![]() ![]() Force Melt is the big one though because it will autocrit and deal double damage.Īssuming you can get the DoTs applied before the targets turn to ash, you’ll want to DoT spread with Force Sweep. Even though Force Leap and Zealous Strike don’t deal that much damage, they can be enough to push something over the edge. Usually, you can only apply both DoTs to the same target if it’s a strong or elite (silver or gold) enemy. Against normal groups of trash, especially with weak enemies, you’ll end up defeating enemies you apply your DoTs to before you get a chance to spread, so it’s crucial that you’re hitting whichever enemy has the most HP at any given time. This rotation really only works against groups that have higher HP like you’ll see in heroics on higher-level planets. Cauterize (spam on centermost target with lowest HP).Twin Saber Throw (aim to hit as many enemies as possible).Merciless Slash (on centermost target that is affected by Force Melt).Force Melt (DoT, apply to target with highest HP).Cauterize (DoT, apply to target with highest HP).Zealous Strike (on target with highest HP).Usually, you’ll want to apply Force Melt to the strongest enemy in the group, or at least a different one from what you applied Cauterize to so that the target doesn’t die before you have a chance to spread. ![]() You can and should switch to using Spiteful Saber instead of Malmourral Mask against bosses since the latter does little to improve single-target sustained DPS. The added survivability is valuable because you’ll want to take Stoic for the Centering generation. I recommend using Melting Center over Juyo Melt because you get another big hit in your arsenal along with additional survivability. Your objective is to apply and spread your DoTs and then whack the group with AoE Merciless Slash and Twin Saber Throw. This build is fairly similar to what you use for sustained DPS, the biggest difference is in the tactical item, though the build is fully optimized for solo content. The ability tree buffs, implants, and tacticals 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. Without them, the build no longer accomplishes its primary function. ![]() The Build Essentials are what I consider to be the core components that make the build viable. Please refer to the 7.0 Watchman Sentinel PvE Guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices. In this section, I’ll be covering the ability tree build and solo ability priority for Watchman Sentinel. I do want to note that the Sentinel solo builds are a fair bit less refined (as in clunkier and more complicated) than all of the other disciplines, though the skills are more transferrable to and from group content as the overall ability usage is similar. These ridiculously potent effects form the basis of the solo builds and are able to exist without causing (too many) balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs. BioWare clearly understood this and (mostly) solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items. I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. Stronger single enemies like elites (golds) where you would be able to stretch your rotational legs are rare enough that you can trivialize them with proper use of offensive cooldowns (OCDs) so even they don’t always survive a full rotation cycle. In solo content, you’re mostly fighting trash mobs that have so little health that the majority of enemies won’t be able to survive for more than 2-3 abilities and you often can’t even get through a whole rotation before that combat encounter is over. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities.
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