- Details
- Category: Discipline Guides
- Last Updated: Saturday, June 10th, 2017
- Published: Monday, September 21st, 2015
- Written by Frettz, 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) | 1705 (4xE, 7xA) | 1650 (7xE, 1xC) |
Alacrity | 1596 (4xE, 7xA) | 1540 (7xE) | 1486 (2xE, 11xA) | 1486 (2xE, 11xA) | 1409 (5xE, 4xA) | 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 | 9,448 +/- 461 | 9,086 +/- 436 | 8,865 +/- 421 | 8,796 +/- 416 | 8,449 +/- 393 | 8,181 +/- 374 |
APM | 48.8 | 48.6 | 48.5 | 48.5 | 48.3 | 48.1 |
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 | Activating 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. |
4 | Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy. |
6 | Laze Target or Smuggler's Luck now has 2 charges and its duration is doubled. |
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
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
Filler:
Minor Rotation:
Major Rotation:
Comments:
References:
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:
- Aimed Shot (with Smuggler's Luck)
- Trickshot
- Aimed Shot (without SL)
- Penetrating Rounds
- Quickdraw
- Vital Shot
- Charged Burst (with Smoking Barrels)
- Flurry of Bolts
- 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.