3.0 Class Guides 3.0 Gunslinger SWTOR

SWTOR 3.0 Dirty Fighting Gunslinger DPS Guide by Cloake

SWTOR 3.0 Dirty Fighting Gunslinger DPS Guide by Cloake of Begeren Colony.


Intro to Dirty Fighting Gunslinger


  • Bravado : Increases maximum energy by 10
  • Crack Shot : Increases the range of Quick Shot, Flash Grenade, and Distraction to 30 meters, and additionally increases the range of all blaster, grenade, and charge attacks by 5 meters. In addition,Vital Shot marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks
  • Hold Position : Wile in cover, ranged defense is increased by 20%, you cannot be leaped to or pulled, and you are immune to interrupts and ability activation pushback. In addition, Dodge reduces the damage you take from Force and tech attacks by 75% while in cover.
  • Steady Shots : Increases the damage dealt by Charged Burst, Dirty Blast, Speed Shot, and Penetrating Rounds by 5%.

Offensive Cooldowns

  • Cool Head : Keeps a cool head, recovering 50 energy over 3 seconds
  • Illegal Mods : Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds.
  • Smuggler’s Luck : Increases the critical hit chance of your next Aimed Shot, Sabotage Charge or Wounding Shots by 100%. Lasts 20 seconds.

Defensive Cooldowns

  • Defense Screen : Projects a defense screen around yourself, absorbing a moderate amount of incoming damage for 10 seconds. Does not break stealth
  • Dodge : Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break stealth.
  • Scrambling Field : Deploys an acquired scrambling field that spans 10 meters around you and reducing the damage taken by allies that remain inside by 20%. Lasts 20 seconds.
  • Hunker Down : Hunkers you down into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts 20 seconds
  • Surrender : Puts up a front of surrender, instantly lowering your threat by a moderate amount

Utility Cooldowns

  • Distraction : Interrupts the targets current action and prevents that ability from being used for 4 seconds
  • Dirty Kick : Stuns the target for 4 seconds and deals kinetic damage
  • Diversion : Reduces the accuracy by 45% and exposes from cover up to 8 targets within 8 meters for 8 seconds. Cannot be used on Operation bosses.
  • Flash Grenade : Lobs a Flash Grenade that blinds the target for 8 seconds. Damage causes this effect to end prematurely
  • Hightail It : Roll forward 18 meters, purging movement slowing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.
  • Leg Shot : Fires a shot that deals weapon damage and immobilizes the target for 3 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding
  • Pulse Detonator : Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover.

Utility Selections

The Utilities most useful for PVE will be bolded. Some have greater or lesser importance based on the encounter


  1. Ballistic Dampers: Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.
  2. Cool Under Pressure: While in cover, you heal for 1% of your total health every 3 seconds.
  3. Cover Screen: When exiting cover, you increase your ranged defense by 20% for 6 seconds.
  4. Snap Shot: Entering cover makes the next Charged Burst or Dirty Shot activate instantly. This effect cannot occur more than once every 6 seconds
  5. Flash Powder: Reduces target’s accuracy by 20% for 8 seconds after Flash Grenade ends.
  6. Efficient Ammo: Increases the damage dealt by Suppressive Fire by 25%.
  7. Reset Engagement: Slapping a target with Blaster Whip grants Reset Engagement, increasing your movement speed by 50% for 3 seconds. Additionally, the final shot of SpeedShot and Penetrating Rounds knocks back the target if they are within 10 meters.


  1. Heads Up: When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
  2. Hot Pursuit: You gain 4 charges of Hot Pursuit upon exiting cover, which reduces the energy cost of Quick Shot by 100%. Each use of Quick Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts 15 seconds but is also removed by consuming all charges or reentering cover.
  3. Pandemonium: Activating Pulse Detonator makes the next Charged Burst or Dirty Shot activate instantly.
  4. Dirty Trickster: Surrender will also purge all movement-impairing effects when activated.
  5. Trip Shot: Reduces the cooldown of Leg Shot by 3 seconds.
  6. Hotwired Defenses: Increases the amount of damage absorbed by Defense Screen by 30%.
  7. Lay Low: Reduces the cooldown of Hunker Down by 15 seconds and Pulse Detonator knocks targets back an additional 4 meters.


  1. Plan B & C: Reduces the cooldown of Dirty Kick and Flash Grenade by 15 seconds
  2. Hold Your Ground: Reduces the cooldown of Escape by 30 seconds, Defense Screen by 4 seconds and Pulse Detonator by 5 seconds.
  3. Holed Up: Reduces all area effect damage taken by 60% while Hunker Down is active.
  4. Kneecappin’: Increases the Trauma duration of Flourish Shot by 8 seconds. In addition, when Leg Shot’s immobilize effect wears off the target’s movement is slowed by 70% for 3 seconds.
  5. Compounding Impact: Each shot of Speed Shot and Penetrating Rounds snares the target by 20% for 3 seconds. This effect can stack up to 4 times.
  6. Riot Screen: Reduces all damage taken while in cover by 6% and reduces the cooldown of Scrambling Field by 30 seconds.
  7. Crippling Diversion: Diversion slows all targets by 50% for as long as they remain in the area.


  • Single Target Dps: 8
  • AoE Damage: 7
  • Group Utility: 6
  • Rotation Difficulty: 6.5
  • RNG Dependant: No
  • Burst: 6
  • Sub 30% Talent or Ability Buffs: Yes

Gearing and Stats Priority

  • 100% accuracy required.  758 accuracy rating  should put you right at  100 / 110% accuracy for Ranged/Tech.
  • Critical Rating: Minimum 300 crit rating. You want at least 250 crit to sustain your rotation, but you don’t want to go much over 500
  • Surge: Around 350 – 450.  Diminishing Returns hit Surge around 350, so careful going beyond that point
  • Alacrity: After reaching the DR on Surge, Alacrity becomes a better investment, so it’s a good idea to pick it up at this point
  • Set Bonus: 6-pc new (Revanite Field Tech or Professional’s) or 4-pc old (Dread Master Field Tech/Professional’s) w/2-pc new (Revanite)
  • Augments: Skill Augments

Abilities and Rotation

What you need before hand

There aren’t many procs to this spec, however there are quite a few things you want to be aware of. They are as follows:

  • Extra Shrapnel: Shrap Bomb spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.
  • Mortal Wound: Vital Shot has a 15% chance to tick twice wen it inflicts damage. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage
  • Cheap Shots: In addition to increased damage to all your major channeled abilities, this passive causes a lingering version of Shrap Bomb and Vital Shot to affect the target after the original duration of the DoTs expire. They last 5 seconds and will only deal damage when Wounding Shots does. A key component of the 3-Wounding Shots rotation, as unlike pre-3.0 this version doesn’t do damage on its own, only during Wounding Shots
  • Cold Blooded: Increases damage of bleeds by 15% if target is below 30% health, in addition to finishing the cooldown of Hemorrhaging Blast if the target dies while it is active on them.
  • Dirty Shot : Has an 80% chance of being triggered on Wounding Shots damage. Finishes the cooldown on Quickdraw and enables it to be used targets of any health level. The only real proc you want to make sure you’re aware of

Abilities (Not a priority system)

fraggrenade Shrap Bomb: One of your core DoTs, deals Internal damage for 24s. It has a splash range of 5m for up to 8 targets, so it’s useful for AOE as well, especially when taking advantage of Extra Shrapnel. Affected by a variety of other talents, as listed above. While this DoT is to be maintained on the target, to conserve energy you don’t want to constantly refresh it before it finishes its duration, though it’s not a DPS loss if you do. In the standard 2-Wounding shots rotation, you can refresh it immediately after your 2nd Wounding Shots/Filler combination.
bloomingshot Vital Shot: Like Shrap bomb, this DoT should be active at all times on the target, it deals internal damage over 24 seconds. Vital Shot no longer has a 3s delay between it’s use and it’s first tick of damage, so refreshing it isn’t necessarily a DPS loss though as with Shrap Bomb, try not to do so unnecessarily.
rupture Hemorrhaging Blast: Deals a small amount of weapon damage on its own, the main usage of this ability is that it buffs the damage done by your bleed effects/Wounding Shots for the 10s that it’s active. You want use this prior to Wounding Shots as much as possible
dirtyblast Dirty Blast: The new ability added in 3.0. Deals both weapon damage and internal damage, which ultimately results in it being a better usage of a filler than charged burst, while being more energy efficient. Additionally, it does good damage if used on a target with Hemorrhaging Blast active. Speaking of Charged Burst…
chargedburst (1) Charged Burst: With the introduction of Dirty Blast, and the fact Smuggler’s Luck no luck guarantees a critical hit, Charged Burst loses a ton of viability to the point there’s really no reason to use it for this spec
flankingshot Wounding Shots: The core of any Dirty Fighting rotation, as well as your most damaging ability. Causes your bleed effects to deal damage when Wounding Shots deals damage, and is buffed by a variety of talents in your Discipline path. Make sure you have your DoTs rolling everytime you use this ability, as it is not very powerful on it’s own.
unload Speed Shot: A very hard hitting channeled ability dealing high weapon damage across its duration.
disengagegunslinger Hightail It: Hightail It is a very powerful ability for more than it’s damage, which is gained with the Incendiary Mine talent. You deal a fair amount of Internal damage over 7 seconds by leaving behind a mine in the wake of using this ability, if timed and used correctly this can be a powerful addition to your DPS as a filler however be careful when using it in a raid setting, as you wouldn’t want it to be on cooldown if you need to use it to beat certain mechanics
quickdraw Quickdraw: Your execute ability, due to Dirty Shot it can be used anytime on any target if your Wounding Shots procs it. Though you can find yourself low on energy using it whenever it procs, so consider using a different filler in its place
flurryofbolts Flurry of Bolts: Free filler
freighterflyby XS Freighter Flyby: A once powerful AOE, if anything it’s nostalgic. Just close your eyes and imagine it did as much damage. In all seriousness, this ability is best used if it can be pre-cast, as its channel time and the delay between that and when it first actually deals damage is pretty long. So if you can’t pre-cast it, there are much better choices
sweepinggunfire Sweeping Gunfire: One of those better choices. If you take the Efficient Ammo utility, which you should, you get a pretty nice buff to the damage of this ability, making it great to use for AOE (While it doesn’t have a cooldown, careful not to spam it, it can eat your energy pretty quicky)
hammershot Quick Shot: Deals moderate weapon damage. Prior to 3.0 this filler was rarely used in a Dirty Fighting rotation, and that should still be the case here, however with the Hot Pursuit talent you get up four free uses of this when leaving cover, giving you a free filler in the event you find your energy trending downward

Opener and Rotation

As it stands there are a few known effective rotations for Dirty Fighting. I’ll cover them here and update accordingly

2 Wounding Shots rotation:

Classic Rotation (Option A)

The rotation most familiar to most Dirty Fighting Slingers  from Pre-3.0. This one is a bit rougher on resources unless you have the old (186) set bonus


Smugglers Luck -> [Pre-Cast] XS Freighter Flyby -> Vital Shot -> Shrap Bomb -> Hemorrhaging Blast -> [Relic/Adrenal + Illegal Mods] Wounding Shots -> Dirty Blast -> Speed Shot -> Quickdraw -> Wounding Shots -> Quickdraw


Vital Shot -> Shrap Bomb -> Hemorrhaging Blast -> Wounding Shots –> Dirty Blast –> Speed Shot -> [Filler] -> Wounding Shots -> [Filler]

Alternative Rotation (Option B)


Flyby -> Smugglers Luck -> Vital Shot -> Shrap Bomb -> Illegal Mods + Dirty Blast -> Hem Blast -> Wounding Shots -> Quickdraw -> Dirty Blast -> Speed Shot


Vital Shot -> Shrap Bomb -> Quickdraw -> Haemorrhaging Blast -> Wounding Shots -> FILLER -> FILLER -> Speed Shots -> Wounding Shots

The filler boxes can either be Dirty Blast, Quickdraw or an alternative free filler (Hightail It, Flurry of Bolts, Free Quickshot), and you can alternate them as needed. The benefit of running the old (186) 4-pc is that you don’t need to use free filler as often, instead being able to use more quickshot/dirty blast. If you don’t have this set bonus you’ll hurt your energy unless you swap in free abilities in the filler spaces. Sub-30%, Dirty Blast is a better choice than Quickdraw with Hemorrhaging Blast on the target  Remember to buff your Wounding Shots with Smuggler’s Luck if it’s off cooldown as much as possible, and with no big energy sink you can use Illegal Mods offensively, prior to the first Wounding Shots.

Note: If you’re going to make use of Hightail It as part of your rotation it’s important that you know how to place it. Due to it’s CD it’s going to move up a spot in your rotation every tme it’s used, as the CD for it is longer than the 2-Wounding Shots rotation. So if you’re using it after the first Wounding Shots it won’t be available again until after the first GCD that comes after the first Wounding Shots the next time around, and so on.

3 Wounding Shots rotation:

This rotation is more complicated than the prior one, but it does seem to have higher damage potential

Option A


Flyby -> Vital Shot -> Shrap Bomb -> Dirty Blast -> Hemorrhaging Blast -> Wounding Shots -> Dirty Blast -> Dirty Blast -> Dirty Blast -> Quickdraw -> Wounding Shots -> Quickdraw

Option B

Flyby -> Vital Shot -> Shrap Bomb -> Dirty Blast -> Hemorrhaging Blast -> Wounding Shots -> Dirty Blast -> Speed Shot -> Quickdraw -> Wounding Shots -> Quickdraw


Rotation A

DoT x2 -> Quickdraw -> Hem Blast -> Wounding Shots
Dirty Blast -> Speed Shot -> Quickdraw -> Wounding Shots
Quickdraw -> Filler x2 -> Hem Blast -> Wounding Shots
DoT x2 -> Dirty Blast -> Quickdraw -> Wounding Shots
Quickdraw -> Speed Shot -> Hem Blast -> Wounding Shots
FILLER x3 -> Quickdraw -> Wounding Shots

Rotation B

DoT x2 -> Quickdraw -> Hem Blast -> Wounding Shots
Dirty Blast -> Quickdraw -> Speed Shot -> Wounding Shots
Quickdraw -> Filler x2 -> Hem Blast -> Wounding Shots
DoT x2 -> Speed Shot -> Wounding Shots
Quickdraw -> Filler x2 -> Hem Blast -> Wounding Shots
Dirty Blast -> Quickdraw -> Speed Shot -> Wounding Shots

The filler spaces depends on energy management. If your energy is fine and can handle it, use Dirty Blast in the filler spaces. If this isn’t the case, substitute in free filler (Quickshot, Hightaill It, etc).  Rotation A is the more mobile of the two given it requires less channeled abilities, however Rotation B could have slightly higher damage potential with easier resource management


Extra Shrapnel: As mentioned before this talent makes multi-dotting a cinch. For a group of adds, apply Vital shot to one of them first and follow it up with Shrap Bomb to spread both DoTs to all the targets within range (5m radius on Shrap Bombs splash)

Sweeping Gunfire: You definitely want to take the Efficient Ammo utility to buff this ability. With no cooldown and an 8m range, you simply don’t have a harder hitting AoE in your arsenal.

The above will be your biggest hitting of the AOE’s. If you apply your DoTs first, you can use Sweeping Gunfire following that while your DOTs continue to tick. XS Freighter Flyby should be used situationally, if you cannot pre-cast it, it’s not really worth using . Hightail It is a great way to get more damage into a group as well if used correctly. Thermal Grenade isn’t really worth using, you’ll be better served using Sweeping Gunfire in it’s place, however if you need immediate damage then using Thermal Grenade becomes a better option

As a quick tip, multi-dotting is a great way to manage energy. More chances of critting on your DoTs means more opportunity to get energy back, so when possibly, look to take advantage of this

Parse Analysis


This parse is for the 2-Wounding Shots rotation. As you can see, your DoTs and Wounding Shots should take up the majority of the DPS. The DoTs should have 100% uptime using this rotation, and Wounding Shots should be used on Cooldown. The small variance here will will be a reflection on crit

Quickdraw and Speed Shot take up the next portion. Quickdraw should be used at least once per cycle after every Wounding Shots, and Speed Shot every other one.

After this there are your multiple filler and Hemorrhaging Blast, which doesn’t deal much damage on its own but is used frequently. Dirty Blast, Flyby and if you used it, Incendiary Mine (Hightail It), make up the rest of the parse

I’ll update this with a parse using the 3-Wounding Shots rotation as soon as I have time

Using Defensive Abilities

Although your primary role as a DPS is to well, deal damage, mitigating as much damage as possible to yourself and your group simply makes everyone’s job easier and thus makes it easier to succeed. A good way of doing this is knowing how and when to use your defensive abilities. I’ll go over them here

  • Ballistic Dampers is a utility, however it can be used as a very powerful defensive measure. By going into cover, it provides 30% damage reduction up to 3 times once every 1.5 seconds.  These dampers are lost when you exit cover however, and they can only be regained every 6 seconds. Therefore, you should seek to make frequent use of this utility to minimize your damage taken and if you’re able to anticipate high incoming burst damage, the buffer it provides will help mitigate some of it
  • Defense Screen has a short cooldown (30 seconds) and absords a pretty moderate amount of damage. Due to it’s short CD it can be used frequently, and should be used frequently if there’s a lot of damage going out. If you have better options available (Hunker Down if it’s AoE dmg or Hightail It or Dodge for other dmg as covered), it would be better to use those instead unless you need them soon
  • Dodge while it unfortunately no longer cleanses you is still quite a powerful defensive cooldown. Due to it’s very short duration (3 seconds) it’s usually best to use it for heavy burst damage as it significantly reduces damage from Force/Tech attacks (75%) and increases chance to defend M/R attacks (200%)
  • Hightail It can be used offensively in this spec, but that doesn’t at all retract from it’s powerful defensive ability. Obviously, if a mechanic or forthcoming attack can be resisted using Hightail It, you shouldn’t use it offensively so that it’s available to be used defensively, as it has a 20s cooldown. The duration of its defensive ability is 1.5s and it IS part of the GCD, so you need to have proper timing to make the best use of it. With proper timing you will be immune to damage while rolling (Defense/Resist increased by 200%), so it’s a very powerful tool to use for expected burst damage and even some mechanics. Though it won’t do you any good against attacks that kill you for 0 damage
  • Hunker Down provides 60% AoE Damage Reduction in cover and lasts 20 seconds. A utility lowers its cooldown from 60 seconds to 45. As per the tooltip, you want to use this to significantly lessen damage taken from AoE attacks
  • Scrambling Field is a large field of 20% damage reduction that lasts 20s. It’s your job to make absolutely sure you place this field in an ideal place for the raid, at an ideal time, as it has quite a long cooldown. It applies it’s DR to all allies under the shield. Given there’s multiple cases of slingers using this ability when AoE damage is going out but only covering themselves since they’re so far away from everyone else,  I can’t stress enough how important it is to get the most out of this ability
  • Although not very reliable, Diversion also has some use as a defensive ability in that it lowers the accuracy of targets in it’s AOE by 45% for 8 seconds. This does not work on Operations Bosses however it can work on the Melee/Range attacks of adds/mobs.

About the Author

My name is Cloake, GM of Intrepidation on Begeren Colony, a fairly new PvE Progression Guild (Formed around 2.6) of players looking to grow and learn together. I’ve been a Gunslinger fanatic since I first rolled one over a year ago and spend a lot of time learning as much as I can about the class.

There’s not much else I feel to add about myself, except maybe that I hate doing dailies. Random fact. I also think Chinsa’s a noob

That said, I’d like to give thanks to Kwerty for all the assistance as well as credit to both he and KeyboardNinja for developing the 3-Wounding Shots rotation.

89 replies on “SWTOR 3.0 Dirty Fighting Gunslinger DPS Guide by Cloake”

again the malvare and now even my eset block it, i love this page, but itsa little bit sad :/ 🙁 hope you will repair it!

it’s not always appearing, just now I was already on the site then I went back to the index/home page it loaded up normally and then went to error as well as the next 2 links i clicked then back to normal.

also when i opened in incognito it worked normally as well

tbh i passed the block everytime it poped so i dont really care.. but when even eset pops it was weird, luckily it said that it blocked the instalation so i guess i’m ok. atm its ok, no more block since morning. hope you won get under attack again, so you can keep up such an awesome website!!!

I think I typod when getting the opener for the 3-wounding shots rotation across. Looks like I sent:

Quickdraw -> Speed Shot-> Dirty Blast -> Quick Shot-> Wounding Shots –>

Quickdraw -> Dirty Blast -> Vital Shot-> Hemorrhaghing Blast -> Wounding Shots –>

Quickdraw -> Speed Shot-> Shrap Bomb-> Wounding Shots –>

When I meant to say

Quickdraw -> Speed Shot-> Dirty Blast/Quick Shot-> Wounding Shots –>

Quickdraw -> Dirty Blast -> Vital Shot-> Hemorrhaghing Blast -> Wounding Shots –>

Quickdraw -> Speed Shot-> Shrap Bomb-> Wounding Shots –>

(The second option having 1 less cooldown used, and the possibility of less resources)

Dammit I click delete and send a PM instead so what does it do? Still posts it here as guest 😛

Oh well. Good to have it here for people before it gets fixed up

If the Hemorrhaging Blast debuff is up on your target don’t two dirty shots outdamage one speed shot, seeing that it will deal extra damage on account of being poison damage?

Dulfy you should follow swtorofficial on instagram. He’s a worker on on Austing HQ and posts some interestign pictures sometimes. He has posted some of the life event stuff on his Insta.

That website is amusing, it adds a bit of damage to my parses… my DF parse went from 4340 to 4348 and my sab one went from 4501 to 4546 😀

Is C. Burst or Quick Shot a better filler? Burst has an activation time but that helps as it clears time for W. Shots to come off C.D.
(I hope I don’t sound like a complete idiot, I’m trying to use the Pub terms since I roll a Sniper.)

I would have thought Sniper/Slinger wanted to be in cover as much as possible. I’m squishy enough in cover, much less dropping cover and the damage reduction and ballistic dampers.

The answer is probably dirty shot, it effectively replaces charged burst altogether and is generally better than quick burst, which only really shines in high movement scenarios. Also note, the activation time is excactly equal to one global cooldown, so it takes the same amount of time, only charged burst and diry shot deal damage at the end of the global cooldown instead of the start.

Answer in sniper terms because reasons!

Your 2 filler options are Overload Shot (with Calculated Pursuit making it free), or Lethal Shot. Lethal Shot is superior to Snipe, as it is 5 energy cheaper, and despite the tooltip being about the same, Lethal Shot ignores armor with ~30% of its damage, and if that damage crits you get an energy regen. Also if the target has Weakening Blast on it, Lethal Shot will also cause that to activate.

Depending on how much energy you have is what you choose for your filler. If you need to regenerate some energy, hop out of cover and fire off an Overload Shot. Its free, and does decent damage (though if you hop back in cover you can’t get another free one until 20 seconds after the first overload shot, while staying out of cover keeps the charges). Try to stay out of cover if you can, but if you’re going to fire off a Lethal Shot, hop back in cover for the pushback protection (changes in 3.0 mean that Series of Shots and Cull both are immune to pushback at all times)

If you’re swimming in energy though, fire off a lethal shot.

Since I can only get Weakening Blast off once every other Cull, would it be better to use Lethal Shot when Weakening Blast is up and use Overload Shot/Series of Shots when Weakening Blast is not up? Strictly in terms of highest DPS speaking. I’ve never really had a problem with energy mangement.

not really that interesting since the parse will be made in different gear. Unless all parsers agree to strip down to only barrels I really dont see any use for showing DPS numbers.
The parse analysis isn’t meant to be used for how much damage but rather how many activations.

whoever wrote this guide, does not know how play dirty fighting.

Between wounding shots, you have time for 4 GCD’s, 2 of them is speed shots, 1 is quickdraw leaving 1 filler.

the guide posted here, is only utilizing 3. Resulting in a significat dps loss. Go into cover while doting up the target, and use the insta-cast dirty blast when WS ends, then go into QD, SS.

also, he completely forgot to mention how to clip your SS / WS to optimize damage.

The CD for speed shots is 15s. There arent 15s between wounding shots so you never get 2 of them “between” wounding shots. It’s every other. In your example you say use instacast DB after WS, then QD/SS. The guide mentions adding quickshot after speedshot or using hightail it which amounts to the same number of GCD’s u say isnt utilized here

Clipping is a rather advanced technique thats debated how effective it is in DF. Either way it’s not something necessary for a guide, which is meant to give those unfamiliar the idea of playing the class, not to help toostronks top their leaderboards

*ignore the speed shots comment. Your wording implied using 2 speed shots and not the duration of speedshots taking 2 GCD’s. The rest still applies

Thanks for pointing this out. While I do know how to play dirty fighting very well, I did jumble things up a bit there. Although I clearly do have the GCD’s in the opener and rotation summary, its absent from the rotation line itself

Already looking to have it updated to fit better

As for mentioning clipping, no I didn’t think it necessary to mention here. Appreciate the suggestion, however

if this is to my comment then this isnt my guide or parse. Just pointing out how the use of the 4 GCD’s in one line was most likely an oversight since its utilized in others and mentioned with Hightail It

Quickshot isn’t necessary if you don’t have energy issues. Hence “can be added after Speed Shot” for energy management.

I am trying to translate, but I have a sniper and I am not familiar with Gunslinger. A simplified varient for the imp side would be amazing.

This pretty obviously looks like the equivalent of sniper lethality? aka virulence. But its hard to follow the rotations and skill symbols since I only know the Imperial Agent varients.

Whats the reason for including dirty shot in the openingsrotation if I may ask?
Maybe I’m missing something but it only delays the rest of the rotation without providing buffs.

Because its a casted ability, the GCD starts when you use it. Orbital has delayed damage, so the combat will start at the end of the second GCD, immediately when Dirty Blast hits the target and Corrosive Dart is fired off.

The rotation is delayed by approximately 0.02 seconds if you are using the ability queue properly, and in exchange you get all that damage as an added bonus.

What Kwerty said. Do make sure that if you are specced into snap shot, you wait for the buff to run out (or click it off) before starting your flyby cast. If you don’t, it becomes an insta cast with the GCD still ticking down.

In addition, the Dirty Blast at the start allows you to proc the new 2pc at the beginning of your rotation when you are using all of your buffs.

That one is kinda up by how much the tanks are allowing to precast you (which is little to none in my case btw). But if you can pull off an orbital+ Dirty blast precast than it makes sense indeed.
And in any case proccing the 2% bonus asap is enough bonus for all. Poor tanks 😛

SO this guide was made by a different person that did the Saboteur guid. My question is wich spec is giving more dps right now? because i see the Sab rating at 10? but the DF rating at 8. any thoughts?

more DPS in which bossfight?
Any bossfight with bosses who move often are penalizing saboteur. Any bossfight with heavy target switching is penalizing dirty fighting (sab too but a tad less due to the ultra short rotation).

i assume you’re talking about raptus kiting? That’s the only real time a DPS would have to kite something really.

I´m lost. I´ve always played sawbones, now i need to switch to dps, and i dont know if this is “scrapper” or “ruffian”.
Any tips? O_o

Those are scoundrel specs and this page is for gunslingers… I’d look at the official forums for scoundrels (the guides aren’t up yet)

Cloake is the best slinger in the game! I’d heed this guide like the word of God. Thanks Cloake you’re the best bud! 🙂

question: do we need some other gear pieces for different spec? i mean i used to change my pistols when i change spec. i had this more crit+surge pistols for sharpshooter spec and power+surge for dirty fight.
but now i’m lookin this guide and ss guide of Shulk, stats you guys are suggesting are almost similiar and it makes me think if i’ll ever need that…

They did, and VS goes before SB because SB will spread VS to any target hit by SB due to a new talent in the tree

How useful is the old 4-pieces setbonus compared to the the new 2 & 4-pieces setbonus? Sould i keep the old one until i get the 6-pieces setbonus?

Definately keep the old one till you get the new one. If you’re using recommended crit levels in the 3-cull rotation, the old set piece means that every single filler can be a Lethal Shot. Of course, having a second auto-crit cull every minute is on-par with that (though higher level armorings so better), so if you’re having issues with resource management you can go with keeping the old set bonus. Either way, as with most classes, new set bonus >= old set bonus > no set bonus (exceptions being classes with set bonus’s that no longer work due to new abilities in disciplines, and also Sorc DPS)

You’ll also notice that the virulence and DF guides use a slightly different 3 WS rotation. Yolo lets speedshot float and reapplies both dots at once. This one splits up the dots. This means less energy spikes.

Just swapped out the old set bonus for all the new ones I waited to have 6 before i swapped out the old 4 and energy management seems to be a nightmare. i was originally using 2 dirty blasts per a 2 wounding shots rotation in the time between speed shots and wounding shots opting for instant casts with the use of the utilities… yes my dps is higher at around 4.35-4.4 but 4minutes in and my energy is starting become unmanageable im guessing maybe i have to tweek my rotation and swap out a dirty blast for something else or use hightail it after wounding shots rather than before…
anyone else having this problem?

I might be all wrong with this but i think running the new 3 WS rotation with the old set bonus (for 192s) is still better. Giving up 1/3->1/2 of the quickdraws for quick shot or roll seems to be a bigger loss than what you can from the extra autocrit (since it doesn’t make the proc dots crit) and the regular dot dmg. Maybe, with 198s this will be different

Was hoping you’d reply lol. Yeah I was doing roughly 100 dps less before without adrenals and energy management was never even an issue. I just trashed my 186’s as well. Oh well another reason to do nim again I guess. I still don’t quite understand the 3WS rotation yet though… I was thinking though that the new ops requiring more movement and also a lot of pausing sometimes in terms of full rotation (master-blaster, bulo, under lurker, revan) maybe energy management might not be an issue. I’ll give it another week before I revert. But old set bonus seems better for parsing.

the 3 WS rotation *is* the way to go. Either using Yolo’s method (both dots reapplied at once, which a little more flexible but expensive during reapply block) or Kwerty’s method (easier on energy but REALLY rough on boss movement). In either case, the 3WS rotation does pump out more dps than the 2WS rotation. 4450-4500 seems to be where that rotation gets me in 192s (still have 1 ruusan relic).

I’ve been a DF (or DF/Sab hybrid) player (unless the fight just needs burst, or you have to avoid aoe) since the EC days but depressingly SS gets 4300 pretty much every time too. There isn’t much reason to play DF right now except if you can multi dot (and it’s useful) or fights where you have to move a decent chunk (Bulo).

~Lunagazer – Disappointed with new set bonus for DF

Was I just imagining things or did rapid fire do more damage to players affected by vital shot at one point?

Important note on hightail it. It doesn’t just move forward. It moves whatever direction your camera is pointed at. Between the visual distraction of the fire and people not generally realizing that it can do this, it’s a great power to have when they start waving the glow bats in your face which is something they like to do to a lot when you start slowing them down with shrap bombs. It’s also so speedy it can be handy for escaping notice on voidstar when in the middle of a fracas that’s close but not too close to a door.

Also, has anybody tried a high-surge DF for PVP? I’m definitely having a hard time killing when there’s a decent healer/tanking situation on the opposing team, even when regularly placing towards the top for damage (usually 500k to a million+) and I’m wondering if taking more advantage of that 100% crit rate might lead to more deaths. Because right now it seems like I get more kills on the speedshot portion of my rotations for some reason.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.