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The Dirty Rotten Scoundrel's PVE DPS Compendium

STAR WARS: The Old Republic > English > Classes > Scoundrel / Operative
The Dirty Rotten Scoundrel's PVE DPS Compendium

oaceen's Avatar


oaceen
04.29.2013 , 08:39 AM | #1
Any questions or concerns can be posted in this thread, sent to me by PM on the forums or ingame mail to oaceen or oac on The Ebon Hawk sever.





Fighting Style: Stealth, Single Blaster, Scattergun

Tactical Role(s): Close-Quarters Damage, Medicine/Healing


In addition to his trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a med pack--
everything he needs to get in, knock the enemy for a loop and get out alive.

Scoundrel is a melee dps class that revolves primarily around the Upper Hand mechanic.
It is a buff that increases damage by 2%.
It is granted by using Blaster Whip, Shoot First, or striking a killing blow.
It is also a resource which enables to use of core skills like Sucker Punch and Wounding Shots.
Scoundrels apply bleeds and benefit when attacking bleeding targets.
Scoundrels can utilize stealth to sneak around undetected.
Despite having no access to leaps like Vanguards and Jedi Knights, Scoundrel is a highly-mobile class thanks in large part to the new Scamper ability.


Table of Contents

Scrapper
Dirty Fighting

Quote: Originally Posted by Protip
Be on the lookout for the icon for helpful tips and tricks of the trade!



Spoiler


New in 2.0!
Scamper
Energy cost: 25
Roll forward 12 meters. When slowed, you only roll forward 6 meters. While rolling, your chance to doge melee and ranged attacks is increased by 30%.
Does not break stealth. Cannot be used while immobilized.

*Energy cost can be reduced to 21 with the Slippery Devil trait; also can activate Dodge for 1s
*Scurry gives this skill a 30% chance to make the next Kolto Pack instant, Upper Hand, and energy free
*This lv51 skill is just what the doctor ordered! It can leap large gaps in a single bound, faster than a speeding consular! Can find use on some fights as a crucial gap closing skill and serves a nice escape to help avoid mechanics.



Spoiler

oaceen's Avatar


oaceen
04.29.2013 , 08:40 AM | #2
Table of Contents


Scrapper

Focuses on using stealth and the scatter gun to sneak in, take out the enemy, and get out.



I'm currently using 3/36/7

Scrapper
Spoiler

Tertiary Talents
Spoiler



Unique Skills


Sucker Punch (SP):
Spoiler


Flechette Round (FR):
Spoiler




Rotation and DPS Mechanics


Overview

Upper Hand - Is it a resource? Is it a buff? It's both!
  • Upper Hand is a 10s buff that gives you +2% outgoing damage. It stacks up to two times, but buff is always 2% whether you have 1 or 2 stacks.
  • It is primarily generated by Blaster Whip, and used as a resource for several skills, notably Sucker Punch.
  • These skills will say 'this requires and consumes Upper Hand'. This means it is only usable while Upper Hand is active and consumes 1 stack.
  • So with that in mind, try to keep Upper Hand active at all times for the 2% damage buff.
  • If you have 1 stack of Upper Hand, try to get another stack before using a move that consumes Upper Hand.
  • If you have 2 stacks, try to use Sucker Punch to consume 1 stack before using a move like Blaster Whip so that the stack of Upper Hand isn't lost.
  • It's actually quite simple, but like most things, it is easier said than done.


Things to keep in mind -
  • Killing blows give you a stack of Upper Hand, so don't ignore those adds.
  • Blaster Whip will give you a stack of Upper Hand at most every 6s.
  • Sucker Punch has a 70% chance to regrant Upper Hand (10s lockout timer). There is a distinct visual and audio cue, so train yourself to be mindful of these cues.
  • (Flechette Round +) Shoot First will give you a stack of Upper Hand at the beginning of each fight provided you are in stealth and in position behind the target.
  • Disappearing Act + (Flechette Round +) Shoot First will give you a stack of Upper Hand every 1m30s during a fight.
  • Pugnacity will give you a stack of Upper Hand (and a 10% Alacrity boost) every 2m00s.

Quote: Originally Posted by Protip
If you are approaching a transition phase (e.g: moving behind the rocks during the Titan-6 fight), try to use all of your stacks of Upper Hand before the transition so that they aren't wasted. If you have one leftover, simply use Kolto Pack for a decent recovery.
Scrapper - Core Mechanics
  • Flechette Round - puts a 6s bleed on your target and increases armor penetration by 30% for 15s
  • Rolling Punches - Back Blast and Shoot First each provide 6% Alacrity for 15s
  • Blaster Whip - generates stacks of Upper Hand
  • Sucker Punch - requires and consumes UH; 70% chance to regrant UH every 10s on a bleeding target
  • Vital Shot - the only way to make sure a target is bleeding 100% of the time so that SP can regrant UH
  • Fight or Flight - Sneak can be used out of stealth for a 50% speed buff for 6s; unstealthing resets Sneak


Single Sarget / Boss Fight Rotation

(Flechette Round +) Shoot First (FR +) SF
  • Always use with Flechette Round
  • Use this at the start of a fight.
  • Use Disappearing Act to use it again in the middle of fights.
    Quote: Originally Posted by Protip
    Try to time this exactly 6s after using BB and try to have only 1 or 0 stacks of UH

    More about this here.

(Flechette Round +) Back Blast (FR) + BB
  • Always use with Flechette Round
  • Try to keep this on cooldown as much as possible.
    Quote: Originally Posted by Protip
    The buffs from this attack last 15s while the skills is on a 12s cooldown.
    This allows for a 3s grace period before they expire after BB becomes available again

Blaster Whip / Sucker Punch BW1 / SP2
  • If at 0 or 1 stack of Upper Hand, use BW / if at two stacks, use SP
  • See this note for more info

Vital Shot VS
  • Try to keep this up at all times
  • It has a native duration of 15s and can be extended to 18s with the Mortal Wound trait in the Dirty Fighting tree
Quote: Originally Posted by Protip
Vital Shot is a very important part of a Scrapper's rotation, because Round Two needs to hit a bleeding target to regrant Upper Hand.
Because it is impossible to keep a target bleeding at all times with just Flechette Round, VS is necessary to make sure your target is always bleeding.


XS Freight Flyby XS
  • For fights with lots of adds, save it for those phases, but even on a single target, this attack does a lot of damage for the cast time and energy cost provided it can stay inside for the whole 9s, so be mindful of fights with lots of movement.
  • For the block rotation below, Flyby takes two Atks due to its 3s cast time.
Quote: Originally Posted by Protip
Preload Flechette Round before casting this to regen energy during the cast and save yourself from dropping into lower energy regen after.
Sabotage Charge / Quick Shot / Flurry of Bolts QS / FB
  • Use when your other skills are unavailable and Vital Shot does not need to be refreshed.
  • If close to 100% energy, use SC / QS if close to 60% energy, useFB
Quote: Originally Posted by Protip
Sabotage Charge is only usable from cover. F is the default skill to drop into cover.
Alternatively, you can utilize the Cover Bar and place the Cover skill in the same slot as your Sabotage Charge.

Turning on Cover Bar:
  • Go into Options (Esc) > Preferences > Controls > General > Enable Cover Bar

Whenever you go into Cover, quickslot 1 will now be replaced by a new quickslot bar with a separate list of skills that share the same keybinds.

Go into Abilities (P), and under Smuggler, there are two skills: Crouch and Take Cover.
Crouch will always put you into Cover at your current position while Take Cover will roll to the nearest cover point if available, otherwise it will work just like Crouch.
  • Place one of those skills on your Quickslot 1.
  • Go into Cover.
  • Place Sabotage Charge (SC) into the same keybind (e.g. 4) on your Cover Bar.
  • Pressing the key for Crouch twice will now Crouch and instantly use SC.

Block Rotation - Scrapper
  • Think of the Scrapper dps rotation as being comprised of a sequence of 6 second blocks revolved around Blaster Whip.
  • The global cooldown is 1.5s, so each block will contain 4 attacks, so the basic rotation looks like this:

Blaster Whip (BW) > Atk2 > Atk3 > Atk4
  • Now that we have the framework in place, let's expand the rotation a bit. Since BW gives Upper Hand, Sucker Punch (SP) should be used approx. at least once every block.
  • SP simply replaces any of the three Atk positions in the block.
  • Also keep in mind that every 10s, Round Two has a chance to regrant Upper Hand. In an ideal rotation, use SP again immediately after Round Two regrants Upper Hand.

Blaster Whip (BW) > SP / Atk2 > SP / Atk3 > SP / Atk4
  • Back Blast (BB) is on a 12s cooldown, so every other block will look like this:

BW > FR + BB > SP / Atk3 > SP / Atk4

  • With Open Wound traited, Vital Shot (VS) will last 18s, so it should be refreshed roughly every third block.
  • Occasionally, there won't be room in the block.
For example, if VS ended in a block like: BW > FR + BB > SP (round two proc) > SP
  • In this instance, it's ok to delay VS as the target is still bleeding from FR.

BW / (FR + BB) / SP / VS are the basics of the Scrapper rotation, and they fit fairly neatly into the 4-attack block.

Quote: Originally Posted by Protip
Note that this is a rough guideline but is not absolutely set. Movement during fights, resource management, and many other various things may take precedence over keeping a strict 6s rotation.
Additionally, you may find that placing attacks in a different order work better for you. Don't follow this as absolute law. Play around with it, and see what works for you.

The salient point about the Block Rotation is that Blaster Whip can be followed by exactly 3 attacks before being available again:
  • Back Blast can be used roughly every two Blaster Whips, or, if it's easier, you can imagine a 12s block rotation, comprised of 8 total attacks: Back Blast followed by 7 more, two of which should be Blaster Whip.
  • Shoot First, when used during a fight with Disappearing Act, should have at least 3 attacks between the previous and following Back Blast so that the damage from Flechette Round does not overlap. Also remember to keep in mind that you should have only 0 or 1 stack of Upper Hand to maximize Shoot First.
  • Vital Shot should be refreshed roughly every third Blaster Whip.
  • Getting unlucky with Flying Fist procs can cause a lot of energy issues if you stick to a rigid rotation, so don't be afraid to stagger the blocks with a Flurry of Bolts here and there if you need to conserve some energy:
[BLOCK 1: BW > Atk2 > Atk3 > Atk4][FILLER][Block 2: BW > Atk2 > Atk3 > Atk4]
  • It's also very important that, if you are at 2 stacks of Upper Hand, Sucker Punch still takes priority over Blaster Whip, even if it's available.
Table of Contents


AOE Fight / Add Phase Rotation

Don't worry about the block rotation for AOE fights. It's more of a priority system as follows:

XS Freighter Flyby (XS)
  • This attack hits an unlimited number of targets, but has a 3s cast and 9s duration, so make sure everything is grouped up (and is going to stay grouped up) when you use it.
  • It has a relatively short cooldown so that it can be used on many trash pulls between boss fights.
  • For add phases during boss fights, this is usually the only AOE skill you need to use.


Blaster Whip (BW)
  • You still need stacks of Upper Hand even in an AOE fight.
  • Priority for BW goes down the more killing blows you can land as they'll net you stacks of Upper Hand also.


Blaster Volley (BV)
  • This is a 10m conal AOE that requires and consumes 1 stack of Upper Hand.
  • It does pretty good damage, but the Upper Hand requirement sets it back a little.


Thermal Grenade (TG)
  • Thermal Grenade doesn't do as much damage as Blaster Volley, but it doesn't require Upper Hand and additionally can hit targets from 30m away.
  • Use when out of stacks of Upper Hand and as you close in from large groups from range.


(Flechette Round) + Back Blast (FR) + (BB) -
  • Flechette Round + Back Blast aren't necessarily a priority in AOE fights because of their damage, but the buffs they provide are rather significant: 30% armor penetration and 6% alacrity for each for 15s
  • Use to refresh the buffs from Flechette Round and Rolling Punches.


Table of Contents



Shoot First - and apologize about the mess later.
*Note: this section is a primer for the opener rotation below.

Shoot First will not be used that often, but it is still an important tool in the Scoundrel arsenal. It's great for throwing out an extra Flechette Round, gaining an extra stack of Upper Hand, knocking down trash with the K.O. trait, and it hits pretty hard on its own as well.
The skill explicitly states that it is only usable from Stealth and when behind the target, so it can be used at the beginning of every fight if positioned correctly; during fights, Disappearing Act allows extra uses of Shoot First.

In a normal rotation, Shoot First in a block that is between Back Blasts so that Flechette Round's DoT does not clip, so our expanded rotation from earlier is now:

[BLOCK 1: BW > BB > Atk3 > Atk4][BLOCK 2: BW > SF > Atk3 > Atk4][BLOCK 3: BW > BB > Atk3 > Atk4]

Quote: Originally Posted by Protip
Another thing to keep in mind is that BW followed by SF is 2 stacks Upper Hand, so if you really want to maximize stack effeciancy, fill in the previous block with Sucker Punches:

[BLOCK 1: BW > FR + BB > SP > SP ][BLOCK 2: BW > SF > Atk3 > Atk4]

Block 1 dumps Upper Hand while Block 2 fills it back up to 2 stacks again.

See this note about Upper Hand for more info.
Quote: Originally Posted by Protip
An easy method to help with the timing:
  • Set up CD timers in your preferences by going to Preferences > User Interface > scroll down > Cooldown Settings > check Show Cooldown Text > (Optional) Cooldown Text Settings has two sliders: Text Size and Show Tenths of a Second
  • The first is self-explanatory, and the second will denote when the timer starts showing tenths of a second (the slider goes from 1 to 10 seconds)
  • Setting the tenths of a second to a few seconds beyond 6s will give you a heads up that you need to use Shoot First.
  • I set it at 7s, so that I know when I see the decimals on Back Blast, I have 1s to set up for my next Shoot First.
  • You should select the preference to your liking; find a setting that works for you.
  • Other very simple ways include looking when Back Blast is at exactly 6s, counting 3 attacks after Back Blast, or checking the Flechette Round bleed on your target.
For many new bosses, while in stealth, you can be extremely close to them without activating the fight. I haven't tested anything shorter than 5m, but I would say ~10m is fine for most pulls. All bosses in TFB and S&V (where appropriate) allow for this.
As a Scoundrel DPS, you can even start some fights such as the Dread Guards in TFB or the Cartel Warlords in S&V since your first target will usually have no aggro table.

Some tips to getting you to the front lines before your tank pulls:
  • Rocket Boost! This can be used in stealth, and it's available as a Legacy Perk with credits or Cartel Coins (also unlocks are occasionally available on the GTN). Very useful for getting into position.
  • If you don't want to go this route, we also now have Scamper as a new ability in 2.0. This provides you with a massive increase to mobility, so use it to position yourself before fights.

Using Shoot First at the beginning of a pull is quite crucial for Scrappers. It's about a ~6-7k non-crit from the opener (with Flechette Round) and immediate access to Upper Hand buff, Sucker Punch usage, Armor Penetration buff, Alacrity buff, and a good knockdown for trash mobs with K.O.

This can be one of the hardest things to do as a Scoundrel with a tank you're unfamiliar with or has no experience with Scrapper DPS, so in a serious raid group, you will need to communicate with your tanks and raid leaders about the necessity of positioning yourself before boss fights.

Table of Contents


Opener

Unfortunately, the most optimal opening rotation for Scrapper is quite complex.
Broken down, it is mostly an expanded version of the shoot first block rotation, with a pseudo-block at the beginning.

Remember the block with Shoot First? Here's a refresher in case you forgot.

BW > FR + SF > Atk3 > Atk4

The initial opener is just the last 3/4 of this block, but the first three attacks are defined below:

Atk0 [null] > FR + SF > Vital Shot (VS) > Sucker Punch (SP)

Vital Shot is used immediately after Shoot First so that both bleeds are set up as quickly as possible. Sucker Punch is used next because after this attack, we start the block rotation, so it is followed by Blaster Whip.
Additionally, the expanded Shoot First block above will immediately follow the new pseudo-block:
  • [BLOCK 0: FR + SF > Vital Shot (VS) > Sucker Punch (SP)]
  • [BLOCK 1: BW > FR + BB > Atk3 > Atk4]
  • [BLOCK 2: BW > FR + SF > Atk3 > Atk4]
  • [BLOCK 3: BW > FR + BB > Atk3 > Atk4]
  • Vital Shot will expire during the last block.
  • The pseudo-block is exactly three attacks to help with the cadence of the block rotation.
  • Sucker Punch is listed explicitly as the third attack but not filled in elsewhere because SP usage depends on Round Two procs. It should ideally be used in every block, however.
  • Remember to stagger the blocks if you need to conserve energy.

Recap:
Again, the goal is to stagger Shoot First and Back Blast so that the Flechette Round bleeds can run continuously without overlapping. Done correctly, the whole opening rotation accomplishes 24s of uninterrupted Flechette Round and deals a lot of damage very quickly. Fortunately, Disappearing Act will neutralize any aggro, but be sure to use Surrender at some point during the first 12s of the fight so that you don't pull aggro from your tank.


Quote: Originally Posted by Protip
If you want to practice a simpler opener, just open with Shoot First followed immediately by Back Blast (only use Flechette Round once though!) then follow with the normal rotation.
Practice, practice, practice on the dummy to get the opener right, and see what sorts of changes you can make so that it's more intuitive for you.
Eventually you will get used the cadence of certain fights and know when and where you'll need to make adjustments. Some fights involve a heavy movement phase within the first 10-15s, making the full opener unideal.

So with that in mind, another thing to consider is that not all of this is exactly set in stone. The most important aspect of the opener is that you build Upper Hand stacks, start putting bleeds up on your target, and start the normal rotation.

The block where you use Disappearing Act + Flechette Round + Shoot First > Atk > Atk > Atk can be used anywhere in the normal rotation and every 1m30s. Just be sure to time it exactly 6s between your Back Blasts so that your Flechette Round doesn't clip.
Table of Contents

oaceen's Avatar


oaceen
04.29.2013 , 08:40 AM | #3
Table of Contents


Dirty Fighting (shared)


These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.


I'm currently using 4/6/36

Unique Skills


Shrap Bomb (SP):
Spoiler


Wounding Shots (FR):
Spoiler


Hemorrhaging Blast (HB):
Spoiler



Overview

Upper Hand - Is it a resource? Is it a buff? It's both!
  • Upper Hand is a 10s buff that gives you +2% outgoing damage. It stacks up to two times, but buff is always 2% whether you have 1 or 2 stacks.
  • It is primarily generated by Blaster Whip, and used as a resource for several skills, notably Wounding Shots.
  • These skills will say 'this requires and consumes Upper Hand'. This means it is only usable while Upper Hand is active and consumes 1 stack.
  • So with that in mind, try to keep Upper Hand active at all times for the 2% damage buff.
  • If you have 1 stack of Upper Hand, try to get another stack before using a move that consumes Upper Hand.
  • If you have 2 stacks, try to use Wounding Shots to consume 1 stack before using a move like Blaster Whip so that the stack of Upper Hand isn't lost.
  • It's actually quite simple, but like most things, it is easier said than done.


Things to keep in mind -
  • Killing blows give you a stack of Upper Hand, so don't ignore those adds.
  • Blaster Whip will give you a stack of Upper Hand at most every 6s.
  • Blaster Whip has a 60% chance to gain Unfair Advantage which will make the next Wounding Shots regrant Upper Hand (10s lockout timer). There is a distinct visual and audio cue and buff, so train yourself to be mindful of these cues.
  • Shoot First will give you a stack of Upper Hand at the beginning of each fight provided you are in stealth and in position behind the target. In lieu of that, you can pre-cast XS Freighter Flyby at the beginning of a fight.
  • Disappearing Act + Shoot First will give you a stack of Upper Hand every 2m00s during a fight.
  • Pugnacity will give you a stack of Upper Hand (and a 10% Alacrity boost and 10 energy) every 1m30s.

Quote: Originally Posted by Protip
If you are approaching a transition phase (e.g: moving behind the rocks during the Titan-6 fight), try to use all of your stacks of Upper Hand before the transition so that they aren't wasted. If you have one leftover, simply use Kolto Pack for a decent recovery.
Dirty Fighting Core Mechanics

Wound Shots - deals significant damage when the target is bleeding from VS and SB
Shrap Bomb / Vital Shot - needed to buff the damage of Wounding Shots
Hemorrhaging Blast - buffs the damage of WS / SB / VS
Holdout Defense - +50% movement speed for 2s after using Blaster Whip
Pugnacious - reduces cooldown of Pugnacity by 30s and restores 10 energy on use
Unfair Advantage - BW makes the next WS free and regrant UH (60% 10s lockout)
Nice Try - when VS and SB end, they put a small bleed on the target that ticks for 9s
Concussion - your bleed effects do not tick on your mezz targets
Cold Blooded - bleeds do +15% damage to targets under 30% health

Single Target / Boss Fight Rotation

Dirty Fighting revolves around a very dynamic priority system.
Each skill has a cooldown that will cause a lot of overlaps, a strict rotation is unfeasible.
  • Blaster Whip (BW) 6s
  • Back Blast (BB) 12s
  • Hemorrhaging Blast (HB) 15s
  • Vital Shot (VS) 18s
  • Shrap Bomb (SB) 21s
  • XS Freighter Flyby (XS) 1m

So with that in mind, we have a priority system as follows
  • Refresh Upper Hand if it is about to expire from your target with Blaster Whip or Unfair Advantage
  • Refresh VS and SB if Nice Try is present and HB is off cooldown or present on the target or if the dots are not present at all
  • Hemorrhaging Blast
  • Blaster Whip
  • Wounding Shots
  • Refresh Vital Shot and Shrap Bomb if they have expired
  • XS Freighter Flyby
  • Back Blast
  • Flurry of Bolts


Hemorrhaging Blast (HB) should be refreshed every 15s. If you are applying your dots correctly, the 10 charges will always be consumed from the previous HB.
Note that there is a bug currently with HB where any smuggler dots will consume bonus damage from HB charges. In terms of overall dps, this will have little impact, but it will of course lower your own dps while raising a fellow member of the raid's dps.

Refresh Vital Shot (VS) and Shrap Bomb (SB) on your target when they expire. You especially never, ever want Nice Try ticks to consume any HB charges, so the top priority is refreshing VS / SB when HB is present on the target or has come off cooldown and is ready to be applied again.
Note that VS has an 18s duration while SB has a 21s duration and should rarely need to be reapplied at the same time. If they both need to be reapplied, I would suggest VS first due to the Mortal Wound talent, giving it a 25% chance to tick twice (and thus consuming 2 HB charges).
Quote: Originally Posted by Protip
Looking for the grayed out dots is a good way to know when to reapply them.
There is currently a bug where reapplying a dot the moment it ends will result in Nice Try taking over the freshly applied dot as well, leaving you with the lower-damage dot anyway.
Just wait until just after your dot ends. This helps prevent any clipping as well.
Ideally, you'll want to use Blaster Whip (BW) every 6s, but refreshing HB / VS / SB will generally take priority. Just don't let Upper Hand fall off of your target.
Your general rotation should revolve around a 6s block

BW > Atk2 > Atk3 > Atk4

You can (and should) interrupt the cadence of this rotation to refresh dots and reapply HB.

Use Wounding Shots (WS) at 2 stacks of Upper Hand and almost always twice in a row with the buff from Unfair Advantage.
Quote: Originally Posted by Protip
The bonus damage from hitting bleeding targets will consume and receive a buff from HB charges. This internal damage will do about 50-100% more damage than VS or SB ticks.
The implications for this are two-fold:
if you gain Unfair Advantage and HB is almost off cooldown, wait a bit before using WS so that you can use it again after HB has been applied.
Disappearing Act (DA) + Shoot First (SF) can be used every 2m in a fight for an extra Upper Hand. Try to time this while the HB buff is present.

The best time I've found for DA + SF is the following scenario:
VS / SB / HB all present on the target and not in need of refreshing.

BW (no Unfair Advantage proc) > WS > DA + SF > WS

BW will come off cooldown immediately after this without wasting stacks of Upper Hand. If Unfair Advantage procs:

BW > WS > WS > DA + SF > WS

Blaster Whip will be pushed back 1 GCD, but you will use Wounding Shots faster while Hemorrhaging Blast is active.
XS Freighter Flyby (XS) should be used even in a single target fight unless there is a lot of movement preventing the target from staying inside for the duration. For fights with add phases, save it for the adds.
Generally XS should be following by a free energy attack. Additionally, using XS when between ~70-80 energy will result in minimal wasted energy.
  • BW (Unfair Advantage proc) > WS > XS > WS
  • BW > WS > XS > HB
  • BW > WS > XS > FB

Back Blast (BB) should be used as a filler when nothing else is usable. Generally, this falls into two scenarios:
VS / SB / HB / XS present or on cooldown

BW > WS > Atk3 > Atk4 < fill BB into one of these attacks

If Unfair Advantage procs
BW > WS > WS > BB


As you get used to the rotation, you'll become more comfortable with when to use certain attacks and how they work within the priority system.

Table of Contents


AOE Fight / Add Phase Rotation

XS Freighter Flyby (XS)
  • This attack hits an unlimited number of targets, but has a 3s cast and 9s duration, so make sure everything is grouped up (and is going to stay grouped up) when you use it.
  • It has a relatively short cooldown so that it can be used on many trash pulls between boss fights.


Shrap Bomb (SB)
  • Hits 5 targets and places a 21s bleed on them, which will generally last through any add phase or trash pull.
  • You typically won't have to use this more than once unless there are more than 5 targets.
  • From full energy, XS + SB = 40 energy, just enough to use both and still remain at high energy regen.


Blaster Whip (BW)
  • You still need stacks of Upper Hand even in an AOE fight.
  • Priority for BW goes down the more killing blows you can land as they'll net you stacks of Upper Hand also.


Blaster Volley (BV)
  • This is a 10m conal AOE that requires and consumes 1 stack of Upper Hand.
  • It does pretty good damage, but the Upper Hand requirement sets it back a little.
  • Use when your other AOEs are unavailable and you have stacks of Upper Hand.


Thermal Grenade (TG)
  • Thermal Grenade doesn't do as much damage as Blaster Volley, but it doesn't require Upper Hand and additionally can hit targets from 30m away.
  • Use when out of stacks of Upper Hand and when Shrap Bomb is already present.

Wounding Shots (WS)
  • This should generally be saved when an AOE won't hit many targets, but with Unfair Advantage, it can be use in lieu of Flurry of Bolts as it is a free attack that will regrant Upper Hand immediately


Table of Contents



Dirty Fighting scoundrels have a choice between positioning oneself for Shoot First or pre-channeling XS at the beginning of a fight.

Please see this section of the Scrapper guide for tips about positioning for Shoot First. Keep in mind that Shoot First is not as crucial to Dirty Fighting as it is for Scrapper.

Opening Rotation

SF / XS > SB > VS > HB > BW > WS

At this point, what you do next depends on whether or not Unfair Advantage triggered

With Unfair Advantage, use WS > BB followed by BW > WS > DA + SF > WS

If Unfair Advantage does not trigger, simply use DA + SF > WS

After each possible outcome, BW will be available again to start on the normal rotation.

Also note that SB > VS > HB used in this order means that they will be refreshed in reverse order: HB > VS > SB

Table of Contents

oaceen's Avatar


oaceen
04.29.2013 , 08:41 AM | #4
Table of Contents


A Note on Upper Hand

Upper Hand is granted after the attack activates, but before the attack does damage.
Here is a quote from TorParse from my scoundrel trying out Dirty Fighting during some dailies on Makeb:

Quote:
12:54:50.767 Oac activates Blaster Whip.
12:54:50.767 Oac spends 15 energy.
12:54:50.767 Oac gains Upper Hand.
12:54:50.768 Oac gains Unfair Advantage.
12:54:50.770 Oac's Energy Surge hits Mesa Devourer for 287 energy damage.
12:54:50.770 Oac gains Holdout Defense.
12:54:51.075 Oac's Blaster Whip hits Mesa Devourer for 2382 kinetic damage, causing 2382 threat.
Quote: Originally Posted by Protip:
So the implication is that every Blaster Whip and Shoot First benefit from their own granted Upper Hand, but this also implies that losing Upper Hand immediately before using Blaster Whip results in no virtually no dps loss, so there may be cases where it is beneficial to use up Upper Hand immediately before Blaster Whip or Shoot First are available.

Some examples of why this is important:
Scenario: many skills on cooldown, 1 stack of Upper Hand, near 100% energy, and 1.5s until Blaster Whip is available.
Use Sucker Punch / Wounding Shots / Blaster Volley, because even if Sucker Punch doesn't proc Round Two or Unfair Advantage isn't up, Blaster Whip won't lose any damage, and using Sucker Punch or Wounding Shots is a lot better than Quick Shot or Flurry of Bolts.

Scenario: at 2 stacks of Upper Hand, 1-3s before Blaster Whip off cooldown.
Chain as many Sucker Punches / Wounding Shots as you can so that there aren't any wasted stacks.


Post if you find any other good examples, and I'll add them to the list.
Disappearing Act, Medpacs, and You

Every time you use Disappearing Act, you leave combat for a short time. For the sake of medpac usage, this creates a new round of combat.
Since Disappearing Act is on a 2m cooldown (1m30s for Scrappers), and medpacs are on a 1m30s cooldown, Scoundrels can use a medpac every time they use Disappearing Act for some extra healing. It's not a lot over time, but it's a free, off the GCD heal for ~6-9.5k.
Biochem Scoundrels should definitely take advantage of this with reusable medpacks.
  • Note that this may not be working as intended and could be subject to change.
Table of Contents


Stats and Gearing



Current BiS for Underworld (72) gear
  • Cunning 3,290.52
  • Aim 155
  • Power 1,423
  • Tech Power 2,012
  • Crit Rating 0
  • Surge Rating 237
  • Accuracy 427
  • Alacrity 158

Power / Crit

Crit is yucky; go all Power except when the total mainstat + power or crit is greater than your current mod / enhancement. An upgrade is still an upgrade.
This may or may not hold true with Kell Dragon (75) gear. I do know that, since Crit is multiplicative and Power is additive, as the stat budget increases, so does the benefit of Crit. Currently for 72 though, Crit is still never more useful than Power at a 1:1 ratio.
That said, Cunning is only slightly better than Power, and Power is only slightly better than Crit. As you upgrade, if your Cunning + Power / Crit > that of your current mod, replace it, even if you're trading a lot of Power for Crit.
Additionally, don't stress too much about getting Power right away. Crit worse, mathematically speaking, but it is by no means awful. It's only behind the curve by a very small margin.


Accuracy / Alacrity / Surge

Every character has 7 enhancements, 2 implants, and 1 earpiece worth of stat points for tertiary stats (Accuracy / Alacrity / Surge), so think of it as having 10 slots.
Ideally, you'll want 5 Accuracy, 3 Surge, 2 Alacrity.
This remains true for Kell Dragon (75)

Augments

Mainstat augments are BiS except that you'll want 1 Accuracy augment
For Kell Dragon (75) gear, you will still want 5 Accuracy slots but no Accuracy augment

Set Bonuses

The PVP 2-set bonus: +1 XS Freighter Flyby tick is current BiS for Scrapper and Dirty Fighting.
The PVE 2-set bonus: +15% Blaster Whip critical chance is better than the old +15% Back Blast critical set bonus, even for Scrapper.

If you don't PVP, and play a Scrapper, using the old and new 2-set bonuses can work.
If you don't PVP, and play Dirty Fighting, the old 2-set bonus will have a relatively small impact on your overall dps.

Regardless of what spec you play, the 4-set bonus: +5 max energy is generally useless.
It is worth +5% energy, since regen tiers are based on a percentage of your max energy. As such, it gives +2 max-tier regen energy, or a new range of 63-105 energy.

Special thanks to dipstik for the stats.


Relics

The current part of guide concerning relics is based on Arkanian, Underworld, and Kell Dragon tiers.
Please keep in mind that not all of this information is applicable for Dread Guard and below.


Useful DPS Relics

Relic of Boundless Ages (BA)
Use: Increases Power by x for 30 seconds. Can not be activated in PvP areas.

This relic becomes a click-to-use item that should be slottedf on your toolbar. It has a 2m timer when it can be used again, so it is effectively a 30s power boost every 2m.

Relic of Serendipitous Assault (SA)
Healing an ally or performing a damaging attack on an enemy both have a 30% chance to grant x Power for 6 seconds. This effect can only occur once every 20 seconds, and shares this limite with similar healing or damaging effects. It will not trigger inside of PvP areas.

Relic of Elemental Transcendance (ET)
Damaging attacks have a 30% chance to deal x additional elemental Force damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects. It will not trigger inside of PvP areas.

Spoiler


Relic of the Cerulean Nova (CN)
Damaging attacks have a 30% chance to deal x additional energy tech damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects. It will not trigger inside of PvP areas.


Additionally, all relics have a static endurance and power stat as follows:
  • Kell Dragon: 106 End / 36 Power
  • Underworld: 98 End / 32 Power
  • Arkanian: 89 End / 29 Power



Only one of any specific can be used a time. Two Boundless Ages relics will both lock each other out when used, and the damage proc relics (ET / CN) will lock each other out as well.

Currently, the Serendipitous Assault, Elemental Transcendence, and the Cerulean Nova all share lockouts and cannot proc together.
However, the 2.3 patchnotes state:
Quote:
  • Arkanian, Underworld and Kell Dragon Proc Relics will no longer prevent other Arkanian, Underworld and Kell Dragon Procs of a different type from activating. For example, characters can now have both a Power proc relic and a damage proc relic equipped and expect them both to activate correctly.
Which one should I use?
This is a somewhat difficult question to answer, and I think it will mostly come down to playstyle or what encounter you are currently facing, but here is some information to help arrive at your decision.

  • The Boundless Ages and Serendipitous Assault relics both benefit Scrapper and Dirty Fighting (and Sawbones as well) equally since they simply give a boost in power.

If you choose a damage proc relic:
  • With Scrapper's 30% armor penetration and an accompanying 20% armor debuff, the Cerulean Nova will give more damage than the Elemental Transcendance.
Spoiler


  • Dirty Fighting does not offer any additional armor penetration, so the Elemental Transcendance will give more damage than the Cerulean Nova.
Spoiler


When 2.3 goes live, it will be perfectly viable to use any combination of the above relics (except any two of the same kind):
  • Boundless Ages + Serendipitous Assault
  • BA + Cerulean Nova
  • BA + Elemental Trandscendance
  • SA + CN
  • SA + ET
  • The main difference between the BA and the other relics is it is more controlled. You decide when you have the power, not the random chance of the SA or damage procs.
  • I personally prefer the SA relic over the BA's 2m timer, since it does not coincide well with my Scrapper's 1.5m Disappearing Act + Shoot First, but this decision will ultimately be up to personal preference.
  • SO that said, and keeping in mind the upcoming change to the proc relics, my Scrapper will aim to have a Serendipitous Assault + Cerulean Nova.
  • Even in this context, it may still be beneificial for certain fights to have the clicky BA just to swap in, and of course swapping CN for ET if I ever swap to Dirty Fighting.

Table of Contents

bryceman's Avatar


bryceman
05.20.2013 , 11:15 PM | #5
Thank you for making this thread. I have been playing a scrapper scoundrel in pve since launch and I just don't have the patience to explain the spec to other people. It is not a cookie-cutter rotation like balance sages so when people ask to quickly explain it I run away. Hopefully all the players who say we are low on dps will read this and learn from it. I parse quite high and if Bioware were to give us a buff, we would be so OP.

oaceen's Avatar


oaceen
06.01.2013 , 08:06 AM | #6
Quote: Originally Posted by bryceman View Post
Thank you for making this thread. I have been playing a scrapper scoundrel in pve since launch and I just don't have the patience to explain the spec to other people. It is not a cookie-cutter rotation like balance sages so when people ask to quickly explain it I run away. Hopefully all the players who say we are low on dps will read this and learn from it. I parse quite high and if Bioware were to give us a buff, we would be so OP.
hey, thanks for the reply.

i was worried about the lack of response. was it too confusing? did i not explain everything i needed to?
i figured that even if it were awful, someone would have at least said so, so i was mostly worried that no one really cared at all about scoundrel pve dps.


i'm really hoping that isn't the case though. i'd rather i just did a terrible job than there be literally no interest in scoundrel dps.


and you're right though. it's actually very complex. i didn't even realize how much so until i started writing it all down.




as an aside, i've cleaned up a bit of the formatting and fleshed out a bit of the explanations. i'll probably do some more formating changes later this weekend.

KLut's Avatar


KLut
06.01.2013 , 03:59 PM | #7
Not to worry, some of us are still here and interested

I'll read it tonight and give you some feedback tomorrow. In the meantime thank you for taking the time!


Arcumard, TOFN

KLut's Avatar


KLut
06.02.2013 , 08:13 AM | #8
Ok.. first, if I seam overly critical IM NOT, but the critical perspective is the one I read it from.

In fact I think this may be the beginning, the very good beginning. of a true Scoundrel dps guide. I've read many of your posts this past year and you seam very knowledgeable about our class.

The order of points are cronological, from start to end, with some general points and suggestions at the end:

* I think you will catch heat from some of your readers for listing the different skills, I'm not one of them. I think it's awsome to have them written out in a guide. I also really like the (*) commentary you've added. I would have liked this part of the list expanded with more of your own thoughts on the skill. For instance for "Flurry of Bolts" you might describe your take on it with (guessing) "I use it when >60 energy or when I'm running toward the target/boss".

* I'm a total sucker for descriptions and opinions on talent trees and their individual talents. I think this might be a personal thing for me, but I would have loved a more in depth rational from you about which and why you take certain talents.

* One thing I didn't understand is under "Sucker Punch", Up from 10 before 2.0. What is up 10 from before 2.0?

* Your Protips are awsome and should proliferate throughout the guide!

* Your Opener/Rotation part of the guide was a bit hard to digest for me. Not sure why because it's pretty familiar language for me. One thing I can point to is that you refer to a "Normal rotation" here and there which I can't find defined in the text. What is your "Normal rotation"? I'm also contemplating whether to suggest you put a "Normal rotaion" section before the "Opener" section or not as a more general rotation startpoint.

* What I miss and would like to see you write about is a practical application of your ideas from a Bossfight perspective. What I mean is ok so I've read your guide and I'm getting pumped and wanna go out there and shot things in the head with my scattergun, how does your ideas play out in a live situation. I'm thinking a section were you describe what you do and why in different stages of the fight, when do you use XS, when do you use X rotation and so on. You can perhaps think of a better exampel, but Kephess Denova would be interesting with all the different mechanics.

* A general point is that I didn't get quite a sense for who you write for, is it for the total beginner, is it for hardcore endgamer? As it is now, I feel it's a bit of both. That's not a bad thing, but it would have helped me if you wrote something in the disclaimer about who you intend it for.


Thanks again for taking the time, heroes step in to the light!


Arcumard, TOFN

JSunrider's Avatar


JSunrider
06.02.2013 , 09:22 AM | #9
I've been thinking about switching out of my Sawbones--I hate healing--and into this spec. This is a great starting point for me to give it a try, so thank you.

After I make the switch today and get in some reps on what you have provided, I'm going to pester you about what this "normal rotation" is. Based on what you have written, the priority system seems daunting.

EDIT: wait, I think I see it. "Normal Rotation" is what you are covering in the Single Target/Boss Fights section, right?

oaceen's Avatar


oaceen
06.02.2013 , 11:58 PM | #10
Quote: Originally Posted by KLut View Post
Ok.. first, if I seam overly critical IM NOT, but the critical perspective is the one I read it from.

In fact I think this may be the beginning, the very good beginning. of a true Scoundrel dps guide. I've read many of your posts this past year and you seam very knowledgeable about our class.
tyvm for saying, and don't worry, this is exactly the kind of post i'm looking for

Quote:
The order of points are cronological, from start to end, with some general points and suggestions at the end:

* I think you will catch heat from some of your readers for listing the different skills, I'm not one of them. I think it's awsome to have them written out in a guide. I also really like the (*) commentary you've added. I would have liked this part of the list expanded with more of your own thoughts on the skill. For instance for "Flurry of Bolts" you might describe your take on it with (guessing) "I use it when >60 energy or when I'm running toward the target/boss".
i'll have a look about adding that in.

i did not want to make it too bloated, but i will add a quick comment for each.

Quote:
* I'm a total sucker for descriptions and opinions on talent trees and their individual talents. I think this might be a personal thing for me, but I would have loved a more in depth rational from you about which and why you take certain talents.
this is something i wanted some feedback on before i got into it too much, but i agree. i think i even said 'i'll get more in depth with this later' and just haven't gotten around to it.

maybe that discussion won't happen until i do that first though.

Quote:
* One thing I didn't understand is under "Sucker Punch", Up from 10 before 2.0. What is up 10 from before 2.0?
ah, the energy cost is 15 now (up from 10)

i'll explain that a bit more clearly

Quote:
* Your Protips are awsome and should proliferate throughout the guide!
haha thank you!
i thought they were a nice touch. i am trying to find a way to make them stand out without seeming obtrusive. maybe i'll do them in a different color? or maybe under a spoiler or in [quote]

Quote:
* Your Opener/Rotation part of the guide was a bit hard to digest for me. Not sure why because it's pretty familiar language for me. One thing I can point to is that you refer to a "Normal rotation" here and there which I can't find defined in the text. What is your "Normal rotation"? I'm also contemplating whether to suggest you put a "Normal rotaion" section before the "Opener" section or not as a more general rotation startpoint.
yes i was worrying about this a lot.

i put 'you can try this simpler opener at the end' but maybe i should put the simple openever first, the complex opener in a completely separate section at the end for people to try to practice?
also i can probably lighten the specificity of the complex opener, since i suppose it does need to be so complex. i'll just talk about the blocks and stress about keeping the other mechanics in mind (sucker punch at 2 stacks, blaster whip at 0 or 1, try to use shoot first at 0 or 1 as well, etc.)

normal rotation is just the single-target/boss fight and aoe-add phases. i'll add a better title to make that more clear (and probably add some more explanation into those sections)

Quote:
* What I miss and would like to see you write about is a practical application of your ideas from a Bossfight perspective. What I mean is ok so I've read your guide and I'm getting pumped and wanna go out there and shot things in the head with my scattergun, how does your ideas play out in a live situation. I'm thinking a section were you describe what you do and why in different stages of the fight, when do you use XS, when do you use X rotation and so on. You can perhaps think of a better exampel, but Kephess Denova would be interesting with all the different mechanics.
i will get to work on that. this is the kind of feedback i was looking for (what i was missing from the guide)

Quote:
* A general point is that I didn't get quite a sense for who you write for, is it for the total beginner, is it for hardcore endgamer? As it is now, I feel it's a bit of both. That's not a bad thing, but it would have helped me if you wrote something in the disclaimer about who you intend it for.
i think i intended it to be like a 'scoundrel dps for dummies' you know how they have the tagline 'and a reference for the rest of us!'

i can easily add that into the top with all the disclaimers.


Quote:
Thanks again for taking the time, heroes step in to the light!


Arcumard, TOFN
not a problem, glad you think it's on the right track.
Quote: Originally Posted by JSunrider View Post
I've been thinking about switching out of my Sawbones--I hate healing--and into this spec. This is a great starting point for me to give it a try, so thank you.

After I make the switch today and get in some reps on what you have provided, I'm going to pester you about what this "normal rotation" is. Based on what you have written, the priority system seems daunting.

EDIT: wait, I think I see it. "Normal Rotation" is what you are covering in the Single Target/Boss Fights section, right?
yes, that's exactly right (i will flesh this out a bit more, don't worry)

and please, fire away. hopefully i can make this guide really approachable for beginners and flesh out a lot of complex mechanics from veterans of the spec.



thanks for the feedback, guys. i'll get working on some of the improvements soon.