Figured I would start to provide some players my build ideas beyond just theory. I still recommend that you tinker the build to your style.
I prefer to just press one button to start my macros and let everything else do its job. No precise timing here, just a button smash macro for nearly all abilities.
Overview:
DPS: 10-11k (vs DWB Super Battle Droid).
Defense: High for PVE, Not good for PVP.
Long Range Damage, Damage Boost for group PVP.
Could train a pet to snare to provide slow down to incoming mob.
Stay in the back in PVP as you cannot take many hits. Can tank PVE especially if you have a doctor support.
Damage increases the longer you hit targets by stacking Ambush (Armor Neglect (same as Riddle Armor from commando but better cooldown) 5x=10-15% estimation), Resonance (Armor Neglect 3x=6%), Savagery (Critical Hit Damage 3x=15%), Blaster Burst (Damage Increase 5x=10%), Shock Grenade (Reduce Critical Hit Protection 15%), add Second Fire proc chance, Assassins Mark proc chance, add Cold Element Proc (72x0.2=14.40% Damage Increase). Once everything is stacked High HP mobs start to melt.
Pro:
Capable of soloing all present OG's. (See it handle Exar Kun here https://www.swgevolve.com/threads/877/)
Great PVE clear speed at long range.
Provides armor penetration, and increased damage to group PVP.
Just enough defense for PVE.
You get a Pet.
Con:
Very few cooldown defenses viable for PVP
Not enough Block, Block Value, Parry to take repeated hits in PVP.
Few of the attacks require closer range.
Expertise:
Marksman: We want extra Dodge so take Agility and Dodge, Fanshot has nice cone AoE damage but is limited at present to 45m.
Rifleman: We want attacks Focused Fire, Ambush (Armor Neglect stack 5x), Sweeping Fire (64m long range cone, weak damage), Sniper Shot (My highest recorded damage achieved 17k Strikethrough in PVP).
Note Sweeping Fire is weaker then Fan Shot, you may consider swapping it out for Ambush/Snipe from Assassin or Flash Bang. Take Cover doesn't provide enough defense to be useful in PVP.
Assassin: We want more Attacks and Damage, Blaster Burst (Razor Slash) stacks 5x, Assassinate. Decoy provides a few seconds of no damage taken, roughly 3-5 hits, which is great for PVP. Flash Bang has 30m range very nice AoE Stun (prevents player from using ablities), and Ambush/Snipe (DoT damage with reduction to heal potency), two great abilities for PVP. Avoid Damage has a negative debuff and should be avoided.
Commando: Need more defense Dodge and Evasion is provided here, procs from the right side are nice especially at 50 kill counter, you also gain Position Secure providing 300 Precision, 300 Strength, 20% Action Cost Reduction.
Note if you start running low on action consider using Position Secure to replenish your action. I do not recommend Stand Fast it doesn't provide enough damage reduction and has a short timer even with Improved Stand Fast. I do not use Stim Armor, I find that Bacta Infusion has better uptime.
Doctor: This is my bare minimum recommendation for Doctor, Serotonin Boost for removing debuffs and Detox to cure DoTs, Multiple heals (Cost 0 action because we have high Luck).
Grenadier: Mostly for Dodge and Block, the Shock Grenade attack is beneficial since it reduces players Critical Hit Defense, sadly 30m range.
Beast Mastery: Bare Minimum when running a Pet to not lose damage output.
Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 5% Block, 300 Luck, 150 Agility.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Deneelian Fizz 211 Luck, 3% Block, 30 Block Value.
PuPs: 117 Luck, 10% Weapon Damage, 10% Weapon Damage.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Baked Exotic: (All 2) 14 Luck.
Exotic Attachments: (All 3) 3% Weapon Damage, 4% Healing Potency, 35 Luck.
Regular Attachments including Bandolier/Belt: (All 9) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Razor Cat Full Set) 250 Luck, 20% Action Cost Reduction, 13% Strikethrough Chance (old sets listed 23% Strikethrough Chance, 10% not visible thus disabled), 5% Indefensible Attack (Always active as of Chapter 4), Masterful Grace (No Snares).
Additional Buffs to consider:
High Morale Victory (Droid Army Mustafar) 1 hour: 10% Dodge, 200 Luck, 100 Damage.
Meatlump Kiss (Meatlump Theme Park) 1 hour: 100 Luck.
These 2 buffs would push you up to nearly 60% Dodge, 18% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
Final Notes:
Why the choice of Agility/Luck/Strength attachments, Luck is very powerful as noted in my previous guide but needs to be around 15% or more to be powerful. Agility is needed to achieve 50% Dodge which I feel is good defense in PVE. Strength provides Block Chance, and Block Value, you need enough Block Chance to make defenses work while Block Value is an added bonus, I recommend a minimum of 35% Block Chance in addition to 45%+ Dodge/Evasion for PVE tanking.
The above is what I prefer to run for PVP.
In PVE I suggest:
Luck PuP > Weapon Damage 10% PuP.
Deneelian Fizz food > Scrimpi food - 11% Heal Potency, 40 Stamina.
Flameout drink > Breath of Heaven drink - 3% Dodge, 211 Constitution.
Entertainer Inspiration > 5% Block, 300 Luck, 6% Chance to Heal (Second Chance), 90 Agility.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
I prefer to just press one button to start my macros and let everything else do its job. No precise timing here, just a button smash macro for nearly all abilities.
Overview:
DPS: 10-11k (vs DWB Super Battle Droid).
Defense: High for PVE, Not good for PVP.
Long Range Damage, Damage Boost for group PVP.
Could train a pet to snare to provide slow down to incoming mob.
Stay in the back in PVP as you cannot take many hits. Can tank PVE especially if you have a doctor support.
Damage increases the longer you hit targets by stacking Ambush (Armor Neglect (same as Riddle Armor from commando but better cooldown) 5x=10-15% estimation), Resonance (Armor Neglect 3x=6%), Savagery (Critical Hit Damage 3x=15%), Blaster Burst (Damage Increase 5x=10%), Shock Grenade (Reduce Critical Hit Protection 15%), add Second Fire proc chance, Assassins Mark proc chance, add Cold Element Proc (72x0.2=14.40% Damage Increase). Once everything is stacked High HP mobs start to melt.
Pro:
Capable of soloing all present OG's. (See it handle Exar Kun here https://www.swgevolve.com/threads/877/)
Great PVE clear speed at long range.
Provides armor penetration, and increased damage to group PVP.
Just enough defense for PVE.
You get a Pet.
Con:
Very few cooldown defenses viable for PVP
Not enough Block, Block Value, Parry to take repeated hits in PVP.
Few of the attacks require closer range.
Expertise:
Marksman: We want extra Dodge so take Agility and Dodge, Fanshot has nice cone AoE damage but is limited at present to 45m.
Rifleman: We want attacks Focused Fire, Ambush (Armor Neglect stack 5x), Sweeping Fire (64m long range cone, weak damage), Sniper Shot (My highest recorded damage achieved 17k Strikethrough in PVP).
Note Sweeping Fire is weaker then Fan Shot, you may consider swapping it out for Ambush/Snipe from Assassin or Flash Bang. Take Cover doesn't provide enough defense to be useful in PVP.
Assassin: We want more Attacks and Damage, Blaster Burst (Razor Slash) stacks 5x, Assassinate. Decoy provides a few seconds of no damage taken, roughly 3-5 hits, which is great for PVP. Flash Bang has 30m range very nice AoE Stun (prevents player from using ablities), and Ambush/Snipe (DoT damage with reduction to heal potency), two great abilities for PVP. Avoid Damage has a negative debuff and should be avoided.
Commando: Need more defense Dodge and Evasion is provided here, procs from the right side are nice especially at 50 kill counter, you also gain Position Secure providing 300 Precision, 300 Strength, 20% Action Cost Reduction.
Note if you start running low on action consider using Position Secure to replenish your action. I do not recommend Stand Fast it doesn't provide enough damage reduction and has a short timer even with Improved Stand Fast. I do not use Stim Armor, I find that Bacta Infusion has better uptime.
Doctor: This is my bare minimum recommendation for Doctor, Serotonin Boost for removing debuffs and Detox to cure DoTs, Multiple heals (Cost 0 action because we have high Luck).
Grenadier: Mostly for Dodge and Block, the Shock Grenade attack is beneficial since it reduces players Critical Hit Defense, sadly 30m range.
Beast Mastery: Bare Minimum when running a Pet to not lose damage output.
Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 5% Block, 300 Luck, 150 Agility.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Deneelian Fizz 211 Luck, 3% Block, 30 Block Value.
PuPs: 117 Luck, 10% Weapon Damage, 10% Weapon Damage.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Baked Exotic: (All 2) 14 Luck.
Exotic Attachments: (All 3) 3% Weapon Damage, 4% Healing Potency, 35 Luck.
Regular Attachments including Bandolier/Belt: (All 9) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Razor Cat Full Set) 250 Luck, 20% Action Cost Reduction, 13% Strikethrough Chance (old sets listed 23% Strikethrough Chance, 10% not visible thus disabled), 5% Indefensible Attack (Always active as of Chapter 4), Masterful Grace (No Snares).
Additional Buffs to consider:
High Morale Victory (Droid Army Mustafar) 1 hour: 10% Dodge, 200 Luck, 100 Damage.
Meatlump Kiss (Meatlump Theme Park) 1 hour: 100 Luck.
These 2 buffs would push you up to nearly 60% Dodge, 18% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
Final Notes:
Why the choice of Agility/Luck/Strength attachments, Luck is very powerful as noted in my previous guide but needs to be around 15% or more to be powerful. Agility is needed to achieve 50% Dodge which I feel is good defense in PVE. Strength provides Block Chance, and Block Value, you need enough Block Chance to make defenses work while Block Value is an added bonus, I recommend a minimum of 35% Block Chance in addition to 45%+ Dodge/Evasion for PVE tanking.
The above is what I prefer to run for PVP.
In PVE I suggest:
Luck PuP > Weapon Damage 10% PuP.
Deneelian Fizz food > Scrimpi food - 11% Heal Potency, 40 Stamina.
Flameout drink > Breath of Heaven drink - 3% Dodge, 211 Constitution.
Entertainer Inspiration > 5% Block, 300 Luck, 6% Chance to Heal (Second Chance), 90 Agility.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
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