- Details
- Kategorie: Discipline Guides
- Zuletzt aktualisiert: Samstag, 10. Juni 2017 18:21
- Veröffentlicht: Donnerstag, 05. Januar 2017 11:01
- Geschrieben von Bant & Hayward
Gearing & Stats
The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.
Suggested Best-in-Slot Stats
Name | GEMINI MK-5 Tier 4: Legendary (248) |
GEMINI MK-3 Tier 4: Artifact (246) |
Iokath MK-5 Tier 3: Legendary (242) |
Iokath MK-2 Tier 3: Artifact (240) |
Eternal Commander MK-15 Tier 2: Legendary (236) |
Eternal Commander MK-13 Tier 2: Artifact (234) |
Mastery | 6884 | 6619 | 6536 (1xC) | 6536 (1xC) | 6327 (2xC) | 6259 (1xA, 1xC) |
Power | 3964 | 3776 | 3694 | 3694 | 3506 | 3424 |
Critical | 1852 (5xE, 4xA, 2xC) | 1801 (2xE, 11xA, 2xC) | 1765 (7xE, 1xC) | 1765 (7xE, 1xC) | 1692 (3xE, 9xA) | 1650 (7xE, 1xC) |
Alacrity | 1596 (4xE, 7xA) | 1540 (7xE) | 1486 (2xE, 11xA) | 1486 (2xE, 11xA) | 1422 (6xE, 2xA) | 1352 (1xE, 12xA) |
Accuracy | 759 (1xE, 3xA, Stim) | 748 (1xE, 3xA, Stim) | 743 (1xE, 3xA, Stim) | 743 (1xE, 3xA, Stim) | 733 (1xE, 3xA, Stim) | 736 (2xE, 1xA, Stim) |
Absorb | 0 | 0 | 0 | 0 | 0 | 0 |
Defense | 0 | 0 | 0 | 0 | 0 | 0 |
Shield | 0 | 0 | 0 | 0 | 0 | 0 |
"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)
Discipline Statistics
Name | GEMINI MK-5 Tier 4: Legendary (248) |
GEMINI MK-3 Tier 4: Artifact (246) |
Iokath MK-5 Tier 3: Legendary (242) |
Iokath MK-2 Tier 3: Artifact (240) |
Eternal Commander MK-15 Tier 2: Legendary (236) |
Eternal Commander MK-13 Tier 2: Artifact (234) |
DPS | 10,157 +/- 526 | 9,768 +/- 498 | 9,532 +/- 480 | 9,461 +/- 475 | 9,088 +/- 448 | 8,803 +/- 428 |
APM | 49.7 | 49.6 | 49.4 | 49.4 | 49.3 | 49 |
DPS Rankings
Note: DPS rankings assume best-in-slot 242-rating gear.
Suggested Best-in-Slot Gear & Items
Type | Quantity | Name |
Augment | 7 | (228) |
Augment | 4 | (228) |
Augment | 3 | (228) |
Enhancement Earpiece Implant | 4 | or or (248) |
Enhancement Earpiece Implant | 5 | or or (248) |
Enhancement Earpiece Implant | 1 | or or (248) |
Color Crystal | 2 | (136) |
Mod | 9 | (248) |
Relic | 1 | (248) |
Relic | 1 | (248) |
Armoring | 7 | (248) |
Barrel | 2 | (248) |
Stim | 1 | |
Medpac | N/A | |
Adrenals | N/A | or or |
Set Bonuses
Pieces | Set Bonus |
2 | Laceration and Corrosive Assault or Sucker Punch and Brutal Shots increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds. |
4 | Backstab and Lethal Strike or Backblast and Point Blank Shot's energy cost is reduced by 2. |
6 | Activating Shiv and Veiled Strike or Blaster Whip and Bludgeon will grant Enforcer's Critical Bonus making your next Volatile Substance and Corrosive Assault or Blood Boiler and Brutal Shots critically hit. This effect can only occur once every minute. |
PvE
Suggested PvE Utility Build
Unknown - please email us one at admin@torcommunity.com!
Suggested PvE Utilities
Unknown - please email us one at admin@torcommunity.com!
PvP
Suggested PvP Utility Build
Unknown - please email us one at admin@torcommunity.com!
Suggested PvP Utilities
Unknown - please email us one at admin@torcommunity.com!
Abilities
Scrapper Discipline Abilities
Name | Description | Type |
Summons a probe that boils the blood of the target for a few seconds, after which, damage dealt by one of your bleeds will trigger an explosion, dealing <<1>> internal damage and making the target assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal attacks. | Instant | |
Fires a close-up scattergun shot at the target's shank, dealing <<1>> kinetic damage and immobilizing the target, preventing it from moving or turning for 4 seconds. | Instant | |
Bashes the target with the scattergun's butt for <<1>> kinetic damage, granting an Upper Hand. Replaces Blaster Whip. | Instant | |
Exploits Upper Hand to sucker punch the target for <<1>> kinetic damage. Requires and consumes Upper Hand. | Instant |
Scoundrel Advanced Class Abilities
Name | Description | Type |
Cleanses a friendly target of up to 2 negative tech or physical effects. | Instant | |
Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes. | Casted | |
Strikes the target with your weapon for <<1>> kinetic damage. | Instant | |
Blasts a target for <<1>> weapon damage. | Instant | |
Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% for 15 seconds. Does not break stealth. | Instant | |
Exploits Upper Hand to Stack the Deck for you and your Operation group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. | Instant | |
Roll forward 12 meters. Activating Scamper a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. | Instant | |
Fires the scattergun point-blank into the target's backside, dealing <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals <<2>> kinetic damage and grants an Upper Hand. | Instant | |
Exploits your Upper Hand to heal the target immediately for <<1>> followed by <<2>> over 9 seconds. Requires and consumes Upper Hand. | Casted | |
Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. | Instant | |
Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids. | Instant | |
Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable. | Instant | |
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. | Instant | |
Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for 24 seconds. Up to 2 charges of Upper Hand can exist at once. | Passive | |
Stuns the target for 4 seconds and deals <<2>> kinetic damage. | Instant | |
Blasts the target's legs with your scattergun, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for 12 seconds. | Instant | |
Fires a blaster burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage. | Instant | |
Heals a friendly target for <<1>> over 3 seconds. | Channeled | |
Injects the target with slow-release medicine that heals for <<1[%d/%d/%d]>> over 18 seconds. Stacks up to 2 times. | Instant | |
Override your stealth generator to quickly move to a friendly or enemy target and increase your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against enemy targets in cover. | Instant | |
Exploits Upper Hand to call in droids that fill the vicinity with spinning blades, dealing <<1>> internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6.1 seconds. Requires and consumes Upper Hand. | Instant |
Smuggler Class Abilities
Name | Description | Type |
Fires a flurry of bolts from your blaster, dealing <<1>> weapon damage. | Instant | |
Keeps a cool head, recovering 50 energy over 3 seconds. | Instant | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Increases the target's critical hit chance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | Instant | |
Puts up the front of surrender, instantly lowering your threat by a moderate amount. | Instant | |
Lobs a flash grenade that blinds the target for 8 seconds. Damage causes this effect to end prematurely. | Instant | |
Projects a defense field around yourself, which absorbs a moderate amount of incoming damage for 10 seconds. Does not break stealth. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Fires a shot that causes the target to bleed, dealing <<1>> internal damage over 18 seconds. | Instant | |
Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break Stealth. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Advanced Tactics
Advanced Tactics
General Tips:
- Use Kolto Missile/Kolto Bomb on cool-down it's an effective and underutilised AOE heal.
- Refresh Kolto Shell/Trauma Probe.
- Weave in Kolto Shot/Med Shot to build up your supercharge and pop it every time it's off cooldown when in a fight or build it up and save when there's breaks and save it for the next engagement. Just get into the habit of continuously hitting your Kolto Shot/Med Shot!
- Don't use Rapid Scan/Medical Probe too much. It will drain your resources so use it along with a Kolto Shot/Med Shot or two. Both of these abilities, again are fillers.
The key to healing well is to be able to quickly switch targets and be able to predict who's going to take the damage. Use your filler abilities when there isn't much damage going out.
Warzone Tips and Survival Strategies
- Positioning: Make sure you position yourself towards the back of the pack. Stand near something like a pillar that you can use to 'line of sight' incoming damage. Use the environment to your advantage.
- Kite: Learn to move around while healing (yes you can do that) regularly even if it is not necessary so that when you do have to run away around pillars (eg. Civil War Mid & Voidstar) you can keep healing.
- Find a Pocket Tank: If you can find one (good luck finding one who knows what they're doing) you won't know yourself! Trust me, it makes a difference to your survivability having a tank around to taunt incoming damage, peel, stun and annoy anyone trying to kill you.
- Precast Kolto Overload/Adrenaline Rush: when you know you're going to go into an intense fight (eg. start of an arena) so you don't have to waste a cooldown activating it when you need it. It will just trigger automatically when you get below 30% health.
- Learn to not use your CC Breaker you'll find yourself white barred and stun locked pretty frequently. So save your CC breaker for only dire circumstances and only use it when your white barred except in exceptional circumstances.
- Save Energy Shield/Reactive Shield for Emergencies like when your white barred and you're taking a fair amount of damage but need to stay alive.
- Smart Healing: Accept that you're not going to be able to keep everyone alive. This is the reality of healing. Don't waste your time chasing after someone who is LOSing you or chasing a melee that is too far away from the node. Know your limitations. If someone is close to death don't waste your resources trying to get them back up unless you know you can do it without compromising you Heat/Energy Cells or if it's crucial for keeping the objective. This is where playing other classes comes in handy (more on that below) as you can know the type of damage going out and then know what you can and can't heal through.
- Node Guarding: Yes, this will likely happen on the odd occasion. All you need to do is stand around 30 meters away from the objective and out of sight if possible. That we it makes it harder for stealther's to sap cap you. Remember to call out as soon as you see someone coming. While you wait for reinforcements run around and stay alive for as long as possible while you wait for reinforcements.
How To Improve your PvP Game
Playing Other Classes: This is essential if you want to be a good player. Learning how to play other classes, especially in PVP, mean's you'll know what they do and in turn learn how to counter their abilities, know how they can counter you, know what to interrupt and know roughly how much damage you will/can take!
If you don't know all the class symbols yet, you should familiarise yourself with them.
Situational Awareness: This is also a very crucial skill. Not just being aware of your surroundings, there's more to it then that. You need to be able to play your class/role while also knowing how many of their team there is and how many of your team is at a particular location. You need to be asking yourself, where is my team? Where is the enemy team? Am I needed here or am I more needed elsewhere? Make a mental note of who is guarding a node so if you notice their health drop you can help quicker.
Practice! Practice! Practice! Being able to predict who is going to take how much damage and judging the rate someone is taking damage so you know which heals to use on them and who get healing priority takes time and practice.
Resolve
Even as a healer you need to understand how resolve works, how it will effect you and how your stun, CC (crowd control/mezz) and knock back (all CC effects) will affect resolve. When you stun, CC, knock back your opponent it will fill up their white bar incrementally. Once their bar is full they are immune to stun's, CC's and knock backs for a short duration until their white bar gets reset to zero so to speak. The resolve bar appears under the character name.