Tacticals, Legendary Implants & Gear Basics
Lists for those that would like to see tacticals, Legendary Implants and some gearing recommendations best used for each class all in one place. For information on which to use specific to each class and role, I have included Merlyn’s and Theorycrafters choices. This information is for PVE.
All Classes
Not paired, just a listing of what is available for all combat styles and disciplines.
Tacticals |
A Breath of Fresh Air – Every third activation of your basic attack restores 10% of your Class Resource. |
Biorhythm – Dealing damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. |
Durasteel Wall – Successfully parrying, deflecting or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. |
Krall’s Accord – Cycles between enhancing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order. |
Luck Always Changes – Your critical chance with Melee, Ranged, Tech and Force attacks and healing is increased by 1% each second. This effect resets on a successful critical hit. |
Overwhelming Defense – Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. |
Reliquary of Time – Reduces cooldown of on use relics by 5% |
Rolling Boil – Increases Mastery by 5% for 5 seconds when a relic triggers. |
The Life Warden – Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown |
Implants |
Stationary Grit Package – Increases damage dealt by 3% while not moving or increases armor rating by 10% while moving. |
Berserker’s Package – Increases all damage dealt by 3% and all damage taken by 6%. |
Dying Precision Package – Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds. |
Entertainer Package – Entering combat improves nearby allies, increasing their mastery, endurance, and rate of experience point gain. This effect is removed when combat ends. |
Final Breath Package – Increases defense rating by 10% and reduces damage taken by 5% while health is below 50%. |
Trishin’s Retort Package – Shielding an attack causes your shield to overload, dealing weapon damage to up to 8 enemies within 5 meters. Your shield can only overload in this manner once every 3 seconds. |
Preserver’s Package – Passively regenerate 1% of your maximum health every 10 seconds. |
Stimulated Package – Increases Mastery by 5% while under the effects of a stimpack. |
Second Wind Package – Defeating an enemy heals you for 20% of your maximum health and increases your movement speed by 75% for 8 seconds. This effect cannot occur more than once every 8 seconds. |
Classes & Disciplines 
Assassin / Shadow
Darkness / Kinetic Combat
Deception / Infiltration
Hatred / Serenity
Merlyn’s Recommendations:
Implants |
Force Resistance Package (defensive) – Elemental, Internal, Kinetic and energy damage reduction is increased by 3%. Dynamic Force Package (offensive/defensive) – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Force Training Package (offensive) – Melee and force attacks deal 3% more damage. |
Tacticals |
Two Cloaks (situational) – Force Cloak has 2 charges. Shroud of a Shadow (situational) – Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed. Friend of the Force (situational) – Force Shroud also applies to any ally you are guarding. The Life Warden (backup) – Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown |
Tank Gearing Objectives | |
➤ Reach the target Shield & Absorb stats ➤ Reach the target Alacrity break point if you are gearing for offensive tanking – If Guild Zeal perk, reach the 1.4s GCD with approximately 560 Alacrity; if no Guild Perk or in content that does not apply perk, it is not recommended to gear Alacrity because it would cost too much of your stats ➤ If you are gearing for offensive tanking, place extra stats into Critical. This will increase tank DPS. Offensive gearing without the Zeal perk or in content it does not apply is best done through adding Critical rather than Alacrity. ➤ Solely defensive builds will want to only balance Shield and Absorb tertiary stats. For more information about gearing for tanking, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Force Resistance Package (tank stats) – Elemental, Internal, Kinetic and energy damage reduction is increased by 3%. Dynamic Force Package (dps stats) – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Second Wind Package (dps stats) – Defeating an enemy heals you for 20% of your maximum health and increases your movement speed by 75% for 8 seconds. This effect cannot occur more than once every 8 seconds. Ballist Point (tank specs) – Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics Stationary Grit (tank stats) – Increases damage dealt by 3% while not moving or increases armor rating by 10% while moving. Final Breath (tank stats) – Increases defense rating by 10% and reduces damage taken by 5% while health is below 50%. |
Tacticals |
Two Cloaks – Force Cloak has 2 charges. Alternatives: Tome of Exar Kun – Wither generates Redirected Wrath stacks for every enemy it hits, increasing your shield absorption and damage reduction by 2% per stack for 5 seconds. In addition, Maul deals 10% more damage to targets affected by Wither’s slow effect. Shroud of a Shadow – Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed. The Life Warden – Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown |
STATS: | |
Shield: 5000 – 5500 Absorb: remaining tertiary stats |
Merlyn’s Recommendations:
Implants |
Dynamic Force Package – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Force Training Package – Melee and force attacks deal 3% more damage. Shadowcraft Package – Using Shadow Stride / Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for 6 seconds. Force Cloak resets the cooldown of Shadow Stride / Phantom Stride. |
Tacticals |
The Awakened Flame (single) – When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds. May Cause Injury (AOE) – Activating Severing Slash causes your next Surging Discharge to arc to multiple targets. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Dynamic Force Package (dps stats) – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Force Training Package (dps stats) – Melee and force attacks deal 3% more damage. |
Tacticals |
The Awakened Flame – When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Dynamic Force Package – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Force Training Package – Melee and force attacks deal 3% more damage. |
Tacticals |
Two Time Trouble – Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 50% chance to tick an additional time when you deal damage with a melee attack. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Dynamic Force Package (dps stats) – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Force Training Package (dps stats) – Melee and force attacks deal 3% more damage. |
Tacticals |
Two Time Trouble – Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 50% chance to tick an additional time when you deal damage with a melee attack. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sorcerer / Sage
Corruption / Seer
Lightning / Telekinetics
Madness / Balance
Merlyn’s Recommendations:
Implants |
Dynamic Force Package – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Revitalize Package – While Rejuvenate / Resurgence is active on a target, it has 15% chance to spontaneously heal the target whenever it receives non-Rejuvenate / non-Resurgence healing from you. Unmatched Haste Package – The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. |
Tacticals |
One for All (primary) – Roaming Mend heals up to 5 targets instead of 4. All for One (16 m)) – Revivification’s pool concludes with a burst of dark Force energy, healing up to 8 allies within it. |
Healing Gearing Objectives | |
➤ Reach the target Alacrity GCD break point. It is important that you reach and exceed the break point number by 200-400 points so you have no wasted Alacrity. ➤ Add some Accuracy (optional) Some healers choose to add Accuracy to help add some damage abilities and interrupts. Interrupts and hits can miss without the 110% accuracy. Merlyn doesn’t recommend adding this until Veteran or harder operations if you choose to. ➤ Place all remaining stats into Critical. Once you reach the break point for Alacrity and any Accuracy you choose to add, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for tanking, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Dynamic Force Package – The cooldown of Force Potency / Recklessness is reduced by 15 seconds. Revitalize Package – While Rejuvenate / Resurgence is active on a target, it has 15% chance to spontaneously heal the target whenever it receives non-Rejuvenate / non-Resurgence healing from you. Unmatched Haste Package – The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. |
Tacticals |
One for All – Roaming Mend heals up to 5 targets instead of 4. |
STATS: | |
Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Gathering Storm Package – Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Mental Alacrity / Polarity Shift is active. Unmatched Haste Package – The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. |
Tacticals |
Stormwatch (single) – Lightning Flash applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage from Affliction, Crushing Darkness or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage. Elemental Convection (AOE) – Volt Rush triggers Lightning Storm when activated. Chain Lightning grants Volt Flux, causing Volt Rush to arc to multiple targets for the next 10 seconds. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Gathering Storm Package – Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Mental Alacrity / Polarity Shift is active. Unmatched Haste Package – The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. |
Tacticals |
Stormwatch – Lightning Flash applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage from Affliction, Crushing Darkness or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3569 (16.366) | Alacrity (with Guild Zeal Perk): • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Merlyn’s Recommendations:
Implants |
Gathering Storm Package – Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Mental Alacrity / Polarity Shift is active. Unmatched Haste Package – The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. |
Tacticals |
Tempest of Rho (single) – Lightning Strike and Overloaded Strike has a 100% chance and Force Lightning has a 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. Does not trigger additional healing. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Gathering Storm Package – Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Mental Alacrity / Polarity Shift is active. Unmatched Haste Package – The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. |
Tacticals |
Tempest of Rho – Lightning Strike and Overloaded Strike has a 100% chance and Force Lightning has a 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. Does not trigger additional healing. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Juggernaut / Guardian
Immortal / Defense
Vengeance / Vigilance
Rage / Focus
Merlyn’s Recommendations:
Implants |
Force Resistance Package (defensive) – Elemental, Internal, Kinetic and energy damage reduction is increased by 3%. Retaliator Package (offensive/defensive) – Riposte / Retaliation has no cooldown. Fearless Victor Package (offensive) – Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. |
Tacticals |
Grit Teeth (main) – The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. Hord’s Makashi Strike (optional) – Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 7% for 20 seconds. Leviathan’s Hide (optional-AOE) – Crushing Blow generates stacks of Crushing Defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. |
Tank Gearing Objectives | |
➤ Reach the target Shield & Absorb stats ➤ Reach the target Alacrity break point if you are gearing for offensive tanking – If Guild Zeal perk, reach the 1.4s GCD with approximately 560 Alacrity; if no Guild Perk or in content that does not apply perk, it is not recommended to gear Alacrity because it would cost too much of your stats ➤ If you are gearing for offensive tanking, place extra stats into Critical. This will increase tank DPS. Offensive gearing without the Zeal perk or in content it does not apply is best done through adding Critical rather than Alacrity. ➤ Solely defensive builds will want to only balance Shield and Absorb tertiary stats. For more information about gearing for tanking, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Retaliator Package – Riposte / Retaliation has no cooldown. Force Resistance Package – Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%. Champion’s Precision Package – Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds. Second Wind Package – Defeating an enemy heals you for 20% of your maximum health and increases your movement speed by 75% for 8 seconds. This effect cannot occur more than once every 8 seconds. |
Tacticals |
Grit Teeth – The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. The Life Warden – Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown |
STATS: | |
Shield: 5000 – 5500 Absorb: remaining tertiary stats |
Merlyn’s Recommendations:
Implants |
Fearless Victor Package – Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. Champion’s Precision Package – Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds. |
Tacticals |
Hemophilic Slash (single) – Ravage refreshes the duration of Force Scream, Impale and Shatter’s bleeds on the target and ticks their damage. Cut to Pieces (AOE) – When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Fearless Victor Package – Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. Champion’s Precision Package – Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds. |
Tacticals |
Hemophilic Slash (single) – Ravage refreshes the duration of Force Scream, Impale and Shatter’s bleeds on the target and ticks their damage. Cut to Pieces (AOE) – When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Fearless Victor Package – Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. Champion’s Precision Package – Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds. |
Tacticals |
Cauterized Coronary – Furious Strike causes its target to bleed. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Fearless Victor Package – Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. Champion’s Precision Package – Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion’s Precision, increasing your critical chance by 20% for 8 seconds. |
Tacticals |
Cauterized Coronary – Furious Strike causes its target to bleed. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Marauder / Sentinel
Annihilation / Watchman
Carnage / Combat
Fury / Concentration
Merlyn’s Recommendations:
Implants |
Fearless Victor Package – Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds. Berserker’s Call Package – Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. |
Tacticals |
Spiteful Saber (single) – Rupture deals 10% more damage. Vicious Slash, Vicious Throw, and Dual Saber Throw refresh the duration of your Rupture’s bleed effect and tick its damage. Overwhelming Offense (if taking Force Lash / Force Fracture skill) – Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. Malmourral Mask (AOE) – When Annihilate deals damage to an enemy affected by Force Rend, triggers a burst of damage to up to 8 targets around. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Berserker’s Call Package – Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. Dispatcher Package – Activating Twin Saber Throw / Dual Saber Throw grants Dispatcher’s Challenge, making your next Dispatch / Vicious Throw or Slash / Vicious Slash critically hit. Critically hitting with a weapon attack generates 1 Focus / Rage. This effect cannot occur more than once every 3 seconds. |
Tacticals |
Spiteful Saber – Rupture deals 10% more damage. Vicious Slash, Vicious Throw, and Dual Saber Throw refresh the duration of your Rupture’s bleed effect and tick its damage. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) | Alacrity (with Zeal Guild Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Fearless Victor Package – Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds. Berserker’s Call Package – Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. |
Tacticals |
Andeddu’s Malevolence (single) – Using Gore causes its target to bleed, dealing internal damage over time. Tome of Unyielding Blades (AOE) – Smash causes your next Massacre to do damage to up to 8 enemies near the primary target. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Fearless Victor Package – Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds. Dispatcher Package – Activating Twin Saber Throw / Dual Saber Throw grants Dispatcher’s Challenge, making your next Dispatch / Vicious Throw or Slash / Vicious Slash critically hit. Critically hitting with a weapon attack generates 1 Focus / Rage. This effect cannot occur more than once every 3 seconds. |
Tacticals |
Shard of Mortis – Dealing damage with Massacre grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 15% and the rage cost of your next Massacre increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn’t Massacre, generating 1 rage per stack removed. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) | Alacrity (with Guild Zeal Perk): • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Merlyn’s Recommendations:
Implants |
Fearless Victor Package – Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds. Berserker’s Call Package – Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. |
Tacticals |
Cauterized Coronary (single) – Furious Strike causes its target to bleed. Enrage Crush (AOE) – Raging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in an area around the primary target. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Fearless Victor Package – Whenever you use a Focus / Rage spending damage ability, your melee damage is increased by 10% for 10 seconds. Berserker’s Call Package – Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. |
Tacticals |
Cauterized Coronary – Furious Strike causes its target to bleed. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Mercenary / Commando
Bodyguard / Combat Medic
Arsenal / Gunnery
Innovative Ordnance / Assault Specialist
Merlyn’s Recommendations:
Implants |
Advanced Scanning Package – Reduces the cooldown of Advanced Medical Probe / Healing Scan by 15 seconds and the cooldown of Bacta Infusion / Emergency Scan by 3 seconds. Concentrated Fire Package – Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. Random Charge Package – Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharge. Cannot occur more than once every 5 seconds. |
Tacticals |
SC-4 Treatment Scanner (primary) – Progressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. Running Restoration (secondary) – Healing Scan can be activated while moving and heals for an additional 15%. |
Healing Gearing Objectives | |
➤ Reach the target Alacrity GCD break point. It is important that you reach and exceed the break point number by 200-400 points so you have no wasted Alacrity. ➤ Add some Accuracy (optional) Some healers choose to add Accuracy to help add some damage abilities and interrupts. Interrupts and hits can miss without the 110% accuracy. Merlyn doesn’t recommend adding this until Veteran or harder operations if you choose to. ➤ Place all remaining stats into Critical. Once you reach the break point for Alacrity and any Accuracy you choose to add, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for tanking, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Advanced Scanning Package – Reduces the cooldown of Advanced Medical Probe / Healing Scan by 15 seconds and the cooldown of Bacta Infusion / Emergency Scan by 3 seconds. Concentrated Fire Package – Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. Overcharged Cells Package – Priming Shot, Thermal Detonator, and Healing Scan generate 3 Supercharges. This effect cannot occur more than once every 15 seconds. |
Tacticals |
SC-4 Treatment Scanner – Progressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. |
STATS: | |
Alacrity: ・1.4 GCD = 2054 (7.14%) ・1.3 GCD = 5431 (15.38%) ・1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): ・1.4 GCD = 560 ・1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Concentrated Fire Package – Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. Random Charge Package – Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharge. Cannot occur more than once every 5 seconds. |
Tacticals |
Primed Ignition (single) – Priming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, and Tracer Missile all tick its damage. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Concentrated Fire Package – Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. Overcharged Cells Package – Priming Shot, Thermal Detonator, and Healing Scan generate 3 Supercharges. This effect cannot occur more than once every 15 seconds. |
Tacticals |
Primed Ignition – Priming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, and Tracer Missile all tick its damage. |
STATS: | |
Accuracy: 2694 Alacrity: ・1.4 GCD = 1123 (4.14%) ・1.3 GCD = 4024 (12.38%) ・1.2 GCD = 9981 (22%) | Alacrity (with Guild Zeal Perk): ・1.3 GCD = 2134 ・1.2 GCD = 6315 |
Merlyn’s Recommendations:
Implants |
Concentrated Fire Package – Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. Random Charge Package – Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharge. Cannot occur more than once every 5 seconds. |
Tacticals |
Energized Charges (single) – The durations of Innovative Ordnance’s Supercharged Gas and Supercharged Burn are doubled, and their effectiveness is improved. Continuous Fire (AOE) – Sweeping Blasters and Death From Above refresh and tick your Incendiary Missile burn and Serrated Shot bleed. This effect can only occur once every 2.5 seconds. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Concentrated Fire Package – Activating Supercharged Cell / Supercharged Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. Overcharged Cells Package – Priming Shot, Thermal Detonator, and Healing Scan generate 3 Supercharges. This effect cannot occur more than once every 15 seconds. |
Tacticals |
Energized Charges – The durations of Innovative Ordnance’s Supercharged Gas and Supercharged Burn are doubled, and their effectiveness is improved. |
STATS: | |
Accuracy: 2694 Alacrity: ・1.4 GCD = 2054 (7.14%) ・1.3 GCD = 5431 (15.38%) ・1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): ・1.4 GCD = 560 ・1.3 GCD = 3209 |
Powertech / Vanguard
Shieldtech / Shield Specialist
Pyrotech / Plasmatech
Advanced Prototype / Tactics
Merlyn’s Recommendations:
Implants |
Supercommando Package (defensive) – Activating Balmorran Advanced Weaponry / Power Yield, Durasteel Armor / Thermal Yield, or Infused Kolto Packs / Energy Yield grants a shield that absorbs 1.62 million damage. Lasts up to 3 seconds. Squad Leader Package (defensive) – Whenever you take damage with Reactive Shield / Energy Shield, a weaker shield is applied to nearby allies for 3 seconds. Shock Trooper Package (offensive) – The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. Specialist Package (offensive) – Battle Focus / Explosive Fuel increases damage done by 20% while Ion Cell / Ion Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Cell / Ion Gas Cylinder is not being utilized. |
Tacticals |
Thermal Screen (single) – Heat Screen now stacks up to 6 times and Heat Blast or Payday only consumes 3 stacks on use. Activating Energy Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast or Payday. Oil Fire (AOE) – Firestorm deals 20% more damage to targets affected by your Oil Slick. For each enemy affected by Oil Slick hit with Firestorm, your damage reduction is increased by 3% and the cooldown of Oil Slick is reduced by 1.5 seconds. |
Tank Gearing Objectives | |
➤ Reach the target Shield & Absorb stats ➤ Reach the target Alacrity break point if you are gearing for offensive tanking – If Guild Zeal perk, reach the 1.4s GCD with approximately 560 Alacrity; if no Guild Perk or in content that does not apply perk, it is not recommended to gear Alacrity because it would cost too much of your stats ➤ If you are gearing for offensive tanking, place extra stats into Critical. This will increase tank DPS. Offensive gearing without the Zeal perk or in content it does not apply is best done through adding Critical rather than Alacrity. ➤ Solely defensive builds will want to only balance Shield and Absorb tertiary stats. For more information about gearing for tanking, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Supercommando Package – Activating Balmorran Advanced Weaponry / Power Yield, Durasteel Armor / Thermal Yield, or Infused Kolto Packs / Energy Yield grants a shield that absorbs 1.62 million damage. Lasts up to 3 seconds. Second Wind Package – Defeating an enemy heals you for 20% of your maximum health and increases your movement speed by 75% for 8 seconds. This effect cannot occur more than once every 8 seconds. Shock Trooper Package (without Payday) – The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. |
Tacticals |
Superheated Fuel – Explosive Fuel increases all Flame attacks critical chance and critical hit damage by 25%. The Life Warden (optional) – Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown |
STATS: | |
Shield: 6000 – 6500 Absorb: remaining tertiary stats |
Merlyn’s Recommendations:
Implants |
Mandalorian Armaments Package – When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds. Shock Trooper Package – The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. |
Tacticals |
Superheated Fuel – Explosive Fuel increases all Flame attacks critical chance and critical hit damage by 25%. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Mandalorian Armaments Package – When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds. Shock Trooper Package – The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. |
Tacticals |
Superheated Fuel – Explosive Fuel increases all Flame attacks critical chance and critical hit damage by 25%. |
STATS: | |
Accuracy: 2694 Alacrity: ・1.4 GCD = 2054 (7.14%) ・1.3 GCD = 5431 (15.38%) ・1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): ・1.4 GCD = 560 ・1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Mandalorian Armaments Package – When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds. Shock Trooper Package – The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. |
Tacticals |
Overwhelming Offense – Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Mandalorian Armaments Package – When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds. Shock Trooper Package – The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. |
Tacticals |
Overwhelming Offense – Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. |
STATS: | |
Accuracy: 2694 Alacrity: ・1.4 GCD = 2054 (7.14%) ・1.3 GCD = 5431 (15.38%) ・1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): ・1.4 GCD = 560 ・1.3 GCD = 3209 |
Operative / Scoundrel
Medicine / Sawbones
Lethality / Ruffian
Concealment / Scrapper
Merlyn’s Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage is increased by 5%. Tactician Package – Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. |
Tacticals |
Diagnostic Probe (primary) – Activating Surgical Probe reduces the activation time of the next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection activates instantly and consumes all stacks. Critical Surgery (secondary) – Surgical Probe always critically heals targets below 50% health. Regenerative Waves (AOE) – Kolto Waves consumes a Tactical Advantage and heals 20% more per tick. |
Healing Gearing Objectives | |
➤ Reach the target Alacrity GCD break point. It is important that you reach and exceed the break point number by 200-400 points so you have no wasted Alacrity. ➤ Add some Accuracy (optional) Some healers choose to add Accuracy to help add some damage abilities and interrupts. Interrupts and hits can miss without the 110% accuracy. Merlyn doesn’t recommend adding this until Veteran or harder operations if you choose to. ➤ Place all remaining stats into Critical. Once you reach the break point for Alacrity and any Accuracy you choose to add, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for tanking, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Tactician Package – Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. Aggressive Treatment Package – Bushwhack / Toxic Haze heals any allies standing inside it. |
Tacticals |
Diagnostic Probe – Activating Surgical Probe reduces the activation time of the next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection activates instantly and consumes all stacks. Critical Surgery – Surgical Probe always critically heals targets below 50% health. |
Merlyn’s Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage is increased by 5%. Tactician Package – Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. |
Tacticals |
Synox Shots (single) – Toxic Blast does 75% more damage. Whenever Toxic Blast critically hits, it restores 2 energy. Viral Elements (AOE) – Toxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage is increased by 5%. Tactician Package – Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. |
Tacticals |
Synox Shots (single) – Toxic Blast does 75% more damage. Whenever Toxic Blast critically hits, it restores 2 energy. Viral Elements (AOE) – Toxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze. |
STATS: | |
Accuracy: 2694 Alacrity: ・1.4 GCD = 2054 (7.14%) ・1.3 GCD = 5431 (15.38%) ・1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): ・1.4 GCD = 560 ・1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage is increased by 5%. Tactician Package – Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. |
Tacticals |
Acid Lash (single) – Laceration damage triggers Acid Blade damage and refreshes its duration. Explosive Cells (AOE) – When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage is increased by 5%. Tactician Package – Gaining a Upper Hand / Tactical Advantage increases your critical chance by 10% for 10 seconds. |
Tacticals |
Acid Lash (single) – Laceration damage triggers Acid Blade damage and refreshes its duration. Explosive Cells (AOE) – When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects. |
STATS: | |
Accuracy: 2694 Alacrity: ・1.4 GCD = 2054 (7.14%) ・1.3 GCD = 5431 (15.38%) ・1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): ・1.4 GCD = 560 ・1.3 GCD = 3209 |
Sniper / Gunslinger
Marksmanship / Sharpshooter
Engineering / Saboteur
Virulence / Dirty Fighting
Merlyn’s Recommendations:
Implants |
Energy Regulators Package – You gain 1 energy per second while in cover. Improved Targeting Package – Reduces the cooldown of Smuggler’s Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. Locked and Loaded Package – Ranged and tech damage and healing are increased by 5%. |
Tacticals |
Agitating Energies (single) – Corrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage. Refraction Point (AOE) – Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as well. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage and healing are increased by 5%. Improved Targeting Package – Reduces the cooldown of Smuggler’s Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. If you have energy issues, use: Energy Regulators Package – You gain 1 energy per second while in cover. |
Tacticals |
Agitating Energies (single) – Corrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) | Alacrity (with Zeal Guild Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Energy Regulators Package – You gain 1 energy per second while in cover. Improved Targeting Package – Reduces the cooldown of Smuggler’s Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. Locked and Loaded Package – Ranged and tech damage and healing are increased by 5%. |
Tacticals |
Ruthless Interrogation (single) – Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun deals 75% more damage. MG-2 Polygrade Dispersal Caps (AOE) – When Explosive Probe’s Cluster Bombs detonate, they deal damage to all enemies around their target. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage and healing are increased by 5%. Energy Regulators Package – You gain 1 energy per second while in cover. |
Tacticals |
Ruthless Interrogation – Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun deals 75% more damage. |
STATS: | |
Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) | Alacrity (with Guild Zeal Perk): • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Merlyn’s Recommendations:
Implants |
Energy Regulators Package – You gain 1 energy per second while in cover. Improved Targeting Package – Reduces the cooldown of Smuggler’s Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. Locked and Loaded Package – Ranged and tech damage and healing are increased by 5%. |
Tacticals |
Exploited Weakness (single) – Weakening Blast deals 50% more damage. Dealing damage with Lethal Shot causes the target to take poison damage over time. UV Blast (burst only) – Weakening Blast finishes off all your directly applied poison effects on the target at once, dealing all their remaining damage. While the target is affected by Weakening Blast, Cull converts your lingering poison effects on the target into the original poison effects. Weakening Blast’s cooldown is increased by 6 seconds. Airborne Agents (AOE) – Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade. |
DPS Gearing Objectives | |
➤ Reach 110% Accuracy. Reaching this will require approximately 2,694 points. The reason for the 10% over is Operation bosses default a 10% defense chance, so having less that 110% would mean you could miss attacks. It is recommended to go slightly above the point count given. ➤ Reach the target Alacrity break point. See the Alacrity Table to see your disciplines required Alacrity threshold. It is recommended to go 200-400 points over to make sure you are not wasting stat points by not reaching the break point. ➤ Place all remaining stats into Critical. Once you reach the 110% Accuracy and the break point for Alacrity, the remainder of your stats should go to Critical as there is no benefit to having more of either the Accuracy or Alacrity. For more information about gearing for dps, please visit Merlyn. |
Theorycrafters Recommendations:
Implants |
Locked and Loaded Package – Ranged and tech damage and healing are increased by 5%. Improved Targeting Package – Reduces the cooldown of Smuggler’s Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. |
Tacticals |
Exploited Weakness (single) – Weakening Blast deals 50% more damage. Dealing damage with Lethal Shot causes the target to take poison damage over time. Airborne Agents (AOE) – Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade. |
STATS: | |
Accuracy: 2694 Alacrity: ・2700 – 2800 | Alacrity (with Guild Zeal Perk): ・1100 – 1300 |
Gearing Notes 
Alacrity
The chart below gives the Alacrity breakpoints for Combat Styles. Disciplines that receive an Alacrity bonus passive ability have been noted individually.
(mobile, please scroll side to side)
Guild Zeal Perk (+5% Alacrity) SM/VM Ops / MM FP | No Zeal Perk Parsing / MM Ops / PvP | ||||
Discipline | Base Alacrity Buff | 1.4s GCD | 1.3s GCD | 1.4s GCD | 1.3s GCD |
Sage – Telekinetic Sorcerer – Lightning | 5% | 0 | 1,494 | 560 | 3,209 |
Sentinel – Combat Marauder – Carnage | 3% | 0 | 2,134 | 1,123 | 4,021 |
Commando – Gunnery Mercenary – Arsenal | 3% | 0 | 2,134 | 1,123 | 4,021 |
All Other Disciplines | 0% | 560 | 3,209 | 2,054 | 5,431 |
It is recommended you add 200 or so points above the stated Alacrity Rating in this chart for consistent GCD. |
Gear Slots & Stats
Stats that can be found on the gear pieces are as follows: (mobile, please scroll side to side)
Piece | Stats Included |
Earpiece & Implants | Mastery, Endurance, Power or Defense, & Tertiary |
Head, Chest, Hands, Legs, Feet | Armoring: Mastery & Endurance Mod: Mastery, Endurance, Power (Lethal) or Defense (Warding) Enhancement: Endurance, Power or Defense, & Tertiary |
Wrist & Belt | Armoring: Mastery & Endurance Mod: Mastery, Endurance, Power (Lethal) or Defense (Warding) |
Mainhand & Offhand | Armoring, Hilt or Barrel: Mastery & Endurance Mod: Mastery, Endurance, Power (Lethal) or Defense (Warding) |
Enhancements | Endurance, Power or Defense, & Tertiary |
Relics | Tank: Mastery & Defense DPS/Healer: Endurance & Power |
What About Stats?
Ok, this is where a lot of people get mixed up. What does each stat do? Do I really need Accuracy? Well, let me explain a little of what each stat does.
Primary Stats
Mastery
Mastery basically increases the effectiveness of your attacks and heals and boosts your critical chance. Mastery is found on most gear, including your mods, implants, all new gear for 7.0, augments and even some relics.
Endurance
Endurance gives you more health and determines the amount of damage you can get during combat, without heals, before you die. Tanks a lot of times will chose Endurance over Defense chance. The other specs, DPS and healing, usually will get enough from their purple gear. Endurance is also found on most pieces of gear, including mods, implants, all new gear for 7.0 and relics.
Secondary Stats
Power
Power is most necessary for healing and DPS classes. Power increases the effectiveness of your damage and heals. The increase is slightly higher than from Mastery, without the critical. Tanks usually have to sacrifice shield or absorb to get the Power stat, which is why tanks deal a lot less damage than their DPS counterparts.
Defense Rating
Defense Rating increases your defense chance, giving you increased chance to avoid melee and ranged attacks. Tanks are usually the only ones to have this stat and don’t normally need to add more than what their gear offers.
Tertiary Stats
Accuracy
Accuracy increases the chance that an attack will hit the enemy. Any percentage over 100 also reduces the target’s chance to dodge, which is needed against enemies that have a chance to defend an attack, like bosses, strong, elite and champion level enemies. Tanks get 110% accuracy. DPS need to take this stat, since none of your other stats matter if your attack misses its intended target.
Alacrity
Alacrity increases the speed you can execute your rotation and how quickly they come off cooldown. Alacrity affects activation time, global cooldown duration, resource regeneration rate, DoT duration and some cooldown durations. You do need to reach a threshold to get maximum benefit from this stat and that will be explained further down.
Critical
Critical determines the chance you have to deal a critical hit and the amount that attack deals. Critical Chance gauges the chance your attack or heal will hit and critical multiplier is the amount of extra damage or healing your attack will deal when it does critically hit.
Shield
Shield increases the chance a shield generator will reduce the damage of an incoming attack. This is affected by what kind of damage and also uses the absorb stat for the amount of damage reduced.
Absorb
Absorb is just what it says, the amount of damage received that is absorbed by a shielded attack that triggers your personal shield generator. Absorb will not do anything if your shield generator doesn’t trigger, so prioritize Shield Rating first.
Next Step…What Will I Get?
With the release of the 7.0 gear, they put specific stats on each piece for each of their sets. Here is a run down of what each set has where. Full stats for each piece can be found on our Gearing pages for Healer, Damage and Tank. (mobile, please scroll side to side)
Gear | Head | Chest | Hands | Legs | Feet |
Boltblaster’s | Alacrity | Accuracy | Critical | Accuracy | Alacrity |
Bulwark’s | Shield | Absorb | Shield | Absorb | Shield |
Demolisher’s | Absorb | Shield | Shield | Absorb | Shield |
Duelist’s | Shield | Absorb | Absorb | Shield | Absorb |
Force-Healer’s | Critical | Critical | Alacrity | Alacrity | Critical |
Force-Lord’s | Accuracy | Accuracy | Critical | Alacrity | Alacrity |
Med-Tech’s | Alacrity | Alacrity | Critical | Critical | Critical |
Mender’s | Critical | Critical | Alacrity | Alacrity | Alacrity |
Pummeler’s | Alacrity | Alacrity | Accuracy | Accuracy | Critical |
Targeter’s | Accuracy | Alacrity | Alacrity | Critical | Accuracy |
Augments
Below is a list of the augments currently available for level 80+ and their stats. (mobile, please scroll side to side)
Type | iRating | Endurance | Power | Mastery | Absorb Shield Defense | Accuracy Alacrity Critical |
Absorb Augment 73 | 276 | 126 | 126 | 95 | ||
Accuracy Augment 73 | 276 | 126 | 126 | 95 | ||
Alacrity Augment 73 | 276 | 126 | 126 | 95 | ||
Critical Augment 73 | 276 | 126 | 126 | 95 | ||
Redoubt Augment 73 | 276 | 126 | 126 | 95 | ||
Shield Augment 73 | 276 | 126 | 126 | 95 | ||
Versatile Augment 73 | 276 | 126 | 126 | 95 | ||
Absorb Augment 74 | 286 | 144 | 144 | 108 | ||
Accuracy Augment 74 | 286 | 144 | 144 | 108 | ||
Alacrity Augment 74 | 286 | 144 | 144 | 108 | ||
Critical Augment 74 | 286 | 144 | 144 | 108 | ||
Redoubt Augment 74 | 286 | 144 | 144 | 108 | ||
Shield Augment 74 | 286 | 144 | 144 | 108 | ||
Versatile Augment 74 | 286 | 144 | 144 | 108 | ||
Absorb Augment 77 | 300 | 171 | 171 | 130 | ||
Accuracy Augment 77 | 300 | 171 | 171 | 130 | ||
Alacrity Augment 77 | 300 | 171 | 171 | 130 | ||
Critical Augment 77 | 300 | 171 | 171 | 130 | ||
Redoubt Augment 77 | 300 | 171 | 171 | 130 | ||
Shield Augment 77 | 300 | 171 | 171 | 130 | ||
Versatile Augment 77 | 300 | 171 | 171 | 130 |