SWTOR 7.0 Ruffian Scoundrel Guide (DPS PvE) for beginner players and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips!
The guide is up-to-date forPatch 7.2.1a
Table of contents
- Introduction to Ruffian Scoundrel
- Abilities Explained
- Ability Tree Choices
- Gearing and Stats Priorities
- Best Ruffian Scoundrel Builds in 7.0
- Openers, Rotations, Priorities
Introduction to Ruffian Scoundrel
Ruffian Scoundrels are brutal fighters that exsanguinate their foes with a combination of well-placed blaster shots and sharp objects.
Ruffian truly excels when it comes to dealing sustained damage, they are one of the best specs in the game in terms of single-target damage output and they’re no slouch when it comes to AoE either. That said, their AoE potential is behind that of Vengeance / Vigilance and Hatred / Serenity.
In terms of survivability, Ruffian is finally in a good enough place. They can handle both sustained and spike damage, but does not have a full cheese ability. If you need a cheese, you’ll need to swap to Scrapper or rely on Friend of the Force from an Assassin / Shadow tank or Sonic Rebounder from Powertechs / Vanguards.
Ruffian’s biggest drawback is their poor group utility. While they do provide good DPS debuffs and the raid buff is nice, that’s really all they offer. They lack things like an off-taunt , any accessible form of in-combat CC, burst, or range likely because BioWare neglected to give them anything to replace the loss of battle and stealth rezzing.
BioWare will likely be making balance changes throughout the first few patches, so be sure to check back to this guide after each update. You can check at the top of the guide to see if the guide has been updated for the most recent patch.
Major Changes in 7.0
Utility points are gone! Instead, there is a new system called the Ability Tree. Each discipline has 8 choices where they pick 1 of 3 options. The options have several similarities across the combat styles:
- 2 choices buff a discipline-specific ability (2 abilities, 1 choice each).
- 3 choices which are just old Utility effects. These choices are almost always the same for all disciplines.
- 2 choices where you’re picking between 1 ability or 1 of 2 passives. One of the ability choices tends to be an offensive cooldown (OCD). The other seems to be related to PvP balance, but there isn’t a clear pattern beyond the choice forcing players to decide which of 3 capabilities they want to keep.
- 1 choice where you’re picking 1 of 3 abilities. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun. Another of the abilities is the movement ability with the longest cooldown. The third option is less consistent, it seems to be there as an extra balance lever for BioWare since some abilities that got locked away are more impactful than others. The 3 abilities are almost always the same for each discipline.
This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. In addition, many extremely situational abilities were pruned entirely.Ruffian permanently lost access to these abilities:
- Countermeasures (kind of)
- Sever Tendon
- Resuscitation Probe
- Stealth Rez
Battle rezzes, in general, are now healer-only, but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown. This was done because BioWare made it so stealthing out in Operations no longer actually pulls you out of combat, making stealth rezzing impossible. You can still activate Disappearing Act to zero out your threat though.
Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP.
Group Composition Tips
In order to deal maximum damage, Scrapper requires 3 other DPS debuffs:
DPS Debuff | Presence of debuff increases DPS by approximately |
---|---|
Armor | 3.6% |
AoE | 2.3% |
Ranged | 1.8% |
Total DPS Gain: | 7.7% |
Ruffian is fairly standard as far as group composition dependency goes. It also takes the crown as being the discipline that can be most dependent on the least valuable DPS debuffs in the game, AoE and Ranged, though the DPS gain from those debuffs being present is still pretty small.
Ruffian Scoundrel pairs best with Arsenal Mercenary / Gunnery Commando Marksman Sniper / Sharpshooter Gunslinger, and Engineering Sniper / Saboteur Gunslinger because all of these disciplines provide 2 DPS debuffs that the other need for maximum DPS. Each of the ranged burst specs provides the armor and ranged debuffs while Engineering / Saboteur provides AoE and ranged.
It’s absolutely not required that you pair a Ruffian Scoundrel with one of those disciplines, but because Ruffian is melee DoT while the others are ranged burst (or hybrid), these pairings offer some of the strongest possible compositional synergies in the game. (Good lord, writing that last clause made me feel like a corporate executive.)
Scoundrel DPS in general offers great synergy with its own DPS debuffs as well since it provides both the Tech and Internal / Elemental debuffs.
DPS Mindset
How can I do as much damage as possible in each GCD (global cooldown, 1.5 second duration before you can activate another ability) given the constraints of the fight? Which ability do I use right now that will provide me the most DPS? How can I maximize my uptime? If I’m not activating an ability right now, why not? Can I finish this cast before I need to move? What happens if I don’t have time to finish a cast before moving? Can the healers deal with it without too much stress?
Check out theSWTOR Damage Types and Damage Mitigationguide.
Damage over Time Abilities (DoTs) vs Direct Damage
DoTs are not special abilities that let you deal damage when you can’t target the boss with new attacks. Contrary to popular belief, throwing your DoTs on right before you become unable to attack the boss does not result in a DPS increase over an ability that deals the same amount of damage immediately because you’re still spending a GCD to cast the DoT.
I think it’s most helpful to conceptualize DoTs compared to direct damage abilities (regular non-DoT / non-Periodic abilities) by imagining them as dealing all of their damage hitting at the end of their duration instead of being spread evenly throughout, or at least that’s when you’ll get the amount of damage listed on the packaging.
Prior to that point, you’ll be getting less damage out of each GCD equal to the damage dealt per tick times the number of ticks that were left. This is why clipping your DoTs (reapplying them before they’ve expired) is generally considered a bad thing. When you clip your DoTs, you make the last GCD where you applied your DoTs retroactively deal less damage.
In general, DoTs are worse than abilities that deal the same amount of damage immediately because the enemy could become immune, enraged, or dead by the time all of that damage will hit. In order to combat these disadvantages, DoTs tend to deal a bit more damage than direct damage abilities and almost always deal Internal/Elemental damage so they ignore armor.
DoT specs have often been capable of dealing more sustained DPS than burst specs and usually have some sort of sub-30% HP execute window where DoT damage is increased. This helps to compensate for those targets dying before the DoT has finished ticking, though on targets that die quickly, this damage bonus isn’t enough to make it worth reapplying DoTs and makes it no different from clipping your DoTs.
The sub-30% damage increase becomes more than just an equalizing effect on bosses since they usually last multiple DoT applications (and often several minutes) below 30% health, allowing enough time for DPS to actually increase. If DoTs have just fallen off of your target and you know it will die before the DoT completes all of its ticks, you should not reapply them to that target and either use one of your direct damage abilities (usually filler) or apply your DoTs to another target.
Unless an enemy needs to die ASAP, it’s usually okay to switch targets preemptively since the vast majority of your damage contribution will be over in this situation. If you do decide to switch targets before the enemy dies, make sure you verify that the enemy actually died soon after you switched, sometimes the rest of your group might have the same idea and you’re left with an add wandering around with 1% HP left.
Regarding Multi-DoTing
Most DoTs don’t have cooldowns and always deal more damage than DoT spec fillers. For much of the game’s life, applying DoTs to multiple targets in lieu of fillers at the same time has been a reliable way for players to increase their DPS. Manually applying DoTs to multiple targets in lieu of using a filler is called multi-DoTing.
Thanks to changes made to many DoT specs in 6.0 and 7.0, there is now much less of a DPS gain from multi-DoTing than there used to be. In 6.0, tactical items were introduced and the best PvE-oriented ones tend to completely focus on buffing either single-target or AoE damage.
In 7.0, we have new discipline skill tree choices, and the options you have to pick from are structured in a similar way to tacticals where you have to choose to buff either single-target or AoE damage.
Most of the single-target tacticals and discipline choices buff DoT spec damage in ways that do not extend the DPS increases to secondary targets, especially not to targets that received their DoTs through ways other than by DoT spread.
For Ruffian, it is still always profitable to multi-DoT by applying Vital Shot and Shrap Bomb instead of Brutal Shots, though the DPS increase is small, especially while Sanguinary Shot is active, and will only be a DPS increase if the DoT is able to tick fully. It’s not worth multi-DoTing as Ruffian if you have to waste a lot of time target swapping or there’s a lot going on and you need to focus on mechanics.
Abilities Explained
Please have the game open while reading through the next few sections. I will not be writing out ability descriptions and I will only be transcribing the components of discipline passives that directly relate to the ability and rotation. This forces you to read through what everything does so that you can understand what all of your passives and abilities do as well as locate these abilities in-game. Make sure you place all of these abilities on your bar in an order that makes sense to you.
Single Target Rotational Abilities, Attributes, and Important Procs
Upper Hand
I want to start this section by going over the Upper Hand (UH) proc since it is an integral part of playing Scoundrel in general. You can read through the description for it listed alongside your other combat style passives, but it isn’t very helpful in explaining what exactly a UH is. Basically, Upper Hand is an additional resource alongside Energy and in order to use some abilities, you have to spend 1 UH. You can gain a UH from the following sources:
- Dealing damage with Point Blank Shot initiated from stealth
- Dealing damage with Blaster Whip or Sanguinary Shot
- Activating Pugnacity or Trick Move
- Landing the killing blow on an enemy
Since most abilities have cooldowns, this just represents an additional resource to manage, though this essentially functions as the cooldown for your Brutal Shots ability. The following abilities cost a UH:
- Brutal Shots
- Bushwhack
- Stack the Deck (raid buff)
- Kolto Pack (without the Scurry proc)
For Ruffian, your goal is to generate UHs to the extent that you can use Bushwhack on cooldown and Brutal Shots as your only filler so you never have to use Quick Shot. When you have the opportunity to gain a UH, it’s important that you don’t already have the maximum number of UHs, or else you will effectively be wasting it, so you have to predict when you’re about to get one to avoid this.
In addition, the Tactician Legendary Implant allows you to gain 10% crit chance for 10 seconds whenever you generate a UH. Since there’s no longer a rate limit on the effect like there was in 6.0, you don’t have to worry about maximizing its uptime.
Shrap Bomb
(Tech/Internal/Periodic/AoE/Instant/Poison)
Shrap Bomb is the first of your primary DoTs that must have 100% uptime on your primary target. Even without Brutal Shots, Shrap Bomb deals enough damage to be worth using where it has 100% uptime, so you should apply it to secondary targets when possible.
Shrap Bomb is considered an AoE attack and one of the only rotational AoE abilities in the game that can benefit from another discipline providing the AoE debuff. Most other rotational AoE is dealt by specs that already provide the AoE debuff. Please note that unlike in Virulence, Shrap Bomb does not spread Vital Shot.
Shrap Bomb has 1 discipline passive and 1 debuff associated with it that are relevant to your rotation:
Mortal Wound
Shrap Bomb (and Vital Shot) have a 10% chance to harm their target twice whenever they deal damage. This damage is unreliable in the moment, but over the course of the whole fight, it will average out to 10% more ticks.
Assailable
Also provided by Mortal Wound, Assailable is the Internal/Elemental DPS debuff and is applied by Shrap Bomb. The Internal/Elemental debuff is considered the second best DPS debuff in the game because it significantly benefits almost all DPS specs as many of the most powerful attacks in the game deal Internal/Elemental damage. For some disciplines, the Internal/Elemental debuff is actually better than the Armor debuff because a greater proportion of the damage dealt is considered Internal/Elemental compared to Energy/Kinetic and both debuffs offer the same effective 7% damage increase.
Since Ruffian applies this debuff on an AoE ability, it’s even more valuable because almost all DoTs and DoT spreads in the game deal Internal/Elemental damage and DoT specs provide the most potent AoE in the game thanks to their DoT spreads.
Vital Shot
(Tech/Internal/Periodic/Single-Target/Instant/Poison)
Vital Shot is the second of your primary DoTs that must have 100% uptime on your primary target. Even without Brutal Shots, Vital Shot deals enough damage to be worth using where it has 100% uptime, so you should apply it to secondary targets when possible. Vital Shot has 1 discipline passive associated with it that are relevant to your rotation that I haven’t already mentioned.
Open Wound
Increases the duration of Vital Shot by 6 seconds. This passive is now hidden, but the effect remains. Shrap Bomb lasts 24 seconds, so this passive just makes Vital Shot have the same duration.
Brutal Shots
(Ranged/Energy/Direct/Single-Target/Instant)
This ability is used in the same manner as a filler and deals similar damage, but it costs a UH to use. If you’ve played Virulence / Dirty Fighting, this ability is basically just a single tick of Cull / Wounding Shots, though it deals more weapon damage and can only ever tick 2 DoTs instead of 3. In that way, it’s more similar to Lethal Shot / Dirty Blast.
Since Brutal Shots costs a UH, you’re fundamentally limited in how often you can use it, though you can generate enough UHs to use it as often as you need to while still being able to use your more powerful attacks on cooldown.
There is no point in using Brutal Shots if you don’t have both Vital Shot and Shrap Bomb on the target, and even without the bonus ticks from Brutal Shots, each DoT is still stronger and cheaper than a single activation of Brutal Shots.
The fact that Brutal Shots deals a majority of its damage by ticking your DoTs means that it technically benefits from effects that trigger from or apply to your periodic or bleed effects. For example, there is a 10% chance that either Vital Shot or Shrap Bomb can tick a second time thanks to the Mortal Wound discipline passive.
That said, it’s still a filler because it is weaker than your other attacks and doesn’t have a cooldown. Brutal Shots does not have any procs or discipline passives associated with it that are relevant to your rotation that I haven’t mentioned.

Blaster Whip
(Tech/Kinetic/Direct/Single Target/Instant)
This ability’s primary purpose is to generate a UH for you to use on Brutal Shots, and your goal is to always use Brutal Shots as a filler instead of Quick Shot. Since dealing damage with Blaster Whip is one of the only ways you can consistently generate UHs, you’ll be using this ability fairly often as well; it’s basically your second filler.
It’s a bit complicated to describe when to use Blaster Whip since it varies depending on what other abilities you have available and how many UHs you have. It deals significantly less damage than any of your other attacks, so it should never be used when you have max UHs.
Since UHs are in relatively short supply, you generally only want to use this ability if you do not currently have 2 UHs and have a GCD that you’d want to use Brutal Shots in because none of your other abilities are available. Blaster Whip has 1 proc, debuff, and 1 discipline passive associated with it that are extremely relevant to your rotation:
Unfair Advantage
Activating Blaster Whip grants Unfair Advantage, which makes your next Brutal Shots refund a UH and cost no Energy. This proc adds a significant amount of complexity to Ruffian’s rotation because you want to get this proc as often as possible since it’s basically a free extra UH. There’s no easy way to track when Unfair Advantage will come off cooldown in-game, but you can set up a StarParse timer for it if you want.
If you get the Unfair Advantage proc when Blaster Whip pushes you up to 2 UHs (so you have 2 UHs + Unfair Advantage), you need to be mindful that it will take 2 activations of Brutal Shots before you have room for another UH because the next activation of Brutal Shots will keep you at 2 UHs. Consider delaying Blaster Whip by a GCD to use Brutal Shots such that Blaster Whip would bring you up to 1 UH + Unfair Advantage instead of 2 so you don’t have to delay other abilities like Sanguinary Shot or Pugnacity for more than 1 GCD.
Since Unfair Advantage only refunds a UH when Brutal Shots is activated, you technically can get around this mechanic if you mess up by using Bushwhack or Stack the Deck instead if they happen to be available (and they almost certainly won’t be) because they will consume a UH and not Unfair Advantage. Still, you should try to avoid this when possible by being thoughtful about when you generate UHs in general.
Rough and Tumble
Dealing damage with Blaster Whip applies Susceptible for 45s, which makes affected targets take 5% more damage from Tech attacks. This is the Tech debuff. It’s incredibly valuable to Mercenaries / Commandos and Snipers / Gunslingers, the tech-based rDPS, because they are the only disciplines that can benefit from it that do not provide it themselves and a considerable proportion of their damage dealt is considered tech damage.
Cut Down
Blaster Whip deals 10% more damage to targets affected by your bleed effects. This proc reinforces the fact that maintaining your DoTs typically has a higher priority than activating Blaster Whip. Keep in mind that this is a small incentive and you’d lose more DPS from applying DoTs to something that’s about to die than you would gain from using Blaster Whip against a target that is affected by one of your DoTs.
Sanguinary Shot
(Ranged/Energy/Direct/Single-Target/Instant)
This ability deals very little damage on its own but is one of your most powerful attacks in terms of damage per activation because it deals damage anytime one of your bleed effects deals damage. Your entire rotation is designed to make your bleed effects tick and deal more damage.
Sanguinary Shot will trigger off of literally any of your attacks that deal bleed damage including:
- Vital Shot
- Shrap Bomb
- DoT ticks triggered by Brutal Shots
- Bushwhack
- Part of Point Blank Shot
- Part of Lacerating Blast
If you’ve played Virulence / Dirty Fighting, Sanguinary Shot is basically the same as Weakening Blast / Hemmhoraging Blast with the added effect that it grants a UH. Sanguinary Shot has 1 tactical item and 1 discipline passive associated with it that are relevant to your rotation:
Synox Shots
Sanguinary Shot deals 75% more damage. Whenever Sanguinary Shot critically hits, it restores 2 Energy. This tactical item makes it so you don’t have to manage your Energy at all and creates a stronger incentive to use Sanguinary Shot on cooldown.
Cold Blooded
If a target dies while it is affected by Sanguinary Shot, the cooldown on Sanguinary Shot is reset. This discipline passive makes it so Ruffian doesn’t lose as much DPS when target swapping because Sanguinary Shot has a decently long cooldown while making up a considerable portion of your overall damage dealt and functioning similarly to a DoT in terms of how it deals damage.
Please note that it is not worth applying Sanguinary Shot to a target if it will die within the next GCD, especially if DoTs aren’t even on the target. Sanguinary Shot requires 6 DoT ticks to surpass Brutal Shots in terms of damage dealt per GCD, which can come from 2 activations of Brutal Shots + both DoTs ticking once naturally during that time. The first of those GCDs can (and should) also be Bushwhack, which will contribute up to 3 DoT ticks.
Bushwhack
(Tech/Internal/Periodic/AoE/Instant)
Bushwhack is your main AoE ability, though it deals enough damage to be worth incorporating into your single-target rotation, especially while Sanguinary Shot is active on the target. It ticks 3 times over its 6s duration (once at the beginning, once halfway through, and once at the end) and is considered a bleed effect, so each of those ticks will also trigger Sanguinary Shot.
To be clear, it is ideal to have each of Bushwhack’s ticks trigger Sanguinary Shot and this is easy to do since they have identical cooldowns; however, it is not essential for Bushwhack to tick Sanguinary Shot 3 times in order for it to deal more damage than Brutal Shots.
That said, Bushwhack does need to hit your primary target all 3 times in order for it to be a single-target sustained DPS increase. If you only manage to land 2 ticks, Brutal Shots will deal more damage, so make sure that the target will survive or otherwise remain in the AoE for the full 6s duration. Otherwise, use Brutal Shots instead.
Bushwhack costs a UH, but it doesn’t trigger or benefit from the 2 UH refunds, Unfair Advantage and Explosive Refund, that Brutal Shots can. This is annoying when you know those refunds are available, but it is helpful when you have an extra UH you want to spend now so you can activate something that generates a UH like Trick Move or Pugnacity without having to delay that activation by multiple GCDs.
In other words, Brutal Shots is more likely to keep you at 2 UHs for multiple GCDs, meaning you can’t use UH generators without wasting the UH. With Bushwhack, you can force yourself down to 1 UH so you don’t waste a UH. The only other way to do this without losing DPS is with the raid buff, which is basically never available. If you have 2 UHs and are about to use Sanguinary Shot, it is beneficial to use Bushwhack first so you don’t waste the UH generated by Sanguinary Shot.
Bushwhack also stuns standard and weak enemies for the full duration, making it one of the most powerful abilities in the game in solo content. Bushwhack has 1 discipline passive associated with it that I haven’t mentioned yet that is relevant to your rotation:
Black Market Mods
Bushwhack spreads Vital Shot (but not Shrap Bomb) to targets it damages if it damages at least 1 target already affected by Vital Shot. This is Ruffian’s DoT spread for Vital Shot. Unlike Virulence / Dirty Fighting, Shrap Bomb is not involved in the DoT spread of Vital Shot at all.
This will desynchronize the applications of Shrap Bomb and Dart, forcing you to clip Shrap Bomb on your primary target or skip it on secondary targets, resulting in a single-target or AoE DPS loss. If the adds will die on time without Shrap Bomb, there’s no reason to clip it on the primary target; otherwise, it’s worthwhile to clip Grenade so the adds die faster.
You can get this clipped GCD back by using Bushwhack to bounce Vital Shot back to the primary target if it is still on secondary targets. However, you can also turn this bounce into a single-target DPS increase if you don’t need
Point Blank Shot
(Tech/Kinetic and Internal/Direct/Single-Target/Instant)
Point Blank Shot is primarily a big hit that deals part of its damage as kinetic (mitigated by armor) and part of it as internal (ignores armor). The internal component is also considered bleed damage, so it synergizes with other effects that rely on bleeds. For example, Point Blank Shot’s bleed damage will tick Sanguinary Shot.
When Point Blank Shot is used from Stealth, you’ll deal more damage with the attack and generate a UH. Point Blank Shot has 1 proc associated with it that is relevant to your rotation that I haven’t mentioned yet:
Cut to the Quick
Activating Point Blank Shot grants Cut to the Quick, which increases the critical chance and critical multiplier of your periodic damage and healing abilities by 30% for 6s. This buff is quite powerful, but it’s practically impossible to make the most of it while still using Point Blank Shot on cooldown. The attack deals too much direct damage to be worth delaying.
Other Semi-Rotational Abilities
Thermal Grenade
(Tech/Kinetic/Direct/AoE/Instant)
Unless your DoTs can be refreshed, this is Ruffian’s only semi-rotational attack that can be used if you are more than 10m away from your target and deals a halfway decent amount of damage. Since it costs 20 Energy, be prepared to use Cool Head, which should be available because you don’t need it for anything else.
Quick Shot
This ability should only ever be used if you are out of UHs because it is objectively worse than Brutal Shots in every way except for the fact that it does not cost a UH to use. Quick Shot deals less weapon damage than Brutal Shots, can’t tick your DoTs (nor subsequently trigger Sanguinary Shot twice), and effectively costs more Energy. It only deals a tiny bit less damage than Thermal Grenade, but it’s significantly cheaper, so I recommend using it over Thermal Grenade if you’re within 10m of the boss and just out of UHs.
If you do the rotation correctly, you shouldn’t ever have to use Quick Shot, but you will need to use it if you mess up and don’t have enough UHs. Needing to use Quick Shot frequently is one of the best indicators that you need to spend more time practicing on the dummy.
Flurry of Bolts
(Ranged/Energy/Direct/Single Target/Instant)
Flurry of Bolts costs 0 Energy, has a 30m range, and technically deals damage, so you can make an argument for using it if you are further than 10m away from your target when Thermal Grenade is on cooldown and your DoTs have been applied, but it’s just so weak, it’s better to just spend that GCD on Scamper to get back in range sooner or one of your bigger off-heals, Slow-release Medpac or Kolto Pack (only with the Scurry proc), because your healers have stronger GCDs than Flurry of Bolts.
Kolto Pack and
Slow-release Medpac
These off-heals will probably be more valuable to your group than Flurry of Bolts. That said, if you’re spending more than 1-2 GCDs beyond 10m from the boss outside of downtime, you’re probably doing something wrong, so you should almost exclusively use them during downtime.
AoE Abilities
The formula for determining how much damage an AoE ability does per GCD such that it can be compared to single-target abilities is: (Damage Dealt/Number of GCDs) x Number of Enemies. An AoE ability’s place in the priority is as high as it can be until it reaches a single-target ability that deals more damage than the AoE will deal to all enemies in the GCD.
AoE damage is considered fluff if the adds do not need to die immediately or if you are otherwise shirking your main responsibilities to deal more damage than necessary to adds. It’s pretty easy to tell what is and isn’t fluff, don’t be greedy and don’t hurt your group’s chances of beating the boss.
Thermal Grenade
(Tech/Kinetic/Direct/AoE/Instant)
Scoundrels have a combat style passive called Skirmisher, which buffs Thermal Grenade like this: “The AoE damage dealt by Thermal Grenade is increased by 50% and it now deals AoE damage to any nearby enemies, even if they are stronger than Weak or Standard.” This makes Thermal Grenade useful to Scoundrels in all AoE situations. It’s difficult to test, but I think Thermal Grenade will deal slightly more damage than Lacerating Blast, even with the Curbing Strategies ability tree buff.
Lacerating Blast
(Tech/Internal and Kinetic/Direct/AoE/Instant)
This is your spammable AoE. It doesn’t deal that much damage, but you can weave it into your general rotation if there are adds up. It matches the damage dealt by Brutal Shots at 3 targets and surpasses its damage at 4. The bleed component of the damage will trigger Sanguinary Shot if it is present, though this doesn’t affect which ability you should use.
Bushwhack
(Tech/Internal/Periodic/AoE/Instant)
This is your strongest AoE ability by far since it deals enough damage to be worth including in your single target rotation, covers a massive area, and can spread Vital Shot (as well as Sanguinary Shot if you have Viral Elements equipped). You’re already using it on cooldown as part of the single-target rotation, so keep doing that.
Point Blank Shot with
Viral Elements
With the Viral Elements tactical, Point Blank Shot deals damage to up to what is likely 8 enemies within a 5m radius of the target if the nearby enemy is affected by Bushwhack. In other words, the Point Blank Shot target doesn’t technically have to be in the Bushwhack, but it will only hit people who are in it and within 5m of the primary target of Point Blank Shot.
Point Blank Shot is your most damaging attack with the Viral Elements tactical, so it’s worth pairing with every single Bushwhack, though you should use it on cooldown even without Viral Elements because its Cut to the Quick proc boosts all of your DoTs anyway.
Offensive Cooldowns
All offensive cooldowns (OCDs) should be used as frequently as possible under the conditions stated here and should only be delayed if they need to be saved for a DPS check or burst window, but don’t start delaying them until you see that you have to.
Pugnacity
Pugnacity now grants an additional effect that is unique to each discipline. For Ruffian, the additional effects include granting 10 Energy and the Revitalizers utility, which reduces your damage taken by 20% and heals you for 5% of your max HP every 3s for the duration of Pugnacity.
The DPS increase from the alacrity is relatively small, though it can make a bigger difference during a burst DPS check. Over those 15 seconds, you’ll be able to do a single extra ability (12 abilities vs 11) thanks to the shorter GCD.
Since the survivability from Revitalizers is significantly stronger than the DPS increase, I recommend saving it for predictable sources of sustained damage. If there isn’t a predictable source of damage in the current phase, use Pugnacity when it becomes available, provided it will be up for the next DPS check or burst window.
Hot Streak
This cooldown is incredibly potent. It resets the cooldown on several powerful abilities and gives you an additional 20% Mastery for 15 seconds. You want to make sure that all of the abilities whose cooldowns are reset by Hot Streak are already on cooldown to make the most of it, even if you won’t get the maximum benefit.
Since this ability has such a long cooldown, it doesn’t matter too much if you delay it for a little while since it’s unlikely to change the number of uses throughout the fight, though do be mindful of whether or not you are able to squeeze in an extra use before the end of the fight.
For example, you want to use it 4 times in a 10-minute fight. If you delay it for more than a minute combined, you might only get to use it 3 times. Sometimes it can’t be helped though and having it up for a major DPS check or burn phase definitely takes priority over getting as many uses as possible.
Typically, you can use Hot Streak once per phase, just like the Adrenal, so use them at the same time and prioritize maximizing their benefit over using them on cooldown. Make absolutely sure you have this available for burn phases since you can get 30-40s of Pugnacity + Revitalizers.
Cool Head
I hesitate to even refer to this as an offensive cooldown for Ruffian because Energy management isn’t really a thing for this discipline anymore. The only time you’ll need to pop it is after you get breezed since you’ll have almost no Energy then.
Adrenal
The best time to activate the Adrenal right as you activate Pugnacity (and Hot Streak, if applicable) so that both effects are active over the same 15s period. It’s really convenient to pair Hot Streak with the Adrenal since they both share the same active time and cooldown.
You shouldn’t have to worry too much about timing your Adrenal with a specific point in your rotation since your high-damage abilities have such different cooldowns from each other. Try to apply your DoTs right before activating your Adrenal though since the rest of their ticks will be boosted.
Defensive Cooldowns and Mobility
Defensive cooldowns (DCDs) are not used just to stop you from getting killed, they’re there to minimize overall damage taken. For any combat style in any fight, your most effective DCDs should be mapped to the most damaging attacks in the fight while weaker DCDs should be used against weaker attacks.
Don’t pop all of your DCDs at once or only use them when your health gets low. You should be attempting to mitigate as much damage as possible by using your DCDs against predictable damage.
In fights where you’ll be taking a high amount of sustained damage, it’s important to use your DCDs in the order that maximizes your overall uptime. If you can tweak the order that you use your DCDs where it allows you to get an extra use out of one of them over the course of a long burn phase, you should definitely do that instead of activating your potentially stronger DCDs first.
It’s good to have 1 emergency panic button too, but everything else should be used to prevent your health from getting low in the first place. Part of knowing a fight is understanding how much damage you take and what you can do to mitigate that damage.
Defense Screen
This ability has a very short cooldown and is relatively weak, so it won’t really protect you from a whole lot on its own. Unless you know a big hit is coming, Defense Screen is best used to just keep your health high by mitigating minor spikes so that your health will be higher when the actual damage comes.
Ruffian offers the added perk that once the shield breaks or wears off, you gain 15% DR for 6s. It’s not a lot, but it does help with survivability against sustained damage.
Dodge
As part of the ability pruning process, BioWare chose to make Countermeasures unique to Snipers and Dodge unique to Scoundrels. The capabilities handled by the pruned ability for each discipline are now granted by the base ability or a specific ability tree option as part of the level 35 choice. As a result, Dodge now does a ton of different things:
- It purges your debuffs and it isn’t on the GCD, so you don’t lose DPS and your healers don’t have to waste their own GCD to cleanse you. Purges are stronger than cleanses because they remove all removable debuffs rather than just two and can remove things that cleanses can’t always remove. The only other purges in the game are Force Shroud and Force Barrier. This purge comes from the Street Tough combat style passive.
- It increases your defense chance by 200%. This effect isn’t incredibly helpful for defensive purposes in raids since DPS don’t have to deal with Melee/Ranged damage too much. The only time you’ll really experience it is if you’re kiting a boss or have to deal with adds that the tanks aren’t able to keep aggro on, and neither situation is likely as an Scoundrel. Furthermore, Melee/Ranged damage tends to last for a lot longer than 3 seconds. The best use of the defense chance is to protect you for a couple of seconds in case you get aggro of something and hopefully, the tanks can taunt it off of you before Dodge wears off.
- Sly Surrender now also makes it so Dodge reduces your AoE damage taken by 60% for its duration and last longer. This effect greatly improves Ruffian’s survivability in Operations where the vast majority of damage taken is considered AoE damage.
- Dodge functions as your threat drop. Always use Dodge as a threat drop at the beginning of the fight, right after you finish the opener.
- With the Back at Ya ability tree option, Dodge reflects (but doesn’t absorb) 150% of direct single-target damage. Unfortunately, since Dodge has the purge effect, you can’t use it to reflect everything that you can with other classes’ reactive damage. Remember that you will take any damage that gets reflected, so it’s very dangerous to stand in circles to take unnecessary damage and your healers will hate it.
- The Curative Agent utility effect from prior expansions has been removed completely.
Medpac
Don’t save it for a rainy day because today is that rainy day! Unless you get hit by a one-shot mechanic (which you shouldn’t), you should never let yourself die while your Medpac is still available and you certainly should never try to use one of your heals before using your Medpac.
If everyone’s health is getting low or there’s a heal check in the current phase, do not hesitate to use your Medpac if you can take full benefit of the health provided or need to be above a certain health level to survive an imminent mechanic.
If you think Medpacs are too expensive, it’s time to get Biochem on one of your alts or even better, your raiding toon so that you can make your own or get reusables. Choosing not to use a Medpac for financial reasons and subsequently dying is not a valid excuse.
Triage
This is the cleanse for the Scoundrel combat style. Generally, healers are responsible for dealing with most of the cleanses, though there are a few instances where the DPS should help, like on Dread Council with Tyrans’ Death Mark. Never use this on yourself if Dodge is available since that ability is off the GCD.
Your job as a DPS is to spend your GCDs on dealing damage. Your healer’s job is to spend their GCDs on mitigating damage, which includes most cleansing.
Scamper
Scamper is SWTOR’s implementation of a dodge roll. It doesn’t take you as far as most other movement abilities in the game, but its cooldown is shorter than most abilities. Since it’s on the GCD, you shouldn’t use it if you’re within 30m of your target. Reapply your DoTs (if appropriate) or use Thermal Grenade instead; it shouldn’t take more than 2 GCDs to get to 10m range.
Trick Move
This is your gap closer ability. It now has the effects from the Circumvention utility built in. Trick Move is pretty straightforward; if you’re within 30m of the boss, Trick Move instantly teleports you to melee range, gives you a 75% movement speed boost for 3 seconds, and grants a UH.
Using Trick Move as a gap closer takes priority over using it just to generate a UH since you’ll lose more DPS by not being in range than you’ll gain from a single extra UH since you can’t use your most damaging abilities while out of range.
In fights where you know you won’t end up out of range of the boss, feel free to use it as needed for UH generation.
Raid Utility
Stack the Deck
This is your raid buff. It should be used on cooldown just like any other offensive cooldown unless it needs to be used for a burst phase or DPS check, normally the raid lead will make the call on when these should be used.
Remember, this is not a personal buff for you, it’s something that buffs the whole team. It also only has a 40m range, so be mindful on larger maps that it might not catch everyone and position yourself accordingly so that it catches as many people as possible. Use this on trash mobs if you want to troll your team.
Off-Healing
If you ever have to do this when you could be DPSing, something has clearly gone wrong with the attempt, or someone is not pulling their weight and you should complain to the raid lead and make a big scene about having to off-heal. This game is designed around each role being able to fully perform all of its duties without the need for another off-role’s help.
Besides it not being your job, a lot of bosses have fairly tight enrage timers, so if you’re having to waste your precious GCDs helping out another role because they can’t deal with what they are fully capable of dealing with, you’re gonna end up wiping to an enraged boss later anyway.
If there is downtime though where you can’t do anything else at all, use Kolto Pack if you have the Scurry proc, and then apply Slow-release Medpac to yourself, don’t waste time applying probes once the downtime ends though.
Crowd Control and Other Notable Abilities
There are only a handful of instances in operations where CC is required, so I will briefly go over what the Scoundrel has at their disposal along with any other abilities I have not yet covered in this guide.
Dirty Kick
This is your hard stun, meaning it does not break on damage. In PvE, this will generally only be used for specific mechanics since most things you’d care about stunning are immune. Be sure to pay attention when something is stunnable though because that often means you’re intended to stun it.
Distraction
This is your interrupt. For a melee DPS, the cooldown on your interrupt is a little on the long side, at 18 seconds its duration is equivalent to Sorcerer and Sniper interrupts. If you really want to be a clicker, I highly recommend you at least keybind this ability or you will have trouble with some of the shorter casts that need to be interrupted.
Flash Grenade
This is your mez, a CC ability that breaks on damage. Usually, if you’re using this in combat, you will want to use it very soon after the enemy spawns. Thanks to the Street Tough combat style passive, this ability can blind up to 7 additional nearby targets, making it quite potent. Since it breaks on damage, it’s best used against adds that you do not intend to kill immediately.
Escape
This is your CC break. Use it when you get CC’dx and are prevented from dealing damage.
Tranquilizer
This ability allows you to CC an enemy from stealth without entering combat. This can help you to skip some sets of trash in between bosses, though it isn’t worth using if you’re progging on that boss since someone is eventually gonna pull them all accidentally.
Stealth
This is a toggle ability that allows you to enter and exit stealth, which allows you to sneak past some enemies. You have to be in stealth in order to use Tranquilizer and Smuggle. In actual combat, you won’t be using this ability at all and you’ll use Disappearing Act to stealth out instead, though it’s important to be in stealth when the fight starts so you can deal extra damage with and generate a UH from Point Blank Shot.
Smuggle
This ability allows you to put your entire group in stealth. I have never seen it used successfully in PvE. You might be able to use it to sneak past some groups of trash enemies, but that requires the whole group to be more coordinated than it usually is during trash.
Ability Tree Choices
Make a habit of reading through all of your ability tree choices each time you log in. They are intended to be changed on the fly and having a clearer idea of what all of them do will help you to recognize situations where individual choices will be useful in-game.
Level 23 Choice – Brutal Shots Buffs
Brutal Return
- Effect: If Brutal Shots would reduce your Upper Hand to 0, it is refunded instead. This effect cannot occur more than once every 10s. In addition, Pugnacity lasts 5s longer.
- Recommendation: Take this in mostly single-target situations. You’ll be taking this in most fights as it enables you to never have to use Quick Shot as a filler. You should try to trigger Brutal Return as often as possible, including using it before Blaster Whip if you think it will be available. If the fight has a lot of adds such that you’re reliably getting more UHs than you can use, Brutal Return isn’t needed to achieve this goal. The extra 5s of Pugnacity is nice, but it isn’t enough on its own to make this worth taking.
Penetrating Strategies
- Effect: Increases the armor penetration, critical hit chance, and critical hit damage of Brutal Shots by 10%.
- Recommendation: Take this if you consistently find yourself with excess UHs. Brutal Return is really only useful if you aren’t able to generate UHs from defeating enemies, so in fights with a lot of adds throughout the entire fight or for solo content, Penetrating Strategies is the better option. Please note that these buffs only affect the weapon damage of Brutal Shots, not the DoT ticks it triggers, so it’s not as big of a buff as it might seem at first glance.
Brutal Impair
- Effect: Brutal Shots deals 10% more damage and slows the target.
- Recommendation: Never take this. Both alternatives are considerably stronger than Brutal Impair. In PvE, most enemies are immune to slows or don’t survive long enough for them to matter anyway.
Level 27 Choice – Curbing Strategies, Dirty Kick, or Quick Countermeasures
Curbing Strategies
- Effect: Quick Shot and Lacerating Blast reduces the movement speed of targets they damage by 40% for 6s. In addition, Lacerating Blast deals 25% more damage.
- Recommendation: Never take this. Both alternatives are considerably stronger than Curbing Strategies. It’s not even close.
Dirty Kick
- Effect: Grants the Dirty Kick ability, which stuns the target for 4 seconds and deals a small amount of damage. Costs 5 Energy, 4m range, and has a 30s cooldown.
- Recommendation: In PvE, take this in solo content only. The alternatives offer limited benefit in solo content while Dirty Kick is helpful for survivability. In group content, Quick Countermeasures is essential, so you can’t afford to take Dirty Kick at all.
Sly Surrender
- Effect:Increases the duration of Dodge by 2s. In addition, Dodge reduces your AoE damage taken by 60%.
- Recommendation: Always take this in PVE group content. Sly Surrender enables Dodge to last a whopping 6s in Ruffian and the 60% AoE RDT component makes the discipline significantly more viable in group content.
Level 39 Choice – Shrap Bomb Buffs
Critical Bomb
- Effect: Shrap Bomb increases the critical hit chance of your periodic bleed effects by 20% on affected targets.
- Recommendation: Always take this in PvE. Critical Bomb offers the greatest benefit in this tier by far to the extent that I wouldn’t really call this a choice at all.
Explosive Refund
- Effect: Shrap Bomb refunds 2 Energy for each target it hits.
- Recommendation: Never take this. You regenerate Energy from DoT ticks already, so there’s literally never a need to take this.
Shrap Defense
- Effect: Shrap Bomb deals 10% more initial damage and grants 2% DR per target for 10s.
- Recommendation: Never take this in PvE. The 10% damage boost amounts to an extra few hundred damage per target. The DR is nice, but not necessary and too inconsistent.
Level 43 Choice – Artful Cunning, Leveraged Offense, or Hot Streak
Artful Cunning
- Effect: The cooldown of Pugnacity is reduced by 15s. In addition, activating Pugnacity purges movement-impairing effects and maxes out your Upper Hand.
- Recommendation: Never take this in PvE. Neither effect provides much value.
Leveraged Offense
- Effect: Having a stack of Upper Hand increases your critical chance, damage dealt, and healing dealt by 5%.
- Recommendation: Almost always take this. Leverages Offense offers the greatest sustained DPS increase at this level by a significant margin. Try to avoid dropping down to 0 UHs if you can help it, though the DPS loss from unnecessarily using Blaster Whip or *shudders* Quick Shot is far more significant than 5%.
Hot Streak
- Effect: Grants the Hot Streak ability, which resets the cooldown of Pugnacity, Point Blank Shot, Bushwhack, and Defense Screen. In addition, your Mastery is increased by 20%. Lasts for 15 seconds. 3 min cooldown.
- Recommendation: Take this in specific fights only. Hot Streak offers superior DPS compared to Leveraged Offense only while it is active and superior survivability thanks to the extra activation of Pugnacity, but you’ll be giving up about 1k sustained DPS over the course of the fight. Hot Streak is really only useful for fights with short, painful burn phases that lack significant overall DPS checks.
Level 51 Choice – Sneaky, Flee the Scene, or Scar Tissue
Sneaky
- Effect: Increases your movement speed by 15% and your effective stealth level by 3.
- Recommendation: Take this in fights where the boss moves around a lot. If you’re constantly having to chase the boss, Sneaky makes it easier to keep up with them and maintain high uptime. It’s not super useful in solo content because base stealth is almost always good enough and Sprint offers a greater movement speed boost, so it’s only active during combat, which isn’t super helpful for trash mobs.
Flee the Scene
- Effect: Reduces the cooldown of Disappearing Act by 30s and activating Disappearing Act increases movement speed by 50% for 6 seconds.
- Recommendation: Take this in specific fights and in solo content. Flee the Scene’s movement speed boost is also nice since Scoundrels are a bit lacking in the mobility department and it lets you purge debuffs even more often. In solo content, Flee the Scene is nice because it lets you stealth out more often.
Scar Tissue
- Effect: Increases damage reduction by 5%.
- Recommendation: Take this in fights where you’re taking a lot of sustained damage. 5% DR isn’t that much, but it’s consistently useful.
Level 64 Choice – Med Screen, Keep Cool, or Skedaddle
Med Screen
- Effect: Your Defense Screen heals you for 5% of your maximum health when it collapses.
- Recommendation: Almost always take this. Med Screen nearly doubles the overall mitigation provided by Defense Screen. Since Defense Screen has such a short cooldown and is (sadly) a significant part of Scoundrel survivability, this effect is pretty valuable and universally useful. The only time you’d want to give it up is if you can use Skedaddle against a specific huge hit.
Keep Cool
- Effect: Cool Head immediately restores 15 additional Energy.
- Recommendation: Never take this. Use Relentless Blades instead if you need more Energy. You shouldn’t ever need Keep Cool and Relentless Blades, so it’s better to take one of the other options in this tier instead.
Skedaddle
- Effect: Disappearing Act grants 2 seconds of Dodge.
- Recommendation: Only take this if you need Dodge more often. Since Disappearing Act now has its purge (beefy cleanse) as a baseline effect, the benefits of Skedaddle are everything else that Dodge provides, though since Scoundrel survivability is still limited, you should only take Skedaddle if it will provide more mitigation than 4 uses of Med Screen, equivalent to about 80k damage, which can easily happen if you need to mitigate a specific big hit with the 60% AoE RDT component. The best example of a fight where you’d want to take Skedaddle over Med Screen is against the Terror from Beyond to mitigate additional slams up top.
Level 68 Choice – Smuggle, Flash Grenade, or Trick Move
Smuggle
- Effect: Grants the Smuggle ability, which cloaks all group members within 10m of you in a temporary stealth field that lasts 15 seconds. Cannot be used while in combat. Only usable while in stealth mode.
- Recommendation: Never take this. You might be able to use it to skip some trash, but I have never seen it actually work. There’s always someone who ends up outside of the stealth field, and that’s assuming that the adds actually respect the stealth field in the first place.
Flash Grenade
- Effect: Grants the Flash Grenade ability, which mezzes the target for 8 seconds. When Flash Grenade ends, it leaves behind Flash Powder, which reduces the target’s accuracy by 20% for 8 seconds. 10m range, 1 min cooldown, (still AoE from Street Tough passive).
- Recommendation: Never take this. The effect is nice, and it’s fine for solo content if you prefer, but I think Trick Move is more useful. In group content, Flash Grenade is almost always useless. If you need more CC, take Dirty Kick instead.
Trick Move
- Effect: Grants the Trick Move ability, which generates a UH and instantly moves you to your target (friend or foe) and increases your movement speed by 75% for 3 seconds. Can be used while immobilized and purges all movement-impairing effects. Does not break stealth and cannot be used against enemy targets in Cover.
- Recommendation: Always take this. You’ll need the UH generation and mobility to deal maximum DPS. It’s really nice for traveling between groups of trash when doing solo content too.
Level 73 Choice – Scramble, K.O., or Back at Ya
Scramble
- Effect: Each time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
- Recommendation: Almost always take this for group content. The cooldown reduction enables you to use Dodge a lot more often, which can greatly improve your survivability if you’re getting hit a lot.
K.O.
- Effect: When used from stealth, Point Blank Shot interrupts and knocks down the target for 3 seconds. Player targets are immobilized for 3 seconds rather than being knocked down.
- Recommendation: Never take this. It’s useless in group content because most things are immune and in solo content, you can’t use Point Blank Shot out of stealth anyway because it will be on cooldown and not deal AoE damage because Bushwhack isn’t out (assuming you’re using Viral Elements).
Back at Ya
- Effect: Activating Dodge grants Back at Ya, which Reflects 150% of direct single-target Force and Tech damage back to the attacker while Dodge is active.
- Recommendation: Take this for challenging solo content and fights where you take significant, unavoidable, reflectable damage. Please note that unlike other reflects, you do not absorb the damage that gets reflected. With Back at Ya and Dodge, you either completely avoid the damage (if it’s white damage) or take it and deal it back (if it’s yellow damage). It is impossible to avoid and reflect the same attack with this ability tree buff. In addition, Back at Ya only triggers off of single-target damage, so the AoE RDT from Quick Countermeasures is never relevant and the only thing Back at Ya does is add another completely separate use case for Dodge. Use cases in PvE are pretty limited for this ability tree buff. In solo content, Standard enemies typically don’t hit too hard, so it’s less useful outside of challenging solo content like MM Chapters, the Eternal Championship, and Heroics. In group content, the most tantalizing attacks to reflect will probably kill you in the process, so I only recommend taking this when you can reflect damage you can’t avoid taking.
Gearing and Stats Priorities
Tactical Items
Effect Sanguinary Shot deals 75% more damage and restores 2 Energy whenever it critically hits. |
Recommendation This is your default tactical item. It provides the greatest single-target sustained DPS increase compared to the other Ruffian tacticals. Your rotation will be a bit different and more challenging compared to what was done prior to 6.0 or if you are using one of the other tacticals since this one eliminates Energy management. The majority of the guide is written assuming you have this tactical item. |
Effect Bushwhack spreads Sanguinary Shot’s effect and Point Blank Shot deals damage to all nearby targets affected by Bushwhack. |
Recommendation This is your AoE tactical. It doesn’t increase your single-target damage output but enables you to deal a lot more AoE damage. The extra ticks from your DoTs being on multiple targets will compensate for reduced Energy restoration that would have been provided by Synox Shots, but you will need to use Cool Head in single-target situations. That said, you shouldn’t really be using this tactical in fights where there’s a significant portion of the fight where you’ll only be doing damage to a single target. Overall, Viral Elements is great for solo content, but I don’t think there are too many boss fights where you’d want to give up so much single-target DPS. |
Legendary Items
BioWare has removed set bonuses from the game and replaced them with Legendary Items, which are just implants with old 4 or 6-piece set bonus effects on them, so rather than needing to collect 4 pieces of a gear set to get the 4-piece set bonus, or 6 pieces for the 6-piece, you’ll get either a 4 or 6-piece set bonus effect on an implant.
This was done to improve customization (now you can mix and match set bonus effects), make them easier to obtain, and consume less inventory space. Here are the Legendary Items you should use as a Scoundrel DPS:
Tactician – Gaining a Upper Hand increases your crit chance by 10% for 10 seconds.
Locked and Loaded – Ranged and tech damage and healer are increased by 5%.
Tactician and Locked and Loaded are BiS for single-target DPS. Tactician will offer higher sustained DPS, but Locked and Loaded is also BiS for Snipers / Gunslingers, so there’s an argument to be made for buying either one first.
You can learn more from the dedicated Guide to Legendary Items in SWTOR 7.0. It also offers a full list of all currently available Legendary Implants in the game
Earpiece
The earpiece is the only piece of gear that you really get to pick your tertiary stats for. It will need to grant either Accuracy (Initiative, yellow icon) or Alacrity (Quick Savant / Nimble, green icon), depending on your mix of augments.
Crystals
Advanced Eviscerating Crystals are still the best because +41 stat is a more significant upgrade for critical rating since your overall stat pool for tertiary stats is much smaller than it is for the alternative stat increases from crystals, which increase primary and secondary stats including mastery, endurance, and power.
Relics
I recommend the Relic of Focused Retribution and either the Relic of Serendipitous Assault for all content. Equip whichever version of these relics that has the highest item rating. Thankfully, we don’t have to bother with carrying around a second set of relics anymore because all endgame content is being balanced for level 80.
Biochem Items
Since there is no new crafting tier being released with the launch of 7.0, the Biochem items from 6.0 remain BiS. I am recommending the Advanced Kyrprax Proficient Stim, Advanced Kyrprax Medpac, and Advanced Kyrprax Attack Adrenal.
Augments
Since there isn’t a new crafting tier yet, there aren’t any new tiers of augments yet either, so just like with Biochem items, you’ll be using stuff from 6.0. There are 3 different tiers to consider. If you played in the last expansion, hold onto whatever you have, though it is unlikely that you’ll be able to salvage all of them.
Just like in 6.0, augments are largely about how much you want to spend. Most of the benefits can be had for pretty cheap, but if you need that extra performance boost and are willing to fork over the credits, you do have access to more powerful gear. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. Here are all your options:
- Gold 300 augments (Superior [Type] Augment 77 + Augmentation Kit 11). These are overall best-in-slot (BiS) and will provide a noticeable DPS increase, but they are obscenely expensive. Unless you need them to reach a stat threshold, you’re better off spending your hard-earned credits on a cool armor set instead.
- Purple 286 augments (Advanced [Type] Augment 74 + Augmentation Kit MK-11) are one step lower, however, they are incredibly expensive, so I would only recommend getting them for your main and only if you have a bunch of extra credits burning a hole in your pocket.
- Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) provide about 88% of the benefit for about 6% of the cost of the purple 286 augments. It’s really hard to justify using the purple 286 augments unless you or your group really needs that small stat increase to slightly boost your numbers. Almost everyone should get this tier of augments.
Stat Priority
- Accuracy to 110.00% – This is the most important stat to reach its threshold because attacks that miss deal 0 damage and no other stats matter if that happens. You need 110% accuracy and not just 100% because bosses have a 10% chance to dodge/resist player attacks and any percentage over 100% reduces this chance.
- Alacrity to 7.15% – This stat has the second priority because you do not get the full benefit of the stat unless you are at one of the thresholds, though it’s still less important than accuracy because your attacks still need to hit.
- Critical gets the rest – This stat is the lowest priority because it does not have a threshold associated with it like the other two tertiary stats.
Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. The dedicated guide contains tips for all roles in both PvE and PvP.
Regarding the Zeal Guild Perk Alacrity Boost
If your guild is using the Zeal (cyan) guild perk set bonus 5% alacrity boost, you won’t need nearly as much alacrity stat to reach your desired alacrity threshold, so focus on the percentage thresholds rather than the stat amounts. Just keep adding one augment at a time until you reach the desired percentage.
Guild leaders, I personally recommend using the Fortune (yellow) guild perk set bonus instead, which grants 5% critical chance and also boosts the critical rate and time efficiency of all Crew Skills by 2%. The reason for this is that you don’t have to change the way you gear in order to benefit from the effect.
Neither effect works in MM raids or PvP, so if you do either of those activities, you’ll need to tweak your gear to reach the desired threshold, which I find to be super tedious. The alacrity boost is much stronger than the critical chance boost, but content isn’t balanced around these guild perk set bonuses anyway, so I find it better to just have a smaller boost I don’t have to worry about as opposed to a larger boost that I have to interact with.
Best Ruffian Scoundrel Builds in 7.0
These are the builds that I recommend for different types of content and situations. The Build Essentials are what I consider to be the core components that make the build viable. Without them, the build no longer accomplishes its primary function. Build Essentials can include important ability tree buffs, a tactical item, and even legendary items occasionally.
The ability tree buffs that aren’t listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do.
Single-Target Sustained DPS Build
Build Essentials: Sly Surrender
Critical Bomb
Leveraged Offense
Trick Move
Scramble
Synox Shots Tactical
This build is optimized for maximizing single-target sustained damage output while minimizing damage taken in PvE group content. You can improve your effectiveness in some fights by making adjustments to several choices.
Brutal Return should be your default choice, but you can and should swap to Penetrating Strategies if you are getting enough UHs from add kills throughout the fight.
I also recommend taking Scar Tissue and Med Screen for maximum survivability, but if you’re encountering more spikes than Dodge can deal with on its own, I recommend switching them to Flee the Scene and Skedaddle respectively so you can use Disappearing Act for AoE RDT.
Technically, you can give up Scramble for Back at Ya, but only do that if there’s a clear instance of reflectable damage and you don’t need Scramble to have Dodge up in time to mitigate everything you need it to. Likewise, Hot Streak may be better than Leveraged Offense in a few specific fights, but you’re almost always giving up way too much DPS.
AoE Sustained Build
Build Essentials: Penetrating Strategies
Sly Surrender
Critical Bomb
Leveraged Offense
Trick Move
Scramble
This build is basically halfway in between the Single-Target Sustained and Solo Content Builds. There are more required buffs to survivability than you need for solo content. In most group content, you’ll want to use Synox Shots as your tactical, though you can switch to Viral Elements for fights that are pure AoE and don’t have a single-target DPS check.
Solo Content Build
Build Essentials: Penetrating Strategies
Critical Bomb
Leveraged Offense
Med Screen
Viral Elements Tactical
This build is optimized for the best damage and survivability in a solo content setting. Your objective is to spread Vital Shot and Sanguinary Shot with Bushwhack, and then follow it up with a Point Blank Shot. In order to spread Sanguinary Shot and deal damage to multiple targets with Point Blank Shot, you need the Viral Elements tactical.
That combo should be able to take out all standard and weak enemies, so once that’s done, you can focus down the strongs and elites (silvers and golds) with Brutal Shots and Blaster Whip. Don’t forget to reapply Sanguinary Shot to those enemies, it will likely fall off shortly after the regular enemies bleed out with the Sanguinary Shot debuff still active, enabling the cooldown to be reset and for you to have 100% uptime on your primary target.
In heroics on higher-level planets, you may need to use Bushwhack into Point Blank Shot a second time if there are multiple strong or elite enemies, though you should be able to finish off each group of trash before the DoTs have fallen off.
Openers, Rotations, Priorities
Opener
This is the rotation you use at the very beginning of the fight and for burst DPS checks. It can be a little different than the standard rotation because everything is off cooldown, including your OCDs and relic procs. It’s important to get as much damage as possible while all of your damage boosts are available to maximize their impact.
Enter Stealth
Trick Move (from
Stealth, only if necessary)
Pugnacity ▶
Point Blank Shot (from
Stealth)
Vital Shot
Shrap Bomb
Stack the Deck (if applicable)
Sanguinary Shot
Bushwhack (if appropriate)
Defense Screen ▶
Hot Streak ▶
Point Blank Shot (if applicable)
Adrenal
Brutal Shots (only with
Brutal Return)
Blaster Whip (procs
Unfair Advantage)
Priority System
Start by entering Stealth and getting in melee range of the boss. If you can’t get in range without starting the fight, use Trick Move (from Stealth) as soon as the fight starts. Trick Move grants an extra UH that’s hard not to waste though, so try to walk up if you can.
by popping Pugnacity immediately followed by Point Blank Shot since Point Blank Shot grants a UH and deals more damage when used from Stealth. Technically, you can delay Pugnacity until after Point Blank Shot if you’re using Hot Streak, but it really doesn’t matter since you want to use it before DoT application anyway. After that, you’re just doing your high-priority abilities and moving into fillers.
Vital Shot and Shrap Bomb should be used before Sanguinary Shot and Bushwhack because you want to keep Sanguinary Shot and Bushwhack’s cooldowns synchronized and have the DoTs running for the full duration of Sanguinary Shot
It would be ideal for you to wait to use Stack the Deck (raid buff) a bit later, but a lot of other DPS specs have begun using their beefier attacks by the third GCD and we need to spend a UH anyway. If you’re not using Stack the Deck, you can spend that UH on a Brutal Shots or swap the order of Sanguinary Shot and Bushwhack this time.
You can afford to use Hot Streak later because the buff only applies to us and will boost all of the ticks of damage that go out while Hot Streak is active.
It’s technically optional to use Defense Screen before Hot Streak, but its cooldown is about to be reset by Hot Streak anyway, so there’s really no reason not to use it. The more important part is to use Hot Streak once all of your DoTs are on the target and to reset the cooldown on Point Blank Shot.
If you’re using Brutal Return (and you probably are), you’ll want to throw in a Brutal Shots before Blaster Whipping to get the cooldown ticking on the UH refund from Brutal Return. Otherwise, you’ll need to spend 3 GCDs before that cooldown starts ticking down. If you’re not using Brutal Return, you should skip this activation.
Blaster Whip should be used next because it will grant Unfair Advantage and apply the Tech debuff. I can’t include any more abilities because what is optimal diverges depending on your specific build. However, I want to note that Hot Streak resets the cooldown on Pugnacity, and you want to activate Pugnacity right before it falls off so the next activation benefits from the alacrity of the previous activation while minimizing the overlap.
Priority System
In Ruffian, you use a priority system because it is impractical to use all of your rotational abilities on cooldown, so when multiple high-damage abilities are available at the same time, a priority list is used to determine which one should be used first in order to provide the highest DPS and ensures that your most damaging abilities are being used as frequently as possible.
Vital Shot ▶
Shrap Bomb
Sanguinary Shot ▶
Bushwhack (if appropriate)
Point Blank Shot
Blaster Whip (if you can proc
Unfair Advantage and have less than 2
UHs)
Brutal Shots (if you have 2
UHs or can trigger
Brutal Return)
Blaster Whip (if you don’t have enough
UHs to last)
Brutal Shots
Quick Shot (you’ve messed up if you need to use this)
Following Ruffian’s priority system to the letter is not super essential, so long as you do the following:
- Maintain 100% uptime on Vital Shot and Shrap Bomb without clipping
- Use Point Blank Shot, Sanguinary Shot, and (usually) Bushwhack on cooldown and prioritize those over Brutal Shots or Blaster Whip
- Gain the Unfair Advantage proc as often as possible
- Generate enough UHs to always be able to use Brutal Shots instead of Quick Shot
Doing Vital Shot ▶ Shrap Bomb and Sanguinary Shot ▶ Bushwhack is generally ideal, but there are instances where you’ll only want to do one or swap the order. You can skip Vital Shot if you can bounce it back to the primary target from an add you spread to previously. You may also want to apply Bushwhack before Sanguinary Shot if you have 2 UHs, though this is not always available. Remember, only use Bushwhack to DoT spread or if the primary target will remain in the Haze for the full duration.
You can also separate those ability pairings or offset their applications by a few GCDs in order to minimize or eliminate delays, but this makes the rotation more challenging, offers little additional DPS, and requires high uptime or you end up with pileups of high-priority abilities available anyway as you try to maintain the structure.
Sanguinary Shot ▶ Bushwhack has a higher priority than Point Blank Shot simply because it deals more damage and you compensate for the delay of Point Blank Shot by making it tick from Sanguinary Shot. Sometimes, it can feel like Point Blank Shot gets “stuck” behind Sanguinary Shot and Bushwhack, but it will get unstuck as soon as you next reapply DoTs.
Point Blank Shot otherwise has a high priority thanks to the Cut to the Quick proc that increases DoT crits. You can’t cater to this too much though because Point Blank Shot also just hits super hard and the stars need to align to maximize the benefit of Cut to the Quick.
If all of those abilities are unavailable, you’re in filler territory where you’ll primarily be deciding between Blaster Whip and Brutal Shots. Blaster Whip deals less damage but grants a UH while Brutal Shots does the opposite. Typically, you only want to use Blaster Whip when you know it will proc Unfair Advantage and have less than 2 UHs or if you know you won’t have enough UHs to spam Brutal Shots until your next higher-priority attack becomes available.
If you run out of UHs and have no way to generate them, you must take the L and use Quick Shot, which is a pretty major DPS loss. Your objective is to never have to use Quick Shot, but don’t hesitate to use it if there is no alternative.
Don’t forget about the other sources of UH generation either, like defeating enemies, Brutal Return (if applicable), Trick Move, and Pugnacity. If you know that you’ll get a UH from one of those sources, you can delay the non-Unfair Advantage Blaster Whips.
In summary, it’s ideal to use Blaster Whip as little as possible and make sure you’re getting the most out of each activation since it deals less DPS, but it’s better to overuse Blaster Whip and have excess UHs than to run out of them and be forced to use Quick Shot instead of Brutal Shots.
Acknowledgments and Special Thanks
I want to thank my raid team, Time Turners. I’ve had an amazing time over the years and can’t wait to see what’s in store for the years to come.