SWTOR 3.0 Vanguard Tactics and Plasmatech DPS Guide by Kwerty

A guide to SWTOR Tactics and Plasmatech DPS Specs, updated for for 3.2 and focusing on PvE. Written and edited by Kwerty of The Harbinger.

NOTE: THE 4.0 UPDATE WILL BE DELAYED, THOUGH ROTATIONALLY BOTH DISCIPLINES ARE UNCHANGED

Introduction to the Vanguard DPS

Sick of having to channel all your abilities on your RDPS toons? Tired of having to stand in melee range and get hit by all the AoE? Sick of being pushed into the tank role?

If any of the above is true, then the Vanguard is the DPS option for you!

Taking advantage of being the only mid-range spec in the game, Vanguards bring a number of benefits, such as high mobility, decent range on all their abilities, a number of decent defensive cooldowns, and some of the strongest mechanics negaters in Hold the Line and Sonic Rebounder.

There are 2 options to choose from:

TACTICS

Tactics is a very burst oriented spec. Almost all its damage is instant, it has multiple attacks that deal delayed damage or off the GCD damage in order to deal as much damage as possible at once, and it doesn’t have to channel a thing – though in an AoE rotation its a good idea to incorporate Mortar Volley and Pulse Cannon for their great AoE damage.

On top of that, it has a huge number of defensive benefits, such as +3% defense chance, 30% damage reduction while stunned, 30% AoE damage reduction, A reduced reactive shield cooldown when you are attacked, a damage absorb shield when being attacked, and shoulder cannon can be talented to do a 5% self heal per missile – for a total of 35%. It also has access to 6 seconds of 30% extra defense and resist chance every time you use Sonic Round.

It does come at a cost, with its resource management being highly dependent on the target having a bleed, but when you can do all your damage without having to stand still in those nasty AoEs while standing at a distance, what is there to complain about?

PLASMATECH

Due to the changes that were implemented in patch 3.2, Plasmatech is the uncontested AoE DPS Monster. Combining a DoT spread on Incendiary Round with the strongest spammable AoE of Explosive Surge, a buffed Pulse Cannon, and a boost to Mortar Volley on burning targets, pretty much nothing can stand up to a Plasmatech Vanguard in AoE situations.

But AoEs aren’t its only strength. Plasmatech can perform quite well in a sustained situation, as where its not able to keep up to the burst or mobility of Tactics, it can make up for this through a number of DoTs, and far easier resource management.

With that in mind, have some abilities and utilities available to everyone:

Passives

armament2
  • Blaster Augs. Increases the effect of your cells while active.
    • Plasma Cell – Increases elemental crit chance by 3%
    • High Energy Cell – Increases Damage dealt by Energy and Kinetic sources by a further 2%
bloomingshot
  • Focused Impact – High Impact Bolt now ignores 60% of the targets armor, and Stockstrike + Shockstrike now deal 10% more damage.
meleetankunlock
  • Into the Fray – Reactive Shield lasts 3 seconds longer. In addition, if you are hit by an AoE attack you regenerate 2 energy cells and are healed for 2.5% of your total health. This can not happen more than every 3 seconds.

Offensive Cooldowns

aimboost
  • Battle Focus: While active, your chance to deal a critical hit is increased by 25%. This effect lasts 15 seconds, and its baseline 120 second cooldown is reduced by alacrity.
powerloaders
  • Shoulder Cannon: When activated, it loads 1 missile immediately, and a further 3 over 20 seconds. These missiles can be launched by activating it again, and they are off the global cooldown. There is a 1.5 second cooldown between each missile, and once all missiles have been fired the ability goes on a 90 second cooldown, which is reduced by alacrity.
    • Note: While in Tactics Spec, Shoulder Cannon loads an additional 3 missiles immediately and they deal 15% more damage.
    • While in Plasmatech spec, Shoulder Cannon will deal 5% more damage to a burning target, as it deals Kinetic damage.
    • Note: It normally has a 10 meter range, but with efficient tools, this range is extended to 20 meters.
blastermagazine2
  • Recharge Cells: When activated, you will restore 50 energy cells over 3 seconds. Once activated, it goes on a 120 second cooldown. This is reduced by Alacrity
    • Note: While in Tactics Spec, this has a 90 second cooldown.
blasterpowerpacka
  • Reserve Powercell: When activated, your next ability will be free. Once activated, it goes on a 120 second cooldown. This is reduced by Alacrity
    • Note: While in Tactics Spec, this has a 90 second cooldown.
    • Note: The utility Re-energizers will cause you to Recharge 10 energy cells over 5 seconds when you activate it, as well as doing a minor threat drop.

Defensive Cooldowns

trepublicelite
  • Hold the Line: 30 second cooldown. Increases move speed by 30% for 6 second, and makes you immune to physics while active
    • Note: The utility Iron Will reduces the cooldown by 5 seconds
    • Note: The utility Advance the Line increases the duration to 10 seconds
    • Note: The utility Charge the Line increases the speed bonus by 45%, to 75%
carbonitereinforcedshield
  • Reactive Shield: 120 second cooldown. Increases damage reduction by 25% for 15 seconds.
    • Note: In Tactics spec, this cooldown is reduced by 3 seconds every time you take damage with a rate limiter of 1.5 seconds between reductions.
    • Note: The utility Electro Shield causes anyone who does damage to you while active to take damage back as a reflect as well. This can only happen once each second.
adrenelinerush
  • Adrenaline Rush: 180 second cooldown. When activated, you gain a buff for 1 minute that makes it so if you drop below 40% health, you rapidly heal for 8 seconds. The Rapid healing can not take you above 40% health. The cooldown starts when the buff is removed, either through dropping off for being on for 1 minute, or activating the ability.
    • Note: In Plasmatech spec, this cooldown also provides 30% damage reduction while active, and the cooldown is reduced by 60 seconds.
    • Note: The utility Emergency Stims allows this to cleanse stuns not provided by a Flashpoint or Operation boss, or other special non-player characters.
sonicgrenade
  • Sonic Round : 45 second cooldown. Drops your threat on all targets by 25%.
    • Note: In Tactics spec, When activated, your chance to defend or resist an attack is increased by 30%.
    • Note: In Plasmatech spec, its cooldown is reduced by 10 seconds.
    • Note: In any spec, you can spec into the utility Sonic Rebounder to make it so using Sonic Round gives all nearby allies a reflect shield for the next direct, single target attack aimed at them.
tenacity
  • Tenacity: Breaks any CC effects on you currently. 120 second cooldown
    • Note: This cooldown is reduced by 30 seconds with the utility Iron Will.
guardcannon
  • UTILITY ONLY – Shoulder Cannon, Requires Guard Cannon. Every missile from Shoulder Cannon does a 5% self heal, for a 20% total self heal. This is a 35% self heal in Tactics spec.
focusstims
  • UTILITY ONLY – Battle Focus, Requires Focus Stims. While active, Battle Focus increases damage reduction by 5%

Utility Cooldowns

sleepdart
  • Neural Jolt – 15 second cooldown, Taunts the target
grapple

  • Harpoon – 45 second cooldown, affected by alacrity. If the current target is not immune to physics, it will be pulled to you. Accelerated Reel drops the cooldown to 30 seconds, while Efficient Tools increases the maximum range to 40 meters.
    • Note: The utility Defensive Measures causes any enemies to be caught by harpoon to be rooted for 3 seconds.
battlefrenzy
  • Riot Strike – 12 second cooldown. Interrupts the current target, preventing them from using that casted/channeled ability for 4 seconds.
    • Note: This cooldown can be reduced to 10 seconds with the utility Frontline Defense.
probedroid
  • Stealth Scan – 20 second cooldown, affected by alacrity. For the next 10 seconds, any stealthed enemies in the target area are revealed.
    • Note: The utility Defensive Measures causes stealth scan’s cooldown to be reduced to 15 seconds, and causes any revealed enemies to be rooted for 3 seconds.
unleash
  • Neural Surge – 45 second cooldown, affected by alacrity. Deals minor damage to 8 enemies within 8 meters and stuns them for 2.5 seconds. This Costs 5 energy
    • Note: The utility Efficient Tools makes this free
    • Note: The utility Paralytic Augs makes the stun last 1 more second
cryobangrenade
  • Cryo Grenade – 60 second cooldown, affected by alacrity. Deals minor damage to the target and stuns it for 4 seconds. This costs 5 energy
    • Note: The utility Containment Tactics reduces the cooldown by 10 seconds
    • Note: The utility Efficient Tools makes this free
    • Note: The utility Paralytic Augs makes the stun last 1 more second

Utility Selections

Most of these have been covered, but here’s another quick run down of them. I have emphasised the more useful skills for PvE DPS reasons.

Skillful

  • Battlefield Training: Move speed is increased by 15%
  • Parallactic Combat Stims: If you are stunned, immobilized, knocked down or incapacitated, you instantly recharge 10 energy
  • Reflective Armor: When Into the Fray is triggered, it will also deal elemental damage to the attacker if it is within 10 meters.
  • Entangling Heat: Tactical Surge, Ion Pulse and Explosive Surge reduce the movement speed of affected targets by 50% for 6 seconds.
  • Muzzle Augs: Increases the range of Ion Pulse and Tactical Surge by 5 meters, and the radius of Explosive Surge by 2 meters
  • Shrap Satchel: Explosive Surge deals 25% more damage
  • Iron Will: The cooldown of Tenacity is reduced by 30 seconds, and The Cooldown of Hold the Line is reduced by 5 seconds.

Masterful

  • Defensive Measures: Harpoon and Stealth Scan immobilize affected targets by 3 seconds, and the cooldown of Stealth Scan is reduced by 5 seconds.
  • Electro Shield: Taking Damage while reactive shield is active deals damage to the attackers, with a rate limiter of 1 second.
  • Advance the Line: Hold the Line lasts 10 seconds instead of 6.
  • Accelerated Reel: Grapple’s cooldown is reduced by 15 seconds.
  • Sonic Rebounder: Sonic Round protects friendly targets in its area of impact (excluding you), granting Sonic Rebounder – a 1 charge saber reflect
  • Containment Tactics: Cryo Grenade has a 10 second shorter cooldown.
  • Frontline Defense: Riot Strike has a 2 second shorter cooldown.

Heroic

  • Guard Cannon: Shoulder Cannon heals you for 5% every time it deals damage
  • Paralytic Augs: Your stuns last 1 second longer
  • Emergency Stims: Adrenaline Rush works as a stun-breaker in PvP and against certain trash mobs.
  • Re-Energisers: Reserve Powercell recharges 10 energy over 5 seconds when activated, and drops a small amount of threat
  • Focus Stims: Battle Focus increases damage reduction by 5% while active
  • Charge the Line: Move speed is increased by a further 45% while Hold the Line is active (total 75% bonus)
  • Efficient Tools: Shoulder Cannon + Harpoon now have 10m more range, and Cryo Grenade + Neural Surge are now free.

With that ridiculous amount of information covered, its time to look at the actual disciplines.

Tactics

Ratings

  • Single Target DPS: 7
  • AoE Damage: 8
  • Group Utility: 6
  • Burst: 10
  • Difficulty: 5
  • Execute bonus: None

Gearing and Stats Priority

ACCURACY: You MUST have more than 750 accuracy. This brings you over 100% accuracy rating. You also MUST have the companion accuracy bonus. Otherwise, you will be missing attacks. You don’t want much more than 750 accuracy though, otherwise you are wasting stats (777 would be as high as I’d recommend)

SURGE AND ALACRITY: The only thing you must know here is that Surge should not be lower than Alacrity until about 300 surge, unless you are using the alacrity heavy gearing option. Surge + Alacrity are almost equal in 3.0, though those with higher input latency should put more emphasis on Surge rating. Depending on your surge rating, you want different levels of Crit Rating.

CRIT RATING: Depending on gear levels, you want different amounts of crit rating. Same with how much Surge you are running.

For crit rating, more power makes crit better, so I’ll give 4 different crit levels:

  • 186s (Dread Master): 150-300 crit rating. 7 Acc Enhancements + 1 Acc Augment
  • 192s (Resurrected): 225-425 crit rating. 6 Acc Enhancements + 2 Acc Augments
  • 198s (Revanite): 275-525 crit rating. 6 Acc Enhancements + 1 Acc Augment
  • 198s/204s split (Abusing Monolith Mainhands): 350-650 crit rating. 6 Acc Enhancements + 1 Acc Augment

This assumes a 50/50 split of surge to alacrity, favouring surge.

If you are not using a 50/50 split of surge to alacrity, use the following graphs for a good idea of how much crit you want. The values represented by the different colours are the surge, so alacrity would be what is left afterwards. These also assume Power augments, so if you are using Aim ones you would drop crit by about 60.

“What about the black line?” The black line is explained below, in the “Kwerty’s Crazy Gearing Method” section.

Resurrected Gear

Revanite Gear

Monolith Mainhand, Mix of 198s + 204s

 

MonolithTacticsAPGear

All other secondary stats should be in power

With that out of the way, we want all our augments to be either Aim, or a combination of Power + Crit. The difference between the 2 is so small you will never notice it, though I’m going with power as that way I will spend less time optimizing my gear (Crit drops like crazy from everything, while power already has issues like not existing alongside accuracy on the implants)

We also want to have a Serendipitous Assault relic, and a Focused Retribution relic

Finally, you want to be using the 6-piece Combat Tech’s set bonus, and be running in High Energy Cell. The 6-piece combat tech set bonus gives a huge number of benefits such as auto-crits and resource management, while High Energy Cell boosts all Kinetic and Energy Damage by 5% and enables all of your procs.

A note on Alacrity Heavy gearing or “Kwerty’s Crazy Gearing Method”

Originally, I had believed that alacrity should not really go above 240 right now, as preliminary testing found it wasn’t getting a DPS improvement. However, with 3.0.2 a lot of the input lag is gone, and with it Alacrity is significantly better. I started investigating this because of reports from Watchman Sentinels of all people, who found that they were getting comparable DPS numbers with full alacrity augments to what they were getting with full Power or Full Might augments. And with that, I modified my stat optimization code to give out optimal stats assuming any augments and any combination of Accuracy/Alacrity/Surge enhancements.

The end result? A method that minimizes the required token drops while pulling superior numbers on a dummy and in a raid.

Basically, you get your Alacrity + Surge values to the values of the black line on the graph above, and once that is done you simply have accuracy in every other piece, and Augment it to 100% accuracy. And thanks to Bioware’s token setup for Vanguards, its actually rather easy to get your Surge/Alacrity into the levels on the graph above. Also note that you can be about 50 rating in either direction and you’ll be fine. Though with 204 rating gear, get the 390 surge. You get more power that way (204 mainhands only provide Power/Surge enhancements)

Gearing Overview

Reaching the Accuracy Cap should be your highest priority

The DPS bonus given by alacrity is slightly lower on average per point than Surge for current gear levels, though due to diminishing returns you still want alacrity. If you are PvPing you need just over 305 accuracy if you don’t plan on missing rail shot, but after that, you should stop getting surge at about 300 rating and dump the rest into Alacrity.

Due to a 30% surge boost to pretty much everything, crit is very useful for the spec.

Choice of relics should be the Serendipitous Assault and Focused Retribution, though the Boundless Ages relic can be used for when you need burst damage in specific situations, such as the Nightmare Raptus DPS challenge in the Dread Palace operation. You can craft a rating 186 relic if you have an artificer with an RE’d schematic from a vendor, so you have no excuse for not having one.

Get the set bonus as quick as possible. The 2-piece is a 1% DPS boost, the 4-piece makes resource management very nice, and the 6-piece is about a 1.7% DPS boost. 192 Set Bonus armoring is better than 198 non-set bonus armoring.

The Old set bonus should be replaced when possible, but even a rating 146 set bonus will be better than no set bonus.

For Mods, make sure to get mods without a letter in the name – E.g. Advanced Agile Mod 36 instead of Advanced Agile Mod 36A, as these are much better. However, if you are jumping up a tier (e.g. 192 to 198), the A-mod is comparable in stat contribution to the previous tier unlettered mod.

For Enhancements you also want the low endurance version, only the difference is far larger – A crafted rating 186 enhancement is better than one from the Ultimate Comms vendor.

What you need to know beforehand

There are a number of procs to track in this spec, as well as one incredibly easy DoT to track. These are:

  • Tactical Accelerator – Using Stockstrike, Tactical Surge, Explosive Surge or Sticky Grenade will activate Tactical Accelerator, making your next High Impact Bolt free and finishing its cooldown. This can only happen every 6 seconds.
  • Energy Lodes – Whenever you use High Impact Bolt, You gain an Energy Lode. Your level 57 ability (Cell Burst) will do damage directly proportional to the number of Energy Lodes you currently have, and they will stop building up at 4 lodes. You can preload these with your recharge ability before a fight, but they will be consumed on use. You can also build them up by using High Impact Bolt during an immunity phase of a fight, as High Impact Bolt does not have to do damage to build it up.
  • Gut – This bleed effect is refreshed any time Sticky Grenade or High Impact Bolt does damage, however it can still fall off due to enforced downtime, damage immunity, or a target swap. As such, you should always make sure it is on the target before attacking it. You want to keep this up as it increases all damage you deal to the target by 3%

Proper tracking of these 3 procs, as well as resource management, is the difference between a great parse, and an average one.

There are also 2 debuffs you will want to keep on the target. These are:

  • Sundered – Using Stockstrike will sunder the target, reducing its armor by 20% for 45 seconds.
  • Susceptible – Assault Plastique makes the target susceptible, increasing damage it takes from tech attacks by 5% for 45 seconds.

Abilities (Not a Priority System)

New abilities added with 3.0 are highlighted in green

highimpactround (1) High Impact Bolt (HiB):Does high ranged weapon damage, and refreshes your gut bleed if present as well as recharging 5 energy. With the proc Tactical Accelerator, this ability is free, so it is used to generate energy. This ability ignores 90% of the targets armor. Has a 30 meter range. Due to it having a cooldown reset, this should be delayed until you have a free cooldown if necessary (and this does happen)
tacticalsurge Tactical Surge (TS):Does decent energy damage, and if the lockout is finished will activate Tactical Accelerator. This is your ideal filler as it does not have a cooldown. It also activates your 2-piece and 6-piece set bonuses – the 2-piece increasing damage by 2% for 15 seconds (30 second lockout), and the 6-piece causing your next Cell Burst to automatically crit (60 second lockout). Uses 15 energy and has a 10 meter range, which can be expanded to 15 meters with the utility Muzzle Augs.>
stockstrike Stockstrike (SS):Does slightly more energy damage than Tactical Surge, but also provides an armor debuff and has a natural 5% crit boost. It should be used on cooldown. Uses 15 energy, or 13 energy with the 4-piece set bonus, and is restricted to melee range
security Assault Plastique (AP):Does slightly more damage than High Impact Bolt and has a natural 5% crit boost, though without armor penetration it ends up doing slightly less against most players and against bosses. It has a 30 meter range and uses 15 energy, and a 15 second cooldown. This also provides a tech damage debuff, making it very nice because of 70% of your damage being tech based.
cellburst Cell Burst (CB):Does a very large amount of damage when used at 4 energy lodes, and due to the 6-piece set bonus will crit about 40% of the time automatically. This ability can be delayed due to a lack of cooldown, though it should take priority over High Impact Bolt, and any Tactical Surge that will not activate Tactical Accelerator. It should be used about every 24 seconds, and will use up 20 energy.
hammershot Hammer Shot (HS):Due to how energy hungry Cell Burst is, you fill find yourself using Hammer Shots quite often in the spec – about every 15 seconds. Its not that bad though, as the removal of RNG in this spec means you can go HSx2 -> Tactical Surge without having to deal with RNG. This ability should be used if your energy is about to drop low, or if you are about to do a heavy burn (using Stockstrike, Assault Plastique, Tactical Surge and Cell Burst one after another is an example of this)
retractableblade Gut:This ability should be used minimally – the only time it should be used is when the target doesn’t have a bleed, which is pretty much when you first engage it. Of course, this isn’t always true – mechanics will constantly force you onto a different target or prevent damage on the current target for 15 seconds, which is cause for a refresh of the bleed effect. It will use up 15 energy

Rotations

The Rotation is a priority system of all your different abilities. While I can’t give you the complete rotation (its over 300 ability activations long!), I can give you an opener and a priority list after that opener to work with.

Another thing to note is this changes if you move from single target to AoE, and the AoE rotation is under the normal one.

So, without further ado:

Single Target

OPENER

Preload Shoulder Cannon, Energy Lodes

AP -> Gut -> HiB -> SS –> TS -> [Adrenal] CB -> [Battle Focus, Start Shoulder Cannon Spam] HiB -> TS –> HiB -> Priority List

NOTE: WHEN 4.0 DROPS, USE BATTLE FOCUS BEFORE CELL BURST, AS THE 4.0 CHANGES MEAN BATTLE FOCUS IS +25% DAMAGE TO AUTO-CRITS

The priority list consists of 4 GCD Blocks, with choices made in each block depending on what cooldowns are available, and how much energy you have left, as well as if you have energy cooldowns available.

Reserve Powercell should be used on every 4th Cell Burst, while Recharge Cells should be used at 30 energy. Try to time your energy so you have about 60 energy when the free Cell Burst is used.

The 4 GCD Block consists of the following:

Filler 1 -> Filler 2 -> Proc Filler -> Filler 3

Due to how the opener was organized, stockstrike will only fall into Filler 1 and the Proc Filler, while Assault Plastique will only ever fall into Filler 2 or Filler 3.

Filler 1 Priority List:

  • Gut (Bleed fell off)
  • Stockstrike
  • 4-Stack Energy Lodes Cell Burst
  • High Impact Bolt
  • Hammer Shots (Energy dependant)
  • Tactical Surge

Filler 2 Priority List:

  • Assault Plastique
  • 4-Stack Energy Lodes Cell Burst
  • High Impact Bolt
  • Hammer Shots (Energy dependant)
  • Tactical Surge

Proc Filler Priority List:

  • Stockstrike
  • Tactical Surge

Filler 3 Priority List:

  • Assault Plastique
  • 4-Stack Energy Lodes Cell Burst
  • High Impact Bolt

For those who are more visually inclined, here is a picture of said priority list per GCD:

TacticsRotation

 

How do I use this priority list? Well, I put this section in as a few people got confused. Its relatively simple.

Look at your abilities available and your energy level as you enter each cooldown. Then, go down the list, and pick the highest ability available to you.

Lets use an example of you have just used High Impact Bolt and are entering GCD1. The target is bleeding, Stockstrike is available, Assault Plastique is 1 GCD away from being off cooldown, and you have 4 energy lodes. With that, you would do the following:

GCD1: Stockstrike

GCD2: Assault Plastique

GCD3: Tactical Surge

GCD4: Cell Burst

and then it moves onto the next set of GCDs, where you would start with High Impact Bolt in GCD1 and work from there.

 

Following this priority list should end up with everything on cooldown, with no wasted procs either. The difference between a good vanguard and a bad one, is when you can recognise when you need to burn your energy and when you need to go without losing it.

Of course, use Battle Focus on cooldown, and make sure to fire off all 7 Shoulder Cannon missiles inside it in order to maximise your damage capabilities.

Here’s an example of the priority list being used:

AoE

Abilities not mentioned previously:

forcetrinket2 Sticky Grenade (SG)Does decent kinetic damage to 8 targets. This damage does not get a surge boost, and is slightly weaker than Tactical Surge before crits, but the fact it is hitting multiple targets completely makes up for this. If it hits a bleeding target, that target will have the bleeds duration refreshed back to the full 15 seconds and cause it to tick immediately. This will not spread the bleed effect, only refresh it.
orbitalbombardment Explosive Surge (ES)If you are in an AoE fight and are using Explosive Surge, you will want to have Shrap Satchell for the 25% extra damage. Without it, you need 3 targets to justify using Explosive Surge over Tactical Surge. This should all but completely replace Tactical Surge in your rotation for AoE situations.
deathfromabove Mortar Volley (MV)Difficult to fit into the rotation because of its high energy cost, it does very good damage and in an AoE situation you will not regret using this. You should use Reserve Powercell on this instead of cell burst in an AoE situation

 

OPENER

Preload Shoulder Cannon, Energy Lodes

SG -> AP -> Gut -> [Adrenal, Battle Focus, Start Shoulder Cannon Spam] HiB -> SS –> TS -> CB -> HiB -> SG –> HiB -> Priority List

The priority list consists of 4 GCD Blocks, with choices made in each block depending on what cooldowns are available, and how much energy you have left, as well as if you have energy cooldowns available.

Reserve Powercell should be used on Mortar Volley, while Recharge Cells should be used at 30 energy. Try to time your energy so you have about 60 energy when the free Mortar Volley is used.

The 4 GCD Block consists of the following:

Filler 1 -> Filler 2 -> Proc Filler -> Filler 3

Due to how the opener was organised, stockstrike and Sticky Grenade will only fall into Filler 1 and the Proc Filler and never interfere with each other, while Assault Plastique will only ever fall into Filler 2 or Filler 3.

Filler 1 Priority List:

  • Gut (Bleed fell off)
  • Sticky Grenade
  • Stockstrike
  • 4-Stack Energy Lodes Cell Burst
  • High Impact Bolt
  • Mortar Volley (Next cooldown must be free from Assault Plastique, energy > 90 or regen cooldown available)
  • Hammer Shots (Energy < 65)
  • Explosive Surge

Filler 2 Priority List:

  • Assault Plastique
  • 4-Stack Energy Lodes Cell Burst
  • High Impact Bolt
  • Hammer Shots (Energy < 75)
  • Explosive Surge

Proc Filler Priority List:

  • Sticky Grenade
  • Stockstrike
  • Explosive Surge
  • Filler 3 Priority List:
  • Assault Plastique
  • 4-Stack Energy Lodes Cell Burst
  • High Impact Bolt

For those who are more visually inclined, here is a picture of said priority list per GCD:

So as you can see, its almost the same – though with Sticky Grenade added into the priority list, and Tactical Surge replaced with Explosive Surge (sure you miss out on the 2-piece and 6-piece benefits, but skilled players can still use a Tactical Surge every 30 seconds to keep these advantages). It also mixes in Mortar Volley when possible, which is very difficult to pull off but is worth it when you can.

How to Analyze a Tactics Parse

This section used to be a lot longer, but thanks to Marisi’s great parse analysis tool, Parsely, this section can be cut back on substantially.

In order to have maximum DPS, a dummy parse should have Stockstrike and Assault Plastique used on cooldown, High Impact Bolt’s proc every 4 GCDs, and Cell Burst every 4 High Impact Bolts.

To see how close you get to this, upload a log to Parsely and click on the “Ability Usage” tab, which shows how often you use each ability.

For example, in the parse below, we can see that I used my abilities more often than their cooldown states! Except… I have like 7.2% alacrity. So I lost quite a bit of damage in the end.

High Impact Bolt was used 2% less often than it could have been

Stockstrike was used 4.5% less often than it could have been

Assault Plastique was also used 4.5% less often than it could have been

Overall, I lost quite a bit of DPS just cause I couldn’t keep my APM up to as high as I would have liked. That, and pathetic crits on Assault Plastique.

As for hammer shots usage, you want to try to delay the first hammer shots as long as possible. I typically don’t need it till ~60-70 seconds into the fight, in which case I’ll only need to use it 5-7 times before the energy cooldowns are back and I can do another minute long energy burn. Ideally, you’ll want 60 seconds with no hammer shots uses, followed by 40 seconds of which 5 hammer shots are used in, before the cycle repeats itself.

Sample Parse

So here’s an example of the 1 mill dummy being killed by my vanguard. By no means the best parse ever (i’ve hit well over 200DPS more than this), it shows the basics of a parse in all but 1 case (CURSE YOU ASSAULT PLASTIQUE AND YOUR PATHETIC CRIT RATE!). I used this instead of my best as this is what I hit in the video above.

The parse is found here: http://swtor-parser.elasticbeanstalk.com/parser/view/13185/2

 

With that in mind, here’s a few things to note:

High Impact bolt is used 25% of the time, and not surprisingly will do about 25% of all the damage.

After that comes Tactical Surge, which is used far more often, at about 35% of the time, though it only does ~23% of the damage – its strength is coming from it proccing Tactical Accelerator and not having to worry about a cooldown (as well as activating the set bonus)

Third comes in Stockstrike – not surprising considering its only slightly stronger than Tactical Surge on average, though with a 9 second cooldown. It is boosted a little by having a 5% crit boost though, and should do about 13-15% of your damage

After that is Assault Plastique, which hits by a truck and gets a 5% crit chance boost, but is held back even more by its 15 second cooldown. It should do about 12% of your damage – though in this case its damage was far lower due to a below average crit rate and the next abilities having a higher than normal crit rate.

The 5th place position is usually a tie between Gut’s bleed effect and Cell Burst, at about 10% each. Gut’s bleed gets its damage because its ticking more than every 3 seconds, while Cell Burst just hits for such a ridiculous amount it doesn’t matter you aren’t using it more than once every 24 seconds. Cell Burst should also have an unnaturally high crit rate – 40% minimum – due to the set bonus.

Finally, you have shoulder cannon doing about 5% of your damage, and Hammer Shots doing the rest of your damage. Gut’s initial hit will do either ~1.5k damage or ~3k damage, and should only be used once anyway so the longer the fight goes on, the less you are going to notice it.

Tips and Tricks

  • High Impact Bolt and Cell Burst do not have to be used immediately on cooldown – Since both of these abilities have their cooldowns based on the usage of other abilities, you can delay these for abilities that are stuck with a static cooldown, such as Stockstrike and Assault Plastique
  • High Impact Bolt no longer needs a bleed or burn! This is especially important to note, as it means you can use it on anything regardless of distance. Of course, you don’t get the energy regen without the bleed, so its not all perfect.
  • A Block of HS x2 -> TS -> HiB will regenerate 20 energy, so keep that in mind if you are going to do an energy dump.
  • Sticky grenade can be used in a single target rotation – if you get stuck on the other side of the room at least. Its ability to proc Tactical Accelerator is incredibly useful.
  • If you want to really pull everything out of the parse, open up by using Explosive Surge to proc TA before you start the fight – This makes the first high impact bolt free, and by extension gives you 15 more energy to work with in your opener. Its not much, but it is something.
  • SONIC ROUND SHOULD BE USED TO REDUCE RAID DAMAGE. In other words, once you have sorted out the aggro issues, you can use the sonic rebounder to help mitigate some raid-wide damage, such as using it to reflect the damage from the Devastation Cast on The Underlurker.

 

Plasmatech

Ratings

  • Single Target DPS: 7
  • AoE Damage: 10
  • Group Utility: 7
  • Burst: 6
  • Difficulty: 7
  • Execute bonus: 10% Elemental Damage Boost

Gearing & Stat Priority

ACCURACY: You MUST have more than 750 accuracy. This brings you over 100% accuracy rating. You also MUST have the companion accuracy bonus. Otherwise, you will be missing attacks. You don’t want much more than 750 accuracy though, otherwise you are wasting stats (777 would be as high as I’d recommend)

SURGE AND ALACRITY: The only thing you must know here is that Surge should not be lower than Alacrity until about 300 surge, unless you are using the alacrity heavy gearing option. Surge + Alacrity are almost equal in 3.0, though those with higher input latency should put more emphasis on Surge rating. Depending on your surge rating, you want different levels of Crit Rating.

CRIT RATING: Depending on gear levels, you want different amounts of crit rating. Same with how much Surge you are running.

For crit rating, more power makes crit better, so I’ll give 4 different crit levels:

  • 186s (Dread Master): 0-75 crit rating. 7 Acc Enhancements + 1 Acc Augment
  • 192s (Resurrected): 0-250 crit rating. 6 Acc Enhancements + 2 Acc Augments
  • 198s (Revanite): 100-300 crit rating. 6 Acc Enhancements + 1 Acc Augment
  • 198s/204s split (Abusing Monolith Mainhands): 150-250 crit rating. 6 Acc Enhancements + 1 Acc Augment

This assumes a 50/50 split of surge to alacrity, favouring surge.

If you are not using a 50/50 split of surge to alacrity, use the following graphs for a good idea of how much crit you want. The values represented by the different colours are the surge, so alacrity would be what is left afterwards. These also assume Power augments, so if you are using Aim ones you would drop crit by about 60.

“What about the black line?” The black line is explained below, in the “Kwerty’s Crazy Gearing Method” section.

Resurrected Gear

ResurrectedPlasmaPyroGear

Revanite Gear

RevanitePlasmaPyroGear

Monolith Mainhand + Optimized 198s

MonolithPlasmaPyroGear

All other secondary stats should be in power

With that out of the way, we want all our augments to be either Aim, or a combination of Power + Crit. The difference between the 2 is so small you will never notice it, though I’m going with power as that way I will spend less time optimizing my gear (Crit drops like crazy from everything, while power already has issues like not existing alongside accuracy on the implants)

We also want to have a Serendipitous Assault relic, and a Focused Retribution relic

Finally, you want to be using the 6-piece Combat Tech’s set bonus, and be running in Plasma Cell. The 6-piece combat tech set bonus gives a huge number of benefits such as auto-crits and resource management, while Plasma Cell boosts your elemental crit rate by 3% and enables all of your procs, as well as providing a burn to most of your damage. This burn ticks on application too.

A note on Alacrity Heavy gearing or “Kwerty’s Crazy Gearing Method”

Originally, I had believed that alacrity should not really go above 240 right now, as preliminary testing found it wasn’t getting a DPS improvement. However, with 3.0.2 a lot of the input lag is gone, and with it Alacrity is significantly better. I started investigating this because of reports from Watchman Sentinels of all people, who found that they were getting comparable DPS numbers with full alacrity augments to what they were getting with full Power or Full Might augments. And with that, I modified my stat optimization code to give out optimal stats assuming any augments and any combination of Accuracy/Alacrity/Surge enhancements.

The end result? A method that minimizes the required token drops while pulling superior numbers on a dummy and in a raid.

Basically, you get your Alacrity + Surge values to the values of the black line on the graph above, and once that is done you simply have accuracy in every other piece, and Augment it to 100% accuracy. And thanks to Bioware’s token setup for Vanguards, its actually rather easy to get your Surge/Alacrity into the levels on the graph above. Also note that you can be about 50 rating in either direction and you’ll be fine. Though with 204 rating gear, get the 390 surge. You get more power that way (204 mainhands only provide Power/Surge enhancements)

Gearing Overview

Reaching the Accuracy Cap should be your highest priority

Despite the large number of auto-crits, having a surge boost on some of your biggest abilities makes crit somewhat useful for the spec.

Choice of relics should be the Serendipitous Assault and Focused Retribution, though the Boundless Ages relic can be used for when you need burst damage in specific situations, such as the Nightmare Raptus DPS challenge in the Dread Palace operation. You can craft a rating 186 relic if you have an artificer with an RE’d schematic from a vendor, so you have no excuse for not having one.

Get the set bonus as quick as possible. The 2-piece is a 1% DPS boost, the 4-piece makes resource management very nice, and the 6-piece is about a 1% DPS boost as well. 192 Set Bonus armorings are better than 198 non-set bonus armoring.

The Old set bonus should be replaced when possible, but even a rating 146 set bonus will be better than no set bonus.

For Mods, make sure to get mods without a letter in the name – E.g. Advanced Agile Mod 36 instead of Advanced Agile Mod 36A, as these are much better. However, if you are jumping up a tier (e.g. 192 to 198), the A-mod is comparable in stat contribution to the previous tier unlettered mod.

For Enhancements you also want the low endurance version, only the difference is far larger – A crafted rating 186 enhancement is better than one from the Ultimate Comms vendor.

What you need to know beforehand

There are a number of procs to track in this spec and DoTs you have to track when using this spec:

PROCS

  • Pulse Generator – Using Ion Pulse, Fire Pulse or Explosive Surge with plasma cell active builds up stacks of pulse generator, which make your next Pulse Cannon deal 25% more damage and slow the target by 45%. This stacks up to 2 times, for a total 50% damage boost and 90% slow. When buffed by Pulse Generator, Pulse Cannon can not be interrupted without a knockback or stun.
  • Hyper Assault Cell – Using shockstrike with plasma cell active causes your next High Impact Bolt to automatically crit.
  • Plasma Barrage – Using Fire Pulse make your next Ion Pulse or Explosive Surge free.

DoTs

  • Plasma Cell – Damage on refresh. Will activate automatically with Shockstrike, Ion Pulse and Explosive Surge, and can also activate off auto-attack or High Impact Bolt (though the chance is quite low)
  • Incendiary Round – 15 second duration, does moderate damage over the duration. Relatively easy to keep up due to the 15 second cooldown of most abilities for Plasmatech, especially in AoE situations as Pulse Cannon will spread this DoT for you as well.
  • Plasmatize – 30 second duration, and does slightly more damage per tick than incendiary round. If the target dies to this, it automatically applies itself to another target. You can see this in action by pulling a group of very low level mobs and throwing Plasmatize at one of them, and watch them all die.

If you have any of these burns on a target, then all Kinetic and Energy damage will be increased by 5%.

Proper tracking of these 3 procs, as well as DoTs and resource management, is the difference between a great parse, and an average one.

There are also 2 debuffs you will want to keep on the target. These are:

  • Overwhelmed – Using Pulse Cannon will overwhelm the target, increasing the damage it takes from AoE sources by 10% for 45 seconds.
  • Susceptible – Plasmatize makes the target succeptible, increasing damage it takes from tech attacks by 5% for 45 seconds.

Abilities (Not a Priority System)

New abilities added with 3.0 are highlighted in green

highenergyclip Pulse Cannon (PC):Does very high elemental damage over 3 seconds, and slows the target down. It will also overwhelm the target, making it take 10% more damage from AoE attacks, and thanks to Rain of Fire it will spread your Incendiary Round to all targets it hits. Due to dealing elemental damage, its damage is boosted by 10% on a target below 30% health. 15 second cooldown, and uses 7 energy per tick of damage.
highimpactround High Impact Bolt (HiB):Does high ranged weapon damage, and will automatically crit with Hyper Assault Cell. This has about a 35% chance to proc Plasma Cell, and ignores 60% of the targets armor. If it hits a burning target, it will deal 5% more damage as its a kinetic attack. 15 second cooldown, and uses 15 energy
scatterclip Ion Pulse (IP):Does average elemental damage, its true strength comes from it being free with Plasma Barrage, automatically activating plasma cell, and building a stack of Pulse Generator, while also getting a 10% damage boost on targets below 30% health. When not free, it uses 15 energy, and the ability has a 10 meter range, which can be expanded to 15 meters with the utility Muzzle Augs.
Shockstrike (ShS):When compared to Stockstrike, Shockstrike does about the same kinetic damage, but it also has an elemental chunk of damage added on top. It also activates plasma cell, makes your next High Impact Bolt auto-crit, its elemental portion gets boosted when the target is in execute range, its kinetic hit will deal 5% more damage to a burning target, and it gets a nice surge boost. Overall, this ability is great and should be used as close to on cooldown as possible (which ends up being every ~10 seconds).Uses 15 energy (13 with the 4-piece set bonus), and has a 4 meter range. Its cooldown is 9 seconds for if you are doing a pulse cannon free mobile rotation (though honestly, who does that?)
firebomb Incendiary Round (IR):Nice and easy DoT to track, use it every 9th attack if using pulse cannon, or every 10th if not. This ability has a 30m range as well so you can use it as you are closing in on the target. No need to put it manually on multiple targets though, because Pulse Cannon will spread it for you.
plasmatize Plasmatize (PT):Does a very large amount of elemental damage, only it takes 30 seconds to pull it off. Should the target die with this, it is automatically casted again on a new target for free (doesn’t even need a GCD), so long as the new target is close enough to the dead one. This makes the target take 5% more damage from tech attacks, with the debuff lasting 30 seconds, and because its elemental damage it is 10% stronger on a target below 30% health. It also has a 30% surge boost to make its crits hit a little harder. Costs 10 energy, and has a 10m range.
Fire Pulse (FP):Does a big chunk of elemental damage (about as much as IR does over its duration), while making your next Ion Pulse or Explosive Surge free, and it also builds a stack of Pulse Generator. It also deals 10% more damage to a target below 30% health. It only costs 12 energy as well, which is nice. Due to the 6-piece set bonus, 1 in 4 of these should be dealing a critical hit on average, and its 30% surge boost only sweetens the deal. Finally, it has a 10m range, and a cooldown of 15 seconds, lining up nicely with the rest of the spec.
hammershot Hammer Shot (HS): While this ability is used quite often, this is for good reason. Similar to how Assault Specialist commandos need to constantly use Hammer Shots twice a cycle when resource cooldowns are not available, so does Plasmatech. And like Assault Specialist, this has a 35% chance to activate plasma cell on the target, and has a 30m range. One other thing about Plasmatech hammer shots is that it deals 5% more damage to a burning target.

Rotations

Unlike Tactics, where the rotation is a priority system of all your different abilities. Plasmatech has a rather static rotation. What makes it difficult is trying to squeeze in extra ion pulses, and hitting as much stuff as possible with Pulse Cannon.

So, without further ado:

NOTE: SOME OF THESE 15 SECOND COOLDOWN ABILITIES HAVE A LITTLE WRIGGLE ROOM, SO THIS IS NOT THE ONLY WAY TO PLAY THE SPEC, VARIATIONS TYPICALLY END WITH ABOUT THE SAME DAMAGE ANYWAY

Single Target

OPENER

Preload Shoulder Cannon, Pulse Generator (Spam Explosive Surge)

PT -> IR -> ShS [BF/Relics/Adrenals] -> PC -> [Shoulder Cannon Spam] HiB -> IP -> FP -> IP  -> IP –> ShS -> IR -> IP -> PC -> HiB -> ShS -> FP -> IP -> HS –> Rotation

The rotation isn’t that different from the opener, though it is different in a couple of situations.

PT -> IR -> ShS -> PC -> HiB -> FILLER -> FP -> IP –> FILLER -> ShS -> IR -> FILLER -> PC -> HiB -> ShS -> FP -> IP -> HS –> Repeat

For those who are more visually inclined, heres a picture of said Rotation:

So, what the hell is FILLER?

Filler is very easy. Every minute, you will gain the 6-piece combat tech’s buff from using Ion Pulse. If this is to happen, then the first and third cases of FILLER are to be replaced with Ion Pulse. This way, you can get the extra damage from the Ion Pulses under the 2-piece buff, maximizing their contribution. Whats more, is if you are using Recharge Cells on that specific cycle, then the second FILLER would be used as Ion Pulse. In all other cases, you should use Hammer Shots in the FILLER slot.

Finally, before we move on, a video example of the rotation:

AoE

Abilities not mentioned previously:

orbitalbombardment Explosive Surge (ES)If you are in an AoE fight and are using Explosive Surge, you will want to have Shrap Satchell for the 25% extra damage. This should all but completely replace Ion Pulse in your rotation for AoE situations.

Note that the AoE rotation is almost the same, swapping pretty much all cases of Ion Pulse (outside of the one to proc the 6-piece bonus) with an Explosive Surge

OPENER

Preload Shoulder Cannon, Pulse Generator (Spam Explosive Surge)

PT -> IR -> ShS [BF/Relics/Adrenals] -> PC -> [Shoulder Cannon Spam] HiB -> IP -> FP -> ES  -> ES –> ShS -> IR -> ES -> PC -> HiB -> ShS -> FP -> ES -> HS –> Rotation

The rotation isn’t that different from the opener, though it is different in a couple of situations.

PT -> IR -> ShS -> PC -> HiB -> FILLER -> FP -> ES –> FILLER -> ShS -> IR -> FILLER -> PC -> HiB -> ShS -> FP -> ES -> HS –> Repeat

For those who are more visually inclined, heres a picture of said Rotation:

So, what the hell is FILLER?

Filler is very easy. Every minute, you will gain the 6-piece combat tech’s buff from using Ion Pulse. If this is to happen, then the first case of FILLER is to be replaced with Ion Pulse, with the third being replaced with Explosive Surge. This way, you can get the extra damage from the Explosive Surges under the 2-piece buff, maximizing their contribution. Whats more, is if you are using Recharge Cells on that specific cycle, then the second FILLER would be used as Explosive Surge. In all other cases, you should use Hammer Shots in the FILLER slot.

“So why is pulse cannon delayed a third GCD in both cases?” Its simple. This slightly altered rotation will not only allow for slightly earlier burst compared to the one I was using earlier (as the offensive cooldowns start in GCD 3 instead of GCD 5), but also allows for more APM – If you are skilled enough. By putting a 15 second CD ability after Pulse Cannon, if you can keep your abilities used as the GCD comes off, you can mash the High Impact Bolt button while Pulse Cannon is channeling, and not lose any damage. BE CAREFUL NOT TO CLIP YOUR PULSE CANNON THOUGH.

Hilariously, if you have the utility Efficient Tools, Neural Surge can also be used as an AoE filler (over hammer shots) due to its minor elemental damage it deals, but you would need about 4+ targets to justify doing this (unless, of course, they are prone to CC), but doing so requires giving up awesome heroic utilities such as Re-energizers or Charge the Line.

How to analyze a Plasmatech Parse

This section used to be a lot longer, but thanks to Marisi’s great parse analysis tool, Parsely, this section can be cut back on substantially.

In order to have maximum DPS, a dummy parse should have High Impact Bolt, Fire Pulse and Pulse Cannon used on cooldown, Incendiary Round every 15 seconds, Plasmatize every 30 seconds, and an average cooldown on Shockstrike of 10 seconds. Ion Pulse should also be used every ~9.3 seconds on average (though most of the time it should have a 15 second delay between uses).

To see how close you get to this, upload a log to Parsely and click on the “Ability Usage” tab, which shows how often you use each ability.

For example, in the parse below, we can see that I used my abilities more often than their cooldown states! Except… I have like 7.2% alacrity. So I lost quite a bit of damage in the end.

Sample Parse

So here’s an example of the 1 mill dummy being killed by my vanguard. This isn’t my best parse since 3.2 dropped (Hell, there’s a better parse in that log that was uploaded, though I made mistakes on that one), though it is what was achieved in the video above, and its a nice average to work off.

The parse is found here: http://swtor-parser.elasticbeanstalk.com/parser/view/26265/2

 

With that in mind, here’s a few things to note:

Your most damaging ability is Pulse Cannon, which does about 19% of your damage.

Next up is Shockstrike. Despite being delayed in order to avoid delaying Pulse Cannon, Shockstrike is still a very powerful move for your rotation, doing things such as activating Plasma Cell, hitting harder in the execute range, and outright hitting like a truck. It should do about 14% of your damage

Third place goes to a tie between pretty much every one of your abilities, bar Hammer Shots, Plasma Cell, and Shoulder Cannon.

Finally, Plasma Cell does about 9% of your damage, and Hammer Shots and Shoulder Cannon make up what is left at about 2-3% each.

Tips & Tricks

  • You can juggle most of the abilities around in the rotation – I just have it setup like that as it was the first way I got everything important on cooldown, and it set in like muscle memory.
  • SONIC ROUND SHOULD BE USED TO REDUCE RAID DAMAGE. In other words, once you have sorted out the aggro issues, you can use the sonic rebounder to help mitigate some raid-wide damage, such as during The Underlurker’s Devastation Cast.
  • Remember if you are going to hit multiple targets with Pulse Cannon, use Incendiary Round first so that everything gets the Incendiary Round burn on it. Don’t hesitate to use Mortar Volley either – while I didn’t mention it in the list of abilities, Mortar Volley can be used over a pair of Explosive Surges thanks to Rain of Fire.
  • Don’t get greedy with Ion Pulse or Explosive Surge uses! If you don’t have resource cooldowns available, then your resources can and will quickly spiral downwards into a state where you have to stop and spam hammer shots to recover.

About the Author

For those who don’t know me, I’m a friendly guy living in Australia, where I comfortably play the game with >180 ping (I laugh every time I see someone complaining about the game being unplayable @ 100 ping). I picked up this game a few years ago, where I leveled a sentinel through the storyline, than left it, thinking “Yeah that was good”, only to come back a year later cause a friend wanted to try it out. One thing led to another and though a number of things, like being moved to the Harbinger and barely touching my sentinel anymore, I picked up a Vanguard, and loved it ever since. I mean sure, I primarily tanked content up until patch 2.6, but when the Hybrid VG DPS spec was removed in that patch, I took it upon myself to figure out how to get the best damage out of Assault spec.

It wasn’t long till I had figured most of it out, and made a guide to help keep track of things, and before I knew it there was a 15 page thread with 2 spinoffs – one for tactics, and one with pictures – and everyone was looking up to me cause I was getting them results. And now, with the complete rework of everything with patch 3.0 including removing Assault because it was so OP (I kid of course) we ended up with what we have now.

If you want PvP advice, know that I have admitted on multiple occasions to sucking at PvP. For PvE though, I’m part of the main progression team of the guild Excession, a great group of people who brought me in as a DPS about a week before the huge buffs were announced for me, and since then have thoroughly enjoyed the game. If you see anyone on The Harbinger with a keyboard-themed name, its probably me (whether its named after a keyboard or just a bunch of letters on the keyboard in a row) and if im not doing anything, I’ll happily help you out.

Enjoy the guide!

  • Tyler

    Will you be replacing all the Swtor Class Guides with 3.0 ones?

    • That is the plan, i currently got writers for half of the guides currently working on updating them to 3.0. I am still working on finding writers for the other half of the guides.

      The following disciplines got writers + translations for other faction
      PT DPS, Merc DPS, all heals, deception assassin, jugg dps + tank, some discipline of sniper, some discipline of mara,

      The new 3.0 class guide category tag will let you know if a guide has been updated for 3.0

  • TheHarbingersKwerty

    Quick note Dulfy, you accidentally put the Tactics/AP gearing picture up for Plasmatech – In the meantime for those who saw this before it got fixed, here are the Plasmatech Gearing graphs:

    • Oops I will get that fixed

  • Imber

    Darn. I am still lvl 55 (no expansion), but the stat meaning change affects me, too, and I geared in rishi mods by the old system. Seems like I will need to rework some things. or a lot of things. Crap.

  • powertek

    Sticking with the old 4 piece brutalizer eliminator set for the +15% railshot crit worth considering? Seems like with the on demand 6s procs it’d equate to a lot of damage.. (PVP)

    • TheHarbingersKwerty

      Honestly, I think having an auto-crit 10-15k ability in your opener would be far better than the 15% extra chance for rail shot to crit – especially since the old 2-piece eliminators set bonus is useless for vanguards/powertechs, while the new one allows you to get a 2% damage boost for 15 seconds every 30 seconds.

      Remember, the average fight won’t go on long enough for the 15% bonus crit chance on rail shot to come close at all to the auto-crit on cell burst, and the new set bonus is better for sustained damage anyway.

  • Euclid

    This is exactly the kind of high quality content that makes Dulfy the standard for swtor. Thanks for this Dulfy, looking forward to reading the rest of them.

    • Thank Kwerty, I only formatted it :).

      • TheHarbingersKwerty

        Hey, when I gave it to you it was a mess. You definitely cleaned it up a lot.

  • Elianne

    I just wanted to thank Kwerty and Dulfy a lot for this guide

  • Infrage

    Anyone knows if the shadow still do good dps?

  • Jerry

    Tactics is pretty simple to play but the whole thing with the 3 filler rotations makes its seem much more complicated and confusing than it is.
    So basically even though Plastique does more damage then HIB or SS, its SS>HIB>AP because of the armor debuff from SS?

    • TheHarbingersKwerty

      If you use the opener provided and then use SS and AP on cooldown, both SS and AP will never need to be in the same cooldown. They both are prioritised over HiB, as they dont have a cooldown reset (You can’t, for example, use AP -> SS -> AP, like you can go HiB -> SS -> HiB)

      I’m going to be uploading a video as soon as i’m done filming it (finally got my PT to 60!), though the gear used in the video will be far worse than what was used in the parse. The video should make things a lot clearer.

    • TheHarbingersKwerty

      Update on the videos:
      Videos are being uploaded now, they should be up later tonight (bad internet and being too lazy to compress 250mb vids that are 3 mins long means its a few hours till they’ll be up)

  • brittishcoal

    Do we have an explanation about the new things we want for augments? Power or crit? Over mainstat? Accuracy?

    • TheHarbingersKwerty

      I mentioned you want Accuracy to 100% (759 rating is the exact amount, though above 750 should be fine), which will usually require the use of 1-2 accuracy augments. Afterwards, you want power + crit augments so you hit your desired crit target (lower crit = higher peaks, higher = more stable dps but lower peaks). Aim stopped being desirable when they got rid of the bonus, gave us heaps more baseline, and added autocrits to everything (theres about a 100dps disparity in Tactics/AP spec, and about 150dps in Pyro/Plasmatech, by using mainstat instead of Power/Crit)

      • brittishcoal

        Ok, so is the power crit augments spread across all classes? What bonus did they change for maintat?

        • TheHarbingersKwerty

          There used to be a talent in the tree which boosted your main stat by 9% – this would make it so you had 0.228 bonus damage per aim to the 0.23 of power, on top of the crit boost. With the loss of that, its now 0.21 bonus damage and some crit, though the crit is based on how much mainstat you currently have, and since the base levels of mainstat are higher, you get less crit.

          In addition, surge has gone down by ~10%, so that also hurt the bonus the crit provided to your sustained DPS.

          And lastly, when I put it into a model used to calculate maximum DPS (the thing that generated those graphs), the damage difference was almost 100dps!

          • brittishcoal

            Hmm… Alrighty, thanks!

          • Ali

            If the surge drop impacted the bonus that crit gives to sustained DPS so much, why bother stacking 400 crit rating then?

            • TheHarbingersKwerty

              Well, to be completely honest I don’t know why its working that way. When I generated those graphs, I originally had it so the augments would alternate between power, crit, surge, alacrity and aim, and the end result was to completely ignore aim, get very specific alacrity/surge values, and you’d still have decent crit and power. Though when I tested it I found I was losing some DPS due to latency and as such went with the Power + Crit only for augments as it ended up more reliable.

          • Mechazawa

            Did you account for Mark of Power/Force Valor?

            • TheHarbingersKwerty

              Yes I did

  • Mathcore

    game unplaywable at >100 ping?
    HAHA, i play with 980-1200 ms lag, beat that ><

  • ShockaQuan

    Haa, this beats noxxic any day! 😛

    P.S. Top-notch guide

  • The Watchmen

    Nice to see this up finally.

  • Tefia

    Can’t wait to see the healer guides. 🙂

  • jediguy

    awesome guide, just few notes
    in plasmatech guide the icon of shockstrike and fire pulse is inappropiate when u list the abilities
    also later on when speaking of fillers in aoe rotation u mention scorch what is powertech slang 🙂

    ps1: no offense, just to make this guide even better
    ps2: idk what a hell i doin here im a Jedi 😉

    • TheHarbingersKwerty

      I’ve fixed the typo involving scorch (BTW if you see any incidents of me accidentally using PT terms for the VG guide or VG terms for the PT guide point them out!), and when I get better quality versions of the Fire Pulse + Shockstrike images those will be fixed up too (Dulfy did those ones :P)

      • Wakka

        When describing reserve energy cell you said it will ‘vent 10 cells’ instead of recharge them. Took me a sec to realize what you meant. Great guide tho!

        • TheHarbingersKwerty

          Thanks, I’ve fixed that now

  • matt richardson

    Dulfy well done! This kind of information is what I’m talking about. Ty.

    • swtor420

      Thanks to Kwerty, Dulfy didn’t write this xD

      Can’t wait for the other guides!

  • Michal Placha

    Great guide! Waiting for Assassin guide now!

  • Maxim

    just one question, what would you augment when you reach your acc cap? Go mainstat or just go for power?

    • Angier

      Mainstat. Always mainstat now.

      • TheHarbingersKwerty

        Actually, Power + Crit ended up being ~50dps better, so go Power

        • Cadarn

          Mainstat with Consular and Knights Buff is giving u more if u want to have same level of crit %. Since there is DR on crit rating u will end up stacking more rating and sacrificing power. 676 MS will be better then ~500 power in augment slots, unless tgere is a DR curve that kicks in on MS

          • TheHarbingersKwerty

            The maths didn’t lie, and neither did actual testing with unlimited augments being provided. There was a definite discrepancy by going with Aim augments over power/crit augments even though you are grabbing up to 500 crit rating in Tactics spec. You can go for Aim augments if you have them lying around, but if you dont have them yet, go for power as they will provide better results in all cases.

            • Cadarn

              Interesting, with what gear level have u tested? Because right now in 180/186 gear MS is coming ahead but its not by much. I barely hit the 4k Aim line today and roughly 1,2k pwr. Things may shift from here. Any chance u have the math in some spreadsheet so I could take a look? 😉 Also playing mando instead of Vanguard but that shouldn’t matter.

              • TheHarbingersKwerty

                Oh it definately could matter in that case. For example, with a vanguard you’ll end up with ~67% surge with optimal gearing, while a mando will have ~72% surge due to passives and the fact they can take another surge piece (they have a lot of base alacrity). They also have less crit boosts in the tree, and when they are there they are typically on either weaker abilities or only available less often (e.g. VGs have Cell Burst, high impact bolt and fire pulse as auto crits between the 2 specs, while Mandos get their auto-crits on Demo Round + Mag Bolt)

              • Cadarn

                Well sure but I’m asking about Mainstat or Power not surge. Whats the math that says 676 MS is better than ~550 power and 120 crit rating? Cuz the way I see it, more crit I get from MS means less crit rating that means more power in trade for that crit rating and more bonus dmg for me. Cuz based solely on my stats it sure is that way. And I can stack surge or Ala no mather these things… Auto crit benefits more from pure power thats important and I can see it, actualy this could be the whole reason? 😀 Sry just thoughts coming from top of my head. Anyway I would still love to see the Maths… 🙂

                P.S haven’t rly looked on the set bonuses, so maybe the auto-crit is there. But im pretty sure there is none in mandos discipline trees…

              • TheHarbingersKwerty

                The maths will be a bit complicated, but it requires using a code language like Python, C, ect… to repeat a formula about 10 thousand times (alternatively you could do calculus… but screw calculus).

                for this example, i’ll use my maths to get the values for Tactics as the example spec:
                I then put in things like as follows:

                WARNING – HUGE AMOUNTS OF CODE AND MATHS AND STUFF

                Oh and if something does go wrong, please point it out. I’m looking for an excuse to say Mainstat > Power

                (Note, i’m leaving a bunch of the loops out, but whatever. Its in Matlab code right now)

                Base_Ranged_Bonus = (0.2*Aim)*1.05;
                Base_Tech_Bonus = Base_Ranged_Bonus + 0.2*Cunning*1.05 + tech_power*0.23;

                Aim_crit = 20 * (1 – (19/20)^((Aim/level)/5.5));
                Cunning_crit = 20 * (1 – (19/20)^((Cunning/level)/5.5));

                base_crit = 13; (5 baseline, 5 from agent, 1 from companion, 2 from spec)
                base_techcrit = 13;

                Relic_critbonus = 20*(1-(19/20)^(((Aim+(Relic_1(1)+Relic_2(1))*1.05)/level)/5.5)); (Relic_1(1) and Relic_2(1) represent the aim provided by the relic, while relic_1(2) and relic_2(2) are the power)

                Relic_powerbonus = 0.2*((Relic_1(1) + Relic_2(1))*1.05)+0.23*(Relic_1(2)+Relic_2(2))*1.05;

                BonusCrit = 30*(1-(29/30).^(crit_rating/49.5));

                crit = base_crit + BonusCrit+ Aim_crit*(17/23) + Relic_critbonus * (6/23) + 25/8; (Can’t remember specifically where I saw it, but I saw somewhere that relics will proc on average every 23 seconds, so I used the relic-boosted aim crit levels for 6 seconds of every 23, while using the baseline crit level for the other 17)

                techcrit = base_techcrit + BonusCrit + Aim_crit*(17/23) + Relic_critbonus * (6/23) + Cunning_crit + 25/8;

                Ranged_Bonus = Base_Ranged_Bonus + 0.23*power*1.05+Relic_powerbonus*6/23;

                Tech_Bonus = Base_Tech_Bonus + 0.23*power*1.05+Relic_powerbonus*6/23;

                Surge = 51 + 30*(1-(29/30).^((Surge_Rating/level)/0.22));

                Alacrity = 30*(1-(29/30).^((Alacrity_Rating/level)/1.25));

                HiB = (1.376*weapon_damage + 2.0684*(Ranged_Bonus+STDH))*0.9587; (last value is armor reduction)

                HiB = HiB .* (1 + (crit/100 * (Surge+30)/100)); (Crit boosting it)

                CB = 3.5278*(STDH + Tech_Bonus)*0.6989; (Armor reduction at the end)

                CB = CB .* (1 + ((200+3*techcrit)/500 * (Surge+30)/100)); (200 +3*techcrit simulates the 2 in 5 auto-crits)

                SS = 2.0371*(Tech_Bonus + STDH)*0.6989; (Armor reduction, of course)

                SS = SS .* (1 + ((techcrit+5)/100 * (Surge+30)/100));

                AP = 2.6041*(Tech_Bonus + STDH)*0.6989; (once again, armor reduction)

                AP = AP .* (1 + ((techcrit+5)/100 * (Surge+30)/100));

                Gut = 0.9974 *(Tech_Bonus + STDH)*0.6989; (do i really have to bring it up again?)

                Gut = Gut .* (1 + (techcrit/100 * (Surge+30)/100));

                TS = 1.8061*(Tech_Bonus + STDH)*0.6989;

                TS = TS .* (1 + (techcrit/100 * (Surge+30)/100));

                SC = 1.15*(Tech_Bonus + STDH+(81.5))*0.6989;

                SC = SC .* (1 + ((techcrit + 175/8)/100 * Surge/100)); (175/8 instead of a flat 25 boost because we already added 25/8)

                HS = 0.6989*(weapon_damage + Ranged_Bonus);

                HS = HS .* (1 + (crit/100 * Surge/100));

                Bleed = 0.3*(Tech_Bonus + STDH)*1.07; (bleed is internal, so 7% boost instead of a reduction)

                Bleed = Bleed .* (1 + (techcrit/100 * (Surge+30)/100));

                DPS = (Gut+Loops*(240*HiB+60*CB+160*SS+96*AP+320*TS+84*HS+540*Bleed+63*SC)*1.03)/(1.5+Loops*1440)*1.01*1.05;
                (1.01 because set bonus is 2% boost @ 50% uptime, 1.05 because of ranged/tech debuffs)

                totaldps = DPS * (100 + Alacrity)/100;

                One more thing. With tactics, I put in a variable “Loops” because gut is a 1-time thing. Each loop is 1440 seconds long (thats how long it takes to go through a single full rotation, and im not even including full auto D:) and the more loops it has, the less of an influence that Gut will have on it. Of course, That’s just being pedantic but whatever.

                This also doesn’t take into account that dummy parses will usually end immediately after the third shoulder cannon, so a dummy parse will almost always do better than this simulation – this can eventually be thought of as an infinite length parse if you give enough loops (and it doesn’t even take that long to run… unless you give too many variable above)

                After all that, I ran it through every possible value I could think of that was legit, and it ended up coming out that Power/Crit augments were doing better than aim augments

              • Richard Thompson

                During my travels I have yet to meet the 3.0 champion armor rating, and looking at your numbers, it seems to fall between 8182 and 8187. Would it be possible for you to share the exact number? As of now, it remains the only uncertainty in my own calculations.

              • TheHarbingersKwerty

                I was running off the AR of 8184 (this is effectively the level 55 Armor Rating scaled to level 60) as that seemed to be what the dummy was running with. I am willing (and going) to change it if evidence states it is something different.

              • Richard Thompson

                Interrogation Probe: 2114 tooltip damage in 10 ticks. Each tick hits for 134 damage.

                Cunning: 838
                Power: 81
                Tech Power: 60

                Values taken from a character page of a naked lvl 60 Sniper with buffs and a purple stim, wearing only a empty weapon shell. Damage numbers from raw unmodified dummy, no debuffs applied.

              • TheHarbingersKwerty

                Thanks for that. Means I can figure out the new armor rating. Too bad they didn’t improve accuracy in the most recent patch, but oh well

              • TheHarbingersKwerty

                Update: I’ve got the armor rating as somewhere between 8602 Armor and 8780 Armor. To narrow it down, I’d need more values!

                The better your gear in the situation, the better, as it leaves less variance to work with (e.g. that 134 damage/tick could actually be anywhere between 134 and 135 damage/tick, but we will never know without the actual armor values).

                Thats primarily why I wanted Choke/Stasis, especially with a Jugg/Guardian or a Combat Sentinel, as those can get normal AND armor debuffed versions, and not have to worry about the other buffs while doing it.

                What this does confirm though is that my original math is off, because boss armor is far tougher than I originally was lead to believe.

              • Richard Thompson

                https://docs.google.com/spreadsheets/d/14uKD47UACetJIDrrZt0mYZj6xTCygLmiplStXosWTWM/edit?usp=sharing

                40 sets of stats stats, tooltip values and ticks. I calculated some things too, but since you and I get different values from the example set I gave there is a chance they are just flat out wrong. If so, ignore them and draw your own conclusions from the data itself.

              • TheHarbingersKwerty

                Yeah it looks like the base Armor Rating is now 8825. With that in mind, I’ll go update everything soon™ (I was hoping to wait till the new accuracy formula, but unless it happens in tonights patch I doubt we’ll see it soon)

              • Zarn

                Do you think I could copy/paste your matlab code and translate it to Python? I could probably even make a GUI that lets you plug in your current MS, Power, Crit, Surge, Alacrity, and Acc. I just wanted to ask before I made this for myself. Also, if I wanted to make it for a Slinger, where do I find the ability coefficients??

              • TheHarbingersKwerty

                Give me a sec to track down the original code (I used python to get the optimal min/max values until I wanted graphs which is when I moved to matlab) and I’ll post it up for you

              • Zarn

                Thanks mate! This will all be quite helpful, not only in my Swtor DPS life, but also keep me up to date with python 😉

              • TheHarbingersKwerty

                Well, Python hates me and keeps telling me i have ‘indent errors’ despite retyping it twice. Oh well. Here’s the 192’s optimization code translated into python (indents didn’t translate well so I put a > for each indent you will want):

                crit_rating = 0;

                power = 0;

                maxdps = 0;

                optimalcrit = 0;

                optimalpower = 0;

                Ranged_Damage = 796;

                Cunning = 155;

                Aim = 3577;

                Tech_Power = 2626;

                Surge = 0;

                Surge_Rating = 0;

                Alacrity = 0;

                Alacrity_Rating = 0;

                stat_budget = 2607;

                STDH = 318.5;

                Relic_1_pow = 0;

                Relic_1_aim = 855;

                Relic_2_pow = 855;

                Relic_2_aim = 0;

                base_crit = 13;

                base_techcrit = 13;

                Loops = 5;

                while power while surge_rating >Base_Ranged_Bonus = (0.2*Aim)*1.05

                >>Base_Tech_Bonus = Base_Ranged_Bonus + 0.2*Cunning*1.05 + tech_power*0.23

                >>Aim_crit = 20 * (1 – (19/20)^((Aim/level)/5.5))

                >>Cunning_crit = 20 * (1 – (19/20)^((Cunning/level)/5.5))

                >>crit_rating = stat_budjet – power

                >>Relic_critbonus = 20*(1-(19/20)^(((Aim+(Relic_1_aim+Relic_2_aim)*1.05)/level)/5.5))

                >>Relic_powerbonus = 0.2*((Relic_1_aim + Relic_2_aim)*1.05)+0.23*(Relic_1_pow+Relic_2_pow)*1.05

                >>BonusCrit = 30*(1-(29/30)^(crit_rating/49.5))

                >>crit = base_crit + BonusCrit+ Aim_crit*(17/23) + Relic_critbonus * (6/23) + 25/8

                >>techcrit = base_techcrit + BonusCrit + Aim_crit*(17/23) + Relic_critbonus * (6/23) + Cunning_crit + 25/8

                >>Ranged_Bonus = Base_Ranged_Bonus + 0.23*power*1.05+Relic_powerbonus*6/23

                >>Tech_Bonus = Base_Tech_Bonus + 0.23*power*1.05+Relic_powerbonus*6/23

                >>Alacrity_Rating = (444-surge_rating)

                >>Surge = 51 + 30*(1-(29/30).^((Surge_Rating/level)/0.22))

                >>Alacrity = 30*(1-(29/30).^((Alacrity_Rating/level)/1.25))

                >>HiB = (1.376*weapon_damage + 2.0684*(Ranged_Bonus+STDH))*0.9587

                >>HiB *= 1 + ((crit+4.1)/100 * (Surge+30)/100)

                >>CB = 3.5278*(STDH + Tech_Bonus)*0.6989

                >>CB *= 1 + (techcrit/100 * (Surge+30)/100)

                >>SS = 2.0371*(Tech_Bonus + STDH)*0.6989

                >>SS = SS * (1 + ((techcrit+5)/100 * (Surge+30)/100))

                >>AP = 2.6041*(Tech_Bonus + STDH)*0.6989

                >>AP = AP * (1 + ((techcrit+5)/100 * (Surge+30)/100))

                >>Gut = 0.9974 *(Tech_Bonus + STDH)*0.6989

                >>Gut = Gut * (1 + (techcrit/100 * (Surge+30)/100))

                >>TS = 1.8061*(Tech_Bonus + STDH)*0.6989

                >>TS = TS * (1 + (techcrit/100 * (Surge+30)/100))

                >>SC = 1.15*(Tech_Bonus + STDH+(81.5))*0.6989

                >>SC = SC * (1 + ((techcrit + 175/8)/100 * Surge/100))

                >>HS = 0.6989*(weapon_damage + Ranged_Bonus)

                >>HS = HS * (1 + (crit/100 * Surge/100))

                >>Bleed = 0.3*(Tech_Bonus + STDH)*1.07

                >>Bleed = Bleed * (1 + (techcrit/100 * (Surge+30)/100))

                >>DPS = (Gut+Loops*(240*HiB+60*CB+160*SS+96*AP+320*TS+84*HS+540*Bleed+63*SC)*1.03)/(1.5+Loops*1440)*1.01*1.05

                >>totaldps = DPS * (100 + Alacrity)/100

                >>if totaldps > maxdps:

                >>>maxdps = totaldps

                >>>optimalcrit = crit_rating

                >>>optimalsurge = Surge_Rating

                >>Surge_Rating += 111

                >power += 1

              • Zarn

                Three further questions. Why when you are calculating your average expected damage for each ability, do you add 30 to your surge? And What is STDH? And why when you’re calculating your crit chance do you add a 25/8? where does that extra crit come from? (the 6/23 is the frequency that your relic provides it’s buff I’m assuming)

              • TheHarbingersKwerty

                I did add 30 to the surge value for everything where applicable.
                STDH is the ‘Standard Health’ value, (official name), which also goes by the Base Damage value. At level 60, this is 3185.
                25/8 is added to crit chance due to Battle Focus, which has 12.5% uptime (1/8) and provides 25% more crit chance.

  • Fauckers

    Are you going to convert this guide to Powertechs? I don’t play as Vanguard, only PT, so I don’t know exactly how to follow the guide for a better DPS

    • Kagerro

      Very easy to understand, i don’t play VG either but skills are the same :

      For AP:

      High Impact Bolt (HIB) = Rail Shot
      Tactical Surge (TS) = Magnetic Blast
      StockStrike (SS) = Rocket Punch
      Assault Plastique (AP) = Thermal Detonator

      Cell Burst (CB) = Energy Burst
      Hammer Shot (HS) = Rapid Shot
      Gut = Retractable Blade
      Full Auto (FA) = Unload
      Sticky Grenade (SG) = Explosive Dart
      Explosive Surge (EG) = Flame Sweep
      Mortar Volley (MV) = Death From Above

      For Pyrotech:

      High Impact Bolt (HIB) = Rail Shot
      Pulse Cannon (PC) = Flame Thrower
      Ion Pulse (IP) = Flame Burst
      ShockStrike (ShS) = Flaming Fist
      Icendiary Round (IR) = Incendiary Missile
      Plasmatize (PT) = Scorch
      Fire Pulse (FP) = Immolate
      Hammer Shot (HS) = Rapid Shot
      Explosive Surge (ES) = Flame Sweep

      With that in mind shouldn’t be an issue to read this excellent guide (thanks kwerty BTW)

      • Fauckers

        Thx for converting it to PT!

    • Yes definitely, I am just slow. Should be out in a few hrs

  • idnewton

    I find the stat graphs interesting, especially that the graphs of the two specs are not the same. This makes sense, but I am curious what changes the graphs between specs, and how you know how much to change the graph by (passive bonuses to crit and/or surge on certain abillities? Which & how much?).

    I’d really appreciate it if you took the time to make an Assassin DPS guide or at least gave me the information required to make stat graphs for both of those specs. I care more about the stat graphs more than the guide itself, per se, the rotation and priorities I can figure out on my own.

    • Deception or Madness? I know Evolixe is working on the Deception, currently have no one for Madness Sin so still looking

      • idnewton

        Ideally both, like this guide, but I’d appreciate Deception more than Madness anyways (though I prefer to have a good understanding of both).

    • TheHarbingersKwerty

      For the graphs, I did it as a 3-part system.

      First off, I saw how often each ability is used. So for example, with Plasmatech, I took the 30 second rotation, multiplied it by 4 so I could add in shoulder cannon and the Ion Pulses that are replacing Hammer Shots, and then made sure 15 seconds of this was separated for Battle Focus.

      Next up, I figured out the coefficients. Now at level 60, the coefficient for bonus damage is 3185, so using that, I got the coefficients for damage using the damage formula (you can find Oofalong explain it here: http://dulfy.net/2014/03/01/swtor-mechanics-basics-understanding-tooltips/)

      With those out of the way, I then went into matlab, and made a recurring for loop that would figure out the expected DPS of an ability with a given crit/surge/power/alacrity level, and would make it repeat through every possible power + crit value (increments of 1), and every value of surge + alacrity (increments of enhancement level) and then put it on a graph.

      For those graphs up there, I clipped Plasmatech to the first 500 crit rating as it peaked far earlier, while Tactics was clipped to the first 1000 rating due to peaking at about 500 in revanite gear

      • idnewton

        Thanks for the explanation 😀 Do you know if this is a standard thing for all of the new upcoming class guides, or was this specifically your idea which won’t find its way into the other guides?

        • TheHarbingersKwerty

          I started doing this back with my 2.8 Assault/Tactics guide, so unless someone follows my initiative it probably wont happen. If they give me the coefficients + How often each ability is used I should be able to make a graph for each spec though (my only 60s right now are my vanguard + my powertech, with my scoundrel at 59)

          • idnewton

            Yeah I found the Deception guide just recently posted to be very underwhelming, seemed to me like he took a whole lot of guesses (educated or otherwise) without having the facts. If you could graph the stat curves for Deception Assassin / Infiltration Shadow, I’d really appreciate it. Just let me know what information you need.

            • TheHarbingersKwerty

              I’ve actually got most of the information already, just getting someone to give me average activations of each ability (for both deception AND hatred). I personally blame Aelanis, cause he started this

  • idnewton

    Having two pieces of Surge seems to be ideal across the board… interesting.

  • Silver

    Could you release a list of who is writing all the guides? I like how they are each going to be by different people. They will be more accurate that way. Also are your writers going to update their guides later on after changes to the classes? Thanks!

  • Kai

    Great effort for all the hardwork on this guide Dulfy and Kwert. Keep up the good work.

  • TheHarbingersKwerty

    There are now 2 videos up showing off the rotations. No screwups other than me not realising Bandicam picks up mumble -_-

    Just know the example vids are done in a mix of 180 and 186 gear as opposed to the optimized 192s of the parses provided

  • Melini

    Hey Kwerty — could you try something for me? (Leveling characters other than my Vanguard at the moment). I used to drive the concept of ‘weaving’ when I was teaching other Vanguards how to play in PvE (Ammo Conservation). I noticed that Tactics and Assault have basically flip-flopped in play style with the new expansion.

    With Plasmatech, could you try this for a normal rotation against your rotation here and let me know what you come up with in differences?

    Plasmatize > Incendiary Round > Fire Pulse > Ion Pulse > Shockstrike > High Impact Bolt > Ion Pulse > Pulse Generator > Full Auto > Incendiary Round > Fire Pulse > Ion Pulse > Shockstrike > High Impact Bolt > Ion Pulse > Pulse Generator > Full Auto > Repeat

    This is a non-CD rotation, and I’d just like to see what you think.

    • TheHarbingersKwerty

      Oh boy, the damage drop is real.
      Honestly, you run out of ammo really, really fast by doing it this way, and you also miss out on an extra shockstrike every 30 seconds (and if you look closely, you will notice Shockstrike is stronger than Pulse Cannon on a per-GCD bases, however delaying pulse cannon for it will end up with everything delayed and the DPS drops like crazy)

      • Melini

        Hmm, thought the CDs aligned a little better than they used to. Will have to see for myself. With Tactics (what Plaztech used be) it never dropped below 90% ammo.

        • Melini

          (PS.) It does take some getting used to, so perhaps there’s some nuance I’m not getting down on paper. I’ll try and get Mel to 57 and see how Plazmatize changes things with a Parsec run.

        • TheHarbingersKwerty

          Yeah in the past, Tactics’s Pulse Cannon was 18 energy and Full Auto was 16. Now its 28 and 24 respectively, and also Fire Pulse was increased to 12 energy from 10 – so that means you’d be using 20 more energy per 15 second cycle compared to in 2.X.
          In addition, it was always better to try and optimize Stockstrike usage over using Full Auto, mainly because until 3.0, Full Auto had terrible base damage, and it meant that every 60 seconds you could mortar volley (which used to be a DPS increase for Tactics/AP).

          • Melini

            No… I made the rotation around the new 56 passive (free Ion/Explosive Pulse) like I did with the (8 energy) Fire Pulse and free Stockstrike (used to look like Gut>FP> IP>SS> IP>HiB> PC >FA > Repeat) with it actually getting a DPS increase with no change in ammo (requires a little more button discipline because you’ll end up hammering in an extra Ion Pulse if you’re not careful). The main point was that Full Auto was replacing Hammer Shot as fill since the energy regened rather quickly during the 3 second channel. The idea is to ‘weave’ high energy abilities with low energy or channeled abilities that allow the ammo to regenerate before the next big spender — usually its the playstyle you get into when leveling a new Trooper period (because Ammo regen was all you had).

  • SupRun

    I main a VG tank for HMs, but I decided to run Plasma to level and for fun. My biggest question is why you use Pulse Cannon so early. My opening rotation looks something like PT>IR>ShS>HiB>IP>FP>IP so I have 3 stacks of the Pulse Cannon buff before I use it. I don’t run out of cells because of the free IPs. Could anyone please clarify? Thanks!

    • TheHarbingersKwerty

      The typical thing most people running Plasmatech do is when they are running around doing nothing, they spam explosive surge. Sure it looks much cooler on the powertech, but its purpose is to make sure you always have 3 stacks of pulse generator for every fight – so you can run in, and use Pulse Cannon almost immediately (due to how strong it is).

      Regardless, if you can keep Shockstrike on a ~10 second cooldown while keeping IR, FP, HiB and Pulse cannon every 15 seconds and Plasmatize every 30, it doesn’t really matter on the order you do it in.

  • TheHarbingersKwerty

    Well the devs have confirmed that accuracy rating isn’t changing, so i’ll be updating those graphs so they account for the real armor rating (instead of the slightly-off old value of it). Gearing shouldn’t change much though.

  • TheHarbingersKwerty

    While modifying the stat optimization code to account for the newly discovered armor rating, I discovered a glaring flaw in my crit rating formula!

    First off, I forgot to remove the Companion Glitch bonus

    Secondly, Plasmatech accidentally had +2% ranged/tech crit chance from Tactics

    And thirdly (and most prominently), I forgot to adjust the crit rating formula from Crit Rating as a stat to the level 60 version, making it ~11% stronger than it should be.

    I’ve fixed it up and it came to the conclusion that Mainstat augments are as good as Crit/Power augments, however due to all the crit found on commendations gear I’m still recommending Power augments as that way you do not need to ditch as much crit rating.

    The base numbers are fixed up, and the graphs are being fixed up. For now, you can find them here:

    Plasmatech:

    Resurrected: http://i.imgur.com/eyuUsgl.jpg
    Revanite: http://i.imgur.com/TvZwDsL.jpg

    Tactics:

    Resurrected: http://i.imgur.com/vvbdggL.jpg
    Revanite: http://i.imgur.com/If0K92R.jpg

    Enjoy people!

  • Strathelar

    I realize this guide is more for advanced players but I am wondering between the 2 Disciplines which is more conducive to solo leveling.

    Please keep in mind I am completely new to SWTOR and have been playing less than a month.

    • TheHarbingersKwerty

      Well I was actually going to level my powertech from ~20 to 60 in 3.0 when the NDA meant I couldn’t use my vids from the PTS 🙁

      For that, i’d look at how early on they get important things in the disciplines.

      Honestly though, I’d go with tactics until level 40, then pick from there. Why? Because Tactics gets all the AoE buffs (Mortar Volley + Sticky Grenade) at level 12, while Plasmatech has to wait until level 40 for its buffs (pulse cannon)

      • Strathelar

        Thanks for that insight. I will give that a try.

  • Xarvz

    So now that you say main stat and power are the same, i’m wondering do i need a different amount crit when using main stat augments or would the graphs be the same for both?

    • TheHarbingersKwerty

      You would have a little less crit – drop it by about 60 crit rating if you were to go with Mainstat augments. However, i’d still suggest power augments, simply because the excessive amount of crit rating found in token gear

  • James Dobry

    Hey Kwerty, Do you have ideal percentages for Alacrity and surge?

    • TheHarbingersKwerty

      Well my reply disappeared, so heres the tl;dr from it:

      186s: 204 surge, 102 alacrity
      192s: 222 surge, 222 alacrity
      198s: 240 surge, 240 alacrity

  • Johnson

    Any one have any idea why I cant generate Lodes with a level 57 Tactics vanguard ? I have cell burst now but no lodes with HIB and Health regeneration, high energy cell is equipped

    • TheHarbingersKwerty

      Lodes through Health Regen comes at level 59, though no idea why its not working off HiB – its supposed to build up when you activate it, so you should be getting lodes even if it resists.

      • Johnson

        thanks Kwerty – sorry it does work on HIB so your answer is what I was after – cheers mate

  • Genghis Ken

    Hi, I know this is a guide aimed at the advanced player, but I was wondering if you could clear up a question from a noob level player; when you pick Vanguard as your advanced class, you get a Vanguard pack with several items. There are 2 shields you are given, what’s the difference between them and which should I pick for DPS and why? Thanks for the help.

    • jediguy

      it doesnt really matter at lvl 10 but usually u want the ones with higher mainstat than endurance
      if u see defense, shield or absorb then thats for tanks
      hope this helps 😉

    • TheHarbingersKwerty

      The 2 things they give you are a shield and a Generator.
      The shield provides less Tech Power (more tech power = more damage from every attack bar High Impact Bolt, Hammer Shots and Unload), but gives you a 5% chance to reduce damage taken from Kinetic or Energy sources (most basic attacks) by 20%. This chance is improved by talents in the tank tree, the Shield stat, and being in Ion Cell, while the amount absorbed is increased with Talents in the tank tree as well as the Absorb stat.

      Overall, pick the one that does not say “Shield Chance: 5%. Absorb Amount: 20%” unless you want to tank.

  • Genghis Ken

    Thanks much Kwerty

  • Rada

    Someone explain me the graphics please i don’t understand a shit.

    • TheHarbingersKwerty

      Which ones do you mean? The gear ones or the Tactics rotation (I admit, I could have definitely explained tactics better…)

  • Wildvoo

    why say plasmatech is better solo dps than tactics when they are almost identical in the parses?

    • TheHarbingersKwerty

      Because the Tactics parse was an average one, while Plasmatech had useless crit rates. Similarly, I opened with offensive cooldowns in those parses, while in a real situation I would delay offensive cooldowns until the execute if its coming up when specced Plasmatech, which would be a significant benefit to Plasmatech as it has a +10% damage boost to 80% of its damage when the target drops below 30% of its health.

      My average at the time of those parses on a 1 mill dummy was 4.5k dps in Tactics, and 4.7k dps in Plasmatech. When torparse comes back (properly) and I’ve gotten back into 192s, im going to replace the parses anyway.

      • Wildvoo

        I accept what your saying would add to the plasmatech pass — however you could also add to the tactics pass – the fight was 1m54 which should have given you a second load of the shoulder cannon?

  • Zizek

    Between Tactics and Plasmatech which one u would choose for OPS?

    • TheHarbingersKwerty

      I alternate between the 2, depending on burst requirements, the amount of AoE damage going out, and how tight the enrage timer is.

      For SM, I tend to just stick with Plasmatech as the outgoing damage isn’t that bad and Plasmatech tends to end fights quicker (though I swap to Tactics for Torque and for Corratani, so I don’t accidentally kill something that needs to live because of Plasmatize).

      HMs have a lot more outgoing damage though, so I’d run Tactics on:

      Bulo
      Torque
      Corratani (probably spelt wrong)

      Malaphar the Savage
      Sword Squadron Commander
      The Underlurker

      Not sure on what to run for Revan fight just yet though, you’d have to ask someone from Zorz how much AoE damage is going out.

  • Sheejaa

    Can someone explain the graphics with the critrating? i am colorblind…. i justwant ot know which crit rating i should chose for the best dps potential on 192 gear (i run tactics because i am the guy with the armor debuff)

    • TheHarbingersKwerty

      Sure. In both cases, from top to bottom on the far left, the order is:

      222 surge

      111 surge

      333 surge

      0 surge

      444 surge

      Honestly I completely forgot about the possibility of colourblind people when I made the graph so I’m sorry about that. Hope this helps

      • Sheejaa

        Yes a lot. Thanks!

  • Ryan

    Kwerty, If I’m reading your graphs right i’m currently sitting at 319 crit and 351 surge and your graphs are saying I should be around 100-150 crit. I’m currently in mostly 192s with 4 piece 192 set bonus. should I replace my crit with power/surge?

    • TheHarbingersKwerty

      It depends on how high you’re willing to set your threshold. For example, if you’re happy with 99.5% of what you can achieve, you’re still in the safe zone. If you were more strict though – e.g. 99.8% or higher you’d either swap to the 50/50 surge/alacrity split, or you’d go between 50 and 130 crit rating.

      Oh and your surge level is fine, so no need to replace crit with surge (that would need augments D:)

      Personally, I wouldn’t worry about it. All it means is your gear is more respec-friendly this way, as Tactics has a far higher crit requirement, and there are quite a few fights that favour tactics, whether its for its AoE damage reduction, its ability to use a pure single target rotation, or its higher emphasis on non-DoT damage.

      • Ryan

        Right on! So my current gear set up in regards to Crit/Surge isn’t going to effect my damage output? Or if it is, not by much?

        • TheHarbingersKwerty

          Exactly!

          As for you sitting at 1177 power, that means you’re either using Comm enhancements, or A-mods, and possibly Augmenting for aim instead of power (or not using any augments just yet).

          With enhancements, the only time comm enhancements are excusable are with accuracy, otherwise use the Adept or Quick Savant enhancements that are either crafted or from Token gear (for power/surge or power/alacrity), though you can use crit/surge or crit/alacrity crafted enhancements as well – I think its Battle and Insight respectively for those 2.

          A mods should be fine though, as its difficult to get normal mods nowdays and the trade off is pretty much equal with gear from 1 tier lower (e.g. 198 A-mod = 192 unlettered mod, 192 A-mod = 186 unlettered mod, 186 A-mod = 180 unlettered mod)

          Finally, if you dont have them yet, get those augments! I know its expensive (I have a guildy make my kits and got my power augments ‘free’ for a ton of purple triage adrenals, and even then it cost me 600k just to put the slots in my gear) – 2.4 mill before even purchasing the kits and I haven’t looked at kit price just yet (I think it’s 50k each, hopefully…) – but its definately worth it.

          • Ryan

            Okay, yea that was my issue. I have a bunch of A-mods cause I switched them out for more main stat. I will try and get those back in if I can but if not I will just have to bear through till we start clearing more Hard Modes and get the token gears Mods.
            Its hard now because in Belt/Bracers Mods they only carry Critical instead of power like they use to. I don’t know why they decided to do that but it makes it somewhat more troubling because you can only get it through Token gear. Would of made it easier to just get some bracers/belts and switch out the mod for power 😀
            As for Augments, I have my main set of gear (Head/Chest/Hands/Belt/Legs/Feet) all augmented with Main Stat but I’m not augmenting my Earpiece/Implants/Relics till I get the highest grade of gear for it. I think that will save me money and its a waste augmenting and then having to go and upgrade once you get the better token gear. Should I replace my main stat augments with power? Or just keep it the same?

            • TheHarbingersKwerty

              Its entirely personal preference, the DPS difference is so small you’ll never notice it.

              If you’re on the harbinger, I know for a fact that you can get augment kits for ~55k (a guildy of mine does it constantly and cause of that the price stays down), so its ~110k extra if you augment a lower tier piece of gear and augment it again later. I’d definately recommend doing that if you’re doing progression as the extra stats make it that much easier.

      • Ryan

        I wouldn’t need to add power at all anywhere? I’m only sitting at 1177 power? not sure where that should be :/

  • Ryan

    that’s for plasmatech

  • Rae

    Just a question how does alacrity fit into the tactics where there aren’t really much channel abilities? is it just everything comes off cooldown quicker?

    • TheHarbingersKwerty

      Yep. Thats the change in 3.0 that made alacrity better, so 1% alacrity is 1% faster for pretty much everything. Taunts and Defensive cooldowns aren’t included in this ‘everything’ and neither are buff durations – so in some cases its even better – e.g. Battle Focus lasts 15 seconds regardless of alacrity, so if you had 10% alacrity you could consistently fit an 11th attack in every battle focus, and it would come off cooldown every 109.1 seconds instead of every 120

      • Rae

        Thanks for the reply. Helped clear my confusion up

  • Jordan Allen

    Knew I’s seen the name before. Tanked DP last night as Firen’ice, and had you causing me aggro trouble

  • Newb

    I have a question. Reading the Plasmatech guide, I see that Plasma Cannon is chosen as the channeled ability. Comparing with Full Auto, they both have 3 sec channel, but full auto does more damage than PC. (little extra energy cost) Wouldn’t replacing PC with FA in the rotation increase damage?

    • TheHarbingersKwerty

      Nope. A few key things to remember about pulse cannon.
      First off, it deals Elemental damage. This has a bunch of advantages, for example it isn’t affected by armor, and if you have an Assault Commando, Watchman Sentinel, Dirty Fighting Gunslinger or a Scoundrel DPS in general in your raid team it gets a nice damage boost.
      On top of that, because its elemental damage, it gets a 3% higher crit chance thanks to Plasma cell, and it also gets a 30% surge boost in the tree.
      Finally, it deals AoE damage. And because this spec will always be around an Overwhelmed debuff, it means it will do a further 10% damage to the target.

      Now, before we even look at these advantages, my vanguard will do (tooltip damage, only buff being Pulse Generator) 7227 Pulse Cannon damage and 8819 Full Auto damage in Plasmatech discipline. Accounting for armor, Full Auto goes down to 5579 average damage, and thats before accounting for all the damage boosts!

      • Newb

        Thanks for the reply! That clears up a lot

  • Xarvz

    Hey kwerty. I’m wondering if alacrity is still worth it if you do not get the extra global in? For example under lurker with say 2% alacrity you wont have time to get the extra global in if you hide. Isn’t it then worth it to switch enhancements to surge for that boss? I was also wondering this in pvp considering all the stuns ect.

    • TheHarbingersKwerty

      Well when I moved from 102 alacrity to 213 alacrity (Token implant, i prefer accuracy enhancements to having to deal with Crit/Accuracy implants), I noticed a huge improvement in my DPS. Something i’ve mentioned somewhere else that is really awesome about alacrity is it also reduces the cooldown timer on Battle Focus + Shoulder Cannon, so combining that with the faster resource returns means that on fights with downtime you can use your OCDs more often, and be a lot more aggressive in your energy usage while the you actually can attack (e.g underlurker as an example, you often regenerate all of your energy while waiting for rage storm to finish)

      I’m actually tempted to get alacrity adrenals to try them out, but for now I’m happy with an attack one.

  • Hoping to be preferred soon

    OK, silly F2P question, as my cap is only 50, how does my DPS compare without the shoulder cannon? Is that a large portion of our damage or is it like icing on the cake and won’t really hurt the overall DPS potential of either classes?

    • TheHarbingersKwerty

      Depending on the spec, its not just shoulder cannon you’re missing out on.

      First off, you can’t use Heroic tier utilities. So no 75% move speed Hold the Line, no re-energizers, no heal on shoulder cannon, etc…

      Tactics: Not only do you miss out on ~5% damage from shoulder cannon, you also miss out on ~10% of the max damage from Cell Burst/Energy Burst, 5% crit rate on Assault Plastique + Stockstrike, 30 seconds off the cooldown of resource abilities, and 2% crit rate on everything. You also miss out on Reflexive Shield, which gives you a damage barrier on taking damage and also a reduced Reactive Shield cooldown

      Plasmatech: Shoulder cannon is much less damage here (~2.5%), but you miss out on the currently-bugged-and-not-working-anyway Adrenaline Fueled, Plasma Barrage (so resources are far worse), and your execute in Burnout (~10%). You also don’t get Plasmatize, but then again you dont even have the resources for Stockstrike on ~10 second cooldown.

  • TheHarbingersKwerty

    I decided to add a section on Heavy Alacrity gearing – how to do it, and why would you bother. Its exicting new stuff that includes dropping a lot of augments from power and moving them to surge/acc/alacrity, and its been getting results in raids for me. Feel free to check it out.

    • Ethicius

      Well done checking this out. I assume those 8 accuracy augments were supposed to be alacrity, right?

      • TheHarbingersKwerty

        Nope. the 8 Accuracy augments could be 7 alacrity/1 Accuracy or 6 alacrity/2 accuracy, with you using 6 accuracy pieces instead. However, from 192s and higher, you get more alacrity out of 1 enhancement than out of 2 augments, meaning its better to have an overabundance of Accuracy Augments and use Alacrity enhancements instead.

  • danielo

    What happened to short simple guides, I don’t want to read all this : <

  • Karmik

    Hey Kwerty, Just to reaffirm those ratings for the crit levels in your Gears and stat priority section are min/maxed values?

    • TheHarbingersKwerty

      In terms of a non-Alacrity Heavy build, Min-Maxed is:

      192s Tactics

      348 Crit
      222 Surge
      222 Alacrity

      192s Plasmatech

      74 Crit
      222 Surge
      222 Alacrity

      198s Tactics

      450 Crit
      240 Surge
      240 Alacrity

      198s Plasmatech

      156 Crit
      240 Surge
      240 Alacrity

      And an alacrity heavy build is:

      192s Tactics

      309 Crit
      274 Surge
      600 Alacrity

      192s Plasmatech

      104 Crit
      274 Surge
      600 Alacrity

      198s Tactics

      415 Crit
      276 Surge
      636 Alacrity

      198s Plasmatech

      156 Crit
      328 Surge
      688 Alacrity

      • karmik

        awesome! thank you very much!

      • Nat571

        Hey what utility abilities should I choose for a dps tactics? I didn’t see a build in the tactic overview.

  • Enna

    Hi, thanks for preparing this guide. I was curious about your Tactics (7) vs. Plasmatech (9) single target DPS rankings. In looking at your posted Parsec sample numbers, both specs seem to have nearly identical time in combat and nearly identical damage dealt. Tactics took just 0.4 of a second longer but actually shows another 1.2k damage dealt. I’m not a theorist by any measure and so I’m wondering why, if what you posted is nearly identical, does Plasmatech get a much higher ranking? Thank you in advance 🙂

    • TheHarbingersKwerty

      The simple reason is the Tactics parse was an average one, and the plasmatech one was an unlucky one. Here’s some examples from more recent times:

      Tactics: 4722.31 – Full 192s with Offhand, 2 armorings, 1 mod, both implants, 1 relic and 3 enhancements being 198s. High alacrity build
      http://swtor-parser.elasticbeanstalk.com/parser/view/deffaf60e75059798a3952d89a7d1ec7/0

      Plasmatech: Same gear as Tactics, 4864.23 dps
      http://swtor-parser.elasticbeanstalk.com/parser/view/1bb788c44f3467f1fcb68814798df016/5

      I will note however, when those ratings were made I was basing it off numbers pulled with Imperials. Since then, I discovered Pyro gets a ~100dps boost because the 6-piece is bugged and isn’t consumed by immolate (still gives the auto-crit), throwing off the ratings. As such, its:

      Pyro – 9
      Plasmatech – 8
      Tactics + AP – 7

      Regardless, I’m going to do a major update of the guide when 3.1.1 comes out, as a lot will be changing.

  • Nat571

    Hey what utility abilities should I choose for a dps tactics? I didn’t see a build in the tactic overview..

    • TheHarbingersKwerty

      My typical set up would be:

      Battlefield Training
      Reflective Armor
      Muzzle Augs
      Advance the Line
      Sonic Rebounder
      Charge the Line
      Re-Energisers/Guard Cannon (Use Guard Cannon if the fight is heals intensive and not on farm)

      Though depending on the fight, I tend to swap the utilities around. Here’s some examples from HM Fights.

      Battlefield Training for Shrap Satchel (Torque – the room is small and you need AoE)

      Battlefield Training for Iron Will, Re-Energisers/Guard Cannon for Electro Shield (Underlurker – the only time you need to move is when you are slowed by 90%, so a shorter HtL cooldown helps a lot. You also take lots of damage, so Energy Shield is up a lot if running pyro, and electro shield will work on almost every mob spawn due to this)

      Reflective Armor for Shrap Satchel, Advance the Line for Accelerated Reel, Re-Energisers/Guard Cannon for Paralytic Augs (Revanite Commanders – the only time CC is good for a fight – and you definately need CC here)

  • Sheejaa

    I have a Question regarding your crazy gearing method with not all auguments implemented i reached the accuray cap should i put the rest in power or in alacrity?

    • TheHarbingersKwerty

      If your alacrity isn’t over 600, go with more alacrity. Otherwise, power.

  • JediKKatarn

    Nice guide, advance the line is 4 seconds not 10 🙂

    • TheHarbingersKwerty

      No idea how that happened, let alone how it lasted so long 😛

      It should be fixed now.

  • Smow

    Hey Kwerty I need help! I got full 192 gear (Changed all the mods to get into the ratings you said) but my abilities hit way less than your parse D: (which you did in 186 right?) What am I doing wrong? (I have 1541 of power is that good enough? Do I need more?) Thanks bro!

    • TheHarbingersKwerty

      The example parses were done in full 192 token gear with 312 crit rating, rest in power (including all but 2 augments which were accuracy), as well as using a Purple attack adrenal and a purple stim. So you may or may not have as much power as I did when I did those parses.

      • Smow

        Oh oK! Phew! Thanks! Oh I capped my acc (777 rating) with just enhancements, and then augmented all my gear with power augments, should I keep it that way? Oh also my surge is at 222 ( I have 64%) and my crit 240 (24.97% on plasmatech) I only have 111 alacrity rating, should I also keep it that way? Or trade an augment for something? THANKS!!!

  • Dan

    Is this going to be updated to account for the ruinous changes to Plasmatech?

    • I think Kwerty is updating it now and should be ready by tomorrow

  • Dragon Heart

    So let me get this straight, having the set bonus from… black hole gear (i think?) would serve better then a 192 no set bonus? how bad of a drop would happen if i went with the non set bonus gear?

    • TheHarbingersKwerty

      146s would be challengers gear, not black hole.

      Anyway, dropping from 198s to 146s for 4 armorings is about a 240 point drop in Aim (post buffs). So you’re choosing between a 2% drop in damage, or a 240 point drop in Aim.

      Now while the 240 point Aim drop is about 6.5% of your aim, when you also add in Power and Tech Power/Ranged Damage, its much closer to only a 1.5% boost.

      Note: This is only worth it for Tactics spec, as Plasmatech has a far lower contribution from High Impact Bolt.

  • TheHarbingersKwerty

    Anyway, the guide is now up to date! Now… for Powertechs… -_-

    • James Dobry

      How are you hitting 720 alacrity at this point?

      Most i can get is 652 (If i Get my Alacrity enh to 198s). And that’s if i switch out my other Surge Aug for alacrity.

      Right now i have

      5 Alacrity enh
      2 Accuracy Enh, 1 Accuracy Ear + 8 Acc Augs
      Implants are Surge + 1 surge augment
      And 5 Power Augments

      Surge 292
      Alacrity 582
      Accuracy 100.00 even (758)

      What’s your gear looking like in the way of enhancements and augs (ear and Implants too)

      • Dan

        Replace one Acc enh/ear with Alacrity, then add two more acc augs

  • SupRun

    So…..Plasma VGs are screwed, basically.
    And we would have gotten away with it if it wasn’t for those meddling Imps and their stupid broken set bonus.
    I should make a new VG in Tactics spec named “Buffplasmatech”

    • TheHarbingersKwerty

      I was tempted to do that, but I think 2 Vanguards + a Powertech is enough… for now

      Maybe later I’ll make another VG named “BuffPlasmatech”, and a chiss powertech with a mohawk named “Sønic”

  • Paul

    Hey, I only have access to Yavin 186 gear and GTN and would like to know what stats should I go for with it? You put the token gear but not much about starter setup. Thx in advance! P.S. It’s for Tactics Vang PvE

    • TheHarbingersKwerty

      Assuming you made the thread on the official SWTOR forums, I’ve got the recommended stat distribution posted already.

      In case you missed it.

      NOTE: ASSUMES FULL AUGMENTS, CRAFTED 186s WHERE POSSIBLE, COMM 186s WHERE IT MAKES IT CHEAPER (AKA MODS), AND NO SET BONUS.

      281 Crit
      204 Surge
      408 Alacrity
      772 Accuracy (4 enhance + 7 augments)
      Remaining augs as Power/Crit

      • Paul

        Thanks a lot!

  • AriaOfHavoc

    Hey Kwerty,
    Can I ask how you’re determining your rating numbers? I only ask because between your parses linked here and some of the parses I saw from the Nerf are higher than many other classes yet you rank the damage of plasma and pyro lower than other said classes (specifically Deception/Infiltration assassins and shadows who have a single target rating of 7 versus your 6 and 5 for pyro/plasma). It’s not me trying to nitpick so much as I am legitimately curious how some of you guys come up with these numbers. I mean a 5 rating is the same that was given to Madness sorcs which are godawful on a parse, but the parses I am seeing are beating that spec by ~500 DPS.

    • TheHarbingersKwerty

      I was basing it off the following (average, not peak):

      1-3: Tank/Healer spec DPS capabilities
      4: 4.5-4.6k in optimized Revanite (Madness/Balance)
      5-9: Previous Rating + 100dps
      10: 5.1-5.2k in Optimized Revanite (Assault/Innovative Ordinance)

      This obviously puts some of the other specs at the wrong rating, but its the best way I could come up with for puting a reasonable rating system up.

      In other words, Optimized Revanite gear will have average parses of 4.6-4.7 for Plasmatech, 4.7-4.8k for Pyro, and 4.8-4.9k for AP/Tactics

      • AriaOfHavoc

        That actually makes a good bit of sense. Thanks.

  • TheHarbingersKwerty

    Thanks to me being proven horribly wrong about the legitimacy of the top Plasmatech parse, I am going back to try a new rotation for Plasmatech/Pyrotech. Updates on this will be out Soon™

    Note: I’m using the PTS for this, so I may just leave the update out of it until 3.2 drops.

    Basically I take High Impact Bolt, and move it to the end of each 15 second cycle instead of being in the middle. Everything else is shifted 1 position earlier.

  • SupRun

    Kwerty-
    Full alacrity augs for Plasmatch? Yay or nay? Your thoughts?

    • TheHarbingersKwerty

      Tempting, but after 600 rating it starts dropping in damage again. With full alac augments, the damage output is about the same as full power or full aim augments.

      Though with Plasmatech’s terrible resource management, the extra alacrity could help in fights with downtime for resource management (see – every fight i’d even partially think of runnung plasmatech on. Except Sparky)

      • SupRun

        Plasma is an awesome spec for Revanite Commanders. It would be even more so with the DoT spread, but even without it’s very good for that fight.
        LIGHT EVERYTHING ON FIRE!!!!!!
        So I guess I’ll go with ~575-590 alacrity from augs, then the rest in power.
        Thanks!

  • Zizek

    For HM ops, which one would u choose? Tactics or Plasma

    • TheHarbingersKwerty

      For now, all 10 fights favour Tactics. Come 3.2.0, if the current changes are the only ones, Plasmatech would be better for Sparky, Torque, Malaphar, Revanite Commanders, and depending on how the bosses are tanked, it can work better in Blaster Master. I wouldn’t risk Corratani without the AoE DR of Tactics though.

  • Brittney B

    I’m gearing my VG with a DPS offset, going with Tactics. I’m trying to compare the red line (2/2 surge/alacrity split) and the black line (Crazy gearing method). What is the difference between 95 and 100 dps potential? I have a wireless connection with a server lag of about 75ms, does this play a role in what I should choose? (I know, I know…I’m thinking about how to get a wired connection to my computer, short of taping one along the trim through my house). I run on ultra settings with a fps of 60. I really appreciate any advice, thanks in advance.

    • TheHarbingersKwerty

      Alacrity will be beneficial regardless of latency, hell, I play with ~200 latency (no local servers – RIP Dalborra) and the benefits of it are noticable.

      The real issue is if you have input delay. I’ve noticed recently I have to mash the buttons on my keyboard even more often than usual in order to reach the APM I should be hitting, and even with that I’m ~2APM behind what I used to be doing – which results in like a 200-250dps loss.

      In 192s, the black line is ~4.5k DPS (Remember, this is an average over a 6 minute parse, so you miss out on the benefits of the OCDS near the end of the parse) and in 198s, the black line is ~4.9k DPS. So 5% below would be ~4.3k DPS and ~4.7k DPS

      • Brittney B

        Awesome, thank you. I wasn’t sure if the dps potential was percent based or something else…seems obvious now…I feel silly 🙂 I have decided to go with your crazy gearing method, 5% seems like too nice a boost to just pass up. Now I just need to keep practicing with the rotation. I prefer priority based rotations but find I am having a harder time getting used to the 4 GCD block system.

  • Ryan

    Kwerty I’ve just switch to your Alacrity build.. currently in all min/maxed 192s with 198 earpiece and implants. My crit is 401 with surge at 240. My alacrity is sitting at 794 with 797 accuracy. Is there anything you would change on these numbers? Not sure if my alacrity is too high or not high enough

    • TheHarbingersKwerty

      I’d probably drop a little Alacrity and Accuracy. In fully optimized 198s, going over 720 alacrity is the point when it starts going down, and 758 accuracy is basically the hard cap for it, where every extra point is wasted as we don’t dual-wield.

      Other than that, everything looks perfectly fine. So just swap an Alac Augment for a Power one, maybe an acc augment for a power one and do some shuffling of Alac + Acc pieces (though that could get expensive so I don’t blame you if you decide to stay at 742 Alac/747 Acc)

      • Ryan

        Thank you very much Kwerty! You da man!

  • Hanjankers

    If I am gap closing with the opener, is it okay to switch high impact bolt and gut around or will that have a negative impact on my dps?

    • TheHarbingersKwerty

      You would lose 5 energy and 3% damage on High Impact Bolt and possibly Assault Plastique, unless you’re running with a smuggler (they tend to put a bleed on really early). Though every boss has a small enough aggro radius for you to get to melee range by the second GCD of the fight (special mention of revan, who ignores you from any range till you hit him – he’s gotten slack over 300 years)

  • fastguestpostafterreading

    “Focus Stims: Battle Focus increases damage reduction by 5% while active”
    In Ion Cell it increases damage dealt by 5%, not damage reduction.

    • TheHarbingersKwerty

      True… but since you don’t use Ion Cell as a DPS that effect was left out. If you want to stance dance as a DPS, there are far better options out there. Like Guardians

  • Shini

    Hi,
    I am at BIS 198 Revanite Gear except for Chest Armor Plate and Reflex Barrel. Sorry, if this question had already been asked, but i couldn’t find an answer how you reach 720 alacrity. Can you tell me how many power, acc and alacrity augments you use? I am very curious and want to try it out on a dummy/raid boss.
    PvE Tactics

    • TheHarbingersKwerty

      Right now, i’m using 2 accuracy enhancements, 10 accuracy augments, and 6 alacrity enhancements. Feel free to deviate a little from this, as going 50 points in either direction for any stat doesn’t really have any noticable effects on your DPS (e.g. 724 alacrity is pretty much the same DPS, only the 724 alacrity/756 accuracy gearing option has a 0.01% chance to miss, and I don’t like missing)

  • Ben

    I’m currently running the Alac build and my alac has climbed far above the suggested amount. How would I get this down to a reasonable level? Would I swap alac for surge (which is already at 240) or should I do something with my augs? (I’m running 3 acc, the rest alac)

    • TheHarbingersKwerty

      I’d probably drop a little of the alacrity augments into Power ones. Not too much though.

      As for pyro gearing in 3.2, its not that different, maybe a little bit more crit rating + surge, but its well within the +- 50 rating range that I’d recommend, so as such if you’re already using a set for Pyro/Plasmatech, then you won’t need to change it.

      Well Pyro would, because they need ~100 more crit, but thats cause the bugged set bonus is being fixed.

  • Ben

    Also, what are your predictions for pyrotech gearing in 3.2?

  • Packs

    I saw this posted a while ago, but it got lost in the comments.
    When 3.2 hits, which fights will Plasmatech be superior in? Also, with Plasmatech energy management getting better in the upcoming patch, do you think it will top the parse leaderboards for Vanguards? (or in general? who knows? 😛 )

    • TheHarbingersKwerty

      The answer could probably be in the Powertech guide’s comments, but here’s what I know:

      Sparky: Plasmatech / Pyrotech (AoE Capabilities)
      Bulo: Tactics / Advanced Prototype (Mobility)
      Torque: Plasmatech / Pyrotech (AoE Capabilities)
      Master Blaster: Player Preference
      Corratani + Ruugar: Tactics / Advanced Prototype (Mobility, AoE Damage Reduction for Ruugar phase)

      Malaphar the Savage: Plasmatech / Pyrotech (AoE Capabilities, and the fight is a joke anyway)
      Sword Squadron: Tactics / Advanced Prototype (Mobility, AoE Damage Reduction)
      Underlurker: Tactics / Advanced Prototype (Reflexive Shield + Electro Shield, better damage at long range)
      Revanite Commanders: Plasmatech / Pyrotech (AoE Capabilities, Target Swtiching)

      Revan: Haven’t pulled him yet, but I can see good arguments for both Tactics/AP and Plasmatech/Pyrotech. Tactics/Advanced Prototype is far more mobile and takes less damage from Heave. However, Plasmatech/Pyrotech can have far more damage going to the core while its facing unstable aberrations in the last phase.

      OTHER NOTES:
      If the raid lacks an armor debuff, running Tactics is recommended over Plasmatech.
      Despite the 2 performing relatively similarly, Plasmatech needs the susceptible debuff from an external source to reach its full potential, whereas Tactics doesn’t have to worry about that.

      As for dummy parses? Plasmatech, in my limited testing on the PTS, was far more reliable at doing its damage. I couldn’t get a stable latency on it though, so whereas I’m at ~4.75k DPS average on live, my PTS average in Advanced Prototype was at ~4.55k, and that was after swapping my 3 192 mods for 198 ones.

      Meanwhile, my average DPS in Plasmatech was ~4.65k DPS, but my APM was 2-3 lower than it is on live, so I have a feeling that I was missing out on a lot of damage.

      Also note my max DPS on live was ~4.9k in Tactics, while on the PTS my max I hit with plasmatech was 4.95k (with more optimized mods though).

      TL;DR I have no idea how Plasmatech is going to do on live because the PTS server is terrible. Resource management and stuff is great though.

  • Smow

    Hey Kwerty, right now I’m using 192 with 4 198 pieces fully augmented with power,a 2 set bonus, my stats are 1707 power (with purple stim), 777 acc, 378 crit, 342 surge, 0 alac and I’m parsing 4k~4.2k and I have a 150~200 ms, what can I do to get more dps? I’m interested in your alac heavy build, is it worth? And what is the best way to get those stats? Change my augments to all alac ? switch some crit/surge enhancements? Really need help on this one 🙁 Thanks bro!

  • TheHarbingersKwerty

    And the 3.2 guide is live! After I’ve gotten my 204 mainhand and done some pulls on Revan, another update will be coming with specific raid tips, so keep that in mind for the future.

    • Packet

      hey bud, Packet from DWBI on BC here. Is that new graph legit or just theoretical? (I want solid numbers rather than hypothetical stuff ya know?) Good Luck! <3

      • TheHarbingersKwerty

        As I didn’t exploit a 204 mainhand, its currently Theoretical. I intend to prove it to be the case ASAP, though for all previous tiers it was legit

        • Smow

          Hey Kwerty, right now I’m using 192 with 4 198 pieces fully augmented with power,a 2 set bonus, my stats are 1823 power (with purple stim), 777 acc, 282 crit, 342 surge, 0 alac and I’m parsing 4.1k~4.29k on tactics and I have a 150~200 ms, what can I do to get more dps? I’m interested in your alac heavy build, is it worth? And what is the best way to get those stats? Change my augments to all alac ? switch some crit/surge enhancements? Really need help on this one 🙁 Thanks bro!

          • TheHarbingersKwerty

            Currently, my model is no longer accessible to me as I used matlab, and the license expired on friday. HOWEVER

            I am currently in the process of converting the model into a C# program, which I’ll give access to for other people. The gist is you can put 3 different mods, 3 different earpieces, 6 different implants and 6 different enhancement options in, and it will tell you what Best in Slot would be when using those options, and also which Augments + Crystals to use. This may take some time to get out there though (Don’t expect it for quite a while).

            However, based on your stats, I’d say i’d first need to see a parse with your gear to have an estimation.

            As for alacrity heavy gearing, its worth it, otherwise I wouldn’t currently have 720 alacrity! The best way I found is to get the token gear, and then augment for accuracy (e.g. if you were to have 1 of each slot in revanite tokens, you could get pretty much BiS by taking the Acc/Power earpiece, Acc/Alac implants, Combat Tech’s everything but helmet + mainhand, and eliminators for whats left, then just get Acc augments to 100% and you’re done), but since there is about a leeway of 100 on each side you could also go about augmenting alacrity, or even augmenting surge.

  • SupRun

    I’m currently running 6 Acc enh, 1 Acc implant, 1 Surge enh, and 7 Alac aug in full 192s (mostly unoptimized). Would it be best to aug everything else with alacrity? Also, is the old set bonus a big boost to DPS? I’m currently going to be working on set bonuses for new toons due to 12xp and would rather them be hitting full min/max 192s at 60 if the set bonus isn’t like a HUGE boost.

    • TheHarbingersKwerty

      The old set bonus is about a 2% boost in DPS, but it also has to sacrifice Aim to get it. If you want a decent boost as opposed to an average boost, you’d need to get it from HM or NiM DF + DP (rating 180+ armorings) as while you’d want 174+, NiM SnV/TFB is far more difficult than HM DF/DP.

      As for gear, 1 surge piece is a little low, I’d go for between 200 and 400 surge rating depending on gear level (~200-250 for 186s, ~220-280 for 192s, ~240-300 for 198s and ~250-350 if you have a 204 mainhand), and also note once you get over a certain threshold for alacrity then power augments are strictly better.

      Finally, without any set bonus, you want ~30 crit rating more, as you no longer have the auto-crit on Cell Burst (or the reduced cooldown on Battle Focus if using the old set bonus)

  • marinica

    hello. any reason why hammer shots are missing even at 100% accuracy? there are 5 shots in 1.5 seconds, but what is the accuracy formula for them?

    • TheHarbingersKwerty

      Accuracy for Hammer Shots is 10% lower than everything else, so Hammer Shots will miss unless you run 20% accuracy. Which is not the smartest idea.

  • Ai

    Hey Kwerty. Love your guide! Have a question though: how much DPS should I be averaging with full BiS 192 using your heavy alacrity build? At the moment, I can’t seem to do more than 4.4. I’m just wondering if I’m on the right track. Just for reference, I have 438 Crit, 222 Surge, 530 Alacrity.

    Thanks in advance!

    • Ai

      430 Alacrity*

      • TheHarbingersKwerty

        Sorry about the delayed response Ai, I had a lot of stuff over this past week and was unable to respond.

        You should be doing about 4.5k DPS if you were to keep your APM up while using the high alacrity option with resurrected gear, though you can push this a little higher if your OCDs are timed properly (fire the second set of missiles immediately without battle focus in order to pull this off, But only do this if your total DPS is <4.56k otherwise the third set won't be finished when the dummy is killed)

  • Sindariel

    I think you mixed up surge and alacrity values in the Monolith graph in Tactics.

    • TheHarbingersKwerty

      Nah what happened with the monolyth graphs is I made them before it was revealed the mods were bound to the mainhand, as such I assumed (incorrectly) that you could use multiple 204 Power/Surge enhancements.

      However, as I can’t access matlab anymore, I am having to rebuild everything, which until I do that, I can’t alter the graphs.

      BTW sorry about any delayed responses

  • Ryan

    Currently for the new Plasmatech rotation..what is the alacrity build? gear wise? I’m sitting at 252 crit.. 240 surge and 491 alacrity. Should there be any changes?

    • TheHarbingersKwerty

      I’d drop crit a little, and depending on your gear level i’d add a little more alacrity. Of course, this all depends on your gear level.

      Give me that and I’ll give you something to work for

      • Ryan

        all 192s min/max with head piece 198 min/max with 198 implants and relics with a 192 earpiece

        • Ryan

          sorry, relics are 192s..probably doesn’t matter too much lol

          • TheHarbingersKwerty

            Every bit of info helps!
            I’d say drop down to about 100 crit rating, and other than that it should be fine. Might take a bit to get the crit to that level, but then again with your crit at 250 you’ll do a little better in Tactics than if you were running 100 crit and respec depending on the fight.
            It all depends on if you want 1 set of gear, or two.

            • Ryan

              Thanks kwerty.. was also wondering what my alacrity should be around this gear level? how much should I bump it up from 491

              • TheHarbingersKwerty

                Oh in full 192s I’d say you want ~444-555 alacrity, maybe a tiny bit more. The big jump comes in with the 198/204 gear that is current BiS (i’m even thinking about going full alacrity augments), but for now that looks like a good level of alacrity.

  • Charlie Hart

    Thanks so much for the guide.

    So I am in all Commendation Gear. Mix of 198, 192 and 190 stuff. I find that the 190 Ziost enhancements are better than the 192 or 198 enhancements.

    Aim = 3624 (198 from stim)
    Power = 1301 (81 from stim)
    Accuracy = 755 (99.98%)
    Critical = 388 (21.1%)
    Surge = 379 (69.67%)
    Alacrity = 423 (5.22%)
    (I did not apply any class buffs)

    Question My Accuracy is at 755 and have the companion accuracy buff, but my tool tip states 99.98% accuracy. I was swapping Augments around because my Accuracy had climbed to 810 as I upgraded from augmented 186–>192/198 stuff. Is this a tool tip bug or do we need like 758-760 accuracy to hit 100%

    • TheHarbingersKwerty

      Yeah you’d definately want to swap some gear to power. Remember you can also get gear from the Med-techs gear, which tends to have more power options, and also Mk-2 Massassi + Deceiver gear from HM FPs, SM Ops and HM Ops all have the good enhancements.

      As for the Accuracy question, the exact 100% accuracy point is at 758 rating. However, being over 750 rating will get you an accuracy of 99.93%, and unless you do a lot of shuffling it will be difficult to get exactly 8 more accuracy. So once you get to that point, the question you have to ask yourself is “Do I want to have a lot of excess accuracy and by extension less power, or do I want to have a minor chance of missing?”

      In story mode content, chances are the better option is just have that minor miss chance. There aren’t any mechanics that can cause wipes from being slightly too low in DPS when you consider how good each class is right now, and there aren’t any interrupt mechanics at all really with current content. And when all your 190 enhancements are upgraded to 192 enhancements that should give you enough accuracy to have the 100% you need.

      Also note that while the surge is starting to get a little high there, unless you’re specifically augmenting for it you are better off having higher surge and better enhancements than having lower surge and worse enhancements to replace them.

      Just get 2-3 Surge Enhancements (3 if you want those slightly harder crits) and you’ll be good.

  • Rob

    Hey Kwerty,
    I am in 192s min/maxed. I have 1 helmet that’s 198s and 2 implants and 1 192 earpiece. Relics are 192s. I currently have 408 Critical, 240 surge, 647 alacrity (7.61%), 788 accuracy. Raw power rating is 1838. From your Kwerty alacrity build I seem to have a lot of alacrity than posted on that alacrity/surge line numbers. should I replace the alacrity with power or crit?
    2 accuracy augments
    4 power augments
    8 alacrity augments

    • TheHarbingersKwerty

      It all depends on if you can take full advantage of the extra alacrity. The most important thing to note is that if you can’t take advantage of your current APM, there is no need for extra alacrity.

      If you are able to take advantage of your current alacrity right now though, I’d drop the alacrity by ~100 (2 augments) in favour of power, as that puts it in the +- 100 range for both optimized 192s for Tactics and Plasmatech, but also since you have a little more than 192s it means the optimal alacrity is slightly higher than as represented on the graphs, so being slightly above is perfectly reasonable.

  • Patrick Swayze

    Hi man,
    I am currently playing as tactical vanguard dps, your guide is kinda awesome and I’m looking how to improve my damages, I thought maybe you could help, here is my stuff :
    – 198 earpiece (power accuracy)
    – 192 token implants (accuracy critical) x2
    – Relics are 192 tokens (+power and +mainstat)
    – 6 pieces bonus 192 (every mods are +82 power and every enhancement +74 power)
    – 1 belt with 198 armouring and 192 token(+82 power)
    – Weapons are 192 too (+82 power mods and +74 power enhancement)

    About augments and enhancements :
    – 8 aim augments, 2 accuracy augments, 4 alacrity augments
    – 2 alacrity enhancements, 2 surge enhancements, 3 accuracy enhancements

    My stats are :
    Aim = 3893 (+198 from stim)
    Power = 1538 (+81 from stim)
    Accuracy = 779 (100,2%)
    Critical = 312 (27,42%)
    Surge = 222 (69.67%)
    Alacrity = 430 (5.3%)

    My parse on 1M hp dummies are around 4000-4050 dps, my question is what do i do wrong ? Is there anything wrong in my stuff or something ?
    Thanks for reading

    • TheHarbingersKwerty

      The stats look about right (Hooray for people using proper mods instead of the useless stuff from commendations!), so I’d have to look at a parse. Upload it to http://parsely.io/ and I’ll come back to you with possible improvements.

      • Patrick Swayze

        http://parsely.io/parser/view/34992

        Here it is (it looks like I’ve improved a little bit i’m at 4250)

        • TheHarbingersKwerty

          Well since I don’t speak french (I believe its french), I’m assuming these are the translations, followed up with a brief comment about it:

          Etripage – Gut – Usage is fine

          Tir a Fort Impact – High Impact Bolt – Usage is a little low

          Frappe de Crosse – Stockstrike – Usage is a little low

          Afflux tactique – Tactical Surge – Usage is fine

          Economie de cellules – Reserve Powercell – First use is a little early

          Rafale de cellues – Cell Burst – Usage is fine

          Concentration au combat – Battle Focus – Usage is fine

          Canon d’epaule – Shoulder Cannon – Usage is fine

          Plastique d’assaut – Assault Plastique – Usage is a little low

          Tir pilon – Rapid Shots – First use is early

          Recharge des cellules – Recharge Cells – usage is fine (first use is a little late)

          After all that, its also noteworthy that your APM is a little low – you’d want ~49 APM with that much alacrity, and you’re currently sitting just over 47APM. That’s probably your biggest DPS loss (~180 DPS). The other thing that can improve DPS is something I apparently removed by accident relating to the opener – You can use Explosive Surge to pre-proc Tactical Accelerator, allowing you to have 15 extra energy from the 3rd GCD onwards (first High Impact Bolt). This goes on to result in not needing hammer shots at all until the ~1 minute mark, and also pushes back recharge cells + reserve powercell a bit (I personally use Recharge Cells with the second Cell Burst, and Reserve Powercell with the third), which would result in a little more DPS.

          Basically, just practice mashing those buttons more to get your APM up, and it should all be good.

          • Patrick Swayze

            Thanks a lot for your time and sorry for the french parse I didn’t thought about translate, I will practice, thank you again

  • Shini

    “Pre-Opener”: Tank starts counting-> Explosive Surge to get Tactical Accelerator….Pull!
    AP->Gut->(Battle Focus+Adrenaline)Cell Burst->HIB->SS->HIB->TS->….
    Starting a fight with Tactical Accelerator makes your resource management very easy at the beginning.

    • TheHarbingersKwerty

      And here was me thinking I’d left that in. It is mentioned in the Tips and Tricks though. Next time I update the guide Ill adjust the note on the opener to include this.

      • Shini

        Okay 🙂 Btw I finally started to try the Alacrity Equip Stlye^^
        Equipped BIS 198 and 204 Barrel+Enhancement.
        Stats:
        720 alac
        432 crit
        760 acc
        bonus dmg: 2013-2383

        I did that by using 10 acc augements, 2 acc enhancements, 6 alac enhancements. Everything should be fine?

        Thanks a lot for your help 😉

        • TheHarbingersKwerty

          Yep, that looks about right for Tactics. If you were after plasmatech you’d want ~250 less crit, but this isn’t plasmatech, is it…

          • shini

            Yo, you’re right. That’s for Tactics

  • Ryan

    Hey charity,

    This isn’t a vanguard question but its in regards to alacrity and you seem to be the alacrity tested guru. Have you at all tested alacrity builds on commandos for Assault Spec? If so, what have you found to be best for 192s min/maxed if you have any numbers along with crit/surge/power, etc.

    Thanks for whatever you can give me!

    • TheHarbingersKwerty

      I’ve been playing around with it recently. My sweet spot is around 450 in resurrected gear, but as I went straight for that I don’t have a comparison with low alacrity builds.

      I do have this bit of information from our red team run which I helped out with on wednesday though: On sword squadron, my mando did 3480 DPS, which was ranked in the top 9% according to starparse, with an APM of 35.89 (which is obviously low as APM for an assault mando should be as high as it is for Plasma VGs, and since I rarely had to move…)

      Note that this was with no augments in the earpiece/implants/relics, and the earpiece/implants were basic comms stuff (so incredibly bad) and the relics were rusaan ones.

      Take that as you will, but in my opinion I could have done a lot better at least on that fight. Also note I didn’t put my 204 mainhand across (though I was tempted to after the first couple of pulls on Underlurker)

      • Ryan

        Awesome! Did you have to change your crit/surge ratings at all? I’m running around 494 crit at the moment with three pieces of surge plus 1 surge augment

        • TheHarbingersKwerty

          A llittle lower on crit, its exactly 400 right now. I’m using 3 surge pieces, but no augments

          • Ryan

            Okay, I’ve rearranged my gear to have the following stats. Its the best I could do in a quick turnaround and have some up with these numbers: Crit:394, Surge: 333, Alacrity: 416.
            I’ve done 2 parses with alacrity at 468 (just 1 added alacrity augment) and I had APMs of 39. I’m not sure if that’s where it should be but the parse was on the lower end…4300 approx. Should I stick with the lower end of the alacrity, 416 or stay high/above the 450 spot?

            • Ryan

              My parse with 416 was lower but higher APMs (39.4) but a parse of only 4200. I guess my biggest thing is why are the so inconsistent in the numbers that I’m getting. is it rotational?

              • Ryan
              • TheHarbingersKwerty

                The inconsistency between the numbers is more a case of the fact that Mandos have a 40% surge boost to most of their abilities, meaning that crit luck causes even wilder swings in either direction. Its why parsely’s high scores have ridiculous numbers on mandos, yet on average a mando is only slightly better than a DF slinger – which has no surge boosts so the swings due to good or bad crit luck aren’t anywhere near as drastic.

                As for the exact value, I’ve noticed that being +- 100 from a specific point usually has only miniscule differences in DPS that aren’t observable outside of a simulation or a model, or a thousand actual repeats of the situation (which no one is going to sit through). So both 416 and 468 alacrity are decent enough values to shoot for, and the DPS difference shouldn’t be that noticable at all.

              • Ryan

                Gotcha, so I guess what general range is considered ideal for a 192 resurrected geared commando to parse in Assault? I’m hitting anywhere from 4100-4400 from my parses.

              • TheHarbingersKwerty

                Assuming complete 192s (and no crappy comm gear), and using a purple attack adrenal, and having all the datacrons, you should be doing about 4400 dps average. Of course, this assumes that you hit optimal APM, which is quite a difficult task to ask someone to pull off simply because of input latency.

                Also note I use a slightly different rotation to the one Marisi + Fascinate recommend, simply cause I look at things more mathematically than others most of the time, and the fact that 15x AP + 1x HS is more damage than 16x CB, even though they cost the same, is enough to drive me from using the one dulfy has up on the website (even though they are getting better numbers than others were). Well that and muscle memory

                My personal rotation is:

                SB -> IR -> FA -> [EN/CB/HS] -> MB -> AP -> CB -> [CB/HS/MB] -> [ER/MB] -> repeat

                ER pushing MB earlier in the rotation when it procs
                Fillers are Electro net whenever, hammer shots + charged bolts outside execute range, and Explosive Round/Hammer shots inside it.

              • Ryan

                Thanks kwerty! I will def try out yours and see what gives me more averaged best results! Appreciate you taking the time to help me figure this out!

  • Ryan

    Kwerty* (Stupid Auto correct)

  • plznooo

    For Tactics, you say that we should replace Tactical Surge with Explosive Surge if we have more then 2 targets and have the utility for 25 % extra dmg on Explosive Surge.

    Can you explain why ?

    My Tactical Surge hits for 4214 – 4348, while my Explosive Surge for 1899 – 2055 with 25 % extra dmg on it.

    2 x Explosive Surge = 3798 – 4110. Thats still lower then damage from Tactical Surge. Don’t we need 3 or more targets to use Explosive surge instead of Tactical Surge ?

    For Plasmatech it makes sense to use Explosive Surge with 25 % dmg utility over Ion pulse when there are 2 or more targets.

    • TheHarbingersKwerty

      That is most likely a typo. Ill fix it up later today.

      • plznooo

        Wow, thats really cool. Never noticed before its 2 different types of damage.

        Thanks for the help.

  • Secrus

    Are both specs giving fairly the same DPS? I am going to start up a Vangaurd DPS and I would like to know that. And which spec is better for leveling

    • TheHarbingersKwerty

      They both perform about the same as each other. Plasmatech has the better AoE, whereas Tactics is more durable, mobile and bursty.

      I recently levelled another powertech and for him I used Pyrotech (Plasmatech) most of the time, though I did use Advanced Prototype for getting a couple of the datacrons that were hiding behind extremely dangerous enemies just so I could run circles around em while mako kept me up.

      Mainly because Flame Sweep (Explosive Surge) with the 2 utilities to boost it + Auto Combustible Gas Cylinder (Plasma Cell) is incredibly strong at wiping anything out, and it only gets better at 40 with Pulse Generator and then 44 with Incendiary Round spread (Screw imp terms now, its a pub guide!)

      • Secrus

        Now I am sure what I have to do. *deleting Merc and creating PT and Vanguard*

  • ultimaz

    I was wondering if you could update your gear guide graphs cause they arent loading anymore for plasmatech

    • TheHarbingersKwerty

      Its loading fine for me, so no idea whats wrong on your end

  • Tsui

    Yo Kwerty,

    I have started to run HM Rav and ToS and was just curious when I should start switching from the resurrected graph to revanite for tactics? I know you said that being 50 points in either direction is fine in regards to the graph so if I did that 5 192 BiS alacrity 1 198 BiS alacrity enh I would be within that 50 point mark. Also, what’s the sweet spot in terms of crit for both I have mine around 350-370 for resurrected while prob around 390-400+ for revanite?

  • yamil

    these guides are so overwhelming for me…. :/ I switched to Tactics cause i started doing PvP and trying to successfully get off a pulse cannon in plasmatech I chaos…. I get that the focus of tactics is to use the HiB to power up CB and maintaining the bleed effect but after only a short time my energy is gone even after using the powercell and reserve…. obviously I’m not doing this right, to be honest I’ve never gotten this in-depth with game and/or class mechanics. So if anyone can help a guy out it’d be much appreciated 😛

    • rebuiltHK47

      Informative Statement: This is for PvE. Don’t use the PvE rotation for PvP. It doesn’t work at all.

      Agreement: I do agree however that this Tactics guide is not helpful. It’s too complex. There needs to be some simplification, or more visuals. I just don’t get the GCD1 GCD2 GCD3 GCD4 part. How is that supposed to work?

      Observation: It’s a lot easier to understand that X ability takes priority over Y ability. It’s not easy to understand the up GCD visual at all.

      Statement: In fact, I just followed an X ability takes priority over Y ability (not the one in the GCD visiual), and got a 4:01 parse. (min/max 198 helmet, implants, 1 relic, ear, the rest all 192 min/max minus 1 186 relic). So it’s not as if I can’t utilize Tactics, I just can’t follow this guide due to the layout/explanation. Tactics is very similar to the old Assault, which I was very proficient at.

      Query: Could I get better numbers?

      Answer: Probably, but again, not when trying to read this Tactics guide.

      • TheHarbingersKwerty

        Yeah as i’ve said on the forums, the rotation has a better way of explaining it. I’m in the process of making a far clearer version of it for the guide, however, this is unlikely to make it out during the 3.X cycle anymore due to uni assessment taking priority.

        As it will need an overhaul in 4.0 anyway, that is the perfect time to incorporate the update

        • rebuiltHK47

          Exclamation: Oh good!

          Agreement: 4.0 will make things interesting.

          Statement: If it helps you or anyone reading this, I followed the ability priority list of AP>SS>CB (w/4stack)>HIB>TS. So if HIB was procced but AP or SS was off cool down, I’d use AP or SS (or both at times) according to priority over HIB.

  • jediguy

    hey kwerty, can u give me a quick tip, in 4.0 i know tactic parse way better than plasma, but how well each specc perform in an actual bossfight?
    ty

    • TheHarbingersKwerty

      Well tactics always performed better in a bossfight pre Plasmatech nerf, so there is pretty much no reason to go Plasmatech anymore until it gets buffed.

      Oh and the RL reasons for the delay will be gone by Saturday, so expect an update by the 13th or so.

  • Guest

    Hey!

    So I’m parsing on the 1.5M dummy, and I keep seeing that my use of hammer shots is consistently higher than the top parses out there (my 3-4% compared to their 1-2%)…I know I’m hitting my TA proc every time its available, and not delaying it. I try to HS ~65 energy or so. Are there any other reasons you think I may be relying a bit too heavily on it? Thanks!

    • TheHarbingersKwerty

      I’d have to see a parse to be able to tell, though it could just be because they got stupidly high crit rates on their abilities that aren’t called Hammer Shots, resulting in far higher contributions from non-HS abilities

      Check the use rate of their HS to yours for a better idea.

  • Secrus

    When can we expect 4.0 guide for tactics?

    • TheHarbingersKwerty

      The AP one was sent off yesterday, and i’m about to send the tactics one off to dulfy to get uploaded. So as soon as she’s done making it look good

  • Adri Anton

    I made the rotation for 4.0.3 of plasma. Now a days there’s no guide in dulfy

  • Fredje

    Also still waiting for the 4.0 guide. So please don’t forget us! Love your work.

  • Nixx

    Any word on the 4.0+ guide as of yet?

Back to Top