Jump to content

The Dirty Rotten Scoundrel's PVE DPS Compendium


oaceen

Recommended Posts

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.

 

 

 

[aname=introduction]

Welcome to My

Scoundrel PVE DPS Guide :csw_falcon:

[/aname]

 

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

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

Be on the lookout for the :wea_14: icon for helpful tips and tricks of the trade!

 

 

 

[aname=basic]Basic Skills:[/aname]

 

Flurry of Bolts (FB):

Range: 30m

Fires a flurry of bolts from your blaster, dealing x weapon damage.

 

*Use this when energy is ~60% and during movement phases as you approach a boss from range

 

Shoot First (SF):

Energy: 17

Cooldown: 7.5s

Range: 4m

Slips out of stealth to blast the target point-blank with the scattergun, dealing x kinetic damage. Must be in stealth and behind a target to use.

 

*Grants Upper Hand

*Use this at the beginning of every fight if possible

 

Back Blast (BB):

Energy: 10*

Cooldown: 12s

Range: 4m

Fires the scattergun point-blank into the target's backside, dealing x kinetic damage. Must be behind the target to use.

 

*Energy cost reduced to 0 with Flanking trait in the Scrapper tree

*A vital part of the Scrapper rotation but still finds use for Dirty Fighting, having a great damage-to-energy cost ratio

 

Blaster Whip (BW):

Energy: 15

Cooldown: 6s

Range: 4m

Strikes the target with your weapon for x kinetic damage.

 

*Grants Upper Hand

*Bread-and-butter skill of any Scoundrel DPS rotation

 

Quick Shot (QS):

Energy: 17

Range: 10m

Blasts a target for x weapon damage. Fires both blasters if dual wielding.

 

*We don't dual-wield! But with the energy improvements in 2.0, this finds a lot of use in either Scoundrel DPS rotation. When other skills are unavailable, use this instead of Flurry of Bolts when approaching max energy.

 

Vital Shot (VS):

Energy: 16

Range: 30m

Fires a shot that causes the target to bleed, dealing x internal damage over 15 seconds.

 

*Duration can be extended to 18s with Open Wound trait

*Bread-and-butter skill of each Scoundrel DPS rotation

 

Sabotage Charge (SC):

Energy: 25

Cooldown: 30s

Range: 30m

Attaches a sabotage charge to the target that detonates when the target takes damage, dealing x kinetic damage. Standard and weaks targets are additionally knocked down and set on fire, dealing x additional elemental damage over 3 seconds. Can only be used from cover.

 

*Great skill to use from range

*Energy cost is high, so try to save it for close-range combat when you need some quick burst during dispatch phases

 

XS Freighter Flyby (XS):

Activation: 3 secs

Energy: 30

Cooldown: 1m00s

Range: 30m

Calls in support from your crew, dealing x elemental damage over 9 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies additionally panic from the flames.

 

*Save this skill for AOE portions of boss fights, but use it whenever a target will stay in for the full 9s, even on single-target fights as it has a great damage-to-energy cost and damage-to-cast-time ratio

 

Kolto Pack:

Activation: 2s

Energy: 25

Cooldown: 9s

Range: 30m

 

Exploits the Upper Hand to immediately heal your target for x followed by x over 9s.

Requires and consumes Upper Hand.

 

*If you find yourself during a transition phase with extra stacks of Upper Hand, go ahead and cast Kolto Pack so that the Upper Hand isn't wasted.

 

Underworld Medicine:

Activation: 2.5s

Energy: 25

Range: 30m

 

Heals a friendly target for x.

 

*Great for throwing out a heal here and there if necessary. Don't use this full time though; leave that to the professionals.

 

Defense Screen:

Cooldown: 45s

 

Projects a defense screen around yourself, which absorbs a moderate amount of incoming damage for 15s. Does not break stealth.

 

*Cooldown reduces by 15s with Smuggled Defenses talent

*Damage absorption increased by 30% with Hotwired Defenses talent

*Great skill off the GCD for some extra survivability; use liberally

*Also great to use during fights with AOE damage so that you can stay in stealth to position yourself for Shoot First

 

Dodge:

Cooldown: 1m00s

 

Removes all hostile removable effects and increases your chance to dodge melee and ranged attacks by 100% for 3s. Does not break stealth.

 

*Duration extended by 1s with Scurry talent

*Great defensive ability on a relatively short cooldown

 

Surrender:

Cooldown: 45s

 

Puts up the front of surrender, instantly lowering your threat by a moderate amount.

 

*Great to prevent yourself from pulling aggro

*By far the most hilarious aggro drop in the game; use it as an emote; great at parties

 

Tranquilizer:

Energy: 20

Range: 10m

 

Puts the target to sleep for 60s. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at one time. Does not affect droids.

 

*Amazing utility that Scoundrel can bring to a raid group

*Use with Sneak to mezz undetected

*Can be used to completely skip some trash fights

 

Slice Droid:

Activation: 1.5s

Range: 30m

 

Hacks a droid, incapacitating it for 60s. While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.

 

*Another great utility skill for slicing tough droids while you and your group kill the other mobs first

 

Heartrigger Patch:

Activation: 6s

Cooldown: 5m00s

Range: 30m

 

Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use or be the target of an in-combat revival for the next 5 minutes.

 

*Another great utility skill; great to have if your healer goes down

 

[jumpto=basic]

↑ Back to the top ↑

[/jumpto]

 

 

 

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.

 

[aname=conv]

:sy_republic: Scoundrel > :sy_empire: Operative Conversion Table[/aname]

 

Flurry of Bolts (FB) > Snipe

Blaster Whip (BW) > Shiv

Quick Shot (QS) > Overload Shot

Vital Shot (VS) > Corrosive Dart

Shoot First (SF) > Hidden Strike

Back Blast (BB) > Backstab

Sabotage Charge (SC) > Explosive Probe

Blaster Volley (BV) >

Thermal Grenade (TG) > Fragmentation Grenade

XS Freighter Flyby (XS) > Orbital Strike

 

 

Scrapper > Concealment

Flechette Round (FR) > Acid Blade

Sucker Punch (SP) > Laceration

Flying Fists > Collateral Strike

 

 

Dirty Fighting > Lethality

Hemorrhaging Blast (HB) > Weakening Blast

Wounding Shots (WS) > Cull

Shrap Bomb (SB) > Corrosive Grenade

 

Sawbones > Medicine

Underworld Medicine > Kolto Injection

Kolto Pack > Kolto Infusion

 

 

Misc.

Upper Hand > Tactical Advantage

Scamper > Exfiltrate

Pugnacity > Stim Boost

Sneak > Sneak

Defense Screen > Shield Probe

Dodge > Evasion

Escape > Escape

Dirty Kick > Debilitate

Flash Grenade > Flash Bang

Surrender > Countermeasures

[jumpto=conv]

↑ Back to the top ↑

[/jumpto]

 

Edited by oaceen
Link to comment
Share on other sites

  • Replies 52
  • Created
  • Last Reply

Top Posters In This Topic

Table of Contents

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=scrapperoverview]

Scrapper [/aname]

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

 

[aname=scrapperskilltree]Skill Tree Specifications[/aname]

 

I'm currently using 3/36/7

 

Scrapper

 

1st Tier

  • Element of Surprise (2/2) - 16% critical to Back Blast and Shoot First? Yes, please. This skill is mandatory for all Scrapper specs.

 

 

  • Browbeater (3/3) - Accuracy is very important for all DPS classes with the new changes in 2.0, and the 3% Accuracy this provides is crucial.

    Additionally, it adds 18% damage to Vital Shot and 9% damage to Flechette Round. Mandatory for all

    Scoundrel DPS specs.


  •  
     
  • Survivor's Scars (2/3) - The reason I don't go all 3 points into this is because I feel they are needed elsewhere. You can tailor your build to include all 3 points by dropping some nonessential talents later on.

    This skill stacks with itself for self heals, giving +2% per point for any of your heals you use on yourself.


    Very good talent, but not essential.

 

 

2nd Tier

  • Sneaky (2/2) - The increased stealth level is nice, but the 15% movement speed during combat is very beneficial for any melee class.


    Not essential, but extremely useful talent.

 

 

  • Scrappy (1/1) - Increases the damage of some highly-spammed skills: Back Blast, Blaster Whip, and Quick Shot

    Essential for all Scoundrel DPS builds.


  •  
     
  • Brawler's Grit (0/2) - I feel this talent is rather useless on its own, only giving a bonus of 2% endurance per point, but there are also many other essential talents this low in the skill tree.

    Skip it and save your points elsewhere.

 

 

  • Shifty-Eyed (2/2) - Nonessential, but provides better survivability than Brawler's Grit and Survivor's Scars.

It gives 2% defense for all attacks; this includes Force and Tech.

In PVE, the stealth detection is mostly a nonissue.

 

 

3rd Tier

  • Flanking (2/2) - Reduces the cost of Back Blast by 10, making it a free skill. With Flechette Round, it becomes a 15 energy skill, which is much more manageable.

Essential talent.

 

 

  • Sucker Punch (1/1) - Allows use of the skill Sucker Punch (SP), a vital skill in the Scrapper rotation.

    No Scrapper tree should go without this. At low levels, pick this up as soon as possible.

 

 

  • Flying Fists - This is one of the many talents that makes Sucker Punch such a vital skill.

    SP
    deals additional kinetic damage 70% of the time, and additionally stuns weak targets.


 

 

4th Tier

  • Stopping Power (0/2) - This is mostly a PVP skill that transforms Tendon Blast from a snare into a root.

    Could be useful for leveling, dailies or other misc. PVE content, but not especially useful for operations.

 

 

  • Round Two (2/2) - Round Two of why Sucker Punch is amazing.

    Whenever Flying Fists hits a bleeding target, it regrants Upper Hand (with a 10s lockout).

    Simple math tells me that
    Blaster Whip
    gives up to 10 stacks of Upper Hand per minute, and this skill adds up to 6 more, so I would say a 60% increase is rather significant.

    Essential talent.

 

 

  • Fight of Flight (1/1) - Disappearing Act no longer reduces healing received. This is great for positioning for an extra Shoot First in the middle of a boss fight so you don't lose any heals from your party.

    Additionally, it allows
    Sneak
    to be used out of stealth for a 50% speed boost for 6s.

    Before
    Scamper
    , this was the only real 'gap closer' a Scrapper had.

    Use this as a gap closer when you don't have the energy for
    Scamper
    .

    You can also go in to mezz a target before combat and get
    Sneak
    back as soon as you go into combat, so you don't have to choose between using Sneak for your mezz or using it for a speed boost.

    Extremely useful talent.


:wea_14:It's also a really fun skill to toggle stealth on and off and keep up a constant speed boost out of combat.

 

 

5th Tier

  • Sawed Off (1/1) - Increases Back Blast damage by 4%.

    Essential talent.

 

 

  • Flee the Scene (2/2) - Lowers the cooldown of Sneak by 15s and Disappearing Act by 30s.

    You can use
    Sneak
    as a gap closer more often but, more importantly, you can use
    Disappearing Act
    every 1m30s for an extra (
    Flechette Round
    +)
    Shot First
    in the middle of boss fights.

    Essential talent.

 

 

  • Turn the Tables (2/2) - The capstone of our Sucker Punch talent tree.

    It increases the damage of
    Sucker Punch
    (
    SP
    ) and
    Flying Fists
    (
    FF
    ) by 4%.

    The damage boost alone would be worth it, but additionally every time
    FF
    does damage, you recover 10 energy.

    It doesn't have to hit a bleeding target, and it's not locked out every 10s like Round Two.

    This means that every single time you use
    SP
    , you have a 70% chance of having it only cost 5 energy.

    Essential Talent.

 

 

  • Surprise Comeback (0/2) - Back before 2.0, when Pugnacity was a self buff rather than a a skill with a 2m cooldown, this talent was very useful. Now it's rather useless in comparison.

    Now it provides 4% every 3s for 15s for a total of 20% healing.

    It's also currently bugged, and the last tick is missing, giving only 16% in healing.

    I generally avoid this talent and believe it should be reworked to live up to its pre-2.0 status.

 

 

6th Tier

  • Underdog (3/3) - Increases the critical damage of scattergun skills: Back Blast, Shoot First, Tendon Blast, and Flechette Round, by 30%

    It's always bugged me that Tendon Blast is included instead of more useful skills like Sucker Punch or Blaster Whip but regardless, this is still very much an essential talent.

 

 

  • K.O. (2/2) - This makes Shoot First knock a target down by 1.5s, and is clearly a very useful PVP talent.

    I like this in PVE for trash pulls, especially in Scum & Villainy as a way to lock down the Carvers and Arms Traders

    Non-essential talent. Probably the first to go when deciding to put points into Survivor's Scars, Brawler's Grit, or Surprise Comeback, but has some use in PVE.

 

 

  • Rolling Punches (3/3) - One of the new talents in 2.0 that had me scratching my head when I first read the leaked datamined patch files.

    Make no mistake though; this talent is extremely good now that Alacrity speeds up the GCD and resource regeneration.

    This talent provides a 6% Alacrity boost for 15s whenever you use
    Shoot First
    or
    Back Blast
    , and the buff applies even without the use of
    Flechette Round
    .

    Essential Talent.

 

 

  • Slippery Devil (2/2) - My first impression of this led me to believe that it was a fairly useful PVP-only talent.

    However,
    Scamper
    is a very useful gap closer and, due to the new energy regen mechanics, is a skill that can be used somewhat often during fights without draining too much energy.

    This talent lowers the energy cost from 25 to 21, making it more cost-efficient and additionally provides
    Dodge
    for 1s 50% of the time (15s lockout).

    This
    Dodge
    will additionally cleanse any removable effects and allow you to roll the full 12m.

    Very useful talent.

 

 

8th Tier

  • Flechette Round (1/1) - The capstone of the Scrapper tree is also one of the most important skills. This means that, unfortunately, Scrapper will never really feel complete until lv45 when this talent becomes available.
     

    It is a self-applied buff that 'loads' a
    Flechette Round
    that is used on your next
    Back Blast
    or
    Shoot First
    .

    When used, it provides an armor penetration buff for 15s and puts a bleed on the target that ticks every second for 6s.

    Essential talent. Scrapper is incomplete without it.

    Also has a really cool animation that can (and should) be used as an emote to show off.

[jumpto=scrapperskilltree]

↑ Back to the top ↑

[/jumpto]

 

Tertiary Talents

 

 

Sawbones:

  • Bedside Manner (3/3) - Increases Cunning by 9%.

    Essential talent for all Scoundrel builds.

 

 

Dirty Fighting:

  • Black Market Mods (2/2) - Increases Alacrity by 2%

    Very useful talent.

 

 

  • No Holds Barred (3/3) - Increases Ranged and Tech crit by 3%.

    Essential talen for all Scoundrel builds.

 

 

  • Holdout Defense (0/2) - A fairly useful talent that provides a 50% movement speed buff for 2s after every Blaster Whip. With it's 6s cooldown, this buff can be up roughly 1/3 of the time.

    Consider dropping Black Market Mods for an extra movement boost if that fits your playstyle better.

 

 

  • Mortal Wound (1/2) - Gives Vital Shot a 12.5% chance per point to tick twice when it deals damage.

    The reason we only put one point into this is because splitting the last two points between this and Open Wound gives more benefit than simply maxing out Mortal Wound.

    However, with the increased energy in 2.0, it might fit your playstyle better to max this out instead. Play around with the two combinations to see which suits you better.

 

 

  • Open Wound (1/1) - Extends the duration of Vital Shot by 3s.

    VS
    ticks every 3s, so this is one extra tick of damage.


[jumpto=scrapperskilltree]

↑ Back to the top ↑

[/jumpto]

 

 

 

[aname=scrapperunique]

Unique Skills

[/aname]

 

Sucker Punch (SP):

Energy: 15*

Range: 4m

Exploits Upper Hand to sucker punch the target for x kinetic damage. Requires and consumes Upper Hand

 

*Energy cost is up from 10 from before 2.0, but don't worry:

*70% of the time, this skill deals additional damage with the Flying Fists trait and returns 10 energy with the Turn the Tables traits. Additionally, every 10s, it regrants Upper Hand with the Round Two trait

 

 

Flechette Round (FR):

Energy: 15

Cooldown: 1.5s

 

Loads a flechette round, causing your next Shoot First or Back Blast to deal an additional x internal damage over 6 seconds and increases armor penetration by 30% for 15 seconds. This ability does not respect the global cooldown and does not break stealth.

 

*New in 2.0: this buff lasts until you change zones or log out rather than only 20s

*Back Blast and Shoot First should always be used with this skill

 

 

 

[aname=scrapperdps]

Rotation and DPS Mechanics

[/aname]

 

[aname=scrappermech]Overview[/aname]

 

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.

 

:wea_14: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.

 

[aname=scrappercore]Scrapper - Core Mechanics[/aname]

  • 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

 

 

[aname=scrappersingle]Single Sarget / Boss Fight Rotation[/aname]

 

(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.
    :wea_14:Try to time this exactly 6s after using BB and try to have only 1 or 0 stacks of UH

    More about this [jumpto=scrappershootfirst]here[/jumpto].

 

(Flechette Round +) Back Blast (FR) + BB

  • Always use with Flechette Round
  • Try to keep this on cooldown as much as possible.
    :wea_14: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 [jumpto=upperhand]note[/jumpto] 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

:wea_14: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 [jumpto=scrapperblock]below[/jumpto], Flyby takes two Atks due to its 3s cast time.

:wea_14: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

:wea_14: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.

 

 

[aname=scrapperblock]Block Rotation - Scrapper[/aname]

 

  • 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.

 

:wea_14: 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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=scrapperaoe]AOE Fight / Add Phase Rotation[/aname]

 

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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=scrappershootfirst]Opener and Shoot First[/aname]

 

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]

 

:wea_14: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 [jumpto=upperhand]note[/jumpto] about Upper Hand for more info.

 

:wea_14: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.

 

[aname=shootfirstaskquestionslater]Some tips to getting you to the front lines before your tank pulls[/aname]:

  • 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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

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.

 

 

:wea_14: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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

Edited by oaceen
Link to comment
Share on other sites

Table of Contents

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=dfoverview]

Dirty Fighting (shared)[/aname]

 

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

 

 

I'm currently using 4/6/36

 

[aname=dfunique]

Unique Skills

[/aname]

 

Shrap Bomb (SP):

Energy: 10*

Range: 30m

Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact, causing up to 5* targets within 5m to bleed for x internal damage over 21s

 

*New in 2.0:

Shrap Bomb now hits 5 targets (up from 3), costs 10 energy (down from 20), and has no cooldown (down from 12s)

 

 

Wounding Shots (FR):

Energy: 20*

Range: 10m

 

Exploits Upper Hand to fire a wave of bolts at the target, dealing x weapon damage. For each of your bleed effects on the target, the target hemorrhages for an additional x internal damage. Requires and consumes Upper Hand.

 

Vital Shot and Shrap Bomb each give bonus internal damage, so try to keep both bleeds on targets.

Unfair Advantage, a buff gained by using Blaster Whip, makes the next Wounding Shots free and immediately regrant Upper Hand. This has a 60% chance to apply on a 10s lockout.

*New in 2.0:

Energy cost is now 20 (down from 25)

 

 

Hemorrhaging Blast (HB):

Range: 10m

Cooldown: 15s

 

Deals x weapon damage and causes the target to take 30% additional damage from the smuggler's next 10 bleed effects. Lasts 15 seconds.

 

Buffs the internal damage from Vital Shot, Shrap Bomb, and Wounding Shots.

There is currently a bug in the game where any smuggler's bleed effects will consume HB charges. They will still receive a benefit, but keep in mind that in parses, it is possible your damage is artificially deflated while another player's damage is artificially inflated.

 

 

[aname=dfdps]Rotations and DPS Mechanics[/aname]

 

[aname=dfmech]Overview[/aname]

 

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.

 

:wea_14: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.

 

[aname=dfcore]Dirty Fighting Core Mechanics[/aname]

 

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

 

[aname=dfsingle]Single Target / Boss Fight Rotation[/aname]

 

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).

:wea_14: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.

:wea_14: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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=dfaoe]AOE Fight / Add Phase Rotation[/aname]

 

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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=dfopener]Opener[/aname]

 

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

 

Please see [jumpto=shootfirstaskquestionslater]this[/jumpto] 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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

Edited by oaceen
Link to comment
Share on other sites

Table of Contents

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=upperhand]A Note on Upper Hand[/aname]

 

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:

 

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.

 

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.

 

[aname=scrappermedpacks]Disappearing Act, Medpacs, and You[/aname]

 

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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

 

[aname=stats]

Stats and Gearing

[/aname]

 

 

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.

 

 

I believe that the tooltip for this relic is currently bugged, as the Arkanian relic specifies 'elemental tech' while the Underworld and Kell Dragon specify 'elemental Force'

I do not currently have one to test however.

I sent a bug report about this when 2.0 first launched, but have seen no dev response on the matter.

Suggestion: Use at your own risk until someone can confirm it's working with tech crit.

 

 

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:

  • 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.

 

Underworld Elemental: 264 damage, unmitigated

Underworld Energy: 352, mitigated by 35% (pre 2.0, but there's no reason to believe it doesn't work the same way)

 

Scrappers benefit from the 20% armor debuff provided by an accompanying raid member (ie: Flourish Shot / Grav Round / Sunder Armor)

Additionally, Flechette Round offers 30% armor penetration

The math isn't exact from the example above (as Gunnery Commandoes have an extra 5% reduction)

A healthy guesstimate of 22% reduction means that the energy proc deals 275 damage, 11 higher than the elemental, or +4%.

Even a harsh 25% guesstimate has them doing the exact same damage: 264

 

 

 

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

 

Underworld Elemental: 264 damage, unmitigated

Underworld Energy: 352, mitigated by 35% (pre 2.0, but there's no reason to believe it doesn't work the same way)

 

With only the 20% reduction in armor from Flourish Shot / Grav Round / Sunder Armor, the Elemental does more damage:

Even ignoring diminishing returns on the armor calculations:

35%*.8=28% > 352*.78=253 energy < 264 elemental

 

However, keep in mind that the ET relic may currently be bugged and take it's critical chance from Force, not Tech. (Currently researching this)

 

 

 

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

 

 

  • [jumpto=introduction]Introduction[/jumpto]
  • [jumpto=basic]Basic Skills[/jumpto]
  • [jumpto=conv]Scoundrel / Operative Conversion Table[/jumpto]

 

Scrapper


  • [jumpto=scrapperoverview]Overview[/jumpto]
  • [jumpto=scrapperskilltree]Skill Tree[/jumpto]
  • [jumpto=scrapperunique]Unique Skills[/jumpto]
  • [jumpto=scrapperdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=scrappermech]Overview[/jumpto]
    • [jumpto=scrappercore]Core Mechanics[/jumpto]
    • [jumpto=scrappersingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=scrapperaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=scrappershootfirst]Opener and Shoot First[/jumpto]

 

Dirty Fighting

  • [jumpto=dfoverview]Overview[/jumpto]
  • [jumpto=dfunique]Unique Skills[/jumpto]
  • [jumpto=dfdps]Rotations and DPS Mechanics[/jumpto]
    • [jumpto=dfmech]Overview[/jumpto]
    • [jumpto=dfcore]Core Mechanics[/jumpto]
    • [jumpto=dfsingle]Single Target / Boss Fight Rotation[/jumpto]
    • [jumpto=dfaoe]AOE / Add Phase Rotation[/jumpto]
    • [jumpto=dsopener]Opener[/jumpto]

 

 

  • [jumpto=upperhand]A Note on Upper Hand[/jumpto]
  • [jumpto=scrappermedpacks]Medpacs[/jumpto]
  • [jumpto=stats]Stats and Gearing[/jumpto]
    • [jumpto=relic]Relics[/jumpto]

 

Edited by oaceen
Link to comment
Share on other sites

  • 3 weeks later...
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.
Link to comment
Share on other sites

  • 2 weeks later...
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.

Edited by oaceen
Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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?

Edited by JSunrider
Link to comment
Share on other sites

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

 

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.

 

* 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.

 

* 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

 

* 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

 

* 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)

 

* 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)

 

* 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.

 

 

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.

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.

Edited by oaceen
Link to comment
Share on other sites

added rationale for the talent tree and did a few fixes here and there

 

 

i've removed the opener portion until i can revise it and make it a lot more manageable. i will most likely add a short note about the opener and then much later flesh out the complex opener mechanics.

 

 

did a lot of formatting here and there. there's a few formatting errors, but i'm tired and don't feel like dealing them just now. sometimes bbcode hates me >:(

Edited by oaceen
Link to comment
Share on other sites

Ok, this is my super-fresh eyes, super-nubby take on the class so far. Questions peppered throughout.

 

The priority system is actually pretty simple. In a perfect world, we'd just use FR/SF over and over. :p Sadly, the EAgods have decreed that we can only shoot first...first. And then we do other stuff.

 

Priorities:

 

1. FR/SF. BOOM. You will only get to use this on opener and on DA every 90s. Aside concern: if you use DA to accelerate your dps this way, you won't have a stealth res available. Obviously not an issue if your raid is pro and no one dies, but...probably worth a mention. I consider stealth res to be one of the great perks of a stealth class; notable that you give it up (potentially).

 

2. FR/BB. BOOM! Every 12s. Never miss this.

 

3. VS. Dots are good. Every 18s. Question: is this ever an energy issue? The resource management is the part I don't really get yet.

 

4. SP. Of our no-CD moves, we would like to use this every time, right? I think I'd get suckered into flying fisting my way right past a BB if the procs were hitting repeatedly. It's hard to stop!

 

5. BW. Just to get to 2UH so we can SP.

 

My big Qs:

 

Before we factor in Flyby, isn't this all you really need? Stuff like Sabo Charge and QS just seem to junk up the energy for no/not much dps.

 

Why not pre-cast Flyby as per the raiding standard? Can you not get into position in time if you do that?

Link to comment
Share on other sites

Ok, this is my super-fresh eyes, super-nubby take on the class so far. Questions peppered throughout.

 

The priority system is actually pretty simple. In a perfect world, we'd just use FR/SF over and over. :p Sadly, the EAgods have decreed that we can only shoot first...first. And then we do other stuff.

 

Priorities:

 

1. FR/SF. BOOM. You will only get to use this on opener and on DA every 90s. Aside concern: if you use DA to accelerate your dps this way, you won't have a stealth res available. Obviously not an issue if your raid is pro and no one dies, but...probably worth a mention. I consider stealth res to be one of the great perks of a stealth class; notable that you give it up (potentially).

 

2. FR/BB. BOOM! Every 12s. Never miss this.

 

3. VS. Dots are good. Every 18s. Question: is this ever an energy issue? The resource management is the part I don't really get yet.

 

4. SP. Of our no-CD moves, we would like to use this every time, right? I think I'd get suckered into flying fisting my way right past a BB if the procs were hitting repeatedly. It's hard to stop!

 

5. BW. Just to get to 2UH so we can SP.

 

My big Qs:

 

Before we factor in Flyby, isn't this all you really need? Stuff like Sabo Charge and QS just seem to junk up the energy for no/not much dps.

 

Why not pre-cast Flyby as per the raiding standard? Can you not get into position in time if you do that?

 

I use Flyby after hitting pugnacity and after my flying fists upper hand procs. Sab charge I throw in right before cool head comes off cooldown so I get my energy back quickly. Essentially you are correct: the basic idea is to sucker punch away keeping at least one stack of upper hand up at all times. Keep vital shot up at all times and spec into the increase chance for it to tick twice. Also yes keep the buff from backblast up at all times at it increases alacrity by 6% which is extremely important.

Link to comment
Share on other sites

Ok, this is my super-fresh eyes, super-nubby take on the class so far. Questions peppered throughout.

 

The priority system is actually pretty simple. In a perfect world, we'd just use FR/SF over and over. :p Sadly, the EAgods have decreed that we can only shoot first...first. And then we do other stuff.

thanks for replying!

i'm glad i made it easy to understand for you

 

Priorities:

 

1. FR/SF. BOOM. You will only get to use this on opener and on DA every 90s. Aside concern: if you use DA to accelerate your dps this way, you won't have a stealth res available. Obviously not an issue if your raid is pro and no one dies, but...probably worth a mention. I consider stealth res to be one of the great perks of a stealth class; notable that you give it up (potentially).

i suppose i should touch upon this point in the guide somewhere.

 

 

my feelings are if you need a stealth rezz within the first 1m30s, you're in a lot of trouble anyway.

at the very least, i throw it in the opener.

 

after that, i merely let people know 'i'll have my rezz up in x seconds' or something if they do need a stealth rezz.

 

i also hate to use it for that purpose because so often i get put back into combat, don't get the rezz, and lose my extra shoot first. very frustrating.

 

2. FR/BB. BOOM! Every 12s. Never miss this.

 

3. VS. Dots are good. Every 18s. Question: is this ever an energy issue? The resource management is the part I don't really get yet.

here's a quick breakdown for how energy was before 2.0 and how it's different.

 

Back Blast cost 5 energy, so with Flechette Round, this was a 20 energy attack. 15 energy is a lot more manageable, and basically saves an extra 25 energy per minute.

 

Vital Shot also cost 20 energy. one could have spec'd into reducing the cost to 16, but this would mean giving up the 18s duration or the increase to cunning. most people opted to skip this and deal with the high cost. the end result was that VS wasn't used as much as it probably should have been.

 

Sucker Punch only cost 10 energy. So this one went up to 15, BUT it now has a 70% chance every time you use it to only cost 5 energy (basically a net gain of energy since you regen more than that during the GCD)

 

sabotage charge also went up, but it was never a vital part of the rotation anyway.

 

another point, pugnacity was a buff that required one stack of upper hand that had to reset every 30-45s. while active, it increased energy regen by 1 per second. this is now a passive ability available to all scoundrels without the cost of upper hands. those extra upper hands see good use as fodder for more sucker punches

 

the alacrity changes are actually really good for energy. 8% alacrity that's basically up all the time is amazing.

 

 

4. SP. Of our no-CD moves, we would like to use this every time, right? I think I'd get suckered into flying fisting my way right past a BB if the procs were hitting repeatedly. It's hard to stop!

 

5. BW. Just to get to 2UH so we can SP.

don't get too discouraged if you waste your upper hand stacks or miss part of the rotation.

honestly 2% is not a make-it-or-break-it buff, and missing out on a few attacks here and there is even less miniscule of a difference. and like i said, the buffs from Back Blast last 15s, so you get a 3s window when it's off cd before the buffs wear off.

 

My big Qs:

 

Before we factor in Flyby, isn't this all you really need? Stuff like Sabo Charge and QS just seem to junk up the energy for no/not much dps.

i rarely every use quick shot, but it's more ideal in the rotation to throw it out every now and then instead of flurry of bolts. if things are getting too hectic, it's the first thing i start ignoring from the rotation.

 

sabo charge i use for fights like zorn & toth when i have to run away from the leap or during ec kephess so i can attack the bomber as soon as he spawns. i can attack from range and throw that out along with charged bolts (i kept meaning to add something about charged bolts too, but kept forgetting to get around to it)

 

Why not pre-cast Flyby as per the raiding standard? Can you not get into position in time if you do that?
gunslingers can do this as they don't need to be in stealth.

 

shoot first is much more important than saving yourself 3s of cast time (plus a lot of boss fights require saving flyby for add phases anyway)

 

i believe the only way you can actually do this is if you cast flyby, stealth immediately after it finishes, and hope no one starts the fight before then. otherwise you're wasting disappearing act to get out a shoot first or starting without all of your tools available to you right away.

even then, you're still going to have to walk in to position yourself for shoot first as you can't be very close and out of stealth to pre-cast flyby

Link to comment
Share on other sites

Nice guide from someone who is actively raiding. I play scoundrel since launch and i can say i know the class quite well, but still leaning small bits from guides like this.

 

What i would like to know what your statpriority / aim is. How much crit/power/accuracy/alacrity do you aim for and why?

Link to comment
Share on other sites

What i would like to know what your statpriority / aim is. How much crit/power/accuracy/alacrity do you aim for and why?

 

i actually left that out of the guide because i'm not sure where it should be in 2.0

 

in 1.7, i got my crit from anywhere between 200-350, put the rest into power, and went all surge, completely ignoring accuracy.

 

now i'm not sure.

i know accuracy should be 100-110%, but that's about it.

we get 6-8% alacrity from skills, so it seems it's not necessary to add any more, but i don't know how surge really acts with our build anymore.

 

 

my commando is my main, and that's who's normally brought for raids lately, so my scoundrel is still rocking a 66 mainhand along with a smattering of 66, 69, and 72 mods

as a result, i haven't had the chance to play around with stats.

 

 

i did play around on pts, and i believe about 435 was the cutoff point for accuracy, then i went all surge

i got my crit to around 200, but this was mostly anecdotal. i just heard the 'magic number of 200' being thrown around a lot.

 

i'm sure someone can do a lot better with than i can. also i imagine it might be a bit different depending on your spec since dirty fighting gets energy back with bleed crits.

 

 

 

maybe i'll just write about what i know for stat weights (along with relics, etc.) without getting too specific until someone can convince me otherwise.

Link to comment
Share on other sites

I've been doing some tinkering with my Scrapper's rotation, and what I've found is that if your alacrity is high enough (mine is around 370), you can actually fit both Sabotage Charge and XS Freighter Flyby in on (or nearly on) cooldown. I've preferred Sabo Charge to the Flyby for a while both because it requires less down time and because it doesn't require the target to be stationary, but being able to use both is clearly better than just using one or the other. Edited by DrKlep
Link to comment
Share on other sites

I've been doing some tinkering with my Scrapper's rotation, and what I've found is that if your alacrity is high enough (mine is around 370), you can actually fit both Sabotage Charge and XS Freighter Flyby in on (or nearly on) cooldown. I've preferred Sabo Charge to the Flyby for a while both because it does more single-target damage and because it doesn't require the target to be stationary, but being able to use both is clearly better than just using one or the other.

 

could you elaborate a bit more on that?

 

how much is that in percent? about 4%, so do you have a total of 12% with rolling punches and black market mods?

 

with a stat budget of 790 (7 enhancements + implants + earpiece), you need around 432 accuracy to reach the 10% you need to make sure you have no misses.

so your build has less than 10% accuracy (not necessarily a bad thing, just clarifying)?

how much surge do you use?

 

i'll have to login to check for sure, but i'm fairly certain sabotage charge is kinetic damage, while flyby is all elemental, so the latter does more damage.

 

 

i've actually taken sabotage charge out of my rotation since 2.0 because i had a lot of trouble managing the 25 energy cost. i think what made flyby more manageable was the 3s cast-time. perhaps i could just make sure to follow sabo charge with flurry of bolts. how do you manage the energy cost? or do you feel it's not much of a problem?

 

 

if you want to write a bit more, i can add it to the guide when i finally talk around to talking about gearing and stats.

Link to comment
Share on other sites

I've been doing some tinkering with my Scrapper's rotation, and what I've found is that if your alacrity is high enough (mine is around 370), you can actually fit both Sabotage Charge and XS Freighter Flyby in on (or nearly on) cooldown. I've preferred Sabo Charge to the Flyby for a while both because it requires less down time and because it doesn't require the target to be stationary, but being able to use both is clearly better than just using one or the other.

 

You don't need any alacrity to maintain flyby on cooldown. You can actually cast it when you're close to dipping into bad regen due to the lengthy castt, you'll basically be right back where you started when the cast is completed.

 

Alacrity is really a ruse. It's a stat they changed to get us excited and talking about it, but you really need...... zero. If you can sabo on cd with massive alacrity, that's cool, but I'd be interested to see how badly your power as suffered as a result. Not saying sabo is bad or doesn't have it's purpose, just saying it's energy cost is prohibitive in using it on cooldown when sustaining your dps with other abilities. It's clunky and doesn't fit well into the rotation at all.

Link to comment
Share on other sites

could you elaborate a bit more on that?

how much is that in percent? about 4%, so do you have a total of 12% with rolling punches and black market mods?

It's about 7% before any procs (I put points into the alacrity boost in the Dirty Fighting tree). I actually am cheating on accuracy a bit, and I'm not really suffering for it that I can tell. My current tech accuracy is between 106% and 107% (I can't remember exactly). My surge is sitting at 230 and my crit rating is 0. I'm still at a point where power is just worth more.

 

i'll have to login to check for sure, but i'm fairly certain sabotage charge is kinetic damage, while flyby is all elemental, so the latter does more damage.

Yeah, that was wrong. I've edited my post.

 

i've actually taken sabotage charge out of my rotation since 2.0 because i had a lot of trouble managing the 25 energy cost. i think what made flyby more manageable was the 3s cast-time. perhaps i could just make sure to follow sabo charge with flurry of bolts. how do you manage the energy cost? or do you feel it's not much of a problem?

I'm not going to lie, it's hard to do and I'm pretty sure my high alacrity is the only thing making it possible. I only started trying it yesterday and I don't have it down perfectly yet, but I'm close enough that I know I can do it in a sustainable way. I am usually following sabo charge with a flurry of bolts, though sometimes I'm able to do something else. Here's a link to my parse on the dummy: http://www.torparse.com/a/269198/1/0/Overview

Link to comment
Share on other sites

If you can sabo on cd with massive alacrity, that's cool, but I'd be interested to see how badly your power as suffered as a result.

Not at all. Power and alacrity don't share the same side of the stat budget. It's accuracy and surge that trade off with alacrity, while power trades off with crit. I always stick to the high-power versions of enhancements as well.

Link to comment
Share on other sites

Not at all. Power and alacrity don't share the same side of the stat budget. It's accuracy and surge that trade off with alacrity, while power trades off with crit. I always stick to the high-power versions of enhancements as well.

 

Ahh, okay. Nice. Good parse, btw. Mine are similar with zero alacrity and no sabos. I'm.. at work or I'd show you, but now you've motivated me to try this out and see if I can sustain it.

 

Appreciate that.

Link to comment
Share on other sites

  • 2 weeks later...

just wanted to update on the things i'm working on:

 

stats!

i've had a look at the new kell dragon gear, and it seems exactly 5 enhancements/implants/earpiece worth of accuracy is exactly enough accuracy we need (86x5 = 430, 432 is need to get +6%)

 

i'll have a look at alacrity and surge as well and post some of the stuff i've found.

 

also crit vs surge

 

i think i'll just post what i know. all the facts about stats that i can find and let people make decisions about how to gear, etc.

 

 

 

opener. still working on this and trying to make it a lot more consolidated.

 

 

 

dirty fighting.

i haven't had much chance to try it out in ops or anything. my previous guild only allowed me to bring my commando since it was all 'mains only' and weird crap like that, but i've recently switched guilds. now, of course, everyone just wants to do nightmare, and my commando is the only one geared enough.

 

but we'll see how it goes. i can say for certain that dailies and all that are a lot easier (except when you take into account i don't have as much familiarity with it as scrapper)

 

 

i'm currently trying this

i've found that Nice Try is bugged if you reapply shrap bomb or vital shot right as it ends. there's a small delay i guess, and the new DoT is still replaced by the weaker one, so i'm not using it for now.

i saw confirmation about that here in our mirro's forums

Link to comment
Share on other sites


×
×
  • Create New...