An overview of the Advanced Prototype 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 |
Advanced Prototype Discipline Abilities
Ability Name | Description | Ability Details |
---|---|---|
Retractable Blade | Plunging a retractable blade into the target deals X-X kinetic damage and causes the target to bleed for X internal damage over 18 seconds. | Type: Tech Kinetic/Internal Range: 4 Meters Cost: 15 Heat |
Magnetic Blast | Fires a blast of electromagnetism energy at the target dealing X-X energy damage. Replaces Flame Burst. | Type: Tech/Energy Range: 10 Meters Cost: 15 Heat |
Thermal Detonator | Hurls a thermal detonator that adheres to the target and detonates after several seconds exploding for X-X kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. | Type: Tech/Kinetic Cooldown: 15 Seconds Range: 30 Meters Cost: 15 Heat |
Energy Burst | Unleashes your High Energy Gas Cylinder’s stored energy to decimate the target dealing X-X energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used and up to 4 charges may be stored at once. | Type: Tech/Energy Range: 10 Meters Cost: 20 Heat |
Powertech Passives
Ability Name | Description |
---|---|
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. |
Advanced Prototype Discipline Passives
Ability Name | Level Granted | Details |
---|---|---|
High Energy Gas Cylinder | 12 | Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 5%. Replaces Combustible Gas Cylinder. |
Prototype Missile Silos | 16 | Reduces the cooldown of Deadly Onslaught by 5 seconds. In addition, Shatter Slug deals 25% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade’s bleed on the affected target, if present. |
Serrated Blades | 20 | Increases the damage dealt by Retractable Blade’s bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armour by 20% for 45 seconds. |
Prototype Rail | 24 | Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damag. In addition Rail Shot ignores 30% of the target’s armour, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade’s bleed effect, if present. |
Prototype Armour | 28 | Taking critical damage grants Prototype Armour increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times. |
Power Bracer | 32 | Increases the damage dealt by Rocket Punch, Rail Shot, Magnetic Blast, Flame Sweep, Retractable Blade, Thermal Detonator and Energy Burst by 10% |
Prototype Particle Accelerator | 36 | While the High Energy Gas Cylinder is active, Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than 6 seconds. |
Blood Tracker | 40 | Increases the damage you deal to bleeding targets by 5% and further increases all energy and kinetic damage dealt by 2%. |
Sonic Defense | 44 | Activating Sonic Missile increases your defense chance by 30% for 6 seconds |
Infrared Sensors | 48 | Increases your melee and ranged defense chance by 3% and your stealth detection level by 3 |
Prototype Weapon Systems | 52 | Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 10%. Additionally when Thermal Detonator damages a target the target will become Susceptible increasing the damage it takes from tech attacks by 5% for 45 seconds. |
Energy Rebounder | 56 | When you take damage the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition when taking damage you have a 20% chance to emit an Energy Redoubt which lasts up to 6 seconds and absorbs 1477 damage. This effect cannot occur more than once every 10 seconds. |
Power Loaders | 60 | Increases the damage dealt by Shoulder Cannon by 15% and immediately loads 3 additional missiles. Additionally this increases the critical hit chance of Rocket Punch and Thermal Detonator by 5% |
Critical Ventilation | 64 | Increases ranged and tech critical chance by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Lodes |
Energy Burn | 68 | Energy Burst causes the target to burn for 213 elemental damage over 3 seconds. This effect can stack up to 4 times on the target and each Energy Lode unleashed generates one stack |
Utilities
Skillful
Utility | Description | Comment |
---|---|---|
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
Utility | Description | Comment |
---|---|---|
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
Utility | Description | Comment |
---|---|---|
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 take 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: Armour Penetration
Because Retractable Blade’s bleed deals Internal damage it doesn’t gain benefits from Armour Penetration Amplifier, while 90% of your attacks are Tech you gain more benefit in using Tech Wizardry.
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 |
Advanced Prototype Tacticals
Tacticals | Description | Source |
---|---|---|
Energized Blade | Retractable Blade’s bleed effect deals more damage the more Energy Lode stacks you have. Energy Lode stacks also increases the damage of Retractable Blade by 25% per stack (up to 100% more damage) this effect lasts 10 seconds and is refreshed when Energy Lode is gained | Flashpoint Bosses |
Flame Detonation | Dealing damage with Searing Wave or Flame Sweep to a target affected by a pre-exploded Thermal Detonator causes it to explode creating a large explosion and dealing damage to all nearby enemies | Flashpoint Bosses |
Powerlode | Power Yield instantly builds 4 Energy Lodes. Getting critically hit while under Power Yield builds an Energy Lode. | Operation Bosses |
Recommended Tacticals
- PvE Single Target Tactical: Powerlode
- PvE AoE Target Tactical: Flame Detonation
- Solo Ranked PvP Tactical: Powerlode
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 |
Advanced Prototype 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
You want to precast your Shoulder Cannon before every fight to start with all 7 rockets. During this time as you precast your Shoulder Cannons, you want to use your Recharge and Reload ability (Any of the Cartel Market rest items works also) to gain your 4 stacks of Energy Lode. Right before the fight starts you want to precast your Flame sweep to proc your Rail Shot.
Opener
Once you have applied the Retractable Blade bleed in the opener on a single boss fight encounter you should never have to reapply it again.
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
Starting Core Rotation after the first Energy Burst from Opener
Block O and Block D are 1 minute apart. In that time you will be doing Block A – C. The rotation is very simple; you will always have 3 GCD’s before a Rail Shot proc. Every 4th Rail Shot you will do an Energy Burst.
With doing back to back Energy Bursts you need to make your second Energy Burst to cost less heat to help with heat management. To do this you need to pair Power Yield with Thermal Sensor Override, Vent Heat, exploding Firefall, or Rapid Shots. When doing single Energy Bursts you want to try to pair it with Rocket Punch to help heat management.
While Explosive Fuel and Shoulder Cannons are not in the Block rotations it is expected to use both on cooldown.
Use Rapid Shots in as a filler to help with heat management. If need be, sacrifice a Magnetic Blast for Rapid Shots.
Rotation Priority
- Proccing Prototype Particle Accelerator every 6 seconds
- Rocket Punch and Thermal Detonator on Cooldown
- 4 stack Energy Burst
- Rail Shot
- Magnetic Blast / Rapid Shots
Prototype Particle Accelerator must be procced on cooldown as it helps with heat management and keeps Retractable Blade being refreshed. You can set up a custom timer on StarParse to keep track of your Prototype Particle Accelerator.
AoE Rotation
- Searing Wave
- Shatter Slug
- Flame Sweep with the Engulfing Flames Utility
- Deadly Onslaught
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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