- Details
- Category: Discipline Guides
- Last Updated: Saturday, June 10th, 2017
- Published: Thursday, January 5th, 2017
- Written by Bant & Hayward
SWTOR Gunnery Commando 5.x DPS SWTOR class guide.
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 | 6927 (1xC) | 6662 (1xC) | 6579 (2xC) | 6594 (1xA) | 6385 (1xA, 1xC) | 6317 (2xA) |
Power | 3964 | 3776 | 3694 | 3694 | 3506 | 3424 |
Critical | 1850 (6xE, 2xA, 1xC) | 1788 (3xE, 9xA, 1xC) | 1751 (4xE, 7xA) | 1760 (5xE, 4xA, 2xC) | 1689 (7xE, 1xC) | 1651 (2xE, 10xA, 2xC) |
Alacrity | 1557 (3xE, 9xA) | 1512 (6xE, 2xA) | 1459 (5xE, 4xA) | 1436 (4xE, 6xA) | 1370 (2xE, 10xA) | 1296 (6xE, 1xA) |
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 | 10,054 +/- 516 | 9,667 +/- 488 | 9,431 +/- 471 | 9,359 +/- 466 | 8,987 +/- 440 | 8,703 +/- 420 |
APM | 42.3 | 42.2 | 42.1 | 42 | 41.8 | 41.7 |
DPS Rankings
Note: DPS rankings assume best-in-slot 242-rating gear.
Suggested Best-in-Slot Gear & Items
Type | Quantity | Name |
Augment | 9 | (228) |
Augment | 2 | (228) |
Augment | 3 | (228) |
Enhancement Earpiece Implant | 3 | or or (248) |
Enhancement Earpiece Implant | 6 | or or (248) |
Enhancement Earpiece Implant | 1 | or or (248) |
Color Crystal | 1 | (136) |
Color Crystal | 1 | (136) |
Mod | 9 | (248) |
Relic | 1 | (248) |
Relic | 1 | (248) |
Armoring | 8 | (248) |
Barrel | 1 | (248) |
Stim | 1 | |
Medpac | N/A | |
Adrenals | N/A | or or |
Set Bonuses
Pieces | Set Bonus |
2 | Heatseeker Missiles and Serrated Shot or Demolition Round and Serrated Bolt increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds. |
4 | Power Surge or Tech Override's cooldown is reduced by 5 seconds. |
6 | Activating Unload and Blazing Bolts or Full Auto and Boltstorm will grant Eliminator's Critical Bonus making your next Heatseeker Missiles and Mag Shot or Demolition Round and Mag Bolt critically hit. This effect can only occur once a 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
Gunnery Discipline Abilities
Name | Description | Type |
Fires a continuous stream of bolts that deals <<1>> weapon damage and depletes 16 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Replaces Full Auto. | Channeled | |
Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase armor penetration by 10% for 8 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times. | Instant | |
Fires a bolt that deals <<1>> weapon damage, and if it successfully hits the target, allows your next Grav Round to activate instantly. | Instant | |
Fires a round that creates a gravity vortex on the target, dealing <<1>> kinetic damage, crushing the target's armor and reducing armor rating by 20% for 45 seconds. Gravity vortices leave targets vulnerable to High Impact Bolt and increases the damage they take from Demolition Round for 45 seconds. Replaces Charged Bolts. | Casted | |
Fires a demolition round that explodes on contact, dealing <<1>> kinetic damage. This damage is increased by 25% if the target is affected by your gravity vortex. | Instant |
Commando Advanced Class Abilities
Name | Description | Type |
Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. Cannot be used while immobilized or hindered. Requires Assault Cannon. | Instant | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Reduces the threat towards all current enemies. | Instant | |
Engages a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. | Instant | |
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for <<1>> weapon damage. Requires Assault Cannon. | Casted | |
Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration. | Channeled | |
Summons a probe that heals for <<1>>. | Casted | |
Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and empower your passive cell: Combat Support Cell: Increases healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and cost 5 fewer energy cells. Plasma Cell: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds. Armor-piercing Cell: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times. | Instant | |
Deals <<1>> elemental damage and pushes up to 8 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for 4 seconds after being knocked back. | Instant | |
Fires a continuous stream of bolts that deals <<1>> weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. | Channeled | |
Lobs a plasma grenade that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and igniting the targets in fiery plasma, dealing <<2>> additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. | Casted | |
Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak targets within 5 meters of the primary target. If the primary target is a weak or standard enemy, it is knocked to the ground. | Instant | |
Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds. | Instant | |
Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. | Instant | |
Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. | Passive | |
Fires a quick stream of bolts, causing <<1>> healing. | Instant | |
Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes. | Casted | |
Cleanses a friendly target of up to 2 negative tech or physical effects. | Instant | |
Launches waves of blaster fire at up to 8 targets within 5 meters of the target area, dealing <<1>> weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon. Spends 32 energy cells over the duration. | Channeled | |
Fires a round at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely. | Casted | |
Instantly heals a friendly target for <<1>>. | Instant | |
Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target's armor. In addition, the critical chance of Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds. | Passive | |
Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals <<1>> kinetic damage to up to 8 enemies when it detonates. Standard and weak targets are knocked back from the blast. | Instant | |
Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds. | Instant |
Sith Warrior Class Abilities
Name | Description | Type |
Performs a series of lightsaber attacks that deal <<1>> weapon damage. Strikes with both weapons if dual wielding. | Instant | |
Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding. | Instant | |
Slashes up to 8 enemies within 5 meters in front of you for <<1>> weapon damage. Attacks with both weapons if dual wielding. | Instant | |
Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts 12 seconds. | Instant | |
Generates 2 rage and inflicts <<1>> weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding. | Instant | |
Increases the target's melee, ranged, Force and tech bonus damage and healing by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Blasts the target with a Force-enhanced scream, dealing <<1>> kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds. | Instant | |
Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. | Passive | |
Chokes the target, stunning it for 4 seconds. Deals <<1>> kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving. | Channeled | |
Jumps to a distant target, dealing <<1>> damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover. | Instant | |
Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. | Instant | |
Throws the main-hand lightsaber at a target, dealing <<1>> weapon damage. Only usable on targets at or below 30% max health. | Instant | |
Madly dash forward 20 meters, dealing <<1>> weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Smashes up to 8 enemies within 5 meters, dealing <<1>> kinetic damage. Stuns weak and standard enemies for 2 seconds. | Instant | |
Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Emergency Scan/Bacta Infusion, Healing Scan/Advanced Medical Probe and Progressive Scan/Successive Treatment are your three main healing abilities which you should aim to use when they are off cooldown. You can use PS/ST before or after ES/BI - HS/AMP but you should always use ES/BI before HS/AMP. I use the filler abilities (Kolto Shot/Med Shot, Rapid Scan/Medical Probe & Kolto Missile/Kolot Bomb) in between the cooldowns of ES/BI, HS/AMP and PS/ST.
/: Use Kolto Shot/Med Shot (1 charge) and Rapid Scan/Medical Probe (2 charges) to build up 10 charges of Supercharge Gas/Supercharge Cell then activate it. Try to use it off cooldown. You should build up 10 stacks fairly quickly and regularly from using Kolto Shot/Med Shot frequently as fillers.
Rapid Scan/Medical Probe also builds up stacks of / which reduces the cost your your next Healing Scan/Advanced Medical Probe per stack (stacks up to 3 times). Having 3 stacks of Critical Efficiency/Field Triage will make your next Healing Scan/Advanced Medical Probe free.
As Rapid Scan/Medical Probe uses a fair bit of your Heat/Energy Cells use Kolto Shot/Med Shot in between to help keep your Heat/Energy management in check.