Star Wars The Old Republic,  SWTOR Class Guides

6.2 Pyrotech Powertech PvE Guide

An overview of the Pyrotech Powertech Discipline. This guide covers abilities and passives, utilities, gearing and stats, rotations and some tips.


Bounty Hunter Abilities and Passives

Bounty Hunter Abilities

Ability Name Description Ability Details
Combustible Gas Cylinder

Ranged weapon attacks have a 25% chance to deal X additional elemental damage over 6 seconds. This effect cannot occur more than once per second.
Determination
Purges all incapacitating and movement-impairing effects. Cooldown – 2 Minutes
Electro Dart
Fires an electro dart dealing X -X energy damage and stunning the target for 4 seconds. Type – Tech/Energy
Cooldown – 1 Minute
Range – 10 Meters
Cost – 5 Heat
Energy Shield
Increases damage reduction by 25% for 15 seconds. Cooldown – 2 Minutes
Hunter’s Boon
Increase the target’s Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. Cooldown – 6 Seconds
Range – 30 Meters
Hydraulic Overrides
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30% Cooldown – 45 Seconds
Kolto Overload
Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Cooldown – 3 Minutes
Rail Shot
Fires a very powerful shot at the target that deals X weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. Type – Ranged,
Cooldown – 15 Seconds
Range – 10 Meters
Cost – 15 Heat
Rapid Shots
Fires a quick stream of bolts, causing X weapon damage. Type – Ranged
Range – 30 Meters
Recharge and Reload
Regenerates health and vents heat while channeling. Not usable in combat
Stealth Scan
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds. Cooldown – 20 Seconds
Range – 30 Meters
Thermal Sensor Override
Your next ability generates no heat. Effect lasts 15 seconds. Cooldown – 2 Minutes
Vent Heat
Rapidly vents 50 heat over 3 seconds. Cooldown – 2 Minutes

Powertech Abilities

Ability Name Description Ability Details
Carbonize
Encases up to 8 enemies within 8 meters in carbonite, dealing X – X internal damage and stunning them for 2.5 seconds Ability Type – Tech/Internal
Cooldown – 45 Seconds
Range – 8 meters
Cost – 5 Heat
Deadly Onslaught
Unleashes a rapid onslaught of ordnance dealing X-X kinetic damage and X elemental damage up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. Ability Type – TechKinetic / Elemental
Cooldown – 20 seconds
Range – 10 meters
Cost – 30 heat
Explosive Fuel
Increases ranged and tech critical hit chance by 25% for 15 seconds Cooldown – 2 minutes
Flame Burst
Fires a burst of flame at the target that deals X-X elemental damage Ability Type – Tech / Elemental
Range – 10 meters
Cost – 15 heat
Flame Sweep
Torches up to 8 targets within 5 meters for X-X elemental damage. Ability Type –Tech / Elemental
Range – 5 meters
Cost – 15 heat
Grapple
Fires a grapple line that pulls that target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover. Ability Type – Tech
Cooldown – 45 seconds
Range – 10 – 30 meters
Guard
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. You deal 50% less damage while guarding. Range – 30 meters
Jet Charge
Jet to a distant target dealing X-X kinetic damage, interrupting the target’s current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Ability Type – Tech/Kinetic
Cooldown – 15 Seconds
Range – 10 – 30 Meters
Neural Dart
Fires a neural dart that taunts the target, forcing it to attack you.Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. Cooldown – 15 seconds
Range – 30 meters
Power Yield
Applies a stack of Power Yield to you, increasing your armour by 40% and your damage done by 2% for 10 seconds. Whenever you take damage an additional stack of Power Yield is applied up to 5 times. Cooldown – 1 minute
Quell
Interrupts the target’s current action and prevents that ability from being used for the next 4 seconds. Cooldown – 12 Seconds
Range – 4 Meters
Rocket Punch
Engages the jetpack, allowing you to strike the target with a heavy punch that deals X-X kinetic damage. Type – Tech/Kinetic
Cooldown – 9 Seconds
Range – 4 Meters
Cost – 15 Heat
Searing Wave
Torches everything in a 10-meter cone with a flamethrower, dealing X-X elemental damage up to 8 targets. Type – Tech/Elemental
Cooldown – 18 Seconds
Range – 10 Meters
Cost – 20 Heat
Shatter Slug
Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal X-X kinetic damage up to 8 8 enemies within 8 meters of the initial target. Type – Tech/Kinetic
Cooldown – 15 Seconds
Range –10 Meters
Cost – 15 Heat
Shoulder Cannon
Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals X-X kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.  Type – Tech/Kinetic
Cooldown – 1.5 Seconds – 1 Minute 30 Seconds
Range – 10 Meters
Sonic Missile
Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds, if the Ion Gas Cylinder is active. If the Ion Gas Cylinder is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you. Cooldown – 45 Seconds
Range – 30 Meters

Pyrotech Discipline Abilities

Ability Name Description Ability Type
Flaming Fist Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals X-X kinetic damage and X-X elemental damage. Type: Tech/Kinetic/Elemental
Cooldown: 9 Seconds
Range: 4 Meter
Cost: 15 Heat
Incendiary Missile Fires a missile that explodes on contact, igniting the target for X-X elemental damage and additional X elemental damage over 15 seconds.  Type: Tech/Elemental
Range: 30 Meter
Cost: 15 Heat
Immolate Sprays the target with fuel and ignites it into a fireball that deals X-X elemental damage Type: Tech/Elemental
Cooldown: 15 Seconds
Range: 10 Meters
Cost:12 Heat
Scorch Ignites the target with a blast of fire, burning them for X elemental damage over 30 seconds. Scorch also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Scirch dies, Scorch will jump to the closest enemy target within 10 meters that is not already affected by your Scorch. Type: Tech/Elemental
Range: 10 Meters
Cost: 10 Heat

Powertech Passives

Ability Name Details
Close and Personal Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and hels you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.
Puncture Rail Shot ignores 60% of the target’s armour and Rocket Punch or Flaming Fist deals 10% more damage.

Pyrotech Discipline Passives

Ability Name Level Granted Details
Volatile Igniter 12 Flaming Fist, Flame Burst and Flame Sweep trigger Combustible Gas Cylinder on all affected targets
Heated Tools 16 Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.
Superheated Gas
20 Increases the damage dealt by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%
Flame Suit 24 Reduces the damage taken from all periodic effects by 30%
Heat Flow Recycler 28 Increases critical hit chance of elemental attacks by 3% and vents 2 heat every 1.5 seconds.
Insulated Mats
32 Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Missile by 10 seconds.
Charged Gauntlets 36 Activating Flaming Fist makes your next Rail Shot an automatic critical hit
Superheated Flamethrower 40 Flame Burst, Flame Sweep, and Immolate grant Superheated Flamethrower, increasing the damage dealt by your next Searing Wave by 50% and causing it to slow affected targets by 45% for 3 seconds. This effect stacks up to 2 times. 
Rain of Fire 44 Increases the damage dealt by Incendiary Missile by 10%. In addition, Searing Wave spreads your periodic Incendiary Missile effect to the target it damages as long as it damages targets already affected by your Incendiary Missile.
Firebug 48 Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 15%
Automated Defenses 52 While Kolto Overload is active, your damage reduction is increased by 30% additionally the active cooldown of Kolto Overload is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second,
Flame Barrage 56 Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Searing Wave will now overwhelm the targets it damages. Overwhelm targets take 10% more damage from area attacks.
Burnout 60 Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally Scorch cost 5 less heat.
Perilous Flames 64 Increases the damage of Scorch by 20%
Consuming Flames 68 Searing Wave causes the next Immolate to deal 40% more damage. In addition, increases the critical chance of Immolate by 10%.

Utilities

Skillful

Skillful Utility Description Comments
Iron Will Reduces the cooldown of Determination by 30 seconds and the cooldown of Hydraulic Overrides by 10 seconds. Always good to lower the cooldown of your CC breaker. Highly useful to lower the cooldown of increased movement speed
Gyroscopic Alignment Jets You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing. Would take on fights you are stunned, immobilized, knocked down, or otherwise incapacitated.
Reflective Armour When Close and Personal is triggered it will also deal X elemental damage to the attacker if the attacker is within 10 meters. Free damage must take.
Suppressive Tools Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally Neural Dart slows the target by 50% for 6 seconds. Can be useful on add fights however there’s better. Can be very useful in PvP.
Bracer Propellant Increases the range of Flame Burst and Magnetic Blast by 2 meters and the radius of Flame Sweep by 1 meter. No real need to take this if you need to take this you need to work on your positions on boss fights. 
Engulfing Flames Increasing Flame Sweep damage by 25% Increased AoE damage very useful.
Accelerated Reel Reduces the cooldown of Grapple by 10 seconds Mainly good for PvP great in PvE to pull adds closer. 
Prototype Electro Surge Reduces the cooldown of Electro Dart by 15 seconds. Useful on fights that you are on stun duty like turrets on Nahut can be useful in PvP. 

Masterful

Masterful Utility Description Comments
Pneumatic Boots
Increases movement speed by 15% Fairly useful to move faster can take if nothing else. 
Adaptable Assailant
Grapple immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area excluding yourself by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area. Very good to make Stealth Scan 2 Predations in the time it takes 1 Marauder Predation. Very Useful on the 2nd and 3rd encounters of Dxun.
Pyro Shield
When activated your Energy Shield igities in a blaze scorching attackers for X elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. Free damage when using a DCD a Must take.
Sonic Rebounder
Sonic Missile protects all friendly targets in its area of impact excluding you granting Sonic Rebounder which reflect the next direct single-target attack back at the attacker. If you can reflect the damage on the fight must take. Like the Force Lightning attack Styrack does
Hitman
Reduces the cooldown of Quell by 2 seconds. Additionally damage taken while stunned is reduced by 30% for Shield Tech, and damage taken from area effect is reduced by 30% for Pyrotech and Advanced Prototype. Always good to take AoE damage reduction.
Mutilating Shards
Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds. Can be okay for add fights but there is better. 
Enhanced Paralytics
Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds. Highly useful if you’re on stun duty like on Tyth sitting on the Graces.
Efficient Suit
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, it increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. As stated in the utility not really useful in raids. Fairly useful for defending an objective in PvP.

Heroic

Heroic Utility Description Comments
Pressure Overrides
Explosive Fuel grants Pressure Overrides while active increasing the range of Flame Burst, Magnetic Blast, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch by 20 meters. There is better utilities. 
Torque Boosters
Increases the duration of Hydraulic Overrides by 4 seconds. Great for some fights like Revan. 
Shield Cannon
Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health Useful if you need to self heal but there is better utilities. 
Reel and Rattle
Grapple deals X-X tech damage to pulled targets and grants Reel and Rattle causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds. Useful in PvP. Can be useful in add fights if you are to pull an add closer. 
Liquid Cooling
When Thermal Sensor Override is activated it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active or reduces threat towards all current enemies if Ion Gas Cylinder is not active. Highly recommmend taking as an aggro drop and an extra way to control resource management. 
Combustion Chamber Power Yield increases damage done by an additional 2% when attacked while Ion Gas Cylinder is being utilized and refreshes its duration when attacked while Ion Gas Cylinder is not being utilized. Power Yield cannot last longer than 30 seconds.  The Powertech’s version of Marauder’s Cloak of Pain. A Must take.
Overdrive
Hydraulic Overrides increases movement speed by an additional 45% while active. Very useful if you need extra speed great with a combo of other utilities 
Battering Ram
Using Jet Charge grants Battering Ram resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds. Can be used to bounce around a fight however there are better utilities.

Recommended Utility Set Ups

Default

Reflect

Speed


Gearing and Stats

With 6.0 gearing unlike previous expansions, there is more than one option of gear choices and different levels of what is considered best-in-slot on the content you’re playing in. 


Amplifiers

With 6.0, the amplifiers were introduced into the game. What are Amplifiers?

They are buffs that come on your gear (Shell, Armoring, Mod, Hilt, Barrel, Relics, Earpiece, Implant). They can buff you on multiple aspects like combat (increasing your damage reduction, damage dealt, healing output), crafting and gathering (efficiency) and even some quality of life/rewards (flashpoint, operations, pvp, more experience).

Each amplifier can come on 4 tiers (Premium, Prototype, Artifact and Legendary) and every time you obtain a piece, it can come with a random amplifier that you can reroll until you get the one you want. For each slot, there are different kinds of amplifiers. 

  • Shells: Crafting and quality of life (combat if Amplified Champion Shell)
  • Armorings/Hilts/Barrels: Combat
  • Mods: Crafting and quality of life
  • Implants/Earpiece: Crafting and quality of life
  • Relics: Crafting and quality of life

I would recommend getting Combat amplifiers first before going after crafting or quality of life as rolling amplifiers can get pricey. 

Name Description Percentage Max
Armour Penetration  Kinetic and Energy damage attacks ignore a portion of the target’s armour 2.50%
Periodic Intensity Increases the damage dealt by periodic effects 2.20%
Force Sensitivity Increases the damage dealt by Force attacks 1.00%
Weapon Expertise Increases the damage dealt by weapon attacks. 1.20%
Tech Wizardry Increases the damage dealt by tech attacks 1.00%
Recommended Amplifiers
  • Best in Slot Amplifier: Tech Wizardry
  • 2nd Best Amplifier: Periodic Intensity

Tacticals

Tacticals is a new 15th item on your character sheet that can change how abilities work and possibly change rotations around.  

Powertech Spec Tacticals
Tacticals Description Source
Flying Fists Rocket Punch now has a range of 10 meters Daily/Weekly Mission Crates
Second Contract Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist PvP Crates
Sonic Heal Sonic Missile heals all allies around its target Conquest Crates
Neural Trigger Dealing damage to an enemy affected by your Neural Dart stuns them for 2 seconds and ends the taunt Crafting – Cybertech
Pyrotech Tacticals
Tacticals Description Source
Explosive Weaponry During Explosive Fuel Flaming Fist, Flame Burst, and Immolate do damage to all nearby targets and Searing Wave hits twice Operation Bosses
Flame Dissipation When Superheated Flamethrower reaches 2 stacks it applies Flame Dissipation to you lowering the cost of Searing Wave by 3 Heat. Stacks up to 5 times and is consumed by Searing Wave at 5 stacks. When consumed Flame Dissipation increases your periodic fire damage by 10% for 10 seconds Flashpoint Bosses
Superheated Fuel Explosive Fuel increases all Flame attacks critical chance by 100% Flashpoint Bosses
Recommended Tacticals
  • PvE Single Target Tactical: Superheated Fuel
  • PvE AoE Target Tactical: Superheated Fuel
  • Solo Ranked PvP Tactical: Superheated Fuel

Set Bonuses

Bounty Hunter Set Bonuses
Gear 2 Set 4 Set Source
Squad Leader Mastery +2% Whenever you take damage with Energy Shield a weaker shield is applied to nearby allies for 3 seconds Daily/Weekly Mission Crates
Hunter Killer Mastery +2% Stealth Scan also applies Stealth Protection to you scanning a small area around you Conquest Crates
Game Plan Mastery +2% When your Kolto Overload’s Health Monitor is triggered for the first time it deals damage back to the enemy who damaged you. PvP Crates
Woads Instinct Mastery +2% Thermal Sensor Override gains 2 charges Crafting – Armourmech
Powertech Set Bonuses
Gear 2 Set 4 Set 6 Set  Source
Emergency Power Endurance +2% Energy Shield’s duration is increased by 5 seconds Activating Power Yield grants a shield that absorbs 1,000,000 damage, lasts up to 3 seconds. Dxun Operation, Unidentified Boxes
Meteor Brawler Endurance +2% Flaming Fist and Rocket Punch’s heat cost is reduced by 4 Flaming Fist and Magnetic Blast increase damage dealt by 10% for 15 seconds this effect cannot occur more than once every 30 seconds Activating Explosive Fuel gives you Firefall for the duration of Explosive Fuel. During this time dealing damage with Searing Wave, Flame Burst, Magnetic Blast, Rocket Punch or Flaming Fist builds up to 7 stacks of Firefall. When Explosive Fuel ends it detonates dealing elemental damage to all enemies around that scales with Firefall stacks. After it explodes your heat using abilities cost 50% less heat for 20 seconds Operations Bosses
Right Price Mastery +2% Explosive Fuel increases damage done by 20% while Ion Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Gas Cylinder is not being utilized Each time you take damage while under Power Yield the cooldown of Explosive Fuel is reduced by 3 seconds Conquest Crates
Strategist Endurance +2% Carbonize’s cooldown is reduced by 10 seconds Carbonize vents 5 hat for each enemy it hits PvP Crates
Veteran Ranger Mastery +2% Searing Wave makes all targets Vulnerable to Shoulder Cannon for 5 seconds. While Shoulder Cannon loads missiles you restore 2 heat per seconds Each Shoulder Cannon rocket has a 75% chance to trigger an additional rocket. Operations Bosses
Recommended Set Bonuses

I recommend getting 1 Amplified Champion Set Piece to provide an extra combat amplifier. I also recommend making the Amplified Champion piece a Head Piece for PvE so that you don’t lose your set bonus when doing Dreadful or Hateful Entities. 

  • PvE DPS Build: Meteor Brawler
  • PvP DPS Build: Meteor Brawler
  • Ranked PvP Build: Meteor Brawler

Stats

With stats there are several versions of Best in Slot for PvE as there is level 70 and level 75 content. In all level 70 content (capped content, Legacy Raids) your Mastery, Endurance, and Power is capped. In level 75 content (Dxun/Nature of Progress, PvP, Objective Meridian) nothing is capped.

Level 75 PvE Stats
  • Power – 10,082 
    • Armourings – 8 Versatile Armouring 80 / 80R-1
    • Hilt – 1 Versatile Hilt 80 / 80R-1
    • Mods –  9 Lethal Mod 80R-2
  • Critical – 3,200
    • Enhancements – 3 Adept 80R-19
    • Augments – 5 Advanced Critical Augments 74 
    • Crystals – 2 Eviscerating Crystals
    • Ear –  1 Sha’tek Adept Device MK-19
    • Implants – 2 Sha’tek Adept Package MK-19
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Alacrity – 1,216
    • Enhancements – 2 Nimble 80R-19
    • Augments – 4 Advanced Alacrity Augments 74
  • Accuracy – 1,590
    • Enhancements – 1 Initiative 80R-18;1 Initiative 80R-19
    • Augments – 5 Advanced Accuracy Augments 74 
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Relics – 1 Serendipitous Assault, 1 Focused Retribution 
  • Adrenal – Advanced Kyrprax Attack Adrenal / Advanced Kyrprax Attack Adrenal MK-2
Level 70 PvE Stats
  • Power – 6,851
    • Armourings – 8 Versatile Armouring 80 / 80R-1
    • Hilt – 1 Versatile Hilt 80 / 80R-1
  • Critical – 3,200
    • Enhancements – 3 Adept 80R-19
    • Augments – 5 Advanced Critical Augments 74 
    • Crystals – 2 Eviscerating Crystals
    • Ear –  1 Sha’tek Adept Device MK-19
    • Implants – 2 Sha’tek Adept Package MK-19
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Alacrity – 1,216
    • Enhancements – 2 Nimble 80R-19
    • Augments – 4 Advanced Alacrity Augments 74
  • Accuracy – 1,590
    • Enhancements – 1 Initiative 80R-18;1 Initiative 80R-19
    • Augments – 5 Advanced Accuracy Augments 74 
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Defense – 3,051 / 3,294
    • Mod – 9 Warding Mod 80 / 9 Warding Mod 80R-20
  • Relics – 1 Devastating Vengeance, 1 Primeval Fatesealer
  • Adrenal – Advanced Kyrprax Critical Adrenal / Advanced Kyrprax Critical Adrenal MK-2
Level 75 PvP Stats
  • Power – 10,193
    • Armourings – 8 Versatile Armouring 80 / 80R-1
    • Hilt – 1 Versatile Hilt 80 / 80R-1
    • Mods –  9 Lethal Mod 80R-2
    • Stim – Advanced Kyrprax Versatile Stim / Advanced Kyrprax Versatile Stim MK-2
  • Critical – 3,875
    • Enhancements – 5 Adept 80R-19
    • Augments – 5 Advanced Critical Augments 74 
    • Crystals – 2 Eviscerating Crystals
    • Ear –  1 Sha’tek Adept Device MK-19
    • Implants – 2 Sha’tek Adept Package MK-19
  • Alacrity – 1,216
    • Enhancements – 2 Nimble 80R-19
    • Augments – 4 Advanced Alacrity Augments 74
  • Accuracy – 540
    • Augments – 5 Advanced Accuracy Augments 74 
  • Relics – 1 Serendipitous Assault, 1 Focused Retribution

Rotations

Rotations can be subjective among different playstyles and from Parsing, Instance Encounter, PvP, and the different tacticals that are used.


Opener

Precast

Always start loading your Shoulder Cannons in Pyrotech you only get 4 rockets.

Do two Flame Sweeps to proc Searing Wave.

Use proc Searing Wave before the fight to activate Consuming Flames Passive.

Opener

Once you start using Shoulder Cannon in the opener you should spam Shoulder Cannon while doing your rotation until it goes on cooldown.


Core Rotation

This rotation is a static rotation. 

Block A:

Block B:

While Explosive Fuel, and Shoulder Cannons are not in the Block rotations it is expected to use both on cooldown. 


AoE Rotation

  • Scorch
  • Incendiary Missile
  • Searing Wave
  • Deadly Onslaught
  • Shatter Slug
  • Flame Sweep

Use Scorch first as it gives the Susceptible debuff to increase all Tech attacks by 5% and it jumps to targets. You apply Incendiary Missile to then DoT spread by using Searing Wave. After that Deadly Onslaught and Shatter Slug use on cooldown. Flame Sweep when you have everything else on cooldown. 


Tips and Tricks

Understanding Powertechs

Understanding when to utilize Power Yield, Energy Shield, and Firefall can make you very deadly DPS in raids. When you use your DCD’s or utilities to gain free damage you have to be sure that you don’t take unnecessary or to much damage that would cause a strain on your healers.

How to Improve

As a Melee DPSer you spend a lot of time on your toes staying out of mechanics that are intended for DPS but also any cleave damage from bosses. Always practice moving and attacking, I call it improving your footwork. I find the best way of getting this practice is doing PvP. PvP combat is always changing to be unpredictable which not only helps you improve attacking on the run but with when and how to use defensive cooldowns, and gives you better awareness of movement. Don’t just do PvP you should also get into any raids, even SM raids to get a base understanding of the working mechanics. If you can always try to do the harder mode mechanics to keep practising them when you go into HM/NiM raids.

When an encounter pull is unsuccessful don’t just run back and think everything is ok. Think about that pull and understand why it was unsuccessful. Ask yourself what you could have done better and what the team could have done better for a kill.

Parsing

I highly recommend using Starparse at any time you’re running content. In PvP, it’s a great way to get a sense of how your DPS is in any given short window. In PvE always have it open to track how your DPS is on each fight even if it’s a pug run. You should always try to get the highest DPS on each boss. In any unsuccessful encounter pull set goals for yourself to get higher DPS than the pull before. 

You should always take some time to hit a parse dummy and work on rotations. Take an hour or two every day to parse and set parsing goals for yourself. 

Powertech parsing is going to be lower than other classes as you can’t utilize your class to the fullest on a parse dummy. 


Special Thanks

Thank you to Andynul and <Hates You> Guildmates for their assistance with writing this Guide.


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Xam Xam

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for nearly 10 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

3 Comments

  • Odon

    This doesn’t seem right at all in terms of rotation. In block B rail shot won’t be off CD in time so unless you either delay your abilities or go beyond the 1.4 alacrity threshold this doesn’t seem correct at all.

    • Awoke

      I agree with Odon here. It seems the rotation is built for 1.3 alacrity rating. Maybe add another filler in there to make it line up better.

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