The Unofficial Star Wars the Old Republic Strategy Guide

The Unofficial Star Wars the Old Republic Strategy Guide
Table of Contents
Important....................................................... 4
The short version:............................................. 4
The long version:.............................................. 4
Jedi Shadow / Sith Assassin..................................38
Jedi Sage / Sith Sorcerer.......................................39
Scoundrel / Operative.......................................... 40
Vanguard / Powertech..........................................40
Commando / Mercenary....................................... 41
Introduction................................................... 5
Glossary......................................................... 6 Classes......................................................... 42
Character Creation......................................... 7
Class Basics.................................................... 42
Class Mechanics................................................ 8
Advanced Classes........................................... 43
Basics............................................................ 9 Abilities and Skills........................................ 44
Planets.............................................................. 9
Transport........................................................ 10
Local Transport..................................................... 10
Quick Travel......................................................... 10
Sprint.................................................................... 10
Local Speeders..................................................... 10
Ships..................................................................... 11
Combat........................................................... 11
Currency......................................................... 12
Crafting........................................................... 12
Space Combat.............................................. 14
Knight / Warrior.............................................. 44
Abilities................................................................. 44
Skills..................................................................... 49
Consular / Inquisitor........................................ 50
Abilities................................................................. 51
Skills..................................................................... 55
Smuggler / Imperial Agent.............................. 56
Abilities................................................................. 57
Skills..................................................................... 61
Trooper / Bounty Hunter................................. 63
Abilities................................................................. 63
Skills..................................................................... 67
Basics............................................................. 14
Missions.......................................................... 15 Mechanics.................................................... 69
Statistics......................................................... 69
Companions................................................. 17
Combat Stats.................................................. 70
Companion List............................................... 18
Reference Table.............................................. 70
Knight............................................................. 19
Combat Basics................................................ 72
Consular......................................................... 20
Class Stats...................................................... 73
Smuggler........................................................ 21
Trooper........................................................... 22 Equipment................................................... 76
Basics............................................................. 76
Warrior........................................................... 23
Commendations.............................................. 77
Inquisitor......................................................... 24
High Level Gear.............................................. 79
Imperial Agent................................................ 25
Bounty Hunter................................................ 26 Datacrons.................................................... 81
Locations........................................................ 81
Story............................................................ 27
Matrix Cubes................................................... 87
Light Side / Dark Side...................................... 27
Zone Quests................................................... 28 Crew Skills................................................... 89
Gathering........................................................ 90
Class Quests................................................... 28
Missions.......................................................... 90
Companion Quests.......................................... 29
Crafting........................................................... 91
Leveling....................................................... 30
Dependencies................................................. 92
Leveling Strategies......................................... 30
Companions.................................................... 95
Fast Leveling Tips........................................... 32
Reverse Engineering....................................... 95
Jedi Knight / Sith Warrior................................. 33
Mods............................................................... 96
Sentinel / Marauder.............................................. 33
What's Best..................................................... 96
Guardian / Juggernaut.......................................... 33
Jedi Consular / Sith Inquisitor.......................... 34 Money.......................................................... 98
Shadow / Assassin................................................ 34
Making Credits................................................ 98
Sage / Sorcerer..................................................... 35
Crafted Items.................................................. 99
Smuggler / Imperial Agent.............................. 35
Galaxy Trade Network.................................. 100
Gunslinger / Sniper............................................... 35
Groups....................................................... 101
Scoundrel / Operative ......................................... 36
Trooper / Bounty Hunter................................. 36
Commando / Mercenary....................................... 37
Vanguard / Powertech.......................................... 37
Tank Role...................................................... 101
Damage Role................................................ 102
Healing Role................................................. 103
Alternative Roles............................................. 38 Flashpoints................................................. 105
Jedi Guardian / Sith Juggernaut...........................38
Group Makeup.............................................. 105
2
The Unofficial Star Wars the Old Republic Strategy Guide
Flashpoint List............................................... 105
Battle of Ilum......................................................115
The False Emperor............................................. 115
The Esseles......................................................... 106
Black Talon......................................................... 107 Operations................................................. 116
Hammer Station................................................. 108
Preparation................................................... 116
Athiss.................................................................. 109
Operation Listing.......................................... 117
Mandalorian Raiders.......................................... 109
Hutt Hospitality.................................................. 118
Streets of Cademimu......................................... 110
Eternity Vault..................................................... 118
Boarding Party.................................................... 111
Player
vs Player......................................... 120
Taral V................................................................ 112
Warzones...................................................... 120
Maelstrom Prison................................................ 112
Alderaan............................................................. 120
The Foundry....................................................... 112
Huttball............................................................... 121
Colicoid War Game............................................. 113
Voidstar.............................................................. 122
Red Reaper......................................................... 113
Strategies..................................................... 123
Directive 7.......................................................... 114
3
The Unofficial Star Wars the Old Republic Strategy Guide
IMPORTANT
The Short Version:
This document is a single-user license. Please don't copy or share it.
The Long Version:
This document is seeded. In cases of copyright infringement this information will be used
to track down the user ID that was used to acquire the document.
Upon your purchase of the document you agreed to the Terms and Conditions of Killer
Guides (http://www.killerguides.com/terms-and-conditions). In case you redistribute this
document or parts thereof without our written permission a contractual fine of up to $10,000
applies.
If you bought or received this document free of charge from any other party,
you can report them on our contact page (http://www.killerguides.com/contact).
We reward reports that help to track down a case of copyright infringement with
up to $100.
© Copyright www.killerguides.com 2011. All rights reserved.
Star Wars: the Old Republic are trademarks or registered trademarks of
Electronic Arts in the U.S. and/or other countries. All other trademarks are the property of
their respective owners.
4
The Unofficial Star Wars the Old Republic Strategy Guide
W
INTRODUCTION
elcome to Star Wars, the Old Republic (TOR). For all those die hard Star Wars
fans that have yet to find the game for their tastes, here's one that's bound to
appeal to the masses. By focusing well into the past from the Star Wars movie
franchise, where Jedis and Sith are abundant, TOR is able to venture deep into lore and
store, making for an extremely engrossing game.
Since this guide will cover both factions at the same time and the classes are mirrors in
skills and function – only with different names – this guide will refer to the Galactic Republic
skill trees.
Where possible, the mirrored ability names will be listed to help minimize
confusion.
This primary purpose of this guide is to provide some general strategy while playing the
game so that you can better understand how all the various components work together.
We'll cover all the classes and their variants, transport options, companions, quests,
equipment, statistics, group play as well as player vs. player (PvP). May the Force be with
all of us!
5
The Unofficial Star Wars the Old Republic Strategy Guide
T
GLOSSARY
his section will contain all the terms and abbreviations used throughout the guide. It
will be expanded based on reader feedback.
Add: enemies that join the fight after is has begun
AE: area effect
Aim: primary stat for Troopers and Bounty Hunters
Cleave: a frontal attack in the shape of a cone
Crit: critical hit
Cunning (Cun): primary stat for Smugglers and Imperial Agents
Def: defense
Endurance (End): primary stat that affects hit points
GCD: Global Cooldown, the amount of time the game sets as a minimum
between
abilities
DoT: damage over time
DPS: damage role or damage per second
HoT: heal over time
Phase: tough enemies can have phases of combat where their abilities will change
Pow: Power
Presence (Pres): primary stat that affects companion stats
Proc: additional effects that occur after a certain criteria has been triggered
PvE: player versus environment or computer
PvP: player versus human player
RE: reverse engineering, a crafting ability
Respec: the ability to change your skill tree point allocation
Strength (Str): primary stat for Knights and Warriors
Tank: a defensive role that absorbs damage for a group
Threat: a term used to measure enemy hate towards players
Willpower (Will): primary stat for Consulars and Inquisitors
6
The Unofficial Star Wars the Old Republic Strategy Guide
CHARACTER
CREATION
A
fter
having
watched
fulfills a particular role for play. Tanks are
meant to absorb damage for other players,
healers will heal wounds and damage
player will naturally deal damage.
All advanced classes can play a
the
damage role.
Some Advanced Classes
amazing opening scene, you'll
can play additional roles, so see the Class
be presented with the server
section for more details.
selection screen. There are a few types of
servers available, PvE where you play
Class
Adv.
Class
Role
Style
Knight
Guardian
Tank
Melee
Sentinel
Damage
Melee
Juggernau
t
Tank
Melee
Marauder
Damage
Melee
Sage
Healer
Range
Shadow
Tank
Melee
Assassin
Tank
Melee
Sorcerer
Healer
Range
Gunslinge
r
Damage
Range
Scoundrel
Healer
Range
Operative
Damage
Range
Sniper
Damage
Range
Vanguard
Tank
Range
Command
o
Heal
Range
against the computer, PvP where you play
against the computer and other players and
Roleplaying (RP) servers where people who
want to live the Star Wars experience will
be found.
Warrior
After selecting a server, you can create
a character.
Your first choice here is the
Consular
faction – Galactic Republic or Sith Empire.
Jedi are the calm and collected knights of
the realm where the Sith sow chaos and
disorder.
Inquisito
r
Selecting a given faction will
impact your starting area, nearly all of your
quests, people you can interact with (only
Smuggle
r
your faction) and the character class you
can select.
Imperial
Agent
After the faction screen and a cut scene,
you get to pick a class. Each faction has 4
main classes, which are near identical to
Trooper
the other faction. Each particular class, at
level 10 or so, can further focus their
character into an advanced class that
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The Unofficial Star Wars the Old Republic Strategy Guide
Class
Adv.
Class
Role
Style
Bounty
Hunter
Mercenary
Heal
Range
Powertech
Tank
Range
Smugglers
and
Imperial
Agents
use
Energy to power nearly all of their abilities.
This is a rather unique energy bar in that it
has a maximum amount that only lasts a
short period of time and regenerates at
different rates, depending on how much
Once you've selected a class, you then
you
have.
At
60%
or
above,
you
can choose your race and appearance.
regenerate at full while below that you take
Neither have any impact on the game
a
mechanics, they simply allow you to add
crawling through mud. This does give you
flavor and uniqueness to your character.
the freedom to unload like crazy near the
significant
penalty,
which
feels
like
end of combat or to save your skin but for
Class Mechanics
drawn-out fights, you'll need to conserve
your energy in order to be most effective.
The interesting part in TOR is that each
They
also
have
an
interesting
cover
class has a particular mechanic that sets
mechanic, which lets you hide behind
them apart from the rest.
Knights and
objects and use a different skill set. At later
Warriors use Focus and Rage, a point
levels you can even create your own cover
system that is used to power some strong
points.
abilities. Some abilities will generate points
while others will consume them. It makes
Finally Troopers and Bounty Hunters use
for a nice balance where you need to
an Ammo and Heat mechanic, respectively.
balance your available points in order to
These are essentially the same but the
use your abilities at the proper time.
Trooper loses ammo with skill use while the
Bounty Hunter gains Heat.
Consular
Force,
Smugglers and Imperial Agents, the less
which is essentially a large power bar that
ammo / more heat you have, the longer it
all your abilities use to varying degrees. It
takes to restore, making skill juggling
recharges on it's own at a decent pace,
important for success.
which
can
and
be
Inquisitors
augmented
abilities and items.
use
Similar to
with
skills,
It is akin to mana in
other games.
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The Unofficial Star Wars the Old Republic Strategy Guide
BASICS
T
cities, which contain cantinas, trainers,
crafting stations and other important items.
They are usually referred to as capital
planets.
his particular section will look at
the basic elements of TOR and
The rest of the planets are typically
how they interact with each
limited to level ranges, as indicated by the
other and with you.
following table.
Once you leave your
capital planet, you will be in zones where
Planets
the other faction resides, allowing for PvP
on the appropriate servers.
Where most other games will have
progression through multiple zones, TOR
will have to travel to difference planets
composed of multiple zones each.
Once
you finish the class quests on your capital
planet (Coruscant or Dromund Kaas) you'll
receive
your
class
ship,
allowing
for
interplanetary travel.
At the very start of your travels, you'll be
placed
on
your
starting
planet,
which
depends entirely on your faction and class.
Knight and Consulars will be placed on
Planet
Range
Tython (Repubic Force
players)
1 to 10
Ord Mantell (Republic NonForce players)
1 to 10
Korriban (Empire Force
players)
1 to 10
Hutta (Empire Non-Force
players)
1 to 10
Coruscant (Republic)
10 to 15
Dromund Kaas
10 to 15
Taris (Republic)
15 to 20
Balmorra (Empire)
15 to 20
Nar Shaddaa
20 to 25
Tatooine
25 to 28
Alderaan
28 to 32
Balmorra (Republic)
32 to 35
Tython and Smugglers and Troopers on Ord
Mandell.
Both will eventually meet up on
Coruscant and then move on to the rest of
the galaxy.
Sith Warriors and Inquisitors
start on Korriban while Imperial Agents and
Bounty Hunters will begin on Hutta. They
eventually will meet on Dromund Kaas with
an eventual progress to the rest of the
galaxy. Both Coruscant and Dromund Kaas
house
their
respective
faction's
capital
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The Unofficial Star Wars the Old Republic Strategy Guide
Quick Travel
Planet
Range
Taris (Empire)
32 to 35
Quesh
35 to 37
Hoth
37 to 40
local transport hubs and they look like small
Belsavis
40 to 44
stations. You can see them on your map or
Voss
44 to 47
Corellia
47 to 50
Ilum
50
One of your basic skills is the ability to
teleport
to
discovered.
bind
you
have
already
You'll find these next to the
the mini-map and you must activate them
in order to teleport to them in the future.
These are really helpful for when you're
stuck at the bottom of a cave and you know
you have a 30 minute walk back to camp,
Transport
full of enemies. A quick use of the skill and
you're back with not a scratch.
Exploring planets is a tough job since
they are so incredibly large and getting
around will be quite a hassle.
have a 30 minute cooldown but that tends
to fly by.
Thankfully
you have a few options for transport, each
Sprint
with their own costs and advantages.
Once you reach level 14, you'll acquire
Local Transport
the Sprint ability, which increases your
Even from your first steps you'll find
local
transport
hubs
available
It does
to
you,
indicated with a pair of arrows. Once you
movement speed while out of combat. This
is a toggled skill that resets if you die, so be
sure to keep it active.
find a connecting hub (on foot) you can
then travel relatively quickly between those
Local Speeders
two points, making it a short effort to get
from known places. Each zone will have 3
to 6 different hubs that you can find.
Speeders are your basic mounts in a
given zone and first become available at
level 25. Until that point, you'll be hoofing
it around and you'll be very glad for any
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The Unofficial Star Wars the Old Republic Strategy Guide
increase in your travel speed.
As long as
Space Combat is an on-rails shooter type
you're out of combat, you can jump on your
of event, similar to the Rogue Squadron
speeder and replace your walking boots
games a few years ago. You can't move off
with a comfortable ride.
the path though, only around the limited
screen in front of you.
You'll be able to purchase an upgraded
In order to avoid
fire, you'll need to do barrel rolls.
Still,
speeder at level 40 and again at 50. Since
there are a dozen missions that increase in
the speed boost between the level 40 and
difficulty as you increase in level and in
50 speeders is minor and the cost can be
order to take on the tougher ones, you will
quite high, it's best if you skip it entirely
need to purchase ship upgrades. You can
and wait until level 5o to upgrade.
find these on any planet past your capital
planet and it only costs credits to improve.
Ships
Completing
Rather than a set level to get your ship,
a
Space
Combat
mission
rewards some minor experience and some
you'll receive it when you reach your capital
Fleet
Commendations,
which
can
be
planet and complete a quest, so around
exchanged for some high quality ship
level 15 for most players. These ships will
components.
act not only as transport between planets,
they also allow you to participate in space
combat.
optional
and you can complete the game without
shooting game that is available to you and
ever upgrading your ship. Still, at level 50
as
it's quite a lot of fun to blow up some other
you
This
is
improve
an
on-rails
Space Combat is completely optional
your
ship
through
purchased components, you improve your
ships!
overall power.
Combat
The ship can also act as a hub for all
your companions, setting them to various
crafting tasks.
Combat in TOR is similar to other MMOs
There are 6 ship models
in that you have a skill bar, a resource set
which are linked to each individual class,
and auto-targetting of your attacks when
though Jedi Knights and Consular's share
you have an enemy selected. It differs in
one type and Sith Warriors and Inquisitors
that nearly all combat is done against
share another.
groups of enemies and if you see a lone
one, you can bet that it's a lot tougher than
normal.
11
You'll sometimes see Heroic and
The Unofficial Star Wars the Old Republic Strategy Guide
Elite enemies, which are much harder
swap your commendations for level 1-6
versions with more damage and more hit
equipment. Yyou never lose them but you
points.
can only spend them on the appropriate
These are typically meant for
groups of players or very advanced ones.
planet.
An important matter to note is that that
There
are
additional
of
line of sight means a lot in the game and
commendations;
that a fair amount of enemies will attack
operations and space combat all have their
from range. This puts melee players (Jedi
own flavors.
Knights and Sith Warriors most notably) in
awkward
positions
from
time
to
PvP,
types
flashpoints,
Crafting
time.
Unless you're playing a tank role, it is
advisable to attack enemies from range.
Most
MMOs
have
a
player
crafting
system and TOR is no different – here it's
Currency
called Crew Skills.
It does expand on the
typical model by not having you directly do
Money makes the world go round and
the crafting, rather your companions will do
the Star Wars universe is no different. The
it for you. Sending a companion out means
most basic currency is credits and there are
that they are not with you in combat, and
no tiers (such as copper, silver and gold) to
the duration can be as short as a minute or
worry about as in other games. Credits are
nearly a day long.
used
nearly
everything:
training
skills,
buying items, travel on taxis and sending
companions on missions.
The actual professions are split into 3
Through normal
categories: crafting, missions and crafting.
play and without dedicating lots of time to
The first two produce materials for the
crafting, you will have ample credits at all
crafting professions. You can select up to 3
times to train and move forward with the
different professions but only one of them
game.
may be a crafting one.
In addition to credits, each planet has a
set
of
unique
commendations
-
currency
that
allows
-
called
you
to
Gathering can also be done by your
character out in the wild, if you find the
appropriate
node.
You
can
select
purchase rather unique items for a given
Archeology for crystals, Bionanalysis for
level range. For example, Hutta will let you
genetic
12
materials,
Scavenging
for
The Unofficial Star Wars the Old Republic Strategy Guide
technology or Slicing for schematics.
The
guild will put you in contact with other
actual items you can collect in the wild are
players with different skill sets.
limited to the planet you're on; the more
sell your crafted items to other players and
difficult
in turn purchase theirs.
the
planet,
the
better
the
You can
resources.
Finally, you can create alternate players
Missions can only be completed by your
who are there just to craft. Since you can
companion and typically return items that
max out all your crafting professions by
benefit multiple crafting professions, so
standing in town, as long as you have the
there isn't one that's a perfect pair. These
money you only need reach your Fleet
items are usually meant for the more
Station with another character, train the
difficult items to craft.
appropriate
You can select
Crew
Skill
to
access
the
Diplomacy, Investigation, Treasure Hunting
recipes. With 8 characters you could have
or Underworld Trading.
8 crafters.
Finally
profession.
you
can
These
select
will
a
make
crafting
armor,
weapons, augments, stims and gadgets.
Armormech creates armor for the non-force
classes. Armstech creates ranged weapons
like blasters and rifles. Artifice creates Jedi
and Sith weapons. Biochem creates stims
that boost your stats as well as implants.
Cybertech creates gadgets and augments.
Synthweaving creates armor for the Jedi
and Sith.
Crafting costs time and money but does
offer some interesting rewards.
many
choices,
you
will
With so
eventually
be
limited in what you can create but you have
a few options to get around that. Joining a
13
The Unofficial Star Wars the Old Republic Strategy Guide
O
SPACE
COMBAT
In order to start a mission you must pay
a fuel cost and upon successful completion
of the mission you'll get a cash reward,
experience
and
space
commendations.
These commendations can be traded in for
space ship upgrades.
nce you complete your starting
planet, you'll be given access to
your class ship.
Basics
These are all
functionally identical yet each has a distinct
look.
All combat is done “on rails” meaning
you can't move farther than the screen
Class
Ship
Jedi Knight
Defender
you're looking at. The game automatically
will bring you a pre-set path and will cycle
upon that path until either you die or you
complete the mission.
Jedi Guardian
If you do die, the
mission restarts from scratch.
If you
Smuggler
XS Stock Light
Trooper
BT-7 Thunderclap
or more for the game to bring you to the
Sith Warrior
Fury
correct place on the “rail” for the game to
complete the mission, it can take a minute
register completed. If you die at any point
Sith Inquisitor
during this trip, the mission restarts.
Imperial Agent
X-70B Phantom
Bounty Hunter
D5-Mantis
Mapped to your main mouse button is
your beam cannon.
Once you are on your ship, near your
shoot
enemies
Keep it held down to
who
move
within
your
galaxy map you will find a quest indicator.
crosshairs.
Interacting with this module will bring up a
launch your missiles, though you only have
list of repeatable quests that you can
a limited amount.
perform.
Some can be done an infinite
crosshair over an enemy (both boxes) and
amount of time while others will group
click the button. The missile will eventually
space missions together to provide a daily
hit. This is great for the tougher enemies
reward.
and targets.
14
You second mouse button will
Get your targetting
The Unofficial Star Wars the Old Republic Strategy Guide
Missions
Your shield protects your hull and will
automatically
regenerate
if
you're
not
shooting. Pressing the space bar will cause
you to do a barrel roll, which avoids most
There are 3 types of space missions.
types of damage, useful for when many
The first is an escort mission where you
things are attacking you at once.
must escort a target to the end of the
mission and both of you must survive. In
From most planets you can purchase
ship upgrades for credits.
nearly all variances of this mission you will
At first they
need to shoot down many ships along the
aren't required to beat the space missions
path that are attacking the other ship and
but by the mid 30s you'll find that the
the damage you receive is from turrets
missions are too difficult to complete with
along the path.
your basic ship.
continual fire from your cannons should get
You can improve the
following items:
A lot of barrel rolls and
you through these missions.
The second type is to destroy a space
Item
Effect
Shield Booster
Boost shield
regeneration rate
station,
or
more
specifically
elements of the station.
certain
After a certain
point you'll continually loop around the
Capacitor
Increase blaster
damage
station and be presented with multiple
Beam Generator
Increase rate of fire
and shield strength
these targets since they are both hard to
Armor Plating
Increase ship armor
well.
Torpedo Tube
Increase amount of
torpedoes
targets to hit. Missiles usually work best on
hit and have a fair amount of hit points as
All the while you'll have ships and
turrets firing at you. Damage is near
constant in these missions and while you're
not actively firing at the station it's a good
Fleet Commendations can be used to
purchase random crates from a vendor on
idea to stop shooting and just barrel roll to
regain your depleting shields.
your faction's space station. These are the
same
random
commendation
necessarily
components.
crates
found
vendors
and
include
ship
on
all
The final type of mission is a survival
not
mission. You'll have a goal of destroying a
upgrade
certain amount of targets but the point is to
do
survive for a given amount of time. Since
15
The Unofficial Star Wars the Old Republic Strategy Guide
the enemy's sole goal is to kill you, these
can be very hectic missions.
Again, the
barrel roll is your friend in avoiding damage
as much as possible. Above all other types
of missions, these benefit the most from
ship upgrades.
16
The Unofficial Star Wars the Old Republic Strategy Guide
COMPANIONS
S
Second, as mentioned earlier, they are
the source of your crafting success.
They
are the only ones who can complete
missions and craft, so if you want to make
imilar to mercenaries in other
games,
companions
anything, you need a companion.
are
computer players that assist
Third, they provide additional quests
you in your travels. You'll acquire your first
through
companion between level 6 and 8, and
companion
always
Your
quests and dialogue, you'll notice that your
class
companion either likes or dislikes what you
though by the time you reach level 50 you'll
say. Get enough affection from them and
have a companion that can fill in pretty
additional quests and content opens up.
through
companions
are
class
limited
quests.
to
your
affection.
equipped
While
and
having
a
completing
much any role. When you get your ship, it
will
automatically
come
with
a
droid
companion.
Lastly, they act as an extra set of arms
in combat.
You will find a tank, a ranged
damage dealer, a healer and a few that
Companions have a few unique roles in
combine a few of those options.
For solo
the game. First, you can send them off to
play, it's usually best to have the best tank
sell all your garbage items in your bags.
around to take the damage while you dish it
They'll leave for a minute and come back
out. If you're focusing on leveling as a tank
with money. Since your bags will often be
though, it might serve you better to take a
full of stuff that is basically just money, this
healer.
is a great timesaver from having to find a
your skill set available to them, so the
nearby vendor.
Open your companion
simpler the job, the better. In group play,
screen (default N key) and you'll notice a
it's actually best to have them as a healer.
special button underneath the icon of your
They'll be continually healing everyone and
active companion.
Press it and your
there's nothing wrong with that. Important
companion will leave for a minute then
to note that group size is limited to 4
return with your credits.
players, including companions, so once you
Companions simply do not have
hit 3 real players in a group, someone's
companion is going to be disabled.
17
The Unofficial Star Wars the Old Republic Strategy Guide
Companion List
The listing below will indicate the name
of the companion, the planet that you'll
need to complete your Class Quest on to
acquire them, their role, their crafting
bonus and their preferred gift as well if you
can romance them – if you're the opposite
sex.
A note about the crew skill bonuses.
Efficiency will reduce the amount of time it
takes to do something while Critical Chance
increases the chance to acquire more of an
item. Your affection level with a companion
has no effect on crafting, only on romance
and questing options.
18
The Unofficial Star Wars the Old Republic Strategy Guide
Knight
Name
Planet
Role
Skill
Gift
T7-01
Tython
Ranged
Tank
Bioanalysis
Efficiency
Technology
Romance
Slicing
Critical
Kira Carsen
Coruscant
Melee
Damage
Synthweavi
ng Critical
Luxury
Yes
Courting,
Luxury
Yes
Research
Critical
Doc
Balmora
Healer
Underworld
Efficiency
Biochem
Critical
Lord
Scourge
Hoth
Melee Tank
Armstech
Efficiency
Military
Gear
Scavenging
Efficiency
Sergeant
Rusk
Hoth
Ranged
Tank
Artifice
Efficiency
Archeology
Efficiency
19
Trophy
The Unofficial Star Wars the Old Republic Strategy Guide
Consular
Name
Planet
Role
Skill
Gift
Qyzen Fess
Typhon
Melee Tank
Biochem
Efficiency
Weapon
Romance
Archeology
Efficiency
Zenith
Balmorra
Ranged
Damage
Investigatio
n Efficiency
Underworld
Critical
Tharan
Cedrex
Nar Shadaa
Healer
Cybertech
Efficiency
Imperial
Memorabili
a
Luxury
Slicing
Efficiency
Lt. Iresso
Hoth
Ranged
Tank
Armstech
Critical
Courting,
Trophy
Yes
Cultural
Artifact
Yes
Scavenging
Critical
Nadia Grell
Belsavis
Melee
Damage
Synthweavi
ng
Diplomacy
Critical
20
The Unofficial Star Wars the Old Republic Strategy Guide
Smuggler
Name
Planet
Role
Skill
Gift
Romance
Corso Riggs
Ord Mantelll
Ranged
Tank
Underworld
Efficiency
Military
Yes
Armstech
Critical
Bowdarr
Nar Shadaa
Melee Tank
Cybertech
Efficiency
Weapon,
Trophy
Scavenging
Efficiency
Risha
Alderaan
Ranged
Damage
Diplomacy
Efficiency
Luxury,
Technology
Yes
Military
Gear
Yes
Slicing
Critical
Akavi Spaar
Balmorra
Ranged
Damage
Armortech
Efficiency
Bioanalysis
Critical
Guss Tuno
Hoth
Healer
Archeology
Efficiency
Treasure
Critical
21
Luxury,
Technology
The Unofficial Star Wars the Old Republic Strategy Guide
Trooper
Name
Planet
Role
Skill
Gift
Romance
Aric Jorgan
Ord Mantell
Ranged
Damage
Armstech
Efficiency
Ammunition
Belt,
Survival
Gear
Yes
History
Holo, Data
Library,
Banners
Yes
Diplomacy
Critical
Elara Dorne
Taris
Healer
Biochem
Efficiency
Bioanalysis
Efficiency
M1-4X
Nar Shadaa
Ranged
Tank
Cybertech
Critical
Scavenging
Critical
Tanno Vik
Balmorra
Melee Tank
Armormech
Critical
Republic
Memorabili
a
Weapon
Underworld
Critical
Yunn
Hoth
Melee
Damage
Research
Efficiency
Slicing
Efficiency
22
Technology,
Cultural
Artifact
The Unofficial Star Wars the Old Republic Strategy Guide
Warrior
Name
Planet
Role
Skill
Gift
Romance
Vette
Korriban
Ranged
Damage
Underworld
Efficiency
Cultural
Artifact,
Luxury
Yes
Military
Gear,
Weapon
Yes
Weapon
Yes
Weapon
Yes
Treasure
Critical
Malavi
Quinn
Balmorra
Healer
Armstech
Efficiency
Diplomacy
Efficiency
Lieutenant
Pierce
Taris
Ranged
Tank
Cybertech
Efficiency
Research
Critical
Jaesa
Willsaam
Hutta
Melee
Damage
Archeology
Efficiency
Synthweavi
ng Critical
Broonmark
Hoth
Melee Tank
Scavenging
Efficiency
Bioanalysis
Critical
23
Trophy,
Technology
The Unofficial Star Wars the Old Republic Strategy Guide
Inquisitor
Name
Planet
Role
Skill
Gift
Khem Val
Korriban
Melee Tank
Artifice
Efficiency
Weapon
Romance
Research
Efficiency
Andronikus
Revel
Tatooine
Range
Damage
Slicing
Critical
Underworld
Critical
Ashara
Zavros
Taris
Melee
Damage
Synthweavi
ng Effiiency
Diplomacy
Efficiency
Talos
Drellik
Hoth
Healer
Treasure
Efficiency
Archeology
Critical
Xalek
Voss
Ranged
Tank
Bioanalysis
Efficiency
Scavenging
Critical
24
Military
Gear,
Underworld
Goods
Yes
Courting,
Cultural
Artifact
Yes
Luxury,
Cultural
Artifact
Military
Gear,
Weapon
The Unofficial Star Wars the Old Republic Strategy Guide
Imperial Agent
Name
Planet
Role
Skill
Gift
Romance
Kaliyo
Hutta
Ranged
Damage
Armstech
Efficiency
Military
Gear,
Luxury
Yes
Weapon,
Technology
Yes
Military
Gear,
Luxury
Yes
Cultural
Artifact
Yes
Military
Gear,
Imperial
Memorabili
a
Yes
Underworld
Critical
Scorpio
Belsavis
Ranged
Tank
Bioanalysis
Critical
Diplomact
Critical
Doctor
Lokin
Taris
Healer
Biochem
Effiiency
Research
Efficiency
Vector
Hyllis
Alderaan
Melee
Damage
Bioanalysis
Efficiency
Diplomacy
Critical
Ensign
Temple
Hoth
Ranged
Damage
Scavenging
Efficiency
Armormech
Critical
25
The Unofficial Star Wars the Old Republic Strategy Guide
Bounty Hunter
Name
Planet
Role
Skill
Gift
Romance
Mako
Hutta
Healer
Cybertech
Efficiency
Underworld
Good,
Technology
Yes
Slicing
Efficiency
Gault
Tatooine
Range
Damage
Underworld
Efficiency
Biochem
Critical
Torian
Caldera
Taris
Melee
Damage
Research
Efficiency
Bioanalysis
Critical
Blizz
Hoth
Ranged
Tank
Armormech
Efficiency
Armstech
Critical
Skadge
Belsavis
Melee Tank
Scavenging
Efficiency
Treasure
Critical
26
Underworld
Good,
Luxury
Weapon,
Military
Gear
Everything
but
Courting
Weapon,
Underworld
Good
Yes
The Unofficial Star Wars the Old Republic Strategy Guide
A
STORY
The first chapter will last until the end of
Alderaan, just before you hit level 30.
Chapter 2 will last until the end of Belsavis,
around level 44.
lot
has
been
said
about
Bioware and their 4 pillars of
an
MMO
–
Then you jump into
Chapter 3 which will last all the way until
level 50.
combat,
progression, exploration and story. In most
behind RP servers, players determine the
Light Side / Dark
Side
story on their own since there isn't much in
Compared to other games where the
other games, you'll have a combination of
the first 3 and the story is left as flavor for
quests. It's one of the main driving forces
the game to begin with.
quest
screen
is
simply
about
clicking
Accept, TOR will present you with dialogue
TOR is quite a bit different in that
regard.
Story – through questing – is the
options.
At first they might seem simple
but in fact they allow you a level of
key to progression from planet to planet,
customization to your play.
zone to zone.
want to play an Evil Jedi or a Good Sith.
You pretty much have to
Maybe you
follow your class quest line in order to get
Maybe you want to play a mix.
Perhaps
anywhere. It unlocks transports, advanced
you are trying to gain affection with one of
classes and flashpoints.
your companions and need to come off
strong.
Currently, there are 3 chapters in your
personal story, each unique the the class
that you play.
Some particular elements
Selecting the altruistic and noble options
will reward you with Light Side points and
will change depending on how you respond
selecting
to your quest givers. If you're nice, perhaps
choices will reward Dark Side points.
you'll get an extra quest and if you're evil,
don't lose any from a given side but you
perhaps an extra reward.
gain additional rewards at certain levels of
It all depends
and that adds a lot of fun to the game.
the
selfish
and
destructive
You
Light/Dark points, so try and think like a
Jedi or a Sith when talking through quests.
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The Unofficial Star Wars the Old Republic Strategy Guide
You can always complete quests by just
with them and they are not mandatory to
randomly clicking responses but if you pay
complete. They do however offer additional
attention you'll get extra rewards and
rewards (usually planet currency and an
additional story elements.
item) and can be repeated.
If you have a
dire need for Light or Dark side points, then
the Diplomacy mission crew skill can get
Heroic quests for 2 players can usually
you as many points as you need. This can
be completed by a single player with a
get incredibly expensive.
companion,
if
understanding
you
of
have
your
a
class.
good
Some
however, will always be too tough to
Zone Quests
complete alone.
Be sure to ask around if
anyone else is on the quest or you can
Each planet will have a main quest line
come back when you're a few levels ahead.
and some additional minor quests along the
Class Quests
way. TOR does an amazing job of always
having some quest active and in most
dungeons or sub-zones, you'll have the
From the first step you take you'll be
chance to pick up some quests along the
presented with the start of your class
way.
quests.
that
Some quests will give you additional
objectives, typically asking you to kill some
These are larger quest objectives
ask
you
to
complete
rather
complicated tasks and will lead you through
an entire planet.
extra enemies for a bit more reward. Since
you're in the area anyhow, might as well
get that extra reward!
The tend don't directly tie into planet
quests but most of the time you'll find a few
extra quests in the same area if you pay
Also worth noting are Heroic quests.
attention.
These always come with a number (2, 3 or
4) indicating the number of suggested
Class quests are required to access your
people required to complete it. Think of it
Advanced
as group quests and in some cases, mini-
companions and to access the next planet,
dungeons.
so you can't skip them.
Every single planet is littered
Class,
your
ship,
your
They can all be
completed alone and all follow a very
“movie-like” adventure.
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The Unofficial Star Wars the Old Republic Strategy Guide
Companion Quests
As you progress through the game with
a companion on your shoulder, you'll be
gaining affection through dialog options.
Sometimes they will initiate a talk with you
and provide you with a task.
Completing
these tasks will reward you with more
affection, more story and some unique
items for your companion.
If you really spend some time with them
you might be able to unlock some romance
options as well. Treat them well and you'll
get some nice rewards at the end.
29
The Unofficial Star Wars the Old Republic Strategy Guide
LEVELING
A
Leveling Strategies
The simplest way to level up is through
s much fun as all the content
combat and that means dealing damage to
is throughout the game, your
your opponents.
end
be
pretty well, though some advanced classes
I'm sure it's
are better equipped. There are some basic
goal
will
reaching maximum level.
surely
possible to get there without questing but
Every class does this
rules of thumb to keep in mind though.
you'll be missing out on experience, items,
story,
companion
characters
and
your
•
advanced class.
Use a tank companion. The healers
don't heal enough and the damage
ones don't do enough damage when
The quest givers will always have an
empty triangle above their head.
compared to you. A tank will keep
They
at least 1 enemy off your back at all
could be people, terminals or just plain
times. If you plan on leveling as a
items on the ground. Pick up as many as
tank,
you can since they typically overlap in a
would probably work out.
given sub-zone and you're going to be
•
then
a
healer
companion
Use crowd control abilities. 95% of
there anyway. When you need to turn in a
all combat is against 3-4 enemies
quest, the icon will be the same triangle but
and if you can subdue one for 30
this time filled in. It's a good idea to finish
seconds, it will keep you alive.
all the quest objectives in a given zone
•
before turning them in, it will save time.
Use Area Effect (AE) attacks against
3 or more enemies.
than
Unless you are grouped, avoid any
Heroic quest.
Though they have good
and
you
lose
effectiveness.
•
rewards, they are incredibly difficult. If you
can find a group though, it's worth the time.
that,
Less enemies
Have Medic Packs on your hot bar in
case of emergencies
•
Attacks that are channeled can be
shortened due to taking damage.
30
The Unofficial Star Wars the Old Republic Strategy Guide
•
•
•
Every advanced class can focus on
abilities department until the 20s, so take
dealing damage through skill trees.
one enemy down at a time.
Damage
has
builds
are
the
most
a
stun,
such
as
If your class
Whirlwind
for
effective at leveling, and the ones
Inquisitors, use that to start the fight on the
suggested in this guide.
tough enemy instead.
If you want to use a different skill
more damage and have more hitpoints but
tree, you can reset your skill points
it's a recipe for disaster letting 4 people
in your capital city, for a fee
attack you at once rather than taking out
Use
knockdowns
Anytime
the
enemy
and
stuns.
is
on
Granted they do
the weaker ones first.
the
ground, they aren't hitting you.
Once you do target the tough enemies,
keep an eye on their ability bar and you'll
When considering particular tactics, it's
often find that they are trying to channel a
important to remember that nearly all
large attack. Use an interrupt at that point
combat will be against groups of enemies.
to
Enemies come in 4 main flavors.
Weak,
knockdown attack or a stun. Usually you'll
which can do down in 1-2 hits, regular
only need to do this once per tough enemy.
stop
them.
You
can
also
use
a
which will take 4-5 hits each, strong (grey
star) which are immune to some effects and
If you encounter an elite enemy, things
use a wide assortment of abilities and
are a bit similar to a tough one, the main
finally, elite (gold star) who have a lot of hit
difference is their damage and hit points. If
points, use many abilities and will pose a
they come with friends, take them out first.
large challenge to all players.
Once it's just you and the elite, get ready to
Think of
elites as mini-bosses, in that you will need
use an interrupt rotation.
Many classes
to use every tool you have to beat them.
have multiple interrupt-type attacks. These
are either straight interrupts, knockdown
Most groups will be composed of 3-4
abilities or a stun. A Trooper for example
regular enemies, though from time to time
has Cryo Grenade to stun, and if they go
you'll find a tough enemy within their ranks.
the Vanguard route, they also get Riot
If you have a tanking companion, it's a
Strike to interrupt and Neural Surge as a
good idea to send them on the strongest
second stun ability.
enemy, the tough one if it's present, and
personally deal with the regular enemies.
Some classes will be weak in the AE
31
The Unofficial Star Wars the Old Republic Strategy Guide
An
interrupt
rotation
is
the
act
of
•
staggering your abilities to get the most out
of them by using the available interrupt
with
the
shortest
cooldown.
In
space bar
•
the
When
dialogue
choices
appear,
hover over them to see the Light /
Vanguard example above, Cryo Grenade
has a 60 second cooldown, Riot Strike is 8
Dialogue can be skipped with the
Dark options
•
seconds and Neural Surge is 45 seconds.
Ignore heroic quests unless you are
grouped and close-by
You would use Riot Strike, Neural Surge,
•
Ignore planet bonus missions
then Riot Strike again since its cooldown
•
Missions you do complete should be
would be finished, then Cryo Grenade.
If
you didn't start with Riot Strike, odds are
your level or one above
•
you would only be able to get 3 interrupts
before being unable to stop the enemy.
This
rotation
is
key
to
until level 50
•
successfully
If money is not a concern, ignore all
crew
defeating any hard enemy and in 99% of
the cases, it is a better decision to interrupt
Ignore all crafting and mission skills
skills,
otherwise
take
3
gathering skills
•
an enemy than to damage them.
Don't buy anything on the GTN, you
can level to 50 on mission rewards
alone
•
Fast Leveling Tips
Voss,
Corellia
and
Ilum
quests
reward commendations for level 50
gear, be sure to take them
If your goal is to hit level 50 as fast as
•
When leaving a planet other than
possible, here are some general guidelines
the
to help you along the path.
commendations on gear you can use
You will be
skipping a lot of the content however, and
therefore missing a lot of the fun stuff that
last
3,
spend
all
your
or mods that you resell for credits
•
Collect all the bind points on a map
BioWare has put in the game to make
and use your recall ability, it should
leveling more cohesive and interesting.
be on cooldown often
•
Ignore PvP content while leveling
•
Ignore World Bosses
To compare, a standard
•
Ignore Datacrons until level 50
play through could run you 150-200 hours –
•
Ignore
All combined, you can reach level 50 in
under 80 hours.
that's a lot of skipped dialogue.
Flashpoints,
them all at level 50
32
you
will
see
The Unofficial Star Wars the Old Republic Strategy Guide
•
Your first mount is at level 25 and
Rupture and Overhead Slash / Impale on
costs a bit more than 40K, get it
the closest one.
once in the town on Tatooine
Slash / Gore, you should use it every
Once you gain Precision
cooldown as the extra armor penetration is
great.
Jedi Knight / Sith
Warrior
used every 6 seconds, to keep the boost to
Ataru Form active.
Your final rotation will look something
Unless you're grouping, you're in the
melee dealing damage.
Blade Rush / Massacre should be
This also means
like Force Leap / For Charge then the
following abilities, in priority.
you take more damage as you need to
•
Zealous Strike / Battering Assault
close the distance with enemies in order to
•
Precision Slash / Gore
attack them.
•
Blade Rush / Massacre
•
Master Strike / Ravage
•
Blade Storm / Force Scream
Get used to using Force
Leap / Force Charge to start combat.
Sentinel / Marauder
In truth, you need some investment into
Example Build - Sentinel
skills before you can settle into a solid
Example Build - Marauder
rotation as quite a few give you a chance
for Focus with certain attacks.
At lower
Sentinel / Marauder will provide you with
levels, you'll be quite strapped for Focus
some great damage options. Juyo Form will
and limited in choice but once you hit level
be a good start until you acquire Ataru
20 and 32 new skills will give you some
Form, which should then be your go-to form
boosts.
for damage.
Guardian / Juggernaut
Combat typically starts with a Force
Leap / Force Charge on a ranged enemy.
Even though you can level in a tanking
You can then use Zealous Strike / Battering
role, I would suggest taking the DPS route.
Assault to generate Focus and use Force
That
Sweep
Vengeance skill tree for most.
/
Smash
and
Cyclone
Slash
/
means
taking
the
Sweeping Slash if you're close enough to
the rest of the enemies, else Cauterize /
33
Example Build – Guardian
Vigilance
/
The Unofficial Star Wars the Old Republic Strategy Guide
Example Build - Juggernaut
Seeing that Shadows / Assassins have
reduced range for their attacks, it can be
You'll be in Shien form for combat, which
tricky to move around groups of enemies in
will have an impact on your Focus / Rage
order to attack. Make liberal use of Stealth
generation.
to help make it close and alive.
Combat will start with Sabre
Throw to get their attention, followed by a
Force Leap / Force Charge.
You can then
Shadow / Assassin
use Sundering Strike / Sundering Assault,
followed by Plasma Brand / Shatter and
Overhead Slash / Impale. Dispatch / Vicious
Example Build – Shadow
Throw can be used on enemies under 20%,
Example Build - Assassin
otherwise use Blade Storm / Force Scream.
Force Sweep / Smash is used to keep the
enemy accuracy debuff active.
There are a few non-combat items to
discuss first.
Charge
Since a few of those abilities won't be
available
until
you
level
up,
you
can
or
Force Technique / Lightning
Surging
Charge
/
Surging
Technique should be active at all times,
depending
on
which
ability
to
alternatively use Strike / Assault and Blade
available.
When you use a charge, it
Storm / Force Scream as your main damage
should be a priority to get it back. Blackout
options until you unlock better abilities.
is a great ability as it helps restore your
Force with the skill choices given.
have
Also,
since Stealth is a major part of combat, you
Jedi Consular /
Sith Inquisitor
want to try and start all combat in stealth
and use Blackout when off cooldown to get
more damage.
There are two choices here, either the
If Find Weakness / Exploit Weakness is
melee role with the Shadow / Assassin or
active, use Shadow Strike / Maul for the
the
damage boost.
ranged
damage
with
the
Sage
/
Double Strike / Thrash
Sorcerer. Unless you take the tanking
should be used next in order to get the buff
choice for melee, it's best to have a tanking
to reduce the cost of Project / Shock, then
companion for your travels.
Clairvoyant Strike / Voltaic Slash to double
34
The Unofficial Star Wars the Old Republic Strategy Guide
the effect.
Smuggler /
Imperial Agent
Now you can use Project /
Shock. If the enemy still has a fair amount
of health left, use Force Breach / Discharge
to finish them off.
Now comes one of the trickier classes in
Sage / Sorcerer
TOR in that one of your key abilities
requires that you stop moving and hide
Example Build – Sage
behind Cover. If you need to move in
Example Build - Sorcerer
combat, you'll need to manually move out,
place the Cover and move back in. This is
This build changes drastically once you
get Telekinetic Wave / Chain Lightning and
lonely a problem for the DPS roles though,
as healers don't need cover to function.
it's associated skills. Up until that point, it's
a matter of Force Lift / Whirlwind to start
Gunslinger / Sniper
combat, then Project / Shock, Telekinetic
Throw / Force Lightning and Disturbance /
Lightning
Strike
to
deal
damage
as
Example Build – Gunslinger
cooldowns allow. Weaken Mind / Affliction
Example Build - Sniper
can be put up once acquired and just
before a Telekinetic Throw / Force Lightning
Combat is actually quite straightforward
but isn't essential until you get Turbulence /
here but you can add variations if you'd
Thundering
like.
Blast,
for
some
massive
Start with Speed Shot / Series of
damage. When you get Telekinetic Wave /
Shots, followed by Rapid Fire to remove the
Chain Lightning, you should use it every
cooldown. Aimed Shot / Ambush is next,
cooldown and stop using Project / Shock
followed by Charged Burst / Snipe. Flurry of
unless
Bolts / Rifle Shot should be used to allow
you
Disturbance
need
/
a
stun,
Lightning
simply
Strike
use
while
Energy to regain.
You can then use
Telekinetic Throw / Force Lightning is on
Trickshot / Followthrough for some nice
cooldown.
damage and then repeat the entire cycle.
35
The Unofficial Star Wars the Old Republic Strategy Guide
As you're leveling you'll naturally not
simple enough.
This Energy management
have access to all the skills but a good
also means that you should try and keep
rotation between Aimed Shot / Ambush and
your Energy above 90 before using an
Charged Burst / Snipe will take down most
ability.
enemies rather quickly. XS Flyby / Orbital
Your rotation therefore becomes Flurry
Strike can be used for AE damage on tightly
of
Bolts / Rifle Shot if you're under 90
grouped enemies.
Energy. Blaster Whip / Shiv can be used to
get Upper Hand
Energy management can be a problem
Hemorrhaging
/ Tactical Advantage.
Blast
/
Weakening
Blast
here and it's good to remember that Flurry
should be used for the increased DoT
of Bolts / Rifle Shot can be used to allow
damage. Vital Shot / Corrosive Dart should
your Energy to regenerate. It's also a good
then be applied and kept active. Shrap
idea to always be above 60 Energy, which
Bomb / Corrosive Grenade for the same
typically means waiting until 90 Energy
reason. Finally, use Wounding Shots / Cull.
before using an Energy-consuming ability.
AE
battles
can
use
Shrap
Blast
/
Corrosive Grenade, XS Flyby / Orbital Strike
Scoundrel / Operative
and Blaster Volley / Carbine Burst.
Trooper / Bounty
Hunter
Example Build – Scoundrel
Example Build - Operative
First off, Pugnacity / Stim Boost are
pretty much required active at all times due
to
the
increased
Energy
they
return.
This class has a pretty good set of AE
Thankfully th effect lasts 45 seconds, so
skills and good defenses in addition to
you won't be spamming the ability but it's
attacking from range, making it one of the
important to always have it active. This will
more evenly balanced options in TOR –
require balancing of the Upper Hand /
regardless of the Advanced Class you
Tactical Advantage in order to use, so keep
select.
at least one up as well, which should be
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The Ammo / Heat mechanic requires you
Clearly this build doesn't really start to
to carefully manage your skill usage as your
get moving until you get Grav Round /
regeneration is based on the amount you
Tracer Missile so until then you're stuck
actively have. Spamming skills will usually
with Full Auto / Unload and High Impact
have you end up with a very slow recharge
Round / Railshot for your damage.
rate and no skills available for use.
options include Mortar Volley / Death From
AE
Above, Plasma Grenade / Fusion Missile and
Hail of Bolts / Sweeping Blasters.
Commando / Mercenary
Vanguard / Powertech
Example Build – Commando
Example Build - Mercenary
Example Build – Vanguard
Example Build - Powertech
Due to the dynamics of Ammo / Heat
and the skill choices, you will typically use a
priority list for actions.
Similar to the Commando / Mercenary,
If you're below 8
Ammo / Heat management is important. If
Ammo / above 20 Heat, then use Hammer
you're below 8 Ammo / above 20 Heat, then
Shot / Rapid Shots. If you're below 6 Ammo
use Hammer Shot / Rapid Shots. If you're
/ above 50 Heat, then use Recharge Cells /
below 6 Ammo / above 50 Heat, then use
Vent Heat. You'll want Armor Piercing Cell /
Recharge Cells / Vent Heat.
High Velocity Gas Cylinder should be used
Cell / High Energy Gas Cylinder should be
for the armor piercing damage boost.
used for damage purposes.
High Energy
Actual combat now starts. Grav Round /
As long as you have the Ammo / Heat as
Tracer Lock until you have 5 stacks of
listed in the previous paragraph, you'll run
Charged Barrel / Tracer Lock on the target.
a rotation. Sticky Grenade / Explosive Dart
High Impact Round / Rail Shot should be
can start the fight. Follow with Fire Pulse,
used then, followed by Demolition Round /
then Immolate Pulse Round / Flamethrower
Heatseeker Missiles if the former is on
and then Ion Pulse / Flame Burst.
cooldown. If Curtain of Fire / Barrage procs,
then you should use Full Auto / Unload. If
everything is on cooldown, back to Grav
Round / Tracer Lock.
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If you manage to get up close, then use
following,
depending
on
availability.
Gut / Retractable Blade followed by a High
Combat Focus / Berserk, Sundering Strike /
Impact Bolt / Rail Shot. If Battering Ram /
Sundering
Flame Barrage procs, then use Rocket
Assault.
Assault
and
finally,
Strike
/
Punch.
For single targets, use the following, in
AE options include Mortar Volley / Death
priority for damage.
Riposte / Retaliate,
From Above, Pulse Round / Flamethrower
Blade Storm / Force Scream, Force Sweep /
and Explosive Surge / Flame Sweep.
Smash, Hilt Strike / Backhand, Guardian
Slash / Crushing Blow and Slash / Vicious
Slash.
Alternative Roles
AE will use
Riposte / Retaliate, Blade
Even though I suggest the DPS role for
Storm / Force Scream, Force Sweep /
everyone to level in, some will want to play
Smash, Hilt Strike / Backhand and Cyclone
a different role.
Slash / Sweeping Slash.
This portion will go over
the alternate roles each advanced class can
play, if they have an alternate role from
DPS – 2 do not.
Use your defensive cooldowns at the
start of
group
combat
and
when the
cooldown permits on bosses.
Guardian
Leap / Intercede should be used when
Jedi Guardian / Sith
Juggernaut
someone in the group is getting attacked
and you're not in melee range.
Example Build – Guardian
Jedi Shadow / Sith
Assassin
Example Build - Juggernaut
Rather than a focus on damage, there's
a focus on keeping enemies attacking you
and surviving. The first element is Soresu
Example Build – Shadow
Form, which is required for tanking.
Example Build - Assassin
To
generate Focus or Rage, you should use the
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Jedi Sage / Sith Sorcerer
Force management is an issue here
since you have a set total amount. Combat
Technique / Dark Charge should be the
active buff while tanking.
Combat then
Example Build – Sage
becomes a priority list to ensure that
Example Build - Sorcerer
certain effects are maintained.
As a healer, you're under the power of
•
•
•
•
•
Kinetic Ward / Dark Ward with under
triage in combat, or the sorting of need.
2 charges
Force
Slow Time / Wither for the damage
powerful and should be active on the tank
debuff
at all times, when not on cooldown. Then
Force
Breach
/
Discharge
for
/
Static
Barrier
is
quite
you want to keep Rejuvenate / Resurgence
accuracy debuff
on the tank for the HoT and armor bonus,
Telekinetic Throw / Force Lightning
not to
with 3 charges
Conveyance / Force Bending.
Project
/
Shock
if
mention
the
skill
benefit from
Particle
Acceleration / Energize is active
•
Armor
From this point it's more about using
Double Strike / Thrash
Healing Trance / Innervate on cooldown,
hoping for a free cast of Noble Sacrifice /
AE attacks are similar, except that you
add Whirling Blow / Lacerate.
Defensive
Consumption
and
Deliverance
Infusion for the big heals.
/
Dark
Salvation /
abilities should be used at the start of
Revivification can be used when you need
group fights and when available on bosses.
to heal the group and they are not moving.
Force Speed is a great tool to use to cover
distances quickly.
It's a rather simple rotation where the
use of Noble Sacrifice / Consumption will
hopefully cover your Force needs, as long
as you never get more than 2 stacks of the
debuff active at any time.
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The Unofficial Star Wars the Old Republic Strategy Guide
Scoundrel / Operative
Vanguard / Powertech
Example Build – Scoundrel
Example Build – Vanguard
Example Build - Operative
Example Build - Powertech
Healing
as
this
class
is
all
about
Ion Cell / Ion Gas Cylinder will be used to
managing HoTs. As with all healers, Energy
tank in order to increase your threat.
management is a concern and Pugnacity /
Ammo / Heat management is always fun, so
Stim Boost can help. It requires an Upper
you want to use Hammer Shot / Rapid Shots
Hand / Tactical Advantage, which is also
when under 8 Ammo / above 20 Heat.
used to increase our healing, so you always
Otherwise, on single targets the following
want to have at least 1 stack of the buff at
priority should work.
all times.
Punch, High Impact Round / Rail Shot,
Stockstrike / Rocket
Sticky Grenade / Explosive Dart and Neural
You'll want to keep Slow-release Medpac
Jolt / Flame Burst.
/ Kolto Probe active on the tank, as well as
Diagnostic Scan for the rolling healing.
AE combat will use Mortar Volley / Death
Underworld Medicine / Kolto Injection will
from Above, Sticky Grenade / Explosive
be your main big heal and you can use
Dart, Pulse Round / Flamethrower and
Kolto Pack / Kolto Infusion in emergencies,
Explosive Surge / Flame Sweep.
though it consumes an Upper Hand /
Tactical Advantage.
Emergency Medpac /
Storm / Jet Charge should be used to
Surgical Probe also consumes a buff but the
close distance gaps and Smoke Grenade /
heal is smaller, so only in the dire straits.
Oil Slick should be used to reduce incoming
damage from groups or bosses when you
need some breathing room.
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Commando / Mercenary
Example Build – Commando
Example Build - Mercenary
As with all Troopers / Bounty Hunters,
Ammo / Heat management is important.
use Hammer Shot / Rapid Shots when
under 8 Ammo / above 20 Heat, unless you
need to burst out the heals.
Combat
Support Cell / Combat Support Cylinder
should
be
used
Supercharged
Cell
when
/
healing
as
Supercharged
Gas
provides either a Damage Shield or a
reduced cooldown on your healing abilities.
Use it once you get the 30 stacks needed to
trigger
it and
typically
with
Advanced
Medial Probe / Healing Scan to get 2 strong
heals in a row.
Trauma Probe / Kolto Shell should be
active on the tank at all times, it provides
passive healing. Balancing the use of Kolto
Bomb / Kolto Missile and the boosted
healing effect as well as extra armor is
important. It lasts 15 seconds, so you want
to keep the buff active. Combined with a
skilled Advanced Medical Probe / Healing
Scan, the tank should have not only extra
armor but a HoT as well. Bacta Infusion /
Emergency
emergencies
Scan
or
is
best
movement
saved
for
portions
of
fights due to it's long-ish cooldown.
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CLASSES
O
Class Basics
With 4 main classes available, Knight /
ne of the first choices you
Warrior, Consular / Inquisitor, Smuggler /
make is selecting your class
Imperial
for your character.
Hunter, your final choices are actually
While all
classes can fill a damage role, some have a
Agent
and
Trooper
/
Bounty
Advanced Classes, Roles and Playstyles.
strength towards tanking or healing, some
have a preference for toe to toe combat
and others from a distance.
Every single
advanced
class can
Finding the
play as a damage role. The ones listed
right class for you can mean some time
in the following table are the class specific
trying them all out but this section hopes to
roles that differentiate them from the other
at least point you in the right direction.
advanced class. For example, a Jedi Knight
can opt to be a Guardian Tank or DPS or
An important item to note is that at a
basic level, there are only 4 main classes so
they can choose a Sentinel who can only
DPS.
that if you want to play a Sith Warrior you
can feel safe knowing that it's a near mirror
to the Jedi Knight. Faction has an impact in
PvP, quests, story and being able to play
with friends but it doesn't have a large
Class
Adv.
Class
Role
Style
Knight
Guardian
Tank
Melee
Sentinel
Damage
Melee
Juggernau
t
Tank
Melee
Marauder
Damage
Melee
Sage
Healer
Range
Shadow
Tank
Melee
Assassin
Tank
Melee
Sorcerer
Healer
Range
Gunslinge
Damage
Range
impact on classes.
Warrior
Consular
Inquisito
r
Smuggle
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The Unofficial Star Wars the Old Republic Strategy Guide
Class
Adv.
Class
r
r
Imperial
Agent
Trooper
Bounty
Hunter
Role
Style
Once you acquire the advanced class,
you'll gain access to your skill trees. Each
class has 5 total trees – 2 for each
advanced class and 1 shared between
Scoundrel
Healer
Range
Operative
Damage
Range
Sniper
Damage
Range
while the other two focus on your specific
Vanguard
Tank
Range
role.
Command
o
Heal
Range
Mercenary
Heal
Range
Powertech
Tank
Range
them.
on passive boosts to damage and stats,
As you can see, there is an even
breakdown between tank and healer but
you
This shared tree is usually focused
a large advantage towards ranged
classes. It's worth noting that the tank and
and healer advanced classes also have the
ability to deal some good damage but in a
group setting, you're likely to be expected
to fill in your specialized role.
Advanced Classes
Once you reach your Space Fleet, one of
you first class quests will unlock your
Advanced Class options – which will only
happen if you're level 10 or higher. You'll
be asked to select one of the two advanced
classes for your character and if you make
a mistake you're stuck with it.
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The Unofficial Star Wars the Old Republic Strategy Guide
S
ABILITIES AND SKILLS
ince each class has a mirror on the other faction, I won't double the information in
this section. Abilities are the naturally acquired spells and attacks you gain from
increasing your character's level.
Skills are obtained from a set of trees from
which you can spend points – sort of like talents in other games. You gain 1 point per level,
starting at level 10 for a total of 41 by level 50.
Some skills require you to have invested into the appropriate skill tree before they
become available, essentially limiting the top-level skills to higher level characters. As you
level up, your trainer will offer you new ranks in for your abilities and skills. This means that
every Warrior will have nearly the same abilities as another but possibly 3-6 more,
depending on skill tree allocation.
Abilities will list the Jedi name followed by the Sith name, if there is a difference at all.
Advanced classes can be obtained as early as level 10 or as late as you complete the quest.
Knight / Warrior
Knights and Warriors can equip Lightsabers, Vibroswords and Medium armor. Once you
acquire your advanced class, you'll gain an extra set of abilities. Sentinel (Sen) equates to
Marauder (Mar) while Guardian (Grd) is equal to Juggernaut (Jug). The Knights use Focus
and the Warriors use Rage as their power source, where some abilities grant it while others
consume it.
Abilities
Skill
Lv
Class
Effect
Strike /
Assault
1
All
Deal weapon damage. Gain 2 Focus
Slash / Vicious
1
All
Deal moderate damage. Costs 3 Focus
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill
Lv
Class
Effect
Force Might /
Unnatural
Might
1
All
Increase melee, range, force and tech damage and healing.
Shii-cho Form
1
All
Increase all damage dealt and reduce damage received
Force Leap /
Force Charge
2
All
Leap to target and interrupt their action. Gain 3 Focus.
Force Sweep /
Smash
3
All
Strike 3 enemies and slow them. Costs 3 Focus.
Saber Ward
4
All
Increase defense and parry chance for a short period.
Riposte /
Retaliation
5
All
Attack a tacker after having parried or deflected an attack.
Does not use the global cooldown. Costs 3 Focus
Blade Storm /
Force Scream
6
All
Project damage onto your enemy, can knock down weak and
standard enemies. Costs 4 Focus
Master Strike /
Ravage
8
All
Resolute/
Unleash
9
All
Breaks all movement effect
Sprint
14
All
Increase movement speed by 35% while out of combat
Call on the
Force
15
All
Finish cooldown on Saber Ward, heals 2% of health every 3
seconds for a medium duration.
Force Kick /
Disruption
18
All
Interrupt your target and prevent use of that ability for a short
period. Costs 1 Focus
Force Stasis /
Force Choke
24
All
Stun and deal damage over 3 seconds. Gain 1 Focus per
second.
Pommel Strike
28
All
Hit target for high damage, only works on incapacitated
enemies.
Cyclone
Slash /
Sweeping
Slash
32
All
Hit up to 5 nearby enemies. Costs 3 Focus
Slash
Deal high damage and stun opponent. 3 sec channel.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill
Lv
Class
Effect
Opportune
Strike /
Savage Kick
34
All
Hit a target for high damage. Only useable on slow or
immobilized targets.
Awe /
Intimidating
Roar
42
All
Confound nearby enemies, preventing action for 6 seconds.
Costs 1 Focus
Dispatch /
Vicious Throw
46
All
Throw saber for high damage, only useable on targets below
20% health. Costs 3 focus
Dual Wield
10
Sen/Ma
r
Allows use 2 weapons at once
Zealous Strike
/ Battering
Assault
10
Sen/Ma
r
Strike a target multiple times. Gain 6 Focus.
Rebuke
10
Sen/Ma
r
Reduces damage taken and deals damage to attackers,
refreshes when hit, max 30 second duration
Centering /
Fury
10
Sen/Ma
r
When you spend focus or kill a target, gain a stack of Center.
30 stacks make you Centered / Furious
Zen / Berserk
10
Sen/Ma
r
Must be Centered. Last 6 charges. Shii-Cho: Slash costs no
focus and hits 1 more target, Juyo: Increase burn critical chance
and heal party, Ataru: Reduces focus cost of Slash and Blade
Rush and Global cooldown
Cauterize /
Rupture
12
Sen/Ma
r
Strike for damage and deal more damage over time. Costs 2
Focus
Juyo Form
14
Sen/Ma
r
Causes melee attacks to increase all damage dealt
Leg Slash /
Crippling
Slash
16
Sen/Ma
r
Deal damage and slow the target. Costs 2 Focus
Crippling
Throw /
Deadly Throw
18
Sen/Ma
r
Deals heavy damage and reduces healing taken by target.
Costs 3 Focus
Transcendenc
e / Predation
22
Sen/Ma
r
Must be Centered. Increase group movement speed and
defense for 10 seconds.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill
Lv
Class
Effect
Pacify /
Obfuscate
26
Sen/Ma
r
Reduce target's accuracy by 90% for a short period. Costs 1
Focus
Disable Droid
28
Sen/Ma
r
Shut down a droid for 1 minute. Damage breaks effect.
Force
Camouflage
30
Sen/Ma
r
Enter Stealth reducing your threat and movement speed.
Guarded by
the Force /
Undying Rage
38
Sen/Ma
r
Spend health to gain damage resist
Inspiration /
Bloodthirst
44
Sen/Ma
r
Must be Centered. Increase group healing and damage for 15
seconds.
Valorous Call /
Frenzy
50
Sen/Ma
r
Increase accuracy for a short period
Armor: Shield
Proficiency
10
Grd/Jug
Allows use of Shield Generators
Armor: Heavy
Armor
10
Grd/Jug
Allows use of Heavy armor
Armor: Focus
10
Grd/Jug
Allow use of Focus
Blade Turning
10
Grd/Jug
First 2 seconds of Saber Ward grants 100% defense
Sundering
Strike /
Sundering
Assault
10
Grd/Jug
Strike for damage and reduce enemy armor. Stacks 5 times.
Grants 2 Focus
Freezing
Force /
Chilling
Scream
12
Grd/Jug
Slow all nearby enemies. Costs 2 Focus
Guard
14
Grd/Jug
Guard target who takes less damage and generates less threat.
A portion of the damage they take is transferred to you.
Requires Soresu Form.
Soresu Form
14
Grd/Jug
Reduce damage taken, armor rating, threat generation and
shield chance. Taking damage also builds 1 Focus but Strikes
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill
Lv
Class
Effect
grant 1 less Focus.
Taunt
16
Grd/Jug
Force the target to attack you for a short period. Enemy deals
less damage if they are not attacking you.
Combat Focus
/ Berserk
22
Grd/Jug
Gain 6 Focus
Force Push
26
Grd/Jug
Deal damage and knock back the target.
Enure /
Endure Pain
28
Grd/Jug
Increase your health for a short period of time.
Challenging
Call /
Threatening
Scream
30
Grd/Jug
Taunt all nearby enemies to attack you for a short period.
Saber Throw
36
Grd/Jug
Throw lightsaber to target for damage. Gain 3 Focus.
Guardian
Leap /
Intercede
50
Grd/Jug
Jump to a friendly target, reducing the damage they take for a
short period.
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Skills
The Knight has the Focus tree shared, while the Guardian gets Defense and Vigilance.
The Warrior shares the Rage tree while the Juggernaut gets Vengeance and Immortal and
the Marauder gets Carnage and Annihilation.
Ability
Requirement
AC
Effect
Zealous
Leap /
Obliterate
10 Focus / Rage
All
Jump to and strike your target. Deals a large
amount of threat. Costs 3 Focus
Force
Exhaustion /
Force Crush
30 Focus / Rage
All
Slow and damage the target over 5 seconds.
Once completed, deal additional damage. Costs
4 Focus
Ataru Form
10 Combat /
Carnage
Sen/Mar
Increase accuracy and attacks have a chance to
deal Force damage.
Precision
Slash / Gore
20 Combat /
Carnage
Sen/Mar
Damage target and grant a buff that increases
armor penetration for a short period. Costs 3
Focus
Blade Rush /
Massacre
30 Combat /
Carnage
Sen/Mar
Damage target and trigger an Ataru Form strike.
Increases the chance of further Ataru strikes for
a short period. Costs 3 Focus
Overload
Saber /
Deadly
Saber
10 Watchman /
Annihilation
Sen/Mar
The next 3 melee attacks burn the enemy for a
short period. Can stack 3 times. Costs 3 Focus
Merciless
Slash /
Annihilate
30 Watchman /
Annihilation
Sen/Mar
Damage target for high damage and grant a buff
that reduces the cooldown of this skill. Can
stack 3 times. Costs 5 Focus.
Warding Call
/ Invicible
10 Defense /
Immortal
Gua/Jug
Reduce all damage taken for a short period
Hilt Strike /
Backhand
20 Defense /
Immortal
Gua/Jug
Hit the target for high damage and stun them for
a short duration. Provides high threat. Costs 3
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The Unofficial Star Wars the Old Republic Strategy Guide
Ability
Requirement
AC
Effect
Focus
Guardian
Slash /
Crushing
Blow
30 Defense /
Immortal
Gua/Jug
Deal heavy damage and reduce opponent's
armor. Targets with 5 stacks of the debuff take
damage instead. Costs 4 Focus
Shien Form
10 Vigilance /
Vengeance
Gua/Jug
Increase all damage dealt and all attacks that
costs Focus will cost 1 less when used. Taking
damage will reward you with 1 Focus.
Overhead
Slash /
Impale
20 Vigilance /
Vengeance
Gua/Jug
Deal heavy damage to target. Costs 4 Focus
Plasma
Brand /
Shatter
30 Vigilance /
Vengeance
Gua/Jug
Hit a target afflicted by Sundering for high initial
damage and additional damage over time.
Costs 5 Focus
Consular / Inquisitor
The second Jedi/Sith group of classes focuses more on dealing damage and healing from
a distance with Force powers.
The matched advanced classes are Shadow (Sha) and
Assassin (Ass) for damage and Sage (Sag) and Sorcerer (Sor) for healing.
Their power
source is Force, which regenerates at a steady rate. Sages and Sorcerers will have 5 times
the Force of Shadow and Assassins, possibly more depending on their skill tree allocation.
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The Unofficial Star Wars the Old Republic Strategy Guide
Abilities
Skill
Lv
Class
Effect
Force Valor /
Mark of Power
1
All
Increase Strength, Aim, Willpower and Cunning by 5% and
elemental resistance.
Saber Strike
1
All
Deal weapon damage.
Project /
Shock
1
All
Strike the enemy from afar. 45 Force
Double Strike
/ Thrash
1
All
Strike twice with your weapon. 25 Force
Telekinetic
Throw / Force
Lightning
2
All
Deals damage to target over time and slow the target. 30 Force
Force Wave /
Overload
3
All
Deal damage and knockback nearby targets. 20 Force
Force Stun /
Electrocute
4
All
Deal damage and stun the target. 20 Force
Force Lift /
Whirlwind
6
All
Trap the target for a period of time, damage breaks the effect.
20 Force
Force Potency
/
Recklessness
8
All
Grant 2 charges than increase your critical chance by 60% per
charge. Consumed on critical hit.
Force of Will /
Unbreakable
Will
9
All
Break hostile effects. 2 min cooldown
Armor: Focus
10
All
Allows use of Focus items
Sprint
14
All
Increase movement speed outside of combat
Mind Crush /
Crushing
Darkness
14
All
Deal instant damage and additional damage over time. 40
Force
Channel the
Force
15
All
Finish cooldown on your stun, heal for 2% of health every 3
seconds. Requires companion. Lasts 1 minute. 20 minute
cooldown.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill
Lv
Class
Effect
Force Speed
16
All
Increase movement speed for 2 seconds
Mind Snap /
Jolt
18
All
Interrupt your target
Force Slow
22
All
Deal damage and slow your target. 15 Force
Tumult
28
All
Deal high damage to an incapacitated enemy
Unity
46
Con
Reduces damage you and your companion take for 15 seconds.
Sacrifice
46
Inq
Sacrifice your companion to heal yourself
Shield
Generator
10
Sha/As
s
Allows use of Shield Generators
Force
Technique /
Lightning
Charge
10
Sha/As
s
Chance to deal additional kinetic damage per strike. Requires
double bladed lightsaber
Shadow Strike
/ Maul
10
Sha/As
s
Deals damage to target, must attack from behind. Requires
double bladed lightsaber. 50 Force
Shadow's
Training /
Assassin's
Training
10
Sha/As
s
Increase total endurance and damage dealt by Project/Shock
Stealth
10
Sha/As
s
Enter Stealth mode and make you difficult to detect and move
slowly.
Weapon:
Double
Bladed
Lightsaber
10
Sha/As
s
Allows use of double bladed lightsabers
Weapon:
Electrostaff
10
Sha/As
s
Allows use of electrostaves
Force Breach /
Discharge
12
Sha/As
s
Attacks depending on active technique. Force deals damage
over time, Combat hits up to 5 nearby enemies and Shadow
deals direct damage. 20 Force
Combat
14
Sha/As
Gives a chance for attacks to deal minor damage and heal you.
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Skill
Lv
Technique /
Dark Charge
Class
Effect
s
Also increases your shield rating and threat generation while
reducing damage. Requires double bladed lightsaber. 50 Force
Guard
14
Sha/As
s
Guard a nearby target, who takes 5% less damage and
generates less threat. A portion of the damage they take is
transferred to you
Mind Control
16
Sha/As
s
Forces the enemy to attack you for 6 seconds
Mind Maze /
Mind Trap
20
Sha/As
s
Confuses target for 60 seconds. Damage breaks the effect.
Only useable in Stealth Mode. 50 Force
Blackout
22
Sha/As
s
Increases Stealth mode for a short period
Force Cloak
22
Sha/As
s
Exits combat and enter stealth mode for a short period
Deflection
24
Sha/As
s
Increase your range and melee defenses for a short period
Whirling
Blow /
Lacerate
26
Sha/As
s
Deals damage to all nearby targets. 40 Force
Spinning
Strike /
Assassinate
32
Sha/As
s
Deals high damage to targets under 30% health. 25 Force
Resilience /
Force Shroud
36
Sha/As
s
Remove all hostile effects and makes you immune to their
effects for a short time
Force Kick /
Spike
42
Sha/As
s
Deal damage and knock down target. Only useable in stealth.
30 Force
Battle
Readiness /
Overcharge
Saber
50
Sha/As
s
Increase damage dealt by Force and Shadow attacks for a short
period
Benevolence /
Dark Heal
10
Sag/Sor
Heals a target. 50 Force
Disturbance /
10
Sag/Sor
Deal telekinetic damage. 30 Force
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Skill
Lv
Class
Effect
Force Reach /
Transmission
10
Sag/Sor
Increase the range of your force attacks
Force
Studies /
Force
Attunement
10
Sag/Sor
Increase your Force stock by 400
Deliverance /
Dark Infusion
12
Sag/Sor
Heal a target for a medium amount. 55 Force
Force Armor /
Static Barrier
14
Sag/Sor
Surround target in a force shield, absorbing a high amount of
damage. Cannot be used again on the same target for 20
seconds. 65 Force
Weaken
Mind /
Affliction
16
Sag/Sor
Deals damage over time. 35 Force.
Noble
Sacrifice /
Consumption
20
Sag/Sor
Sacrifice a portion of your life to restore some force. Force
regeneration is reduced by 25% for 10 seconds, stacks 4 times.
Restoration /
Purge
24
Sag/Sor
Cleanse a target of hostile effects. 30 Force
Cloud Mind
30
Sag/Sor
Lowers threat
Forcequake /
Force Storm
34
Sag/Sor
Enemies at target location are dealt damage over time and
slowed. Chance to knock down weak and standard targets. 100
Force
Rescue /
Extrication
42
Sag/Sor
Lowers target threat and pulls the party member to you
Revival /
Reanimation
50
Sag/Sor
Revives a friendly target, while in combat. Cannot be targeted
again for 5 minutes. 30 Force
Lightning
Strike
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Skills
The Consular has the Balance tree shared, while the Sage gets Seer and Telekinetics and
the Shadow gets Kinetic Combat and Infiltration. The Inquisitor shares the Madness tree
while the Sorcerer gets Corruption and Lightning while the Assassin gets Darkness and
Deception.
Ability
Requirement
AC
Effect
The Force in
Balance /
Death Field
10 Balance /
Madness
All
Deal damage to the targeted area and provide
self healing from the damage. 50 Focus
Sever
Force /
Creeping
Terror
30 Balance /
Madness
All
Immobilize the target for a short period and deal
high damage over time. 20 Focus
Rejuvenate /
Resurgence
10 Seer /
Corruption
Sag/Sor
Heal the target and provide additional healing
over time. 30 Focus
Healing
Trance /
Innervate
20 Seer /
Corruption
Sag/Sor
Heal the target and provide additional healing
over during the channel duration. 40 Focus
Salvation /
Revivificatio
n
30 Seer /
Corruption
Sag/Sor
Heal all nearby allies and provide additional
healing over time to those who stay within
range. 100 Focus
Telekinetic
Wave /
Chain
Lightning
10 Telekinetics /
Lightning
Sag/Sor
Deal damage to up to 5 targets. 50 Focus
Mental
Alacrity /
Polarity Shift
20 Telekinetics /
Lightning
Sag/Sor
Increase your Force casting speed for a short
period.
Turbulence /
Thundering
Blast
30 Telekinetics /
Lightning
Sag/Sor
Deal high damage to a target and critically hit if
the target is afflicted with Weaken Mind /
Affliction. 45 Force
Kinetic Ward
10 Kinetic Combat /
Sha/Ass
Create a shield that increases your shield
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Ability
Requirement
AC
Effect
/ Dark Ward
Darkness
Force Pull
20 Kinetic Combat /
Darkness
Sha/Ass
Pull target towards you. Does not work on
targets in cover.
Slow Time /
Wither
30 Kinetic Combat /
Darkness
Sha/Ass
Hit up to 5 targets and reduce the damage they
deal for a short period. Generates high threat.
40 Force
Shadow
Technique /
Surging
Charge
10 Infiltration /
Deception
Sha/Ass
Attacks have a chance to deal additional
damage. 50 Force
Low Slash
20 Infiltration /
Deception
Sha/Ass
Deal damage and incapacitate the target for a
short duration. Damage breaks the effect. 30
Force
Clairvoyant
Strike /
Voltaic Slash
30 Infiltration /
Deception
Sha/Ass
Hit the target and increase the damage of your
next Project / Shock. Stacks 2 times. 25 Force
chance. 8 charges. 10 Force
Smuggler / Imperial Agent
The ranged physical classes whose focus is on damage and healing.
Your paired
Advanced Classes are Scoundrel (Sco) and Snipers (Sni) for damage and Gunslinger (Gun)
and Operative (Ope) for healing.
Their power resource is Energy, which regenerates at
different rates depending on how much you have in reserve. More Energy (60% and above)
and you will regenerate much faster than if you have less in reserve.
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Abilities
Skill
Lv
Class
Effect
Take Cover
1
All
Roll into cover, providing ranged defense and additional skill
options
Lucky Shots /
Coordination
1
All
Increase target's critical chance
Flurry of Bolts
/ Rifle Shot
1
All
Fire your weapon for damage
Charged Burst
/ Snipe
1
All
Fire blasts at target. Must be in cover. 20 Energy
Explosive
Probe /
Sabotage
Charge
1
All
Put a charge on the target that deals additional damage when
they take damage. Can only be used from Cover. 20 Energy
Blaster Whip /
Shiv
2
All
Strike your target with your weapon. 15 Energy
Thermal
Grenade /
Fragmentatio
n Grenade
3
All
Deal damage to up to 3 enemies in the targeted area. 20
Energy
Dirty Kick /
Debilitate
4
All
Deal damage and stun the target. 10 Energy
Vital Shot
/Corrosive
Dart
5
All
Deal damage over time. 20 Energy
Flash Grenade
/ Flash Bang
6
All
Blind up to 5 targets for a short duration. Damage breaks the
effect. 10 Energy
Quick Shot /
Overload Shot
8
All
Fire your weapon for damage. 17 Energy
Escape
9
All
Break all hostile impairment effects
Slice Droid
12
All
Incapacitate a droid for 1 minute. Damage breaks the effect.
Cool Head /
Adrenaline
14
All
Recover 50 Energy over 3 seconds
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Skill
Lv
Class
Effect
Sprint
14
All
Improved movement speed outside of combat
All In /
Advance
Recon
15
All
Finish the cooldown on Adrenaline Probe / Cool Head and
restore 2% health every 3 seconds for 1 minute.
Distraction
18
All
Interrupt target's action and prevent that ability usage for a
short time
Dodge /
Evasion
24
All
Increase your dodge chance by 100% for a short time.
Cheap Shot /
Eviscerate
28
All
Deals high damage to an incapacitated target.
Surrender /
Countermeas
ures
30
All
Lower threat to all targets by a moderate amount
Defense
Screen /
Shield Probe
32
All
Absorb incoming damage for a short period
Headshot
34
All
Deals high damage to an incapacitated target. Shares
cooldown with Cheap Shot.
XS Freighter
Flyby / Orbital
Strike
48
All
Deal high damage to targeted area for 9 seconds. 30 Energy
Ambush /
Aimed Shot
10
Gun/Sn
i
Deal moderate damage with your weapon. Only useable from
Cover. 15 Energy
Crack Shot /
Advanced
Targeting
10
Gun/Sn
i
Increase the range of your ranged attacks
Dual Wield
10
Gun
Allows the use of two blaster pistols
Weapon:
Sniper Rifle
10
Sni
Allows use of Sniper Rifles
Hold Position
10
Gun/Sn
You are immune to interrupts and push back while in Cover
Probe
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Skill
Lv
Class
Effect
i
Laze Target /
Smuggler's
Luck
10
Gun/Sn
i
Increase the critical chance of your next Snipe / Charged Burst
Leg Shot
12
Gun/Sn
i
Deal damage and immobilize the target. Damage breaks the
effect. 12 Energy
Pulse
Detonator /
Cover Pulse
16
Gun/Sn
i
Knock back all nearby targets and immobilize them. Damage
breaks the effect.
Quickdraw /
Takedown
18
Gun/Sn
i
Deal high damage to targets under 30% health. 15 Energy
Hunker
Down /
Entrench
20
Gun/Sn
i
Become immune to all controlling effects. Only useable in
Cover.
Sweeping
Gunfire /
Suppressive
Fire
22
Gun/Sn
i
Deal damage over targeted area over the duration and hit up to
3 targets. 35 Energy
Flourish Shot /
Shatter Shot
28
Gun/Sn
i
Deal damage and reduce target's armor for a short period. 10
Energy
Speed Shot /
Series of
Shots
36
Gun/Sn
i
Deal high damage over 3 seconds. Only useable in Cover. 20
Energy
Scrambling
Field / Ballistic
Shield
42
Gun/Sn
i
Reduce the damage all allies take while in the field. Only
useable from Cover.
Illegal Mods /
Target
Acquired
50
Gun/Sn
i
Increase alacrity by 20% for a short period.
Back Blast /
Backstab
10
Sco/Op
e
Deal high damage to the target in close range. Must be behind
the target. 10 Energy
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Skill
Lv
Class
Effect
Blasters
Blazing /
Skirmisher
10
Sco/Op
e
Increase the damage of Overload / Quick Shot
Stealth
10
Sco/Op
e
Enter Stealth, reducing chance to be detected and movement
speed. Allows additional abilities
Underworld
Medicine /
Kolto Injection
10
Sco/Op
e
Heal a target. 25 Energy
Upper Hand /
Tactical
Advantage
10
Sco/Op
e
Killing an opponent or using Blaster Whip increases all damage
by 2% and allows use of Exploits for 20 seconds. Can have 2
charges at once.
Weapon:
Scattergun
10
Sco
Allows use of a Scattergun
Diagnostic
Scan
12
Sco/Op
e
Heal a target over time
Stim Boost /
Pugnacity
12
Sco/Op
e
Exploit to recover 3 Energy every 3 seconds for 45 seconds.
Kolto Pack /
Kolto Infusion
14
Sco/Op
e
Exploit in order to heal a target. 20 Energy
Blaster
Volley /
Carbine Burst
16
Sco/Op
e
Exploit to hit up to 5 enemies for damage. 20 Energy
Tranquilizer /
Sleep Dart
20
Sco/Op
e
Puts target to sleep for 1 minute. Damage breaks the effect.
Must be in Stealth. 20 Energy
Disappearing
Act / Cloaking
Screen
22
Sco/Op
e
Exit combat and enter Stealth for a short time.
Sneak
22
Sco/Op
e
Increase your Stealth level for a short time.
Lucky Dodge /
Avoidance
Training
24
Sco/Op
e
Evasion / Dodge removes hostile effects
Triage / Toxin
Scan
24
Sco/Op
e
Purge a target of 2 negative effects. 10 Energy
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Skill
Lv
Class
Effect
Tendon Blast /
Sever Tendon
26
Sco/Op
e
Damage the target and reduce their movement speed. 10
Energy
Shoot First /
Hidden Strike
36
Sco/Op
e
Deal high damage up close to a target. Must be in Stealth. 17
Energy
Smuggle /
Infiltrate
42
Sco/Op
e
Cloak your party in Stealth for a short period
Heartrigger
Patch /
Resuscitation
Probe
50
Sco/Op
e
Revive an ally while in combat. Target cannot be the target
again for 5 minutes.
Skills
The Smuggler has the Dirty Fighting tree shared, while the Scoundrel gets Sawbones and
Scrapper and the Gunslinger gets Saboteur and Sharpshooter. The Imperial Agent shares
the Lethality tree while the Sniper gets Engineering and Marksman and the Operative gets
Concealment and Medic.
Ability
Requirement
AC
Effect
Shrap
Bomb /
Corrosive
Grenade
10 Dirty Fighting /
Lethality
All
Inflict a bleed effect on up to 5 targets. 20
Energy
Wounding
Shot /
Weakening
Blast
20 Dirty Fighting /
Lethality
All
Deal damage and cause target to take additional
damage from Bleed effects for a short duration.
30 Energy.
Hemorrhagi
ng Blast /
Cull
30 Dirty Fighting /
Lethality
All
Deal damage to target and additional damage
for each active bleed effect. 10 Energy
Shock
Charge /
Interrogatio
n Probe
10 Saboteur /
Engineering
Gun/Sni
Place a charge that deals damage over time. 25
Energy
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Ability
Requirement
AC
Effect
Sabotage /
EMP
Discaharge
20 Saboteur /
Engineering
Gun/Sni
Overloads all Shock Charges / Interrogation
Probes and deal damage to nearby targets.
Resets cooldown on multiple skills.
Incendiary
Grenade /
Plasma
Probe
30 Saboteur /
Engineering
Gun/Sni
Deal damage over time to targeted enemies.
Enemies also take additional blaster damage
during the effect. 25 Energy
Diversion
10 Sharpshooter /
Marksman
Gun/Sni
Reduce target's accuracy and force them from
Cover.
Trickshot /
Followthrou
gh
20 Sharpshooter /
Marksman
Gun/Sni
Fires a follow-up shot. Only useable within 4.5s
of a Charge Burst/Snipe or Aimed Shot/Ambush.
10 Energy
Rapid Fire
30 Sharpshooter /
Marksman
Gun/Sni
Finish cooldown on Speed Shot/Series of Shots
and make the next cast instant.
SlowRelease
Medpack /
Kolto Probe
10 Sawbones /
Medic
Sco/Op
e
Heal the target over time. 15 Energy
Emergency
Medpac /
Surgical
Precision
20 Sawbones /
Medic
Sco/Op
e
Instantly heal the target. Consumes Upper
Hand/Tactical Advantage
Kolto Cloud /
Recuperativ
e Nanotech
30 Sawbones /
Medic
Sco/Op
e
Heal up to 4 targets in range of the target over a
short period. 30 Energy
Sucker
Punch /
Laceration
10 Scrapper /
Concealment
Sco/Op
e
Hit the target for high damage. Requires Upper
Hand / Tactical Advantage. 25 Energy.
Pyrotechnic
Round / Acid
Blade
30 Scrapper /
Concealment
Sco/Op
e
Deal high damage to target over time. Requires
Upper Hand / Tactical Advantage. 17 Energy
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Trooper / Bounty Hunter
The final group of physical classes, also meant to act from range, will provide damage
and tanking abilities. They can wear heavy armor . The Commando (Com) and Mercenary
(Mer) are meant for damage roles while Vanguard (Van) and Powertech (Pow) focus on
tanking. Their power source are opposites in that Troopers use Ammo, which is depleted
from actions and Bounty Hunters gain Heat, which is acquired through abilities.
Abilities
Skill
Lv
Class
Effect
Fortification /
Hunter's Boon
1
All
Increase target's Endurance
Hammer
Shot / Rapid
Shots
1
All
Fire your weapon for damage
Explosive
Round /
Missile Blast
1
All
Deal damage to target and additional damage to nearby
targets. Can knock down weak and standard enemies. 3 Ammo
/ 25 Heat
Recharge
Cells / Vent
Heat
1
All
Recharge 6 Ammo or remove 50 Heat over 3 seconds
Shockstrike /
Rocket Punch
2
All
Deal high damage to a nearby target. 2 Ammo
Full Auto /
Unload
3
All
Deal damage over 3 seconds. Weak and standard enemies are
stunned for the duration. 2 Ammo / 16 Heat
Plasma Cell /
Combustible
Gas Cylinder
4
All
Chance that all blaster attacks deal additional damage over
time.
Sticky
Grenade /
Explosive Dart
5
All
Deal damage after a short period. Weak and standard enemies
are panicked for the duration and knocked down after the
damage. Deals damage to an area around the target, up to 3
enemies. 2 Ammo / 16 Heat
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Skill
Lv
Class
Effect
High Impact
Bolt / Rail
Shot
6
All
Fire a high damage shot to incapacitated targets and targets
taking damage over time. 2 Ammo / 16 Heat
Pulse
Cannon /
Flame
Thrower
8
All
Deal damage to an area in front of you for 3 seconds. 3 Ammo /
25 Heat
Tenacity /
Determination
9
All
Remove all incapacitating effects
Mortar
Volley / Death
from Above
10
All
Deal damage to an area over 3 seconds and knocking down
weak and standard enemies. 3 Ammo / 25 Heat
Cryo
Grenade /
Electro Dart
12
All
Stun a target for a short period. 1 Ammo / 8 Heat
Armor
Piercing Cell /
High Velocity
Gas Cylinder
12
All
Increases armor penetration of your attacks
Reactive
Shield /
Energy Shield
14
All
Reduces all damage taken for a short period
Sprint
14
All
Increase movement speed outside of combat
No Retreat /
On the Trail
15
All
Finish cooldown on Cryo Grenade / Electro Dart and heals 2% of
health every 3 seconds for 1 minute
Adrenaline
Rush / Kolto
Overload
32
All
Increase maximum health for a short period
Blitz /
Shoulder Slam
34
All
Hit a close range target for high damage to an incapacitated
target.
Stealth Scan
36
All
Scan the area for stealthed targets
Reserve
Powercell /
Thermal
Sensor
Override
42
All
Next ability generates no Heat.
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Skill
Lv
Class
Effect
Dual Wield
10
Mer
Allows use of two weapons at once
Armor: Power
Generator
10
Com
Allow use of Power Generators
Weapon:
Assault
Cannon
10
Com
Allow use of Assault Cannons
Medical Probe
/ Rapid Scan
10
Mer/Co
m
Heals the target. 3 Ammo / 25 Heat
Charged
Bolts / Power
Shot
10
Mer/Co
m
Fires a charged blast at the target. Requires assault cannon / 2
blasters. 3 Ammo / 25 Heat
Hail of Bolts /
Sweeping
Blasters
12
Mer/Co
m
Deal damage to an area over 3 seconds, hitting up to 5 targets.
Weak and standard enemies are knocked down. Requires
assault cannon / 2 blasters. 4 Ammo / 33 Heat
Armorpiercing Cell /
High Velocity
Gas Cylinder
12
Mer/Co
m
Armor penetration increased by 35%. only 1 type of ammo can
be active at at ime.
Concussion
Charge / Jet
Boost
14
Mer/Co
m
Hit 5 nearby enemies for damage and knock back as well as
slow their movement speed for a short duration. 2 Ammo / 16
Heat
Combat
Support Cell /
Combat
Support
Cylinder
14
Mer/Co
m
When active, Hammer Shot / Rapid Shot increase damage and
healing up to 3% at 30 charges. Hammer shot / Rapid Shot will
also heal friendly targets
Advanced
Medical Probe
/ Healing Scan
16
Mer/Co
m
Heal a target for moderate damage. 2 Ammo / 16 Heat
Plasma
Grenade /
Fusion Missile
18
Mer/Co
m
Deal damage to up to 3 targets and additional damage over
time. Weak and standard enemies are panicked for the
duration. 4 Ammo / 33 Heat
Concussive
Round /
Concussion
22
Mer/Co
m
Incapacitate the target for 1 minute. Damage breaks the effect.
1 Ammo / 8 Heat
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Skill
Lv
Class
Effect
Field Aid /
Cure
24
Mer/Co
m
Purge the target of 2 hostile effects. 2 Ammo / 16 Heat
Diversion /
Chaff Flare
30
Mer/Co
m
Reduce threat to all targets
Tech Override
/ Power Surge
50
Mer/Co
m
The next ability with an activation time will be instant
Armor: Power
Generator
10
Van/Po
w
Allows use of Power Generators
Armor: Shield
Generator
10
Van/Po
w
Allows use of Shield Generators
Ion Pulse /
Flame Burst
10
Van/Po
w
Deal damage to the target. 2 Ammo / 16 Heat
Guard
14
Van/Po
w
Guard a nearby target reducing the damage they take and the
threat they generate. A portion of the damage they take is
transferred to you. Requires Ion Cell / Ion Gas Cylinder
Ion Cell / Ion
Gas Cylinder
14
Van/Po
w
Gives a chance for ranged attacks to deal additional damage,
increases your threat generation, your armor, decreases
damage taken and increases shield use.
Neural Jolt /
Neural Dart
16
Van/Po
w
Taunt a target for a short period. Damage dealt to other targets
than you during this time deal less damage.
Riot Strike /
Quell
18
Van/Po
w
Interrupt the target and prevent that ability use for a short
period. 1 Ammo / 8 Heat
Harpoon /
Grapple
22
Van/Po
w
Pull the target to you and generate a high amount of threat.
Cannot target someone in Cover.
Explosive
Surge / Flame
Sweep
24
Van/Po
w
Deal damage to up to 3 enemies. 2 Ammo / 16 Heat
Sonic Round /
Sonic Missile
30
Van/Po
w
Taunts nearby enemies to attack you for a short period
Neural Surge /
46
Van/Po
Stun up to 3 nearby enemies for a short period. 1 Ammo / 8
Missile
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Skill
Lv
Carbonize
Battle Focus /
Explosive Fuel
50
Class
Effect
w
Heat
Van/Po
w
Increase your critical chance for a short period
Skills
The Trooper has the Assault Specialist tree shared, while the Mercenary gets Combat
Medic and Gunnery and the Vanguard gets Shield Specialist and Tactics. The Bounty Hunter
shares the Firebug tree shared, while the Mercenary gets Arsenal and Bodyguard and the
Powertech gets Advanced Prototype and Shield Tech
Ability
Requirement
AC
Effect
Incendiary
Round /
Incendiary
Missile
10 Assault
Specialist / Firebug
All
Deal damage over time to target. 3 Ammo
Assault
Plastique /
Thermal
Detonator
30 Assault
Specialist / Firebug
All
Deal high damage after the duration has
elapsed. Weak and standard enemies are
panicked for the duration and knocked down
from the effect. 2 Ammo
Supercharge
d Cells /
Supercharge
d Gas
5 Combat Medic /
Bodyguard
Com/Me
r
Converts 30 charges of Combat Support to
restore 2 Ammo / 16 Heat and increase healing
by 10% for 10 seconds. While active Charged
Bolts / Power Shot costs less, Full Auto / Unload
costs less, Medical Probe / Healing Scan has no
cooldown and Kolto Bomb / Kolto Missile shields
the group
Kolto Bomb /
Kolto Missile
10 Combat Medic /
Bodyguard
Com/Me
r
Heal up to 3 targets in the targeted area. 2
Ammo / 16 Heat
Trauma
Probe / Kolto
Shell
20 Combat Medic /
Bodyguard
Com/Me
r
Shield the target so that when they take
damage, they receive automatic healing.
Bacta
Infusion /
30 Combat Medic /
Bodyguard
Com/Me
r
Instantly heal a target.
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Ability
Requirement
AC
Effect
Grav
Round /
Tracer
Missile
10 Gunnery /
Arsenal
Com/Me
r
Deal damage and lower the target's armor for a
short duration. Can stack. 3 Ammo / 25 Heat
Demolition
Round /
Heatseeker
Missiles
30 Gunnery /
Arsenal
Com/Me
r
Deal damage to target. Damage increased if
Gravity Vortex / Heat Signature is present. 2
Ammo / 16 Heat
Smoke
Grenade /
Oil Slick
10 Shield Specialist
/ Shield Tech
Van/Po
w
Lowers targeted enemy accuracy for 18 seconds.
1 Ammo / 8 Heat
Storm / Jet
Charge
20 Shield Specialist
/ Shield Tech
Van/Po
w
Jump to target, interrupting their ability, dealing
damage and immobilizing them for a short
duration. Cannot be used on Cover.
Energy Blast
/ Heat Blast
30 Shield Specialist
/ Shield Tech
Van/Po
w
Fire for moderate damage and regain 1 Ammo /
lose 8 Heat
Gut /
Retractable
Blade
10 Tactics /
Advanced
Prototype
Van/Po
w
Deal damage and additional damage over time.
2 Ammo / 16 Heat
Hold the
Line /
Hydraulic
Overrides
20 Tactics /
Advanced
Prototype
Van/Po
w
Grant immunity to movement impairment and
increase movement speed for a short duration.
Fire Pulse /
Immolate
30 Tactics /
Advanced
Prototype
Van/Po
w
Deal high damage to the target. 1 Ammo / 8
Heat
Emergency
Scan
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A
MECHANICS
s combat is one of the primary activities in TOR, there are underlying mechanics
that need to be understood in order to get the best chance of success. In the
most basic format, there are your core statistics but as you delve deeper, you
realize that there are combat statistics and formulas that have a drastic impact on your
performance.
This section's goal is to provide enough detail on these mechanics so that you
understand why doing one activity might be better than another while trying to avoid
complicated maths that only provide minimal gain.
Statistics
Each character has the same core statistics, yet differing amounts of each. Strength is
about melee power, Presence impacts your companion, Aim affects ranged abilities,
Cunning is for technical abilities, Endurance your hit points and Willpower your Force
abilities. Each class has a preferred statistic and you'll see this clearly based on the gear
you acquire in your travels. Even though it might seem counter intuitive to equip Willpower
on a melee Jedi Consular (Shadow), it is actually preferred over Strength.
•
Strength – Knight / Warrior
•
Willpower – Consular / Inquisitor
•
Cunning – Smuggler / Imperial Agent
•
Aim – Trooper / Bounty Hunter
Each point into these 4 main stats gives 0.2 Damage and 0.02 Critical chance in their
respective field. Endurance will provide 10 hit points per point. Presence is a little different
in that it gives your companion 5 hit points, 0.2 damage and 0.16 healing ability.
Thankfully, these stats are fairly simple to remember and work pretty much the same
across all classes, just remember to equip the proper stat for your class!
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Combat Stats
This section gets a bit more complicated, since the stats differ under varying
circumstances and not readily available until your later levels, when they really start to
make a difference.
First off, we'll look at offensive combat stats. Power is a stat that works for all classes in
the same way, each point gives 0.2 damage. Accuracy increases your chance of hitting the
target, which is very important for dual wielding classes that have a higher hit penalty.
Critical Rating increases your chance to critically hit with an attack and you gain 0.11 per
point.
Surge is the final combat stat that increases the actual value of your critical hit.
Finally we have Alacrity, which works to decrease your casting speed. You won't find much
on any gear until you're level 30 though.
Defensive stats are ones meant to make you survive. High armor is better as it absorbs
more damage and it works on a logarithmic scale, where there are reduced benefits the
more you have. Still, for the time being the more armor you have, the better off you'll be
taking damage. You can Parry melee attacks, Deflect ranged attacks and resist Force and
Tech attacks. Each of these has their own defensive stat.
Reference Table
Stat
Effect
Strength
0.2 Melee Damage
0.17 Healing Bonus
0.02 Melee Critical Chance
Presence
5 Companion Hit Points
0.2 Companion Damage
0.14 Companion Healing
Aim
0.2 Ranged Damage
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Stat
Effect
0.17 Healing Bonus
0.02 Ranged Critical Chance
Cunning
0.2 Tech Damage
0.17 Healing Bonus
0.02 Tech Critical Damage
Endurance
10 Hit Points
Willpower
0.2 Force Damage
0.17 Healing Bonus
0.02 Force Critical Chance
Power
0.23 Damage
0.17 Healing
Accuracy
0.036 chance to hit
Critical
0.043 Critical Chance
Surge
0.2 Critical Multiplier
Alacrity
0.036 % Increase
Defense
0.036 Defense Chance
Shield
0.01 Shield Chance
Expertise
0.028% reduced damage – max 9% total
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Combat Basics
Aside from the numbers above, there are some basic elements that need to be
understood as to how combat and abilities function in-game.
If you have past MMO
experience, likely you have theories as to how the game should work. Hopefully this section
sheds some light on it.
Attacks are done with two rolls, the first of which determines if the strike hits, misses, is
dodged or is parried/reflected. The second roll determines if a hit is a shield, crit or normal
attack. Important to note that crit takes priority over shields and shields over hit (Crit >
Shield > Hit). This means that if your crit is high enough, the enemy will not be able to
shield. Dodged and Parried/Reflected attacks deal no damage while Shielded attacks are
absorbed based on your shield rating. Enemies seem to have a base 10% defense chance.
Off-hand damage does not include bonuses and will do less damage than the main hand
attack.
Armor works against Kinetic and Energy damage but not Elemental or Internal – with a
75% cap.
Basic (abilities with no cost) accuracy is 90% for main hand and 57% for off-hand attacks.
Special attacks have a base of 100% for main hand and 67% for off-hand. If your accuracy
rating is above 100%, then you will reduce the defense chance of the target. This gives a
cap of 110% on most enemies.
Threat appears to be stolen at 110% in melee range and 130% at range. Healing awards
50% threat of the damage healed, so overhealing does not generate more threat. Threat
modifiers seem to add 50% threat.
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DoT attacks do not deal damage immediately, unless the ability expressly states that it
does. For example, Affliction will not deal immediate damage but Crushing Darkness will.
DoTs do not interrupt any action but capture points in PvP. You can channel with no impact
if you have multiple DoTs on you. DoTs clip, meaning that if you re-apply the ability on an
enemy, the timer resets based on the new cast – it does not increase the existing duration.
Stat boosts are additive, most specifically Surge and Crit damage. If you have a skill that
adds Critical Strike damage – such as Flame Surge – add it to your current Surge value. A
surge rating of 0 gives a critical bonus damage of 50%.
The Global Cooldown for all abilities is set at 1.5 seconds. You can queue abilities with a
default of 0.5s, up to 5 seconds, as set in your options. This allows you to “pre-cast” an
ability to ensure maximum damage – for example clicking at 1.3 seconds of the GCD will
ensure the ability is executed at 1.5 seconds. If you were to set the queue to 0, you would
have to repeatedly click the ability to ensure it activated precisely at 1.5 seconds. Alacrity
reduces activation time and channeling time. If alacrity reduces the activation time of an
ability below the GCD of 1.5s, then the GCD is also reduced. For example, Charged Bolts
has a 1.5s activation time. If your alacrity brought the activation time to 1.3 seconds, the
GCD would also drop to 1.3 seconds. This does not apply to instant abilities. Alacrity does
not increase channel damage, it simply decreases the tick duration and therefore, overall
duration. Alacrity therefore has little value for classes with multiple instant abilities (tanks)
and great benefit to classes with activation times and channeling times (ranged damage).
Class Stats
At this point we can start looking at the stats that are appropriate for a given class, or
more specifically role within an advanced class. As you level you'll notice that one of your
stats is naturally higher than the others – this is normal due to the itemization in the game.
•
Knight / Warrior – Strength
•
Consular / Inquisitor – Wisdom
•
Smuggler / Imperial Agent - Cunning
•
Trooper / Bounty Hunter – Aim
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Secondary stat value varies depending on a few factors. Power and Crit are a benefit to
everyone, especially those with high damage coefficients (long duration or long activation).
Surge increases in value depending on your crit chance. It is better to focus on increasing
your crit rate to about 30% before you start putting a lot of value into Surge. Alacrity has
reduced value for tanks and melee characters and increased value for ranged attackers and
healers due to the latter two having many abilities with activation times. Defensive stats
(defense, armor, endurance, shield) are only of value to tanks . Finally Accuracy provides a
direct benefit up until 110% chance to hit as enemies have a base 10% defense chance.
Therefore the cap for Accuracy is 110%.
More specifically, you are like to find value on the following stats. There will be variances
within given skill trees but you can use this as a general guideline. Note: Classes with only
1 weapon have a default accuracy rating of 100% on special attacks (those that consume
resources).
Classes with special attacks that hit with the off-hand (2 blasters or 2
lightsabers) have a base accuracy of 67% for the off-hand. Since the off-hand attack does
less damage than the main-hand attack, there is no immediate need to focus on raising this
to 110%.
Advanced Class
Role
Priority
Guardian / Juggernaut
Damage
Strength, Accuracy (until cap), Power, Crit, Surge
Tank
Strength, Accuracy (until cap)Endurance, Defense,
Armor
Sentinel / Marauder
Damage
Strength, Accuracy (until cap), Power, Crit, Surge
Sage / Sorcerer
Healer
Willpower, Power, Alacrity, Crit. Surge
Damage
Willpower, Accuracy (until cap), Power, Crit, Surge
Tank
Willpower, Accuracy (until cap), Endurance, Defense,
Shield
Damage
Willpower, Accuracy (until cap), Power, Surge, Crit
Gunslinger / Sniper
Damage
Cunning, Accuracy (until cap), Power, Crit, Surge
Scoundrel / Operative
Healer
Cunning, Power, Alacrity, Crit, Surge
Shadow / Assassin
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Advanced Class
Commando / Mercenary
Vanguard / Powertech
Role
Priority
Damage
Cunning, Accuracy (until cap), Crit, Surge, Power
Healer
Aim, Power, Alacrity, Crit, Surge
Damage
Aim, Accuracy (until cap), Crit, Power. Surge
Tank
Aim, Accuracy (until cap), Endurance, Defense, Shield
Damage
Aim, Accuracy (until cap), Crit, Power. Surge
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EQUIPMENT
S
that you can customize your gear to suit
your needs and still keep the look. If you
want to stack Power and Crit, you can swap
WTOR is a game that's run by
out all your existing mods for those ones,
numbers and a large source of
without too much hassle.
those numbers will come from
keep the existing mods by dragging them
your equipment.
equipped
really nice thing about the mod system is
player
At level 50, a fully
should
increase
their
damage or healing output by 75% or more
You can even
out of the items, though this comes with a
fee, proportional to the level and quality of
the mod.
with readily available equipment compared
to someone without anything at all. This is
Next we have item quality. Grey items
far from negligible and since many of the
are called Cheap and are meant to be sold
higher
with
to vendors. Your active companion can be
customization slots, you can tailor the
sent to do this from the companions menu
pieces to fit your needs.
and they will return after a minute with the
level
equipment
comes
resulting credits. White items are standard
and are basic items like medpacs that don't
Basics
come with any stats.
Green items are
premium and this covers 90% of the items
that you'll want to use in the game, such as
First, the basics of equipment.
Every
stims, armor, weapons and mods.
Blue
player has 7 main armor slots; Chest,
items are prototype level and a lot rarer
Hands, Head, Feet, Legs, Waist and Wrists.
than premium items.
You'll also be able to equip 2 Implants, 1
purchase items of this quality from special
Ear Piece and 2 Relics, though you won't
vendors
find many until your 20s.
Finally you can
engineering a crew skill schematic. Purple
equip various weapons, shields and focii,
items are artifact level and have drastically
depending on your Advanced Class.
improved stats when compared to the
As
on
planets
You'll be able to
or
by
reverse
mentioned in the Crew Skills section, each
prototype level.
of these can have an Augment slot for
purchase these items directly, though you
some extra stat boosts though only armor
may trade some items for them instead.
and weapons can contain actual crafted
You also have a random chance of finding
mods (hilts, enhancements, etc...).
one in a purple crate or on a hard flashpoint
The
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You won't be able to
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or normal operation. Orange, or legendary
another path. It can be annoying to realize
items, are essentially unique items that
too
typically come with 4 empty mod slots. At
commendations for an item and you only
maximum level, for maximum power, you
have 14. Likewise, it can be a waste of
are aiming for full artifact (purple) quality
possible credits if you have 16 when you
items.
only needed 15. If you have multiples of 2
late
that
you
needed
15
left over when you're ready to leave a
planet, purchase some cheap mods and sell
Commendations
Each
planet
comes
with
their
them back to the vendors for some easy
credits.
own
commendations, a unique credit system
Once
that allows you to trade for powerful gear
participate
and mods.
Typically, these items will be
operations, which come in normal, hard and
huge improvements over what you would
nightmare difficulty. Killing bosses in these
normally find on a given planet though they
and completing the entire area will rewards
are on-par with the quality of items found in
you
regular flashpoints.
specifically
From levels 1 to 49,
you
reach
in
with
level
hard
you
can
flashpoints
additional
Tionese
50
and
commendations,
commendations
for
you'll collect commendations and carry
hard flashpoints and normal operations and
them with you to the next planet.
Columi
Sadly,
commendations
you can't use them on any planet but their
nightmare operations.
own (Nar Shaddaa on Nar Shaddaa only).
be
for
hard
and
Each of these can
traded in with their accompanying
crystals (also found in the same areas) for
You can acquire these commendations
some upgrades. You won't see any crystals
randomly from enemy kills or from quest
drop
rewards
and
purchasing
unless
you
are
in
Hard
Mode
items
costs
flashpoints or operations, so it might come
between 2 and 24 commendations.
Since
as a surprise to see a new currency even if
the commendation vendors are located
you've been level 50 for a while.
near the planet spaceports, you'll walk by
them when you land on a new planet. Take
a look at the vendors and keep note of what
items you'd like to purchase. This will allow
you to plan when to select a commendation
as a quest reward and when to take
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In addition to commendations you can
find tokens that can be traded in on a 1 for
1 basis for items.
The Columi tokens all
have an “unassembled columi” prefix and
the
Rakata
level
items
start
with
“unassembled rakata” prefix.
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High Level Gear
There are currently 3 tiers of high level gear available for players through a combination
of commendations and schematics. Each tier has a unified look and name works across all
tiers, which makes it easy to figure out what items you should be using in your role in your
Advanced Class.
The following table let's you know which one is likely the best choice for
your role, based on your advanced class.
Advanced Class
Role
Names
Guardian / Juggernaut
Tank
War Leader
Damage
Vindicator
Sentinel / Marauder
Damage
Weaponmaster
Sage / Sorcerer
Healer
Force Mystic
Damage
Force Master
Tank
Survivor
Damage
Stalker
Gunslinger / Sniper
Damage
Enforcer
Scoundrel / Operative
Healer
Field Medic
Damage
Enforcer
Healer
Combat Medic
Damage
Eliminator
Tank
Supercommando
Damage
Eliminator
Shadow / Assassin
Commando / Mercenary
Vanguard / Powertech
For the first tier of items, in terms of availability, you can exchange the following
commendation and crystal items for Tionese quality items:
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•
Off-hand items: 24 commendations and 37 crystals
•
Boots and Gloves: 32 commendations and 51 crystals
•
Chest, Head and Legs: 39 commendations and 62 crystals
•
Main hand weapons: 72 commendations and 113 crystals
The next tier is Columi and you can trade commendations or tokens with the
“unassembled columi” prefix for the following:
•
Boots and Gloves: 56 commendations
•
Chest, Head and Legs: 67 commendations
The next tier, Rakata, can only be exchanged with tokens.
“unassembled rakata” and drop from operations.
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These are all called
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S
DATACRONS
pread across the various planets in the galaxy are Datacrons. They are unique
and once you find one, it will either bestow a permanent bonus to your main stats
or reward you with a maxtrix shard.
These matrix shards can be combined to
create a Matrix Cube. You can equip these cubes in your Relic slot for some extra stat gain
but you can only equip one at a time.
Locations
The following table will give you the coordinates for each datacron. Some will require
you to kill an elite while others will require some fancy jumping to reach. None are easy to
acquire so it's not a bad idea to wait until you're level 50 to return and collect them. Also
important, some datacron stat rewards will provide no benefit to you. For example, if you're
a Sith Inquisitor, then a bonus to Aim gives no benefit. Collect the datacrons at that point is
simply for completion's sake.
The locations are given with X and Y coordinates. You can find these on your map by
hovering your mouse. The factions are either (R)epublic or (E)mpire.
Planet
Location
(X,Y)
Reward
notes
Tython
-33,-102
4 End
In cave on mountain, access -28, 22
-648,-72
4 Will
Up rubble and tower from Ruins of
Kaleth
-93, 925
Blue Matrix Shard
South of Forge Remnants
529, 65
4 Will
On plateau near shuttle
150, 78
4 End
Near shuttle you leave with
-55, 379
Red Matrix Shard
In Tomb of Tulak Hord
Korriban
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Planet
Location
(X,Y)
Reward
notes
Ord Mantell
-971, 201
4 Pres
West of volcano on beach
-660, -561
4 Aim
On hill on Savrip island
778, 133
Red Matrix Shard
Northeast of Falks Reach speeder
497, -13
4 Pres
Run on pipe to island
-96, 861
4 Aim
Climb nearby pipe and jump down
-22, 319
Blue Matrix Shard
Sewer Maintenance Tunnels with Elite
guard
2319, 472
4 Pres
-3729, 161
4 End
On crates by digger near Sienna Sun
cantina
-3087, 3030
4 Str
Jump from second level by the pillar
1021, 3967
4 Cun
Run on pipes in Justicar area
905, 4557
Yellow Matrix
Shard
In Works, climb at 1177, 4419 and
follow pipes
581, 798
4 Pres
Southwest of starport
-793, 1450
4 End
Behind Lord Grathan's Estate
855, 643
4 Str
Shuttle bay D-61, on boxes
-1219, 209
4 Cun
Need to jump on rock from above
-187, 1738
Yellow Matrix
Shard
On top of waterfall, follow nearby path
1059, 1039
Green Matrix
Shard
1850, 111
4 Cun
(E) In Balmorran Arms Factory
-505, 1989
Green Matrix
Shard
(E) in Neebray Warehouse
Hutta
Coruscant
Dromund Kaas
Balmorra
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Planet
Location
(X,Y)
Reward
notes
-781, 2067
10 Wil
(R)Gorinth Canyon, take bridges and
jump down
-211, -293
10 Cun
(R) Colicoid Queen's nest chamber on
left
-1019, 1514
4 Aim (E)
Okara Droid Factory, lift to assembly
line
10 Aim (R)
192, -343
4 Will (E)
10 End (R)
727, 2033
4 Str (E)
10 Pres (R)
Nar Shaddaa
Tatooine
Need Lost Cylinder Code from vendor at
670, 38
South of bridge south of Sundari
Outpost
1943, 2481
6 Str
(E) Fall to taxi below Network Access
Taxi
2930, 397
6 Pres
(E) Lots of jumping, starting at 1616,
2676
-3700, -1692
6 Aim
(E) Ride floating Kiosk to get there,
jump from -3785, -1681
2192, 3068
6 Str
(R) Across beams fin Shadow Town
-3364, -3312
6 Aim
(R) Climb boxes, walk on wire to pole
3341, -3291
6 Pres
(R) In group area in Red Light Sector,
take elevator
1931, 3314
6 Cun
High Security area, jump crates to get
into incinerator room. Use console to
enter Ventilation 3918, Hydro 3782 or
Incinerator 3827. Use Game Machine
for next datacron
1702, 3084
Yellow Matrix
Shard
Network Security Room before Transit
bridge, jump boxes and use Game
Machine
-720, 3912
6 Cun
(E) On rooftop, start at -1005, 3887
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The Unofficial Star Wars the Old Republic Strategy Guide
Planet
Alderaan
Taris
Location
(X,Y)
Reward
notes
959, -2885
6 Cun
(R) Above Underworld Trading trainer,
access from outside city
625, 202
6 Will
Jump from ledge at 856, 294 to enter
cave
-2071, 755
6 Aim
On wing of crashed ship.
-3841, -600
6 Str
Side of Sandcrawler
-3850, -600
Blue Matrix Shard
On top of Sandcrawler, take balloon
from -3158, 783
2721, 2494
6 End
Enter cave at 2374, 2450 and blast
wall
2191, -2018
10 Str
On the dam, jump from 2240, -2026
and use Magnetic Stabilizer item
1105, 80
10 Aim
On island from trolly at 1090, -7
-2507, -425
6 Will
Castle Panteer on main floor up
staircase
-162, -336
6 Pres
On big rock holding bridge
-1513, -255
6 End (E)
Walk from ledge at -1367, -208
4 Str (R)
-643, 1606
1047, 454
10 Cun (E)
4 Cun (R)
Enter Pirate Cave at -768, 1191 and
take elevator to mine. Jump on
bulldozer and boxes
10 Aim (E)
On beam east of Forward Camp
Green Matrix
Shard (R)
1187, -574
10 Pres (E)
4 Aim (R)
442, -772
10 Will (E)
4 Will (R)
84
Enter Transport Station at 390, 3 and
take left turn
Walk on beams from 359, -901
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Planet
Location
(X,Y)
Reward
notes
Quesh
207, 769
10 End
Near sewer pipe with bars
426, -130
10 Cun
Northwest of Republic Operational
Headquarters
558, 1422
10 Str
On hill, near three families
3143, 471
10 Cun
Second floor of Star of Coruscant, start
at 3248, 493 and use boxes
1041, -1245
10 Pres
North of Frostwake, use ledge at 1145,
-995
2837, -374
10 End
Jump from 2607, -844 to ice bridge and
follow path
Hoth
10 Str
Belsavis
-735, 1702
Red Matrix Shard
Highmount Ridge area
-2354, -2319
10 Aim
Across lava pit, near laser bridge
-2073, 377
10 Will
Follow path from -2399, 391
-3484, -867
10 Pres
Start at -3705, -562 and enter cave on
right side
-2562, -839
10 End
Start at -2475, -775 and climb rocks to
cave
-1906, -2562
Green Matrix
Shard
In tomb area, requires group of people
to contain Rakata Cubes
Voss
10 Str
10 End
Shrine of Healing, click crystal in
corner
10 Cun
-29, 371
10 Wil
Follow path from -432, 179 and enter
cave
2000, -940
10 Pres
On island with Voss Mystics, click
meditation tablet
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Planet
Corellia
Location
(X,Y)
Reward
notes
10 Str
Jump on shuttle under crane from
canopy
10 Will
Blastfield Shipyard, run on side of
building and jump on beam heading
east
10 Cun
Labor Valley, climb debris to flaming
pipe
10 Pres
10 Aim
Blue Matrix Shard
Green Matrix
Shard
Ilum
10 End
Middle of map has a pit with fork, go
right
10 Will
10 Aim
Red Matrix Shard
Above Republic bunker, in tent
Yellow Matrix
Shard
West of Imperial camp, in house
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Matrix Cubes
Once you've collected at least 3 shards, you can create a matrix cube. You need to visit
your capital planet, specifically the Ancient Assembly on Dromund Kaas and Lost Assembly
Vault on Coruscant. You'll need a Reconfigured Disassembler Core on Tatooine in order to
power the cube.
The colors are (R)ed, (Y)ellow, (G)reen and (B)lue. The order doesn't matter, just the
amount. For example, RYY could be YRY or YYR just as well.
Level
Colors
Effect
15
R, B, Y
11 Str, 15 End
B, Y, G
8 Str, 18 End
R, B, G
15 Aim, 11 End
R, Y, G
11 Will, 15 End
R, Y, Y
23 Str, 16 End, 5 Crit
B, Y, Y
11 Aim, 23 End, 9 Def
G, Y, Y
22 End, 17 Cun, 6 Crit
R, B, B
23 Will, 16 End, 5 Crit
Y, B, B
11 Str, 24 End, 9 Def
G, B, B
17 Aim, 22 End, 6 Crit
Y, R, R
14 Str, 33 End, 8 Acc, 10 Def
B, R, R
29 Will, 22 End, 14 Crit
G, R, R
23 Aim, 26 End, 16 Pow
R, G, G
26 End, 23 Cun, 16 Crit
Y, G, G
14 Str, 33 End, 8 Acc, 10 Def
24
32
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The Unofficial Star Wars the Old Republic Strategy Guide
Level
50 (Force Users)
50 (Tech Users)
Colors
Effect
B, G, G
14 Aim, 33 End, 8 Shield, 10
Def
Y, Y, Y
24 Str, 62 End, 26 Def, 24
Surge
G, G, G
50 Str, 43 End, 18 Crit, 26
Surge
R, R, R
50 Will, 43 End, 18 Crit, 26
Surge
B, B, B
50 Aim, 43 End, 26 Acc, 18
Crit
Y, Y, Y
24 Aim, 62 End, 24 Acc, 26 Def
G, G, G
50 Str, 43 End, 18 Crit, 26
Surge
R, R, R
52 End, 43 Cun, 18 Crit, 24
Surge
B, B, B
50 Aim, 43 End, 26 Acc, 18
Crit
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T
CREW SKILLS
rade is one of the key ways to make money in TOR and having an understanding of
how they all interact with each other is key to maximizing profit. Interestingly, you
only need a level 10 character with a companion to pick up and master any trade,
though the best recipes will only be found by heading out into the wilds.
All Crew Skills can be performed by your companion, though this sends them away from
you while out in the wild – if you select your active one. After the period has elapsed, either
they have succeeded or failed and you get the results. Green missions are easy while red
ones are hard.
Trades are broken down into 3 types. Gathering which you and your companion can do
out in the wild. Crafting is limited to your companions and will create consumable items for
other players. Missions will let you collect rarer materials for some of the more complicated
crafting recipes. You can select any combination of three crew skills but only 1 of them can
be crafting.
Trainers are located on capital planets, fleet stations and near spaceports on other
planets. Gathering and Mission trainers only need to be visited once in order to acquire the
skill. Crafting trainers should be visited every 20 skill points in order to learn new recipes.
The earliest you can train Crew Skills is just after you leave your starting planet and land
on your Fleet Station.
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Gathering
There are 4 types of gathering skills, and each provides items for crafting skills. You will
find nodes to gather in the wild, be it from dead enemies or from rocks in the ground. You
can also send your companions on missions to gather items, which is a good option if you
only need a few items and they are on another planet.
Thankfully, you can select the
mission level of the gather, which will ensure that you get the appropriate level materials as
a result.
•
Archaeology provides crystals that can be used in Artificing and Synthweaving. They
can also collect Finds that contain recipes.
•
Bioanalysis gives you genetic materials to create items in Biochem.
There are
multiple types of materials so make sure you're collecting the ones you actually
need.
•
Scavenging collects parts from various piles of junk and provides compounds, metals
and alloys used in Armormech, Armstech and Cybertech.
•
Slicing allows you to open lockboxes and credits and rare recipes. Interestingly, they
can also find objects that provide challenges, a sort of mini quest with some unique
rewards.
Missions
Missions are somewhat unique in that you send your companion away for a period of
time and they come back with a particular item that works only for a small subset of crafting
skills and you cannot acquire the items from missions in the wild. Each mission skill can
collect for a wide variety of crafting but only a small amount of those items are actually
useful for any given one. If you were to focus entirely on mission skills, technically you
could supply rare components for every crafting skill.
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Typically you will only require items from mission for blue or better recipes, so you likely
won't have any need for Missions while leveling. Still, doing it while you are leveling will
ensure that you have the appropriate skill level to make level 50 blue and above recipes.
Alternatively, you can just buy the materials from the GTN.
All Missions can provide you with gifts for your companions to raise their affection rating.
•
Underworld Trading provides materials for Artificing implants, Armormech heavy
armor, Cybertech modulators and Synthweaving heavy armor.
•
Treasure Hunting gives gems for Artificing, Armstech and Cybertech.
•
Investigation provides materials for medium armor and recipes for all crafts.
•
Diplomacy lets you gain Light of Dark side points as well as rare materials for light
armor in Synthweaving.
Crafting
These skills all allow you to create something from the materials gathered from gathering
or missions. You can either use the items yourself or sell them to other players for some
potential profit. Items are listed in your menu based on their level and therefore difficulty.
Crafting an orange level difficulty item will typically reward you with 2 skill points. Yellow
will give 1-2 points and green can be 0 or 1.
Since you get new recipes every 20 skill points, that comes out to 10 orange level crafted
items. You can queue up to 5 items per companion, so once you have 2 of them and you're
in town, you can easily send them away to craft everything you need in order to get new
recipes. If you're short on materials, you can always reverse engineer the crafted items in
order to get some of their basic components back.
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Each crafting skill gets their best recipes from hard flashpoints and from operations. You
can still make some pretty amazing gar just by reverse engineering trainer taught items but
the absolute best will require you to venture into some tough areas and collect the recipes.
•
Biochem creates stims that provide temporary bonuses, health packs to heal you and
implants to boost your stats permanently.
•
Artifice creates modifications for Lightsabers and armor as well as focii (off-hand
items) for Force users.
•
Cybertech allows you to create droid armor, earpieces, armor enhancements, tech
generators and feet and wrist items for non-Force users.
•
Armstech creates blasters and their modifications.
•
Synthweaving allows the creation of armor pieces for Force users.
•
Armormech allows the creation of armor pieces for non-Force users.
Dependencies
That's a lot to take in and truth be told, it's not the simplest of mechanics. When one
crew skill links with 2-3 others, it can get complicated to figure out which ones you should
be taking. Here's a quick picture of how they all link together.
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There are two main things to remember here. First, the division between Force and nonForce users.
Force users have zero use for Armormech or Armstech and very little of
Cybertech. Non-Force users have no need of Artifice or Synthweaving. The second division
comes from armor type – light, medium or heavy. This is determined by your advanced
class. The following table will try to explain the best choices, based on crafting skill and
advanced class.
Craft
Gathering
AC
Mission
Armormech
Scavenging
Scoundrel
Investigation
Gunslinger
Commando
Operative
Sniper
Mercenary
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Craft
Gathering
AC
Mission
Powertech
Underworld Trading
Vanguard
Armstech
Scavenging
Non-Force
Treasure Hunting
Artifice
Archaeology
Force
Treasure Hunting
Biochem
Bioanalysis
All
Diplomacy
Cybertech
Scavenging – Implants
Non-Force
Treasure Hunting – gems
Slicing – Droid Parts
Synthweavin
g
Archaeology
Underworld Trading - materials
Sage
Diplomacy
Shadow
Inquisitor
Assassin
Sentinel
Investigation
Marauder
Guardian
Juggernaut
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Companions
As mentioned previously, companions can be sent out do run various crew skill activities.
Each will provide bonuses to Efficiency – which lowers the time to complete the mission –
and to Critical – which increases the chance of getting an epic item or critical craft. These
bonuses are not huge in scope so that you're not forced into a particular companion in order
to craft.
In addition, your Affection level with a given companion will affect the duration of a given
task. Increasing the affection can be done through normal quest dialogue (at +15 and -1
per response) or through companion gifts, which are acquired either through trade or by
completing missions.
You can set up to 5 companions to tasks and up to 5 crafting tasks each. These will
progress if you're online or off, so it's usually a good idea to queue some stuff up before you
log for the day.
Reverse Engineering
This is the act of de-constructing an item in your crafting skill that will show you how to
make a better quality version. You'll learn the basic versions from your trainers but the act
of RE provides you with a recipe for a better version (prototype) with enhanced stats. If you
RE a Rare item, then you gain access to the Epic version, with greatly increased stats.
When you RE an item you will also receive some of the base materials required to make the
item in the first place. While leveling your skill a prototype will be replaced by a normal level
item of the next level.
For example, a prototype Might 7 mod will be equal in stats or
inferior to a normal Might 8 mod.
In order to Reverse Engineer an item you first must have the appropriate Crafting skill.
Then you'll notice an extra button in the top right of your bags.
Clicking this icon will
change your cursor and you can right-click items that can be RE-ed. If all the items are
dark, then you can't RE anything in your bags.
example.
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Mods
This is where crafting gets a bit more complicated. Items that can contain mods get their
stats from the mods, usually completely too.
If you take a look at your armor in the
upgrade screen you'll see that it's made up of various mods that together make it useful.
Also important to note is that not all items can host mods.
Mods have varying levels of quality even though their requirements might be the same.
You can usually spot the difference in their name and obviously from their stats when you
examine them more closely.
As for actual types of mods, you have a few options.
•
Augments are acquired through Underworld Trading and can only be placed in
Augment slots. These show up on critically crafted items and some rare items in the
wild. These are essentially free stat boosts if the slot is there.
•
Hilts, Enhancements, Mods and Color Crystals can be used to upgrade lightsabers
•
Barrels, Enhancements, Mods and Color Crystals can be used in ranged weapons
•
Armor, Enhancement and Mods can be used in armor pieces-
What's Best
Perhaps the question is better asked, what's worse as there are quite a few good options
depending on what you want to do and what class you are and what level.
First, if you want to make money then your best bet is just to take any 3 gathering skills,
including Slicing which makes the most money. Missions return items of much lesser value
than the cost of the mission and crafted items aren't worth a whole lot until you reach the
upper levels. You want to make cash? Gather.
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That being said, if you have the time and money, Mods, Stims and Implants are going to
be the true money makers at maximum level. Cybertech and Artifice make mods for nonForce and Force users, respectively while Biochem makes Implants and Stims. I wouldn't go
this route until you're level 50 though as the cash investment is pretty big.
If you want to keep yourself equipped while leveling, then you have a few more options.
Non force users (Bounty Hunters, Troopers, Imperial Agents and Smugglers) will use
Armortech for armor and Armstech for weapons. Cybertech will also give them armor mods
and implants.
All three rely on Scavenging materials.
Investigation gives materials for
medium armor, Treasure Hunting for weapons and cybertech and Underworld Trading
provides materials for heavy armor and cybtertech.
Force users will look to Artifice for lightsaber crystals and armor modifications and
Synthweaving for their armor.
Archeology provides materials for both.
Diplomacy gives
materials for light armor, Investigation for medium armor, Treasure Hunting for weapons
and Underworld Trading for heavy armor.
Biochem works for all classes and provides implants and stims that provide permanent
and temporary stat buffs, respectively.
As for level considerations, I would suggest you take at least 1 Gathering skill once you
reach your Fleet Station and use it to collect while you're out and about. I would not select
anything other than a Gathering skill until you have your second companion (such as when
you get your ship and a droid), so that you can send them out while still having another
active in the wild with you. Once you do have the second one, then pick whichever other
crew skill you like and start training it. I would not worry about maxing your skills while
leveling, even though it's possible. The costs get high pretty quick and you'll need that cash
for training and speeders. Not to mention that you will be too low of a level to actually use
the items you are crafting. Once you get your final speeder at 50, then you can blow all the
rest of your cash on training a crew kill.
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C
skill
MONEY
You can also expand your backpack to
have more slots for a credit fee, up to 5
times.
It's usually a good idea to expand
once you have double the credits required.
redits are important for pretty
So if the cost is 25,000 credits, wait until
much everything in TOR. You
you have 50,000. It really depends on your
buy your skills, complete crew
playstyle as some people won't ever have
missions,
upgrade
your
speeder,
full bags.
Once you get the full bag
purchase upgrades for your space ship and
message, you're essentially leaving money
customization kits for your companion. And
on the ground though.
that's ignoring the need to upgrade your
opinion, I would purchase the first set of
actual gear from auction house purchases.
bag slots once you have the credits and
As a personal
then wait until you purchase your first
If you were to play the game from start
speeder at level 25 before buying any
to end without interacting with another
additional ones. The cost of a speeder and
player, you would have enough money to
training at level 25 is over 40,000 credits,
purchase all your skills and your best
quite a lot.
speeder without any issues.
decide
to
start
using
crew
Once you
skills
or
As another option, you can take 3
purchasing items from the auction house,
gathering crew skills and through your
that's when money starts to have a big
travels, collect from the nodes out in the
impact.
wild. You can then sell these items to other
players who need them to craft.
takes a fraction more time to gather items
Making Credits
From
the
simplest
of
It only
since
you're
already
out
in
the
wild.
Sending your companion to gather is much
matters,
less rewarding as the odds are that the fee
completing quests and killing enemies will
to send them will exceed the value of the
generate thousands of credits.
item returned.
Once you
gain your first companion, actually selling
items will become easier as well. A simple
A more risky option is picking up a
click of a button will send them away to sell
crafting crew skill and selling the final items
all your worthless (grey) loot and come
to other players on the auction house.
back with the money after a minute.
There is a large risk here as usually only the
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best items sell and in order to make them,
get an artifact (purple) quality one that you
you'll have to spend a lot of money training
can craft.
to make them. Once you hit level 50 and
even if you have to buy your crafting
credits are a bit easier to come by, then it
materials from the GTN.
They will sell for a premium,
can be a viable option.
Stims on the other hand are a bit more
When you're given the choice between a
random
planetary
of cross crew skills to craft them. There are
commendation, take the commendation.
Stims, Adrenals and Medpacs. Stims come
24 of them will give you an artifact level
in 3 flavors.
random crate which sells for thousands of
minute boost to a single stat and leave
credits. If you don't have 24, trade them in
upon death. Upgraded versions will persist
pairs for cheap mods and sell those back to
through death but still be consumed on
the vendor for credits.
use. The next tier provides the boost but
leave
crate
a
or
planet
a
complicated, which makes up for their lack
You don't want to
with
more
than
1
Regular stims provide a 60
the item is no longer consumed.
The
commendation left on you since you can't
ultimate versions provide a 60 minute
every use it again.
boost, last through death and are not
consumed upon use. That sounds great if
you're using them but if you're selling them
Crafted Items
and they're not consumed, then you can't
resell it to the client. They'll only ever need
one. Compare that to mods that can fit into
This goes to say that items that are
7 or more items, you could sell 7 or more of
consumed upon use tend to turn the largest
the same mod to the same client and if
profit, which will include mods and stims.
they change their gear, they might buy
Mods can be acquire from Artifice (hilts,
another mod from you again.
color crystals, enhancements), Cybertech
(mods,
armor),
Armstech
and
From all this information, your best bet
Stims are acquired
on making money will be to take either
through Biochem. I won't list all the mods
Artifice (if you're a force user) or Cybertech
but once you reach 400 skill, you should try
(if you're not) as well as Slicing. You'll be
to reverse engineer your mods so that you
able to sell 3-4 different types of mods to
Slicing (Augments).
(barrels)
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players.
Of course, if you're one of 2
Selling on the GTN comes with additional
players on your server with the recipe for
costs. You will be charged to post an item
an amazing biochem stim, then it's likely
on the GTN and if it sells, the GTN will take
you'll be incredibly rich as well.
a % cut from the profits. This means that
selling an item on the GTN at the same
price point as a vendor would purchase it
Galaxy Trade
Network
would actually lose you money.
Actually selling the items can be a bit
more complicated due to the interface but
The Galaxy Trade Network (GTN) is the
keep with it and follow these guidelines:
interconnected auction house available to
players of a given faction.
•
Currently,
Sell individual items of everything
but single-use medpacs
Republic players cannot trade with Empire
players and you won't be able to trade
items through the GTN either.
•
The GTN
Keep notes on the prices of your
crafting materials.
Sometimes it's
also doesn't currently have an effective
more profitable to sell them than to
interface, let alone a working search option,
sell the final product
making it very hard to find items.
This
added difficulty of not only finding but
•
Find identical products that you are
searching brings some opportunities for
selling and undercut them by at
credit making.
least 5%, if that value is 10% more
than the vendor purchase price
The general principle behind making
money is that if it's hard to do but provides
•
The best time to post is just after
a benefit to players, you're likely to make
supper time on your server. This will
money from it.
hit the largest amount of potential
players
need
For example, if level 50
artifact
level
stims
to
complete operations and the materials are
hard to come by and the recipe is rare
(such as the Exotech Resolve Stim), then
it's going to be a big credit cow.
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GROUPS
Y
Tank Role
There are 2 main goals here, keep the
ou
could
entire
healer alive and avoid the stuff you can
game playing alone if you'd
avoid. If the DPS die, there are very high
like
of
odds that it was their fault and nearly any
content to keep you happy for a long time.
content can be completed by a healer and
If you want to try your luck at some of the
a tank, with time being the largest factor
harder content though, you'll need to group
for success.
and
spend
the
there's
plenty
up with other players.
Tanks operate with the mechanics of
Group sizes can vary between 2 and 16
threat and defense. Threat is a measure of
players, though anything above 4 will be
enemy hate and if you have the most
limited to Operations and PvP Warzones. If
threat, they will attack you. You can force
your
your
enemies to attack you through taunts but
companions may be used to fill in the slots.
mostly just through using your skills you
It's usually a good idea to use a companion
should have enough threat to keep a target
to fill a role that is not present in the group.
attacking you.
If you have a tank and a healer, then get a
abilities that increase your threat level as
companion
they should be used to keep on top of your
group
is
under
that's
4
players,
purely
for
damage.
Organized groups, past level 15, should
have
1
tank,
Operations
will
1
healer
require
and
2
different
Keep an eye on your
threat level.
DPS.
group
Defenses come in two main types, the
makeups depending on their content but
actual defense which makes an enemy miss
usually the ratio will remain.
you (dodge, parry or an outright miss) called avoidance -
Understanding how to play your class is
and shielding and
armor – called damage mitigation.
Every
one thing; knowing how to play your role is
tank has armor and every tank can defend
another.
A tank that only focuses on
but not all of them can use a shield. Using
themselves will get their group killed, just
defensive cooldown abilities can keep you
like a healer that can't work an emergency.
alive through a heavy enemy attack or at
the start of a group fight, where multiple
people are attacking you.
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Damage Role
The second goal for a tank is avoiding
the avoidable attacks.
Often times these
are area effects on the ground that have
visual cues, though sometimes it has to
The two goals for a damage player are
deal with enemies who knockdown. A good
keeping the healer alive and avoiding what
idea is to keep your back against a wall or
can be avoided. Plainly and simply, a dead
structure so that if you are knocked down,
healer will mean death for you and the
you don't go flying into more bad things
group in short order. Even though the tank
and you won't have to run to get back to
will try to accomplish the same goal,
the enemy.
sometimes there are enemies that will
bypass the tank and head straight for the
In a group one of the particular tasks a
healer.
Examples include bosses that
tank will have is the pull, or the act of
summon additional reinforcements, most of
starting combat. On bosses this is usually
the time they will head straight to the
pretty simple as there is but one target. In
healer.
group combat however, you need to pick
quickly.
Your role is to take them out
the appropriate enemy to kill first and 99%
of the time, that's the group healer. They
Secondly, your role is to not get hit.
can make everyone's life a lot harder. So,
Many
enemies
have
frontal
attacks,
jump in with a direct attack on the healer
meaning you want to keep your distance
and then follow with an AE attack to get the
from their faces.
rest of the group to attack you. Then it's a
their sides while ranged characters should
balance of keeping threat on all targets
stay close to maximum range.
while ensuring that your primary target is
see something on the ground that deals
unable to act.
In terms of target priority,
damage, typically a reticule before the
you want to kill healers, melee DPS, ranged
actual attack, move, even if this means you
DPS and finally tanks.
aren't dealing damage. The adage goes, a
Melee should stand to
When you
dead DPS does no DPS.
In some cases, there is damage that you
simply cannot avoid.
These include AE
attacks that have no minimum range, boss
attacks that hit random players and simple
bad timing.
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These attacks are in the
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minority however when you look at the
that
total amount of attacks happening in a
damage you can do, especially on bosses.
group. If you are getting hit against groups
A 30% heal on a boss can undo 2-3 minutes
of enemies and it's not AE damage, you're
of work in mere seconds.
doing
something
wrong.
You
should,
is
more
powerful
than
any
Healing Role
whenever possible, be targeting the same
enemy as the tank is targeting.
heal
This will
ensure that you are competing with the
By far the most important role, the
tank's threat level rather than the tank not
healer is all about keeping the tank and the
having any threat at all on your target. In
group alive.
many cases this means holding off on your
Tanks is alive and you're avoiding the stuff
attacks for a second or two to ensure that
you can avoid. Healing the DPS is really an
the tank has the enemy's attention and
afterthought
then you can start.
complete as a group made up of only DPS
Your two goals are simple.
once
the
first
two
are
has next to no chance of success when
If you make a mistake and an enemy is
attacking you don't continue damaging
them.
compared to any type of group makeup
with a healer.
Instead you can use a defensive
ability, such as a stun or knockdown, giving
The concept of triage applies in TOR,
the tank time to pick them up. Basically, if
where you use the appropriate heal for the
you're attacking the same target as the
appropriate moment.
tank you won't die unless the tank dies. In
because every healer has a limited energy
99% of the cases where a DPS dies and the
pool
tank does not, the DPS has made the
additional stats. All healers will come with
mistake. It isn't all run and gun.
a quick heal, a strong heal and heal over
that
cannot
This situation exists
be
increased
with
time and an AE heal in their basic toolkit.
When
attacking
with
Some healers will have additional choices
activation times or channel times you want
along the way, perhaps extra types of heals
to be interrupting them when possible,
or shields.
especially
work together is key.
the
an
healers.
enemy
Stuns
knockdowns will also work well.
and
The
difference between hitting a target and
letting them get a heal off is that normally
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Your first step is setting up the tank's
defenses.
If you have an ability that can
players.
This gives you an advantage of
perhaps
standing
on
something
at
a
protect the tank, it should be active at all
different level, or behind a box while the
times possible.
enemy can't directly see you and hopefully
Any damage they don't
take is damage you don't have to heal.
Secondly,
if
you
have
a
HoT
avoid any random attack they might have.
ability
available, it should be active on the tank
while they are taking damage.
These
typically have the highest return of health
healed based on energy cost, plus they
tend
to
be
set-it-and-forget-it.
These
abilities also work well on DPS that take
minor damage and it's unlikely that they
will continue to take damage before the
HoT has completed. Your slow and strong
heal should be used on the tank for most
events as they are going to take the most
damage.
Many classes have abilities that
increase
either
your
power
or
critical
chance and these are best teamed with
your strong heal for maximum effect.
Finally, you need to stay alive as well
and this usually means moving out of bad
stuff on the ground. Many times there will
be an effect on the ground indicating an
upcoming attack and this is your cue to
move.
Unless the tank is going to die
without your heal, you should be stopping
what you are doing and moving to a safe
location. Good news for healers is that they
all operate from range, meaning that you
can heal from pretty much anywhere in a
fight as long as you can see the other
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F
FLASHPOINTS
lashpoints and Operations are the equivalent of group and raid content from other
games. Made for organized teams, they challenge players to be at their best.
Group Makeup
Flashpoints are made specifically for groups of 4 players while Operations are meant for
8 or 16.
This is a nice break from the 25 or more player requirements and makes
everyone's performance important for success while also ensuring that everyone brings
something to the table.
As discussed earlier, there are 3 main roles that players can fill: tank, healing and
damage. Every class can fill a damage role as that's the primary way to level up. It's the
tanks and healers that are truly the specialized roles.
When organizing for a Flashpoint, you will need a single tank, a single healer and 2
damage players. Depending on the power of your tank, your healer could also spend some
time dealing damage.
For Operations with 8 players, you're looking at 1-2 tanks per
encounter, 2-3 healers with the rest focusing on damage.
Generally you want a single
healer dedicated to the tank while the other healers are meant for the rest of the group.
Flashpoint List
Instance
Location
Level
The Esseles
Republic Fleet
10 to 12
Black Talon
Imperial Fleet
10 to 12
Hammer Station
Fleet
16 to 19
Athiss
Fleet
19 to 22
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Instance
Location
Level
Mandalorian Raiders
Fleet
24 to 28
Streets of Cademimu
Fleet
28 to 32
Boarding Party
Imperial Fleet
32 to 36
Taral V
Republic Fleet
32 to 36
Maelstrom Prison
Republic Fleet
36 to 40
The Foundry
Imperial Fleet
36 to 40
Colicoid War Game
Fleet
40 to 44
Red Reaper
Fleet
44 to 48
Directive 7
Fleet
50
The Battle of Ilum
Ilum
50
False Emperor
Fleet
50
The Esseles
Lt Isric
This boss will spawn adds that need to be killed as they attack the healer, so target them
when they appear. Will also cast a cone based hail of bullets which everyone should move
out of.
Ironfist
Has an AE knockback, so your tank should be the only one in melee range, where
possible. He will also fires missiles to an area over time. Thankfully this area is indicated
with a reticule on the ground, so you should move out of the spot and wait until he's done
with the damage. Finally, he will summon adds throughout the fight which your DPS should
target and take down.
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Guardian
A really simple boss that has no noticeable attack patterns.
ISS-944
A rather fun fight with a different mechanic.
At given times he will turn purple and
increase his damage by a large amount. His movement slows down though, so you need to
kite, which is basically running around out of his attack range. When he no longer has the
purple glow, hit hit as normal.
Lord Vokk
People should stay spread out on this fight as he has an AE knockback, after which he will
throw his lightsaber to a random player for high damage. He can cast force lightning, which
places a reticule on the ground – move out of it. His last ability is Force Choke which not
only stuns but does damage. You can either interrupt the ability or use your Break Free
ability to escape.
Black Talon
GXR-5
A somewhat simple fight where he will summon small adds that explode after a short
while. It's a good idea to take them out, then refocus on the boss. He also has a directed
attack for high damage that should be healed through.
Boarding Party
A fight with 4 elites at once. Take out S1-M0 first as he's the healer. It's a good idea to
stun one of the other ones or make sure your tank can handle them all at once. The rest
don't have any special abilities other than being elites and therefore having a lot of hit
points and some decent damage.
GXR-7 Sentinel
An interesting boss with a fun mechanic. His main damage ability is a long duration rapid
fire that deals heavy damage. He can move while casting this so if you're the target, you
need to move around and try to get behind a pillar or a box while the ability is active.
Everyone else should be attacking him at this point.
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Commander Ghulil
He comes with two healers, one on each side. They don't have much hit points so take
them out quickly, then get back on the boss. He has a strong melee attack and also drops
little fire probes on the ground that deal AE damage. Stay away from them by moving the
boss to a different location.
Yadira Ban
A rather simple boss with 2 mechanics. She will randomly pull everyone into her and
apply a speed reduction debuff.
She'll then start casting a heavy damage AE attack
centered around her. Basically when she summons you in your goal is to get out of range of
her next attack. A simple fight if you can avoid the AE damage.
Hammer Station
DN-314
Two abilities to mention here. The first is a mining beam that targets a random player. If
you step behind the tank, the beam will hit them and the healer only needs to worry about a
single player. He also summons little robots that explode after a certain time. They start off
yellow then their names turn red and a few seconds later they explode for big damage.
When they stop moving, move out of the way so you don't get hit.
Vorgan the Volcano
There are two adds with this boss, one that does damage (Torch) and another that heals
(Sawbones). Have the tank pick up Vorgan and Torch, or alternatively disable Torch through
other means. Everyone else should be on Sawbone until dead. Once he's gone, take out
Torch if your tank has him or take out Vorgan instead. There's not a lot of challenge here
unless you leave the healer alive.
Battlelord Kreshan
Quite a few things to watch here. The tank needs to keep the boss facing away from the
group and you should interrupt Sweeping Gunfire to avoid the knockback and damage. He'll
throw around some mines to the ground, which you'll need to avoid as well. Finally, he'll
summon some adds during the fight that will head to the healer. They have low hit points,
so take them out quickly then focus on the boss.
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Athiss
Ley'arsha
Three abilities to take note of. The first is Affliction field which lays a reticule on the
ground that deals poison damage over time. This effect stacks so it's best to get out of it as
soon as possible. Secondly, she has a front cone attack that deals extra damage. As the
fight progresses she will summon adds that the DPS will need to take down to ensure that
your healer doesn't get swamped.
The Beast
He comes with 4 little adds around him that the group will need to kill at the start of the
fight. Has an AE paralyze attack that hits all nearby targets, followed by a knockback so
only the tank should be facing the boss. After a short period he will summon some adds, a
rather large group of them as well. Make sure your DPS takes them down and it's a good
idea for the tank to pick them all up as well.
Prophet of Vodal
Make sure that the tank is the only one facing the boss. He will cast a Crushing Darkness
attack that takes off 90% of the target's health.
This needs to be purged and healed
through. His next ability is a channeled attack for high damage and stun. This needs to be
interrupted, which should be the DPS's role.
When he hits 66% and 33% health he will
disappear and summon some flames. They will target a random player who will know that
they are targeted with a debuff. You need to kite the fireballs away and the rest of the
group should focus on the boss instead.
Mandalorian Raiders
Braxx the Bloodhound
Comes with two dogs that don't have any fancy attacks but are immune to crowd control.
These need to be taken out before targeting the boss. The main boss has a Cleave attack
that deals AE damage around the boss, so melee players other than the tank should get out
of range when you see the attack.
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Imperial Squad
There are 4 enemies here.
Bounty Hunter and
Vincine the Inquisitor, Rotham the Warrior, Kyrenic the
Adan the Imperial Agent.
They each play as you would think their
classes would play. The ranged enemies won't move, so if you hide behind the boxes, only
the Inquisitor and Warrior will follow you.
The Inquisitor deals the most damage, so he
should go down first, then the Warrior. Once they are down, head back to the platform and
kill the remaining two enemies, who are quite easy at this point.
Republic Squad
This is the exact same fight as the previous one but made for Sith players.
Mavrix Varad
His main attack is a flame burst which will put a reticule on the ground that bursts into
flames. Simply move out of this ground effect to avoid damage. At random points he will
jump across the room spawning a pair of turrets that will attack the group. The tank will
need to gain aggro on these turrets and you'll need to burn them down. He'll keep doing
this every 45 seconds.
Streets of Cademimu
Police Squad
Two bosses here, EN-4C and Officer Xander. The interesting mechanic here is that the
droid cannot be damaged, so you should focus your damage on Xander.
The droid will
however target a random player and follow them around, at a slow speed. He hits really
hard so be sure to keep the droid kited. The rest of the team need only worry about Xander
and once he's down, the droid falls as well.
Captain Grimyk
He will start off with a flame attack that will target the tank. It's a cone attack though, so
melee should stay away. He also will randomly throw grenades to players that not only
damage the target but nearby ones as well, so you should stay spread out. Finally, he'll
summon 4 adds who have a lot of hit points. The trick is to get them into the flame attack
the boss uses which will kill them quickly.
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General Ortol
This boss has an AE knockback attack that will hit everyone in melee range. Every 25%
he will summon a rocket test, which will shoot a giant flame from one of the pipes in the four
corners of the room. Stand in the opposite corner to ensure you don't take damage. At
50% there will be 2 and at 25% there will be 3 rockets active. Keep at it and avoid the
rockets to beat him.
Boarding Party
HXI-54 Juggernaut
He will target attacks to player by first putting a reticule on the ground, which you should
move out of. Periodically he will shield himself with lightning and these bolts will stretch
across the room. Move into the open spaces to avoid them.
Major Alvena
She comes with two modified assault droids and none of them will move from their
starting positions. This makes combat a fair bit simpler for everyone as long as the tank can
keep aggro on all 3 targets. Start on either droid and start with the DPS. There's nothing
terribly special in their abilities but once one of them dies, a few adds will appear which you
need to take down. Repeat with the second droids and the second wave of adds. Finally
you can kill the Major to finish this rather long fight.
Sakan Do'nair
Comes with a pair of adds, both of which heal the boss, making essentially invulnerable.
Take them both out, with hopefully some interrupts to keep the healing to a minimum.
Finally the last boss is a Jedi Guardian with the typical ability set. Stay spread out to avoid
the cleave and keep the damage up. Once his two allies are down he's rather simple.
Storm Squad
3 enemies to fight here. Alon the healer, Massey the buffer and Jorland the DPS. Take
out Alon first since those heals can be quite annoying. Then you should focus on Massey
since he'll apply a reflective damage shield on Jorland. He has a rather nasty AE cleave in
melee range so stay spread out. Finally the last boss is a simple ranged attacker. Without
his helpers he's a piece of cake.
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Lieutenant Menerus
Chief Engineer Kels
Taral V
Captain Shivanek
Lord Hasper
PD-44
General Edikar
Maelstrom Prison
Lord Kancras
Lord Vanithrast
Mutant Maelstrom Shriek
X-37 Oppressor Droid
The Foundry
Burrower Matriarch
HK-47
A long and tough fight. You'll need to pull him away from the center to attack him, so run
behind one of the boxes to get him to move. He has standard ranged abilities and once you
knock enough health off, he'll summon 2 adds.
Take down the adds quickly and he'll
teleport away. You'll get a brief message that he's activated the power core and this time
you'll need to destroy 4 panels on the pillar – 2 people should be enough to do this. If you
don't do it in time, he'll gain a 50% boost to attack power, not good. He'll repeat this cycle
until he dies.
N4-10 Exterminator
Revan
There are 3 phases to this fight and in each phase Revan has a different form to contend
with. The first phase will have high damage to the tank due to the Sunder Assault debuff
that reduces armor levels. It's a good idea to have a second player swap in as tank to
absorb a few stacks of the debuff in order to let the main tank's stack dissipate. The boss
can also use a Force Wave AE attack that knocks back players and range doesn't seem to
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have any impact . Phase 2 is more hectic and the damage is spread out among all players.
Watch for the Force Storms and keep the heals coming to offset the damage from Mind
Crush. Periodically he'll cast Replenish which must be interrupted or he'll heal for 30% of his
life. In the third phase, his defenses will increase dramatically, so time your attacks to not
happen while his huge defensive buffs are active.
Foundry Guardian
Colicoid War Game
Hazard Droid
Will fire a random electro shot to a random player which will stun them. He will follow up
with Rail Shot, which hits the nearest stunned, burning or sleeping player. Use your Break
Free ability to escape the effects and continue to attack the boss. He also has a short range
AE attack, Explosive Round, which will damage players that are too close together.
Battle Droid
Will focus fire on a single random target who should move out of sight of the attack while
the rest of the group focuses damage on the boss.
Arena Beast
Has a stacking armor debuff attack, which can reduce your tank's armor by 40%.
6K-A2
Has a long range rocket attack that will damage the target and nearby players and
continue to deal fire damage for a short period. Players should spread out to avoid this
effect.
Red Reaper
SV-3 Eradicator
Lord Kherus
Ikoral's Chosen
Darth Ikoral
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Directive 7
Detector
Will spawn 2 laser turrets that will need to be killed. Otherwise he will just attack the
tank. Nothing too complicated.
Mentor Assassin Droids
There are 3 droids here. The left droid has a reflective shield, the right droid absorbs
damage. You need to attack the droid without the shield, which will rotate throughout the
fight. Once both are down, attack the main droid to finish the fight.
Cyborg
Lots of adds in this fight for the group to take care of. They aren't tough alone but the
whole thing happening at once can be difficult to follow. Just have the tank and the group
work on one enemy at a time.
Interrogator
He will scan one of the players and will create a clone from one of the containers. This
happens continually so you need to take down the clones, then move back to the
interrogator. A good idea is to use AE attack by pulling the clone to the boss. If the clones
don't die fast enough, the next one will spawn and it can snowball into a wipe.
Bulwark
This boss will drop huge AE bombs on the ground reticule and it's very important to move
as soon as you see the effect. He'll also engage a defensive shield. While the shield is up,
he will start casting a large AE attack that can kill the group. In order to break this effect
you'll need to damage a panel on either side of him, then start attacking once more. Avoid
the AE effects, break his heal and he's gone.
Assembler
Has 2 turrets with him which he can heal. The way to beat this is to have everyone stand
behind a box so that the turrets can't target you and take down the Assembler from range.
He can also heal himself, which you will need to interrupt.
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Mentor
Will spawn 2 turrets at the start of the fight. You can line of sight one of the turrets so
that only 1 is attacking you at any given time. He will also send a claw that will fly over a
player and deal damage. That player needs to keep running around to ensure that they
don't get hit.
This is obviously a problem if the targeted player is a healer.
Once both
turrets are down a Guardian will spawn and Mentor will start throwing missiles on the
ground. The tank will need to take the Guardian as they hit for a lot and have a lot of hit
points.
You'll need to destroy the processor cores, which will turn blue to interact with
them. There are turrets around the processors that will need to be killed as well. It's a lot to
take in for a single fight.
Once all 4 processors are down, Mentor will target a random
player with a laser for massive damage, requiring a LOT of healing. Mentor himself has very
little hit points, so unload everything you have on him.
Battle of Ilum
Commander Folex
Crystal Cutter Droid
Darth Severin
Drinda-Zel
Gark the Indomitable
Guid Partriarch
Krel Thak
Velasu Graege
The False Emperor
Chrondus Berani
Prototype A-14
Prototype B-16
Tregg the Destroyer
Jindo Krey
HK-47
Darth Malgus
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S
OPERATIONS
imilar to Flashpoints, Operations are high level group content. They are designed
for 8 or 16 players and come in normal, hard and nightmare modes currently.
Groups need to work well together into order to succeed. Typical group makeup
will include 1 tank, 1 off-tank, 2 healers and 4 damage dealers.
These damage dealers
might be called in to heal for a few bosses but generally they are called upon to damage the
enemy. In 16 player groups you'll have 2 tanks, 1 off-tank, 4 healers and 8 damage dealers.
Off-tanks are damage players that have the ability to play a tank role in a pinch. They won't
survive for long as the main tank but they an help the main tanks avoid stacking effects or
pick up additional enemies that might appear.
Operation rewards include the best equipment in the game as well as schematics for the
best crafted items in the game. They also have interesting stories within and some very
interesting boss mechanics.
Unless explicitly stated, every single boss has a frontal cleave and a knockback attack.
Melee players should stand to the sides of the boss. If the boss' face was 12 o'clock, then
the safe spots would be 4 o'clock and 7 o'clock.
Preparation
While other group content can be completed by random groups of players, Operations
require planning and preparation. For many players this means very good equipment, at
least of prototype quality if not all artifact level with all mod slots filled in. This includes
Augments. Sometimes you'll need to change the mods that are already present in a piece
of equipment to something that better suits your playstyle.
You'll also need to acquire a few consumables. Stims, Medpacs and Adrenals will keep
you going in a fight. Stims provide hour long buffs and some can persist through death.
Medpacs give you a quick heal and save healer resources. Adrenals are a bit different in
that they only work for a short period and have a 3 minutes cooldown. You want to properly
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time these for maximum effect, such as before a big attack from a boss for tanks or when
you know you'll get a solid 15-20 seconds to attack the boss for DPS. Healers typically want
to time this with the tanks or when you know massive AE damage is coming and you'll need
to pump out a lot of healing.
All of your equipment should be fully repaired when starting an Operation as there's
nothing worse than losing the effect of a piece after 20 minutes. Finally, be prepared to die
and spend time in Operations. They are the hardest content in the game, require practice
and planning but you'll get a tremendous feeling of accomplishment when you succeed.
Outside of the game, there are other items you should do to give yourself a better
chance at success.
•
Use a voice chat tool to coordinate – Ventrilo, Teamspeak, etc...
•
Organize the group well ahead of time, perhaps with a calendar with the needed
players and classes
•
Be patient and prepared to die. Operations are meant to be hard and some people
simply will not be able to complete them
•
Be prepared to change your skill choices to something else if your group needs it or
you need to do more damage
•
Operations are a group effort where everyone has an impact on success. Everyone
helps the group win.
Operation Listing
Instance
Location
Bosses
Hutt Hospitality
Fleet Station
Bonethrasher
Eternity Vault
Fleet Station
Annihilation Droid XRR-3
Infernal Council
Gharj
Ancient Pylons
Soa
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Hutt Hospitality
Bonethrasher
In beta, this boss had limited abilities. From time to time guards will be trown into the pit
and the Rancor will try to eat them and receive a buff.
This currently doesn't have an
impact on the success of the fight as it remains very simple. At 50%, two elite adds will
show that will need to be tanked and killed. The entire group, minus the main tank, should
focus all their attention on the adds then move back to the boss.
Eternity Vault
Annihilation Droid
Three primary attacks to worry about here. First is a rocket attack on a random player
that will deal damage to nearby players. If you're the target, move away from the rest of
the group. Second is a volley of missiles that have a reticule on the ground before hitting.
Everyone should move out of their way. Third is a salvo of missiles that hits anyone he can
see, every 90 seconds. Players will need to stand behind the turrets to avoid line of sight to
the boss to avoid damage. Ranged players should stay near the turrets to save movement
time when Salvo begins but also ensure that they move away from the group if they are
targeted by rockets.
Infernal Council
A cool fight where every player will have an enemy spawn that they must face alone.
The actual bosses that appear are somewhat random but they will either be a Marauder,
Assassin or Juggernaut. You won't be able to help another player in your group so this turns
into a 1v1 fight for everyone.
Each has 1-2 abilities that can either be avoided or
interrupted. If you don't have any self-healing, then you will need to interrupt them. The
best pairing is to have healers against Assassin, tanks on Marauders and DPS on
Juggernauts.
Healers will be able to heal through the damage, tanks can manage the
healign debuff with their high hit points and DPS can destroy the Juggernaut low DPS.
Gharj
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Four phases to the fight, all on different islands and he gains new abilities on each. On
the first, he will jump into the air and damage any melee that stay in range.
He will
eventually do a Smashing Leap which will make the ground shake and the island will start to
sink.
Follow the falling rocks to the next island.
On this island he can now knockback
everyone but the tank into the lava, so be quick to move out and to the next island. He'll
have the same abilities on this island and after Smashing Leap you will move to the 4 th and
final island. Now when he leaps he'll summon 8 adds that must be killed. Thankfully they
are close together so some concentrated AE will take them out.
Ancient Pylons
This is a puzzle fight where the group will need to split into two teams, one on each pylon
and using the console attached to them. The consoles have a cooldown and you'll need to
defeat waves of enemies, including elites, in order to succeed. Stay near the tank and you
should survive but the waves are continuous and the damage high. Stuns are very useful
here. The goal is to make all the wheels match. Some say the pattern is left – right – right –
left but others have had to try other combinations.
Soa
This boss was bugged in beta.
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PLAYER VS
PLAYER
P
regard.
There are no level brackets for PvP in
warzones, everyone is put in the same
space and players under 50 receive a
damage and hit point buff to bring them up
to level. You won't have access to all your
skills as a level 50 would but you can still
vP seems to be a core system in
participate.
Currently, all warzones are
nearly all MMOs of recent years
designed for 8 vs 8 players.
and TOR is no different in that
Depending on your server, you
Alderaan
might have open world PvP where any
planet past your third (Taris or Balmorra)
A capture-the-node type of match where
you may encounter players of the opposite
opposing teams try to take over 3 large
faction who can kill you. For those on PvE
guns
servers, your chance at PvP will come
accumulate points when you have a node,
through systems that are designed around
these guns will actively shoot at your
team-based
Warzones.
opposing team's space ship and once that
Regardless of the server you take, if you
ship is destroyed, the match is over. There
want
are smaller nodes on the left and right sides
play,
to PvP,
specifically
the
option
is there
for
everyone.
aimed
in
space.
Rather
than
of the map as well as a large gun placed in
the center.
Warzones
Since the nodes are relatively close, a
good strategy is to start with the entire
Once you reach level 10, you'll be able
team
heading
to
a
single
node
and
to queue for any Warzone by pressing the
capturing it.
You would then leave a
appropriate button next to your mini-map.
survival player whose sole goal is to warn
From there you queue for PvP and will get
the rest of the team if the opposing side is
placed in the first available zone. There are
attacking and try to delay their ability to re-
currently 3 zones to play in, Alderaan,
capture the node. DoTs work well for this
Huttball and Voidstar.
since they last a long while, are often
instant cast and easily interrupt a capture.
The rest of the group will move to the next
node and capture, leaving another person
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to defend it. Repeat with the final node and
As with all CTF games, this is a mobility
that leaves 5 players to roam the nodes
plus zone, where instant abilities are the
helping the defenders.
A team with solid
key to winning and activation times and
communication skills can easily defeat an
channelled abilities will get you killed. It's
opposing team in this fashion.
not a bad idea to use a different ability bar
for this zone altogether.
That being said, it seems that most
The real key to
victory though, is knowing how to manage
combat will turn into 3vs3 or 4vs4, making
movement.
Some classes will get speed
for some nice intense action, giving all
boosts, others will get leaps or perhaps the
players and classes a fair shot at play.
ability to pull a player towards them.
Another option is the disabling of players,
either
Huttball
by
slowing
stunning them.
A sort of reverse capture the flag(CTF)
their
movement
or
The absolute best ability
however is knockdown.
This will nearly
PvP event, the goal here is to take the ball
always knock someone off a level and into
and bring it into the opponent's scoring
a trap and can devastate an opponent. A
zone. There is only one ball, so both teams
Sith Inquisitor can use Force Slow on the
are actively chasing the same item. Players
enemy, then Force Speed to catch up and
with the ball are highlighted in the game,
finally Overload to knock them down.
making it easy to spot. All players will have
an additional ability, Pass Ball, which will let
As a defensive player, your goal is first
them target a player on their team and
to stop the ball carrier, then to kill them.
pass
is
Any stun you might have or slowing ability
constructed over multiple levels and paths,
should be used first. Knock them down if
with traps all around. The Fire Towers will
you're close enough.
kill you in a shot or 2, the Acid Pit will take
damage them, use DoTs to start as they
4-5 seconds and the Air Vents will
knock
work even if the enemy gets out of range.
If you have
Otherwise, chain your instant abilities, with
them
the
ball.
you in a random direction.
This
zone
great timing, it is possible to lure enemy
If you have to
no real regard for Energy conservation.
players into the traps but your best bet is to
use a knockback instead.
If you're the offensive team your job is to
score, plain and simple.
The best ball
carriers are players with speed boosting
abilities and good defences. Their sole job
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The Unofficial Star Wars the Old Republic Strategy Guide
is to get to the end zone, they aren't there
destruction.
to damage anyone. All your abilities should
players close together, often times 8 vs 8
be
focused
on
speed
and
survival.
but depending on the time it takes to run
from the starting area, the fights can be
Supporting
players should
be
shielding
them
healing
as
needed,
or
them
All combat will be piles of
specifically with HoT abilities.
smaller.
For those
damage players who are on the offensive
side, your job is to clear the path.
As a defender, you're going to be using
Killing
AE attacks in order to ensure that the
the enemy is less important than disabling
attackers cannot trigger the bombs. Laying
the enemy's ability to stop your ball carrier.
DoTs on a bunch of players is not a bad
Knockbacks, stuns, slowness are all key
idea either as that will prevent them from
components to win.
triggering as well.
More than anything,
you're aiming to stall the enemy more so
than
Voidstar
to
defeat
them.
Since
players
typically stack up, knockbacks can be
A variation on the Assault mission format
from the FPS world, this zone tasks teams
deadly
here
as
it
leaves
the
group
susceptible for AE attacks.
to break into the central core to disable it.
Each time has a set amount of time to
Attackers are aiming to trigger that door
attempt, then the other team gets a shot.
but to do so, you need to make some
This swap continues until one team reaches
space. Players that are able to stagger the
the core in a shorter amount of time or that
use of knockbacks can give other players
the overall time has expired and the team
the time necessary to plant a bomb.
that's the farthest will win. Depending on
Alternatively, you'll need to kill the AE
coordination, this can be the fastest or the
attackers to give yourself the breathing
slowest warzone you play.
space to get through.
There are still a few kinks to work out in
A final note on this zone is that healers
this zone but the main goals remain. You
are extremely powerful.
need to attach bombs to the doors and let
turn the entire tide of a fight in your favour
them explode. Defenders will try to disable
and since the majority of the fighting takes
these bombs once activated. Once you're
place in a single location, you won't need to
through enough doors you'll be at the core
move around to heal other players.
and
that's
time
to
start
with
the
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The Unofficial Star Wars the Old Republic Strategy Guide
Strategies
4 people attacking you and you're alone,
odds are you're going to die even if you do
use it, so save it. When the odds are 50/50
The most important thing to note is that
or above, then it's a smart move. Any skills
there are diminishing returns on stuns and
or abilities that increase your defenses or
knockdowns, meaning you cannot chain
that provide passive healing is a great
stun someone without much trouble.
This
bonus. Make no mistake, even if you play
means that each additional stun/knockdown
your best, you will be getting hit and
attack has a reduced effect to the point
anything you can do to either reduce the
where after enough attacks, you become
damage or heal it without trying is a good
immune to the effects until you're dead.
thing.
This gives people who are stunned a
chance to get back into the fight instead of
being disabled the entire fight.
Offensively you have quite a few tools.
Interrupts will stop people from casting
abilities for a short while, usually a pain for
The Expertise stat can provide some
needed defensive and offensive boost.
healers.
Stuns
completely
disable
an
It
opponent and some effects won't break on
takes about 320 points to get to the 9% cap
damage, allowing you to unload large
but the benefits are quite apparent.
amounts
It
of
damage
with
no
risk.
should be the primary stat you look for if
Knockdowns are very similar to stuns as it
you plan on PvPing seriously.
It currently
gives a good 3 seconds of time to attack
affects the damage you do, the damage
the enemy but if you're a melee player,
you
of
they are often knocked out of your range.
Trauma, which thereby increases healing.
That being said, if you use a knockdown
If your entire team is at cap and the
defensively, it can give you some breathing
opponent has nothing, you're doing ~75%
room
more damage than them and taking ~75%
walking near ledges.
less damage. Get it.
you're dependent on certain abilities and
take
and
reduces
the
effects
and
is
absolutely
deadly
when
On the flipside, if
you get stunned or locked out of them, be
When looking at your ability set, every
prepared to use something else.
Bounty
player gets a Break Free ability which will
Hunters that only use Tracers can be made
break most hostile movement effects like
useless if that ability is no longer available
stuns.
for use in your rotation.
Since this is on a 2 minute timer,
you want to be using it smartly. If there are
have backup plans.
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Think fast and
The Unofficial Star Wars the Old Republic Strategy Guide
In some other games you can identify a
Finally, take into account mobility and
player just by looking at them. Since nearly
the zone that you're in.
every Advanced class can fill in multiple
similar to PvE in that you won't be moving
roles,
much while fighting and Huttball is the
this
becomes
complicated.
a
fair
bit
more
Troopers / Bounty Hunters
compete opposite.
Voidstar is very
Sometimes it's a good
seem to be the worst as they can be healer
idea to have separate skill bars for each
or
zone, making it easier to play them.
tanks,
making
different fights.
for
two
drastically
Ideally you want to take
out the other team's healers, then their
damage dealers.
Tanks often have little
offensive power but tremendous defences.
It can take 3-4 times longer to kill a tank
than a healer.
Speaking of roles, you can PvP in any
one that you'd like. Tanks will generally be
there to protect their healers and absorb as
much damage as possible. It's really about
defensive cooldowns and surviving more so
than dealing damage. Damage players are
aiming for enemy healers and ranged
attackers. Healers will make a player last
through the harshest of fight.
Interrupts
and stuns are deadly on ranged attackers
as they often have channeled or activated
abilities and you can lock them up for an
entire fight.
Healers are an interesting
bunch. If you're left along you're going to
likely die so stick close to the tanks.
Keeping a tank alive will keep you alive in
the long run. You want to shield them, HoT
them and finally heal them.
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