- Details
- Category: Discipline Guides
- Last Updated: Saturday, June 10th, 2017
- Published: Sunday, January 1st, 2017
- Written by Bant & Hayward
SWTOR Plasmatech Vanguard 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 | 6884 | 6619 | 6493 | 6493 | 6284 (1xC) | 6216 (1xA) |
Power | 3964 | 3776 | 3694 | 3694 | 3506 | 3424 |
Critical | 1852 (5xE, 4xA, 2xC) | 1801 (2xE, 11xA, 2xC) | 1783 (6xE, 2xA, 2xC) | 1783 (6xE, 2xA, 2xC) | 1720 (2xE, 11xA, 1xC) | 1667 (4xE, 6xA, 2xC) |
Alacrity | 1596 (4xE, 7xA) | 1540 (7xE) | 1509 (3xE, 9xA) | 1509 (3xE, 9xA) | 1435 (7xE) | 1376 (4xE, 6xA) |
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 | 9,556 +/- 383 | 9,188 +/- 362 | 8,964 +/- 349 | 8,896 +/- 345 | 8,542 +/- 326 | 8,272 +/- 311 |
APM | 49.5 | 49.4 | 49.3 | 49.3 | 49.1 | 48.9 |
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 | 8 | (248) |
Barrel | 1 | (248) |
Stim | 1 | |
Medpac | N/A | |
Adrenals | N/A | or or |
Set Bonuses
Pieces | Set Bonus |
2 | Flaming Fist and Magnetic Blast or Shockstrike and Tactical Surge increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds. |
4 | Flaming Fist and Rocket Punch's heat is reduced by 2 or Shockstrike and Stockstrike energy cells is reduced by 2. |
6 | Activating Flame Burst and Magnetic Blast or Ion Pulse and Tactical Surge will grant Combat Tech's Critical Bonus making one of your next Energy Burst and Immolate or Cell Burst and Plasma Flare critically hit. This effect can't occur more than 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
Plasmatech Discipline Abilities
Name | Description | Type |
Strikes the target with an overcharged rifle butt, dealing <<1>> kinetic damage and releasing a powerful discharge that deals <<2>> elemental damage. Replaces Stockstrike. | Instant | |
Drenches the target with a blast of plasma, melting them for <<1>> elemental damage over 30 seconds. Plasmatize also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize spreads to the closest enemy target within 10 meters that is not already affected by your Plasmatize. | Instant | |
Emits an energetic plasma burst, dealing <<1>> elemental damage to the target. | Instant | |
Launches an incendiary projectile, setting the target ablaze for <<1>> elemental damage and an additional <<2>> elemental damage over 15 seconds. | Instant |
Vanguard Advanced Class Abilities
Name | Description | Type |
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 <<1>> 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. | Instant | |
Fires an ion pulse at the target, dealing <<1>> elemental damage. | Instant | |
Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used on targets in cover. | Instant | |
Emits an explosive surge, dealing <<1>> elemental damage to up to 8 enemies within 5 meters. | Instant | |
Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target. | Instant | |
Storm a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. | Instant | |
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. | Instant | |
Blasts everything in a 10-meter cone with ionized energy, dealing <<1>> elemental damage to up to 8 targets. | Instant | |
Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds, if Ion Cell is active. If Ion Cell is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you. | Instant | |
Deals <<2>> internal damage to up to 8 enemies within 8 meters, stunning them for 2.5 seconds. | Instant | |
Call in a strike while unloading your own plasma blitz upon an area dealing <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving. | Channeled | |
Increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area attacks regenerates 2 energy cells and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. | Passive | |
Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. | Instant | |
Increases ranged and tech critical hit chance by 25% for 15 seconds. | Instant | |
Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage. | Instant | |
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. | Instant |
Trooper Class Abilities
Name | Description | Type |
Grants 6 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | Instant | |
Recharges 50 energy cells over 3 seconds. | Instant | |
Increases damage reduction by 25% for 12 seconds. | Instant | |
Ranged weapon attacks have a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | Passive | |
Fires a series of hammering shots that deals <<1>> weapon damage to the target. | Instant | |
Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush 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 your max health. | Instant | |
Hurls a cryo grenade that freezes the target, dealing <<2>> energy damage and stunning it for 4 seconds. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. | Instant | |
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant | |
Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds. | Instant | |
Your next ability depletes no energy cells. Effect lasts 15 seconds. | Instant |