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36/3/7 Sharpshooter Guide [UPDATED]

STAR WARS: The Old Republic > English > Classes > Smuggler > Gunslinger
36/3/7 Sharpshooter Guide [UPDATED]

SamuelAU's Avatar


SamuelAU
07.02.2013 , 10:22 PM | #1
Updated for Patch 2.6

36/3/7 Sharpshooter
Last updated 31st May 2014 [2.6.2]

Since the XS Freighter Flyby nerf, it's clear that many players are displeased with the damage output across all gunslinger trees. Dirty Fighting appears to have the highest single-target DPS potential, but Sharpshooter easily comes out on top when a fight requires constant target switching or short burst phases (not to mention its excellent defensive utility).

LINK TO SKILL TREE

The reason 1 point must be placed into Cool Under Pressure is for relics. The Focused Retribution and Serendipitous Assault relics can proc separately from damage and healing, and being passively healed in cover allows these relics to double proc, resulting in greatly increased DPS.

Not all relics double proc, and for a gunslinger BiS relics are:
Focused Retribution: Dread Forged (double procs) > Obroan (double procs) > Kell Dragon > Underworld > Arkanian
Serendipitous Assault: Kell Dragon (double procs) > Underworld (double procs) > Dread Forged > Obroan > Arkanian

Some Abbreviations and Sniper Terminologies
  • TS: Trickshot = Followthrough [FT]
  • SS: Speed Shot = Series of Shots [SoS]
  • XS: XS Freighter Flyby = Orbital Strike [OS]
  • CB: Charged Burst = Snipe [SP]
  • AS: Aimed Shot = Ambush [AB]
  • VS: Vital Shot = Corrosive Dart [CD]
  • FS: Flourish Shot = Shatter Shot [SS]
  • QD: Quickdraw = Takedown [TD]
  • BV: Burst Volley = Sniper Volley [SV]
  • SC: Sabotage Charge = Explosive Probe [EP]

Quick Gearing Rundown
  • 100% ranged accuracy and 72% surge (approximately) are ideal BiS. Focus on accuracy before surge.
  • Avoid critical rating, ideally less than 200. Take power everywhere in mods and enhancements.
  • Augment cunning with Advanced Skill Augment 28.

Set Bonus
Since the PvP set bonus change in 2.6, the PvE set bonus is easily the best.
  • PvE (2): Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy.
  • PvP (2):Reduces the energy cost of Takedown or Quickdraw by 7.

Rotation
The basic rotation for Shrapshooter is very simple, with a cycle that repeats over the whole fight.

CB -> CB -> TS -> AS -> TS -> SS -> TS
SP -> SP -> FT -> AM -> FT -> SoS -> FT

In order for cooldowns to synchronise, there is 1 GCD of filler available for every cycle, which is where you use Vital Shot. Vital Shot has an 18s duration for a rotation which is, at a high APM, ~14 seconds long. If it's difficult to get perfect uptime on Vital Shot it's not that detrimental to clip by 1 or 2 GCDs.

Burst Volley [Sniper Volley] is a key ability and should be used on cooldown after every 3rd Speed Shots [SoS]. It offers you an incredible amount of burst and as such you should always open with back-to-back Speed Shots [SoS]. You can also delay BV [SV] if you know there is a burst phase coming soon. Your ideal opener now looks like:

VS -> SS -> TS (BV) -> SS -> TS -> CB -> CB -> TS -> AS -> TS
CD -> SoS -> FT (SV) -> SoS -> FT -> SP -> SP -> FT -> AM -> FT

Your rotation then continues on as normal. PLEASE NOTE that SS [SoS] is always a higher priority than either AS [AM] or CB [SP]. ALWAYS open with SS [SoS]. If possible, precasting either XS [OS] or AS [AM] will greatly strengthen your opener.

When your target is in the execution phase (<30%), nothing too difficult happens. You just use Quickdraw [Takedown] on cooldown nstead of Trickshot [Followthrough]. This is mainly due to QD [TD] have a higher base damage and a higher crit chance than TS [FT].

Even though XS Freighter Flyby's damage has been greatly reduced, it's still worth using mainly due to it only taking 1 GCD to cast. Its positioning is highly dependent on your APM, with 2 GCDs of filler opening up when your APM is high. Claimed does an excellent job explaining how best to use these filler GCDs, which is dependent on cooldowns and/or energy.
Quote: Originally Posted by Falver View Post
Not using flyby results in your rotation having about 2~3 seconds of downtime before your burst volley is ready. This, however, does assume that your APM is extremely high (41.08 for that parse). Now, given this fact, you're guaranteed to have two GCDs of filler every 45seconds where your options are: flyby, sabotage charge, or flurry of bolts and, when sub-30%, trickshot.

Now, that means that you're free to use 2 GCDs where ever and whenever you please in the rotation because it'll line up later with BV. If your APM is NOT above 40, then you'll get about 1 GCD and if it isn't higher than 38 then your BV will line up without filler.
The highest priority are as follows:
Flyby, (20~21 DPS)
Sabotage charge, (17~18 DPS)
Trickshot (16~17 DPS)
Flurry of bolts (8~9 DPS)
One of these GCDs can be used to refresh Flourish Shot [Shatter Shot] every 45s, but only if there isn't already an armor debuff present.

Survivability
Pure DPS output aside, the Sharpshooter tree has so many defensive buffs which boost your survivability significantly. In my opinion this is an undervalued but nonetheless important aspect of being a good DPS. This tier of content has so much raid-wide damage that if you can mitigate any of it then it's a bonus.
  • Ballistic Dampers: Incredibly useful ability, mitigating any damage type every time you enter cover.
  • Cover Screen: Only good for certain types of damage, more of a PvP talent.
  • Diversion: Not as good as Pacify, but reducing the accuracy of certain adds is extremely useful and can be utilized to gimp certain mechanics (i.e. Dismantler Knockback can be completely avoided on Draxus).
  • Hunker Down [Entrench] + 'Holed Up' Talent: A 60% AoE damage reduction is incredible, especially considering you can pre-emptively Hunker Down anytime and continue to DPS.

These excellent talents complement the already known usefulness of Defense Screen [Shield Probe], Evasion [Dodge] and Hightail It [Covered Escape].

A Little Bit on Priority and Movement
So few bosses in this game are a straight "tank and spank", so no doubt at some point you're going to have to move. A good example is Brontes from Dread Fortress. There are many different phases with a lot of target switching, so knowing how to maintain DPS uptime changing targets is key to your DPS. Because sharpshooter's buffs are attached to you, if they run out due to DPS downtime you can't pick up where you left off. In situations like these, here's a priority list so you know where you pick up your rotation.

SS > QD > TS (if buff hasn't fallen off) > VS (if it's fallen off) > AS (if buff hasn't fallen off) > CB
SS > TD > FT (if buff hasn't fallen off) > CD (if it's fallen off) > AM (if buff hasn't fallen off) > SP

If you look at a damage distribution pie chart for sharpshooter, TS [FT] easily comes out on top (~25%) followed closely by SS [SoS]. These abilities are so high on the priority list because combined they make up close to 50% of your total damage output, therefore using them every time they're available is beneficial.

Speed Shots [Series of Shots] and Quickdraw [Takedown] are your two highest priority abilities since they have a much higher damage per activation than any other abilities in your rotation, provide much more burst and also proc Trickshot [Followthrough] which allows you to continue on with your rotation.

As well as the reasons above, all 3 of these abilities benefit from crit and surge buffs in the skill tree.
  • SS [SoS]: +19% crit chance, +30% crit multiplier.
  • TS [FT]: +4% crit chance, +30% crit multiplier.
  • QD [TD]: +19% crit chance, +30% crit multipler.
Gomerik // Lumbridge
<The Ex-Dalborran Elitists>

paowee's Avatar


paowee
07.03.2013 , 01:37 AM | #2
EDIT 12/13/13: With addition of sub 30% training dummy people are able to test the damage contributed by Quickdraw. A rotation that substitutes Trickshot and Followthrough for Quickdraw and Takedown yields the highest DPS.

Snipe Snipe - FT/TD - Ambush - FT/TD - SoS - FT/TD for Snipers
Charged Burst Charged Burst - TS/QD - Aimed Shot - TS/QD - SS - TS/QD for Gunslingers.

Update your rotations accordingly! Reference here

WATCH THE TRAINING DUMMY [VIDEO]
  • Single target rotation
  • Orbital and Flyby rotations
  • Keeping Corrosive Dart and VItal Shot up
  • EDIT: For better energy management, try delaying your OS/FB so you can cast it within SV/BV's energy regen buff.

CORROSIVE DART SPEC: 36/3/7
Here is a picture comparison between 36/3/7 Corrosive Dart and Orbital versus 36/8/3 Vital Shot and Flyby. Note that his Vital Shot had a higher crit chance than my Corrosive Dart (which was also under performing at 21%, 3 - 4% less than than my normal tech crit chance). As you can see Corrosive Dart and Vital Shot alone can add up to ~200 DPS just by using it twice every 45 seconds (explained in the video), at the cost of around 30-40 DPS lost from Orbital Strike and XS Freighter Flyby. 33/3/7 looks to be around 160 single target DPS gain over the 33/8/3 spec and its variants.

36/3/7 vs 36/8/3
Corrosive Dart vs Vital Shot - 260 vs 65 DPS
Orbital vs Flyby - 351 vs 386 DPS


Here are some raid logs from NiM Dread Guard Council last night. I found it was surprisingly easy to keep Vital Shot up during the movement phases.
ENERGY MANAGEMENT
Gunslinger terminologies
Numbers are estimates when I use Sweeping Gunfire and then cast Flyby when I reach the numbers below*
Aimed Shot (Charged Aim x 2)*

Minimum energy requirements for chained abilities:
Charged Burst > Charged Burst > Trickshot: 77
Aimed Shot > Trickshot: 77
Speed Shot > Trickshot: 78
Vital Shot: 78

Minimum energy requirements] for Flyby rotations without CH, IM and BV:
Flyby > Speed Shot: Not possible.
Flyby > Flurry of Bolts > Speed Shot: 90

Flyby > Charged Burst > Charged Burst > Trickshot: Not possible.
Flyby > Flurry of Bolts > Flurry of Bolts > Charged Burst > Charged Burst > Trickshot: 90

Flyby > Aimed Shot > Trickshot: 90
Flyby > Flurry of Bolts > Aimed Shot: 89 and below.
Seen in 1:56 of the video I started Flyby at 87 energy which lead into into Flurry of Bolts into Aimed Shot.

Since I use my Burst Volley window to increase the uptime on my Vital Shot, the ideal Flyby rotation would be Flyby > Aimed Shot because it can bypass the need to use an auto-attack in between. Doing Flyby with Charged Burst or Speed Shot means I will have to use Flurry of Bolts and this results in a DPS loss. This is also why sometimes I save my Illegal Mods for Flyby so I can remove the need to auto-attack all together and this opens up the possibility for other Flyby rotations.

ENERGY MANAGEMENT
Sniper terminologies
Numbers are estimates when I use Suppressive Fire and then cast OS when I reach the numbers below*
Ambush (Zeroing Shots x 2)*

Minimum energy requirements for chained abilities:
Snipe > Snipe > Followthrough: 77
Ambush > Followthrough: 77
Series of Shots > Followthrough: 78
Corrosive Dart: 78

Minimum energy requirements] for Orbital rotations without AP, TA and SV:
Orbital > Series of Shots: Not possible.
Orbital > Rifle Shot > Series of Shots: 90

Orbital > Snipe > Snipe > Followthrough: Not possible.
Orbital > Rifle Shot > Rifle Shot > Snipe > Snipe > Followthrough: 90

Orbital > Ambuish > Followthrough: 90
Orbital > Rifle Shot > Ambush: 89 and below
Seen in 1:56 of the video I started Orbital at 87 energy which lead into Rifle Shot into Ambush.

Since I use my Sniper Volley window to increase the uptime on my Corrosive Dart, the ideal Orbital rotation would be Orbital > Ambush because it can bypass the need to auto-attack in between. Doing Orbital with Snipe or Series of Shots means I will need to Rifle Shot and this will result in a DPS loss. This is also why sometimes I save Target Acquired for Orbital so I can remove the need to auto-attack all together and this opens up the possibility for other Orbital rotations.
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Ardarell_Solo
07.03.2013 , 03:48 AM | #3
Excellent work and big thx to both of you!!

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ZuluPSierra's Avatar


ZuluPSierra
07.03.2013 , 05:54 PM | #4
Question about the skill tree, why take Diversion when it can't be used on Ops bosses? Although I suppose it could be useful for certain adds or something? Also in an Ops environment, why take Kneecappin'? Later on you state that if a Guardian or Commando is already providing an Armor Debuff you should refrain from using Flourish Shot in your rotation, is the Trauma debuff useful on certain bosses?

Personally I've been using 2 points in Heads Up instead of Kneecappin', mostly I find that the speed boost out of a roll during sandstorms in the Dash'roode encounter is nice to have but other than that I have no real argument for it, was just curious on the thought process for Kneecappin'. So just a couple curious questions I had, great guide though!

paowee's Avatar


paowee
07.03.2013 , 05:55 PM | #5
I'm trying to work on the minimum energy requirements for the rotations in this spec. Been getting questions about energy management especially DURING Orbital Strike / Flyby when AP / Cool Head is down. What I remember on the top off my head is that:

Minimum energy requirements:
Speed Shot Series of Shots: 77
Charged Burst Snipe: ?
Aimed Shot Ambush: ?
Flyby Orbital: ?
Corrosive Dart Vital Shot: ?

Minimum required energy for the more improtant chained abilities:
Flyby > Speed Shot: Can not be done. You have to change your rotation to Flyby > Auto-attack > Speed Shot to pull this off.
Flyby > Aimed Shot > Trickshot: ?
Flyby > Charged Burst > Charged Burst > Trickshot: ?
Republic < Intrepid > The Harbinger slinger sage vanguard dps
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SamuelAU's Avatar


SamuelAU
07.03.2013 , 09:48 PM | #6
Quote: Originally Posted by ZuluPSierra View Post
Question about the skill tree, why take Diversion when it can't be used on Ops bosses? Although I suppose it could be useful for certain adds or something? Also in an Ops environment, why take Kneecappin'? Later on you state that if a Guardian or Commando is already providing an Armor Debuff you should refrain from using Flourish Shot in your rotation, is the Trauma debuff useful on certain bosses?

Personally I've been using 2 points in Heads Up instead of Kneecappin', mostly I find that the speed boost out of a roll during sandstorms in the Dash'roode encounter is nice to have but other than that I have no real argument for it, was just curious on the thought process for Kneecappin'. So just a couple curious questions I had, great guide though!
I didn't mention that there are points which can be easily moved around in the skill tree, but you're not wrong. Just because Diversion can't be used on bosses it doesn't make it useless. There are a few situations (droids in TC, Regulators in NiM OP IX) where an accuracy reduction on an add can be pretty useful, acting as an extra cooldown for the tank.

Kneecappin' and Heads Up are totally interchangeable though. I use leg shot every now and then, but if you find the speed boost to be useful then take it.
Quote: Originally Posted by paowee View Post
I'm trying to work on the minimum energy requirements for the rotations in this spec. Been getting questions about energy management especially DURING Orbital Strike / Flyby when your AP / Cool Head is down. What I remember on the top off my head is that:

Minimum energy requirements:
Speed Shot Series of Shots: 77
Charged Burst Snipe: ?
Aimed Shot Ambush: ?
Flyby Orbital: ?
Corrosive Dart Vital Shot: ?

Minimum required energy for the more improtant chained abilities:
Flyby > Speed Shot: Can not be done. You have to change your rotation to Flyby > Auto-attack > Speed Shot to pull this off.
Flyby > Aimed Shot > Trickshot: ?
Flyby > Charged Burst > Charged Burst > Trickshot: ?
I think following up Flyby with Aimed Shot > Trickshot is a good idea. You should still be above 60 energy after aimed shot goes off, since you go up a bit during the cast, and then you'll gain energy during the GCD you use trickshot. I think something like Flyby -> Aimed Shot -> Trickshot -> Speed Shot -> BV -> Trickshot -> Vital Shot -> Speed Shot -> Trickshot will work, but worst case scenario is you need to auto-attack before vital shot.
Gomerik // Lumbridge
<The Ex-Dalborran Elitists>

paowee's Avatar


paowee
07.03.2013 , 10:29 PM | #7
I ran my first 16-m HM with this 36/3/7 spec and it is... overpowered lol. It is very competitive against our two Marauders wearing 1 KD Bracer, 1 KD relic, 1 KD offhand, and 1 KD armoring,

Full 72s
  • Titan-6 - #1 Engi...
  • Thrasher - #1 Engi..
  • Cartel Warlords - #3 I was hybrid and did not get a good start... should have played MM instead.
  • Dashroode - #3 can't remember, that fight sucks as MM
  • Ops Chief - died
  • Olok top floor and puzzle floor - #1
  • Olok boss phase - #2
  • Styrak - #1 KD Anni Mara at 15.68%
  • Styrak - #2 UW 36/3/7 Sniper at 15.43%

All I have to say is i'm stoked about this 36/3/7 spec!
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paowee's Avatar


paowee
07.03.2013 , 11:22 PM | #8
EDIT: Moved up top.
Republic < Intrepid > The Harbinger slinger sage vanguard dps
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ZuluPSierra's Avatar


ZuluPSierra
07.03.2013 , 11:50 PM | #9
Quote: Originally Posted by SamuelAU View Post
I didn't mention that there are points which can be easily moved around in the skill tree, but you're not wrong. Just because Diversion can't be used on bosses it doesn't make it useless. There are a few situations (droids in TC, Regulators in NiM OP IX) where an accuracy reduction on an add can be pretty useful, acting as an extra cooldown for the tank.

Kneecappin' and Heads Up are totally interchangeable though. I use leg shot every now and then, but if you find the speed boost to be useful then take it.
Awesome, thanks for the insight, the Op IX adds hadn't even crossed my mind. Good to learn something new everyday.

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ZiggyTank
07.04.2013 , 04:26 AM | #10
Guide helped me out a lot to fine tune my SS/MM and cannot thank you enough : ) Keep em coming, and I'll keep the melee crying We had a bunch of new Gunslingers in the guild and I wasn't up to date on the readings for what was currently trending but this is very helpful and easy to read as well. Thanks for helping us all out.
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