SWTOR 5.0 Advanced Prototype Powertech PvE guide written by Jaymis.
Intro to 5.0 Advanced Prototype
Advanced Prototype is a high burst melee DPS discipline that offers some of the best burst in game.
Single Target Damage: 5/10
Though nothing has changed to our discipline in 5.0, our damage isn’t quite what it was in the previous tiers compared to other disciplines. But if you throw in the fact that we have 10 meter range on 4/6 of our core rotational abilities, as well as Reflective Armor and Pyro Shield, we are still more than capable of keeping up with higher parsing specs in a raid.
AoE Damage: 5/10
Our AoE damage was never the best, but with 5.0 it got a little bit worse with new gimped replacements for Death from Above (Deadly Onslaught) and Flamethrower (Searing Wave). We do however get a new replacement to Explosive Dart (Shatter Slug) which is our new highest damaging AoE ability, and can be used on 2 or more targets without having to sacrifice our single target rotation.
Burst Damage: 10/10
Advanced Prototype still has some of the best burst currently in game due to off the global cooldown Shoulder Cannons, combined with Explosive Fuel and an auto crit on Energy Burst every minute (with the 6 piece set bonus), as far as damage goes, this is the #1 thing you are bringing into a raiding environment.
Raid Utility: 9/10
With Energy Rebounders and 30% AoE/Stun damage reduction, Advanced Prototype is more than qualified for off tanking if the situation calls for it. Combine that with Sonic Rebounders, and the Sundered and Susceptible debuffs and we’re neck and neck with Marauders as far as utility goes. Also as of 5.0 we are now able to Guard, it’s not much but it’s a little something extra.
With Heavy Armor, Energy Rebounders absorbing damage and reducing the cooldown on Energy Shield, Sonic Defense proc from Sonic Missile AND 30% AoE/Stun damage reduction, Advanced Prototype is capable of taking a beating.
The most important part about gearing is getting as close to the 736 accuracy cap as you can, the rest of the stats can be played around with a bit, as long as you don’t go over the top with it. As far as relics go you will still want to use the Focused Retribution and Serendipitous Assault ones. For Set bonus you will want the 6 piece Combat Tech set bonus to maximize DPS potential.
Recommended utilities are in bold
Reduced the cooldown of determination by 30 seconds and the cooldown of Hydraulic Overrides by 10 seconds.
Reduced cooldown on Hydraulics is good for both mobility and completely ignoring mechanics. Reduced cooldown on Determination is more of a PvP thing.
Gyroscopic Alignment Jets
You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally your next Tech ability deals 10% extra damage or healing.
Situational, but good on fights where you get stunned a lot like Brontes, or the Drouks in Explosive Conflict. Take this over Pneumatic Boots if that is the case.
When Close and Personal is triggered, it will also deal X elemental damage to the attacker if the attacker is within 10 meters.
100% mandatory to have, as there is usually some sort of AoE damage going out on almost all fights, and it’s free elemental damage each time you get hit.
Magnetic Blast, Flame Burst and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
Increases the range of Flame Burst and Magnetic Blast by 2 meters and the radius of Flame Sweep by 1 meter
Worthless, 2 meter increase? LUL
Increases Flame Sweep damage by 25%
Take this if you are in a fight with a lot of adds.
Increases movement speed by 15%. (only works while in combat)
Only taken as there’s not much else for PvE, but 15% extra movement speed is always good.
When activated, your Energy Shield ignites in a blaze scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
100% mandatory, free elemental damage when getting hit while Energy Shield is active.
Reduces the cooldown of Grapple by 10 seconds.
Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
100% mandatory, helps out the healers and DPS checks. This is one of the best utilities we bring so use it!
Prototype Electro Surge
Reduces the cooldown of Electro Dart by 15 seconds.
Reduces the cooldown of Quell by 2 seconds.
Grapple immobilizes the target for 3 seconds. In addition the cooldown of Stealth Scan is reduced by 5 seconds, and any target it reveals is immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
Increases the duration of Hydraulic Overrides by 4 seconds.
Good for increased mobility and being able to ignore some mechanics.
Shatter Slug reduces the movement speed of all affected targets by 75%. This effect can only occur once every 30 seconds.
Increases the durations of Electro Dart by 1 second and Carbonize by .5 seconds.
When Thermal Sensor Override is activated, it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active, or reduces threat towards all current enemies if Ion Gas Cylinder is not active.
Gives an extra 10 heat to play around with, take it.
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30 meters for 15 seconds.
Useless, looks cool, but that’s about it.
Damaging a target with your Shoulder Cannon Missiles heals you for 3% of your total health.
Might be good for solo content, but worthless in endgame PvE.
Reel and Rattle
Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
Useful when dummy parsing to replace a Rapid Shots but that’s about it.
Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not being utilized.
Hydraulic Overrides increases movement speed by an additional 45% while active.
Good for on demand speed boost.
Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
Might be useful for leveling, but other than that, worthless.
Passives and Abilities
Advanced Prototype Passives
High Energy Gas Cylinder
Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage is increased by 3%. Replaces Combustible Gas Cylinder.
Prototype Missile Silos
Reduces the cooldown of Deadly Onslaught by 15 seconds and increases the damage it deals by 10%. In addition Shater Slug deals 50% more damage, its cooldown is reduced by 6 second, and damage dealt by it will refresh the duration of your Retractable Blade’s bleed on the affected target, if present.
Increases the damage dealt by Retractable Blade’s bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.
Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target’s armor, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade’s bleed effect, if present.
Reduces damage taken from ara effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.
Increases the damage dealt by Rocket Punch, Rail Shot, Magnetic Blast, Flame Sweep, Retractable Blade, Thermal Detonator, and Energy Burst by 5%.
Prototype Particle Accelerator
While High Energy Gas Cylinder is active, Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown of Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.
Increases the damage you dal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.
Activating Sonic Missile increases your defense chance by 30% for 6 seconds.
Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.
Prototype Weapon Systems
Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 10%. Additionally when Thermal Detonator damages a target, the target will become susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds.
When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts for 6 seconds. This effect cannot occur more than once every 10 seconds.
Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally this increases the critical hit chance of Rocket Punch and Thermal Detonator by 5%.
Increases ranged and tech critical chance by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.
Energy Burst causes the target to burn for X elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates one stack.
Close and Personal
Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.
Rail Shot ignores 60% of the targets armor and Rocket Punch or Flaming Fist deals 10% more damage.
Engages the jetpack, allowing you to strike the target with a heavy punch that deals X kinetic damage.
Cost: 15 Heat, Cooldown: 9s, Range: 4m
Fires a very powerful shot at the target that deals X weapon damage. Usable on any target in Advanced Prototype.
Cost: 15 Heat, Cooldown: 15s, Range: 10m
Plunges a Retractable Blade into the target that deals X kinetic damage and causes the target to bleed for X internal damage over 18 seconds.
Cost: 15 Heat, Cooldown: None, Range: 4m
Fires a blast of electromagnetized energy at the target, dealing X energy damage. Replaces Flame Burst.
Cost: 15 Heat, Cooldown: None, Range: 10m
Hurls a Thermal Detonator that adheres to the target, and detonates after several seconds, exploding for X kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
Cost: 15 Heat, Cooldown: 15s, Range: 30m
Unleashes your High Energy Gas Cylinder’s stored energy to decimate the target, dealing X energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once.
Cost: 20 Heat, Cooldown: None, Range: 10m
Fires a quick stream of bolts, causing X weapon damage.
Cost: None, Cooldown: None, Range: 30m
Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal X kinetic damage to up to 8 enemies within 8 meters of the initial target.
Cost: 15 Heat, Cooldown: 15s, Range: 10m
Unloads all of your ordinances in rapid succession dealing X kinetic damage and X elemental damage over the duration to up to 8 enemie. Standard and weak targets are knocked down by the blast. Can be used while moving.
Channel Duration: 3s, Cost: 30 heat over the duration , Cooldown: 45s, Range: 10m
Torches up to 8 targets within 5 meters for X elemental damage.
Cost: 15 Heat, Cooldown: None, Range: 5m
Increases ranged and tech critical chance by 25% for 15 seconds.
Deploys a Shoulder Cannon that gradually loads 4 missiles over time. Once loaded, the Shoulder Cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals X kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the Shoulder Cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the Shoulder Cannon on cooldown for 1.5 minutes.
Rapidly vents 50 heat over 3 seconds.
Thermal Sensor Override
Your next ability generates no heat. This effect lasts 15 seconds.
Advanced Polybiotic Attack Adrenal
Increases Power by 870 and reduces all healing done by 20%. Lasts 15 seconds.
Increases damage reduction by 25% for 15 seconds.
Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once Triggered Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of you max health.
Advanced Polybiotic Medpac
Restores 37,225 – 44,545 health and an additional 11,136 health over 15 seconds. Only usable once per fight.
Purges all incapacitating and movement-impairing effects.
Fires an Electro Dart, dealing X energy damage and stunning the target for 4 seconds.
Cost: 5 Heat, Cooldown: 60s, Range: 10m
Encases up to 8 enemies within 8 meters in carbonite, dealing X internal damage and stunning them for 2.5 seconds.
Cost: 5 Heat, Cooldown: 45s, Range: 8m
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds.
Cooldown: 20s, Range: 30m
Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds.
Cooldown: 15, Range: 30m
Drops threat towards all current enemies. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you.
Cooldown: 20s, Range: 30m
While active the guarded player takes 5% less damage and generates 25% less threat. In addition so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Note: as of 5.0 this can be used as a DPS.Range: 30m
Interrupts the targets current action and prevents that ability from being used for the next 4 seconds.
Cooldown: 12s, Range: 4m
Fires a Grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover.
Cooldown: 45s, Range: 30m
Jet to a distant target, dealing X kinetic damage, interrupting the target’s current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover.
Cooldown: 15s, Range: 30m
As said before nothing has really changed with the rotation in 5.0, so I found this to still be the best opener. Make sure to have all 7 Shoulder Cannons loaded and all 4 Energy Lodes before pulling. Flame Sweep should also be used before engaging combat as it gives you free 15 heat to play around with.
You will lose out on 1 Energy Lode by using this opener, but in the end makes things flow a lot smoother as Rocket Punch and Thermal Detonator won’t interfere with one another by doing this.
Proccing Prototype Particle Accelerator every 6 seconds.
Rocket Punch and Thermal Detonator on cooldown
4 stack Energy Burst
Magnetic Blast / Rapid Shots
Prototype Particle Accelerator must be procced on cooldown as it helps with heat management and ensures that Retractable Blade is kept on the target. An easy way to keep track of this is to go into StarParse Timers -> Settings, then setup a timer exactly like this.
Rocket Punch and Thermal Detonator are used on cooldown to keep the Sundered and Susceptible debuffs on the target and to keep things flowing smoothly, which one you use first honestly just depends on how close you are to proccing Prototype Particle Accelerator. I only use Thermal Detonator 1st over Rocket Punch if delaying Rocket Punch procs Prototype Particle Accelerator. I see a lot of players not use these 2 abilities on cooldown. If you do not use these on cooldown you end up using more Magnetic Blasts which is a very poor GCD compared to Rocket Punch and Thermal Detonator.
4 stack Energy Burst is your hardest hitting ability, but is only limited by Prototype Particle Accelerator procs and does not have an actual cooldown, so that is why it is not prioritized over Rocket Punch and Thermal Detonator.
Rail Shot is procced every 6 seconds through Prototype Particle Accelerator, it is one of your hardest hitting abilities and needs to be used to refresh the Retractable Blade DoT.
Shatter Slug takes priority over Magnetic Blast if 1. The target has Retractable Blade ticking on them and 2. You already have your set bonuses procced. The reason this does slightly more dps than Magnetic Blast is due to the forced DoT tick from Shatter Slug. A helpful tip in knowing when your set bonuses will proc is going into StarParse and setting up a timer for your 2 piece set bonus, and your 6 piece set bonus.
Last is Magnetic Blast and Rapid Shots. Rapid Shots should only be used to replace a Magnetic Blast or Shatter Slug that won’t proc your Prototype Particle Accelerator and only if you don’t have either Vent Heat or Thermal Sensor available.
In terms of raw damage the priority for AoE is:
Flame Sweep with 25% bonus
Flame Sweep without 25% bonus
Unless you’re clearing trash in an operation I just recommend following the single target rotation and swapping out Magnetic Blasts for Shatter Slugs and Flame Sweeps if on 2+ targets. You can also swap out an Energy Burst for a Searing Wave if on 4+ targets.
If you have 2 targets that are relatively close to each other, you can swap out a Magnetic Blast that doesn’t proc Prototype Particle Accelerator, with a Retractable Blade on another target. To make this worthwhile you need to swap your Rail Shots between the 2 targets, or if they are close enough you can use Shatter Slug to keep the DoT from Retractable Blade rolling on both targets. Examples of fights that I do this on is Sword Squadron in Temple of Sacrifice, 1st Phase Brontes in Dread Fortress, and 2nd Phase of Dread Council in Dread Palace.
Sample Parse and Video
Here is a link to my current highest parse. The parse is done in mostly 240+ gear minus armorings.
Sample Parse Video
Special thanks to Kevin/Them for giving me a chance to tryout for <Failure> and to Nalia for putting me on a raid team. Shoutout to my current team members: Auro, Aretha, Beast, Blas, Dongo, Mac, Mon, Narwhal, Nestle, and Phreaky. Shoutout to my good friends Veldix and Rhegas. Lastly, thanks to Dulfy for hosting this guide.
Most people know me as Jay/Jaymis, or by my Marauder’s name Septumis. I have been playing SWTOR since 2.0 but never got into hardcore raiding until late 3.0. I joined <Failure> on the Harbinger in 4.0 and have since then cleared all content this game has to offer in 4.0 including Timed Runs and everything in 5.0 excluding Dragonslayer, Dread Master and Gate Crasher. You can watch me live on Twitch here.