Sharpshooter Gunslinger 5.x DPS Class Guide

Change Discipline:

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 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)
Eternal Commander MK-3
Tier 1: Artifact
(230)
Exemplar / Ultimate Exarch
Pre-5.0 Gear
(224)
Mastery 6536 (1xC)6327 (2xC)6259 (1xA, 1xC)6128 (Stim)5901 (Stim)5321
Power 369435063424333731832850
Critical 1765 (7xE, 1xC)1705 (4xE, 7xA)1650 (7xE, 1xC)1518 (6xE, 2xA, 2xC)1469 (5xE, 4xA, 2xC)1392 (5xE, 4xA, 2xC)
Alacrity 1486 (2xE, 11xA)1409 (5xE, 4xA)1352 (1xE, 12xA)1152 (12xA)1130 (2xE, 8xA)1059 (5xE, 3xA)
Accuracy 743 (1xE, 3xA, Stim)733 (1xE, 3xA, Stim)736 (2xE, 1xA, Stim)760735 (3xE, 2xA)729 (7xA, Stim)
Absorb 000000
Defense 000000
Shield 000000

"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)

Discipline Statistics

Name 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)
Eternal Commander MK-3
Tier 1: Artifact
(230)
Exemplar / Ultimate Exarch
Pre-5.0 Gear
(224)
DPS 8,796 +/- 4168,449 +/- 3938,181 +/- 3747,767 +/- 3487,475 +/- 3296,781 +/- 286
APM48.548.348.147.547.447.2

DPS Rankings

Current
Rank
Previous
Rank
Rank
Change
DPS Standard
Error
vs Average DPS
(9,303)
Imperial Class Republic Class
5 1 4 9,626 +/- 256 +3.47% Annihilation Marauder Watchman Sentinel
8 2 6 9,453 +/- 269 +1.61% Carnage Marauder Combat Sentinel
12 17 5 9,152 +/- 316 -1.62% Fury Marauder Concentration Sentinel
10 10 - 9,339 +/- 334 +0.39% Vengeance Juggernaut Vigilance Guardian
11 15 4 9,179 +/- 439 -1.33% Rage Juggernaut Focus Guardian
7 13 6 9,459 +/- 525 +1.68% Deception Assassin Infiltration Shadow
14 12 2 8,973 +/- 312 -3.55% Hatred Assassin Serenity Shadow
18 14 4 8,692 +/- 273 -6.57% Lightning Sorcerer Telekinetics Sage
16 6 10 8,870 +/- 241 -4.65% Madness Sorcerer Balance Sage
9 7 2 9,359 +/- 466 +0.61% Arsenal Mercenary Gunnery Commando
4 4 - 9,698 +/- 373 +4.25% Innovative Ordnance Mercenary Assault Specialist Commando
13 16 3 9,013 +/- 455 -3.12% Advanced Prototype Powertech Tactics Vanguard
15 9 6 8,896 +/- 345 -4.37% Pyrotech Powertech Plasmatech Vanguard
17 5 12 8,796 +/- 416 -5.45% Marksman Sniper Sharpshooter Gunslinger
3 5 2 9,722 +/- 243 +4.50% Engineering Sniper Saboteur Gunslinger
2 5 3 9,748 +/- 144 +4.79% Virulence Sniper Dirty Fighting Gunslinger
6 11 5 9,461 +/- 475 +1.70% Concealment Operative Scrapper Scoundrel
1 8 7 10,016 +/- 290 +7.67% Lethality Operative Ruffian Scoundrel

Note: DPS rankings assume best-in-slot 242-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Activating Explosive Probe, Ambush and Lethal Shot or Explosive Charge, Aimed Shot and Dirty Blast increases damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds.
4Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy.
6Laze Target or Smuggler's Luck now has 2 charges and its duration is doubled.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

Suggested PvE Utilities

Name Description
Jedi Enforcer Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
Jedi Crusader While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Stoic Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Ardor Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 5%.
Force Fade Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
Fleet Footed When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.

Comments

Coming Soon

PvP

Suggested PvP Utility Build

Suggested PvP Utilities

Name Description
Jedi Enforcer Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
Jedi Crusader While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Stoic Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Ardor Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 5%.
Force Fade Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
Fleet Footed When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.

Comments

Coming Soon

Abilities

Sharpshooter Discipline Abilities

Name Description Type
Immediately finishes the cooldown of Penetrating Rounds, increases base energy regeneration by 2 per second, and increases alacrity by 10%. Lasts 15 seconds.Instant
Fires a wild follow-up shot at the target that deals <<1>> weapon damage. Only usable within the 5 seconds immediately following a Charged Burst, Aimed Shot, Quickdraw, or a complete Penetrating Rounds. Requires both blasters.Instant
Fires a well-aimed shot that deals <<1>> weapon damage. Fires both blasters if dual wielding.Casted
Unleashes a number of rounds that deal <<1>> weapon damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel. Requires both blasters. Replaces Speed Shot.Channeled

Gunslinger Advanced Class Abilities

Name Description Type
Allows you to wield two one-handed weapons.Passive
Fires off a round of lightning-quick shots that deals <<1>> weapon damage. Only usable on targets at or below 30% max health. Fires both blasters if dual wielding.Instant
Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding.Casted
Fires high-impact shots that deal <<1>> weapon damage and inflict trauma for 10 seconds, reducing all healing the target receives by 20%. Requires dual blasters.Instant
Immediately finishes the active cooldowns on Dodge, Surrender, Defense Screen, Pulse Detonator, Hunker Down, and Hightail It.Instant
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.Instant
Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.Passive
Hunkers you down into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts 20 seconds.Instant
Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.Instant
Fires a shot that deals <<1>> weapon damage and immobilizes the target for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding.Instant
Aim your sights low, dealing <<1>> energy damage and stunning the target for 4 seconds.Instant
Roll into the selected cover point. If no cover point is available, you will crouch in place. Taking cover enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.Instant
Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.Instant
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds.Instant
Sprays a wave of bolts over the target area, dealing <<1>> weapon damage over the duration to up to 8 targets within 8 meters. Requires dual blasters. Can only be used from cover.Channeled
Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 20 seconds.Instant
Unloads both blasters at a high rate of fire, dealing <<1>> weapon damage over the duration. Consumes 20 energy over the duration of the channel. Requires dual blasters.Channeled
Increases the critical hit chance of your next Aimed Shot, Explosive Charge, or Wounding Shots by 100%.Instant
Calls in support from your crew, dealing <<1>> elemental damage over 9 seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are stunned by the flames. Can only be used from cover.Casted
Reduces the accuracy by 45% and exposes from cover of up to 8 enemies within 8 meters for 8 seconds. Cannot be used on Operation bosses.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

Rotation

Rotation

(Berserk) Battering Assault > Dual Saber Throw > (Ferocity) Ravage > Massacre > Devastating Blast > Massacre > Strike > Massacre
Battering Assault > Vicious Throw > (Ferocity) Devastating Blast > Gore > Massacre > Massacre > Massacre > Assault

Minor Rotation = 8 GCDs
Major Rotation = 24 GCDs

Comments: None

References: Bahadori (Hayete), g_mk, Beastfury

The priority system for Sharpshooter is a bit complicated, and requires you to think and make ability decisions almost constantly. This is because you want to cast Aimed Shot and Penetrating Rounds the moment they are both off of cooldown, but PR has a 12.0s CD while AS has an effective CD of 13.5s (you have to wait 12s for the actual CD, then cast it for 1.5s before it goes back on CD). Your priority should be the following:

  1. Aimed Shot (with Smuggler's Luck)
  2. Trickshot
  3. Aimed Shot (without SL)
  4. Penetrating Rounds
  5. Quickdraw
  6. Vital Shot
  7. Charged Burst (with Smoking Barrels)
  8. Flurry of Bolts
  9. Charged Burst (without SB)

This system comes with a couple of conditions, as well.

  • Cast Hool head under 45 Energy
  • Cast Illegal Mods under 100 Energy (assumes you have the 4-piece set bonus)
  • Only cast Burst Volley if PR has at least 6s remaining on its CD. If PR is within 6s of coming off CD, hold onto BV and cast it after you cast PR.
  • Similarly, only cast Aimed Shot if Smuggler's Luck has at least 2s remaining on its CD.
  • Only cast Aimed Shot if you have at leas 1 stack of Charged Aim, never at 0.
  • You can cast Vital Shot when it has 1s remaining on your target, because the ability itself is not fired off until ~1s after pressing the button.

In theory, your optimal rotation is a 14s rotation very similar to the Simple Rotation, but with an additional Filler attached to the end, however this does not work in practice due to ability and input lag, which is why Sharpshooters must think on their feet.

Advanced Tactics

Advanced Tactics

No advanced tactics have been written yet for this guide. If you would like to write this section, please email us at admin@torcommunity.com. Thanks!

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