Jedi Sentinel/Sith Marauder PvE Guide
This guide is intended to be used as an endgame PvE guide and will be updated as I get a chance to test more things/more theorycrafting tools become available. For right now I am only going to cover the Watchman/Annihilation and Combat/Carnage trees. The Focus/Rage tree seems to be very PvP centric and I just haven’t had the chance to see how viable it is for PvE yet. If the Focus/Rage tree does turn out to be a good alternative to the other two in a PvE setting then I’ll add it later.
Sources and other useful links
Jedi Sentinel – A Primer by Maefly
Carnage/Combat stat weight spreadsheet
Annihilation/Watchman Compendium by Genu
Formula List
SWTOR Official Website
TORhead
How Attacks and Damage are Calculated
Stat Priority
For both Combat/Carnage and Watchman/Annihilation the priority order for stats is the same.
100% Accuracy > Strength > Power > Surge> Critical
Accuracy
As with all dps classes actually hitting your target is a must! One nice thing that they have done with this stat is that any Accuracy you get over 100% reduces your target’s defense. This doesn’t mean keep stacking it past 100% though, just that if you go a bit over you aren’t wasting any stats. There is no good reason as far as I can see right now not to cap out your Accuracy.
Strength
Strength is your main stat as a Jedi Sentinel/Sith Marauder. It not only increases your Crit rating (at a better rate than Crit) but it also increases your bonus damage by 0.2 for each point of Strength.
There is a bit of diminishing returns with the Crit you get off Strength, but there is no diminishing return on the damage bonus. So Strength will never fall below Crit in importance.
This chart, that Maefly put together, illustrates the fall off on Crit return from Str.
Strength
257
334
400
466
543
630
705
792
858
945
1020
1090
1158Crit%
2.02
2.60
3.08
3.56
4.11
4.71
5.22
5.80
6.23
6.78
7.25
7.68
8.09Strength/1% Crit
127.2277
128.4615
129.8701
130.8989
132.1168
133.7580
135.0575
136.5517
137.7207
139.3805
140.6897
141.9271
143.1396
Power
Every point of Power gives you a 0.23 damage increase. There is also no diminishing return on this stat.
Surge
Surge is a stat that increases the size of your critical strikes. There is a bit of a diminishing return on Surge though as the more you add the less it will return on the Crit Multiplier. At 291 surge rating you hit 75% crit multiplier. After this point is where the diminishing returns of Surge starts to really kick in. You can stack surge past that (meaning your surge isn't wasted after 291) but in most cases you wouldn't want to pass up power for surge beyond that point.
Crit
Critical Strike rating obviously increases your crit chance. However, there are some pretty hefty diminishing returns on how much each point will increase your Crit Chance. For Watchman/Annihilation crit becomes slightly more attractive than it is for combat due to DoTs being able to crit. You do still have to pay attention to the diminishing returns on crit though and Power still will give a more consistent return on your damage done.
You can see from this graph that the point where diminishing returns start to really kick in is at 25% crit (730 rating). It takes 269 rating to go from 20% (461 rating) to 25% and 460 rating to go from 25% to 30% (1190 rating). With this info ideally you really only want to stack crit rating to that point.
Specs
Before I separate Combat/Carnage and Watchman/Annihilation I wanted to talk briefly about Centering/Fury. Centering/Fury is basically the thing that enables you to use the main CD’s you get as a Sentinel/Marauder.
Inspiration/Bloodthirst
Requires and converts 30 stacks of Centering/Fury to inspire you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds.
For the most part you will use Inspiration/Bloodthirst on CD (5 min CD). There might be times when you will want to hold it for a part when more damage is going out or for burn phases, but most of the time you’ll be using this as soon as it is off CD.
Zen/Berserk
Requires and converts 30 stacks of Centering/Fury to enter a Zen state. Lasts for 6 charges. This effect varies based on your current lightsaber form:
Shii-Cho Form: Slash costs no focus and strikes 1 additional nearby enemy.
Juyo Form: Increases the critical chance of your burn attacks by 100% and causes burn damage to heal your party for 1% of max health each tick.
Ataru Form: Reduces the focus cost of Slash and Blade Rush by 1 and reduces their global cooldown by 0.5 seconds.
The CD for Zen/Berserk is only 1.5 seconds so this will be what you use every time you have 30 centering or fury and Inspiration is on CD. For Combat/Carnage this basically allows you to use your force power more efficiently. For Watchman/Annihilation it helps to increase you DoT damage and helps in the healing of your party.
Transcendence/Predation
Requires and converts 30 stacks of Centering/Fury to issue Transcendence to you and your party, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds.
While Transcendence/Predation is only on a 1.5 second CD you probably won’t be using it much. It is basically good if your group needs increased damage reduction and Inspiration is on CD.
Combat/Carnage
Tree
Preferred Combat Spec
There are about 4 points in the spec that are optional. Insight and Focused Slash are the only truly required talents outside the combat tree. The last four points are sort of debatable, though I personally think that Quick Recovery and Master Focus have the best arguments for them.
Preferred Carnage Spec
There are about 4 points in the spec that are "optional". Malice and Enraged Slash are the only truly required talents outside the carnage tree. The last four points are sort of debatable, though I personally think that Quick Recovery and Ravager have the best arguments for them and it would be silly to not take them.
Forms and Abilities
Ataru Form
Enters an acrobatic lightsaber form, increasing accuracy by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals 134 energy damage. This effect cannot occur more than once every 1.5 seconds.
Basically... if you are Combat/Carnage and not using this stance you are failing.
As far as a rotation goes it’s not so much a rotation as a priority system. You might get into a little bit of a rotation here and there but it doesn’t always line up exactly the same and you basically just need to know what your most important abilities are and work them in accordingly.
As Combat your main sources of building focus/fury will be Force Leap/ Force Charge (but only at the start of the fight, or when you are switching targets to something that is far enough away to use it, or when you get knocked away from the boss and need to get back to him quick), Zealous Strike/ Battering Assault, and Strike/ Assault.
Ideally you will want to start every fight with Force Leap/Force Charge and use Zealous Strike/Battering Assault on CD to generate more Focus/Fury. When Zealous Strike/Battering Assault are on CD and you need focus/fury you should use Strike/Assault.
Your main sources of using focus are Precision Slash/Gore, Blade Rush/Massacre, and Blade Storm/Force Scream. Whenever possible you should try to use Precision Slash/Gore right before Blade Rush/Massacre which means you need to have at least 6 focus banked first. Try to use Blade Rush/Massacre about every other or every two attacks to keep the most chance on the extra attacks up.
Priority List
- Precision Slash/Gore
- Master Strike/Ravage
- Dispatch/Vicious Throw (under 20%)
- Zealous Strike/Battering Assualt
- Blade Storm/Force Scream
- Blade Rush/Massacre
- Strike/Assault
Ok so first, this is a priority list during a fight not a list of the order you should do things, or an order of how to do things in the beginning of a fight. Highest priority is first.
Watchman/Annihilation
Just wanted to say I have considerably less experience with Watchman/Annihilation and this section is high on my priorities for flushing out and improving.
Tree
Watchman Spec
Annihilation
Forms and Abilities
Juyo Form
Enters an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 2% for 15 seconds. Stacks up to 5 times. This effect cannot occur more than once every 1.5 seconds.
Basically... if you are Watchman/Annihilation and not using this stance you are failing.
Most of the time you are going to be spending your Focus/Fury as soon as you get it because you will need to make sure your DoTs stay up. One of the things I need to look into is if it makes a difference on how soon you refresh your DoTs if there is any wasted dps there. The basic idea of Watchman dps is Focus/Fury Generator, Focus/Fury Spender, Focus/Fury Generator, Focus/Fury spender, etc…
As Watchman/Annihilation your main sources of building focus will be Force Leap/Force Charge and Zealous Strike/ Battering Assault. You can also of course use Strike/Assault as a filler Focus/Fury generator.
The major Focus/Fury spenders for Watchman are Overload Saber/Deadly Saber, Cauterize/Rupture, Merciless Slash/Annihilate, and Blade Storm/Force Scream.
Priority List
- Cauterize/Rupture
- Overload Saber/Deadly Saber
- Dispatch/Vicious Throw (under 20%)
- Merciless Slash/Annihilate
- Zealous Strike/Battering Assualt
- Blade Storm/Force Scream
- Master Strike/Ravage
- Strike/Assualt
Ok so first, this is a priority list during a fight not a list of the order you should do things, or an order of how to do things in the beginning of a fight. Most important skills are listed first, to less important.
Other abilities for both specs
Master Strike/Ravage- This is a great filler for when Zealous Strike/Battering Assault is on CD and you are out of Focus/Fury. Master Strike/Ravage is even better when you use it right after Blade Rush/Massacre.
Riposte/Retaliation- What makes this ability so awesome is that it is totally off the GCD. So those times when you have a lot of focus/fury and the GCD seems like it is taking its own sweet time to go away, Riposte/Retaliation is your answer.
Force Kick/Disruption-The beauty of this interrupt is that it is off the GCD and most cast times are long enough that even if you have to hit Strike/Assault to generate Focus/Fury you can still catch it in time to interrupt. So be a good dps and interrupt things
Valorous Call/Frenzy- This is an ability I am sort of confused by. I mean it is great for at the beginning of a fight to get Inspiration/Bloodthirst up (be careful about not pulling agrro though). Outside of that I am not sure what it is really good for... I mean for the most part I seem to not run into issues generating Focus/Fury. This is definitely an ability I am looking at more. Anyway, it's there definitely use it to get the most out of your buffs.