggler’s Luck: SL
  2. Illegal Mods: IM
  3. Cool Head: CH

2.6 Opening Rotation:


Pre-cast XS + SB + VS + Relic / Adrenal / IM + WS + QD + SS + SL / CB + WS + QD + SB + VS + HB + WS

swtor-dirty-fighting-gunslinger-dps-guide-opening-rotation

2.7 Rotation Strategy:


Dirty Fighting revolves around applying your dots and using Hemorrhaging Blast to buff your Wounding Shots damage, it isn’t a particularly complicated spec to play. Wounding Shots should be used on cooldown, both your dots should be up on the target 100% of the time, don’t let the weakened version of your dots stay on the target when you can re-apply instead, always use Hemorrhaging Blast immediately before a Wounding Shots, as WS will take advantage of most of the charges to buff its damage, and always use Quickdraw immediately after WS finishes channeling when it procs.

Full regular rotation, broken down into single rotation sections:

QD + SB + VS + HB + WS + HI + QD + SS

swtor-dirty-fighting-gunslinger-dps-guide-rotation

QD + SB + VS + HB + WS + QD + HI + SS

swtor-dirty-fighting-gunslinger-dps-guide-rotation-2

QD + SB + VS + HB + WS + QD + SS + SL / CB

swtor-dirty-fighting-gunslinger-dps-guide-rotation-3

QD + SB + VS + HB + WS + HI + QD / CH + SS

swtor-dirty-fighting-gunslinger-dps-guide-rotation-4

QD + SB + VS + HB + WS + HI + QD + SS

swtor-dirty-fighting-gunslinger-dps-guide-rotation-5

QD + SB + VS + HB + WS + IM / QD + SS + SL / CB

swtor-dirty-fighting-gunslinger-dps-guide-rotation-6   

2.8 AoE Rotation Priority:


  1. XS Freighter Flyby (3-5+ mobs full duration)
  2. Shrap Bomb
  3. Thermal Grenade
  4. XS Freighter Flyby
  5. Sweeping Gunfire

2.9 Sample Parse Analysis:


 swtor-dirty-fighting-gunslinger-dps-guide-sample-parse-analysis
  • The first section is entirely due to Wounding Shots. Being your most damaging ability, regularly buffed and the core of your rotation, the only thing that can generally vary your Wounding Shots damage is its critical strike rate.
  • The second portion includes Quickdraw, both your dots and Speed Shot. Quickdraw is usually the highest of these due to its frequency of use, and Speed Shot is every other Wounding Shots. Since both your dots should have a 100% uptime as well, all of these abilities are used regularly throughout your rotation with little variance, and as such should remain stable across parses.
  • The final section contains your fillers. Charged Burst should always have a 100% critical rate, as you will only be using it when Smuggler’s Luck is available. Hemorrhaging Blast, Incendiary Mine, Flurry of Bolts and XS Freighter Flyby should all have relatively minor damage outputs, and should only vary if you alter your rotation to replace one with another, such as Incendiary Mine with Flurry of Bolts.

2.10 Tips And Tricks


  • Cool Head, just like other rapid resource gain abilities like Recharge Cells, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Cool Head should always be used at around 25-35 Energy to exploit its full potential.
  • Cool Head is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Inspiration, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Cool Head as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available, which as a Dirty Fighting Gunslinger will be much more often than as any other spec.
  • Hightail It grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, should you not have the time to use Wounding Shots, you can use Blaster Whip, and if the boss is at range, Thermal Grenade and Quick Shot are also useful. Keeping up your dots up with Hemorrhaging Blast and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Scrambling Field is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Scrambling Field as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Scrambling Field and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Wounding Shots gains bonus damage for each poison you have applied to the target at the beginning of the channel, even if the dot fades from the enemy while the channel is underway.
  • Hemorrhaging Blast charges should always be used with Wounding Shots whenever possible. If for some reason the CD difference between these two abilities is too long (which will only happen if your rotation is interrupted or altered for some reason), you can hold HB for a few seconds to use it properly and get it back on track, as the damage bonus WS gets from the HB charges is far more substantial than the regular dot ticks would get.
  • XS Freighter Flyby is only used as opener and specifically for AoE damage in Dirty Fighting spec, as you don’t get much of a damage increase from it. Also, as you won’t have the set bonus that the other specs have, it ends up being a waste of time, Energy and dps if target moves out of the radius even for one tick of damage.
  • Shrap Bomb does its first damage tick as it is applied, which means crippling your current SB to re-apply is never lost dps. Depending on the situation and your Energy management, using SB as a filler may be an option instead of using Charged Burst or Flurry of Bolts.

Hybrid Saboteur

Hybrid Saboteur (5 / 18 / 23 ) http://www.torhead.com/skill-calc#700bcZrI0bRobZGMoRrMRoM.3

swtor-hybrid-saboteur-gunslinger-dps-guide-build

3.1 Rates (1-10):


  • Single Target Dps: 8
  • AoE Damage: 7.5
  • Group Utility: 6
  • Rotation Difficulty: 8
  • RNG Dependant: No
  • Burst: 7
  • Sub 30% Talent or Ability Buffs: Yes

3.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • **Must Have** 0 Alacrity
  • 68-74% Surge
  • 100-300 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

3.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better
  • The difference in overall dps between 100 Critical rating and 300 Critical rating is minimal, but having a little bit will have a benefit on your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without i 

3.4 Ability Explanation:


  • Vital Shot is one of your primary dots, which should be active on the target at all times. It doesn’t tick on use, so its first instance of damage isn’t until 3 seconds after its application. It is affected by variety of talents:
    1. Open Wound: Increases duration by 6 seconds
    2. Mortal Wound: Has a 25% chance to tick twice
    3. Black Market Equipment: Increases Critical chance by 12%
    4. Fighting Spirit: Critical hits regenerate 2 Energy
  • Shrap Bomb is the second of your main dots which should be active on the target at all times. Unlike Vital Shot, Shrap Bomb deals damage on impact, and as such is not a dps loss when refreshing the dot before it expires. It is affected by a variety of talents:
    1. Bombastic: Increases damage dealt by 8%
    2. Black Market Equipment: Increases Critical chance by 12%
    3. Fighting Spirit: Critical hits regenerate 2 Energy
  • Wounding Shots is your most important ability, as it has a low cost and deals the highest damage. It’s a 3 second channel that gets buffed by your bleed effects, and you should always use the majority of your Hemorrhaging Blast debuffs in conjunction with Wounding Shots to maximise its dps. It is affected by a variety of talents:
    1. Cheap Shots: Increases damage dealt by 6%
    2. Reopen Wounds: Increases Critical chance by 8%
    3. Steady Shots: Increases damage dealt by 6%
  • Shock Charge is the third useful dot in your spec, however it doesn’t affect Wounding Shots damage because it is not a bleed effect. It should be kept on the target as much as possible for higher damage, but if both other dots are applied and Wounding Shots is available, it is wiser to hold it until after Wounding Shots to maximise damage. It is only affected one talent:
    1. Dealer’s Discount: Reduces cost by 4
  • Sabotage Charge is very useful in this spec thanks to the Contingency Charges talent. It will initially cost a large chunk of Energy, but you will recover most this from detonating the Contingency Charges. Due to its high damage output and low Energy impact, using it whenever it is available is recommended, as long as doing so doesn’t starve you of Energy. In combination with other abilities, such as Wounding Shots, SoS or XS Freighter Flyby, you can recover Energy throughout their casts / channels. Keep in mind that your dots and XS Freighter Flyby will not cause the Contingency Charges to detonate. It is affected by several talents:
    1. Independent Anarchy: Increases damage dealt by 15%
    2. Contingency Charges: Drops 2 Scatter Bombs on the target after the Charge explodes which deal damage upon detonation. Can only be detonated every half a second.
    3. Insurrection: Increases the number of Contingency Charges by 2, and each Contingency Charge detonation recovers 5 Energy
  • Speed Shot is your best filler ability. Considering a case where XS Freighter Flyby and Sabotage Charge are on CD, all dots are applied and Wounding Shots has been used, SS is your best choice for a high damage filler while waiting for your next Wounding Shots, as long as you don’t drain all your Energy by using it. Delaying dot reapplication or Wounding Shots due to lack of Energy after a Speed Shot is a common mistake. It is affected by several talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Cheap Shots: Increases damage dealt by 6%
    3. Reopen Wounds: Increases Critical strike chance by 8 
  • Quickdraw is your sub 30% ability, and it should be replacing Charged Burst in your rotation and, depending on the fight, maybe Speed Shot if you are looking for a quick kill or burst damage that doesn’t clip your Speed Shot channel. However, this should never take priority over reapplying dots or Wounding Shots. Using it instead of immediately reapplying Shock Charge is a good idea, depending on your Energy and what abilities you will be following it up with. Using it as a filler where you would Flurry of Bolts is usually the best idea to fit in Quickdraw in the rotation.
  • XS Freighter Flyby is still an important ability to use, even with its vastly reduced damage, thanks to the buffs that it gets in this spec. Using it on CD with so many dots to reapply can be complicated, so it is recommended to have your dots already applied and combining with a Wounding Shots beforehand and with a Speed Shot or any other filler right after.  XS Freighter Flyby is affected by two talents:
    1. Independent Anarchy: Increases damage dealt by 15%
    2. Arsonist: Increases Critical damage dealt by 30%          
  • Charged Burst / Aimed Shot are considered to be your other filler abilities. Charged Burst is considered a slightly better filler than Aimed Shot thanks to Smuggler’s Luck and faster cast time, considering that you don’t have much room to use either of these abilities in your rotation. Using these two abilities is rather tricky in your rotation and can often cause more of a dps loss than gain when used incorrectly. You should ensure that their use never starves you of Energy or delays the use of more important abilities, making them very dependant on the situation. Aimed Shot is a better option if your choices are a Flurry of Bolts, Aimed Shot, or Charged Burst at 75 Energy, because a quick Charged Burst at 75 Energy followed by a Wounding Shots or dot would often drain most of your Energy if not done well, while Aimed Shot, thanks to its longer cast time, alleviates this Energy issue. That being said, its longer casting time should also be accounted for when considering your next action, so as not to delay the use of important abilities. Charged Burst is affected by two talents:
    1. Cheap Shots: Increases damage dealt by 6%
    2. Steady Shots: Increases damage dealt by 6%

3.5 Ability Nomenclature and Rotation Priority:


  1. Vital Shot: VS
  2. Shrap Bomb: SB
  3. Wounding Shots: WS
  4. Shock Charge: Shock
  5. Sabotage Charge: SC
  6. Speed Shot: SS
  7. Quickdraw: QD
  8. XS Freighter Flyby: XS
  9. Charged Burst: CB/Aimed Shot: AS
  10. Flurry of Bolts

Cooldowns:

  1. Smuggler’s Luck: SL
  2. Illegal Mods: IM
  3. Cool Head: CH

3.6 Opening Rotation:


Pre-cast XS + AS + Shock + SB + Relic / VS + Adrenal / IM / WS + SC + SS + SL / CB + WS + Flurry of Bolts + Shock + SB + VS + WS

swtor-hybrid-saboteur-gunslingerr-dps-guide-opening-rotation

Or

Pre-cast XS + Shock + SB + Relic / VS + Adrenal / IM / WS + SC + SS + SL / CB + WS + Flurry of Bolts + Shock + SB + VS + CH / WS

swtor-hybrid-saboteur-gunslingerr-dps-guide-opening-rotation-2 

3.7 Rotation Strategy:


Hybrid Saboteur / Dirty Fighting is a specialized and more complicated way of playing a Dirty Fighting Gunslinger, adding another dot to the rotation (although it doesn’t buff Wounding Shots), and few extra abilities. Dots, including Shock Charge, should always have a 100% uptime on the boss, and Wounding Shots should be used on CD, as should Sabotage Charge, which is no longer an Energy loss thanks to Contingency Charges and Insurrection. Speed Shot is your best filler ability when high on Energy, and thanks to having 3 dots plus high overall damage, Flurry of Bolts to regenerate some Energy is always welcome in this spec.

Regular rotation, broken down into single rotation sections:

Above 30%

SS + AS + WS + SB / CH + Shock + SC + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation

WS + XS + SS + WS + Flurry of Bolts + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-2

WS + Flurry of Bolts + Flurry of Bolts + SS + WS + Shock + SC + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-3

WS + Flurry of Bolts + SS + Flurry of Bolts + WS + Flurry of Bolts + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-4

WS + XS + SS + WS + SC + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-5

IM / WS + SS + AS + WS + SL / CB + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-6

WS + SS + SC + CH / CB + WS + Flurry of Bolts + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-7

WS + XS + SS + WS + Flurry of Bolts + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-8

WS + SC + SS + Flurry of Bolts + WS + Flurry of Bolts + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-9

Below 30%

WS + XS + SS + WS + QD + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-10

WS + Flurry of Bolts + QD + SS + WS + Shock + SC + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-11

WS + Flurry of Bolts + SS + Flurry of Bolts + WS + QD + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-12

WS + XS + SS + WS + SC + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-13

WS + SS + SC + CH / CB + WS + QD + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-14

WS + SC + SS + Flurry of Bolts + WS + QD + Shock + SB + VS

swtor-hybrid-saboteur-gunslingerr-dps-guide-rotation-15

3.8 AoE Rotation Priority:


  1. XS Freighter Flyby (3-5+ targets, full duration)
  2. Shrap Bomb
  3. Thermal Grenade
  4. XS Freighter Flyby
  5. Sweeping Gunfire

3.9 Sample Parse Analysis:


swtor-hybrid-saboteur-gunslinger-dps-guide-sample-parse

Note that this is a sniper parse edited with gunslinger ability names. There are some minor differences.

  • The first portion of your dps is entirely comprised of Wounding Shots, which is your hardest hitting ability even without Hemorrhaging Blast. Due to its frequency of use, it should only really vary due to critical strike rate.
  • The second section is comprised of Speed Shot and all three of your dots. This is a really straightforward section as well, as they all have regular use throughout your rotation that doesn’t really vary. This means that critical rates should be the only real cause of much variation between parses.
  • The third section contains all your fillers. Led by Sabotage Charge and its Contingency Charges, combined these two sources deal a large amount of damage that is only really limited by its lengthy cooldown. After recent changes, XS Freighter Flyby has lost a lot of its damage output, though it’s still a useful ability. Quickdraw is very important under 30%, however it is not used on CD, and with your set bonus should replace Flurry of Bolts to increase your dps. Aimed Shot and Charged Burst are usually in synergy with each other due to being used at similar points throughout the rotation. Flurry of Bolts in this spec is very important, even when it is usually a dps loss, in this spec it is your main method of managing your Energy efficiently. Mastering when and how to use Flurry of Bolts in this spec is a great dps increase.

3.10 Tips And Tricks


  • Cool Head, just like other rapid resource gain abilities like Recharge Cells, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Cool Head should always be used at around 25-35 Energy to exploit its full potential.
  • Cool Head is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Inspiration, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Cool Head as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available, which as a Dirty Fighting Gunslinger will be much more often than as any other spec.
  • Hightail It grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, should you not have the time to use Wounding Shots, you can use Blaster Whip, and if the boss is at range, Thermal Grenade and Quick Shot are also useful. Keeping up your dots up with Hemorrhaging Blast and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Scrambling Field is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Scrambling Field as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Scrambling Field and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Wounding Shot gains bonus damage for each bleed you have applied to the target at the beginning of the channel, even if the dot fade from the enemy while the channel is underway.
  • Shock Charge can only be placed on 1 target at a time, so keep that in mind if trying to multi-dot targets, as applying it to a second target will remove it from the first.

Saboteur

Saboteur (7 / 36 / 3 ) http://swtor.askmrrobot.com/skills/gunslinger#200320-13221221222101220003322-30

swtor-saboteur-gunslinger-dps-guide-build

4.1 Rates (1-10):


  • Single Target Dps: 9
  • AoE Damage: 10
  • Group Utility: 2
  • Rotation Difficulty: 9
  • RNG Dependant: No
  • Burst: 10
  • Sub 30% Talent or Ability Buffs: Yes

4.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • **Must Have** 0 Alacrity
  • 68-74% Surge
  • 0-200 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

4.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better
  • The difference in overall dps between 0 Critical rating and 200 Critical rating is minimal, having a little bit won’t harm your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

4.4 Ability Explanation:


  • Hightail It deals hugely destructive single target and AoE damage, but is also really unreliable and dependant on both the fight as well as specific positioning. Using it on CD is a must, and although it’s difficult to do, ensuring that all 5 bombs hit your target is essential. It is affected by several talents:
    1. Arsonist: Increases Critical damage dealt by 30%
    2. Independent Anarchy: Increases damage dealt by 15%
    3. Sabotage: Refreshes the CD of Hightail It
  • Speed Shot is a heavy hitting filler, but thanks to the Blazing Speed talent has increased utility, as keeping this dot up as much as possible is a great dps increase. It is affected by several talents:
    1. Blazing Speed: Each hit burns the target, dealing damage over time and stacking up to 3 times
    2. Jury-Rigged Mods: Reduces CD by 4.5 seconds and Energy cost by 6
    3. Steady Shots: Increases damage dealt by 6%
  • Incendiary Grenade is a really good AoE and single target ability to maintain, and in combination with Sabotage can be free of cost for better Energy regeneration. Its damage is delivered faster over the first few seconds, so using it as a burst ability is also an option. It should be used as often as feasible, and is affected by a variety of talents:
    1.  Independent Anarchy: Increases damage dealt by 15%
    2. Arsonist: Increases Critical damage dealt by 30%
    3. Seize the Moment: After using Sabotage, the next Incendiary Grenade or Sabotage Charge is free of cost
    4. Dealer’s Discount: Reduces cost by 4
  • Shock Charge is one of your two main dots to keep up on the target. It deals high damage and provides great sustained damage while you are using other abilities. Using this specifically on CD can be difficult due to the many abilities and varying cooldown times in this spec, however keeping it up as much as possible is highly recommended. It is only affected by one talent:
    1. Dealer’s Discount: Reduces cost by 4
  • Vital Shot is the second of your two dots to maintain. As with Shock Charge, it deals high damage and provides great sustained damage while you are using other abilities, but can also be difficult to refresh as it expires due to the many cooldown timers that the spec has to keep track of. It is also more efficient than Shock Charge, as you can use it on multiple targets.
  • XS Freighter Flyby gets a couple of useful buffs from this spec which make it less underwhelming. You should aim to use it often, but keeping dots active during the cast is also important. Having both dots active, as well as Incendiary Grenade and Blazing Speed helps you to maintain your dps, although this can be difficult. It is affected by two talents:
    1. Independent Anarchy: Increases damage dealt by 15%
    2. Arsonist: Increases Critical damage dealt by 30%
  • Sabotage Charge is a very important ability, as it does higher damage and has greater utility in this spec than many others thanks to your talents. Using it to maintain your Energy in combination with other abilities can greatly improve your performance in certain fights. Using it as soon as it is available is a must, so holding onto it to use in combination with a certain ability is not recommended. If you happen to have an XS Freighter Flyby or Speed Shot following it, it’s a great combination, but never delay its use while waiting for the CD of other abilities. It is affected by a variety of talents:
    1. Independent Anarchy: Increases damage dealt by 15%
    2. Contingency Charges: Drops 2 Scatter bombs on the target after the Charge explodes which deal damage upon detonation. Can only be detonated every half a second.
    3. Insurrection: Increases the number of Contingency Charges by 2, and each Contingency Charge detonation recovers 5 Energy.
    4. Jury-Rigged Mods: Reduces CD by 4.5 seconds and cost by 6
  • Quickdraw is your sub 30% burst, but it is really tricky to find a proper use of this ability in this spec due to the many other abilities that you have to keep track of. It should replace Aimed Shot, but Aimed Shot is not an important part of your rotation and Quickdraw should be used more often than that. Trying to use it as often as possible as well as maintaining the Railgun dot with Charged Burst is important, so replacing a Charged Burst with Quickdraw is generally not a good idea. Using this ability properly in synergy with the rotation requires a great deal of practice.
  • Charged Burst is an important part of your rotation, as you will be using it to maintain Blazing Speed. As a filler, Charged Burst takes priority over Aimed Shot when it is required to refresh the Blazing Speed dot, however Aimed Shot will do more damage if this dot is not a concern. It is affected by two talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Hot Shot: Applies a stack of Blazing Speed to the target
  • Aimed Shot deals heavy damage, with a long cast that can be used to your advantage. The long cast allows for a substantial amount of Energy to be recovered before the ability activates, making it almost Energy neutral, and synergising well with certain parts of your rotation. It is only affected by one talent:
    1. Sharp Aim: Increases armor penetration by 20%
  • Quick Shot should never be used in your regular single target rotation unless you have no Energy to spend, as Hot Pursuit allows you to use this as a free filler 4 times every 20 seconds. It is generally used the most in fights where you don’t want to be stacked on top of the boss while you are moving, in combination with other instant abilities. Quick Shot is a great filler, especially if you are low on Energy with still a few seconds remaining on the CD for Cool Head or Sabotage, and moving out of cover to use this is always a better option than using Flurry of Bolts. It is affected by two talents:
    1. Hot Pursuit: Moving out of cover makes your next 4 Quick Shots free of cost. Can only gain this buff every 20 seconds.
    2. Hot Shot: Applies a stack of Blazing Speed to the target

4.5 Ability Nomenclature and Rotation Priority:


  1. Hightail It: HI
  2. Speed Shot: SS
  3. Incendiary Grenade: IG
  4. Shock Charge: Shock
  5. Vital Shot: VS
  6. XS Freighter Flyby: XS
  7. Sabotage Charge: SC
  8. Quickdraw: QD
  9. Aimed Shot: AS
  10. Charged Burst: CB
  11. Flurry of Bolts
  12. Quick Shot (while moving)

Cooldowns:

  1. Smuggler’s Luck: SL
  2. Illegal Mods: IM
  3. Sabotage
  4. Cool Head: CH

4.6 Opening rotation:


Pre-cast XS + Shock + VS + Relic / IG + Adrenal / IM / HI + SC + SS + SL / CB + AS + Proceed to drain Energy + CH + VS + Shock + IG + SS + Proceed to drain Energy + HI + Sabotage + HI + CH

swtor-saboteur-gunslingerr-dps-guide-opening-rotation

4.7 Rotation Strategy:


Saboteur is probably the spec that uses more abilities than any other in the game, but the fun thing is that most of its damage comes from Hightail It and the Scatter Bombs that drop behind you when you use it. This makes it a really unreliable spec to raid with, as you will need to practice with Hightail It + Jump mechanic to drop all of your Scatter Bombs in one place. Either way, you have to stand directly behind the boss to drop them as if you were a melee character. Hightail It should be used on CD due to its enormous damage output, dots and Incendiary Grenade should always be kept up, Sabotage Charge should be used on cooldown, and the dot from Speed Shot should be permanently maintained using Charged Burst. Aimed Shot is the least used filler after Charged Burst, and free Quick Shots are can be utilised in movement-heavy fights.

To gain the most benefit from this spec, you have to exploit the use of Sabotage, which not only resets all of your defensive CDs and Hightail It, but also resets Cool Head, meaning your opening rotation can utilise 2 Cool Heads in the same elongated burst phase to regenerate your Energy. You should never use Sabotage if the cooldown on Hightail It is less than 10 seconds, as you should instead wait to use it so that you can get a second Hightail It straight away. This spec without the Scatter Bombs from Hightail It is pretty much useless compared to the other Gunslinger specs, and only utilising them occasionally during the fight won’t be good enough either. If you can’t use Hightail It regularly for the entire length of the fight, you are generally better off using a different spec.

15-20 second rotation (10-14 GCD, no opener):

SS + HI + VS + CB + Shock + IG + SC + SS + AS + CB + VS + CB + Quick Shot or CB + Shock + HI + SS + IG + CB or XS

swtor-saboteur-gunslingerr-dps-guide-rotation

4.8 AoE Rotation Priority:


  1. Hightail It
  2. XS Freighter Flyby
  3. Incendiary Grenade
  4. Thermal Grenade
  5. Sweeping Gunfire

4.9 Sample Parse Analysis:


swtor-saboteur-gunslinger-dps-guide-sample-parse

  • The first section is unsurprisingly due to your Scatter Bombs and Speed Shot. Scatter Bomb damage will basically dictate how well you parse, however, for boss fights, its damage dealt relies on the number of targets it can hit, fight duration and mechanics, so this will vary more than on a dummy parse. Regardless, having higher Scatter Bomb damage is generally indicative of a dps increase. Speed Shot is your second highest damaging ability due to its frequency of use throughout your rotation.
  • The second portion contains your Charged Burst, Incendiary Grenade and all three of your dots. This is a hard section to measure due to the proximity of the abilities, however Incendiary Grenade and Charged Burst generally deal the most, followed by Shock Charge. Vital Shot doesn’t always have a 100% uptime, but it still deals decent damage. The Blazing Speed dot is the only damage that is generally variable in this section, and lower damage indicates you weren’t able to maintain it as much as you perhaps should have.
  • The last section contains the rest of your fillers. Sabotage Charge and Contingency Charges combined should be dealing the most, followed by Aimed Shot, XS Freighter Flyby and Quickdraw as your regular fillers. Even with its reduced damage, XS Freighter Flyby is still useful, and depending on your play style Aimed Shot will deal damage according to its frequency of use in your rotation. Being a below 30% ability, Quickdraw is entirely dependent on how long your targets are below 30% HP for. Flurry of Bolts in this spec is rarely used, and it’s usually better to use Quick Shot for free instead, however confusion, bugs or bad timing on Hot Pursuit may force you to use Flurry of Bolts instead.

4.10 Tips and Tricks:


  • Cool Head, just like other rapid resource gain abilities like Recharge Cells, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Cool Head should always be used at around 25-35 Energy to exploit its full potential.
  • Cool Head is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Inspiration, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Cool Head as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available, which as a Dirty Fighting Gunslinger will be much more often than as any other spec.
  • Hightail It grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, you can use Blaster Whip, and if the boss is at range, Thermal Grenade and Quick Shot are also useful. Keeping up your dots up with Hemorrhaging Blast and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Scrambling Field is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Scrambling Field as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Scrambling Field and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Saboteur is a terrible spec for team utility. Unless the content is easy, or you require the extra dps you gain from Scatter Bombs compared to another spec in order to beat an Enrage timer, you should not play Saboteur in an Operation. Your healers will probably hate you forever, seeing a Gunslinger pretending it’s melee and eating a heap of unnecessary damage, not to mention the extra burst aggro you’ll generate that will likely either get you hit by the boss or by all the adds in a pack before the tanks can swear at you and taunt them all back.

How Taunts and Threat Drops Function:


It is unfortunately common for decent dps to not have a proper grasp of how taunts and threat drops work, which leads to mistimed use of abilities and a far more difficult job for the tanks. Although tanks should be capable of holding threat against any dps regardless of their skill, in some fights where taunts need to be strategically held for other mechanics, the dps understanding the mechanics behind threat helps a great deal. There are 4 types of threat drops in the game, and knowing which you have access to and when to use them is key to a successful raiding career.

  • Single-Target Threat Drop (E.g. Cloud Mind): This type of threat drop specifically functions only for your threat against your current target. If you use your Cloud Mind on a target, your threat on all other enemies will remain the same. Each use will lower your threat by a percentage of your total.
  • AoE Threat Drop (E.g. Chaff Flare | Diversion): Unlike targeted threat drops, using these abilities will lower your threat on all enemies and not only your current target. Similarly to single-target threat drops, each use will lower your threat by a percentage of your total, but calculated individually based on each enemy’s threat meter.
  • “It Wasn’t Me” Threat Drop (Force Camouflage): Marauders | Sentinels don’t have access to a standard threat reduction ability. Instead, they have a more powerful threat drop that will essentially reset your threat, making it very difficult for you to steal aggro again. This mechanic, however, only works for enemies that have previously targeted you at some point of the fight. Because of this, using Force Camouflage as a conventional threat drop is not suggested, and it should instead be saved until you either pull aggro and require an immediate threat drop, or to utilise its damage reduction utility.
  • Removal From Combat (E.g. Force Cloak): This is the most powerful threat drop in the game, and is subsequently one of the reasons why classes with this kind of threat drop should never steal aggro, taking advantage of this ability’s strength as part of their opening rotation. Activating this type of ability will remove you from combat, resetting your current threat on all targets to 0.

All taunts function in the same way; any target affected by a taunt will cause the user’s threat level to become 10% higher than the target’s highest current threat, in addition to forcing them to attack the user for the next 6 seconds. It will always put the user of the taunt at the top of the threat meter, but gains significantly more power as threat levels improve due to the 10% extra threat generated. Although the target is forced to attack the taunter for the next 6 seconds, threat generation continues regularly, and should another person have the highest threat level when the debuff wears off, they will become the new target

Dps knowing when to drop threat is an important skill. Whenever a tank taunts, the taunt icon will appear as a debuff on the target (the icon is always the same, regardless of class), so you will always know when a taunt has been used. A well timed threat drop is not necessarily used immediately after your best CDs or at the end of your opening rotation. You should always wait to use your threat drop until after you see that the tank has taunted the boss, and not necessarily the first time that they do (remember that they often use 3 taunts in a row as part of their opening rotation), as this signifies that their threat gain has been maximised. If you use your aggro drop as soon as you pull aggro on the boss but before the tank can taunt, their taunt will therefore become less effective and you may put yourself, or another player, at risk of pulling aggro again immediately afterwards. Also keep in mind that the higher your own threat is when you use your threat drop, the more significant the amount of threat lost will be.

Combat removal abilities such as Force Cloak should of course be used according to their place in your opening rotation, and not when you pull aggro, for the same reason as above. For Marauders | Sentinels, while it is also not recommended that you use Force Camouflage once you steal aggro in your first rotation, you have a slightly different timing window. Your threat drop will only actually work if you are being targeted when you use it, so you should save it until such time as you are targeted a second time and the tank can no longer instantly taunt off of you. Doing so will still help to maximise the tank’s threat, and will also drop your threat significantly enough that you shouldn’t have to worry about pulling aggro for the remainder of the fight.

About the Authors


Invinc and Vindrik are both members of <Hatred> on Harbinger, an endgame progression guild with world 3rd clear of Nightmare S&V, World 2nd clear of Nightmare TFB, world 1st speed clear (under 2 hrs) of Nightmare S&V, and numerous server firsts at the 8m level.

Invinc is the guild leader of <Hatred> and mains an operative DPS but plays pretty much every and all classes for operations. He currently leads the parses on operative lethality DPS on multiple boss fights and dummy parses. Also known as Carlenux, Carlenix (sniper), Carlenx (Sorcerer), Pyrotec (Powertech)

Vindrik mains an operative healer and is the raid leader for group B in <Hatred> (World 5th speed clear of Nightmare S&V). He is the former raid leader of <Notorious Synergy> on Dalborra, one of the world top guilds pre-2.0 (World 4th).

While the information here are mostly written by these two players, numerous other Hatred raid members and guides were consulted. Questions, comments, concerns will be answered by Invinc, who goes by the name of Carlos Eduardo Mata in the comments section below.

  • hades

    i m not agreed that the dirty fighting is the lowest dps spec at this time i ve never seen a sharpshooter make more dps than a dirty fighting

    • Carlos Eduardo Mata

      well now with the new 2.6 changes we have to wait, see how are the numbers, however the guides are pre 2.6 so have not been edited, as far as pre 2.5, hybrid was ahead of everything with MM following behind, leth was not only rarely used but also slightly worse if you could not multi dot on a fight. i agree leth “might” be in some fights just as good as MM, maybe and probably better than few other classes specs lol, but Hybrid / MM snipers are probably the 90% of all dummy / torparse ranking as well as most played overall, in my server including my guild and other top 2 guilds, neither i know any sniper from a top guild that ive seen parsing with leth over the rest, beside the streamer from DnT guild… i dont think i know a single leth sniper over MM / hybrid :S or even scatter bombs in my whole server since last patch :(..

      with orbital strike nerf hurting other specs more, we might see a comeback from leth, also its really easy and straightforward rotation makes it really stable and consistent to not fuck up in a raid fight.

      • Power Infusion

        So is full DF now considered superior to Hybrid and/or SS for PvE damage output?

  • Geldarion

    Good guide! Honestly, way better than mine for these specs. But then again, I am not much in PvE. One tip that could be added is that Smuggler’s Luck should be used immediately when it comes off cooldown, even if you don’t use Charged Burst right after, because the buff lasts for 20 seconds, and you will surely use a Charged Burst somewhere in there. Not a huge DPS increase, but still handy.

  • Slinger #5 1/2

    I forgot where I heard it, but I usually put Sab. Charge, then do Flourish Shot to blow up the Sab. Charge and Debuff, then use Speed Shot to blow up the Contingency Charges. Apparently the debuff from Flourish Shot applies before Sab. Charge blows up for a little more DPS in the rotation.

  • Vaxix

    Hemorrhaging Blast does not buff Wounding Shots damage. HB only affects bleed effects; WS does not consume HB charges. Tested and confirmed on a dummy.

    EDIT: The bonus damage gained by Wounding Shots due to bleeds is counted as an energy-bleed and is therefore buffed by Hemorrhaging Blast.

    • Quish’ian’adur

      Wounding shots consits of two damages. Normal (white numbers) dmg (i think internal or kinetic) and then yellow numbers for each bleed effect present. The second numbers consume HB stacks and get buffed by them. Tested and confirmed on dummies, bosses and so on. Read the logs

      • Vaxix

        You are absolutely correct. I did not take into account that the bonus damage counted as an energy-bleed.

        Thank you for the clarification.

  • Robin de Gier

    Nice guide, little comment about the DF rotation though.
    Haven’t tried the CB in the rotation, but looks really energy expensive. Even with the 4 set piece and quite some crit rating, doubt you can do that without flurry of bolts in between.
    For a guide helping people understand the class etc I would advice removing the CB or combining it with Cool Head or Illigal Mods.

    I myself use Hightail It (the rolling) for a slight dps increase. Can be used in between the 2 WS every 2 out of 3 rotations. The leftover can be used to fit in a Sabotage Charge + energy cooldown (Illigal Mods or Cool Head, 2 set piece required).
    If you use that Sabotage Charge after the first WS, then the Illigal Mods buff buffs SS, 2x QD and WS (the white ticks).

    This is quite doable in a operation, expecially the sabotage charge part.

    Overall nice guide, will (hopefully) help a lot of new Gunslingers/Snipers :)

  • hades

    i ve try what you said in this guide and like i said 5 days ago i ve got a better dps with dirty fighting on a dummy i have 2800 with df against 2500 with ss spe with the seme stuff same condition with 5min battleon a dumy single target

  • Shane_B

    I’m not seeing how you can get accuracy to 100% and 110% on tech without augments.
    Field Tech Conq gear with 7 accuracy augs will get you 448 accuracy and 100%/110%.
    Conq gear only has the 2 implants and legs with acc on them.

    • Robin de Gier

      These are PvE guides so they build on the fact that you use PvE gear, or at least the enhancements.
      With 5 Oriconian enhancements (or 2 implants, 1 ear and 2 enhancements) you can get 100% ranged accuracy and 110% tech accuracy. Those enhancements give 94 accuracy each.

      • Shane_B

        Ok thanks

  • David Luberger

    Am I missing something? I’ve read on both the swtor forum (adv. class guide) and was told by at least one player in game that it is important to keep the armor debuff on CD due to high dmg:energy ratio. Not to mention this debuff benefits all dps in the raid. I believe it is the flourish shot ability (sorry dont have my game up, can’t remember the name). Why is this ability not included in any of the above rotations? Thanks :)

    -Dimmu’jan-kaarl
    Jedi Covenant server

    • Robert Hindy

      I am also surprised why this is not in the opener.

      Flourish should be used whenever the armor penetration is about to run out in PvE. In PvP, it should be used whenever the trauma debuffs is about to run out.

      It does have a high dmg:energy ratio. However, there are a lot more damaging abilities that take up a GCD: Flurry of Bolts does more damage and has a higher dmg:energy ratio, but should not be used on cooldown.

      • David Luberger

        Something I didn’t realize is that Flourish shot does not stack with the commando armor debuff (not sure what it’s called). So apparently if you are grouped with a commando dps you’d never use flourish shot. Aside from that, maintaining that 20% debuff seems like it should be critical in your rotation. I’ve parsed with and without it and there is a marked difference without it. So much so, that I will push a high damage ability back by 1gcd and fire flourish shot instead if there’s a chance the debuff will wear out before my high damage ability is finished hitting.

        As I’m thinking about it though, how important is a 20% armor debuff when one has 110% accuracy. About increases defense rating doesn’t it? And isn’t defense countered by accuracy over 100%?

        I think I’m confusing myself now…

        • Robert Hindy

          Note that the Commando DPS must be Gunnery: Assault Specialist does not have an Armor Debuff. Guardians also have the 20% armor debuff.

          Accuracy decreased Defense Chance, which is the likelihood of the enemy Dodging or Resisting the attack and the attack doing no damage. The debuff decreases Armor Rating, which decreases damage from kinetic and energy and weapon damage attacks.

        • TiVO

          I don’t think it stacks with the JK armor debuff either, but I could be wrong. They use that ability pretty frequently to gain Focus, I believe, so chances are, between the Knight and Commando, the Smuggler debuff isn’t needed.

  • TiVO

    Regarding the Snap Shot / Charged Burst in the Sharpshooter tree, does the fact that using an insta-cast CB procs Trick Shot count for anything?

  • Exadus

    Why is Quick draw used as part of the opening rotation if it is a below 30% health ability?

    • John’e

      It is only in the Dirty Fighting opening where there is a proc that removes the 30% requirement. All the other time’s I’m seeing it listed in rotations it is clearly noted that it is for below 30%

  • tiphani mccormick

    Yous should make pvp guides like these.

  • Joseph

    Why is sharpshooter single target dps rated 7 as opposed to 8.5 for dirty fighting? Is the difference that substantial, especially in situations with multiple target switching?

    • Veronis

      Well, in DF you get the Shrap Bomb, which is by itself an up-to-5-targets AoE attack (also, if you’re feeling lucky you might want to try and pop thermal grenade after sabo charge and then cool head + continue rotation). It might’ve also taken into account the XSFF, which is, I believe, no longer a viable part of DF rotation, as of 2.8.

  • g1e9m88

    For the opening rotation in Dirty fighting, wouldn’t you want to use “Hemorrhaging Blast” before the first use of “Wounding Shots”? Also, in the opening rotation couldn’t you use “Sabotage Charge” after the “Illegal Mods” but before the WS? Or would that risk a spike in threat and pull off of the tank to easily?

    • Veronis

      I’m doing it more or less all the time (with SC + IM + WS that is) and I’ve never had any threat problems. The only thing that seems to be an issue is that there is a gap of 3-3.5s (~0.5s depends on your reflexes and net connection) between HB and WS which means a more-likely-than-not loss of app. 2 charges of HB on the dots, not the WS. It’s not maybe a great DPS loss, but WS are perfectly capable of clearing all HB stacks by themselves. Otherwise, there’s no issue I am knowledgeable of.

  • http://www.xdev.com.au Marklar

    As for the DF tree, I open with SB ->VS->Illegal Mods->HB->WS->QD->SS->SC->WS->QD->Smugglers Luck->CB then rinse and repeat, if SC is on CD I will replace with TG or AS for single target Boss fight (against an OP Dummy this yields 3200 dps over 5mins). However if dealing with mobs (I have energy issues with this) I replace AS with XSFF and CB with SGF (Sweeping Gun fire) although on an OP Dummy the DPS is 2800.

  • Dax

    Does the hightail it jump mechanic still work to place scatter bombs in one place?

  • TruBlu

    Opening on boss fight is flyby>A>SB>VS>HB>WS>SC+IM>QD>SoS>WS>QD should get u +4k off the opening.

  • Mike

    In the Dirty Fighting build you mention that “Charged burst” is only effected by “Steady shots” (plus 6% dmg), but in your skill tree you also used the “cheap shot” skill which I think adds another 6% to the damage.

  • blue’shift

    is this getting reworked for 2.10 ? And there seems to be a major misplaced paragraph on “Hightail it” in the Saboteur description. Besides that, thanks

  • Esthaniel

    Aren’t the scatter bombs reduced to 2 hits max per target? There are atleast 2 paragraphs where you mention to apply all 5 bombs to a target (e.g. a boss) but this is impossible following the regarding talent (scatter bombs / hightail it).

Back to Top