SWTOR 3.0 Dirty Fighting Gunslinger DPS Guide by Cloake of Begeren Colony.
Contents
The Utilities most useful for PVE will be bolded. Some have greater or lesser importance based on the encounter
Skillful
Masterful
Heroic
There aren’t many procs to this spec, however there are quite a few things you want to be aware of. They are as follows:
Shrap Bomb: One of your core DoTs, deals Internal damage for 24s. It has a splash range of 5m for up to 8 targets, so it’s useful for AOE as well, especially when taking advantage of Extra Shrapnel. Affected by a variety of other talents, as listed above. While this DoT is to be maintained on the target, to conserve energy you don’t want to constantly refresh it before it finishes its duration, though it’s not a DPS loss if you do. In the standard 2-Wounding shots rotation, you can refresh it immediately after your 2nd Wounding Shots/Filler combination.
Vital Shot: Like Shrap bomb, this DoT should be active at all times on the target, it deals internal damage over 24 seconds. Vital Shot no longer has a 3s delay between it’s use and it’s first tick of damage, so refreshing it isn’t necessarily a DPS loss though as with Shrap Bomb, try not to do so unnecessarily.
Hemorrhaging Blast: Deals a small amount of weapon damage on its own, the main usage of this ability is that it buffs the damage done by your bleed effects/Wounding Shots for the 10s that it’s active. You want use this prior to Wounding Shots as much as possible
Dirty Blast: The new ability added in 3.0. Deals both weapon damage and internal damage, which ultimately results in it being a better usage of a filler than charged burst, while being more energy efficient. Additionally, it does good damage if used on a target with Hemorrhaging Blast active. Speaking of Charged Burst…
Charged Burst: With the introduction of Dirty Blast, and the fact Smuggler’s Luck no luck guarantees a critical hit, Charged Burst loses a ton of viability to the point there’s really no reason to use it for this spec
Wounding Shots: The core of any Dirty Fighting rotation, as well as your most damaging ability. Causes your bleed effects to deal damage when Wounding Shots deals damage, and is buffed by a variety of talents in your Discipline path. Make sure you have your DoTs rolling everytime you use this ability, as it is not very powerful on it’s own.
Speed Shot: A very hard hitting channeled ability dealing high weapon damage across its duration.
Hightail It: Hightail It is a very powerful ability for more than it’s damage, which is gained with the Incendiary Mine talent. You deal a fair amount of Internal damage over 7 seconds by leaving behind a mine in the wake of using this ability, if timed and used correctly this can be a powerful addition to your DPS as a filler however be careful when using it in a raid setting, as you wouldn’t want it to be on cooldown if you need to use it to beat certain mechanics
Quickdraw: Your execute ability, due to Dirty Shot it can be used anytime on any target if your Wounding Shots procs it. Though you can find yourself low on energy using it whenever it procs, so consider using a different filler in its place
Flurry of Bolts: Free filler
XS Freighter Flyby: A once powerful AOE, if anything it’s nostalgic. Just close your eyes and imagine it did as much damage. In all seriousness, this ability is best used if it can be pre-cast, as its channel time and the delay between that and when it first actually deals damage is pretty long. So if you can’t pre-cast it, there are much better choices
Sweeping Gunfire: One of those better choices. If you take the Efficient Ammo utility, which you should, you get a pretty nice buff to the damage of this ability, making it great to use for AOE (While it doesn’t have a cooldown, careful not to spam it, it can eat your energy pretty quicky)
Quick Shot: Deals moderate weapon damage. Prior to 3.0 this filler was rarely used in a Dirty Fighting rotation, and that should still be the case here, however with the Hot Pursuit talent you get up four free uses of this when leaving cover, giving you a free filler in the event you find your energy trending downward
As it stands there are a few known effective rotations for Dirty Fighting. I’ll cover them here and update accordingly
2 Wounding Shots rotation:
Classic Rotation (Option A)
The rotation most familiar to most Dirty Fighting Slingers from Pre-3.0. This one is a bit rougher on resources unless you have the old (186) set bonus
Opener:
Smugglers Luck -> [Pre-Cast] XS Freighter Flyby -> Vital Shot -> Shrap Bomb -> Hemorrhaging Blast -> [Relic/Adrenal + Illegal Mods] Wounding Shots -> Dirty Blast -> Speed Shot -> Quickdraw -> Wounding Shots -> Quickdraw
Rotation
Vital Shot -> Shrap Bomb -> Hemorrhaging Blast -> Wounding Shots –> Dirty Blast –> Speed Shot -> [Filler] -> Wounding Shots -> [Filler]
Alternative Rotation (Option B)
Opener:
Flyby -> Smugglers Luck -> Vital Shot -> Shrap Bomb -> Illegal Mods + Dirty Blast -> Hem Blast -> Wounding Shots -> Quickdraw -> Dirty Blast -> Speed Shot
Rotation
Vital Shot -> Shrap Bomb -> Quickdraw -> Haemorrhaging Blast -> Wounding Shots -> FILLER -> FILLER -> Speed Shots -> Wounding Shots
The filler boxes can either be Dirty Blast, Quickdraw or an alternative free filler (Hightail It, Flurry of Bolts, Free Quickshot), and you can alternate them as needed. The benefit of running the old (186) 4-pc is that you don’t need to use free filler as often, instead being able to use more quickshot/dirty blast. If you don’t have this set bonus you’ll hurt your energy unless you swap in free abilities in the filler spaces. Sub-30%, Dirty Blast is a better choice than Quickdraw with Hemorrhaging Blast on the target Remember to buff your Wounding Shots with Smuggler’s Luck if it’s off cooldown as much as possible, and with no big energy sink you can use Illegal Mods offensively, prior to the first Wounding Shots.
Note: If you’re going to make use of Hightail It as part of your rotation it’s important that you know how to place it. Due to it’s CD it’s going to move up a spot in your rotation every tme it’s used, as the CD for it is longer than the 2-Wounding Shots rotation. So if you’re using it after the first Wounding Shots it won’t be available again until after the first GCD that comes after the first Wounding Shots the next time around, and so on.
3 Wounding Shots rotation:
This rotation is more complicated than the prior one, but it does seem to have higher damage potential
Option A
Opener:
Flyby -> Vital Shot -> Shrap Bomb -> Dirty Blast -> Hemorrhaging Blast -> Wounding Shots -> Dirty Blast -> Dirty Blast -> Dirty Blast -> Quickdraw -> Wounding Shots -> Quickdraw
Option B
Flyby -> Vital Shot -> Shrap Bomb -> Dirty Blast -> Hemorrhaging Blast -> Wounding Shots -> Dirty Blast -> Speed Shot -> Quickdraw -> Wounding Shots -> Quickdraw
Rotation A
DoT x2 -> Quickdraw -> Hem Blast -> Wounding Shots
Dirty Blast -> Speed Shot -> Quickdraw -> Wounding Shots
Quickdraw -> Filler x2 -> Hem Blast -> Wounding Shots
DoT x2 -> Dirty Blast -> Quickdraw -> Wounding Shots
Quickdraw -> Speed Shot -> Hem Blast -> Wounding Shots
FILLER x3 -> Quickdraw -> Wounding Shots
Rotation B
DoT x2 -> Quickdraw -> Hem Blast -> Wounding Shots
Dirty Blast -> Quickdraw -> Speed Shot -> Wounding Shots
Quickdraw -> Filler x2 -> Hem Blast -> Wounding Shots
DoT x2 -> Speed Shot -> Wounding Shots
Quickdraw -> Filler x2 -> Hem Blast -> Wounding Shots
Dirty Blast -> Quickdraw -> Speed Shot -> Wounding Shots
The filler spaces depends on energy management. If your energy is fine and can handle it, use Dirty Blast in the filler spaces. If this isn’t the case, substitute in free filler (Quickshot, Hightaill It, etc). Rotation A is the more mobile of the two given it requires less channeled abilities, however Rotation B could have slightly higher damage potential with easier resource management
Extra Shrapnel: As mentioned before this talent makes multi-dotting a cinch. For a group of adds, apply Vital shot to one of them first and follow it up with Shrap Bomb to spread both DoTs to all the targets within range (5m radius on Shrap Bombs splash)
Sweeping Gunfire: You definitely want to take the Efficient Ammo utility to buff this ability. With no cooldown and an 8m range, you simply don’t have a harder hitting AoE in your arsenal.
The above will be your biggest hitting of the AOE’s. If you apply your DoTs first, you can use Sweeping Gunfire following that while your DOTs continue to tick. XS Freighter Flyby should be used situationally, if you cannot pre-cast it, it’s not really worth using . Hightail It is a great way to get more damage into a group as well if used correctly. Thermal Grenade isn’t really worth using, you’ll be better served using Sweeping Gunfire in it’s place, however if you need immediate damage then using Thermal Grenade becomes a better option
As a quick tip, multi-dotting is a great way to manage energy. More chances of critting on your DoTs means more opportunity to get energy back, so when possibly, look to take advantage of this

This parse is for the 2-Wounding Shots rotation. As you can see, your DoTs and Wounding Shots should take up the majority of the DPS. The DoTs should have 100% uptime using this rotation, and Wounding Shots should be used on Cooldown. The small variance here will will be a reflection on crit
Quickdraw and Speed Shot take up the next portion. Quickdraw should be used at least once per cycle after every Wounding Shots, and Speed Shot every other one.
After this there are your multiple filler and Hemorrhaging Blast, which doesn’t deal much damage on its own but is used frequently. Dirty Blast, Flyby and if you used it, Incendiary Mine (Hightail It), make up the rest of the parse
I’ll update this with a parse using the 3-Wounding Shots rotation as soon as I have time
Although your primary role as a DPS is to well, deal damage, mitigating as much damage as possible to yourself and your group simply makes everyone’s job easier and thus makes it easier to succeed. A good way of doing this is knowing how and when to use your defensive abilities. I’ll go over them here
My name is Cloake, GM of Intrepidation on Begeren Colony, a fairly new PvE Progression Guild (Formed around 2.6) of players looking to grow and learn together. I’ve been a Gunslinger fanatic since I first rolled one over a year ago and spend a lot of time learning as much as I can about the class.
There’s not much else I feel to add about myself, except maybe that I hate doing dailies. Random fact. I also think Chinsa’s a noob
That said, I’d like to give thanks to Kwerty for all the assistance as well as credit to both he and KeyboardNinja for developing the 3-Wounding Shots rotation.



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