This is my Assist/Buff-Bot Entertainer/GCW Flag Holder, designed to assist my main avatar. Primary role is buff bot, not active gameplay.
Goal of this build is to provide buffs but provide also support, it struggles with defense and action cost.
To obtain GCW Flag Buff you need to reach Captain in either Rebel or Imperial.
Overview:
Assist, not to be played as an active gameplay. Run an assist macro, and button smasher macro for abilities.
This build cannot complete Deathwatch Daily Hardmode, struggles with Normal, be sure to grab entertainer buff with 1 point Second Chance, Action Cost Reduction, Block, Glancing Blow, Evasion, 1 point Agility/Luck.
Pro:
Provides those sweet Entertainer and GCW Flag Buffs
Con:
Not designed for active gameplay.
Very weak survival
Lacks some in demand Entertainer Inspiration Buffs
Expertise: You will note the 1 point in many professions, this is to provide all but the Jedi GCW Flag Buff.
Marskman: Dodge because we are trying to push survival ability as high as we can, we want this character to also assist in combat.
Pistoleer: Could save 2 points by removing Fast Draw and Sure Shot. You could place those 2 points into more Muse for those buffs that may be in more demand, or extra defense from Grenadier.
Doctor: 5 points to get that nice Bacta Ampule which has a fast recovery cooldown.
Note you could save 4 points here and place those 4 points into more Muse for those buffs that may be in more demand.
Grenadier: Sadly only 2 points here which grant 2% Dodge and 2% Block.
Note you could save 2 points here and place those 2 points into more Muse for those buffs that may be in more demand.
Smuggler: We want Off The Books Buff which grants 50 Precision, 50 Luck, 6% Damage Decrease (*Does Not Display on stat page). This is the bare minimum number of expertise points used to obtain Off the Books Buff. You also gain Spot Sucker and Skullduggery which can provide additional debuffs to targets.
Entertainer: Many wasted points here but necessary to achieve Dance IV or Musicianship IV to unlock Performer.
Performer: I chose Dancer side, you could choose Musician side if that would be your preference.
Muse: I have saved some points here for what I prefer. This lacks some of the in more demand buffs namely Inspired Resilience, occasionally I get asked for Harvest Faire and Go With The Flow.
Note I only placed 3 points in Intense Performer this makes a nice round 30 minute number when combined with the Performer Jewelry Set. I do not have Lasting Impressions, I have 6 hours and 30 minute buffs already with the Performer Jewelry Set and Master Muse. Affability and Improv could be beneficial if one tends to provide Entertainer Inspiration Buff in camps.
VERY IMPORTANT
Assassin, Bounty Hunter, Commando, Squad Leader, Artisan: Be sure to add 1 point to these professions to gain all the GCW Flag Buffs except Jedi.
Stats with buffs and gear:
Entertainer Inspiration: 9% Reduced Action Cost, 5% Block Chance, 7% Glancing Blow, 150 Luck (Moving forward I recommend instead entertainer buff with 1 point Second Chance, Action Cost Reduction, Block, Glancing Blow, Evasion, 1 point Agility/Luck).
Drink: Breath of Heaven 211 Constitution, 3% Dodge.
Food: Deneelian Fizz Pudding 211 Luck, 3% Block, 30 Block Value.
PuPs: 11 Glancing Blow, 11 Glancing Blow, 11 Glancing Blow.
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 Exotics: (All 2) 1 Glancing Blow.
Exotic Attachments: (All 3) 4% Healing Potency, 3 Glancing Blow, 35 Luck.
Regular Attachments including Bandolier/Belt: (All 9) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Performer) 60 Inspiration Duration Increase, 11 Inspiration Pulse Increase, Gain Lasting Performance Buff.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This removed 4% Healing Potency, 4 Glancing Blow, 35 Luck
Final Notes:
You will notice I pushed heavy for Glancing Blow, this is because its hard to stack high defenses of Dodge and Block, Glancing Blow on the other hand can stack easier because its 1:1 (oddly on this server we are not getting a 1:1 instead its about 1:0.99).
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 sadly this build falls short, but there still is enough to make heals cost 0 action. Agility is needed to achieve close to 50% Dodge which I feel is good defense in PVE, this build falls short. 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 sadly this build falls short but is compensated with stacking Glancing Blow. To boost defenses further on this build outside of entertaining I would add the Tinkerer's Jewelry Set which would give an additional 150 All Stats, and an additional Healing Ability.
*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.
Goal of this build is to provide buffs but provide also support, it struggles with defense and action cost.
To obtain GCW Flag Buff you need to reach Captain in either Rebel or Imperial.
Overview:
Assist, not to be played as an active gameplay. Run an assist macro, and button smasher macro for abilities.
This build cannot complete Deathwatch Daily Hardmode, struggles with Normal, be sure to grab entertainer buff with 1 point Second Chance, Action Cost Reduction, Block, Glancing Blow, Evasion, 1 point Agility/Luck.
Pro:
Provides those sweet Entertainer and GCW Flag Buffs
Con:
Not designed for active gameplay.
Very weak survival
Lacks some in demand Entertainer Inspiration Buffs
Expertise: You will note the 1 point in many professions, this is to provide all but the Jedi GCW Flag Buff.
Marskman: Dodge because we are trying to push survival ability as high as we can, we want this character to also assist in combat.
Pistoleer: Could save 2 points by removing Fast Draw and Sure Shot. You could place those 2 points into more Muse for those buffs that may be in more demand, or extra defense from Grenadier.
Doctor: 5 points to get that nice Bacta Ampule which has a fast recovery cooldown.
Note you could save 4 points here and place those 4 points into more Muse for those buffs that may be in more demand.
Grenadier: Sadly only 2 points here which grant 2% Dodge and 2% Block.
Note you could save 2 points here and place those 2 points into more Muse for those buffs that may be in more demand.
Smuggler: We want Off The Books Buff which grants 50 Precision, 50 Luck, 6% Damage Decrease (*Does Not Display on stat page). This is the bare minimum number of expertise points used to obtain Off the Books Buff. You also gain Spot Sucker and Skullduggery which can provide additional debuffs to targets.
Entertainer: Many wasted points here but necessary to achieve Dance IV or Musicianship IV to unlock Performer.
Performer: I chose Dancer side, you could choose Musician side if that would be your preference.
Muse: I have saved some points here for what I prefer. This lacks some of the in more demand buffs namely Inspired Resilience, occasionally I get asked for Harvest Faire and Go With The Flow.
Note I only placed 3 points in Intense Performer this makes a nice round 30 minute number when combined with the Performer Jewelry Set. I do not have Lasting Impressions, I have 6 hours and 30 minute buffs already with the Performer Jewelry Set and Master Muse. Affability and Improv could be beneficial if one tends to provide Entertainer Inspiration Buff in camps.
VERY IMPORTANT
Assassin, Bounty Hunter, Commando, Squad Leader, Artisan: Be sure to add 1 point to these professions to gain all the GCW Flag Buffs except Jedi.
Stats with buffs and gear:
Entertainer Inspiration: 9% Reduced Action Cost, 5% Block Chance, 7% Glancing Blow, 150 Luck (Moving forward I recommend instead entertainer buff with 1 point Second Chance, Action Cost Reduction, Block, Glancing Blow, Evasion, 1 point Agility/Luck).
Drink: Breath of Heaven 211 Constitution, 3% Dodge.
Food: Deneelian Fizz Pudding 211 Luck, 3% Block, 30 Block Value.
PuPs: 11 Glancing Blow, 11 Glancing Blow, 11 Glancing Blow.
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 Exotics: (All 2) 1 Glancing Blow.
Exotic Attachments: (All 3) 4% Healing Potency, 3 Glancing Blow, 35 Luck.
Regular Attachments including Bandolier/Belt: (All 9) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Performer) 60 Inspiration Duration Increase, 11 Inspiration Pulse Increase, Gain Lasting Performance Buff.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This removed 4% Healing Potency, 4 Glancing Blow, 35 Luck
Final Notes:
You will notice I pushed heavy for Glancing Blow, this is because its hard to stack high defenses of Dodge and Block, Glancing Blow on the other hand can stack easier because its 1:1 (oddly on this server we are not getting a 1:1 instead its about 1:0.99).
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 sadly this build falls short, but there still is enough to make heals cost 0 action. Agility is needed to achieve close to 50% Dodge which I feel is good defense in PVE, this build falls short. 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 sadly this build falls short but is compensated with stacking Glancing Blow. To boost defenses further on this build outside of entertaining I would add the Tinkerer's Jewelry Set which would give an additional 150 All Stats, and an additional Healing Ability.
*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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