SWTOR 3.0 Sentinel Watchman DPS Guide
|Jedi Enforcer||Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.||This is one of the many buffs to Rebuke.|
|Debilitation||Master Strike immobilizes the target for the duration of the ability.||This is one of many abilities that immobilizes/slows your target, which has little to no effect in PvE.|
|Jedi Crusader||While Rebuke is active, it generates 1 Focus whenever you are attacked. This effect cannot occur more than once every 3 seconds.||This is one of the many buffs to Rebuke.|
|Defiance||You generate 4 Focus when stunned, immobilized, put to sleep, or knocked around.||This has situational benefits.|
|Defensive Forms||You build 2 Centering when attacked. This effect cannot occur more than once every 1.5 seconds. Additionally, the effect of your lightsaber forms are improved while they are active: Shii-Cho Form: Further increases damage reduction by 2%. Juyo Form: Increases internal and elemental damage reduction by 5%. Ataru Form: Increases your movement speed by 15%.||This is always beneficial.|
|Trailblazer||Cyclone Slash deals 25% more damage.||While this sounds great for clearing trash mobs, the cost of the ability still makes this fairly unattractive for this Discipline.|
|Stagger||Increases the duration of Force Leap’s immobilize effect by 1 second.||This is one of many abilities that immobilizes/slows your target, which has little to no effect in PvE.|
|Incisor||Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare their target, reducing its movement speed by 50% for 6 seconds.||This is one of many abilities that immobilizes/slows your target, which has little to no effect in PvE.|
|Jedi Promulgator||Each use of Strike, Zealous Strike, and Leg Slash reduces the active cooldown of Rebuke by 3 seconds.||This is one of the many buffs to Rebuke.|
|Defensive Roll||Reduces damage taken from area effects by 30%.||This has situational benefits, but many of the fights in the current Operations have AoE damage making this pretty useful.|
|Watchguard||Reduces the cooldown of Pacify by 15 seconds and Force Kick by 2 seconds.||This has little to no effect in PvE.|
|Pulse||Reduces the cooldown of Force Stasis by 15 seconds.|
|Displacement||Increases the range of Pacify by 6 meters and allows Rebuke to be used while stunned.||This has little to no effect in PvE.|
|Force Fade||Increases the duration of Force Camouflage by 2 seconds and further increases the movement speed bonus of Force Camouflage by 20%.||This has situational benefits as it increases the utility of Force Camouflage as a gap closer.|
|Fleetfooted||When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.||This has situational benefits.|
|Expunging Camouflage||Force Camouflage removes all cleansable effects when activated.||This has many situational benefits.|
|Force Aegis||Increases the duration of Guarded by the Force by 2 seconds.||While this is obviously beneficial any boss strat that relies on Guarded by the Force is flawed.|
|Just Pursuit||Leg Slash consumes 2 less Focus. In addition, using Leg Slash against a target already slowed by your Leg Slash immobilizes that target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.|
|Enduring||Reduces the cooldown of Guarded by the Force by 30 seconds.||While this is obviously beneficial any boss strat that relies on Guarded by the Force is flawed.|
|Zealous Ward||Getting attacked while Saber Ward is active heals you for 3% of your maximum health. This effect cannot occur more than once every 1.5 seconds.||This has situational benefits.|
|Contemplation||Reduces the cooldown of Awe by 15 seconds. In addition, you build up to 30 Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds.||Being able to pre-stack Centering before a boss fight is a welcome addition to the Discipline. You can also spec out of this once you have built your stacks.|
In order to achieve our steady-state rotation we need to reduce the CD of Merciless Slash with two uses of the ability thanks to Accelerating Victory. Thus, our opener spans 24s/16 GCDs. Unlike many classes we will not be doing our peak damage during this opener as we have to build stacks of Merciless and Juyo plus we need to get to the 6s CD for Merciless Slash.
All of our core abilities have a cooldown (CD) of 6s (4 GCDs) or some multiple of this. Thus, we can create two similar 18s/12 GCD cycles. These are designed such that you can repeat them indefinitely. At most, there is one GCD where you will have a choice. In other words, we now have a very rigid and repeatable rotation. Immediately below I have outlined the rotation, and further below I have offered some comments on the rotation. Please note this picks up right at the end of our Opening Rot
- The rotation is very limited in terms of resource and available GCDs. At most 7 of our 24 GCDs are used for weaker resource generating abilities. Assuming you have the new 2-piece set bonus, Zealous Strike is essential to use once every 24 GCDS cycle; other than that all of our resource generating abilities are fungible.
- The actual sequencing of abilities might need to be fine tuned for maximum DPS although I am pretty sure this is the portfolio of abilities to use.
- Every use of Force Melt should be free due to the proceeding 3x uses of Merciless Slash
- Nearly every use of Twin Saber Throw should benefit from the Mind Sear buff.
- This rotation should provide 100% uptime on both Force Melt as well as Cauterize.
- Each cycle should reliably result in 5 proc’ed resource, which is essential to sustaining this. However, it is theoretically possible that using this rotation you will still be resource starved and be required to insert an extra Strike in the cycle. Unfortunately, this will only delay the rest of the cycle and leave you even more resource challenged.
Once your target falls below 30% you gain access to Dispatch; however, given our constrained GCDs and resource there is only one spot in each 18s/12 GCD cycle where we may be able to use it. The third GCD of each cycle allows us to replace Slash with Dispatch resource permitting. Given the reduced damage of Dispatch we do not benefit much from this ability anyway.
We don’t have an AoE rotation per se, and depending on the health of the targets we need to determine how many DoTs to spread via Force Sweep. For weaker mobs just spread Cauterize, and for bigger mobs you will want to spread will want to also spread Force Melt.
- Zen: Given how frequently our DoTs tick now it is harder to maximize your 3-stack ticks of Overload Saber although it is still optimal to do so. On a dummy parse you will be able to use this approximately three times every two 24 GCD cycles.
- Inspiration: This is still a strong offensive CD. For maximal results you can align this with the other raid-wide CDs,
- Rebuke: Timely use of this will provide a good DPS boost as well as extra resource to help you maintain your rotation. This performs best with steady amounts of incoming damage like those found in Temple of Sacrifice’s The Underlurker.
- Adrenal: Try to overlap your adrenal use with Inspiration as well as Zen.
You must be in Juyo Form. Once you enable this form you stay in it until you disable it. For a properly spec Sentinel, Juyo form does many things. First off, it increases attack damage by 1% up to 6 stacks with the Inexhaustible Zeal. Further, each stack of Juyo Form increases the critical chance of our DoTs by 2% up to 12% via Juyo Mastery. Using Zen when in Juyo Form makes our next six DoT critically hit automatically. In short, if you are not in Juyo Form as a Watchman Sentinel you are doing something wrong.
A melee attack’s critical chance is a function of Critical Rating and Strength; a force attack’s critical chance is a function of the same plus Willpower. Each of these inputs contribute based a different exponential equation, which means the diminishing marginal rate of return varies. Said another way,there is no such thing as a Crit % DR. You should not think about a target crit %; instead you should target a certain critical rating as well as Strength total.
Everyone has a base 5% critical chance and the Smuggler class buff grants another 5%. You can also earn a 1% legacy-wide critical chance boost by reaching max affection with Sergeant Rusk or a ranged DPS companion on any of the other characters in your legacy. This provides an effective base 11% critical chance. Plus, we can add additional critical chance from Strength of at least 8%. This gives us a total melee crit chance of almost 20% with 0 crit rating.
Anytime we activate an ability that spends Focus we will build 4 stacks of Centering. Plus, any time we kill something we build Centering. And, Defensive Forms will grant us 2 Centering when we are attacked. Once we have 30 stacks of Centering we can use a few different abilities. The exact number of Zen uses varies fight to fight. For instance, practicing on the training dummy, we must use eight Focus consuming abilities to build 30 stacks of Centering. The most commonly used ability with 30 stacks will be Zen, which causes our next 6 burns to automatically critically hit. Plus, each of these 6 ticks will also heal your 4 person group for 1% of their max health. Zen will always increase our DPS, and well-timed use of it can dramatically increase our DPS.