As such, it can always be your next priority filler. Ion Pulse (free proc) - Each rotational use of Plasma Flare triggers the Plasma Barrage passive ability that makes your next use of Ion Pulse or Explosive Surge free. It should never be prioritized over the other key abilities in order to maintain the rotation, but should ALWAYS be prioritized in any filler GCD when it is available to use. Shockstrike - Classified as a filler ability, Shockstrike is a key part of the discipline's sustained damage and is listed as a filler primarily because it is the only key ability that will "float" through the rotation. Ion Pulse - End of mini-rotation, Plasmatize should be the first ability used next as part of the regular rotation. In the opener Ion Wave is being used 1 GCD earlier than in the core rotation, so in the first regular rotation post-opener it will be delay 1 GCD to align the rotation to ensure maximum use of Shockstrike. Ion Pulse - Shockstrike is still on cooldown so Ion Pulse is used. Ion Pulse - The end of the first mini-rotation, the first Ion Pulse takes the place of Plasmatize since it is still on CD for 10 more GCDs.
SWTOR SHIELD TECH UTILITIES FREE
This Ion Pulse should be free due to Plasma Flare's use earlier proccing the Plasma Barrage passive ability. Ion Pulse - All big hitter abilities are on cooldown as well as Shockstrike.
SWTOR SHIELD TECH UTILITIES GENERATOR
Ion Wave - Should have its damage buffed by +100% due to Ion Pulse and Plasma Flare being each used earlier (each grants +50% damage per the Pulse Generator passive ability). Plasma Flare - Its damage is buffed +20% due to Plasmatize passive via the per-casting of Ion Wave. Ion Pulse - Used as a filler to (1) proc Pulse Generator to maximize Ion Wave's damage in 2 GCDs and (2) as a general purpose filler to ensure we don’t overly delay abilities when we get to the core rotation. High Impact Bolt - Should be a guaranteed critical hit due to Shockstrike's use in the previous GCD. Shockstrike - Used here as a high damage filler and to proc High Impact Bolt via the Hyper Assault Cell passive ability.
![swtor shield tech utilities swtor shield tech utilities](https://s3.amazonaws.com/dulfy.net/uploads/2014/10/swtor-lightning-discipline-path_thumb.jpg)
Power Yield OFF GCD - Used here to apply its damage dealt buff that gives 2% more damage for at least 10 seconds and possibly more if we are taking damage during the opener. Incendiary Round - Next GCD is to apply the second DoT, to ensure both DoTs are ticking when we start burst damage.īattle Focus OFF GCD - Now that we have both DoTs ticking, we are going to start dealing heavy damage so we will hit all our cooldowns.Īdrenal OFF GCD - With both DoTs ticking and all the non-DoT high damage abilities available, this is Plasmatech’s very strong burst window (especially for a DoT discipline). Plasmatize - Starting by applying the longest duration DoT as it is the first GCD in the core rotation. Ion Wave will be used rotationally after the opener so subsequent Plasma Flares should always be buffed. Since Plasma Flare is used first in the opener, this is necessary to maximize damage. (Pre-fight) Ion Wave - Pre-casting Ion Wave applies the Plasmatize passive ability to buff the first use of Plasma Flare by 20%. (Pre-fight) Load Shoulder Cannon missiles - Make sure to begin loading early enough that all are ready to go 2s into the fight.
![swtor shield tech utilities swtor shield tech utilities](https://i.ytimg.com/vi/95BpdfuE-QQ/maxresdefault.jpg)
Ion Pulse should be used once per rotation to take advantage of the free use provided by Plasma Flare, and otherwise used as energy permits.Īlso note that there is very little difference between the opener and the core rotation, differing only slightly with the use of more Ion Pulse due to the availability of energy cooldowns, use of offensive cooldowns and a very small difference in the ability ordering in the first few GCDs as compared to the core rotation.
![swtor shield tech utilities swtor shield tech utilities](https://i.ytimg.com/vi/9lx1eD7mYwQ/maxresdefault.jpg)
This ensures that Shockstrike is only delayed at most 1 GCD. To minimize any delays, the rotation places each of the 5 core abilities with a 1 GCD filler buffer in between.
![swtor shield tech utilities swtor shield tech utilities](https://i1.wp.com/torf.mmo-fashion.com/wp-content/uploads/2016/07/impdyed-2016-07-23-13-20-39-58.jpg)
The second wrinkle to the rotation is the need to maximize use of Shockstrike as a high damage filler. As such, the rotation naturally falls into a 10 GCD block with 4 key abilities taking permanent spots in the rotation, Plasmatize being used every other rotation, and the remaining abilities being fillers. The discipline has 5 key abilities, of which Plasmatize has a 30s / 20 GCD cooldown, while the other 4 (Incendiary Round, High Impact Bolt, Plasma Flare, Ion Wave) all have a 15s / 10 GCD cooldown or their DoT has that duration. The Plasmatech rotation is fairly straightforward due to the ability cooldowns.