I have some slightly different input. A pretty cool feature I noticed on Felmaster was that after selecting Felmaster as your CC, you could then select a rotation to use. For a community driven project, this would be a nice feature. With Singular, if someone has already written logic for a particular spec, you must overwrite their work to release your own work. In this sense, Felmaster offered more inclusivity than Singular. With an option like this, a writer can have the experience of contributing to a quality CC without having to compete or step on others toes. For a community driven project, inclusiveness can improve progress.
We've come a long way with the API already, and most of it has been completed. As far as I can tell, the default classes will be "like" Singular, in the way that you can view the class-specific code and work it out from there if you are interested in making your own custom classes. On a side note, I would sincerely like to thank everyone who has contributed to this thread, and those who will contribute at a later point, your support is invaluable.
Bounty Hunter - Mercenary - Arsenal Spec: Edit for 1.2: With 1.2 the combat priorities stay the same. They nerfed tracer missile slightly because it was fairly powerful to just spam it, but it was not optimal for damage output. They buffed Heatseeker Missile slightly to make up the overall damage output. The change has no effect on a the existing cast-priority; which only relies on getting the TM-debuffs up and then using it to refresh debuffs or as a filler when nothing else is off cooldown. Long story short, keep this priority as of 1.2. Also, they added an in-combat revive to Mercs called "Onboard AED," with a cast time of 1.5sec and a 5min CD. Recommended spec: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database This is in traditional priority order from top to bottom, top being the first thing to be checked, bottom being the last. I left out Jet Boost for areas where using pushbacks may pull more groups, but this could be added for more than 3 targets when not in a group also. I left Power Surge out of the rotation because in a longer fight being able to trigger a cast instantly won't actually increase your damage output (UNLESS you are moving) due to the heat system. I would imagine that ability only being useful when we get something like lazyraider where we control movement etc. while the bot controls abilities. I also left Sweeping Blasters out of the AOE rotation because of it's high heat usage and low total damage output. This rotation/cast priority should be pretty damn close to optimal DPS rotation for single target fights, and should destroy group pulls pretty effectively while questing too. I used Mako as my companion from the time I got her all the way to level 50, and she worked out well, which is why I added her as the active companion, some people may have other preferences but she kept me alive! NOTE: This should also work for a Gunnery Commando using their mirrored abilities and Elara as a companion, but I don't know what all the names are as my trooper is a vanguard :-/ Available interrupts: Electro-Dart: 4 second stun (animation and travel time makes this a non-instant interrupt) 30m range Rocket Punch: when specced, this is an instant ability that will knockback a target from melee range Jet Boost: this is an AOE knockback and can be used as an interrupt if the target is in melee range (animation makes this less than instant). This ability is a little more dangerous because it could cause you to pull additional groups by accident. If incapacitated during combat: Determination If not in combat AND group size <= '2': Force Active Companion Mako Disable Companion Ability: Electro-Stasis (for the record, all other companion abilities for Mako should be toggled ON) Force Companion Stance: Med Watch Force Active Cylinder: High Velocity Gas Cylinder Force Active Buff: Hunter's Boon If Health < 70% and 'Kolto Overload' is not on CD: Kolto Overload If Health < 60% and 'Energy Shield' is not on CD: Energy Shield If Health < 50% and 'Heroic Moment: On the Trail' is off CD: Heroic Moment: On the Trail Enemy Targeting Priority: Weak before Strong If Heat Level > '23' AND 'Thermal Sensor Override' is off cooldown: Thermal Sensor Override If Heat Level > '23' AND 'Vent Heat' is on cooldown AND 'Thermal Sensor Override' buff is INACTIVE: Rapid Shots on weakest target If Heat Level > '80': Vent Heat If # targets > '3' AND tightly grouped AND 'Fusion Missile' off cooldown: Fusion Missile on center target If # targets > '3' AND tightly grouped AND distance from player > 5 meters AND 'Death From Above' off cooldown: Death From Above on center target If # targets > '3' AND tightly grouped AND 'Explosive Dart' off cooldown: Explosive Dart on weakest target If # targets > '3' AND tightly grouped AND in melee range AND 'Flame Thrower' off cooldown: Flame Thrower on center target If TargetDebuffCount(Heat Signature) < '5': Tracer Missile If time remaining on TargetDebuff(Heat Signature) < 5sec: Tracer Missile If Buff(Barrage) is ACTIVE: Unload If 'Heatseeker Missiles' is off cooldown: Heatseeker Missiles If SelfBuffCount(Tracer Lock) < '5': Tracer Missile If 'Rail Shot' is off cooldown: Rail Shot If 'Unload' is off cooldown: Unload That should do it. Tracer missile is a little finicky in that you don't actually get the 'Heat Signature' buff until the missile LANDS, so if there is some way for you to adjust for that, you may want to take the travel time of the missile and "current" heat signature count into effect when determining the next ability to use. Any Arsenal Merc questions you have, or if you need clarification on the priorities, please PM. Also, IDEALLY when using Thermal Sensor Override, you should use a HIGH heat ability that does a good amount of damage, such as channeling death from above, or firing off a fusion missile. These both have acceptable single-target damage, and if using Death from Above, it allows you to burn off some more heat while you channel the ability. All priority info taken and modified by myself as well as from Arsenal Mercenary | Gunnery Commando DPS Compendium
Hi there! I'm a Sith Marauder who was turned on to this community by a friend who indicated that there was a complex bot in the making! Although I'm not a code-oriented person, I feel like I could contribute some insight into the circumstantial applications of abilities as well as which conditions make for the best utility of specific marauder abilities. This rotation is based on an Annhilation marauder build which utilizes "bleed" DOTS and the Juyo form. Talent distribution: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database Pre-combat: Force Sprint Force Juyo Form (marauder "stance") Force Summon Companion : Malevai Quinn. Once companion summoned: Cntrl + 1 (Quinn will attack players target and actively heal). If Unnatural Might buff is not present : Unnatural Might (class buff) Initiating Combat: If 3+ mobs and droid NPC is present: Disable Droid on strongest droid target (Strong/Elite/Gold) General Rotation on NPCs from weakest to strongest: Force Charge -> Deadly Saber -> Battering Assault -> Rupture -> Annihilate -> Ravage -> Repeat. Because the marauder's abilities are based on Rage (most of the damage abilities costing 3), it's necessary to include filler attacks to rebuild rage. If Rage < 3 (out of 12) and Battering Assault is on CD : Assault (generates 2 rage). If Rage < 3 and Battering Assault is on CD and Force Choke is not on CD : Force Choke (generates 1 rage per tick of the channeled Force Choke). General mid-combat circumstances: If Rupture debuff is not present on target: Renew Deadly Saber. If 3+ mobs present and Health < 50% or If fighting Gold/Elite target: Cloak of Pain & Saber Ward (temporary damage mitigation). If Fury = 30 : Berserk If incapacitated : Unleash If 3+ mobs within 5 meter vicinity : Smash (AOE damage). If active target is incapacitated (often will be by Quinn's AOE stun): Pommel Strike. If 3+ targets within 5 meter vicinity and health < 50% : Intimidating Roar (AOE Stun). If Health < 30% and 3+ mobs present : Heroic Moment: Call on the Force. If Health < 10% and target < 5% health or 2+ targets present : Undying Rage (Consumes 50% health in order to mitigate 99% damage for 5 seconds). If health <25% and retreating: Cntrl + 2 (Place companion on Passive and recalls him/her). If out of combat and health =/= 100%: Channel Hatred. I know that's a messy concauction, but I think it gives a general idea of which abilities serve which functions under a variety of circumstances. Hope this helps, and I'm very anxious to see this bot in action!
Trooper Commando - Gunnery (5/31/5) Skill Calculator - Star Wars: The Old Republic (SWTOR) Database normal rotation - If AP Cell not active: AP Cell - If in group and have agro: Diversion - If health < 80% and no healer available: Adrenaline Rush - If health < 60%: Adrenaline Rush - If multiple targets close to each other & no CC outside myopic zone and Mortar Volley off cooldown: Mortar Volley in middle of targets - If multiple targets close to each other & no CC: Hail of Bolts in middle of targets - If multiple targets close to each other & no CC: Sticky Genade - If multiple targets close to me and Concussion Charge off cooldown and not in a group: Concussion Charge - If all off cooldown(tech overide, Reserve Power cell, Plasma Grenade) : techoveride,reserve powercell, plasma grenade - If in Ammo preservation mode and Ammo < 7: Hammer Shot - If Ammo < 3: Recharge Cells - If Have Buff Curtain of flame: Full Auto - if target have debuff grav vortex > 3 or me moving : demolition round - if have buff Charged Barrel > 4 or me moving : Hi Impact Bolt - Hammer Shot on weakest target Long CC = Conncussion Round dont damage 60 sec short CC = Cryo Genade can damage targetand not break CC 8 sec Pull mortar Volly in middle of all targets /Sticky Gernade at central target single target rotatio/boss - If AP Cell not active: AP Cell - If in group and have agro: Diversion - If health < 80% and no healer available: Adrenaline Rush - If health < 60%: Adrenaline Rush - If all off cooldown(tech overide, Reserve Power cell, Plasma Grenade) : techoveride,reserve powercell, plasma grenade - If in Ammo preservation mode and Ammo < 7: Hammer Shot - If Ammo < 3: Recharge Cells - If Have Buff Curtain of flame: Full Auto - if target have debuff grav vortex > 3 or me moving : demolition round - if have buff Charged Barrel > 4 or me moving : Hi Impact Bolt - Hammer Shot for PVE Questing logic Weakest Target always first. PVP Healers always First also reactive sheild if taking lots of damage. and always keep buff Fortification up on group. also if out of combat but Doted use Feild Aid
Here is the Assassin's priority lists, I used the Sith Assassin Codex which is how I learned but it is a bit odd how they explain the list. The special stuff along with this top section I added as useful notes to whomever makes the combat for this. Universal Buff: Mark of Power Out of Combat Healing: Seethe Incombat w/ Companion Healing: Channel the Force Crowd Control Breaker: Unbreakable Will Crowd Control out of Stealth: Electrocute, Whirlwind, Low Slash Crowd Control in Stealth: Mind Trap Interrupt: Jolt Knockback/Interrupt: Overload Movement Speed Inhibiter: Force Slow Defensive Cooldowns: Deflection, Force Shroud Darkness -------- Charge: Dark Charge 1. Dark Ward (1 charge or about to expire) 2. Discharge (Every time it?s up) 3. Wither (5 seconds after cooldown ends) or if you are a Madness hybrid Death Field (every CD). 4. Force Lightning (3 stacks of Harnessed Darkness) 5. Assassinate (Target at 30% health or less) 6. Crushing Darkness (Raze buff) 7. Shock (Energize buff) or Lacerate (2 or more enemies) 8. Thrash 9. Saber Strike (Out of Force and/or filler ability) Special: Overcharge can be used as a healing ability. Deception --------- Charge: Surging Charge 1. Assassinate (Target at 30% health or less) 2. Maul (Duplicity buff about to expire, behind target) 3. Lacerate (3 or more enemies) 4. Discharge (Every time it?s up) 5. Shock (2 stacks Induction) 6. Maul (Duplicity buff just proc'd, behind target) 7. Voltaic Slash or Thrash (I prefer Voltaic Slash) 8. Saber Strike (Out of Force and/or filler ability) Special: Blackout grants 10 instant force and 50% enhanced force regen via Darkswell and Dark Embrace. Force Cloak grants 50% enhanced force regeneration via Darkswell and Dark Embrace. (Do not use when 1 on 1 w/o companion unless you want to end the fight and dump aggro all together.) Notes: I do combo Recklessness with Shock and Overcharge Saber with Discharge Madness ------- Charge: Lightning Charge 1. Death Field (even single target, every CD) 2. Force Lightning (under Recklessness) 3. Shock (If Unearthed Knowledge is about to expire) 4. Assassinate (Target at 30% health or less) 5. Maul (Duplicity buff, behind target) 6. Crushing Darkness (Raze buff, preferably on an unafflicted target) 7. Creeping Terror (On a target not currently afflicted, or about to expire) 8. Discharge 9. Force Lightning (if healing is needed or low on force) 10. Thrash or Lacerate (based upon the volume of enemies) 11. Saber Strike (Out of Force and/or filler ability) Special: Even though a mob can't be feared they still get the dot from Creeping Terror, so don't fret. Through the talent Calculating Mind consuming a Deathmark will restore 1/2 more force. Update to Madness per the BiS build (5/5/31) based upon Welcome to SimulationCraft best stim type exotech resolve 1 mark of power 2 lightning charge 3 stealth 4 power potion 5 recklessness 6 force cloak, if dark embrace buff not present. 7 overcharge saber 8 death field 9 crushing darkness, if raze buff is present, if crushing darkness is on current target choose another target to dot. 10 discharge, if lightning discharge not on target and if multiple targets choose a new one if you have one on the current target. 11 assassinate 12 creeping terror, if not on target and if multiple targets choose a new one if you have one on the current target. 13 maul, if exploit weakness (from duplicity) is present. 14 shock, if unearthed knowledge buff is not present. 15 thrash, if force > 70 - (12 * length of time buff dark embrace active (max of 6 seconds from very start)) examples: 1: 70 - (12 * 6) = -2 or 0, 2: 70 - (12 * 4) = 22 16 saber strike Update to Deception per Simulationcraft (single target): best stim type exotech_resolve 1 mark of power 2 surging charge 3 stealth 4 power potion 5 recklessness 6 blackout, if dark embrace buff not present & force < 90 7 force cloak, if dark embrace buff not present 8 overcharge saber 9 assassinate 10 maul, if exploit weakness buff present (duplicity) 11 discharge, if static charges buff is stacked > 0 12 shock, if induction buff stack = 2 13 voltaic slash 14 saber strike
We've come quite a long way thanks to everyone's contributions! I've updated the main post's statuses to reflect the latest changes.
Assassins are very similar to Shadows, I will see what I can dig up for a proper rotation implementation so you can green the rotation on your list. I added Marauders and Sharpshooters/Gunslingers (I think), for Marksman and Marksman hybrid, other specs are hard to find, to this thread but the sharpshooter one was more of an informative how to and what to do to determine the exact priority. I could find nothing on it that gave a clear cut yes this is the priority listing but did find that the information I gave was informative enough in detail to find out relatively easily what is what. I was looking for juggernauts/knights both the dps variety an tank variety but only found tank info atm. I found some data on operatives/scoundrels but the guide was not fully up to data as they used links and the links are dead. I will research more sometime later or tomorrow to help you guys out it is just my brain is fried from the data collecting.
I play a 31/0/10 Kin/Bal Tank Shadow. The attack chain is -Open with Spinning Kick (uses 1 bar of resolve on target)- -Double strike until you get Particle Acceleration -Pop All CDs/Items -Power Relic-Power Adrenal-Force Potency-Battle Readiness -Project -Slow Time -Force Breach (Optional) -Should have two stacks of Harnessed Shadows -Telekinesis Throw (should be in time to get your last stack of potency used up) -Repeat rotation -Other skills that should be used following the chain or before if others are on CD (Force stun, Force speed to escape or encounter, Deflection if being focused, Resilience to remove harmful effects or to fight force users, Force of Will to break CC, Mind Control/Mass Mind Control to taunt targets, Mind Snap to Interrupt spell casting, Guard Intercept player Damage, Force wave not sure when it would be a good time to use this, Force Cloak is another escape that should be used with Resilience to avoid popping out of stealth due to dots, And Finally Force Pull which can basically bring targets to yourself and you could start the attack chain that way. -Spinning Strike if below 30% -Force Breach (Not really needed in the primary attack chain, but should be used every CD, AOE 5% Acc debuff in Combat Stance). This is the attack chain I follow on my Valor rank 75 Shadow Tank and it works very well.
Ok dug up some Jedi Shadow stuff via the Jedi Shadow Handbook: Kinetic tree: 1. Kinetic Ward (1 charge or about to expire) 2. Telekinetic Throw (3 stacks of Harnessed Shadows) 3. Spinning Strike (Target at 30% health or less) 4. Slow Time 5. Project (Particle Acceleration) 6. Force Breach (every CD) 7. Double Strike 8. Saber Strike (Conserving Force) Infiltration tree: 1. Spinning Strike (Target at 30% health or less) 2. Shadow Strike (Find Weakness) 3. Force Breach (every CD) 4. Project (2x Circling Shadows) 5. Clairvoyant Strike or Double Strike (probably Clairvoyant Strike as I believe this is the tree's exclusive ability) 6. Saber Strike (Conserving Force) Balance Tree: 1. Force in Balance (Even single target, every CD) 2. Project (If Twin Disciplines is not active, or about to expire) 3. Spinning Strike (Target at 30% health or less) 4. Shadow Strike (Find Weakness, behind target) 5. Mind Crush (Force Strike buff, preferentially on an unafflicted target) 6. Sever Force (On a target not currently afflicted, or about to expire) 7. Force Breach (every CD) 8. Double Strike 9. Saber Strike (Conserving Force)
Figured I'd help more in the research of Buddywing for data on classes missing on rotations. Sith Marauders (taken from Mach 5 Massacre - In Depth Marauder Guide): Carnage tree: Carnage relies heavily on a priority system. This is mainly due to the cool-downs not matching up perfectly and spiky rage regeneration from Blood Frenzy. To make it less confusing, the opening rotation should look like this: Charge -> Massacre -> Battering Assault -> Gore -> Ravage -> Scream This will be the only time Massacre will be ahead of Force Scream and is to insure there is a Blood Frenzy rolling. After your opener you will want to keep Ravage, Gore, Force Scream and Battering Assault on CD at all times while weaving in Massacres and Assaults in when you can (Assault -> Massacre = no net Rage loss). The mid-fight priority is thus: Gore > Ravage > Battering Assault > Force Scream > Berserk > Massacre Using Gore into Ravage is incredible burst and should be done whenever possible. Force Scream is, of course, only used when Blood Frenzy is up and is in front of Massacre because of the free crit and the cool-down. You want to try to use Gore, Ravage, and Scream in that order. Priority is that the majority of your attacks and priority abilities benefits from the Gore buff. There is a specific reason why Ravage should be ahead of Scream during the Gore phase. As of now it seems that if the last hit of Ravage does not hit within Gore it does not benefit from the buff, as shown: 0 - Gore 1.5 - Scream 4.5 - Ravage Start 6.0 - Ravage End, Gore Ends If not executed precisely, Gore will fade and the last hit of Ravage will go off at the same time and, due to latency/ability delay/etc, this can happen often. A better alternative is what I now have listed above: -1.5 - Massacre 0 - Gore 1.5 - Ravage Start 4.5 - Ravage End, Scream 6.0 - (Scream's GCD) Gore fades This gives Scream's entire GCD as leeway for latency and the like while insuring all of your key abilities benefit from Gore. By using Massacre before Gore you will have the Massacre buff on for the Duration of Ravage so, in the case that Blood Frenzy falls off before that, you essentially have 4 Massacre-buffed hits to get it back up. Even though Massacre is at the bottom of the list, when you think of Berserk (which is essentially a free 6 Rage) when using Massacre and the cool-down of all the abilities in front of it you will find yourself using it a lot. Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it. Annihilation tree: Annihilation's Rage generation is bursty and therefore, like Carnage, relies more on a priority system than anything. You do not want to refresh your Rupture. If it is off CD, wait until the debuff is gone before reapplying it. Rupture gets a tick off as it wears off and reapplying it before it goes away is a huge DPS loss in the long run. The opening rotation should look like this: Charge -> Deadly Saber -> Battering Assault -> Rupture -> Annihilate The mid-fight priority is thus: Berserk > Deadly Saber > Rupture > Annihilate > *Rage Builder > **Vicious Slash *Rage builder implies: Battering Assault > Charge > Assault **You want to insure you have enough Rage to continue with your rotation after things come off CD. This will take practice, however you won't be using Vicious Slash very often and should really only use it if Rupture is on CD and Pulverize is not on its 6sec CD. There's debate on whether or not Ravage should be used. Its priority comes under all your other abilities and the window where it is Viable to use is quite short - only when everything is off CD. You can either try to weave it in or not and I doubt it will hurt. Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it. Rage tree: Rage, like Carnage and Annihilation, relies on a priority. To make it less confusing, the opening rotation should look something like this: Charge -> Crush -> Battering Assault -> (4x Shockwave) Smash You can supplement Scream before the Smash if you have the Rage for it and don't yet have 4xShockwave. The mid-fight priority isn't really a priority, per se: it completely revolves around your buffed Smash. Therefore, it looks kind of like this: Crush-Smash > Choke-Smash > Berserk-Slash > Battering Assault > Scream > Vicious Slash > Ravage The Smash rotations involve stacking 4xShockwave and using Obliterate before Smashing. As soon as your Crush-Smash is done start timing a Choke/Obliterate in order to be able to uber-Smash again when Smash gets off CD. Due to the passive armor penetration Ravage isn't too bad but I would only use it while Battering Assault is on CD and you don't have enough Rage to Vicious Slash (Assault is bleh imo). Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.
Sorry this doesn't give you a specific rotation clearly cut (all I could find to give me more of a definitive priority list and it is a cut and paste with leaving some very minor things out): Imperial Agent Sniper (unsure if abilities are the same from gunslinger but this was taken from Marksmanship Sniper/Sharpshooter Gunslinger Compendium): I.2. Mirrored Terminology Sniper Advanced Class / Gunslinger Advanced Class Adrenaline Probe / Cool Head Ambush / Aimed Shot Ballistic Dampers / Ballistic Dampers Ballistic Shield / Scrambling Field Between the Eyes / Slick Shooter Calculated Pursuit / Hot Pursuit Cluster Bombs / Contingency Charges Corrosive Dart / Vital Shot Corrosive Microbes / Mortal Wound Countermeasures / Surrender Cover Pulse / Pulse Detonator Cover Screen / Cover Screen Deadly Directive / Black Market Mods Debilitate / Dirty Kick Distraction / Distraction Diversion / Diversion Efficient Engineering / Dealer's Discount Energy Tanks / Bravado Engineering Skill Tree / Saboteur Skill Tree Engineer's Tool Belt / Saboteur's Utility Belt Entrench / Hunker Down Escape / Escape Evasion / Dodge Experimental Explosives / Arsonist Explosive Engineering / Independent Anarchy Explosive Probe / Sabotage Charge Flash Bang / Flash Grenade Flash Powder / Flash Powder Followthrough / Trickshot Fragmentation Grenade / Thermal Grenade Gearhead / Streetwise Headshot / Headshot Heavy Shot / Percussive Shot Imperial Assassin / Deadeye Imperial Demarcation / Trip Shot Imperial Methodology / Insurrection Interrogation Probe / Shock Charge Inventive Interrogation Techniques / Sapping Charge Laze Target / Smuggler's Luck Leg Shot / Leg Shot Lethal Injectors / Open Wound Lethality / No Holds Barred Lethality Skill Tree / Dirty Fighting Skill Tree Marksmanship / Sharpshooter Marksmanship Skill Tree / Sharpshooter Skill Tree Orbital Strike / XS Freighter Flyby Overload Shot / Quick Shot Pillbox Sniper / Lay Low Precision Ambush / Sharp Aim Rapid Fire / Rapid Fire Razor Edge / Holdout Defense Reactive Shot / Quick Aim Recoil Control / Recoil Control Rifle Shot / Flurry of Bolts Sector Ranger / Spacer Series of Shots / Speed Shot Shatter Shot / Flourish Shot Shield Probe / Defense Shiv / Blaster Whip Slice Droid / Slice Droid Slip Away / Dirty Escape Snap Shot / Snap Shot Snipe / Charged Burst Sniper Volley / Burst Volley Sniper's Nest / Foxhole Steady Shots / Steady Shots Stroke of Genius / Pandemonium Suppressive Fire / Sweeping Gunfire Takedown / Quickdraw Target Acquired / Illegal Mods Vital Regulators / Cool Under Pressure Vitality Serum / Underworld Hardships The following two builds have been found to be capable of nearly equivalent DPS. Which performs better for each sniper could very well depend on stats, on the mechanics of each fight, and on how intuitive we find the rotation to be. These two builds are too close to currently determine which is theoretically strongest. Over extended fights, where energy availability is the primary limiting factor for ability usage, prioritizing abilities and ability sequences with highest DPE allows for maximum overall damage (assuming we are using all available energy). Although the damage done by each ability depends on each sniper?s specific stats and other variables, the following ranking of abilities by DPE should be mostly accurate for all MM snipers. Note that this ranking does not include the 4-piece PvE Field Tech set bonus, which vastly increases the DPE of Takedown. Also, For MM/Eng hybrid values, the damage and energy return from Cluster Bombs and Imperial Methodology are included as part of Explosive Probe. Single-Target DPE Ranking Pure MM (31/7/3) 1. Followthrough 2. Ambush 3. Series of Shots 4. Orbital Strike 5. Takedown 6. Explosive Probe 7. Corrosive Dart 8. Snipe 9. Overload Shot 10. Fragmentation Grenade 11. Suppressive Fire 12. Shatter Shot MM/Eng Hybrid (23/16/2) 1. Explosive Probe 2. Followthrough 3. Ambush 4. Series of Shots 5. Orbital Strike 6. Interrogation Probe 7. Takedown 8. Corrosive Dart 9. Snipe 10. Overload Shot 11. Fragmentation Grenade 12. Suppressive Fire 13. Shatter Shot For some fight mechanics, burst DPS is also important ? fight mechanics such as switching to important adds or periods of line-of-sight interruption. For these situations, time becomes our DPS limiter moreso than energy, so prioritizing abilities with highest DPCT provides the most powerful burst in between periods of inactivity to regenerate energy. Note that some of the high-DPCT abilities are DoT effects, which can lose value if the target dies or becomes invulnerable before the end of the DoT?s duration. Single-Target DPCT Ranking (For Burst Situations): Pure MM (31/7/3) 1. Orbital Strike 2. Ambush (with RS proc) 3. Takedown 4. Followthrough 5. Explosive Probe 6. Corrosive Dart 7. Series of Shots 8. Ambush 9. Snipe 10. Fragmentation Grenade 11. Overload Shot 12. Suppressive Fire 13. Rifle Shot 14. Shatter Shot MM/Eng Hybrid (23/16/2) 1. Orbital Strike 2. Explosive Probe 3. Ambush (with RS proc) 4. Interrogation Probe 5. Takedown 6. Corrosive Dart 7. Followthrough 8. Ambush 9. Series of Shots 10. Snipe 11. Fragmentation Grenade 12. Overload Shot 13. Suppressive Fire 14. Rifle Shot 15. Shatter Shot II.3.2. Synergistic Ability Sequences Snipe ? FT This is the defining sequence for MM snipers. Followthrough has such a high DPE (nearly double that of Ambush and SoS) that we should aim to use it every time it comes off cooldown. In order to allow that, Snipe (or Ambush when available) must be used at least once every 6s. SoS ? Ambush Because Series of Shots hits four times over its duration, it will very often proc Reactive Shots, which in turn reduces the activation time of the subsequent Ambush. Since the RS effect lasts 10 seconds, a Snipe used during a previous sequence can increase the proc chance of RS even further. With a 40% crit chance on Snipe and SoS, this sequence (including the previous Snipe) will proc RS approximately 92% of the time. TA ? SoS ? RF ? SoS ? SoS The sequence is only available to pure MM snipers. The optimal benefit from RF occurs when it is used just after a SoS, finishing its remaining cooldown and allowing two more immediately following. This sequence delays FT by 6s beyond its cooldown, but when TA can be used before the initial SoS, the delay is reduced to 3.9s. II.3.3. Sustained Damage Rotation Using sequences that take advantage of synergy between abilities, and filling the remaining time with high-DPE filler abilities (indicated as ?X? below), the following rotation emerges: SoS ? Ambush ? FT ? X ? X ? Snipe ? FT ? X ? X ? Snipe ? FT Note that we should use Ambush even when Reactive Shot does not proc. Its damage benefit over Snipe justifies even a 2.5-second activation time. (See this post for more information.) Common filler abilities include: Shatter Shot, OS, TD, EP, CD, IP (for MM/Eng hybrid), and Rifle Shot. We should prioritize these based on DPE, with the following considerations: Shatter Shot is a useful debuff to keep active on the target at all times. It increases not only our damage, but the damage from the entire ops group. Against a boss (or other important burn target), we should generally lead with Shatter Shot to maximize its up-time. DoT abilities which are still active should generally not be overwritten. The only DoT we have with a duration longer than its cooldown is CD, and its DPE and DPCT are only marginally better than Snipe. Rifle Shot should be used to ensure that we stay above 60% energy. Keeping an eye on upcoming fight events and on which abilities will be coming up next in our rotation will allow us to use Rifle Shot as needed. Pure MM snipers should aim to deviate from this rotation only for the special Rapid Fire sequence. Since the final shot of the RF sequence is SoS, it leads back into the standard rotation after only a 6-second deviation. Note that because FT?s cooldown is delayed and the entire RF sequence consists of channeled abilities, alacrity boosts (such as TA) are most effective when saved and used during this time. MM/Eng hybrid snipers have only one deviation: prioritize Explosive Probe above the standard rotation. In this spec, EP does such high damage for so little energy that losing out on a use over the course of a fight results in a substantial loss of potential DPS. II.3.4. AoE MM snipers have access to exactly three AoE abilities: Orbital Strike, Fragmentation Grenade, and Suppressive Fire. We could potentially spec deep enough into the Lethality skill tree to gain a fourth, but this would require making large sacrifices on single-target DPS. Orbital Strike ? OS is easily our hardest-hitting AoE and should be prioritized highest when a group of adds will be hit by even a single tick. OS has a 2-second activation time with the skill Sector Ranger, so the first tick of damage doesn?t occur until 5s after we place the AoE ground template. For targets that are moving, it may be difficult to place OS so that it will hit them. Fragmentation Grenade ? This has a 6-second cooldown, which can be reduced to 3s with the skill Engineer?s Tool Belt. Its damage is applied instantly to as many as 5 targets, so this should be our primary AoE filler in nearly all situations. Suppressive Fire ? This AoE ability is outshone by Fragmentation Grenade in nearly every way: Its DPE is lower than that of Fragmentation Grenade against any more than 3 targets, and lower than that of single-target abilities against any less than 3 targets. The large energy cost makes it challenging to use without dropping into a lower energy bracket. It is channeled, causing required movement or other interruptions to reduce its damage done. Its effect is ground-targeted, meaning adds which are moving might avoid some of the damage. It only hits a maximum of 3 targets. The optimal rotation for AoE is to use Orbital Strike if available, and then Fragmentation Grenade with single-target abilities in between. In this area, MM/Eng hybrid snipers have a distinct advantage over pure MM.
Scoundrel / Operative From Scoundrel/Operative DPS Compendium Dirty Fighting (Scoundrel 7/3/31) / Lethality (Operative 7/3/31) ------------------------------------------------------------- Blaster Whip / Shiv (Need UH/TA for Pugnacity / Stim Boost) Pugnacity / Stim Boost (to refresh or need 10 energy)* Flurry of Bolts / Rifle Shot (below 70 energy) Hemorrhaging Blast / Weakening Blast (to refresh) Vital Shot / Corrosive Dart (to refresh) Shrap Bomb / Corrosive Grenade (to refresh) Blaster Whip / Shiv (need UH/TA buff for Wounding Shots / Cull) Wounding Shots / Cull The AE rotation for 4 mobs or higher will be simply: XS Freighter Flyby / Orbital Strike Shrap Bomb / Corrosive Grenade Thermal Grenade / Fragmentation Grenade Blaster Whip / Shiv (need UH/TA buff) Blaster Volley / Carbine Burst Scrapper (Scoundrel 3/31/7) / Concealment (Operative 3/31/7) ------------------------------------------------------------ Always open with Shoot First / Hidden Strike; and Flurry of Bolts / Rifle Shot (below 70 energy) Blaster Whip / Shiv (Need UH/TA for Pugnacity / Stim Boost) Pugnacity / Stim Boost (to refresh) Back Blast / Backstab (always in conjunction with Flechette Round / Acid Blade) Vital Shot / Corrosive Dart (to refresh) Blaster Whip / Shiv (Need UH/TA for Sucker Punch / Laceration) Sucker Punch / Laceration The AE rotation for 4 mobs or higher will be simply: XS Freighter Flyby / Orbital Strike Thermal Grenade / Fragmentation Grenade Blaster Whip / Shiv (need UH/TA buff) Blaster Volley / Carbine Burst.
repost from Sith Warrior/Jedi Knight Mirror Terminology Dictionary (This may help you fill the gap for Sith Juggernaut dps rotation via the known Jedi Knight Rotation) Jedi Knight Skills / Sith Warrior Skills Defence / Immortal Barricade / Barricade Command / Thrown Gauntlet Courage / Revenge Cyclonic Sweeps / Sweeping Fury Dust Storm / Quake Energy Rush / Consuming Howl Enure / Endure Pain Force Clap / Crash Guard Stance / Guard Stance Hilt Strike / Backhand Inner Peace / Dark Blood Lunge / Lunge Pacification / Heavy Handed Resolute / Unleashed Shield Specialisation / Shield Specialisation Solidified Force / Intimidation Stasis Mastery / Force Grip Victory Rush / Enraged Sunder Warding Call / Invincible Windforce / Echoing Scream - - Focus / Rage Agility Training / Interceptor Felling Blow / Dominate Focused Resonance / Dark Resonance Force Exhaustion / Visionary Force Mastery / Zephyr Force Training / Force Exhaustion Gravity / Gravity Inner Focus / Agility Training Insight / Insight Master Focus / Zealous Leap Pulse / Second Wind Sabre Buffet / Master Focus Second Wind / Inner Focus Shii-Cho Mastery / Sabre Buffet Singularity / Shii-Cho Mastery Stagger / Singularity Unwavering Focus / Stagger Visionary / Pulse Zealous Leap / Unwavering Focus Zephyr / Force Alacrity - - Vigilance / Vengeance Accuracy / Accuracy Burning Blade / Draining Scream Burning Purpose / Eviscerate Defiance / Unyielding Effluence / Ruin Force Rush / Savagery Force Scarring / Rend Gather Strength / Pooled Hatred Improved Sundering Strike / Improved Sundering Assault Narrowed Focus / Deadly Reprisals Perseverance / Dreadnaught Plasma Brand / Shatter Protector / Huddle Shien Form / Shien Form Single Sabre Mastery / Single Sabre Mastery Subduing Slash / Fracture Swelling Winds / Decimate Unremitting / Unstoppable Vigilence / Vengeance Zealous Kick / Deafening Disruption - - Watchmen / Annihilation Burning Focus / Empowerment Close Quarters / Close Quarters Force Fade / Phantom Focused Pursuit / Ferocity Focused Slash / Enraged Slash Inflammation / Seeping Wound Juyo Mastery / Juyo Mastery Merciless Slash / Annihilate Merciless Zeal / Hungering Mind Sear / Inescapable Torment Momentum / Battle Cry Overload Sabre / Deadly Sabre Plasma Blades / Haemorrhage Quick Recovery / Quick Recovery Repelling Blows / Annihilation Searing Sabre / Bleedout Valour / Short Fuse Watchguard / Subjugation - - Combat / Carnage Ataru Form / Ataru Form Ataru Mastery / Ataru Mastery Blade Rush / Combat Trance Combat Trance / Defensive Roll Explosives Debilitation / Displacement Defensive Forms / Dual Wield Mastery Defensive Roll / Righteous Zeal Displacement / Focused Leap Dual Wield Mastery / Temperance Fleetfooted / Opportune Attack Focused Leap / Steadfast Immaculate Force / Precision Slash Opportune Attack / Blade Rush Precision Slash / Debilitation Righteous Zeal / Swift Blades Sabre Storm / Sabre Storm Smoldering Winds / Smouldering Winds Steadfast / Immaculate Force Swift Blades / Fleetfooted Temperance / Erupting Fury - - Focus / Rage Agility Training / Interceptor Felling Blow / Dominate Focused Resonance / Dark Resonance Force Exhaustion / Visionary Force Mastery / Zephyr Force Training / Force Exhaustion Gravity / Gravity Inner Focus / Agility Training Insight / Insight Master Focus / Zealous Leap Pulse / Second Wind Sabre Buffet / Master Focus Second Wind / Inner Focus Shii-Cho Mastery / Sabre Buffet Singularity / Shii-Cho Mastery Stagger / Singularity Unwavering Focus / Stagger Visionary / Pulse Zealous Leap / Unwavering Focus Zephyr / Force Alacrity - - Jedi Knight Abilities / Sith Warrior Abilities Awe / Intimidating Roar Blade Storm / Force Scream Call on the Force / Call on the Force Cauterize / Rupture Challenging Call / Threatening Scream Combat Focus / Berserk Cyclone Slash / Sweeping Slash Force Camouflage / Force Cloak Force Kick / Disruption Force Leap / Force Charge Force Might / Unnatural Might Force Push / Force Push Force Stasis / Force Choke Freezing Force / Chilling Presence Guard / Guard Guardian Leap / Intercede Introspection / Channel Hatred Juyo Form / Juyo Form Leg Slash / Crippling Slash Master Strike / Ravage Merciless Throw / Vicious Throw Opportune Strike / Savage Kick Overhead Slash / Impale Pacify / Obfuscate Pommel Strike / Pommel Strike Resolve / Unleash Riposte / Retaliate Sabre Throw / Sabre Throw Sabre Ward / Sabre Ward Shii-Cho Form / Shii-Cho Form Slash / Vicious Slash Soresu Form / Soresu Form Strike / Assault Sundering Strike / Sundering Assault Sweep / Smash Taunt / Taunt Valorous Call / Frenzy Zealous Strike / Battering Assault
Edited my original arsenal merc post for 1.2. Long story short, nothing changes, but we get an in-combat(battle) revive.
Just thought I'd give a quick priority list for what I use on my Infiltration Jedi Shadow. It is a dps boost as well to stealth before entering combat. Priority List 1. Spinning Strike (Target < 30% health) 2. Shadow Strike (If the Find Weakness proc is active) 3. Force Breach (every CD) 4. Project (2x Circling Shadows buff on player) 5. Clairvoyant Strike if talented or Double Strike if it's not talented 6. Saber Strike Technique: Shadow Technique CD's worth using 1. Battle Readiness (Use on CD for dps boost) 2. Deflection (Use if player drops below a certain percentage of health. Maybe like 40%) 3. Force Cloak (This is like Cloak of Shadows for Rogues)