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The Unofficial Star Wars the Old Republic Strategy Guide

Tabl e of Contents
Important ....................................................... 4
The short version: ............................................. 4
The long version: .............................................. 4
Introduction ................................................... 5
Glossary ......................................................... 6
Character Creation ......................................... 7
Class Mechanics ................................................ 8
asics ............................................................ !
"lanets .............................................................. !
Transport ........................................................ #$
%ocal Transport ..................................................... #$
&uic' Travel ......................................................... #$
(print .................................................................... #$
%ocal (peeders ..................................................... #$
(hips ..................................................................... ##
Com)at ........................................................... ##
Currency ......................................................... #*
Cra+ting ........................................................... #*
(pace Com)at .............................................. #4
asics ............................................................. #4
Missions .......................................................... #5
Companions ................................................. #7
Companion %ist ............................................... #8
,night ............................................................. #!
Consular ......................................................... *$
(muggler ........................................................ *#
Trooper ........................................................... **
-arrior ........................................................... *.
In/uisitor ......................................................... *4
Imperial 0gent ................................................ *5
ounty 1unter ................................................ *6
(tory ............................................................ *7
%ight (ide 2 3ar' (ide ...................................... *7
4one &uests ................................................... *8
Class &uests ................................................... *8
Companion &uests .......................................... *!
%eveling ....................................................... .$
%eveling (trategies ......................................... .$
5ast %eveling Tips ........................................... .*
6edi ,night 2 (ith -arrior ................................. ..
(entinel 2 Marauder .............................................. ..
Guardian 2 6uggernaut .......................................... ..
6edi Consular 2 (ith In/uisitor .......................... .4
(hado7 2 0ssassin ................................................ .4
(age 2 (orcerer ..................................................... .5
(muggler 2 Imperial 0gent .............................. .5
Gunslinger 2 (niper ............................................... .5
(coundrel 2 8perative ......................................... .6
Trooper 2 ounty 1unter ................................. .6
Commando 2 Mercenary ....................................... .7
9anguard 2 "o7ertech .......................................... .7
0lternative :oles ............................................. .8
6edi Guardian 2 (ith 6uggernaut ........................... .8
6edi (hado7 2 (ith 0ssassin .................................. .8
6edi (age 2 (ith (orcerer ....................................... .!
(coundrel 2 8perative .......................................... 4$
9anguard 2 "o7ertech .......................................... 4$
Commando 2 Mercenary ....................................... 4#
Classes ......................................................... 4*
Class asics .................................................... 4*
0dvanced Classes ........................................... 4.
0)ilities and ('ills ........................................ 44
,night 2 -arrior .............................................. 44
0)ilities ................................................................. 44
('ills ..................................................................... 4!
Consular 2 In/uisitor ........................................ 5$
0)ilities ................................................................. 5#
('ills ..................................................................... 55
(muggler 2 Imperial 0gent .............................. 56
0)ilities ................................................................. 57
('ills ..................................................................... 6#
Trooper 2 ounty 1unter ................................. 6.
0)ilities ................................................................. 6.
('ills ..................................................................... 67
Mechanics .................................................... 6!
(tatistics ......................................................... 6!
Com)at (tats .................................................. 7$
:e+erence Ta)le .............................................. 7$
Com)at asics ................................................ 7*
Class (tats ...................................................... 7.
;/uipment ................................................... 76
asics ............................................................. 76
Commendations .............................................. 77
1igh %evel Gear .............................................. 7!
3atacrons .................................................... 8#
%ocations ........................................................ 8#
Matri< Cu)es ................................................... 87
Cre7 ('ills ................................................... 8!
Gathering ........................................................ !$
Missions .......................................................... !$
Cra+ting ........................................................... !#
3ependencies ................................................. !*
Companions .................................................... !5
:everse ;ngineering ....................................... !5
Mods ............................................................... !6
-hat=s est ..................................................... !6
Money .......................................................... !8
Ma'ing Credits ................................................ !8
Cra+ted Items .................................................. !!
Gala<y Trade >et7or' .................................. #$$
Groups ....................................................... #$#
Tan' :ole ...................................................... #$#
3amage :ole ................................................ #$*
1ealing :ole ................................................. #$.
5lashpoints ................................................. #$5
Group Ma'eup .............................................. #$5
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The Unofficial Star Wars the Old Republic Strategy Guide
5lashpoint %ist ............................................... #$5
The ;sseles ......................................................... #$6
lac' Talon ......................................................... #$7
1ammer (tation ................................................. #$8
0thiss .................................................................. #$!
Mandalorian :aiders .......................................... #$!
(treets o+ Cademimu ......................................... ##$
oarding "arty .................................................... ###
Taral 9 ................................................................ ##*
Maelstrom "rison ................................................ ##*
The 5oundry ....................................................... ##*
Colicoid -ar Game ............................................. ##.
:ed :eaper ......................................................... ##.
3irective 7 .......................................................... ##4
attle o+ Ilum ...................................................... ##5
The 5alse ;mperor ............................................. ##5
8perations ................................................. ##6
"reparation ................................................... ##6
8peration %isting .......................................... ##7
1utt 1ospitality .................................................. ##8
;ternity 9ault ..................................................... ##8
"layer vs "layer ......................................... #*$
-ar?ones ...................................................... #*$
0lderaan ............................................................. #*$
1utt)all ............................................................... #*#
9oidstar .............................................................. #**
(trategies ..................................................... #*.
3
The Unofficial Star Wars the Old Republic Strategy Guide
IMPORTANT
The Short Version:
This document is a single@user license. "lease don=t copy or share it.
The Long Version:
This document is seeded. In cases o+ copyright in+ringement this in+ormation 7ill )e used
to trac' do7n the user I3 that 7as used to ac/uire the document.
Apon your purchase o+ the document you agreed to the Terms and Conditions o+ ,iller
Guides Bhttp:22777.'illerguides.com2terms@and@conditionsC. In case you redistri)ute this
document or parts thereo+ 7ithout our 7ritten permission a contractual +ine o+ up to D#$E$$$
applies.
If you bought or received this document free of charge from any other party,
you can report them on our contact page (http://www.killerguides.com/contact).
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up to !"".
F Copyright www.killerguides.com *$##. 0ll rights reserved.
(tar -ars: the 8ld :epu)lic are trademar's or registered trademar's o+
;lectronic 0rts in the A.(. and2or other countries. 0ll other trademar's are the property o+
their respective o7ners.
4
The Unofficial Star Wars the Old Republic Strategy Guide
INTRODUCTION
elcome to (tar -arsE the 8ld :epu)lic BT8:C. 5or all those die hard (tar -ars
+ans that have yet to +ind the game +or their tastesE here=s one that=s )ound to
appeal to the masses. y +ocusing 7ell into the past +rom the (tar -ars movie
+ranchiseE 7here 6edis and (ith are a)undantE T8: is a)le to venture deep into lore and
storeE ma'ing +or an e<tremely engrossing game.
W
(ince this guide 7ill cover )oth +actions at the same time and the classes are mirrors in
s'ills and +unction G only 7ith di++erent names G this guide 7ill re+er to the Galactic :epu)lic
s'ill trees. -here possi)leE the mirrored a)ility names 7ill )e listed to help minimi?e
con+usion.
This primary purpose o+ this guide is to provide some general strategy 7hile playing the
game so that you can )etter understand ho7 all the various components 7or' together.
-e=ll cover all the classes and their variantsE transport optionsE companionsE /uestsE
e/uipmentE statisticsE group play as 7ell as player vs. player B"v"C. May the 5orce )e 7ith
all o+ usH
5
The Unofficial Star Wars the Old Republic Strategy Guide
GLOSSAR
his section 7ill contain all the terms and a))reviations used throughout the guide. It
7ill )e e<panded )ased on reader +eed)ac'.
T
0dd: enemies that Ioin the +ight a+ter is has )egun
0;: area e++ect
0im: primary stat +or Troopers and ounty 1unters
Cleave: a +rontal attac' in the shape o+ a cone
Crit: critical hit
Cunning BCunC: primary stat +or (mugglers and Imperial 0gents
3e+: de+ense
;ndurance B;ndC: primary stat that a++ects hit points
GC3: Glo)al Cooldo7nE the amount o+ time the game sets as a minimum )et7een
a)ilities
3oT: damage over time
3"(: damage role or damage per second
1oT: heal over time
"hase: tough enemies can have phases o+ com)at 7here their a)ilities 7ill change
"o7: "o7er
"resence B"resC: primary stat that a++ects companion stats
"roc: additional e++ects that occur a+ter a certain criteria has )een triggered
"v;: player versus environment or computer
"v": player versus human player
:;: reverse engineeringE a cra+ting a)ility
:espec: the a)ility to change your s'ill tree point allocation
(trength B(trC: primary stat +or ,nights and -arriors
Tan': a de+ensive role that a)sor)s damage +or a group
Threat: a term used to measure enemy hate to7ards players
-illpo7er B-illC: primary stat +or Consulars and In/uisitors
6
The Unofficial Star Wars the Old Republic Strategy Guide
C!ARACT"R
CR"ATION
+ter having 7atched the
ama?ing opening sceneE you=ll
)e presented 7ith the server
selection screen. There are a +e7 types o+
servers availa)leE "v; 7here you play
against the computerE "v" 7here you play
against the computer and other players and
:oleplaying B:"C servers 7here people 7ho
7ant to live the (tar -ars e<perience 7ill
)e +ound.
A
0+ter selecting a serverE you can create
a character. Jour +irst choice here is the
+action G Galactic :epu)lic or (ith ;mpire.
6edi are the calm and collected 'nights o+
the realm 7here the (ith so7 chaos and
disorder. (electing a given +action 7ill
impact your starting areaE nearly all o+ your
/uestsE people you can interact 7ith Bonly
your +actionC and the character class you
can select.
0+ter the +action screen and a cut sceneE
you get to pic' a class. ;ach +action has 4
main classesE 7hich are near identical to
the other +action. ;ach particular classE at
level #$ or soE can +urther +ocus their
character into an advanced class that
+ul+ills a particular role +or play. Tan's are
meant to a)sor) damage +or other playersE
healers 7ill heal 7ounds and damage
player 7ill naturally deal damage.
#ll advanced classes can play a
damage role. (ome 0dvanced Classes
can play additional rolesE so see the Class
section +or more details.
Class Adv.
Class
Role Style
,night Guardian Tan' Melee
(entinel 3amage Melee
-arrior 6uggernau
t
Tan' Melee
Marauder 3amage Melee
Consular (age 1ealer :ange
(hado7 Tan' Melee
In/uisito
r
0ssassin Tan' Melee
(orcerer 1ealer :ange
(muggle
r
Gunslinge
r
3amage :ange
(coundrel 1ealer :ange
Imperial
0gent
8perative 3amage :ange
(niper 3amage :ange
Trooper 9anguard Tan' :ange
Command
o
1eal :ange
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The Unofficial Star Wars the Old Republic Strategy Guide
Class Adv.
Class
Role Style
ounty
1unter
Mercenary 1eal :ange
"o7ertech Tan' :ange
8nce you=ve selected a classE you then
can choose your race and appearance.
>either have any impact on the game
mechanicsE they simply allo7 you to add
+lavor and uni/ueness to your character.
Class Me#hani#s
The interesting part in T8: is that each
class has a particular mechanic that sets
them apart +rom the rest. ,nights and
-arriors use 5ocus and :ageE a point
system that is used to po7er some strong
a)ilities. (ome a)ilities 7ill generate points
7hile others 7ill consume them. It ma'es
+or a nice )alance 7here you need to
)alance your availa)le points in order to
use your a)ilities at the proper time.
Consular and In/uisitors use 5orceE
7hich is essentially a large po7er )ar that
all your a)ilities use to varying degrees. It
recharges on it=s o7n at a decent paceE
7hich can )e augmented 7ith s'illsE
a)ilities and items. It is a'in to mana in
other games.
(mugglers and Imperial 0gents use
;nergy to po7er nearly all o+ their a)ilities.
This is a rather uni/ue energy )ar in that it
has a ma<imum amount that only lasts a
short period o+ time and regenerates at
di++erent ratesE depending on ho7 much
you have. 0t 6$K or a)oveE you
regenerate at +ull 7hile )elo7 that you ta'e
a signi+icant penaltyE 7hich +eels li'e
cra7ling through mud. This does give you
the +reedom to unload li'e cra?y near the
end o+ com)at or to save your s'in )ut +or
dra7n@out +ightsE you=ll need to conserve
your energy in order to )e most e++ective.
They also have an interesting cover
mechanicE 7hich lets you hide )ehind
o)Iects and use a di++erent s'ill set. 0t later
levels you can even create your o7n cover
points.
5inally Troopers and ounty 1unters use
an 0mmo and 1eat mechanicE respectively.
These are essentially the same )ut the
Trooper loses ammo 7ith s'ill use 7hile the
ounty 1unter gains 1eat. (imilar to
(mugglers and Imperial 0gentsE the less
ammo 2 more heat you haveE the longer it
ta'es to restoreE ma'ing s'ill Iuggling
important +or success.
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The Unofficial Star Wars the Old Republic Strategy Guide
$ASICS
his particular section 7ill loo' at
the )asic elements o+ T8: and
ho7 they interact 7ith each
other and 7ith you.
T
Planets
-here most other games 7ill have
progression through multiple ?onesE T8:
7ill have to travel to di++erence planets
composed o+ multiple ?ones each. 8nce
you +inish the class /uests on your capital
planet BCoruscant or 3romund ,aasC you=ll
receive your class shipE allo7ing +or
interplanetary travel.
0t the very start o+ your travelsE you=ll )e
placed on your starting planetE 7hich
depends entirely on your +action and class.
,night and Consulars 7ill )e placed on
Tython and (mugglers and Troopers on 8rd
Mandell. oth 7ill eventually meet up on
Coruscant and then move on to the rest o+
the gala<y. (ith -arriors and In/uisitors
start on ,orri)an 7hile Imperial 0gents and
ounty 1unters 7ill )egin on 1utta. They
eventually 7ill meet on 3romund ,aas 7ith
an eventual progress to the rest o+ the
gala<y. oth Coruscant and 3romund ,aas
house their respective +action=s capital
citiesE 7hich contain cantinasE trainersE
cra+ting stations and other important items.
They are usually re+erred to as capital
planets.
The rest o+ the planets are typically
limited to level rangesE as indicated )y the
+ollo7ing ta)le. 8nce you leave your
capital planetE you 7ill )e in ?ones 7here
the other +action residesE allo7ing +or "v"
on the appropriate servers.
Planet Range
Tython B:epu)ic 5orce
playersC
# to #$
8rd Mantell B:epu)lic >on@
5orce playersC
# to #$
,orri)an B;mpire 5orce
playersC
# to #$
1utta B;mpire >on@5orce
playersC
# to #$
Coruscant B:epu)licC #$ to #5
3romund ,aas #$ to #5
Taris B:epu)licC #5 to *$
almorra B;mpireC #5 to *$
>ar (haddaa *$ to *5
Tatooine *5 to *8
0lderaan *8 to .*
almorra B:epu)licC .* to .5
9
The Unofficial Star Wars the Old Republic Strategy Guide
Planet Range
Taris B;mpireC .* to .5
&uesh .5 to .7
1oth .7 to 4$
elsavis 4$ to 44
9oss 44 to 47
Corellia 47 to 5$
Ilum 5$
Trans%ort
;<ploring planets is a tough Io) since
they are so incredi)ly large and getting
around 7ill )e /uite a hassle. Than'+ully
you have a +e7 options +or transportE each
7ith their o7n costs and advantages.
Lo#al Trans%ort
;ven +rom your +irst steps you=ll +ind
local transport hu)s availa)le to youE
indicated 7ith a pair o+ arro7s. 8nce you
+ind a connecting hu) Bon +ootC you can
then travel relatively /uic'ly )et7een those
t7o pointsE ma'ing it a short e++ort to get
+rom 'no7n places. ;ach ?one 7ill have .
to 6 di++erent hu)s that you can +ind.
&'i#( Tra)el
8ne o+ your )asic s'ills is the a)ility to
teleport to )ind you have already
discovered. Jou=ll +ind these ne<t to the
local transport hu)s and they loo' li'e small
stations. Jou can see them on your map or
the mini@map and you must activate them
in order to teleport to them in the +uture.
These are really help+ul +or 7hen you=re
stuc' at the )ottom o+ a cave and you 'no7
you have a .$ minute 7al' )ac' to campE
+ull o+ enemies. 0 /uic' use o+ the s'ill and
you=re )ac' 7ith not a scratch. It does
have a .$ minute cooldo7n )ut that tends
to +ly )y.
S%rint
8nce you reach level #4E you=ll ac/uire
the (print a)ilityE 7hich increases your
movement speed 7hile out o+ com)at. This
is a toggled s'ill that resets i+ you dieE so )e
sure to 'eep it active.
Lo#al S%ee*ers
(peeders are your )asic mounts in a
given ?one and +irst )ecome availa)le at
level *5. Antil that pointE you=ll )e hoo+ing
it around and you=ll )e very glad +or any
10
The Unofficial Star Wars the Old Republic Strategy Guide
increase in your travel speed. 0s long as
you=re out o+ com)atE you can Iump on your
speeder and replace your 7al'ing )oots
7ith a com+orta)le ride.
Jou=ll )e a)le to purchase an upgraded
speeder at level 4$ and again at 5$. (ince
the speed )oost )et7een the level 4$ and
5$ speeders is minor and the cost can )e
/uite highE it=s )est i+ you s'ip it entirely
and 7ait until level 5o to upgrade.
Shi%s
:ather than a set level to get your shipE
you=ll receive it 7hen you reach your capital
planet and complete a /uestE so around
level #5 +or most players. These ships 7ill
act not only as transport )et7een planetsE
they also allo7 you to participate in space
com)at. This is an on@rails optional
shooting game that is availa)le to you and
as you improve your ship through
purchased componentsE you improve your
overall po7er.
The ship can also act as a hu) +or all
your companionsE setting them to various
cra+ting tas's. There are 6 ship models
7hich are lin'ed to each individual classE
though 6edi ,nights and Consular=s share
one type and (ith -arriors and In/uisitors
share another.
(pace Com)at is an on@rails shooter type
o+ eventE similar to the :ogue (/uadron
games a +e7 years ago. Jou can=t move o++
the path thoughE only around the limited
screen in +ront o+ you. In order to avoid
+ireE you=ll need to do )arrel rolls. (tillE
there are a do?en missions that increase in
di++iculty as you increase in level and in
order to ta'e on the tougher onesE you 7ill
need to purchase ship upgrades. Jou can
+ind these on any planet past your capital
planet and it only costs credits to improve.
Completing a (pace Com)at mission
re7ards some minor e<perience and some
5leet CommendationsE 7hich can )e
e<changed +or some high /uality ship
components.
(pace Com)at is completely optional
and you can complete the game 7ithout
ever upgrading your ship. (tillE at level 5$
it=s /uite a lot o+ +un to )lo7 up some other
shipsH
Co+bat
Com)at in T8: is similar to other MM8s
in that you have a s'ill )arE a resource set
and auto@targetting o+ your attac's 7hen
you have an enemy selected. It di++ers in
that nearly all com)at is done against
groups o+ enemies and i+ you see a lone
oneE you can )et that it=s a lot tougher than
normal. Jou=ll sometimes see 1eroic and
11
The Unofficial Star Wars the Old Republic Strategy Guide
;lite enemiesE 7hich are much harder
versions 7ith more damage and more hit
points. These are typically meant +or
groups o+ players or very advanced ones.
0n important matter to note is that that
line o+ sight means a lot in the game and
that a +air amount o+ enemies 7ill attac'
+rom range. This puts melee players B6edi
,nights and (ith -arriors most nota)lyC in
a7'7ard positions +rom time to time.
Anless you=re playing a tan' roleE it is
advisa)le to attac' enemies +rom range.
C'rren#,
Money ma'es the 7orld go round and
the (tar -ars universe is no di++erent. The
most )asic currency is credits and there are
no tiers Bsuch as copperE silver and goldC to
7orry a)out as in other games. Credits are
used nearly everything: training s'illsE
)uying itemsE travel on ta<is and sending
companions on missions. Through normal
play and 7ithout dedicating lots o+ time to
cra+tingE you 7ill have ample credits at all
times to train and move +or7ard 7ith the
game.
In addition to creditsE each planet has a
set o+ uni/ue currency @ called
commendations @ that allo7s you to
purchase rather uni/ue items +or a given
level range. 5or e<ampleE 1utta 7ill let you
s7ap your commendations +or level #@6
e/uipment. Jyou never lose them )ut you
can only spend them on the appropriate
planet.
There are additional types o+
commendationsL "v"E +lashpointsE
operations and space com)at all have their
o7n +lavors.
Crafting
Most MM8s have a player cra+ting
system and T8: is no di++erent G here it=s
called Cre7 ('ills. It does e<pand on the
typical model )y not having you directly do
the cra+tingE rather your companions 7ill do
it +or you. (ending a companion out means
that they are not 7ith you in com)atE and
the duration can )e as short as a minute or
nearly a day long.
The actual pro+essions are split into .
categories: cra+tingE missions and cra+ting.
The +irst t7o produce materials +or the
cra+ting pro+essions. Jou can select up to .
di++erent pro+essions )ut only one o+ them
may )e a cra+ting one.
Gathering can also )e done )y your
character out in the 7ildE i+ you +ind the
appropriate node. Jou can select
0rcheology +or crystalsE ionanalysis +or
genetic materialsE (cavenging +or
12
The Unofficial Star Wars the Old Republic Strategy Guide
technology or (licing +or schematics. The
actual items you can collect in the 7ild are
limited to the planet you=re onL the more
di++icult the planetE the )etter the
resources.
Missions can only )e completed )y your
companion and typically return items that
)ene+it multiple cra+ting pro+essionsE so
there isn=t one that=s a per+ect pair. These
items are usually meant +or the more
di++icult items to cra+t. Jou can select
3iplomacyE InvestigationE Treasure 1unting
or Ander7orld Trading.
5inally you can select a cra+ting
pro+ession. These 7ill ma'e armorE
7eaponsE augmentsE stims and gadgets.
0rmormech creates armor +or the non@+orce
classes. 0rmstech creates ranged 7eapons
li'e )lasters and ri+les. 0rti+ice creates 6edi
and (ith 7eapons. iochem creates stims
that )oost your stats as 7ell as implants.
Cy)ertech creates gadgets and augments.
(ynth7eaving creates armor +or the 6edi
and (ith.
Cra+ting costs time and money )ut does
o++er some interesting re7ards. -ith so
many choicesE you 7ill eventually )e
limited in 7hat you can create )ut you have
a +e7 options to get around that. 6oining a
guild 7ill put you in contact 7ith other
players 7ith di++erent s'ill sets. Jou can
sell your cra+ted items to other players and
in turn purchase theirs.
5inallyE you can create alternate players
7ho are there Iust to cra+t. (ince you can
ma< out all your cra+ting pro+essions )y
standing in to7nE as long as you have the
money you only need reach your 5leet
(tation 7ith another characterE train the
appropriate Cre7 ('ill to access the
recipes. -ith 8 characters you could have
8 cra+ters.
13
The Unofficial Star Wars the Old Republic Strategy Guide
SPAC"
COM$AT
nce you complete your starting
planetE you=ll )e given access to
your class ship. These are all
+unctionally identical yet each has a distinct
loo'.
O
Class Ship
6edi ,night
6edi Guardian
3e+ender
(muggler M( (toc' %ight
Trooper T@7 Thunderclap
(ith -arrior
(ith In/uisitor
5ury
Imperial 0gent M@7$ "hantom
ounty 1unter 35@Mantis
8nce you are on your shipE near your
gala<y map you 7ill +ind a /uest indicator.
Interacting 7ith this module 7ill )ring up a
list o+ repeata)le /uests that you can
per+orm. (ome can )e done an in+inite
amount o+ time 7hile others 7ill group
space missions together to provide a daily
re7ard.
In order to start a mission you must pay
a +uel cost and upon success+ul completion
o+ the mission you=ll get a cash re7ardE
e<perience and space commendations.
These commendations can )e traded in +or
space ship upgrades.
$asi#s
0ll com)at is done Non railsO meaning
you can=t move +arther than the screen
you=re loo'ing at. The game automatically
7ill )ring you a pre@set path and 7ill cycle
upon that path until either you die or you
complete the mission. I+ you do dieE the
mission restarts +rom scratch. I+ you
complete the missionE it can ta'e a minute
or more +or the game to )ring you to the
correct place on the NrailO +or the game to
register completed. I+ you die at any point
during this tripE the mission restarts.
Mapped to your main mouse )utton is
your )eam cannon. ,eep it held do7n to
shoot enemies 7ho move 7ithin your
crosshairs. Jou second mouse )utton 7ill
launch your missilesE though you only have
a limited amount. Get your targetting
crosshair over an enemy B)oth )o<esC and
clic' the )utton. The missile 7ill eventually
hit. This is great +or the tougher enemies
and targets.
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The Unofficial Star Wars the Old Republic Strategy Guide
Jour shield protects your hull and 7ill
automatically regenerate i+ you=re not
shooting. "ressing the space )ar 7ill cause
you to do a )arrel rollE 7hich avoids most
types o+ damageE use+ul +or 7hen many
things are attac'ing you at once.
5rom most planets you can purchase
ship upgrades +or credits. 0t +irst they
aren=t re/uired to )eat the space missions
)ut )y the mid .$s you=ll +ind that the
missions are too di++icult to complete 7ith
your )asic ship. Jou can improve the
+ollo7ing items:
Item Effect
(hield ooster oost shield
regeneration rate
Capacitor Increase )laster
damage
eam Generator Increase rate o+ +ire
and shield strength
0rmor "lating Increase ship armor
Torpedo Tu)e Increase amount o+
torpedoes
5leet Commendations can )e used to
purchase random crates +rom a vendor on
your +action=s space station. These are the
same random crates +ound on all
commendation vendors and do not
necessarily include ship upgrade
components.
Missions
There are . types o+ space missions.
The +irst is an escort mission 7here you
must escort a target to the end o+ the
mission and )oth o+ you must survive. In
nearly all variances o+ this mission you 7ill
need to shoot do7n many ships along the
path that are attac'ing the other ship and
the damage you receive is +rom turrets
along the path. 0 lot o+ )arrel rolls and
continual +ire +rom your cannons should get
you through these missions.
The second type is to destroy a space
stationE or more speci+ically certain
elements o+ the station. 0+ter a certain
point you=ll continually loop around the
station and )e presented 7ith multiple
targets to hit. Missiles usually 7or' )est on
these targets since they are )oth hard to
hit and have a +air amount o+ hit points as
7ell. 0ll the 7hile you=ll have ships and
turrets +iring at you. 3amage is near
constant in these missions and 7hile you=re
not actively +iring at the station it=s a good
idea to stop shooting and Iust )arrel roll to
regain your depleting shields.
The +inal type o+ mission is a survival
mission. Jou=ll have a goal o+ destroying a
certain amount o+ targets )ut the point is to
survive +or a given amount o+ time. (ince
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The Unofficial Star Wars the Old Republic Strategy Guide
the enemy=s sole goal is to 'ill youE these
can )e very hectic missions. 0gainE the
)arrel roll is your +riend in avoiding damage
as much as possi)le. 0)ove all other types
o+ missionsE these )ene+it the most +rom
ship upgrades.
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The Unofficial Star Wars the Old Republic Strategy Guide
COMPANIONS
imilar to mercenaries in other
gamesE companions are
computer players that assist
you in your travels. Jou=ll ac/uire your +irst
companion )et7een level 6 and 8E and
al7ays through class /uests. Jour
companions are limited to your class
though )y the time you reach level 5$ you=ll
have a companion that can +ill in pretty
much any role. -hen you get your shipE it
7ill automatically come 7ith a droid
companion.
S
Companions have a +e7 uni/ue roles in
the game. 5irstE you can send them o++ to
sell all your gar)age items in your )ags.
They=ll leave +or a minute and come )ac'
7ith money. (ince your )ags 7ill o+ten )e
+ull o+ stu++ that is )asically Iust moneyE this
is a great timesaver +rom having to +ind a
near)y vendor. 8pen your companion
screen Bde+ault > 'eyC and you=ll notice a
special )utton underneath the icon o+ your
active companion. "ress it and your
companion 7ill leave +or a minute then
return 7ith your credits.
(econdE as mentioned earlierE they are
the source o+ your cra+ting success. They
are the only ones 7ho can complete
missions and cra+tE so i+ you 7ant to ma'e
anythingE you need a companion.
ThirdE they provide additional /uests
through a++ection. -hile having a
companion e/uipped and completing
/uests and dialogueE you=ll notice that your
companion either li'es or disli'es 7hat you
say. Get enough a++ection +rom them and
additional /uests and content opens up.
%astlyE they act as an e<tra set o+ arms
in com)at. Jou 7ill +ind a tan'E a ranged
damage dealerE a healer and a +e7 that
com)ine a +e7 o+ those options. 5or solo
playE it=s usually )est to have the )est tan'
around to ta'e the damage 7hile you dish it
out. I+ you=re +ocusing on leveling as a tan'
thoughE it might serve you )etter to ta'e a
healer. Companions simply do not have
your s'ill set availa)le to themE so the
simpler the Io)E the )etter. In group playE
it=s actually )est to have them as a healer.
They=ll )e continually healing everyone and
there=s nothing 7rong 7ith that. Important
to note that group si?e is limited to 4
playersE including companionsE so once you
hit . real players in a groupE someone=s
companion is going to )e disa)led.
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The Unofficial Star Wars the Old Republic Strategy Guide
Co+%anion List
The listing )elo7 7ill indicate the name
o+ the companionE the planet that you=ll
need to complete your Class &uest on to
ac/uire themE their roleE their cra+ting
)onus and their pre+erred gi+t as 7ell i+ you
can romance them G i+ you=re the opposite
se<.
0 note a)out the cre7 s'ill )onuses.
;++iciency 7ill reduce the amount o+ time it
ta'es to do something 7hile Critical Chance
increases the chance to ac/uire more o+ an
item. Jour a++ection level 7ith a companion
has no e++ect on cra+tingE only on romance
and /uesting options.
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The Unofficial Star Wars the Old Republic Strategy Guide
-night
Name Planet Role Skill Gift Romance
T7@$# Tython :anged
Tan'
ioanalysis
;++iciency
(licing
Critical
Technology
,ira Carsen Coruscant Melee
3amage
(ynth7eavi
ng Critical
:esearch
Critical
%u<ury Jes
3oc almora 1ealer Ander7orld
;++iciency
iochem
Critical
CourtingE
%u<ury
Jes
%ord
(courge
1oth Melee Tan' 0rmstech
;++iciency
(cavenging
;++iciency
Military
Gear
(ergeant
:us'
1oth :anged
Tan'
0rti+ice
;++iciency
0rcheology
;++iciency
Trophy
19
The Unofficial Star Wars the Old Republic Strategy Guide
Cons'lar
Name Planet Role Skill Gift Romance
&y?en 5ess Typhon Melee Tan' iochem
;++iciency
0rcheology
;++iciency
-eapon
4enith almorra :anged
3amage
Investigatio
n ;++iciency
Ander7orld
Critical
Imperial
Memora)ili
a
Tharan
Cedre<
>ar (hadaa 1ealer Cy)ertech
;++iciency
(licing
;++iciency
%u<ury
%t. Iresso 1oth :anged
Tan'
0rmstech
Critical
(cavenging
Critical
CourtingE
Trophy
Jes
>adia Grell elsavis Melee
3amage
(ynth7eavi
ng
3iplomacy
Critical
Cultural
0rti+act
Jes
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The Unofficial Star Wars the Old Republic Strategy Guide
S+'ggler
Name Planet Role Skill Gift Romance
Corso :iggs 8rd Mantelll :anged
Tan'
Ander7orld
;++iciency
0rmstech
Critical
Military Jes
o7darr >ar (hadaa Melee Tan' Cy)ertech
;++iciency
(cavenging
;++iciency
-eaponE
Trophy
:isha 0lderaan :anged
3amage
3iplomacy
;++iciency
(licing
Critical
%u<uryE
Technology
Jes
0'avi (paar almorra :anged
3amage
0rmortech
;++iciency
ioanalysis
Critical
Military
Gear
Jes
Guss Tuno 1oth 1ealer 0rcheology
;++iciency
Treasure
Critical
%u<uryE
Technology
21
The Unofficial Star Wars the Old Republic Strategy Guide
Troo%er
Name Planet Role Skill Gift Romance
0ric 6organ 8rd Mantell :anged
3amage
0rmstech
;++iciency
3iplomacy
Critical
0mmunition
eltE
(urvival
Gear
Jes
;lara 3orne Taris 1ealer iochem
;++iciency
ioanalysis
;++iciency
1istory
1oloE 3ata
%i)raryE
anners
Jes
M#@4M >ar (hadaa :anged
Tan'
Cy)ertech
Critical
(cavenging
Critical
:epu)lic
Memora)ili
a
Tanno 9i' almorra Melee Tan' 0rmormech
Critical
Ander7orld
Critical
-eapon
Junn 1oth Melee
3amage
:esearch
;++iciency
(licing
;++iciency
TechnologyE
Cultural
0rti+act
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The Unofficial Star Wars the Old Republic Strategy Guide
Warrior
Name Planet Role Skill Gift Romance
9ette ,orri)an :anged
3amage
Ander7orld
;++iciency
Treasure
Critical
Cultural
0rti+actE
%u<ury
Jes
Malavi
&uinn
almorra 1ealer 0rmstech
;++iciency
3iplomacy
;++iciency
Military
GearE
-eapon
Jes
%ieutenant
"ierce
Taris :anged
Tan'
Cy)ertech
;++iciency
:esearch
Critical
-eapon Jes
6aesa
-illsaam
1utta Melee
3amage
0rcheology
;++iciency
(ynth7eavi
ng Critical
-eapon Jes
roonmar' 1oth Melee Tan' (cavenging
;++iciency
ioanalysis
Critical
TrophyE
Technology
23
The Unofficial Star Wars the Old Republic Strategy Guide
In.'isitor
Name Planet Role Skill Gift Romance
,hem 9al ,orri)an Melee Tan' 0rti+ice
;++iciency
:esearch
;++iciency
-eapon
0ndroni'us
:evel
Tatooine :ange
3amage
(licing
Critical
Ander7orld
Critical
Military
GearE
Ander7orld
Goods
Jes
0shara
4avros
Taris Melee
3amage
(ynth7eavi
ng ;++iiency
3iplomacy
;++iciency
CourtingE
Cultural
0rti+act
Jes
Talos
3relli'
1oth 1ealer Treasure
;++iciency
0rcheology
Critical
%u<uryE
Cultural
0rti+act
Male' 9oss :anged
Tan'
ioanalysis
;++iciency
(cavenging
Critical
Military
GearE
-eapon
24
The Unofficial Star Wars the Old Republic Strategy Guide
I+%erial Agent
Name Planet Role Skill Gift Romance
,aliyo 1utta :anged
3amage
0rmstech
;++iciency
Ander7orld
Critical
Military
GearE
%u<ury
Jes
(corpio elsavis :anged
Tan'
ioanalysis
Critical
3iplomact
Critical
-eaponE
Technology
Jes
3octor
%o'in
Taris 1ealer iochem
;++iiency
:esearch
;++iciency
Military
GearE
%u<ury
Jes
9ector
1yllis
0lderaan Melee
3amage
ioanalysis
;++iciency
3iplomacy
Critical
Cultural
0rti+act
Jes
;nsign
Temple
1oth :anged
3amage
(cavenging
;++iciency
0rmormech
Critical
Military
GearE
Imperial
Memora)ili
a
Jes
25
The Unofficial Star Wars the Old Republic Strategy Guide
$o'nt, !'nter
Name Planet Role Skill Gift Romance
Ma'o 1utta 1ealer Cy)ertech
;++iciency
(licing
;++iciency
Ander7orld
GoodE
Technology
Jes
Gault Tatooine :ange
3amage
Ander7orld
;++iciency
iochem
Critical
Ander7orld
GoodE
%u<ury
Torian
Caldera
Taris Melee
3amage
:esearch
;++iciency
ioanalysis
Critical
-eaponE
Military
Gear
Jes
li?? 1oth :anged
Tan'
0rmormech
;++iciency
0rmstech
Critical
;verything
)ut
Courting
('adge elsavis Melee Tan' (cavenging
;++iciency
Treasure
Critical
-eaponE
Ander7orld
Good
26
The Unofficial Star Wars the Old Republic Strategy Guide
STOR
lot has )een said a)out
io7are and their 4 pillars o+
an MM8 G com)atE
progressionE e<ploration and story. In most
other gamesE you=ll have a com)ination o+
the +irst . and the story is le+t as +lavor +or
/uests. It=s one o+ the main driving +orces
)ehind :" serversE players determine the
story on their o7n since there isn=t much in
the game to )egin 7ith.
A
T8: is /uite a )it di++erent in that
regard. (tory G through /uesting G is the
'ey to progression +rom planet to planetE
?one to ?one. Jou pretty much have to
+ollo7 your class /uest line in order to get
any7here. It unloc's transportsE advanced
classes and +lashpoints.
CurrentlyE there are . chapters in your
personal storyE each uni/ue the the class
that you play. (ome particular elements
7ill change depending on ho7 you respond
to your /uest givers. I+ you=re niceE perhaps
you=ll get an e<tra /uest and i+ you=re evilE
perhaps an e<tra re7ard. It all depends
and that adds a lot o+ +un to the game.
The +irst chapter 7ill last until the end o+
0lderaanE Iust )e+ore you hit level .$.
Chapter * 7ill last until the end o+ elsavisE
around level 44. Then you Iump into
Chapter . 7hich 7ill last all the 7ay until
level 5$.
Light Si*e / Dar(
Si*e
Compared to other games 7here the
/uest screen is simply a)out clic'ing
0cceptE T8: 7ill present you 7ith dialogue
options. 0t +irst they might seem simple
)ut in +act they allo7 you a level o+
customi?ation to your play. May)e you
7ant to play an ;vil 6edi or a Good (ith.
May)e you 7ant to play a mi<. "erhaps
you are trying to gain a++ection 7ith one o+
your companions and need to come o++
strong.
(electing the altruistic and no)le options
7ill re7ard you 7ith %ight (ide points and
selecting the sel+ish and destructive
choices 7ill re7ard 3ar' (ide points. Jou
don=t lose any +rom a given side )ut you
gain additional re7ards at certain levels o+
%ight23ar' pointsE so try and thin' li'e a
6edi or a (ith 7hen tal'ing through /uests.
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The Unofficial Star Wars the Old Republic Strategy Guide
Jou can al7ays complete /uests )y Iust
randomly clic'ing responses )ut i+ you pay
attention you=ll get e<tra re7ards and
additional story elements. I+ you have a
dire need +or %ight or 3ar' side pointsE then
the 3iplomacy mission cre7 s'ill can get
you as many points as you need. This can
get incredi)ly e<pensive.
0one &'ests
;ach planet 7ill have a main /uest line
and some additional minor /uests along the
7ay. T8: does an ama?ing Io) o+ al7ays
having some /uest active and in most
dungeons or su)@?onesE you=ll have the
chance to pic' up some /uests along the
7ay.
(ome /uests 7ill give you additional
o)IectivesE typically as'ing you to 'ill some
e<tra enemies +or a )it more re7ard. (ince
you=re in the area anyho7E might as 7ell
get that e<tra re7ardH
0lso 7orth noting are 1eroic /uests.
These al7ays come 7ith a num)er B*E . or
4C indicating the num)er o+ suggested
people re/uired to complete it. Thin' o+ it
as group /uests and in some casesE mini@
dungeons. ;very single planet is littered
7ith them and they are not mandatory to
complete. They do ho7ever o++er additional
re7ards Busually planet currency and an
itemC and can )e repeated.
1eroic /uests +or * players can usually
)e completed )y a single player 7ith a
companionE i+ you have a good
understanding o+ your class. (ome
ho7everE 7ill al7ays )e too tough to
complete alone. e sure to as' around i+
anyone else is on the /uest or you can
come )ac' 7hen you=re a +e7 levels ahead.
Class &'ests
5rom the +irst step you ta'e you=ll )e
presented 7ith the start o+ your class
/uests. These are larger /uest o)Iectives
that as' you to complete rather
complicated tas's and 7ill lead you through
an entire planet.
The tend don=t directly tie into planet
/uests )ut most o+ the time you=ll +ind a +e7
e<tra /uests in the same area i+ you pay
attention.
Class /uests are re/uired to access your
0dvanced ClassE your shipE your
companions and to access the ne<t planetE
so you can=t s'ip them. They can all )e
completed alone and all +ollo7 a very
Nmovie@li'eO adventure.
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The Unofficial Star Wars the Old Republic Strategy Guide
Co+%anion &'ests
0s you progress through the game 7ith
a companion on your shoulderE you=ll )e
gaining a++ection through dialog options.
(ometimes they 7ill initiate a tal' 7ith you
and provide you 7ith a tas'. Completing
these tas's 7ill re7ard you 7ith more
a++ectionE more story and some uni/ue
items +or your companion.
I+ you really spend some time 7ith them
you might )e a)le to unloc' some romance
options as 7ell. Treat them 7ell and you=ll
get some nice re7ards at the end.
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The Unofficial Star Wars the Old Republic Strategy Guide
L"V"LING
s much +un as all the content
is throughout the gameE your
end goal 7ill surely )e
reaching ma<imum level. I=m sure it=s
possi)le to get there 7ithout /uesting )ut
you=ll )e missing out on e<perienceE itemsE
storyE companion characters and your
advanced class.
A
The /uest givers 7ill al7ays have an
empty triangle a)ove their head. They
could )e peopleE terminals or Iust plain
items on the ground. "ic' up as many as
you can since they typically overlap in a
given su)@?one and you=re going to )e
there any7ay. -hen you need to turn in a
/uestE the icon 7ill )e the same triangle )ut
this time +illed in. It=s a good idea to +inish
all the /uest o)Iectives in a given ?one
)e+ore turning them inE it 7ill save time.
Anless you are groupedE avoid any
1eroic /uest. Though they have good
re7ardsE they are incredi)ly di++icult. I+ you
can +ind a group thoughE it=s 7orth the time.
Le)eling Strategies
The simplest 7ay to level up is through
com)at and that means dealing damage to
your opponents. ;very class does this
pretty 7ellE though some advanced classes
are )etter e/uipped. There are some )asic
rules o+ thum) to 'eep in mind though.
Ase a tan' companion. The healers
don=t heal enough and the damage
ones don=t do enough damage 7hen
compared to you. 0 tan' 7ill 'eep
at least # enemy o++ your )ac' at all
times. I+ you plan on leveling as a
tan'E then a healer companion
7ould pro)a)ly 7or' out.
Ase cro7d control a)ilities. !5K o+
all com)at is against .@4 enemies
and i+ you can su)due one +or .$
secondsE it 7ill 'eep you alive.
Ase 0rea ;++ect B0;C attac's against
. or more enemies. %ess enemies
than thatE and you lose
e++ectiveness.
1ave Medic "ac's on your hot )ar in
case o+ emergencies
0ttac's that are channeled can )e
shortened due to ta'ing damage.
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The Unofficial Star Wars the Old Republic Strategy Guide
;very advanced class can +ocus on
dealing damage through s'ill trees.
3amage )uilds are the most
e++ective at levelingE and the ones
suggested in this guide.
I+ you 7ant to use a di++erent s'ill
treeE you can reset your s'ill points
in your capital cityE +or a +ee
Ase 'noc'do7ns and stuns.
0nytime the enemy is on the
groundE they aren=t hitting you.
-hen considering particular tacticsE it=s
important to remem)er that nearly all
com)at 7ill )e against groups o+ enemies.
;nemies come in 4 main +lavors. -ea'E
7hich can do do7n in #@* hitsE regular
7hich 7ill ta'e 4@5 hits eachE strong Bgrey
starC 7hich are immune to some e++ects and
use a 7ide assortment o+ a)ilities and
+inallyE elite Bgold starC 7ho have a lot o+ hit
pointsE use many a)ilities and 7ill pose a
large challenge to all players. Thin' o+
elites as mini@)ossesE in that you 7ill need
to use every tool you have to )eat them.
Most groups 7ill )e composed o+ .@4
regular enemiesE though +rom time to time
you=ll +ind a tough enemy 7ithin their ran's.
I+ you have a tan'ing companionE it=s a
good idea to send them on the strongest
enemyE the tough one i+ it=s presentE and
personally deal 7ith the regular enemies.
(ome classes 7ill )e 7ea' in the 0;
a)ilities department until the *$sE so ta'e
one enemy do7n at a time. I+ your class
has a stunE such as -hirl7ind +or
In/uisitorsE use that to start the +ight on the
tough enemy instead. Granted they do
more damage and have more hitpoints )ut
it=s a recipe +or disaster letting 4 people
attac' you at once rather than ta'ing out
the 7ea'er ones +irst.
8nce you do target the tough enemiesE
'eep an eye on their a)ility )ar and you=ll
o+ten +ind that they are trying to channel a
large attac'. Ase an interrupt at that point
to stop them. Jou can also use a
'noc'do7n attac' or a stun. Asually you=ll
only need to do this once per tough enemy.
I+ you encounter an elite enemyE things
are a )it similar to a tough oneE the main
di++erence is their damage and hit points. I+
they come 7ith +riendsE ta'e them out +irst.
8nce it=s Iust you and the eliteE get ready to
use an interrupt rotation. Many classes
have multiple interrupt@type attac's. These
are either straight interruptsE 'noc'do7n
a)ilities or a stun. 0 Trooper +or e<ample
has Cryo Grenade to stunE and i+ they go
the 9anguard routeE they also get :iot
(tri'e to interrupt and >eural (urge as a
second stun a)ility.
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The Unofficial Star Wars the Old Republic Strategy Guide
0n interrupt rotation is the act o+
staggering your a)ilities to get the most out
o+ them )y using the availa)le interrupt
7ith the shortest cooldo7n. In the
9anguard e<ample a)oveE Cryo Grenade
has a 6$ second cooldo7nE :iot (tri'e is 8
seconds and >eural (urge is 45 seconds.
Jou 7ould use :iot (tri'eE >eural (urgeE
then :iot (tri'e again since its cooldo7n
7ould )e +inishedE then Cryo Grenade. I+
you didn=t start 7ith :iot (tri'eE odds are
you 7ould only )e a)le to get . interrupts
)e+ore )eing una)le to stop the enemy.
This rotation is 'ey to success+ully
de+eating any hard enemy and in !!K o+
the casesE it is a )etter decision to interrupt
an enemy than to damage them.
1ast Le)eling Ti%s
I+ your goal is to hit level 5$ as +ast as
possi)leE here are some general guidelines
to help you along the path. Jou 7ill )e
s'ipping a lot o+ the content ho7everE and
there+ore missing a lot o+ the +un stu++ that
io-are has put in the game to ma'e
leveling more cohesive and interesting.
0ll com)inedE you can reach level 5$ in
under 8$ hours. To compareE a standard
play through could run you #5$@*$$ hours G
that=s a lot o+ s'ipped dialogue.
3ialogue can )e s'ipped 7ith the
space )ar
-hen dialogue choices appearE
hover over them to see the %ight 2
3ar' options
Ignore heroic /uests unless you are
grouped and close@)y
Ignore planet )onus missions
Missions you do complete should )e
your level or one a)ove
Ignore all cra+ting and mission s'ills
until level 5$
I+ money is not a concernE ignore all
cre7 s'illsE other7ise ta'e .
gathering s'ills
3on=t )uy anything on the GT>E you
can level to 5$ on mission re7ards
alone
9ossE Corellia and Ilum /uests
re7ard commendations +or level 5$
gearE )e sure to ta'e them
-hen leaving a planet other than
the last .E spend all your
commendations on gear you can use
or mods that you resell +or credits
Collect all the )ind points on a map
and use your recall a)ilityE it should
)e on cooldo7n o+ten
Ignore "v" content 7hile leveling
Ignore -orld osses
Ignore 3atacrons until level 5$
Ignore 5lashpointsE you 7ill see
them all at level 5$
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The Unofficial Star Wars the Old Republic Strategy Guide
Jour +irst mount is at level *5 and
costs a )it more than 4$,E get it
once in the to7n on Tatooine
2e*i -night / Sith
Warrior
Anless you=re groupingE you=re in the
melee dealing damage. This also means
you ta'e more damage as you need to
close the distance 7ith enemies in order to
attac' them. Get used to using 5orce
%eap 2 5orce Charge to start com)at.
Sentinel / Mara'*er
$%ample &uild ' (entinel
$%ample &uild ' )arauder
(entinel 2 Marauder 7ill provide you 7ith
some great damage options. 6uyo 5orm 7ill
)e a good start until you ac/uire 0taru
5ormE 7hich should then )e your go@to +orm
+or damage.
Com)at typically starts 7ith a 5orce
%eap 2 5orce Charge on a ranged enemy.
Jou can then use 4ealous (tri'e 2 attering
0ssault to generate 5ocus and use 5orce
(7eep 2 (mash and Cyclone (lash 2
(7eeping (lash i+ you=re close enough to
the rest o+ the enemiesE else Cauteri?e 2
:upture and 8verhead (lash 2 Impale on
the closest one. 8nce you gain "recision
(lash 2 GoreE you should use it every
cooldo7n as the e<tra armor penetration is
great. lade :ush 2 Massacre should )e
used every 6 secondsE to 'eep the )oost to
0taru 5orm active.
Jour +inal rotation 7ill loo' something
li'e 5orce %eap 2 5or Charge then the
+ollo7ing a)ilitiesE in priority.
4ealous (tri'e 2 attering 0ssault
"recision (lash 2 Gore
lade :ush 2 Massacre
Master (tri'e 2 :avage
lade (torm 2 5orce (cream
In truthE you need some investment into
s'ills )e+ore you can settle into a solid
rotation as /uite a +e7 give you a chance
+or 5ocus 7ith certain attac's. 0t lo7er
levelsE you=ll )e /uite strapped +or 5ocus
and limited in choice )ut once you hit level
*$ and .* ne7 s'ills 7ill give you some
)oosts.
G'ar*ian / 2'ggerna't
;ven though you can level in a tan'ing
roleE I 7ould suggest ta'ing the 3"( route.
That means ta'ing the 9igilance 2
9engeance s'ill tree +or most.
$%ample &uild * +uardian
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The Unofficial Star Wars the Old Republic Strategy Guide
$%ample &uild ' ,uggernaut
Jou=ll )e in (hien +orm +or com)atE 7hich
7ill have an impact on your 5ocus 2 :age
generation. Com)at 7ill start 7ith (a)re
Thro7 to get their attentionE +ollo7ed )y a
5orce %eap 2 5orce Charge. Jou can then
use (undering (tri'e 2 (undering 0ssaultE
+ollo7ed )y "lasma rand 2 (hatter and
8verhead (lash 2 Impale. 3ispatch 2 9icious
Thro7 can )e used on enemies under *$KE
other7ise use lade (torm 2 5orce (cream.
5orce (7eep 2 (mash is used to 'eep the
enemy accuracy de)u++ active.
(ince a +e7 o+ those a)ilities 7on=t )e
availa)le until you level upE you can
alternatively use (tri'e 2 0ssault and lade
(torm 2 5orce (cream as your main damage
options until you unloc' )etter a)ilities.
2e*i Cons'lar /
Sith In.'isitor
There are t7o choices hereE either the
melee role 7ith the (hado7 2 0ssassin or
the ranged damage 7ith the (age 2
(orcerer. Anless you ta'e the tan'ing
choice +or meleeE it=s )est to have a tan'ing
companion +or your travels.
(eeing that (hado7s 2 0ssassins have
reduced range +or their attac'sE it can )e
tric'y to move around groups o+ enemies in
order to attac'. Ma'e li)eral use o+ (tealth
to help ma'e it close and alive.
Sha*o3 / Assassin
$%ample &uild * (hadow
$%ample &uild ' #ssassin
There are a +e7 non@com)at items to
discuss +irst. 5orce Techni/ue 2 %ightning
Charge or (urging Charge 2 (urging
Techni/ue should )e active at all timesE
depending on 7hich a)ility to have
availa)le. -hen you use a chargeE it
should )e a priority to get it )ac'. lac'out
is a great a)ility as it helps restore your
5orce 7ith the s'ill choices given. 0lsoE
since (tealth is a maIor part o+ com)atE you
7ant to try and start all com)at in stealth
and use lac'out 7hen o++ cooldo7n to get
more damage.
I+ 5ind -ea'ness 2 ;<ploit -ea'ness is
activeE use (hado7 (tri'e 2 Maul +or the
damage )oost. 3ou)le (tri'e 2 Thrash
should )e used ne<t in order to get the )u++
to reduce the cost o+ "roIect 2 (hoc'E then
Clairvoyant (tri'e 2 9oltaic (lash to dou)le
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The Unofficial Star Wars the Old Republic Strategy Guide
the e++ect. >o7 you can use "roIect 2
(hoc'. I+ the enemy still has a +air amount
o+ health le+tE use 5orce reach 2 3ischarge
to +inish them o++.
Sage / Sor#erer
$%ample &uild * (age
$%ample &uild ' (orcerer
This )uild changes drastically once you
get Tele'inetic -ave 2 Chain %ightning and
it=s associated s'ills. Ap until that pointE it=s
a matter o+ 5orce %i+t 2 -hirl7ind to start
com)atE then "roIect 2 (hoc'E Tele'inetic
Thro7 2 5orce %ightning and 3istur)ance 2
%ightning (tri'e to deal damage as
cooldo7ns allo7. -ea'en Mind 2 0++liction
can )e put up once ac/uired and Iust
)e+ore a Tele'inetic Thro7 2 5orce %ightning
)ut isn=t essential until you get Tur)ulence 2
Thundering lastE +or some massive
damage. -hen you get Tele'inetic -ave 2
Chain %ightningE you should use it every
cooldo7n and stop using "roIect 2 (hoc'
unless you need a stunE simply use
3istur)ance 2 %ightning (tri'e 7hile
Tele'inetic Thro7 2 5orce %ightning is on
cooldo7n.
S+'ggler /
I+%erial Agent
>o7 comes one o+ the tric'ier classes in
T8: in that one o+ your 'ey a)ilities
re/uires that you stop moving and hide
)ehind Cover. I+ you need to move in
com)atE you=ll need to manually move outE
place the Cover and move )ac' in. This is
lonely a pro)lem +or the 3"( roles thoughE
as healers don=t need cover to +unction.
G'nslinger / Sni%er
$%ample &uild * +unslinger
$%a mple &uild ' (niper
Com)at is actually /uite straight+or7ard
here )ut you can add variations i+ you=d
li'e. (tart 7ith (peed (hot 2 (eries o+
(hotsE +ollo7ed )y :apid 5ire to remove the
cooldo7n. 0imed (hot 2 0m)ush is ne<tE
+ollo7ed )y Charged urst 2 (nipe. 5lurry o+
olts 2 :i+le (hot should )e used to allo7
;nergy to regain. Jou can then use
Tric'shot 2 5ollo7through +or some nice
damage and then repeat the entire cycle.
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The Unofficial Star Wars the Old Republic Strategy Guide
0s you=re leveling you=ll naturally not
have access to all the s'ills )ut a good
rotation )et7een 0imed (hot 2 0m)ush and
Charged urst 2 (nipe 7ill ta'e do7n most
enemies rather /uic'ly. M( 5ly)y 2 8r)ital
(tri'e can )e used +or 0; damage on tightly
grouped enemies.
;nergy management can )e a pro)lem
here and it=s good to remem)er that 5lurry
o+ olts 2 :i+le (hot can )e used to allo7
your ;nergy to regenerate. It=s also a good
idea to al7ays )e a)ove 6$ ;nergyE 7hich
typically means 7aiting until !$ ;nergy
)e+ore using an ;nergy@consuming a)ility.
S#o'n*rel / O%erati)e
$%ample &uild * (coundrel
$%ample &uild ' -perative
5irst o++E "ugnacity 2 (tim oost are
pretty much re/uired active at all times due
to the increased ;nergy they return.
Than'+ully th e++ect lasts 45 secondsE so
you 7on=t )e spamming the a)ility )ut it=s
important to al7ays have it active. This 7ill
re/uire )alancing o+ the Apper 1and 2
Tactical 0dvantage in order to useE so 'eep
at least one up as 7ellE 7hich should )e
simple enough. This ;nergy management
also means that you should try and 'eep
your ;nergy a)ove !$ )e+ore using an
a)ility.
Jour rotation there+ore )ecomes 5lurry
o+ olts 2 :i+le (hot i+ you=re under !$
;nergy. laster -hip 2 (hiv can )e used to
get Apper 1and 2 Tactical 0dvantage.
1emorrhaging last 2 -ea'ening last
should )e used +or the increased 3oT
damage. 9ital (hot 2 Corrosive 3art should
then )e applied and 'ept active. (hrap
om) 2 Corrosive Grenade +or the same
reason. 5inallyE use -ounding (hots 2 Cull.
0; )attles can use (hrap last 2
Corrosive GrenadeE M( 5ly)y 2 8r)ital (tri'e
and laster 9olley 2 Car)ine urst.
Troo%er / $o'nt,
!'nter
This class has a pretty good set o+ 0;
s'ills and good de+enses in addition to
attac'ing +rom rangeE ma'ing it one o+ the
more evenly )alanced options in T8: G
regardless o+ the 0dvanced Class you
select.
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The Unofficial Star Wars the Old Republic Strategy Guide
The 0mmo 2 1eat mechanic re/uires you
to care+ully manage your s'ill usage as your
regeneration is )ased on the amount you
actively have. (pamming s'ills 7ill usually
have you end up 7ith a very slo7 recharge
rate and no s'ills availa)le +or use.
Co++an*o / Mer#enar,
$%ample &uild * .ommando
$%ample &u ild ' )ercenary
3ue to the dynamics o+ 0mmo 2 1eat
and the s'ill choicesE you 7ill typically use a
priority list +or actions. I+ you=re )elo7 8
0mmo 2 a)ove *$ 1eatE then use 1ammer
(hot 2 :apid (hots. I+ you=re )elo7 6 0mmo
2 a)ove 5$ 1eatE then use :echarge Cells 2
9ent 1eat. Jou=ll 7ant 0rmor "iercing Cell 2
1igh 9elocity Gas Cylinder should )e used
+or the armor piercing damage )oost.
0ctual com)at no7 starts. Grav :ound 2
Tracer %oc' until you have 5 stac's o+
Charged arrel 2 Tracer %oc' on the target.
1igh Impact :ound 2 :ail (hot should )e
used thenE +ollo7ed )y 3emolition :ound 2
1eatsee'er Missiles i+ the +ormer is on
cooldo7n. I+ Curtain o+ 5ire 2 arrage procsE
then you should use 5ull 0uto 2 Anload. I+
everything is on cooldo7nE )ac' to Grav
:ound 2 Tracer %oc'.
Clearly this )uild doesn=t really start to
get moving until you get Grav :ound 2
Tracer Missile so until then you=re stuc'
7ith 5ull 0uto 2 Anload and 1igh Impact
:ound 2 :ailshot +or your damage. 0;
options include Mortar 9olley 2 3eath 5rom
0)oveE "lasma Grenade 2 5usion Missile and
1ail o+ olts 2 (7eeping lasters.
Vang'ar* / Po3erte#h
$%ample &uild * /anguard
$%ample &uild ' 0owertech
(imilar to the Commando 2 MercenaryE
0mmo 2 1eat management is important. I+
you=re )elo7 8 0mmo 2 a)ove *$ 1eatE then
use 1ammer (hot 2 :apid (hots. I+ you=re
)elo7 6 0mmo 2 a)ove 5$ 1eatE then use
:echarge Cells 2 9ent 1eat. 1igh ;nergy
Cell 2 1igh ;nergy Gas Cylinder should )e
used +or damage purposes.
0s long as you have the 0mmo 2 1eat as
listed in the previous paragraphE you=ll run
a rotation. (tic'y Grenade 2 ;<plosive 3art
can start the +ight. 5ollo7 7ith 5ire "ulseE
then Immolate "ulse :ound 2 5lamethro7er
and then Ion "ulse 2 5lame urst.
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The Unofficial Star Wars the Old Republic Strategy Guide
I+ you manage to get up closeE then use
Gut 2 :etracta)le lade +ollo7ed )y a 1igh
Impact olt 2 :ail (hot. I+ attering :am 2
5lame arrage procsE then use :oc'et
"unch.
0; options include Mortar 9olley 2 3eath
5rom 0)oveE "ulse :ound 2 5lamethro7er
and ;<plosive (urge 2 5lame (7eep.
Alternati)e Roles
;ven though I suggest the 3"( role +or
everyone to level inE some 7ill 7ant to play
a di++erent role. This portion 7ill go over
the alternate roles each advanced class can
playE i+ they have an alternate role +rom
3"( G * do not.
2e*i G'ar*ian / Sith
2'ggerna't
$%ample &uild * +uardian
$%ample &uild ' ,uggernaut
:ather than a +ocus on damageE there=s
a +ocus on 'eeping enemies attac'ing you
and surviving. The +irst element is (oresu
5ormE 7hich is re/uired +or tan'ing. To
generate 5ocus or :ageE you should use the
+ollo7ingE depending on availa)ility.
Com)at 5ocus 2 erser'E (undering (tri'e 2
(undering 0ssault and +inallyE (tri'e 2
0ssault.
5or single targetsE use the +ollo7ingE in
priority +or damage. :iposte 2 :etaliateE
lade (torm 2 5orce (creamE 5orce (7eep 2
(mashE 1ilt (tri'e 2 ac'handE Guardian
(lash 2 Crushing lo7 and (lash 2 9icious
(lash.
0; 7ill use :iposte 2 :etaliateE lade
(torm 2 5orce (creamE 5orce (7eep 2
(mashE 1ilt (tri'e 2 ac'hand and Cyclone
(lash 2 (7eeping (lash.
Ase your de+ensive cooldo7ns at the
start o+ group com)at and 7hen the
cooldo7n permits on )osses. Guardian
%eap 2 Intercede should )e used 7hen
someone in the group is getting attac'ed
and you=re not in melee range.
2e*i Sha*o3 / Sith
Assassin
$%ample &uild * (hadow
$%ample &uild ' #ssassin
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The Unofficial Star Wars the Old Republic Strategy Guide
5orce management is an issue here
since you have a set total amount. Com)at
Techni/ue 2 3ar' Charge should )e the
active )u++ 7hile tan'ing. Com)at then
)ecomes a priority list to ensure that
certain e++ects are maintained.
,inetic -ard 2 3ar' -ard 7ith under
* charges
(lo7 Time 2 -ither +or the damage
de)u++
5orce reach 2 3ischarge +or
accuracy de)u++
Tele'inetic Thro7 2 5orce %ightning
7ith . charges
"roIect 2 (hoc' i+ "article
0cceleration 2 ;nergi?e is active
3ou)le (tri'e 2 Thrash
0; attac's are similarE e<cept that you
add -hirling lo7 2 %acerate. 3e+ensive
a)ilities should )e used at the start o+
group +ights and 7hen availa)le on )osses.
5orce (peed is a great tool to use to cover
distances /uic'ly.
2e*i Sage / Sith Sor#erer
$%ample &uild * (age
$%ample &uild ' (orcerer
0s a healerE you=re under the po7er o+
triage in com)atE or the sorting o+ need.
5orce 0rmor 2 (tatic arrier is /uite
po7er+ul and should )e active on the tan'
at all timesE 7hen not on cooldo7n. Then
you 7ant to 'eep :eIuvenate 2 :esurgence
on the tan' +or the 1oT and armor )onusE
not to mention the s'ill )ene+it +rom
Conveyance 2 5orce ending.
5rom this point it=s more a)out using
1ealing Trance 2 Innervate on cooldo7nE
hoping +or a +ree cast o+ >o)le (acri+ice 2
Consumption and 3eliverance 2 3ar'
In+usion +or the )ig heals. (alvation 2
:evivi+ication can )e used 7hen you need
to heal the group and they are not moving.
It=s a rather simple rotation 7here the
use o+ >o)le (acri+ice 2 Consumption 7ill
hope+ully cover your 5orce needsE as long
as you never get more than * stac's o+ the
de)u++ active at any time.
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The Unofficial Star Wars the Old Republic Strategy Guide
S#o'n*rel / O%erati)e
$%ample &uild * (coundrel
$%ample &uild ' -perative
1ealing as this class is all a)out
managing 1oTs. 0s 7ith all healersE ;nergy
management is a concern and "ugnacity 2
(tim oost can help. It re/uires an Apper
1and 2 Tactical 0dvantageE 7hich is also
used to increase our healingE so you al7ays
7ant to have at least # stac' o+ the )u++ at
all times.
Jou=ll 7ant to 'eep (lo7@release Medpac
2 ,olto "ro)e active on the tan'E as 7ell as
3iagnostic (can +or the rolling healing.
Ander7orld Medicine 2 ,olto InIection 7ill
)e your main )ig heal and you can use
,olto "ac' 2 ,olto In+usion in emergenciesE
though it consumes an Apper 1and 2
Tactical 0dvantage. ;mergency Medpac 2
(urgical "ro)e also consumes a )u++ )ut the
heal is smallerE so only in the dire straits.
Vang'ar* / Po3erte#h
$%ample &uild * /anguard
$%ample &uild ' 0owertech
Ion Cell 2 Ion Gas Cylinder 7ill )e used to
tan' in order to increase your threat.
0mmo 2 1eat management is al7ays +unE so
you 7ant to use 1ammer (hot 2 :apid (hots
7hen under 8 0mmo 2 a)ove *$ 1eat.
8ther7iseE on single targets the +ollo7ing
priority should 7or'. (toc'stri'e 2 :oc'et
"unchE 1igh Impact :ound 2 :ail (hotE
(tic'y Grenade 2 ;<plosive 3art and >eural
6olt 2 5lame urst.
0; com)at 7ill use Mortar 9olley 2 3eath
+rom 0)oveE (tic'y Grenade 2 ;<plosive
3artE "ulse :ound 2 5lamethro7er and
;<plosive (urge 2 5lame (7eep.
(torm 2 6et Charge should )e used to
close distance gaps and (mo'e Grenade 2
8il (lic' should )e used to reduce incoming
damage +rom groups or )osses 7hen you
need some )reathing room.
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The Unofficial Star Wars the Old Republic Strategy Guide
Co++an*o / Mer#enar,
$%ample &uild * .ommando
$%ample &uild ' )ercenary
0s 7ith all Troopers 2 ounty 1untersE
0mmo 2 1eat management is important.
use 1ammer (hot 2 :apid (hots 7hen
under 8 0mmo 2 a)ove *$ 1eatE unless you
need to )urst out the heals. Com)at
(upport Cell 2 Com)at (upport Cylinder
should )e used 7hen healing as
(upercharged Cell 2 (upercharged Gas
provides either a 3amage (hield or a
reduced cooldo7n on your healing a)ilities.
Ase it once you get the .$ stac's needed to
trigger it and typically 7ith 0dvanced
Medial "ro)e 2 1ealing (can to get * strong
heals in a ro7.
Trauma "ro)e 2 ,olto (hell should )e
active on the tan' at all timesE it provides
passive healing. alancing the use o+ ,olto
om) 2 ,olto Missile and the )oosted
healing e++ect as 7ell as e<tra armor is
important. It lasts #5 secondsE so you 7ant
to 'eep the )u++ active. Com)ined 7ith a
s'illed 0dvanced Medical "ro)e 2 1ealing
(canE the tan' should have not only e<tra
armor )ut a 1oT as 7ell. acta In+usion 2
;mergency (can is )est saved +or
emergencies or movement portions o+
+ights due to it=s long@ish cooldo7n.
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The Unofficial Star Wars the Old Republic Strategy Guide
CLASS"S
ne o+ the +irst choices you
ma'e is selecting your class
+or your character. -hile all
classes can +ill a damage roleE some have a
strength to7ards tan'ing or healingE some
have a pre+erence +or toe to toe com)at
and others +rom a distance. 5inding the
right class +or you can mean some time
trying them all out )ut this section hopes to
at least point you in the right direction.
O
0n important item to note is that at a
)asic levelE there are only 4 main classes so
that i+ you 7ant to play a (ith -arrior you
can +eel sa+e 'no7ing that it=s a near mirror
to the 6edi ,night. 5action has an impact in
"v"E /uestsE story and )eing a)le to play
7ith +riends )ut it doesn=t have a large
impact on classes.
Class $asi#s
-ith 4 main classes availa)leE ,night 2
-arriorE Consular 2 In/uisitorE (muggler 2
Imperial 0gent and Trooper 2 ounty
1unterE your +inal choices are actually
0dvanced ClassesE :oles and "laystyles.
$very single advanced class can
play as a damage role. The ones listed
in the +ollo7ing ta)le are the class speci+ic
roles that di++erentiate them +rom the other
advanced class. 5or e<ampleE a 6edi ,night
can opt to )e a Guardian Tan' or 3"( or
they can choose a (entinel 7ho can only
3"(.
Class Adv.
Class
Role Style
,night Guardian Tan' Melee
(entinel 3amage Melee
-arrior 6uggernau
t
Tan' Melee
Marauder 3amage Melee
Consular (age 1ealer :ange
(hado7 Tan' Melee
In/uisito
r
0ssassin Tan' Melee
(orcerer 1ealer :ange
(muggle Gunslinge 3amage :ange
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The Unofficial Star Wars the Old Republic Strategy Guide
Class Adv.
Class
Role Style
r r
(coundrel 1ealer :ange
Imperial
0gent
8perative 3amage :ange
(niper 3amage :ange
Trooper 9anguard Tan' :ange
Command
o
1eal :ange
ounty
1unter
Mercenary 1eal :ange
"o7ertech Tan' :ange
0s you can seeE there is an even
)rea'do7n )et7een tan' and healer )ut
you a large advantage to7ards ranged
classes. It=s 7orth noting that the tan' and
and healer advanced classes also have the
a)ility to deal some good damage )ut in a
group settingE you=re li'ely to )e e<pected
to +ill in your speciali?ed role.
A*)an#e* Classes
8nce you reach your (pace 5leetE one o+
you +irst class /uests 7ill unloc' your
0dvanced Class options G 7hich 7ill only
happen i+ you=re level #$ or higher. Jou=ll
)e as'ed to select one o+ the t7o advanced
classes +or your character and i+ you ma'e
a mista'e you=re stuc' 7ith it.
8nce you ac/uire the advanced classE
you=ll gain access to your s'ill trees. ;ach
class has 5 total trees G * +or each
advanced class and # shared )et7een
them. This shared tree is usually +ocused
on passive )oosts to damage and statsE
7hile the other t7o +ocus on your speci+ic
role.
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The Unofficial Star Wars the Old Republic Strategy Guide
A$ILITI"S AND S-ILLS
ince each class has a mirror on the other +actionE I 7on=t dou)le the in+ormation in
this section. 0)ilities are the naturally ac/uired spells and attac's you gain +rom
increasing your character=s level. ('ills are o)tained +rom a set o+ trees +rom
7hich you can spend points G sort o+ li'e talents in other games. Jou gain # point per levelE
starting at level #$ +or a total o+ 4# )y level 5$.
S
(ome s'ills re/uire you to have invested into the appropriate s'ill tree )e+ore they
)ecome availa)leE essentially limiting the top@level s'ills to higher level characters. 0s you
level upE your trainer 7ill o++er you ne7 ran's in +or your a)ilities and s'ills. This means that
every -arrior 7ill have nearly the same a)ilities as another )ut possi)ly .@6 moreE
depending on s'ill tree allocation.
0)ilities 7ill list the 6edi name +ollo7ed )y the (ith nameE i+ there is a di++erence at all.
0dvanced classes can )e o)tained as early as level #$ or as late as you complete the /uest.
-night / Warrior
,nights and -arriors can e/uip %ightsa)ersE 9i)ros7ords and Medium armor. 8nce you
ac/uire your advanced classE you=ll gain an e<tra set o+ a)ilities. (entinel B(enC e/uates to
Marauder BMarC 7hile Guardian BGrdC is e/ual to 6uggernaut B6ugC. The ,nights use 5ocus
and the -arriors use :age as their po7er sourceE 7here some a)ilities grant it 7hile others
consume it.
Abilities
Skill Lv Class Effect
(tri'e 2
0ssault
# 0ll 3eal 7eapon damage. Gain * 5ocus
(lash 2 9icious # 0ll 3eal moderate damage. Costs . 5ocus
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
(lash
5orce Might 2
Annatural
Might
# 0ll Increase meleeE rangeE +orce and tech damage and healing.
(hii@cho 5orm # 0ll Increase all damage dealt and reduce damage received
5orce %eap 2
5orce Charge
* 0ll %eap to target and interrupt their action. Gain . 5ocus.
5orce (7eep 2
(mash
. 0ll (tri'e . enemies and slo7 them. Costs . 5ocus.
(a)er -ard 4 0ll Increase de+ense and parry chance +or a short period.
:iposte 2
:etaliation
5 0ll 0ttac' a tac'er a+ter having parried or de+lected an attac'.
3oes not use the glo)al cooldo7n. Costs . 5ocus
lade (torm 2
5orce (cream
6 0ll "roIect damage onto your enemyE can 'noc' do7n 7ea' and
standard enemies. Costs 4 5ocus
Master (tri'e 2
:avage
8 0ll 3eal high damage and stun opponent. . sec channel.
:esolute2
Anleash
! 0ll rea's all movement e++ect
(print #4 0ll Increase movement speed )y .5K 7hile out o+ com)at
Call on the
5orce
#5 0ll 5inish cooldo7n on (a)er -ardE heals *K o+ health every .
seconds +or a medium duration.
5orce ,ic' 2
3isruption
#8 0ll Interrupt your target and prevent use o+ that a)ility +or a short
period. Costs # 5ocus
5orce (tasis 2
5orce Cho'e
*4 0ll (tun and deal damage over . seconds. Gain # 5ocus per
second.
"ommel (tri'e *8 0ll 1it target +or high damageE only 7or's on incapacitated
enemies.
Cyclone
(lash 2
(7eeping
(lash
.* 0ll 1it up to 5 near)y enemies. Costs . 5ocus
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
8pportune
(tri'e 2
(avage ,ic'
.4 0ll 1it a target +or high damage. 8nly usea)le on slo7 or
immo)ili?ed targets.
07e 2
Intimidating
:oar
4* 0ll Con+ound near)y enemiesE preventing action +or 6 seconds.
Costs # 5ocus
3ispatch 2
9icious Thro7
46 0ll Thro7 sa)er +or high damageE only usea)le on targets )elo7
*$K health. Costs . +ocus
3ual -ield #$ (en2Ma
r
0llo7s use * 7eapons at once
4ealous (tri'e
2 attering
0ssault
#$ (en2Ma
r
(tri'e a target multiple times. Gain 6 5ocus.
:e)u'e #$ (en2Ma
r
:educes damage ta'en and deals damage to attac'ersE
re+reshes 7hen hitE ma< .$ second duration
Centering 2
5ury
#$ (en2Ma
r
-hen you spend +ocus or 'ill a targetE gain a stac' o+ Center.
.$ stac's ma'e you Centered 2 5urious
4en 2 erser' #$ (en2Ma
r
Must )e Centered. %ast 6 charges. (hii@Cho: (lash costs no
+ocus and hits # more targetE 6uyo: Increase )urn critical chance
and heal partyE 0taru: :educes +ocus cost o+ (lash and lade
:ush and Glo)al cooldo7n
Cauteri?e 2
:upture
#* (en2Ma
r
(tri'e +or damage and deal more damage over time. Costs *
5ocus
6uyo 5orm #4 (en2Ma
r
Causes melee attac's to increase all damage dealt
%eg (lash 2
Crippling
(lash
#6 (en2Ma
r
3eal damage and slo7 the target. Costs * 5ocus
Crippling
Thro7 2
3eadly Thro7
#8 (en2Ma
r
3eals heavy damage and reduces healing ta'en )y target.
Costs . 5ocus
Transcendenc
e 2 "redation
** (en2Ma
r
Must )e Centered. Increase group movement speed and
de+ense +or #$ seconds.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
"aci+y 2
8)+uscate
*6 (en2Ma
r
:educe target=s accuracy )y !$K +or a short period. Costs #
5ocus
3isa)le 3roid *8 (en2Ma
r
(hut do7n a droid +or # minute. 3amage )rea's e++ect.
5orce
Camou+lage
.$ (en2Ma
r
;nter (tealth reducing your threat and movement speed.
Guarded )y
the 5orce 2
Andying :age
.8 (en2Ma
r
(pend health to gain damage resist
Inspiration 2
loodthirst
44 (en2Ma
r
Must )e Centered. Increase group healing and damage +or #5
seconds.
9alorous Call 2
5ren?y
5$ (en2Ma
r
Increase accuracy +or a short period
0rmor: (hield
"ro+iciency
#$ Grd26ug 0llo7s use o+ (hield Generators
0rmor: 1eavy
0rmor
#$ Grd26ug 0llo7s use o+ 1eavy armor
0rmor: 5ocus #$ Grd26ug 0llo7 use o+ 5ocus
lade Turning #$ Grd26ug 5irst * seconds o+ (a)er -ard grants #$$K de+ense
(undering
(tri'e 2
(undering
0ssault
#$ Grd26ug (tri'e +or damage and reduce enemy armor. (tac's 5 times.
Grants * 5ocus
5ree?ing
5orce 2
Chilling
(cream
#* Grd26ug (lo7 all near)y enemies. Costs * 5ocus
Guard #4 Grd26ug Guard target 7ho ta'es less damage and generates less threat.
0 portion o+ the damage they ta'e is trans+erred to you.
:e/uires (oresu 5orm.
(oresu 5orm #4 Grd26ug :educe damage ta'enE armor ratingE threat generation and
shield chance. Ta'ing damage also )uilds # 5ocus )ut (tri'es
47
The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
grant # less 5ocus.
Taunt #6 Grd26ug 5orce the target to attac' you +or a short period. ;nemy deals
less damage i+ they are not attac'ing you.
Com)at 5ocus
2 erser'
** Grd26ug Gain 6 5ocus
5orce "ush *6 Grd26ug 3eal damage and 'noc' )ac' the target.
;nure 2
;ndure "ain
*8 Grd26ug Increase your health +or a short period o+ time.
Challenging
Call 2
Threatening
(cream
.$ Grd26ug Taunt all near)y enemies to attac' you +or a short period.
(a)er Thro7 .6 Grd26ug Thro7 lightsa)er to target +or damage. Gain . 5ocus.
Guardian
%eap 2
Intercede
5$ Grd26ug 6ump to a +riendly targetE reducing the damage they ta'e +or a
short period.
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The Unofficial Star Wars the Old Republic Strategy Guide
S(ills
The ,night has the 5ocus tree sharedE 7hile the Guardian gets 3e+ense and 9igilance.
The -arrior shares the :age tree 7hile the 6uggernaut gets 9engeance and Immortal and
the Marauder gets Carnage and 0nnihilation.
Ability Re!i"ement AC Effect
4ealous
%eap 2
8)literate
#$ 5ocus 2 :age 0ll 6ump to and stri'e your target. 3eals a large
amount o+ threat. Costs . 5ocus
5orce
;<haustion 2
5orce Crush
.$ 5ocus 2 :age 0ll (lo7 and damage the target over 5 seconds.
8nce completedE deal additional damage. Costs
4 5ocus
0taru 5orm #$ Com)at 2
Carnage
(en2Mar Increase accuracy and attac's have a chance to
deal 5orce damage.
"recision
(lash 2 Gore
*$ Com)at 2
Carnage
(en2Mar 3amage target and grant a )u++ that increases
armor penetration +or a short period. Costs .
5ocus
lade :ush 2
Massacre
.$ Com)at 2
Carnage
(en2Mar 3amage target and trigger an 0taru 5orm stri'e.
Increases the chance o+ +urther 0taru stri'es +or
a short period. Costs . 5ocus
8verload
(a)er 2
3eadly
(a)er
#$ -atchman 2
0nnihilation
(en2Mar The ne<t . melee attac's )urn the enemy +or a
short period. Can stac' . times. Costs . 5ocus
Merciless
(lash 2
0nnihilate
.$ -atchman 2
0nnihilation
(en2Mar 3amage target +or high damage and grant a )u++
that reduces the cooldo7n o+ this s'ill. Can
stac' . times. Costs 5 5ocus.
-arding Call
2 Invici)le
#$ 3e+ense 2
Immortal
Gua26ug :educe all damage ta'en +or a short period
1ilt (tri'e 2
ac'hand
*$ 3e+ense 2
Immortal
Gua26ug 1it the target +or high damage and stun them +or
a short duration. "rovides high threat. Costs .
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The Unofficial Star Wars the Old Republic Strategy Guide
Ability Re!i"ement AC Effect
5ocus
Guardian
(lash 2
Crushing
lo7
.$ 3e+ense 2
Immortal
Gua26ug 3eal heavy damage and reduce opponent=s
armor. Targets 7ith 5 stac's o+ the de)u++ ta'e
damage instead. Costs 4 5ocus
(hien 5orm #$ 9igilance 2
9engeance
Gua26ug Increase all damage dealt and all attac's that
costs 5ocus 7ill cost # less 7hen used. Ta'ing
damage 7ill re7ard you 7ith # 5ocus.
8verhead
(lash 2
Impale
*$ 9igilance 2
9engeance
Gua26ug 3eal heavy damage to target. Costs 4 5ocus
"lasma
rand 2
(hatter
.$ 9igilance 2
9engeance
Gua26ug 1it a target a++licted )y (undering +or high initial
damage and additional damage over time.
Costs 5 5ocus
Cons'lar / In.'isitor
The second 6edi2(ith group o+ classes +ocuses more on dealing damage and healing +rom
a distance 7ith 5orce po7ers. The matched advanced classes are (hado7 B(haC and
0ssassin B0ssC +or damage and (age B(agC and (orcerer B(orC +or healing. Their po7er
source is 5orceE 7hich regenerates at a steady rate. (ages and (orcerers 7ill have 5 times
the 5orce o+ (hado7 and 0ssassinsE possi)ly more depending on their s'ill tree allocation.
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The Unofficial Star Wars the Old Republic Strategy Guide
Abilities
Skill Lv Class Effect
5orce 9alor 2
Mar' o+ "o7er
# 0ll Increase (trengthE 0imE -illpo7er and Cunning )y 5K and
elemental resistance.
(a)er (tri'e # 0ll 3eal 7eapon damage.
"roIect 2
(hoc'
# 0ll (tri'e the enemy +rom a+ar. 45 5orce
3ou)le (tri'e
2 Thrash
# 0ll (tri'e t7ice 7ith your 7eapon. *5 5orce
Tele'inetic
Thro7 2 5orce
%ightning
* 0ll 3eals damage to target over time and slo7 the target. .$ 5orce
5orce -ave 2
8verload
. 0ll 3eal damage and 'noc')ac' near)y targets. *$ 5orce
5orce (tun 2
;lectrocute
4 0ll 3eal damage and stun the target. *$ 5orce
5orce %i+t 2
-hirl7ind
6 0ll Trap the target +or a period o+ timeE damage )rea's the e++ect.
*$ 5orce
5orce "otency
2
:ec'lessness
8 0ll Grant * charges than increase your critical chance )y 6$K per
charge. Consumed on critical hit.
5orce o+ -ill 2
An)rea'a)le
-ill
! 0ll rea' hostile e++ects. * min cooldo7n
0rmor: 5ocus #$ 0ll 0llo7s use o+ 5ocus items
(print #4 0ll Increase movement speed outside o+ com)at
Mind Crush 2
Crushing
3ar'ness
#4 0ll 3eal instant damage and additional damage over time. 4$
5orce
Channel the
5orce
#5 0ll 5inish cooldo7n on your stunE heal +or *K o+ health every .
seconds. :e/uires companion. %asts # minute. *$ minute
cooldo7n.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
5orce (peed #6 0ll Increase movement speed +or * seconds
Mind (nap 2
6olt
#8 0ll Interrupt your target
5orce (lo7 ** 0ll 3eal damage and slo7 your target. #5 5orce
Tumult *8 0ll 3eal high damage to an incapacitated enemy
Anity 46 Con :educes damage you and your companion ta'e +or #5 seconds.
(acri+ice 46 In/ (acri+ice your companion to heal yoursel+
(hield
Generator
#$ (ha20s
s
0llo7s use o+ (hield Generators
5orce
Techni/ue 2
%ightning
Charge
#$ (ha20s
s
Chance to deal additional 'inetic damage per stri'e. :e/uires
dou)le )laded lightsa)er
(hado7 (tri'e
2 Maul
#$ (ha20s
s
3eals damage to targetE must attac' +rom )ehind. :e/uires
dou)le )laded lightsa)er. 5$ 5orce
(hado7=s
Training 2
0ssassin=s
Training
#$ (ha20s
s
Increase total endurance and damage dealt )y "roIect2(hoc'
(tealth #$ (ha20s
s
;nter (tealth mode and ma'e you di++icult to detect and move
slo7ly.
-eapon:
3ou)le
laded
%ightsa)er
#$ (ha20s
s
0llo7s use o+ dou)le )laded lightsa)ers
-eapon:
;lectrosta++
#$ (ha20s
s
0llo7s use o+ electrostaves
5orce reach 2
3ischarge
#* (ha20s
s
0ttac's depending on active techni/ue. 5orce deals damage
over timeE Com)at hits up to 5 near)y enemies and (hado7
deals direct damage. *$ 5orce
Com)at #4 (ha20s Gives a chance +or attac's to deal minor damage and heal you.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
Techni/ue 2
3ar' Charge
s 0lso increases your shield rating and threat generation 7hile
reducing damage. :e/uires dou)le )laded lightsa)er. 5$ 5orce
Guard #4 (ha20s
s
Guard a near)y targetE 7ho ta'es 5K less damage and
generates less threat. 0 portion o+ the damage they ta'e is
trans+erred to you
Mind Control #6 (ha20s
s
5orces the enemy to attac' you +or 6 seconds
Mind Ma?e 2
Mind Trap
*$ (ha20s
s
Con+uses target +or 6$ seconds. 3amage )rea's the e++ect.
8nly usea)le in (tealth Mode. 5$ 5orce
lac'out ** (ha20s
s
Increases (tealth mode +or a short period
5orce Cloa' ** (ha20s
s
;<its com)at and enter stealth mode +or a short period
3e+lection *4 (ha20s
s
Increase your range and melee de+enses +or a short period
-hirling
lo7 2
%acerate
*6 (ha20s
s
3eals damage to all near)y targets. 4$ 5orce
(pinning
(tri'e 2
0ssassinate
.* (ha20s
s
3eals high damage to targets under .$K health. *5 5orce
:esilience 2
5orce (hroud
.6 (ha20s
s
:emove all hostile e++ects and ma'es you immune to their
e++ects +or a short time
5orce ,ic' 2
(pi'e
4* (ha20s
s
3eal damage and 'noc' do7n target. 8nly usea)le in stealth.
.$ 5orce
attle
:eadiness 2
8vercharge
(a)er
5$ (ha20s
s
Increase damage dealt )y 5orce and (hado7 attac's +or a short
period
enevolence 2
3ar' 1eal
#$ (ag2(or 1eals a target. 5$ 5orce
3istur)ance 2 #$ (ag2(or 3eal tele'inetic damage. .$ 5orce
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
%ightning
(tri'e
5orce :each 2
Transmission
#$ (ag2(or Increase the range o+ your +orce attac's
5orce
(tudies 2
5orce
0ttunement
#$ (ag2(or Increase your 5orce stoc' )y 4$$
3eliverance 2
3ar' In+usion
#* (ag2(or 1eal a target +or a medium amount. 55 5orce
5orce 0rmor 2
(tatic arrier
#4 (ag2(or (urround target in a +orce shieldE a)sor)ing a high amount o+
damage. Cannot )e used again on the same target +or *$
seconds. 65 5orce
-ea'en
Mind 2
0++liction
#6 (ag2(or 3eals damage over time. .5 5orce.
>o)le
(acri+ice 2
Consumption
*$ (ag2(or (acri+ice a portion o+ your li+e to restore some +orce. 5orce
regeneration is reduced )y *5K +or #$ secondsE stac's 4 times.
:estoration 2
"urge
*4 (ag2(or Cleanse a target o+ hostile e++ects. .$ 5orce
Cloud Mind .$ (ag2(or %o7ers threat
5orce/ua'e 2
5orce (torm
.4 (ag2(or ;nemies at target location are dealt damage over time and
slo7ed. Chance to 'noc' do7n 7ea' and standard targets. #$$
5orce
:escue 2
;<trication
4* (ag2(or %o7ers target threat and pulls the party mem)er to you
:evival 2
:eanimation
5$ (ag2(or :evives a +riendly targetE 7hile in com)at. Cannot )e targeted
again +or 5 minutes. .$ 5orce
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The Unofficial Star Wars the Old Republic Strategy Guide
S(ills
The Consular has the alance tree sharedE 7hile the (age gets (eer and Tele'inetics and
the (hado7 gets ,inetic Com)at and In+iltration. The In/uisitor shares the Madness tree
7hile the (orcerer gets Corruption and %ightning 7hile the 0ssassin gets 3ar'ness and
3eception.
Ability Re!i"ement AC Effect
The 5orce in
alance 2
3eath 5ield
#$ alance 2
Madness
0ll 3eal damage to the targeted area and provide
sel+ healing +rom the damage. 5$ 5ocus
(ever
5orce 2
Creeping
Terror
.$ alance 2
Madness
0ll Immo)ili?e the target +or a short period and deal
high damage over time. *$ 5ocus
:eIuvenate 2
:esurgence
#$ (eer 2
Corruption
(ag2(or 1eal the target and provide additional healing
over time. .$ 5ocus
1ealing
Trance 2
Innervate
*$ (eer 2
Corruption
(ag2(or 1eal the target and provide additional healing
over during the channel duration. 4$ 5ocus
(alvation 2
:evivi+icatio
n
.$ (eer 2
Corruption
(ag2(or 1eal all near)y allies and provide additional
healing over time to those 7ho stay 7ithin
range. #$$ 5ocus
Tele'inetic
-ave 2
Chain
%ightning
#$ Tele'inetics 2
%ightning
(ag2(or 3eal damage to up to 5 targets. 5$ 5ocus
Mental
0lacrity 2
"olarity (hi+t
*$ Tele'inetics 2
%ightning
(ag2(or Increase your 5orce casting speed +or a short
period.
Tur)ulence 2
Thundering
last
.$ Tele'inetics 2
%ightning
(ag2(or 3eal high damage to a target and critically hit i+
the target is a++licted 7ith -ea'en Mind 2
0++liction. 45 5orce
,inetic -ard #$ ,inetic Com)at 2 (ha20ss Create a shield that increases your shield
55
The Unofficial Star Wars the Old Republic Strategy Guide
Ability Re!i"ement AC Effect
2 3ar' -ard 3ar'ness chance. 8 charges. #$ 5orce
5orce "ull *$ ,inetic Com)at 2
3ar'ness
(ha20ss "ull target to7ards you. 3oes not 7or' on
targets in cover.
(lo7 Time 2
-ither
.$ ,inetic Com)at 2
3ar'ness
(ha20ss 1it up to 5 targets and reduce the damage they
deal +or a short period. Generates high threat.
4$ 5orce
(hado7
Techni/ue 2
(urging
Charge
#$ In+iltration 2
3eception
(ha20ss 0ttac's have a chance to deal additional
damage. 5$ 5orce
%o7 (lash *$ In+iltration 2
3eception
(ha20ss 3eal damage and incapacitate the target +or a
short duration. 3amage )rea's the e++ect. .$
5orce
Clairvoyant
(tri'e 2
9oltaic (lash
.$ In+iltration 2
3eception
(ha20ss 1it the target and increase the damage o+ your
ne<t "roIect 2 (hoc'. (tac's * times. *5 5orce
S+'ggler / I+%erial Agent
The ranged physical classes 7hose +ocus is on damage and healing. Jour paired
0dvanced Classes are (coundrel B(coC and (nipers B(niC +or damage and Gunslinger BGunC
and 8perative B8peC +or healing. Their po7er resource is ;nergyE 7hich regenerates at
di++erent rates depending on ho7 much you have in reserve. More ;nergy B6$K and a)oveC
and you 7ill regenerate much +aster than i+ you have less in reserve.
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The Unofficial Star Wars the Old Republic Strategy Guide
Abilities
Skill Lv Class Effect
Ta'e Cover # 0ll :oll into coverE providing ranged de+ense and additional s'ill
options
%uc'y (hots 2
Coordination
# 0ll Increase target=s critical chance
5lurry o+ olts
2 :i+le (hot
# 0ll 5ire your 7eapon +or damage
Charged urst
2 (nipe
# 0ll 5ire )lasts at target. Must )e in cover. *$ ;nergy
;<plosive
"ro)e 2
(a)otage
Charge
# 0ll "ut a charge on the target that deals additional damage 7hen
they ta'e damage. Can only )e used +rom Cover. *$ ;nergy
laster -hip 2
(hiv
* 0ll (tri'e your target 7ith your 7eapon. #5 ;nergy
Thermal
Grenade 2
5ragmentatio
n Grenade
. 0ll 3eal damage to up to . enemies in the targeted area. *$
;nergy
3irty ,ic' 2
3e)ilitate
4 0ll 3eal damage and stun the target. #$ ;nergy
9ital (hot
2Corrosive
3art
5 0ll 3eal damage over time. *$ ;nergy
5lash Grenade
2 5lash ang
6 0ll lind up to 5 targets +or a short duration. 3amage )rea's the
e++ect. #$ ;nergy
&uic' (hot 2
8verload (hot
8 0ll 5ire your 7eapon +or damage. #7 ;nergy
;scape ! 0ll rea' all hostile impairment e++ects
(lice 3roid #* 0ll Incapacitate a droid +or # minute. 3amage )rea's the e++ect.
Cool 1ead 2
0drenaline
#4 0ll :ecover 5$ ;nergy over . seconds
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
"ro)e
(print #4 0ll Improved movement speed outside o+ com)at
0ll In 2
0dvance
:econ
#5 0ll 5inish the cooldo7n on 0drenaline "ro)e 2 Cool 1ead and
restore *K health every . seconds +or # minute.
3istraction #8 0ll Interrupt target=s action and prevent that a)ility usage +or a
short time
3odge 2
;vasion
*4 0ll Increase your dodge chance )y #$$K +or a short time.
Cheap (hot 2
;viscerate
*8 0ll 3eals high damage to an incapacitated target.
(urrender 2
Countermeas
ures
.$ 0ll %o7er threat to all targets )y a moderate amount
3e+ense
(creen 2
(hield "ro)e
.* 0ll 0)sor) incoming damage +or a short period
1eadshot .4 0ll 3eals high damage to an incapacitated target. (hares
cooldo7n 7ith Cheap (hot.
M( 5reighter
5ly)y 2 8r)ital
(tri'e
48 0ll 3eal high damage to targeted area +or ! seconds. .$ ;nergy
0m)ush 2
0imed (hot
#$ Gun2(n
i
3eal moderate damage 7ith your 7eapon. 8nly usea)le +rom
Cover. #5 ;nergy
Crac' (hot 2
0dvanced
Targeting
#$ Gun2(n
i
Increase the range o+ your ranged attac's
3ual -ield #$ Gun 0llo7s the use o+ t7o )laster pistols
-eapon:
(niper :i+le
#$ (ni 0llo7s use o+ (niper :i+les
1old "osition #$ Gun2(n Jou are immune to interrupts and push )ac' 7hile in Cover
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
i
%a?e Target 2
(muggler=s
%uc'
#$ Gun2(n
i
Increase the critical chance o+ your ne<t (nipe 2 Charged urst
%eg (hot #* Gun2(n
i
3eal damage and immo)ili?e the target. 3amage )rea's the
e++ect. #* ;nergy
"ulse
3etonator 2
Cover "ulse
#6 Gun2(n
i
,noc' )ac' all near)y targets and immo)ili?e them. 3amage
)rea's the e++ect.
&uic'dra7 2
Ta'edo7n
#8 Gun2(n
i
3eal high damage to targets under .$K health. #5 ;nergy
1un'er
3o7n 2
;ntrench
*$ Gun2(n
i
ecome immune to all controlling e++ects. 8nly usea)le in
Cover.
(7eeping
Gun+ire 2
(uppressive
5ire
** Gun2(n
i
3eal damage over targeted area over the duration and hit up to
. targets. .5 ;nergy
5lourish (hot 2
(hatter (hot
*8 Gun2(n
i
3eal damage and reduce target=s armor +or a short period. #$
;nergy
(peed (hot 2
(eries o+
(hots
.6 Gun2(n
i
3eal high damage over . seconds. 8nly usea)le in Cover. *$
;nergy
(cram)ling
5ield 2 allistic
(hield
4* Gun2(n
i
:educe the damage all allies ta'e 7hile in the +ield. 8nly
usea)le +rom Cover.
Illegal Mods 2
Target
0c/uired
5$ Gun2(n
i
Increase alacrity )y *$K +or a short period.
ac' last 2
ac'sta)
#$ (co28p
e
3eal high damage to the target in close range. Must )e )ehind
the target. #$ ;nergy
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
lasters
la?ing 2
('irmisher
#$ (co28p
e
Increase the damage o+ 8verload 2 &uic' (hot
(tealth #$ (co28p
e
;nter (tealthE reducing chance to )e detected and movement
speed. 0llo7s additional a)ilities
Ander7orld
Medicine 2
,olto InIection
#$ (co28p
e
1eal a target. *5 ;nergy
Apper 1and 2
Tactical
0dvantage
#$ (co28p
e
,illing an opponent or using laster -hip increases all damage
)y *K and allo7s use o+ ;<ploits +or *$ seconds. Can have *
charges at once.
-eapon:
(cattergun
#$ (co 0llo7s use o+ a (cattergun
3iagnostic
(can
#* (co28p
e
1eal a target over time
(tim oost 2
"ugnacity
#* (co28p
e
;<ploit to recover . ;nergy every . seconds +or 45 seconds.
,olto "ac' 2
,olto In+usion
#4 (co28p
e
;<ploit in order to heal a target. *$ ;nergy
laster
9olley 2
Car)ine urst
#6 (co28p
e
;<ploit to hit up to 5 enemies +or damage. *$ ;nergy
Tran/uili?er 2
(leep 3art
*$ (co28p
e
"uts target to sleep +or # minute. 3amage )rea's the e++ect.
Must )e in (tealth. *$ ;nergy
3isappearing
0ct 2 Cloa'ing
(creen
** (co28p
e
;<it com)at and enter (tealth +or a short time.
(nea' ** (co28p
e
Increase your (tealth level +or a short time.
%uc'y 3odge 2
0voidance
Training
*4 (co28p
e
;vasion 2 3odge removes hostile e++ects
Triage 2 To<in
(can
*4 (co28p
e
"urge a target o+ * negative e++ects. #$ ;nergy
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
Tendon last 2
(ever Tendon
*6 (co28p
e
3amage the target and reduce their movement speed. #$
;nergy
(hoot 5irst 2
1idden (tri'e
.6 (co28p
e
3eal high damage up close to a target. Must )e in (tealth. #7
;nergy
(muggle 2
In+iltrate
4* (co28p
e
Cloa' your party in (tealth +or a short period
1eartrigger
"atch 2
:esuscitation
"ro)e
5$ (co28p
e
:evive an ally 7hile in com)at. Target cannot )e the target
again +or 5 minutes.
S(ills
The (muggler has the 3irty 5ighting tree sharedE 7hile the (coundrel gets (a7)ones and
(crapper and the Gunslinger gets (a)oteur and (harpshooter. The Imperial 0gent shares
the %ethality tree 7hile the (niper gets ;ngineering and Mar'sman and the 8perative gets
Concealment and Medic.
Ability Re!i"ement AC Effect
(hrap
om) 2
Corrosive
Grenade
#$ 3irty 5ighting 2
%ethality
0ll In+lict a )leed e++ect on up to 5 targets. *$
;nergy
-ounding
(hot 2
-ea'ening
last
*$ 3irty 5ighting 2
%ethality
0ll 3eal damage and cause target to ta'e additional
damage +rom leed e++ects +or a short duration.
.$ ;nergy.
1emorrhagi
ng last 2
Cull
.$ 3irty 5ighting 2
%ethality
0ll 3eal damage to target and additional damage
+or each active )leed e++ect. #$ ;nergy
(hoc'
Charge 2
Interrogatio
n "ro)e
#$ (a)oteur 2
;ngineering
Gun2(ni "lace a charge that deals damage over time. *5
;nergy
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The Unofficial Star Wars the Old Republic Strategy Guide
Ability Re!i"ement AC Effect
(a)otage 2
;M"
3iscaharge
*$ (a)oteur 2
;ngineering
Gun2(ni 8verloads all (hoc' Charges 2 Interrogation
"ro)es and deal damage to near)y targets.
:esets cooldo7n on multiple s'ills.
Incendiary
Grenade 2
"lasma
"ro)e
.$ (a)oteur 2
;ngineering
Gun2(ni 3eal damage over time to targeted enemies.
;nemies also ta'e additional )laster damage
during the e++ect. *5 ;nergy
3iversion #$ (harpshooter 2
Mar'sman
Gun2(ni :educe target=s accuracy and +orce them +rom
Cover.
Tric'shot 2
5ollo7throu
gh
*$ (harpshooter 2
Mar'sman
Gun2(ni 5ires a +ollo7@up shot. 8nly usea)le 7ithin 4.5s
o+ a Charge urst2(nipe or 0imed (hot20m)ush.
#$ ;nergy
:apid 5ire .$ (harpshooter 2
Mar'sman
Gun2(ni 5inish cooldo7n on (peed (hot2(eries o+ (hots
and ma'e the ne<t cast instant.
(lo7@
:elease
Medpac' 2
,olto "ro)e
#$ (a7)ones 2
Medic
(co28p
e
1eal the target over time. #5 ;nergy
;mergency
Medpac 2
(urgical
"recision
*$ (a7)ones 2
Medic
(co28p
e
Instantly heal the target. Consumes Apper
1and2Tactical 0dvantage
,olto Cloud 2
:ecuperativ
e >anotech
.$ (a7)ones 2
Medic
(co28p
e
1eal up to 4 targets in range o+ the target over a
short period. .$ ;nergy
(uc'er
"unch 2
%aceration
#$ (crapper 2
Concealment
(co28p
e
1it the target +or high damage. :e/uires Apper
1and 2 Tactical 0dvantage. *5 ;nergy.
"yrotechnic
:ound 2 0cid
lade
.$ (crapper 2
Concealment
(co28p
e
3eal high damage to target over time. :e/uires
Apper 1and 2 Tactical 0dvantage. #7 ;nergy
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The Unofficial Star Wars the Old Republic Strategy Guide
Troo%er / $o'nt, !'nter
The +inal group o+ physical classesE also meant to act +rom rangeE 7ill provide damage
and tan'ing a)ilities. They can 7ear heavy armor . The Commando BComC and Mercenary
BMerC are meant +or damage roles 7hile 9anguard B9anC and "o7ertech B"o7C +ocus on
tan'ing. Their po7er source are opposites in that Troopers use 0mmoE 7hich is depleted
+rom actions and ounty 1unters gain 1eatE 7hich is ac/uired through a)ilities.
Abilities
Skill Lv Class Effect
5orti+ication 2
1unter=s oon
# 0ll Increase target=s ;ndurance
1ammer
(hot 2 :apid
(hots
# 0ll 5ire your 7eapon +or damage
;<plosive
:ound 2
Missile last
# 0ll 3eal damage to target and additional damage to near)y
targets. Can 'noc' do7n 7ea' and standard enemies. . 0mmo
2 *5 1eat
:echarge
Cells 2 9ent
1eat
# 0ll :echarge 6 0mmo or remove 5$ 1eat over . seconds
(hoc'stri'e 2
:oc'et "unch
* 0ll 3eal high damage to a near)y target. * 0mmo
5ull 0uto 2
Anload
. 0ll 3eal damage over . seconds. -ea' and standard enemies are
stunned +or the duration. * 0mmo 2 #6 1eat
"lasma Cell 2
Com)usti)le
Gas Cylinder
4 0ll Chance that all )laster attac's deal additional damage over
time.
(tic'y
Grenade 2
;<plosive 3art
5 0ll 3eal damage a+ter a short period. -ea' and standard enemies
are panic'ed +or the duration and 'noc'ed do7n a+ter the
damage. 3eals damage to an area around the targetE up to .
enemies. * 0mmo 2 #6 1eat
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
1igh Impact
olt 2 :ail
(hot
6 0ll 5ire a high damage shot to incapacitated targets and targets
ta'ing damage over time. * 0mmo 2 #6 1eat
"ulse
Cannon 2
5lame
Thro7er
8 0ll 3eal damage to an area in +ront o+ you +or . seconds. . 0mmo 2
*5 1eat
Tenacity 2
3etermination
! 0ll :emove all incapacitating e++ects
Mortar
9olley 2 3eath
+rom 0)ove
#$ 0ll 3eal damage to an area over . seconds and 'noc'ing do7n
7ea' and standard enemies. . 0mmo 2 *5 1eat
Cryo
Grenade 2
;lectro 3art
#* 0ll (tun a target +or a short period. # 0mmo 2 8 1eat
0rmor
"iercing Cell 2
1igh 9elocity
Gas Cylinder
#* 0ll Increases armor penetration o+ your attac's
:eactive
(hield 2
;nergy (hield
#4 0ll :educes all damage ta'en +or a short period
(print #4 0ll Increase movement speed outside o+ com)at
>o :etreat 2
8n the Trail
#5 0ll 5inish cooldo7n on Cryo Grenade 2 ;lectro 3art and heals *K o+
health every . seconds +or # minute
0drenaline
:ush 2 ,olto
8verload
.* 0ll Increase ma<imum health +or a short period
lit? 2
(houlder (lam
.4 0ll 1it a close range target +or high damage to an incapacitated
target.
(tealth (can .6 0ll (can the area +or stealthed targets
:eserve
"o7ercell 2
Thermal
(ensor
8verride
4* 0ll >e<t a)ility generates no 1eat.
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
3ual -ield #$ Mer 0llo7s use o+ t7o 7eapons at once
0rmor: "o7er
Generator
#$ Com 0llo7 use o+ "o7er Generators
-eapon:
0ssault
Cannon
#$ Com 0llo7 use o+ 0ssault Cannons
Medical "ro)e
2 :apid (can
#$ Mer2Co
m
1eals the target. . 0mmo 2 *5 1eat
Charged
olts 2 "o7er
(hot
#$ Mer2Co
m
5ires a charged )last at the target. :e/uires assault cannon 2 *
)lasters. . 0mmo 2 *5 1eat
1ail o+ olts 2
(7eeping
lasters
#* Mer2Co
m
3eal damage to an area over . secondsE hitting up to 5 targets.
-ea' and standard enemies are 'noc'ed do7n. :e/uires
assault cannon 2 * )lasters. 4 0mmo 2 .. 1eat
0rmor@
piercing Cell 2
1igh 9elocity
Gas Cylinder
#* Mer2Co
m
0rmor penetration increased )y .5K. only # type o+ ammo can
)e active at at ime.
Concussion
Charge 2 6et
oost
#4 Mer2Co
m
1it 5 near)y enemies +or damage and 'noc' )ac' as 7ell as
slo7 their movement speed +or a short duration. * 0mmo 2 #6
1eat
Com)at
(upport Cell 2
Com)at
(upport
Cylinder
#4 Mer2Co
m
-hen activeE 1ammer (hot 2 :apid (hot increase damage and
healing up to .K at .$ charges. 1ammer shot 2 :apid (hot 7ill
also heal +riendly targets
0dvanced
Medical "ro)e
2 1ealing (can
#6 Mer2Co
m
1eal a target +or moderate damage. * 0mmo 2 #6 1eat
"lasma
Grenade 2
5usion Missile
#8 Mer2Co
m
3eal damage to up to . targets and additional damage over
time. -ea' and standard enemies are panic'ed +or the
duration. 4 0mmo 2 .. 1eat
Concussive
:ound 2
Concussion
** Mer2Co
m
Incapacitate the target +or # minute. 3amage )rea's the e++ect.
# 0mmo 2 8 1eat
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
Missile
5ield 0id 2
Cure
*4 Mer2Co
m
"urge the target o+ * hostile e++ects. * 0mmo 2 #6 1eat
3iversion 2
Cha++ 5lare
.$ Mer2Co
m
:educe threat to all targets
Tech 8verride
2 "o7er (urge
5$ Mer2Co
m
The ne<t a)ility 7ith an activation time 7ill )e instant
0rmor: "o7er
Generator
#$ 9an2"o
7
0llo7s use o+ "o7er Generators
0rmor: (hield
Generator
#$ 9an2"o
7
0llo7s use o+ (hield Generators
Ion "ulse 2
5lame urst
#$ 9an2"o
7
3eal damage to the target. * 0mmo 2 #6 1eat
Guard #4 9an2"o
7
Guard a near)y target reducing the damage they ta'e and the
threat they generate. 0 portion o+ the damage they ta'e is
trans+erred to you. :e/uires Ion Cell 2 Ion Gas Cylinder
Ion Cell 2 Ion
Gas Cylinder
#4 9an2"o
7
Gives a chance +or ranged attac's to deal additional damageE
increases your threat generationE your armorE decreases
damage ta'en and increases shield use.
>eural 6olt 2
>eural 3art
#6 9an2"o
7
Taunt a target +or a short period. 3amage dealt to other targets
than you during this time deal less damage.
:iot (tri'e 2
&uell
#8 9an2"o
7
Interrupt the target and prevent that a)ility use +or a short
period. # 0mmo 2 8 1eat
1arpoon 2
Grapple
** 9an2"o
7
"ull the target to you and generate a high amount o+ threat.
Cannot target someone in Cover.
;<plosive
(urge 2 5lame
(7eep
*4 9an2"o
7
3eal damage to up to . enemies. * 0mmo 2 #6 1eat
(onic :ound 2
(onic Missile
.$ 9an2"o
7
Taunts near)y enemies to attac' you +or a short period
>eural (urge 2 46 9an2"o (tun up to . near)y enemies +or a short period. # 0mmo 2 8
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The Unofficial Star Wars the Old Republic Strategy Guide
Skill Lv Class Effect
Car)oni?e 7 1eat
attle 5ocus 2
;<plosive 5uel
5$ 9an2"o
7
Increase your critical chance +or a short period
S(ills
The Trooper has the 0ssault (pecialist tree sharedE 7hile the Mercenary gets Com)at
Medic and Gunnery and the 9anguard gets (hield (pecialist and Tactics. The ounty 1unter
shares the 5ire)ug tree sharedE 7hile the Mercenary gets 0rsenal and odyguard and the
"o7ertech gets 0dvanced "rototype and (hield Tech
Ability Re!i"ement AC Effect
Incendiary
:ound 2
Incendiary
Missile
#$ 0ssault
(pecialist 2 5ire)ug
0ll 3eal damage over time to target. . 0mmo
0ssault
"lasti/ue 2
Thermal
3etonator
.$ 0ssault
(pecialist 2 5ire)ug
0ll 3eal high damage a+ter the duration has
elapsed. -ea' and standard enemies are
panic'ed +or the duration and 'noc'ed do7n
+rom the e++ect. * 0mmo
(upercharge
d Cells 2
(upercharge
d Gas
5 Com)at Medic 2
odyguard
Com2Me
r
Converts .$ charges o+ Com)at (upport to
restore * 0mmo 2 #6 1eat and increase healing
)y #$K +or #$ seconds. -hile active Charged
olts 2 "o7er (hot costs lessE 5ull 0uto 2 Anload
costs lessE Medical "ro)e 2 1ealing (can has no
cooldo7n and ,olto om) 2 ,olto Missile shields
the group
,olto om) 2
,olto Missile
#$ Com)at Medic 2
odyguard
Com2Me
r
1eal up to . targets in the targeted area. *
0mmo 2 #6 1eat
Trauma
"ro)e 2 ,olto
(hell
*$ Com)at Medic 2
odyguard
Com2Me
r
(hield the target so that 7hen they ta'e
damageE they receive automatic healing.
acta
In+usion 2
.$ Com)at Medic 2
odyguard
Com2Me
r
Instantly heal a target.
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The Unofficial Star Wars the Old Republic Strategy Guide
Ability Re!i"ement AC Effect
;mergency
(can
Grav
:ound 2
Tracer
Missile
#$ Gunnery 2
0rsenal
Com2Me
r
3eal damage and lo7er the target=s armor +or a
short duration. Can stac'. . 0mmo 2 *5 1eat
3emolition
:ound 2
1eatsee'er
Missiles
.$ Gunnery 2
0rsenal
Com2Me
r
3eal damage to target. 3amage increased i+
Gravity 9orte< 2 1eat (ignature is present. *
0mmo 2 #6 1eat
(mo'e
Grenade 2
8il (lic'
#$ (hield (pecialist
2 (hield Tech
9an2"o
7
%o7ers targeted enemy accuracy +or #8 seconds.
# 0mmo 2 8 1eat
(torm 2 6et
Charge
*$ (hield (pecialist
2 (hield Tech
9an2"o
7
6ump to targetE interrupting their a)ilityE dealing
damage and immo)ili?ing them +or a short
duration. Cannot )e used on Cover.
;nergy last
2 1eat last
.$ (hield (pecialist
2 (hield Tech
9an2"o
7
5ire +or moderate damage and regain # 0mmo 2
lose 8 1eat
Gut 2
:etracta)le
lade
#$ Tactics 2
0dvanced
"rototype
9an2"o
7
3eal damage and additional damage over time.
* 0mmo 2 #6 1eat
1old the
%ine 2
1ydraulic
8verrides
*$ Tactics 2
0dvanced
"rototype
9an2"o
7
Grant immunity to movement impairment and
increase movement speed +or a short duration.
5ire "ulse 2
Immolate
.$ Tactics 2
0dvanced
"rototype
9an2"o
7
3eal high damage to the target. # 0mmo 2 8
1eat
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The Unofficial Star Wars the Old Republic Strategy Guide
M"C!ANICS
s com)at is one o+ the primary activities in T8:E there are underlying mechanics
that need to )e understood in order to get the )est chance o+ success. In the
most )asic +ormatE there are your core statistics )ut as you delve deeperE you
reali?e that there are com)at statistics and +ormulas that have a drastic impact on your
per+ormance.
A
This section=s goal is to provide enough detail on these mechanics so that you
understand 7hy doing one activity might )e )etter than another 7hile trying to avoid
complicated maths that only provide minimal gain.
Statisti#s
;ach character has the same core statisticsE yet di++ering amounts o+ each. (trength is
a)out melee po7erE "resence impacts your companionE 0im a++ects ranged a)ilitiesE
Cunning is +or technical a)ilitiesE ;ndurance your hit points and -illpo7er your 5orce
a)ilities. ;ach class has a pre+erred statistic and you=ll see this clearly )ased on the gear
you ac/uire in your travels. ;ven though it might seem counter intuitive to e/uip -illpo7er
on a melee 6edi Consular B(hado7CE it is actually pre+erred over (trength.
(trength G ,night 2 -arrior
-illpo7er G Consular 2 In/uisitor
Cunning G (muggler 2 Imperial 0gent
0im G Trooper 2 ounty 1unter
;ach point into these 4 main stats gives $.* 3amage and $.$* Critical chance in their
respective +ield. ;ndurance 7ill provide #$ hit points per point. "resence is a little di++erent
in that it gives your companion 5 hit pointsE $.* damage and $.#6 healing a)ility.
Than'+ullyE these stats are +airly simple to remem)er and 7or' pretty much the same
across all classesE Iust remem)er to e/uip the proper stat +or your classH
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The Unofficial Star Wars the Old Republic Strategy Guide
Co+bat Stats
This section gets a )it more complicatedE since the stats di++er under varying
circumstances and not readily availa)le until your later levelsE 7hen they really start to
ma'e a di++erence.
5irst o++E 7e=ll loo' at o++ensive com)at stats. "o7er is a stat that 7or's +or all classes in
the same 7ayE each point gives $.* damage. 0ccuracy increases your chance o+ hitting the
targetE 7hich is very important +or dual 7ielding classes that have a higher hit penalty.
Critical :ating increases your chance to critically hit 7ith an attac' and you gain $.## per
point. (urge is the +inal com)at stat that increases the actual value o+ your critical hit.
5inally 7e have 0lacrityE 7hich 7or's to decrease your casting speed. Jou 7on=t +ind much
on any gear until you=re level .$ though.
3e+ensive stats are ones meant to ma'e you survive. 1igh armor is )etter as it a)sor)s
more damage and it 7or's on a logarithmic scaleE 7here there are reduced )ene+its the
more you have. (tillE +or the time )eing the more armor you haveE the )etter o++ you=ll )e
ta'ing damage. Jou can "arry melee attac'sE 3e+lect ranged attac's and resist 5orce and
Tech attac's. ;ach o+ these has their o7n de+ensive stat.
Referen#e Table
Stat Effect
(trength $.* Melee 3amage
$.#7 1ealing onus
$.$* Melee Critical Chance
"resence 5 Companion 1it "oints
$.* Companion 3amage
$.#4 Companion 1ealing
0im $.* :anged 3amage
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The Unofficial Star Wars the Old Republic Strategy Guide
Stat Effect
$.#7 1ealing onus
$.$* :anged Critical Chance
Cunning $.* Tech 3amage
$.#7 1ealing onus
$.$* Tech Critical 3amage
;ndurance #$ 1it "oints
-illpo7er $.* 5orce 3amage
$.#7 1ealing onus
$.$* 5orce Critical Chance
"o7er $.*. 3amage
$.#7 1ealing
0ccuracy $.$.6 chance to hit
Critical $.$4. Critical Chance
(urge $.* Critical Multiplier
0lacrity $.$.6 K Increase
3e+ense $.$.6 3e+ense Chance
(hield $.$# (hield Chance
;<pertise $.$*8K reduced damage G ma< !K total
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The Unofficial Star Wars the Old Republic Strategy Guide
Co+bat $asi#s
0side +rom the num)ers a)oveE there are some )asic elements that need to )e
understood as to ho7 com)at and a)ilities +unction in@game. I+ you have past MM8
e<perienceE li'ely you have theories as to ho7 the game should 7or'. 1ope+ully this section
sheds some light on it.
0ttac's are done 7ith t7o rollsE the +irst o+ 7hich determines i+ the stri'e hitsE missesE is
dodged or is parried2re+lected. The second roll determines i+ a hit is a shieldE crit or normal
attac'. Important to note that crit ta'es priority over shields and shields over hit BCrit P
(hield P 1itC. This means that i+ your crit is high enoughE the enemy 7ill not )e a)le to
shield. 3odged and "arried2:e+lected attac's deal no damage 7hile (hielded attac's are
a)sor)ed )ased on your shield rating. ;nemies seem to have a )ase #$K de+ense chance.
8++@hand damage does not include )onuses and 7ill do less damage than the main hand
attac'.
0rmor 7or's against ,inetic and ;nergy damage )ut not ;lemental or Internal G 7ith a
75K cap.
asic Ba)ilities 7ith no costC accuracy is !$K +or main hand and 57K +or o++@hand attac's.
(pecial attac's have a )ase o+ #$$K +or main hand and 67K +or o++@hand. I+ your accuracy
rating is a)ove #$$KE then you 7ill reduce the de+ense chance o+ the target. This gives a
cap o+ ##$K on most enemies.
Threat appears to )e stolen at ##$K in melee range and #.$K at range. 1ealing a7ards
5$K threat o+ the damage healedE so overhealing does not generate more threat. Threat
modi+iers seem to add 5$K threat.
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The Unofficial Star Wars the Old Republic Strategy Guide
3oT attac's do not deal damage immediatelyE unless the a)ility e<pressly states that it
does. 5or e<ampleE 0++liction 7ill not deal immediate damage )ut Crushing 3ar'ness 7ill.
3oTs do not interrupt any action )ut capture points in "v". Jou can channel 7ith no impact
i+ you have multiple 3oTs on you. 3oTs clipE meaning that i+ you re@apply the a)ility on an
enemyE the timer resets )ased on the ne7 cast G it does not increase the e<isting duration.
(tat )oosts are additiveE most speci+ically (urge and Crit damage. I+ you have a s'ill that
adds Critical (tri'e damage G such as 5lame (urge G add it to your current (urge value. 0
surge rating o+ $ gives a critical )onus damage o+ 5$K.
The Glo)al Cooldo7n +or all a)ilities is set at #.5 seconds. Jou can /ueue a)ilities 7ith a
de+ault o+ $.5sE up to 5 secondsE as set in your options. This allo7s you to Npre@castO an
a)ility to ensure ma<imum damage G +or e<ample clic'ing at #.. seconds o+ the GC3 7ill
ensure the a)ility is e<ecuted at #.5 seconds. I+ you 7ere to set the /ueue to $E you 7ould
have to repeatedly clic' the a)ility to ensure it activated precisely at #.5 seconds. 0lacrity
reduces activation time and channeling time. I+ alacrity reduces the activation time o+ an
a)ility )elo7 the GC3 o+ #.5sE then the GC3 is also reduced. 5or e<ampleE Charged olts
has a #.5s activation time. I+ your alacrity )rought the activation time to #.. secondsE the
GC3 7ould also drop to #.. seconds. This does not apply to instant a)ilities. 0lacrity does
not increase channel damageE it simply decreases the tic' duration and there+oreE overall
duration. 0lacrity there+ore has little value +or classes 7ith multiple instant a)ilities Btan'sC
and great )ene+it to classes 7ith activation times and channeling times Branged damageC.
Class Stats
0t this point 7e can start loo'ing at the stats that are appropriate +or a given classE or
more speci+ically role 7ithin an advanced class. 0s you level you=ll notice that one o+ your
stats is naturally higher than the others G this is normal due to the itemi?ation in the game.
,night 2 -arrior G (trength
Consular 2 In/uisitor G -isdom
(muggler 2 Imperial 0gent @ Cunning
Trooper 2 ounty 1unter G 0im
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The Unofficial Star Wars the Old Republic Strategy Guide
(econdary stat value varies depending on a +e7 +actors. "o7er and Crit are a )ene+it to
everyoneE especially those 7ith high damage coe++icients Blong duration or long activationC.
(urge increases in value depending on your crit chance. It is )etter to +ocus on increasing
your crit rate to a)out .$K )e+ore you start putting a lot o+ value into (urge. 0lacrity has
reduced value +or tan's and melee characters and increased value +or ranged attac'ers and
healers due to the latter t7o having many a)ilities 7ith activation times. 3e+ensive stats
Bde+enseE armorE enduranceE shieldC are only o+ value to tan's . 5inally 0ccuracy provides a
direct )ene+it up until ##$K chance to hit as enemies have a )ase #$K de+ense chance.
There+ore the cap +or 0ccuracy is ##$K.
More speci+icallyE you are li'e to +ind value on the +ollo7ing stats. There 7ill )e variances
7ithin given s'ill trees )ut you can use this as a general guideline. 1ote: Classes 7ith only
# 7eapon have a de+ault accuracy rating o+ #$$K on special attac's Bthose that consume
resourcesC. Classes 7ith special attac's that hit 7ith the o++@hand B* )lasters or *
lightsa)ersC have a )ase accuracy o+ 67K +or the o++@hand. (ince the o++@hand attac' does
less damage than the main@hand attac'E there is no immediate need to +ocus on raising this
to ##$K.
Advanced Class Role P"io"ity
Guardian 2 6uggernaut 3amage (trengthE 0ccuracy Buntil capCE "o7erE CritE (urge
Tan' (trengthE 0ccuracy Buntil capC;nduranceE 3e+enseE
0rmor
(entinel 2 Marauder 3amage (trengthE 0ccuracy Buntil capCE "o7erE CritE (urge
(age 2 (orcerer 1ealer -illpo7erE "o7erE 0lacrityE Crit. (urge
3amage -illpo7erE 0ccuracy Buntil capCE "o7erE CritE (urge
(hado7 2 0ssassin Tan' -illpo7erE 0ccuracy Buntil capCE ;nduranceE 3e+enseE
(hield
3amage -illpo7erE 0ccuracy Buntil capCE "o7erE (urgeE Crit
Gunslinger 2 (niper 3amage CunningE 0ccuracy Buntil capCE "o7erE CritE (urge
(coundrel 2 8perative 1ealer CunningE "o7erE 0lacrityE CritE (urge
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The Unofficial Star Wars the Old Republic Strategy Guide
Advanced Class Role P"io"ity
3amage CunningE 0ccuracy Buntil capCE CritE (urgeE "o7er
Commando 2 Mercenary 1ealer 0imE "o7erE 0lacrityE CritE (urge
3amage 0imE 0ccuracy Buntil capCE CritE "o7er. (urge
9anguard 2 "o7ertech Tan' 0imE 0ccuracy Buntil capCE ;nduranceE 3e+enseE (hield
3amage 0imE 0ccuracy Buntil capCE CritE "o7er. (urge
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The Unofficial Star Wars the Old Republic Strategy Guide
"&UIPM"NT
-T8: is a game that=s run )y
num)ers and a large source o+
those num)ers 7ill come +rom
your e/uipment. 0t level 5$E a +ully
e/uipped player should increase their
damage or healing output )y 75K or more
7ith readily availa)le e/uipment compared
to someone 7ithout anything at all. This is
+ar +rom negligi)le and since many o+ the
higher level e/uipment comes 7ith
customi?ation slotsE you can tailor the
pieces to +it your needs.
S
$asi#s
5irstE the )asics o+ e/uipment. ;very
player has 7 main armor slotsL ChestE
1andsE 1eadE 5eetE %egsE -aist and -rists.
Jou=ll also )e a)le to e/uip * ImplantsE #
;ar "iece and * :elicsE though you 7on=t
+ind many until your *$s. 5inally you can
e/uip various 7eaponsE shields and +ociiE
depending on your 0dvanced Class. 0s
mentioned in the Cre7 ('ills sectionE each
o+ these can have an 0ugment slot +or
some e<tra stat )oosts though only armor
and 7eapons can contain actual cra+ted
mods BhiltsE enhancementsE etc...C. The
really nice thing a)out the mod system is
that you can customi?e your gear to suit
your needs and still 'eep the loo'. I+ you
7ant to stac' "o7er and CritE you can s7ap
out all your e<isting mods +or those onesE
7ithout too much hassle. Jou can even
'eep the e<isting mods )y dragging them
out o+ the itemsE though this comes 7ith a
+eeE proportional to the level and /uality o+
the mod.
>e<t 7e have item /uality. Grey items
are called Cheap and are meant to )e sold
to vendors. Jour active companion can )e
sent to do this +rom the companions menu
and they 7ill return a+ter a minute 7ith the
resulting credits. -hite items are standard
and are )asic items li'e medpacs that don=t
come 7ith any stats. Green items are
premium and this covers !$K o+ the items
that you=ll 7ant to use in the gameE such as
stimsE armorE 7eapons and mods. lue
items are prototype level and a lot rarer
than premium items. Jou=ll )e a)le to
purchase items o+ this /uality +rom special
vendors on planets or )y reverse
engineering a cre7 s'ill schematic. "urple
items are arti+act level and have drastically
improved stats 7hen compared to the
prototype level. Jou 7on=t )e a)le to
purchase these items directlyE though you
may trade some items +or them instead.
Jou also have a random chance o+ +inding
one in a purple crate or on a hard +lashpoint
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The Unofficial Star Wars the Old Republic Strategy Guide
or normal operation. 8rangeE or legendary
itemsE are essentially uni/ue items that
typically come 7ith 4 empty mod slots. 0t
ma<imum levelE +or ma<imum po7erE you
are aiming +or +ull arti+act BpurpleC /uality
items.
Co++en*ations
;ach planet comes 7ith their o7n
commendationsE a uni/ue credit system
that allo7s you to trade +or po7er+ul gear
and mods. TypicallyE these items 7ill )e
huge improvements over 7hat you 7ould
normally +ind on a given planet though they
are on@par 7ith the /uality o+ items +ound in
regular +lashpoints. 5rom levels # to 4!E
you=ll collect commendations and carry
them 7ith you to the ne<t planet. (adlyE
you can=t use them on any planet )ut their
o7n B>ar (haddaa on >ar (haddaa onlyC.
Jou can ac/uire these commendations
randomly +rom enemy 'ills or +rom /uest
re7ards and purchasing items costs
)et7een * and *4 commendations. (ince
the commendation vendors are located
near the planet spaceportsE you=ll 7al' )y
them 7hen you land on a ne7 planet. Ta'e
a loo' at the vendors and 'eep note o+ 7hat
items you=d li'e to purchase. This 7ill allo7
you to plan 7hen to select a commendation
as a /uest re7ard and 7hen to ta'e
another path. It can )e annoying to reali?e
too late that you needed #5
commendations +or an item and you only
have #4. %i'e7iseE it can )e a 7aste o+
possi)le credits i+ you have #6 7hen you
only needed #5. I+ you have multiples o+ *
le+t over 7hen you=re ready to leave a
planetE purchase some cheap mods and sell
them )ac' to the vendors +or some easy
credits.
8nce you reach level 5$ you can
participate in hard +lashpoints and
operationsE 7hich come in normalE hard and
nightmare di++iculty. ,illing )osses in these
and completing the entire area 7ill re7ards
you 7ith additional commendationsE
speci+ically Tionese commendations +or
hard +lashpoints and normal operations and
Columi commendations +or hard and
nightmare operations. ;ach o+ these can
)e traded in 7ith their accompanying
crystals Balso +ound in the same areasC +or
some upgrades. Jou 7on=t see any crystals
drop unless you are in 1ard Mode
+lashpoints or operationsE so it might come
as a surprise to see a ne7 currency even i+
you=ve )een level 5$ +or a 7hile.
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The Unofficial Star Wars the Old Republic Strategy Guide
In addition to commendations you can
+ind to'ens that can )e traded in on a # +or
# )asis +or items. The Columi to'ens all
have an Nunassem)led columiO pre+i< and
the :a'ata level items start 7ith
Nunassem)led ra'ataO pre+i<.
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The Unofficial Star Wars the Old Republic Strategy Guide
!igh Le)el Gear
There are currently . tiers o+ high level gear availa)le +or players through a com)ination
o+ commendations and schematics. ;ach tier has a uni+ied loo' and name 7or's across all
tiersE 7hich ma'es it easy to +igure out 7hat items you should )e using in your role in your
0dvanced Class. The +ollo7ing ta)le let=s you 'no7 7hich one is li'ely the )est choice +or
your roleE )ased on your advanced class.
Advanced Class Role Names
Guardian 2 6uggernaut Tan' -ar %eader
3amage 9indicator
(entinel 2 Marauder 3amage -eaponmaster
(age 2 (orcerer 1ealer 5orce Mystic
3amage 5orce Master
(hado7 2 0ssassin Tan' (urvivor
3amage (tal'er
Gunslinger 2 (niper 3amage ;n+orcer
(coundrel 2 8perative 1ealer 5ield Medic
3amage ;n+orcer
Commando 2 Mercenary 1ealer Com)at Medic
3amage ;liminator
9anguard 2 "o7ertech Tan' (upercommando
3amage ;liminator
5or the +irst tier o+ itemsE in terms o+ availa)ilityE you can e<change the +ollo7ing
commendation and crystal items +or Tionese /uality items:
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The Unofficial Star Wars the Old Republic Strategy Guide
8++@hand items: *4 commendations and .7 crystals
oots and Gloves: .* commendations and 5# crystals
ChestE 1ead and %egs: .! commendations and 6* crystals
Main hand 7eapons: 7* commendations and ##. crystals
The ne<t tier is Columi and you can trade commendations or to'ens 7ith the
Nunassem)led columiO pre+i< +or the +ollo7ing:
oots and Gloves: 56 commendations
ChestE 1ead and %egs: 67 commendations
The ne<t tierE :a'ataE can only )e e<changed 7ith to'ens. These are all called
Nunassem)led ra'ataO and drop +rom operations.
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The Unofficial Star Wars the Old Republic Strategy Guide
DATACRONS
pread across the various planets in the gala<y are 3atacrons. They are uni/ue
and once you +ind oneE it 7ill either )esto7 a permanent )onus to your main stats
or re7ard you 7ith a ma<tri< shard. These matri< shards can )e com)ined to
create a Matri< Cu)e. Jou can e/uip these cu)es in your :elic slot +or some e<tra stat gain
)ut you can only e/uip one at a time.
S
Lo#ations
The +ollo7ing ta)le 7ill give you the coordinates +or each datacron. (ome 7ill re/uire
you to 'ill an elite 7hile others 7ill re/uire some +ancy Iumping to reach. >one are easy to
ac/uire so it=s not a )ad idea to 7ait until you=re level 5$ to return and collect them. 0lso
importantE some datacron stat re7ards 7ill provide no )ene+it to you. 5or e<ampleE i+ you=re
a (ith In/uisitorE then a )onus to 0im gives no )ene+it. Collect the datacrons at that point is
simply +or completion=s sa'e.
The locations are given 7ith M and J coordinates. Jou can +ind these on your map )y
hovering your mouse. The +actions are either B:Cepu)lic or B;Cmpire.
Planet Location
#$%&'
Re(a"d notes
Tython @..E@#$* 4 ;nd In cave on mountainE access @*8E **
@648E@7* 4 -ill Ap ru))le and to7er +rom :uins o+
,aleth
@!.E !*5 lue Matri< (hard (outh o+ 5orge :emnants
,orri)an 5*!E 65 4 -ill 8n plateau near shuttle
#5$E 78 4 ;nd >ear shuttle you leave 7ith
@55E .7! :ed Matri< (hard In Tom) o+ Tula' 1ord
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The Unofficial Star Wars the Old Republic Strategy Guide
Planet Location
#$%&'
Re(a"d notes
8rd Mantell @!7#E *$# 4 "res -est o+ volcano on )each
@66$E @56# 4 0im 8n hill on (avrip island
778E #.. :ed Matri< (hard >ortheast o+ 5al's :each speeder
1utta 4!7E @#. 4 "res :un on pipe to island
@!6E 86# 4 0im Clim) near)y pipe and Iump do7n
@**E .#! lue Matri< (hard (e7er Maintenance Tunnels 7ith ;lite
guard
Coruscant *.#!E 47* 4 "res
@.7*!E #6# 4 ;nd 8n crates )y digger near (ienna (un
cantina
@.$87E .$.$ 4 (tr 6ump +rom second level )y the pillar
#$*#E .!67 4 Cun :un on pipes in 6usticar area
!$5E 4557 Jello7 Matri<
(hard
In -or'sE clim) at ##77E 44#! and
+ollo7 pipes
3romund ,aas 58#E 7!8 4 "res (outh7est o+ starport
@7!.E #45$ 4 ;nd ehind %ord Grathan=s ;state
855E 64. 4 (tr (huttle )ay 3@6#E on )o<es
@#*#!E *$! 4 Cun >eed to Iump on roc' +rom a)ove
@#87E #7.8 Jello7 Matri<
(hard
8n top o+ 7ater+allE +ollo7 near)y path
#$5!E #$.! Green Matri<
(hard
almorra #85$E ### 4 Cun B;C In almorran 0rms 5actory
@5$5E #!8! Green Matri<
(hard
B;C in >ee)ray -arehouse
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The Unofficial Star Wars the Old Republic Strategy Guide
Planet Location
#$%&'
Re(a"d notes
@78#E *$67 #$ -il B:CGorinth CanyonE ta'e )ridges and
Iump do7n
@*##E @*!. #$ Cun B:C Colicoid &ueen=s nest cham)er on
le+t
@#$#!E #5#4 4 0im B;C
#$ 0im B:C
8'ara 3roid 5actoryE li+t to assem)ly
line
#!*E @.4. 4 -ill B;C
#$ ;nd B:C
>eed %ost Cylinder Code +rom vendor at
67$E .8
7*7E *$.. 4 (tr B;C
#$ "res B:C
(outh o+ )ridge south o+ (undari
8utpost
>ar (haddaa #!4.E *48# 6 (tr B;C 5all to ta<i )elo7 >et7or' 0ccess
Ta<i
*!.$E .!7 6 "res B;C %ots o+ IumpingE starting at #6#6E
*676
@.7$$E @#6!* 6 0im B;C :ide +loating ,ios' to get thereE
Iump +rom @.785E @#68#
*#!*E .$68 6 (tr B:C 0cross )eams +in (hado7 To7n
@..64E @..#* 6 0im B:C Clim) )o<esE 7al' on 7ire to pole
..4#E @.*!# 6 "res B:C In group area in :ed %ight (ectorE
ta'e elevator
#!.#E ..#4 6 Cun 1igh (ecurity areaE Iump crates to get
into incinerator room. Ase console to
enter 9entilation .!#8E 1ydro .78* or
Incinerator .8*7. Ase Game Machine
+or ne<t datacron
#7$*E .$84 Jello7 Matri<
(hard
>et7or' (ecurity :oom )e+ore Transit
)ridgeE Iump )o<es and use Game
Machine
Tatooine @7*$E .!#* 6 Cun B;C 8n roo+topE start at @#$$5E .887
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The Unofficial Star Wars the Old Republic Strategy Guide
Planet Location
#$%&'
Re(a"d notes
!5!E @*885 6 Cun B:C 0)ove Ander7orld Trading trainerE
access +rom outside city
6*5E *$* 6 -ill 6ump +rom ledge at 856E *!4 to enter
cave
@*$7#E 755 6 0im 8n 7ing o+ crashed ship.
@.84#E @6$$ 6 (tr (ide o+ (andcra7ler
@.85$E @6$$ lue Matri< (hard 8n top o+ (andcra7lerE ta'e )alloon
+rom @.#58E 78.
0lderaan *7*#E *4!4 6 ;nd ;nter cave at *.74E *45$ and )last
7all
*#!#E @*$#8 #$ (tr 8n the damE Iump +rom **4$E @*$*6
and use Magnetic (ta)ili?er item
##$5E 8$ #$ 0im 8n island +rom trolly at #$!$E @7
@*5$7E @4*5 6 -ill Castle "anteer on main +loor up
staircase
@#6*E @..6 6 "res 8n )ig roc' holding )ridge
Taris @#5#.E @*55 6 ;nd B;C
4 (tr B:C
-al' +rom ledge at @#.67E @*$8
@64.E #6$6 #$ Cun B;C
4 Cun B:C
;nter "irate Cave at @768E ##!# and
ta'e elevator to mine. 6ump on
)ulldo?er and )o<es
#$47E 454 #$ 0im B;C
Green Matri<
(hard B:C
8n )eam east o+ 5or7ard Camp
##87E @574 #$ "res B;C
4 0im B:C
;nter Transport (tation at .!$E . and
ta'e le+t turn
44*E @77* #$ -ill B;C
4 -ill B:C
-al' on )eams +rom .5!E @!$#
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The Unofficial Star Wars the Old Republic Strategy Guide
Planet Location
#$%&'
Re(a"d notes
&uesh *$7E 76! #$ ;nd >ear se7er pipe 7ith )ars
4*6E @#.$ #$ Cun >orth7est o+ :epu)lic 8perational
1ead/uarters
558E #4** #$ (tr 8n hillE near three +amilies
1oth .#4.E 47# #$ Cun (econd +loor o+ (tar o+ CoruscantE start
at .*48E 4!. and use )o<es
#$4#E @#*45 #$ "res >orth o+ 5rost7a'eE use ledge at ##45E
@!!5
*8.7E @.74 #$ ;nd 6ump +rom *6$7E @844 to ice )ridge and
+ollo7 path
#$ (tr
@7.5E #7$* :ed Matri< (hard 1ighmount :idge area
elsavis @*.54E @*.#! #$ 0im 0cross lava pitE near laser )ridge
@*$7.E .77 #$ -ill 5ollo7 path +rom @*.!!E .!#
@.484E @867 #$ "res (tart at @.7$5E @56* and enter cave on
right side
@*56*E @8.! #$ ;nd (tart at @*475E @775 and clim) roc's to
cave
@#!$6E @*56* Green Matri<
(hard
In tom) areaE re/uires group o+ people
to contain :a'ata Cu)es
9oss #$ (tr
#$ ;nd (hrine o+ 1ealingE clic' crystal in
corner
#$ Cun
@*!E .7# #$ -il 5ollo7 path +rom @4.*E #7! and enter
cave
*$$$E @!4$ #$ "res 8n island 7ith 9oss MysticsE clic'
meditation ta)let
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The Unofficial Star Wars the Old Republic Strategy Guide
Planet Location
#$%&'
Re(a"d notes
Corellia #$ (tr 6ump on shuttle under crane +rom
canopy
#$ -ill last+ield (hipyardE run on side o+
)uilding and Iump on )eam heading
east
#$ Cun %a)or 9alleyE clim) de)ris to +laming
pipe
#$ "res
#$ 0im
lue Matri< (hard
Green Matri<
(hard
Ilum #$ ;nd Middle o+ map has a pit 7ith +or'E go
right
#$ -ill
#$ 0im
:ed Matri< (hard 0)ove :epu)lic )un'erE in tent
Jello7 Matri<
(hard
-est o+ Imperial campE in house
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The Unofficial Star Wars the Old Republic Strategy Guide
Matri4 C'bes
8nce you=ve collected at least . shardsE you can create a matri< cu)e. Jou need to visit
your capital planetE speci+ically the 0ncient 0ssem)ly on 3romund ,aas and %ost 0ssem)ly
9ault on Coruscant. Jou=ll need a :econ+igured 3isassem)ler Core on Tatooine in order to
po7er the cu)e.
The colors are B:CedE BJCello7E BGCreen and BClue. The order doesn=t matterE Iust the
amount. 5or e<ampleE :JJ could )e J:J or JJ: Iust as 7ell.
Level Colo"s Effect
#5 :E E J ## (trE #5 ;nd
E JE G 8 (trE #8 ;nd
:E E G #5 0imE ## ;nd
:E JE G ## -illE #5 ;nd
*4 :E JE J *. (trE #6 ;ndE 5 Crit
E JE J ## 0imE *. ;ndE ! 3e+
GE JE J ** ;ndE #7 CunE 6 Crit
:E E *. -illE #6 ;ndE 5 Crit
JE E ## (trE *4 ;ndE ! 3e+
GE E #7 0imE ** ;ndE 6 Crit
.* JE :E : #4 (trE .. ;ndE 8 0ccE #$ 3e+
E :E : *! -illE ** ;ndE #4 Crit
GE :E : *. 0imE *6 ;ndE #6 "o7
:E GE G *6 ;ndE *. CunE #6 Crit
JE GE G #4 (trE .. ;ndE 8 0ccE #$ 3e+
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The Unofficial Star Wars the Old Republic Strategy Guide
Level Colo"s Effect
E GE G #4 0imE .. ;ndE 8 (hieldE #$
3e+
5$ B5orce AsersC JE JE J *4 (trE 6* ;ndE *6 3e+E *4
(urge
GE GE G 5$ (trE 4. ;ndE #8 CritE *6
(urge
:E :E : 5$ -illE 4. ;ndE #8 CritE *6
(urge
E E 5$ 0imE 4. ;ndE *6 0ccE #8
Crit
5$ BTech AsersC JE JE J *4 0imE 6* ;ndE *4 0ccE *6 3e+
GE GE G 5$ (trE 4. ;ndE #8 CritE *6
(urge
:E :E : 5* ;ndE 4. CunE #8 CritE *4
(urge
E E 5$ 0imE 4. ;ndE *6 0ccE #8
Crit
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The Unofficial Star Wars the Old Republic Strategy Guide
CR"W S-ILLS
rade is one o+ the 'ey 7ays to ma'e money in T8: and having an understanding o+
ho7 they all interact 7ith each other is 'ey to ma<imi?ing pro+it. InterestinglyE you
only need a level #$ character 7ith a companion to pic' up and master any tradeE
though the )est recipes 7ill only )e +ound )y heading out into the 7ilds.
T
0ll Cre7 ('ills can )e per+ormed )y your companionE though this sends them a7ay +rom
you 7hile out in the 7ild G i+ you select your active one. 0+ter the period has elapsedE either
they have succeeded or +ailed and you get the results. Green missions are easy 7hile red
ones are hard.
Trades are )ro'en do7n into . types. Gathering 7hich you and your companion can do
out in the 7ild. Cra+ting is limited to your companions and 7ill create consuma)le items +or
other players. Missions 7ill let you collect rarer materials +or some o+ the more complicated
cra+ting recipes. Jou can select any com)ination o+ three cre7 s'ills )ut only # o+ them can
)e cra+ting.
Trainers are located on capital planetsE +leet stations and near spaceports on other
planets. Gathering and Mission trainers only need to )e visited once in order to ac/uire the
s'ill. Cra+ting trainers should )e visited every *$ s'ill points in order to learn ne7 recipes.
The earliest you can train Cre7 ('ills is Iust a+ter you leave your starting planet and land
on your 5leet (tation.
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The Unofficial Star Wars the Old Republic Strategy Guide
Gathering
There are 4 types o+ gathering s'illsE and each provides items +or cra+ting s'ills. Jou 7ill
+ind nodes to gather in the 7ildE )e it +rom dead enemies or +rom roc's in the ground. Jou
can also send your companions on missions to gather itemsE 7hich is a good option i+ you
only need a +e7 items and they are on another planet. Than'+ullyE you can select the
mission level o+ the gatherE 7hich 7ill ensure that you get the appropriate level materials as
a result.
0rchaeology provides crystals that can )e used in 0rti+icing and (ynth7eaving. They
can also collect 5inds that contain recipes.
ioanalysis gives you genetic materials to create items in iochem. There are
multiple types o+ materials so ma'e sure you=re collecting the ones you actually
need.
(cavenging collects parts +rom various piles o+ Iun' and provides compoundsE metals
and alloys used in 0rmormechE 0rmstech and Cy)ertech.
(licing allo7s you to open loc')o<es and credits and rare recipes. InterestinglyE they
can also +ind o)Iects that provide challengesE a sort o+ mini /uest 7ith some uni/ue
re7ards.
Missions
Missions are some7hat uni/ue in that you send your companion a7ay +or a period o+
time and they come )ac' 7ith a particular item that 7or's only +or a small su)set o+ cra+ting
s'ills and you cannot ac/uire the items +rom missions in the 7ild. ;ach mission s'ill can
collect +or a 7ide variety o+ cra+ting )ut only a small amount o+ those items are actually
use+ul +or any given one. I+ you 7ere to +ocus entirely on mission s'illsE technically you
could supply rare components +or every cra+ting s'ill.
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The Unofficial Star Wars the Old Republic Strategy Guide
Typically you 7ill only re/uire items +rom mission +or )lue or )etter recipesE so you li'ely
7on=t have any need +or Missions 7hile leveling. (tillE doing it 7hile you are leveling 7ill
ensure that you have the appropriate s'ill level to ma'e level 5$ )lue and a)ove recipes.
0lternativelyE you can Iust )uy the materials +rom the GT>.
0ll Missions can provide you 7ith gi+ts +or your companions to raise their a++ection rating.
Ander7orld Trading provides materials +or 0rti+icing implantsE 0rmormech heavy
armorE Cy)ertech modulators and (ynth7eaving heavy armor.
Treasure 1unting gives gems +or 0rti+icingE 0rmstech and Cy)ertech.
Investigation provides materials +or medium armor and recipes +or all cra+ts.
3iplomacy lets you gain %ight o+ 3ar' side points as 7ell as rare materials +or light
armor in (ynth7eaving.
Crafting
These s'ills all allo7 you to create something +rom the materials gathered +rom gathering
or missions. Jou can either use the items yoursel+ or sell them to other players +or some
potential pro+it. Items are listed in your menu )ased on their level and there+ore di++iculty.
Cra+ting an orange level di++iculty item 7ill typically re7ard you 7ith * s'ill points. Jello7
7ill give #@* points and green can )e $ or #.
(ince you get ne7 recipes every *$ s'ill pointsE that comes out to #$ orange level cra+ted
items. Jou can /ueue up to 5 items per companionE so once you have * o+ them and you=re
in to7nE you can easily send them a7ay to cra+t everything you need in order to get ne7
recipes. I+ you=re short on materialsE you can al7ays reverse engineer the cra+ted items in
order to get some o+ their )asic components )ac'.
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The Unofficial Star Wars the Old Republic Strategy Guide
;ach cra+ting s'ill gets their )est recipes +rom hard +lashpoints and +rom operations. Jou
can still ma'e some pretty ama?ing gar Iust )y reverse engineering trainer taught items )ut
the a)solute )est 7ill re/uire you to venture into some tough areas and collect the recipes.
iochem creates stims that provide temporary )onusesE health pac's to heal you and
implants to )oost your stats permanently.
0rti+ice creates modi+ications +or %ightsa)ers and armor as 7ell as +ocii Bo++@hand
itemsC +or 5orce users.
Cy)ertech allo7s you to create droid armorE earpiecesE armor enhancementsE tech
generators and +eet and 7rist items +or non@5orce users.
0rmstech creates )lasters and their modi+ications.
(ynth7eaving allo7s the creation o+ armor pieces +or 5orce users.
0rmormech allo7s the creation o+ armor pieces +or non@5orce users.
De%en*en#ies
That=s a lot to ta'e in and truth )e toldE it=s not the simplest o+ mechanics. -hen one
cre7 s'ill lin's 7ith *@. othersE it can get complicated to +igure out 7hich ones you should
)e ta'ing. 1ere=s a /uic' picture o+ ho7 they all lin' together.
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The Unofficial Star Wars the Old Republic Strategy Guide
There are t7o main things to remem)er here. 5irstE the division )et7een 5orce and non@
5orce users. 5orce users have ?ero use +or 0rmormech or 0rmstech and very little o+
Cy)ertech. >on@5orce users have no need o+ 0rti+ice or (ynth7eaving. The second division
comes +rom armor type G lightE medium or heavy. This is determined )y your advanced
class. The +ollo7ing ta)le 7ill try to e<plain the )est choicesE )ased on cra+ting s'ill and
advanced class.
C"aft Gathe"ing AC )ission
0rmormech (cavenging (coundrel
Gunslinger
Commando
8perative
(niper
Mercenary
Investigation
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The Unofficial Star Wars the Old Republic Strategy Guide
C"aft Gathe"ing AC )ission
"o7ertech
9anguard
Ander7orld Trading
0rmstech (cavenging >on@5orce Treasure 1unting
0rti+ice 0rchaeology 5orce Treasure 1unting
iochem ioanalysis 0ll 3iplomacy
Cy)ertech (cavenging G Implants
(licing G 3roid "arts
>on@5orce Treasure 1unting G gems
Ander7orld Trading @ materials
(ynth7eavin
g
0rchaeology (age
(hado7
In/uisitor
0ssassin
3iplomacy
(entinel
Marauder
Investigation
Guardian
6uggernaut
Ander7orld Trading
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The Unofficial Star Wars the Old Republic Strategy Guide
Co+%anions
0s mentioned previouslyE companions can )e sent out do run various cre7 s'ill activities.
;ach 7ill provide )onuses to ;++iciency G 7hich lo7ers the time to complete the mission G
and to Critical G 7hich increases the chance o+ getting an epic item or critical cra+t. These
)onuses are not huge in scope so that you=re not +orced into a particular companion in order
to cra+t.
In additionE your 0++ection level 7ith a given companion 7ill a++ect the duration o+ a given
tas'. Increasing the a++ection can )e done through normal /uest dialogue Bat Q#5 and @#
per responseC or through companion gi+tsE 7hich are ac/uired either through trade or )y
completing missions.
Jou can set up to 5 companions to tas's and up to 5 cra+ting tas's each. These 7ill
progress i+ you=re online or o++E so it=s usually a good idea to /ueue some stu++ up )e+ore you
log +or the day.
Re)erse "ngineering
This is the act o+ de@constructing an item in your cra+ting s'ill that 7ill sho7 you ho7 to
ma'e a )etter /uality version. Jou=ll learn the )asic versions +rom your trainers )ut the act
o+ :; provides you 7ith a recipe +or a )etter version BprototypeC 7ith enhanced stats. I+ you
:; a :are itemE then you gain access to the ;pic versionE 7ith greatly increased stats.
-hen you :; an item you 7ill also receive some o+ the )ase materials re/uired to ma'e the
item in the +irst place. -hile leveling your s'ill a prototype 7ill )e replaced )y a normal level
item o+ the ne<t level. 5or e<ampleE a prototype Might 7 mod 7ill )e e/ual in stats or
in+erior to a normal Might 8 mod.
In order to :everse ;ngineer an item you +irst must have the appropriate Cra+ting s'ill.
Then you=ll notice an e<tra )utton in the top right o+ your )ags. Clic'ing this icon 7ill
change your cursor and you can right@clic' items that can )e :;@ed. I+ all the items are
dar'E then you can=t :; anything in your )ags. 0 iochem player cannot :; armor +or
e<ample.
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The Unofficial Star Wars the Old Republic Strategy Guide
Mo*s
This is 7here cra+ting gets a )it more complicated. Items that can contain mods get their
stats +rom the modsE usually completely too. I+ you ta'e a loo' at your armor in the
upgrade screen you=ll see that it=s made up o+ various mods that together ma'e it use+ul.
0lso important to note is that not all items can host mods.
Mods have varying levels o+ /uality even though their re/uirements might )e the same.
Jou can usually spot the di++erence in their name and o)viously +rom their stats 7hen you
e<amine them more closely.
0s +or actual types o+ modsE you have a +e7 options.
0ugments are ac/uired through Ander7orld Trading and can only )e placed in
0ugment slots. These sho7 up on critically cra+ted items and some rare items in the
7ild. These are essentially +ree stat )oosts i+ the slot is there.
1iltsE ;nhancementsE Mods and Color Crystals can )e used to upgrade lightsa)ers
arrelsE ;nhancementsE Mods and Color Crystals can )e used in ranged 7eapons
0rmorE ;nhancement and Mods can )e used in armor pieces@
What5s $est
"erhaps the /uestion is )etter as'edE 7hat=s 7orse as there are /uite a +e7 good options
depending on 7hat you 7ant to do and 7hat class you are and 7hat level.
5irstE i+ you 7ant to ma'e money then your )est )et is Iust to ta'e any . gathering s'illsE
including (licing 7hich ma'es the most money. Missions return items o+ much lesser value
than the cost o+ the mission and cra+ted items aren=t 7orth a 7hole lot until you reach the
upper levels. Jou 7ant to ma'e cashR Gather.
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The Unofficial Star Wars the Old Republic Strategy Guide
That )eing saidE i+ you have the time and moneyE ModsE (tims and Implants are going to
)e the true money ma'ers at ma<imum level. Cy)ertech and 0rti+ice ma'e mods +or non@
5orce and 5orce usersE respectively 7hile iochem ma'es Implants and (tims. I 7ouldn=t go
this route until you=re level 5$ though as the cash investment is pretty )ig.
I+ you 7ant to 'eep yoursel+ e/uipped 7hile levelingE then you have a +e7 more options.
>on +orce users Bounty 1untersE TroopersE Imperial 0gents and (mugglersC 7ill use
0rmortech +or armor and 0rmstech +or 7eapons. Cy)ertech 7ill also give them armor mods
and implants. 0ll three rely on (cavenging materials. Investigation gives materials +or
medium armorE Treasure 1unting +or 7eapons and cy)ertech and Ander7orld Trading
provides materials +or heavy armor and cy)tertech.
5orce users 7ill loo' to 0rti+ice +or lightsa)er crystals and armor modi+ications and
(ynth7eaving +or their armor. 0rcheology provides materials +or )oth. 3iplomacy gives
materials +or light armorE Investigation +or medium armorE Treasure 1unting +or 7eapons
and Ander7orld Trading +or heavy armor.
iochem 7or's +or all classes and provides implants and stims that provide permanent
and temporary stat )u++sE respectively.
0s +or level considerationsE I 7ould suggest you ta'e at least # Gathering s'ill once you
reach your 5leet (tation and use it to collect 7hile you=re out and a)out. I 7ould not select
anything other than a Gathering s'ill until you have your second companion Bsuch as 7hen
you get your ship and a droidCE so that you can send them out 7hile still having another
active in the 7ild 7ith you. 8nce you do have the second oneE then pic' 7hichever other
cre7 s'ill you li'e and start training it. I 7ould not 7orry a)out ma<ing your s'ills 7hile
levelingE even though it=s possi)le. The costs get high pretty /uic' and you=ll need that cash
+or training and speeders. >ot to mention that you 7ill )e too lo7 o+ a level to actually use
the items you are cra+ting. 8nce you get your +inal speeder at 5$E then you can )lo7 all the
rest o+ your cash on training a cre7 'ill.
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The Unofficial Star Wars the Old Republic Strategy Guide
MON"
redits are important +or pretty
much everything in T8:. Jou
)uy your s'illsE complete cre7
s'ill missionsE upgrade your speederE
purchase upgrades +or your space ship and
customi?ation 'its +or your companion. 0nd
that=s ignoring the need to upgrade your
actual gear +rom auction house purchases.
C
I+ you 7ere to play the game +rom start
to end 7ithout interacting 7ith another
playerE you 7ould have enough money to
purchase all your s'ills and your )est
speeder 7ithout any issues. 8nce you
decide to start using cre7 s'ills or
purchasing items +rom the auction houseE
that=s 7hen money starts to have a )ig
impact.
Ma(ing Cre*its
5rom the simplest o+ mattersE
completing /uests and 'illing enemies 7ill
generate thousands o+ credits. 8nce you
gain your +irst companionE actually selling
items 7ill )ecome easier as 7ell. 0 simple
clic' o+ a )utton 7ill send them a7ay to sell
all your 7orthless BgreyC loot and come
)ac' 7ith the money a+ter a minute.
Jou can also e<pand your )ac'pac' to
have more slots +or a credit +eeE up to 5
times. It=s usually a good idea to e<pand
once you have dou)le the credits re/uired.
(o i+ the cost is *5E$$$ creditsE 7ait until
you have 5$E$$$. It really depends on your
playstyle as some people 7on=t ever have
+ull )ags. 8nce you get the +ull )ag
messageE you=re essentially leaving money
on the ground though. 0s a personal
opinionE I 7ould purchase the +irst set o+
)ag slots once you have the credits and
then 7ait until you purchase your +irst
speeder at level *5 )e+ore )uying any
additional ones. The cost o+ a speeder and
training at level *5 is over 4$E$$$ creditsE
/uite a lot.
0s another optionE you can ta'e .
gathering cre7 s'ills and through your
travelsE collect +rom the nodes out in the
7ild. Jou can then sell these items to other
players 7ho need them to cra+t. It only
ta'es a +raction more time to gather items
since you=re already out in the 7ild.
(ending your companion to gather is much
less re7arding as the odds are that the +ee
to send them 7ill e<ceed the value o+ the
item returned.
0 more ris'y option is pic'ing up a
cra+ting cre7 s'ill and selling the +inal items
to other players on the auction house.
There is a large ris' here as usually only the
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The Unofficial Star Wars the Old Republic Strategy Guide
)est items sell and in order to ma'e themE
you=ll have to spend a lot o+ money training
to ma'e them. 8nce you hit level 5$ and
credits are a )it easier to come )yE then it
can )e a via)le option.
-hen you=re given the choice )et7een a
random crate or a planetary
commendationE ta'e the commendation.
*4 o+ them 7ill give you an arti+act level
random crate 7hich sells +or thousands o+
credits. I+ you don=t have *4E trade them in
pairs +or cheap mods and sell those )ac' to
the vendor +or credits. Jou don=t 7ant to
leave a planet 7ith more than #
commendation le+t on you since you can=t
every use it again.
Crafte* Ite+s
This goes to say that items that are
consumed upon use tend to turn the largest
pro+itE 7hich 7ill include mods and stims.
Mods can )e ac/uire +rom 0rti+ice BhiltsE
color crystalsE enhancementsCE Cy)ertech
BmodsE armorCE 0rmstech B)arrelsC and
(licing B0ugmentsC. (tims are ac/uired
through iochem. I 7on=t list all the mods
)ut once you reach 4$$ s'illE you should try
to reverse engineer your mods so that you
get an arti+act BpurpleC /uality one that you
can cra+t. They 7ill sell +or a premiumE
even i+ you have to )uy your cra+ting
materials +rom the GT>.
(tims on the other hand are a )it more
complicatedE 7hich ma'es up +or their lac'
o+ cross cre7 s'ills to cra+t them. There are
(timsE 0drenals and Medpacs. (tims come
in . +lavors. :egular stims provide a 6$
minute )oost to a single stat and leave
upon death. Apgraded versions 7ill persist
through death )ut still )e consumed on
use. The ne<t tier provides the )oost )ut
the item is no longer consumed. The
ultimate versions provide a 6$ minute
)oostE last through death and are not
consumed upon use. That sounds great i+
you=re using them )ut i+ you=re selling them
and they=re not consumedE then you can=t
resell it to the client. They=ll only ever need
one. Compare that to mods that can +it into
7 or more itemsE you could sell 7 or more o+
the same mod to the same client and i+
they change their gearE they might )uy
another mod +rom you again.
5rom all this in+ormationE your )est )et
on ma'ing money 7ill )e to ta'e either
0rti+ice Bi+ you=re a +orce userC or Cy)ertech
Bi+ you=re notC as 7ell as (licing. Jou=ll )e
a)le to sell .@4 di++erent types o+ mods to
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The Unofficial Star Wars the Old Republic Strategy Guide
players. 8+ courseE i+ you=re one o+ *
players on your server 7ith the recipe +or
an ama?ing )iochem stimE then it=s li'ely
you=ll )e incredi)ly rich as 7ell.
Gala4, Tra*e
Net3or(
The Gala<y Trade >et7or' BGT>C is the
interconnected auction house availa)le to
players o+ a given +action. CurrentlyE
:epu)lic players cannot trade 7ith ;mpire
players and you 7on=t )e a)le to trade
items through the GT> either. The GT>
also doesn=t currently have an e++ective
inter+aceE let alone a 7or'ing search optionE
ma'ing it very hard to +ind items. This
added di++iculty o+ not only +inding )ut
searching )rings some opportunities +or
credit ma'ing.
The general principle )ehind ma'ing
money is that i+ it=s hard to do )ut provides
a )ene+it to playersE you=re li'ely to ma'e
money +rom it. 5or e<ampleE i+ level 5$
players need arti+act level stims to
complete operations and the materials are
hard to come )y and the recipe is rare
Bsuch as the ;<otech :esolve (timCE then
it=s going to )e a )ig credit co7.
(elling on the GT> comes 7ith additional
costs. Jou 7ill )e charged to post an item
on the GT> and i+ it sellsE the GT> 7ill ta'e
a K cut +rom the pro+its. This means that
selling an item on the GT> at the same
price point as a vendor 7ould purchase it
7ould actually lose you money.
0ctually selling the items can )e a )it
more complicated due to the inter+ace )ut
'eep 7ith it and +ollo7 these guidelines:
(ell individual items o+ everything
)ut single@use medpacs
,eep notes on the prices o+ your
cra+ting materials. (ometimes it=s
more pro+ita)le to sell them than to
sell the +inal product
5ind identical products that you are
selling and undercut them )y at
least 5KE i+ that value is #$K more
than the vendor purchase price
The )est time to post is Iust a+ter
supper time on your server. This 7ill
hit the largest amount o+ potential
)uyers
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GROUPS
ou could spend the entire
game playing alone i+ you=d
li'e and there=s plenty o+
content to 'eep you happy +or a long time.
I+ you 7ant to try your luc' at some o+ the
harder content thoughE you=ll need to group
up 7ith other players.

Group si?es can vary )et7een * and #6


playersE though anything a)ove 4 7ill )e
limited to 8perations and "v" -ar?ones. I+
your group is under 4 playersE your
companions may )e used to +ill in the slots.
It=s usually a good idea to use a companion
to +ill a role that is not present in the group.
I+ you have a tan' and a healerE then get a
companion that=s purely +or damage.
8rgani?ed groupsE past level #5E should
have # tan'E # healer and * 3"(.
8perations 7ill re/uire di++erent group
ma'eups depending on their content )ut
usually the ratio 7ill remain.
Anderstanding ho7 to play your class is
one thingL 'no7ing ho7 to play your role is
another. 0 tan' that only +ocuses on
themselves 7ill get their group 'illedE Iust
li'e a healer that can=t 7or' an emergency.
Tan( Role
There are * main goals hereE 'eep the
healer alive and avoid the stu++ you can
avoid. I+ the 3"( dieE there are very high
odds that it 7as their +ault and nearly any
content can )e completed )y a healer and
a tan'E 7ith time )eing the largest +actor
+or success.
Tan's operate 7ith the mechanics o+
threat and de+ense. Threat is a measure o+
enemy hate and i+ you have the most
threatE they 7ill attac' you. Jou can +orce
enemies to attac' you through taunts )ut
mostly Iust through using your s'ills you
should have enough threat to 'eep a target
attac'ing you. ,eep an eye on your
a)ilities that increase your threat level as
they should )e used to 'eep on top o+ your
threat level.
3e+enses come in t7o main typesE the
actual de+ense 7hich ma'es an enemy miss
you BdodgeE parry or an outright missC @
called avoidance @ and shielding and
armor G called damage mitigation. ;very
tan' has armor and every tan' can de+end
)ut not all o+ them can use a shield. Asing
de+ensive cooldo7n a)ilities can 'eep you
alive through a heavy enemy attac' or at
the start o+ a group +ightE 7here multiple
people are attac'ing you.
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The Unofficial Star Wars the Old Republic Strategy Guide
The second goal +or a tan' is avoiding
the avoida)le attac's. 8+ten times these
are area e++ects on the ground that have
visual cuesE though sometimes it has to
deal 7ith enemies 7ho 'noc'do7n. 0 good
idea is to 'eep your )ac' against a 7all or
structure so that i+ you are 'noc'ed do7nE
you don=t go +lying into more )ad things
and you 7on=t have to run to get )ac' to
the enemy.
In a group one o+ the particular tas's a
tan' 7ill have is the pullE or the act o+
starting com)at. 8n )osses this is usually
pretty simple as there is )ut one target. In
group com)at ho7everE you need to pic'
the appropriate enemy to 'ill +irst and !!K
o+ the timeE that=s the group healer. They
can ma'e everyone=s li+e a lot harder. (oE
Iump in 7ith a direct attac' on the healer
and then +ollo7 7ith an 0; attac' to get the
rest o+ the group to attac' you. Then it=s a
)alance o+ 'eeping threat on all targets
7hile ensuring that your primary target is
una)le to act. In terms o+ target priorityE
you 7ant to 'ill healersE melee 3"(E ranged
3"( and +inally tan's.
Da+age Role
The t7o goals +or a damage player are
'eeping the healer alive and avoiding 7hat
can )e avoided. "lainly and simplyE a dead
healer 7ill mean death +or you and the
group in short order. ;ven though the tan'
7ill try to accomplish the same goalE
sometimes there are enemies that 7ill
)ypass the tan' and head straight +or the
healer. ;<amples include )osses that
summon additional rein+orcementsE most o+
the time they 7ill head straight to the
healer. Jour role is to ta'e them out
/uic'ly.
(econdlyE your role is to not get hit.
Many enemies have +rontal attac'sE
meaning you 7ant to 'eep your distance
+rom their +aces. Melee should stand to
their sides 7hile ranged characters should
stay close to ma<imum range. -hen you
see something on the ground that deals
damageE typically a reticule )e+ore the
actual attac'E moveE even i+ this means you
aren=t dealing damage. The adage goesE a
dead 3"( does no 3"(.
In some casesE there is damage that you
simply cannot avoid. These include 0;
attac's that have no minimum rangeE )oss
attac's that hit random players and simple
)ad timing. These attac's are in the
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The Unofficial Star Wars the Old Republic Strategy Guide
minority ho7ever 7hen you loo' at the
total amount o+ attac's happening in a
group. I+ you are getting hit against groups
o+ enemies and it=s not 0; damageE you=re
doing something 7rong. Jou shouldE
7henever possi)leE )e targeting the same
enemy as the tan' is targeting. This 7ill
ensure that you are competing 7ith the
tan'=s threat level rather than the tan' not
having any threat at all on your target. In
many cases this means holding o++ on your
attac's +or a second or t7o to ensure that
the tan' has the enemy=s attention and
then you can start.
I+ you ma'e a mista'e and an enemy is
attac'ing you don=t continue damaging
them. Instead you can use a de+ensive
a)ilityE such as a stun or 'noc'do7nE giving
the tan' time to pic' them up. asicallyE i+
you=re attac'ing the same target as the
tan' you 7on=t die unless the tan' dies. In
!!K o+ the cases 7here a 3"( dies and the
tan' does notE the 3"( has made the
mista'e. It isn=t all run and gun.
-hen attac'ing an enemy 7ith
activation times or channel times you 7ant
to )e interrupting them 7hen possi)leE
especially the healers. (tuns and
'noc'do7ns 7ill also 7or' 7ell. The
di++erence )et7een hitting a target and
letting them get a heal o++ is that normally
that heal is more po7er+ul than any
damage you can doE especially on )osses.
0 .$K heal on a )oss can undo *@. minutes
o+ 7or' in mere seconds.
!ealing Role
y +ar the most important roleE the
healer is all a)out 'eeping the tan' and the
group alive. Jour t7o goals are simple.
Tan's is alive and you=re avoiding the stu++
you can avoid. 1ealing the 3"( is really an
a+terthought once the +irst t7o are
complete as a group made up o+ only 3"(
has ne<t to no chance o+ success 7hen
compared to any type o+ group ma'eup
7ith a healer.
The concept o+ triage applies in T8:E
7here you use the appropriate heal +or the
appropriate moment. This situation e<ists
)ecause every healer has a limited energy
pool that cannot )e increased 7ith
additional stats. 0ll healers 7ill come 7ith
a /uic' healE a strong heal and heal over
time and an 0; heal in their )asic tool'it.
(ome healers 7ill have additional choices
along the 7ayE perhaps e<tra types o+ heals
or shields. Anderstanding ho7 they all
7or' together is 'ey.
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The Unofficial Star Wars the Old Republic Strategy Guide
Jour +irst step is setting up the tan'=s
de+enses. I+ you have an a)ility that can
protect the tan'E it should )e active at all
times possi)le. 0ny damage they don=t
ta'e is damage you don=t have to heal.
(econdlyE i+ you have a 1oT a)ility
availa)leE it should )e active on the tan'
7hile they are ta'ing damage. These
typically have the highest return o+ health
healed )ased on energy costE plus they
tend to )e set@it@and@+orget@it. These
a)ilities also 7or' 7ell on 3"( that ta'e
minor damage and it=s unli'ely that they
7ill continue to ta'e damage )e+ore the
1oT has completed. Jour slo7 and strong
heal should )e used on the tan' +or most
events as they are going to ta'e the most
damage. Many classes have a)ilities that
increase either your po7er or critical
chance and these are )est teamed 7ith
your strong heal +or ma<imum e++ect.
5inallyE you need to stay alive as 7ell
and this usually means moving out o+ )ad
stu++ on the ground. Many times there 7ill
)e an e++ect on the ground indicating an
upcoming attac' and this is your cue to
move. Anless the tan' is going to die
7ithout your healE you should )e stopping
7hat you are doing and moving to a sa+e
location. Good ne7s +or healers is that they
all operate +rom rangeE meaning that you
can heal +rom pretty much any7here in a
+ight as long as you can see the other
players. This gives you an advantage o+
perhaps standing on something at a
di++erent levelE or )ehind a )o< 7hile the
enemy can=t directly see you and hope+ully
avoid any random attac' they might have.
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The Unofficial Star Wars the Old Republic Strategy Guide
1LAS!POINTS
lashpoints and 8perations are the e/uivalent o+ group and raid content +rom other
games. Made +or organi?ed teamsE they challenge players to )e at their )est.
1
Gro'% Ma(e'%
5lashpoints are made speci+ically +or groups o+ 4 players 7hile 8perations are meant +or
8 or #6. This is a nice )rea' +rom the *5 or more player re/uirements and ma'es
everyone=s per+ormance important +or success 7hile also ensuring that everyone )rings
something to the ta)le.
0s discussed earlierE there are . main roles that players can +ill: tan'E healing and
damage. ;very class can +ill a damage role as that=s the primary 7ay to level up. It=s the
tan's and healers that are truly the speciali?ed roles.
-hen organi?ing +or a 5lashpointE you 7ill need a single tan'E a single healer and *
damage players. 3epending on the po7er o+ your tan'E your healer could also spend some
time dealing damage. 5or 8perations 7ith 8 playersE you=re loo'ing at #@* tan's per
encounterE *@. healers 7ith the rest +ocusing on damage. Generally you 7ant a single
healer dedicated to the tan' 7hile the other healers are meant +or the rest o+ the group.
1lash%oint List
Instance Location Level
The ;sseles :epu)lic 5leet #$ to #*
lac' Talon Imperial 5leet #$ to #*
1ammer (tation 5leet #6 to #!
0thiss 5leet #! to **
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The Unofficial Star Wars the Old Republic Strategy Guide
Instance Location Level
Mandalorian :aiders 5leet *4 to *8
(treets o+ Cademimu 5leet *8 to .*
oarding "arty Imperial 5leet .* to .6
Taral 9 :epu)lic 5leet .* to .6
Maelstrom "rison :epu)lic 5leet .6 to 4$
The 5oundry Imperial 5leet .6 to 4$
Colicoid -ar Game 5leet 4$ to 44
:ed :eaper 5leet 44 to 48
3irective 7 5leet 5$
The attle o+ Ilum Ilum 5$
5alse ;mperor 5leet 5$
The "sseles
2t Isric
This )oss 7ill spa7n adds that need to )e 'illed as they attac' the healerE so target them
7hen they appear. -ill also cast a cone )ased hail o+ )ullets 7hich everyone should move
out o+.
Ironfist
1as an 0; 'noc')ac'E so your tan' should )e the only one in melee rangeE 7here
possi)le. 1e 7ill also +ires missiles to an area over time. Than'+ully this area is indicated
7ith a reticule on the groundE so you should move out o+ the spot and 7ait until he=s done
7ith the damage. 5inallyE he 7ill summon adds throughout the +ight 7hich your 3"( should
target and ta'e do7n.
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The Unofficial Star Wars the Old Republic Strategy Guide
+uardian
0 really simple )oss that has no noticea)le attac' patterns.
I(('344
0 rather +un +ight 7ith a di++erent mechanic. 0t given times he 7ill turn purple and
increase his damage )y a large amount. 1is movement slo7s do7n thoughE so you need to
'iteE 7hich is )asically running around out o+ his attac' range. -hen he no longer has the
purple glo7E hit hit as normal.
2ord /okk
"eople should stay spread out on this +ight as he has an 0; 'noc')ac'E a+ter 7hich he 7ill
thro7 his lightsa)er to a random player +or high damage. 1e can cast +orce lightningE 7hich
places a reticule on the ground G move out o+ it. 1is last a)ility is 5orce Cho'e 7hich not
only stuns )ut does damage. Jou can either interrupt the a)ility or use your rea' 5ree
a)ility to escape.
$la#( Talon
+56'7
0 some7hat simple +ight 7here he 7ill summon small adds that e<plode a+ter a short
7hile. It=s a good idea to ta'e them outE then re+ocus on the )oss. 1e also has a directed
attac' +or high damage that should )e healed through.
&oarding 0arty
0 +ight 7ith 4 elites at once. Ta'e out (#@M$ +irst as he=s the healer. It=s a good idea to
stun one o+ the other ones or ma'e sure your tan' can handle them all at once. The rest
don=t have any special a)ilities other than )eing elites and there+ore having a lot o+ hit
points and some decent damage.
+56'8 (entinel
0n interesting )oss 7ith a +un mechanic. 1is main damage a)ility is a long duration rapid
+ire that deals heavy damage. 1e can move 7hile casting this so i+ you=re the targetE you
need to move around and try to get )ehind a pillar or a )o< 7hile the a)ility is active.
;veryone else should )e attac'ing him at this point.
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The Unofficial Star Wars the Old Republic Strategy Guide
.ommander +hulil
1e comes 7ith t7o healersE one on each side. They don=t have much hit points so ta'e
them out /uic'lyE then get )ac' on the )oss. 1e has a strong melee attac' and also drops
little +ire pro)es on the ground that deal 0; damage. (tay a7ay +rom them )y moving the
)oss to a di++erent location.
9adira &an
0 rather simple )oss 7ith * mechanics. (he 7ill randomly pull everyone into her and
apply a speed reduction de)u++. (he=ll then start casting a heavy damage 0; attac'
centered around her. asically 7hen she summons you in your goal is to get out o+ range o+
her ne<t attac'. 0 simple +ight i+ you can avoid the 0; damage.
!a++er Station
:1';!4
T7o a)ilities to mention here. The +irst is a mining )eam that targets a random player. I+
you step )ehind the tan'E the )eam 7ill hit them and the healer only needs to 7orry a)out a
single player. 1e also summons little ro)ots that e<plode a+ter a certain time. They start o++
yello7 then their names turn red and a +e7 seconds later they e<plode +or )ig damage.
-hen they stop movingE move out o+ the 7ay so you don=t get hit.
/organ the /olcano
There are t7o adds 7ith this )ossE one that does damage BTorchC and another that heals
B(a7)onesC. 1ave the tan' pic' up 9organ and TorchE or alternatively disa)le Torch through
other means. ;veryone else should )e on (a7)one until dead. 8nce he=s goneE ta'e out
Torch i+ your tan' has him or ta'e out 9organ instead. There=s not a lot o+ challenge here
unless you leave the healer alive.
&attlelord <reshan
&uite a +e7 things to 7atch here. The tan' needs to 'eep the )oss +acing a7ay +rom the
group and you should interrupt (7eeping Gun+ire to avoid the 'noc')ac' and damage. 1e=ll
thro7 around some mines to the groundE 7hich you=ll need to avoid as 7ell. 5inallyE he=ll
summon some adds during the +ight that 7ill head to the healer. They have lo7 hit pointsE
so ta'e them out /uic'ly then +ocus on the )oss.
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Athiss
2ey=arsha
Three a)ilities to ta'e note o+. The +irst is 0++liction +ield 7hich lays a reticule on the
ground that deals poison damage over time. This e++ect stac's so it=s )est to get out o+ it as
soon as possi)le. (econdlyE she has a +ront cone attac' that deals e<tra damage. 0s the
+ight progresses she 7ill summon adds that the 3"( 7ill need to ta'e do7n to ensure that
your healer doesn=t get s7amped.
>he &east
1e comes 7ith 4 little adds around him that the group 7ill need to 'ill at the start o+ the
+ight. 1as an 0; paraly?e attac' that hits all near)y targetsE +ollo7ed )y a 'noc')ac' so
only the tan' should )e +acing the )oss. 0+ter a short period he 7ill summon some addsE a
rather large group o+ them as 7ell. Ma'e sure your 3"( ta'es them do7n and it=s a good
idea +or the tan' to pic' them all up as 7ell.
0rophet of /odal
Ma'e sure that the tan' is the only one +acing the )oss. 1e 7ill cast a Crushing 3ar'ness
attac' that ta'es o++ !$K o+ the target=s health. This needs to )e purged and healed
through. 1is ne<t a)ility is a channeled attac' +or high damage and stun. This needs to )e
interruptedE 7hich should )e the 3"(=s role. -hen he hits 66K and ..K health he 7ill
disappear and summon some +lames. They 7ill target a random player 7ho 7ill 'no7 that
they are targeted 7ith a de)u++. Jou need to 'ite the +ire)alls a7ay and the rest o+ the
group should +ocus on the )oss instead.
Man*alorian Rai*ers
&ra%% the &loodhound
Comes 7ith t7o dogs that don=t have any +ancy attac's )ut are immune to cro7d control.
These need to )e ta'en out )e+ore targeting the )oss. The main )oss has a Cleave attac'
that deals 0; damage around the )ossE so melee players other than the tan' should get out
o+ range 7hen you see the attac'.
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The Unofficial Star Wars the Old Republic Strategy Guide
Imperial (?uad
There are 4 enemies here. 9incine the In/uisitorE :otham the -arriorE ,yrenic the
ounty 1unter and 0dan the Imperial 0gent. They each play as you 7ould thin' their
classes 7ould play. The ranged enemies 7on=t moveE so i+ you hide )ehind the )o<esE only
the In/uisitor and -arrior 7ill +ollo7 you. The In/uisitor deals the most damageE so he
should go do7n +irstE then the -arrior. 8nce they are do7nE head )ac' to the plat+orm and
'ill the remaining t7o enemiesE 7ho are /uite easy at this point.
6epublic (?uad
This is the e<act same +ight as the previous one )ut made +or (ith players.
)avri% /arad
1is main attac' is a +lame )urst 7hich 7ill put a reticule on the ground that )ursts into
+lames. (imply move out o+ this ground e++ect to avoid damage. 0t random points he 7ill
Iump across the room spa7ning a pair o+ turrets that 7ill attac' the group. The tan' 7ill
need to gain aggro on these turrets and you=ll need to )urn them do7n. 1e=ll 'eep doing
this every 45 seconds.
Streets of Ca*e+i+'
0olice (?uad
T7o )osses hereE ;>@4C and 8++icer Mander. The interesting mechanic here is that the
droid cannot )e damagedE so you should +ocus your damage on Mander. The droid 7ill
ho7ever target a random player and +ollo7 them aroundE at a slo7 speed. 1e hits really
hard so )e sure to 'eep the droid 'ited. The rest o+ the team need only 7orry a)out Mander
and once he=s do7nE the droid +alls as 7ell.
.aptain +rimyk
1e 7ill start o++ 7ith a +lame attac' that 7ill target the tan'. It=s a cone attac' thoughE so
melee should stay a7ay. 1e also 7ill randomly thro7 grenades to players that not only
damage the target )ut near)y ones as 7ellE so you should stay spread out. 5inallyE he=ll
summon 4 adds 7ho have a lot o+ hit points. The tric' is to get them into the +lame attac'
the )oss uses 7hich 7ill 'ill them /uic'ly.
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The Unofficial Star Wars the Old Republic Strategy Guide
+eneral -rtol
This )oss has an 0; 'noc')ac' attac' that 7ill hit everyone in melee range. ;very *5K
he 7ill summon a roc'et testE 7hich 7ill shoot a giant +lame +rom one o+ the pipes in the +our
corners o+ the room. (tand in the opposite corner to ensure you don=t ta'e damage. 0t
5$K there 7ill )e * and at *5K there 7ill )e . roc'ets active. ,eep at it and avoid the
roc'ets to )eat him.
$oar*ing Part,
@5I'74 ,uggernaut
1e 7ill target attac's to player )y +irst putting a reticule on the groundE 7hich you should
move out o+. "eriodically he 7ill shield himsel+ 7ith lightning and these )olts 7ill stretch
across the room. Move into the open spaces to avoid them.
)aAor #lvena
(he comes 7ith t7o modi+ied assault droids and none o+ them 7ill move +rom their
starting positions. This ma'es com)at a +air )it simpler +or everyone as long as the tan' can
'eep aggro on all . targets. (tart on either droid and start 7ith the 3"(. There=s nothing
terri)ly special in their a)ilities )ut once one o+ them diesE a +e7 adds 7ill appear 7hich you
need to ta'e do7n. :epeat 7ith the second droids and the second 7ave o+ adds. 5inally
you can 'ill the MaIor to +inish this rather long +ight.
(akan :o=nair
Comes 7ith a pair o+ addsE )oth o+ 7hich heal the )ossE ma'ing essentially invulnera)le.
Ta'e them )oth outE 7ith hope+ully some interrupts to 'eep the healing to a minimum.
5inally the last )oss is a 6edi Guardian 7ith the typical a)ility set. (tay spread out to avoid
the cleave and 'eep the damage up. 8nce his t7o allies are do7n he=s rather simple.
(torm (?uad
. enemies to +ight here. 0lon the healerE Massey the )u++er and 6orland the 3"(. Ta'e
out 0lon +irst since those heals can )e /uite annoying. Then you should +ocus on Massey
since he=ll apply a re+lective damage shield on 6orland. 1e has a rather nasty 0; cleave in
melee range so stay spread out. 5inally the last )oss is a simple ranged attac'er. -ithout
his helpers he=s a piece o+ ca'e.
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The Unofficial Star Wars the Old Republic Strategy Guide
2ieutenant )enerus
.hief $ngineer <els
Taral V
.aptain (hivanek
2ord @asper
0:'44
+eneral $dikar
Maelstro+ Prison
2ord <ancras
2ord /anithrast
)utant )aelstrom (hriek
5';8 -ppressor :roid
The 1o'n*r,
&urrower )atriarch
@<'48
0 long and tough +ight. Jou=ll need to pull him a7ay +rom the center to attac' himE so run
)ehind one o+ the )o<es to get him to move. 1e has standard ranged a)ilities and once you
'noc' enough health o++E he=ll summon * adds. Ta'e do7n the adds /uic'ly and he=ll
teleport a7ay. Jou=ll get a )rie+ message that he=s activated the po7er core and this time
you=ll need to destroy 4 panels on the pillar G * people should )e enough to do this. I+ you
don=t do it in timeE he=ll gain a 5$K )oost to attac' po7erE not good. 1e=ll repeat this cycle
until he dies.
14'!" $%terminator
6evan
There are . phases to this +ight and in each phase :evan has a di++erent +orm to contend
7ith. The +irst phase 7ill have high damage to the tan' due to the (under 0ssault de)u++
that reduces armor levels. It=s a good idea to have a second player s7ap in as tan' to
a)sor) a +e7 stac's o+ the de)u++ in order to let the main tan'=s stac' dissipate. The )oss
can also use a 5orce -ave 0; attac' that 'noc's )ac' players and range doesn=t seem to
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The Unofficial Star Wars the Old Republic Strategy Guide
have any impact . "hase * is more hectic and the damage is spread out among all players.
-atch +or the 5orce (torms and 'eep the heals coming to o++set the damage +rom Mind
Crush. "eriodically he=ll cast :eplenish 7hich must )e interrupted or he=ll heal +or .$K o+ his
li+e. In the third phaseE his de+enses 7ill increase dramaticallyE so time your attac's to not
happen 7hile his huge de+ensive )u++s are active.
Boundry +uardian
Coli#oi* War Ga+e
@aCard :roid
-ill +ire a random electro shot to a random player 7hich 7ill stun them. 1e 7ill +ollo7 up
7ith :ail (hotE 7hich hits the nearest stunnedE )urning or sleeping player. Ase your rea'
5ree a)ility to escape the e++ects and continue to attac' the )oss. 1e also has a short range
0; attac'E ;<plosive :oundE 7hich 7ill damage players that are too close together.
&attle :roid
-ill +ocus +ire on a single random target 7ho should move out o+ sight o+ the attac' 7hile
the rest o+ the group +ocuses damage on the )oss.
#rena &east
1as a stac'ing armor de)u++ attac'E 7hich can reduce your tan'=s armor )y 4$K.
D<'#E
1as a long range roc'et attac' that 7ill damage the target and near)y players and
continue to deal +ire damage +or a short period. "layers should spread out to avoid this
e++ect.
Re* Rea%er
(/'; $radicator
2ord <herus
Ikoral=s .hosen
:arth Ikoral
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The Unofficial Star Wars the Old Republic Strategy Guide
Dire#ti)e 6
:etector
-ill spa7n * laser turrets that 7ill need to )e 'illed. 8ther7ise he 7ill Iust attac' the
tan'. >othing too complicated.
)entor #ssassin :roids
There are . droids here. The le+t droid has a re+lective shieldE the right droid a)sor)s
damage. Jou need to attac' the droid 7ithout the shieldE 7hich 7ill rotate throughout the
+ight. 8nce )oth are do7nE attac' the main droid to +inish the +ight.
.yborg
%ots o+ adds in this +ight +or the group to ta'e care o+. They aren=t tough alone )ut the
7hole thing happening at once can )e di++icult to +ollo7. 6ust have the tan' and the group
7or' on one enemy at a time.
Interrogator
1e 7ill scan one o+ the players and 7ill create a clone +rom one o+ the containers. This
happens continually so you need to ta'e do7n the clonesE then move )ac' to the
interrogator. 0 good idea is to use 0; attac' )y pulling the clone to the )oss. I+ the clones
don=t die +ast enoughE the ne<t one 7ill spa7n and it can sno7)all into a 7ipe.
&ulwark
This )oss 7ill drop huge 0; )om)s on the ground reticule and it=s very important to move
as soon as you see the e++ect. 1e=ll also engage a de+ensive shield. -hile the shield is upE
he 7ill start casting a large 0; attac' that can 'ill the group. In order to )rea' this e++ect
you=ll need to damage a panel on either side o+ himE then start attac'ing once more. 0void
the 0; e++ectsE )rea' his heal and he=s gone.
#ssembler
1as * turrets 7ith him 7hich he can heal. The 7ay to )eat this is to have everyone stand
)ehind a )o< so that the turrets can=t target you and ta'e do7n the 0ssem)ler +rom range.
1e can also heal himsel+E 7hich you 7ill need to interrupt.
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The Unofficial Star Wars the Old Republic Strategy Guide
)entor
-ill spa7n * turrets at the start o+ the +ight. Jou can line o+ sight one o+ the turrets so
that only # is attac'ing you at any given time. 1e 7ill also send a cla7 that 7ill +ly over a
player and deal damage. That player needs to 'eep running around to ensure that they
don=t get hit. This is o)viously a pro)lem i+ the targeted player is a healer. 8nce )oth
turrets are do7n a Guardian 7ill spa7n and Mentor 7ill start thro7ing missiles on the
ground. The tan' 7ill need to ta'e the Guardian as they hit +or a lot and have a lot o+ hit
points. Jou=ll need to destroy the processor coresE 7hich 7ill turn )lue to interact 7ith
them. There are turrets around the processors that 7ill need to )e 'illed as 7ell. It=s a lot to
ta'e in +or a single +ight. 8nce all 4 processors are do7nE Mentor 7ill target a random
player 7ith a laser +or massive damageE re/uiring a %8T o+ healing. Mentor himsel+ has very
little hit pointsE so unload everything you have on him.
$attle of Il'+
.ommander Bole%
.rystal .utter :roid
:arth (everin
:rinda'Fel
+ark the Indomitable
+uid 0artriarch
<rel >hak
/elasu +raege
The 1alse "+%eror
.hrondus &erani
0rototype #'!4
0rototype &'!D
>regg the :estroyer
,indo <rey
@<'48
:arth )algus
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The Unofficial Star Wars the Old Republic Strategy Guide
OP"RATIONS
imilar to 5lashpointsE 8perations are high level group content. They are designed
+or 8 or #6 players and come in normalE hard and nightmare modes currently.
Groups need to 7or' 7ell together into order to succeed. Typical group ma'eup
7ill include # tan'E # o++@tan'E * healers and 4 damage dealers. These damage dealers
might )e called in to heal +or a +e7 )osses )ut generally they are called upon to damage the
enemy. In #6 player groups you=ll have * tan'sE # o++@tan'E 4 healers and 8 damage dealers.
8++@tan's are damage players that have the a)ility to play a tan' role in a pinch. They 7on=t
survive +or long as the main tan' )ut they an help the main tan's avoid stac'ing e++ects or
pic' up additional enemies that might appear.
S
8peration re7ards include the )est e/uipment in the game as 7ell as schematics +or the
)est cra+ted items in the game. They also have interesting stories 7ithin and some very
interesting )oss mechanics.
Anless e<plicitly statedE every single )oss has a +rontal cleave and a 'noc')ac' attac'.
Melee players should stand to the sides o+ the )oss. I+ the )oss= +ace 7as #* o=cloc'E then
the sa+e spots 7ould )e 4 o=cloc' and 7 o=cloc'.
Pre%aration
-hile other group content can )e completed )y random groups o+ playersE 8perations
re/uire planning and preparation. 5or many players this means very good e/uipmentE at
least o+ prototype /uality i+ not all arti+act level 7ith all mod slots +illed in. This includes
0ugments. (ometimes you=ll need to change the mods that are already present in a piece
o+ e/uipment to something that )etter suits your playstyle.
Jou=ll also need to ac/uire a +e7 consuma)les. (timsE Medpacs and 0drenals 7ill 'eep
you going in a +ight. (tims provide hour long )u++s and some can persist through death.
Medpacs give you a /uic' heal and save healer resources. 0drenals are a )it di++erent in
that they only 7or' +or a short period and have a . minutes cooldo7n. Jou 7ant to properly
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The Unofficial Star Wars the Old Republic Strategy Guide
time these +or ma<imum e++ectE such as )e+ore a )ig attac' +rom a )oss +or tan's or 7hen
you 'no7 you=ll get a solid #5@*$ seconds to attac' the )oss +or 3"(. 1ealers typically 7ant
to time this 7ith the tan's or 7hen you 'no7 massive 0; damage is coming and you=ll need
to pump out a lot o+ healing.
0ll o+ your e/uipment should )e +ully repaired 7hen starting an 8peration as there=s
nothing 7orse than losing the e++ect o+ a piece a+ter *$ minutes. 5inallyE )e prepared to die
and spend time in 8perations. They are the hardest content in the gameE re/uire practice
and planning )ut you=ll get a tremendous +eeling o+ accomplishment 7hen you succeed.
8utside o+ the gameE there are other items you should do to give yoursel+ a )etter
chance at success.
Ase a voice chat tool to coordinate G 9entriloE Teamspea'E etc...
8rgani?e the group 7ell ahead o+ timeE perhaps 7ith a calendar 7ith the needed
players and classes
e patient and prepared to die. 8perations are meant to )e hard and some people
simply 7ill not )e a)le to complete them
e prepared to change your s'ill choices to something else i+ your group needs it or
you need to do more damage
8perations are a group e++ort 7here everyone has an impact on success. ;veryone
helps the group 7in.
O%eration Listing
Instance Location *osses
1utt 1ospitality 5leet (tation onethrasher
;ternity 9ault 5leet (tation 0nnihilation 3roid M::@.
In+ernal Council
GharI
0ncient "ylons
(oa
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The Unofficial Star Wars the Old Republic Strategy Guide
!'tt !os%italit,
&onethrasher
In )etaE this )oss had limited a)ilities. 5rom time to time guards 7ill )e tro7n into the pit
and the :ancor 7ill try to eat them and receive a )u++. This currently doesn=t have an
impact on the success o+ the +ight as it remains very simple. 0t 5$KE t7o elite adds 7ill
sho7 that 7ill need to )e tan'ed and 'illed. The entire groupE minus the main tan'E should
+ocus all their attention on the adds then move )ac' to the )oss.
"ternit, Va'lt
#nnihilation :roid
Three primary attac's to 7orry a)out here. 5irst is a roc'et attac' on a random player
that 7ill deal damage to near)y players. I+ you=re the targetE move a7ay +rom the rest o+
the group. (econd is a volley o+ missiles that have a reticule on the ground )e+ore hitting.
;veryone should move out o+ their 7ay. Third is a salvo o+ missiles that hits anyone he can
seeE every !$ seconds. "layers 7ill need to stand )ehind the turrets to avoid line o+ sight to
the )oss to avoid damage. :anged players should stay near the turrets to save movement
time 7hen (alvo )egins )ut also ensure that they move a7ay +rom the group i+ they are
targeted )y roc'ets.
Infernal .ouncil
0 cool +ight 7here every player 7ill have an enemy spa7n that they must +ace alone.
The actual )osses that appear are some7hat random )ut they 7ill either )e a MarauderE
0ssassin or 6uggernaut. Jou 7on=t )e a)le to help another player in your group so this turns
into a #v# +ight +or everyone. ;ach has #@* a)ilities that can either )e avoided or
interrupted. I+ you don=t have any sel+@healingE then you 7ill need to interrupt them. The
)est pairing is to have healers against 0ssassinE tan's on Marauders and 3"( on
6uggernauts. 1ealers 7ill )e a)le to heal through the damageE tan's can manage the
healign de)u++ 7ith their high hit points and 3"( can destroy the 6uggernaut lo7 3"(.
+harA
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The Unofficial Star Wars the Old Republic Strategy Guide
5our phases to the +ightE all on di++erent islands and he gains ne7 a)ilities on each. 8n
the +irstE he 7ill Iump into the air and damage any melee that stay in range. 1e 7ill
eventually do a (mashing %eap 7hich 7ill ma'e the ground sha'e and the island 7ill start to
sin'. 5ollo7 the +alling roc's to the ne<t island. 8n this island he can no7 'noc')ac'
everyone )ut the tan' into the lavaE so )e /uic' to move out and to the ne<t island. 1e=ll
have the same a)ilities on this island and a+ter (mashing %eap you 7ill move to the 4
th
and
+inal island. >o7 7hen he leaps he=ll summon 8 adds that must )e 'illed. Than'+ully they
are close together so some concentrated 0; 7ill ta'e them out.
#ncient 0ylons
This is a pu??le +ight 7here the group 7ill need to split into t7o teamsE one on each pylon
and using the console attached to them. The consoles have a cooldo7n and you=ll need to
de+eat 7aves o+ enemiesE including elitesE in order to succeed. (tay near the tan' and you
should survive )ut the 7aves are continuous and the damage high. (tuns are very use+ul
here. The goal is to ma'e all the 7heels match. (ome say the pattern is le+t G right G right G
le+t )ut others have had to try other com)inations.
(oa
This )oss 7as )ugged in )eta.
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The Unofficial Star Wars the Old Republic Strategy Guide
PLA"R VS
PLA"R
v" seems to )e a core system in
nearly all MM8s o+ recent years
and T8: is no di++erent in that
regard. 3epending on your serverE you
might have open 7orld "v" 7here any
planet past your third BTaris or almorraC
you may encounter players o+ the opposite
+action 7ho can 'ill you. 5or those on "v;
serversE your chance at "v" 7ill come
through systems that are designed around
team@)ased playE speci+ically -ar?ones.
:egardless o+ the server you ta'eE i+ you
7ant to "v"E the option is there +or
everyone.
P
War7ones
8nce you reach level #$E you=ll )e a)le
to /ueue +or any -ar?one )y pressing the
appropriate )utton ne<t to your mini@map.
5rom there you /ueue +or "v" and 7ill get
placed in the +irst availa)le ?one. There are
currently . ?ones to play inE 0lderaanE
1utt)all and 9oidstar.
There are no level )rac'ets +or "v" in
7ar?onesE everyone is put in the same
space and players under 5$ receive a
damage and hit point )u++ to )ring them up
to level. Jou 7on=t have access to all your
s'ills as a level 5$ 7ould )ut you can still
participate. CurrentlyE all 7ar?ones are
designed +or 8 vs 8 players.
Al*eraan
0 capture@the@node type o+ match 7here
opposing teams try to ta'e over . large
guns aimed in space. :ather than
accumulate points 7hen you have a nodeE
these guns 7ill actively shoot at your
opposing team=s space ship and once that
ship is destroyedE the match is over. There
are smaller nodes on the le+t and right sides
o+ the map as 7ell as a large gun placed in
the center.
(ince the nodes are relatively closeE a
good strategy is to start 7ith the entire
team heading to a single node and
capturing it. Jou 7ould then leave a
survival player 7hose sole goal is to 7arn
the rest o+ the team i+ the opposing side is
attac'ing and try to delay their a)ility to re@
capture the node. 3oTs 7or' 7ell +or this
since they last a long 7hileE are o+ten
instant cast and easily interrupt a capture.
The rest o+ the group 7ill move to the ne<t
node and captureE leaving another person
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The Unofficial Star Wars the Old Republic Strategy Guide
to de+end it. :epeat 7ith the +inal node and
that leaves 5 players to roam the nodes
helping the de+enders. 0 team 7ith solid
communication s'ills can easily de+eat an
opposing team in this +ashion.
That )eing saidE it seems that most
com)at 7ill turn into .vs. or 4vs4E ma'ing
+or some nice intense actionE giving all
players and classes a +air shot at play.
!'ttball
0 sort o+ reverse capture the +lagBCT5C
"v" eventE the goal here is to ta'e the )all
and )ring it into the opponent=s scoring
?one. There is only one )allE so )oth teams
are actively chasing the same item. "layers
7ith the )all are highlighted in the gameE
ma'ing it easy to spot. 0ll players 7ill have
an additional a)ilityE "ass allE 7hich 7ill let
them target a player on their team and
pass them the )all. This ?one is
constructed over multiple levels and pathsE
7ith traps all around. The 5ire To7ers 7ill
'ill you in a shot or *E the 0cid "it 7ill ta'e
4@5 seconds and the 0ir 9ents 7ill 'noc'
you in a random direction. I+ you have
great timingE it is possi)le to lure enemy
players into the traps )ut your )est )et is to
use a 'noc')ac' instead.
0s 7ith all CT5 gamesE this is a mo)ility
plus ?oneE 7here instant a)ilities are the
'ey to 7inning and activation times and
channelled a)ilities 7ill get you 'illed. It=s
not a )ad idea to use a di++erent a)ility )ar
+or this ?one altogether. The real 'ey to
victory thoughE is 'no7ing ho7 to manage
movement. (ome classes 7ill get speed
)oostsE others 7ill get leaps or perhaps the
a)ility to pull a player to7ards them.
0nother option is the disa)ling o+ playersE
either )y slo7ing their movement or
stunning them. The a)solute )est a)ility
ho7ever is 'noc'do7n. This 7ill nearly
al7ays 'noc' someone o++ a level and into
a trap and can devastate an opponent. 0
(ith In/uisitor can use 5orce (lo7 on the
enemyE then 5orce (peed to catch up and
+inally 8verload to 'noc' them do7n.
0s a de+ensive playerE your goal is +irst
to stop the )all carrierE then to 'ill them.
0ny stun you might have or slo7ing a)ility
should )e used +irst. ,noc' them do7n i+
you=re close enough. I+ you have to
damage themE use 3oTs to start as they
7or' even i+ the enemy gets out o+ range.
8ther7iseE chain your instant a)ilitiesE 7ith
no real regard +or ;nergy conservation.
I+ you=re the o++ensive team your Io) is to
scoreE plain and simple. The )est )all
carriers are players 7ith speed )oosting
a)ilities and good de+ences. Their sole Io)
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The Unofficial Star Wars the Old Republic Strategy Guide
is to get to the end ?oneE they aren=t there
to damage anyone. 0ll your a)ilities should
)e +ocused on speed and survival.
(upporting players should )e shielding
them or healing them as neededE
speci+ically 7ith 1oT a)ilities. 5or those
damage players 7ho are on the o++ensive
sideE your Io) is to clear the path. ,illing
the enemy is less important than disa)ling
the enemy=s a)ility to stop your )all carrier.
,noc')ac'sE stunsE slo7ness are all 'ey
components to 7in.
Voi*star
0 variation on the 0ssault mission +ormat
+rom the 5"( 7orldE this ?one tas's teams
to )rea' into the central core to disa)le it.
;ach time has a set amount o+ time to
attemptE then the other team gets a shot.
This s7ap continues until one team reaches
the core in a shorter amount o+ time or that
the overall time has e<pired and the team
that=s the +arthest 7ill 7in. 3epending on
coordinationE this can )e the +astest or the
slo7est 7ar?one you play.
There are still a +e7 'in's to 7or' out in
this ?one )ut the main goals remain. Jou
need to attach )om)s to the doors and let
them e<plode. 3e+enders 7ill try to disa)le
these )om)s once activated. 8nce you=re
through enough doors you=ll )e at the core
and that=s time to start 7ith the
destruction. 0ll com)at 7ill )e piles o+
players close togetherE o+ten times 8 vs 8
)ut depending on the time it ta'es to run
+rom the starting areaE the +ights can )e
smaller.
0s a de+enderE you=re going to )e using
0; attac's in order to ensure that the
attac'ers cannot trigger the )om)s. %aying
3oTs on a )unch o+ players is not a )ad
idea either as that 7ill prevent them +rom
triggering as 7ell. More than anythingE
you=re aiming to stall the enemy more so
than to de+eat them. (ince players
typically stac' upE 'noc')ac's can )e
deadly here as it leaves the group
suscepti)le +or 0; attac's.
0ttac'ers are aiming to trigger that door
)ut to do soE you need to ma'e some
space. "layers that are a)le to stagger the
use o+ 'noc')ac's can give other players
the time necessary to plant a )om).
0lternativelyE you=ll need to 'ill the 0;
attac'ers to give yoursel+ the )reathing
space to get through.
0 +inal note on this ?one is that healers
are e<tremely po7er+ul. 0n 0; heal can
turn the entire tide o+ a +ight in your +avour
and since the maIority o+ the +ighting ta'es
place in a single locationE you 7on=t need to
move around to heal other players.
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The Unofficial Star Wars the Old Republic Strategy Guide
Strategies
The most important thing to note is that
there are diminishing returns on stuns and
'noc'do7nsE meaning you cannot chain
stun someone 7ithout much trou)le. This
means that each additional stun2'noc'do7n
attac' has a reduced e++ect to the point
7here a+ter enough attac'sE you )ecome
immune to the e++ects until you=re dead.
This gives people 7ho are stunned a
chance to get )ac' into the +ight instead o+
)eing disa)led the entire +ight.
The ;<pertise stat can provide some
needed de+ensive and o++ensive )oost. It
ta'es a)out .*$ points to get to the !K cap
)ut the )ene+its are /uite apparent. It
should )e the primary stat you loo' +or i+
you plan on "v"ing seriously. It currently
a++ects the damage you doE the damage
you ta'e and reduces the e++ects o+
TraumaE 7hich there)y increases healing.
I+ your entire team is at cap and the
opponent has nothingE you=re doing S75K
more damage than them and ta'ing S75K
less damage. Get it.
-hen loo'ing at your a)ility setE every
player gets a rea' 5ree a)ility 7hich 7ill
)rea' most hostile movement e++ects li'e
stuns. (ince this is on a * minute timerE
you 7ant to )e using it smartly. I+ there are
4 people attac'ing you and you=re aloneE
odds are you=re going to die even i+ you do
use itE so save it. -hen the odds are 5$25$
or a)oveE then it=s a smart move. 0ny s'ills
or a)ilities that increase your de+enses or
that provide passive healing is a great
)onus. Ma'e no mista'eE even i+ you play
your )estE you 7ill )e getting hit and
anything you can do to either reduce the
damage or heal it 7ithout trying is a good
thing.
8++ensively you have /uite a +e7 tools.
Interrupts 7ill stop people +rom casting
a)ilities +or a short 7hileE usually a pain +or
healers. (tuns completely disa)le an
opponent and some e++ects 7on=t )rea' on
damageE allo7ing you to unload large
amounts o+ damage 7ith no ris'.
,noc'do7ns are very similar to stuns as it
gives a good . seconds o+ time to attac'
the enemy )ut i+ you=re a melee playerE
they are o+ten 'noc'ed out o+ your range.
That )eing saidE i+ you use a 'noc'do7n
de+ensivelyE it can give you some )reathing
room and is a)solutely deadly 7hen
7al'ing near ledges. 8n the +lipsideE i+
you=re dependent on certain a)ilities and
you get stunned or loc'ed out o+ themE )e
prepared to use something else. ounty
1unters that only use Tracers can )e made
useless i+ that a)ility is no longer availa)le
+or use in your rotation. Thin' +ast and
have )ac'up plans.
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The Unofficial Star Wars the Old Republic Strategy Guide
In some other games you can identi+y a
player Iust )y loo'ing at them. (ince nearly
every 0dvanced class can +ill in multiple
rolesE this )ecomes a +air )it more
complicated. Troopers 2 ounty 1unters
seem to )e the 7orst as they can )e healer
or tan'sE ma'ing +or t7o drastically
di++erent +ights. Ideally you 7ant to ta'e
out the other team=s healersE then their
damage dealers. Tan's o+ten have little
o++ensive po7er )ut tremendous de+ences.
It can ta'e .@4 times longer to 'ill a tan'
than a healer.
(pea'ing o+ rolesE you can "v" in any
one that you=d li'e. Tan's 7ill generally )e
there to protect their healers and a)sor) as
much damage as possi)le. It=s really a)out
de+ensive cooldo7ns and surviving more so
than dealing damage. 3amage players are
aiming +or enemy healers and ranged
attac'ers. 1ealers 7ill ma'e a player last
through the harshest o+ +ight. Interrupts
and stuns are deadly on ranged attac'ers
as they o+ten have channeled or activated
a)ilities and you can loc' them up +or an
entire +ight. 1ealers are an interesting
)unch. I+ you=re le+t along you=re going to
li'ely die so stic' close to the tan's.
,eeping a tan' alive 7ill 'eep you alive in
the long run. Jou 7ant to shield themE 1oT
them and +inally heal them.
5inallyE ta'e into account mo)ility and
the ?one that you=re in. 9oidstar is very
similar to "v; in that you 7on=t )e moving
much 7hile +ighting and 1utt)all is the
compete opposite. (ometimes it=s a good
idea to have separate s'ill )ars +or each
?oneE ma'ing it easier to play them.
124

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