SWTOR 7.0 Infiltration Shadow PvE Guide and Best Builds

SWTOR 7.7 Infiltration Shadow PvE Guide and Best Builds

Endonae by Endonae|

SWTOR Infiltration Shadow PvE Guide (DPS) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips!

The guide is up-to-date for Patch 7.7

Introduction to Infiltration Shadow

Infiltration Shadows leverage their Jedi clairvoyance as well as skills with both the Force and their dualsaber to take their aggressors by surprise, bringing a swift and sudden end to conflict.

Infiltration is in the middle of the pack when it comes to single-target sustained and one of the better specs for burst, especially in shorter checks like you’ll find in more recent Operations.

Infiltration’s greatest strength is its capability to target swap without any consequences whatsoever. The only limitation is with movement abilities, but both have pretty short cooldowns and that only matters if you have to swap to something out of melee range which isn’t always the case.

Unfortunately, Infiltration’s DPS capabilities are only suited to single-target. In terms of AoE, Infiltration offers basically nothing. Yes they can spam Whirling Blow, but that doesn’t come close to what many DoT specs are capable of. If you want to do AoE, switch to Hatred or leave it to other specs.

In terms of survivability, Shadows received minor nerfs. They no longer have Force Speed DR, Disjunction for longer Resilience, or tiny boost to armor from Insulation. That said, almost all disciplines received some sort of survivability nerf with many being a fair bit more significant than what Shadows lost.

AoE RDT is a bit more painful to take since you’ll have to give up Fade, but this is only a minor DPS loss in longer fights and in shorter ones, it may not result in a DPS increase at all. Shadow DPS remains exceptional at handling most spike damage thanks to Resilience, but have a more difficult time mitigating damage over a longer period of time like you’d find in burn phases since they lack a reliable cooldown with a longer duration.

Major Changes in 7.0

Utility points are gone! Instead, there is a new system called the Ability Tree. Each discipline has 8 choices where they pick 1 of 3 options. The options have several similarities across the Combat Styles:

  • 2 choices buff a discipline-specific ability (2 abilities, 1 choice each).
  • 3 choices which are just old Utility effects. These choices are almost always the same for all disciplines. 
  • 2 choices where you’re picking between 1 ability or 1 of 2 passives. One of the ability choices tends to be an offensive cooldown (OCD). The other seems to be related to PvP balance, but there isn’t a clear pattern beyond the choice forcing players to decide which of 3 capabilities they want to keep.
  • 1 choice where you’re picking 1 of 3 abilities. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun. Another of the abilities is the movement ability with the longest cooldown. The third option is less consistent, it seems to be there as an extra balance lever for Broadsword since some abilities that got locked away are more impactful than others. The 3 abilities are almost always the same for each discipline.

This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. In addition, many extremely situational abilities were pruned entirely. Infiltration permanently lost access to 2 abilities: 

  • Guard (now tank-only)
  • Spinning Kick (now tank-only as choice)

Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP. 

Battle rezzes in general are now healer-only, but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown.

Group Composition Tips

In order to deal maximum damage, Infiltration requires 2 other DPS debuffs:

DPS DebuffPresence of debuff increases DPS by approximately
Internal / Elemental2.0%
Melee2.3%
Total DPS Gain: 4.3%

Please note that these numbers are based on the damage distribution of your abilities in 6.0. Melee damage will likely represent a greater proportion of your overall damage output in 7.0 thanks to new ability tree choices. I will update these values as soon as I can. 

Infiltration is pretty average when it comes to dependence on the group. It pairs best with Annihilation Marauder / Watchman Sentinel because both disciplines provide both of the debuffs that the other one needs. All previously Warrior / Knight-exclusive Combat Styles (Juggernaut / Guardian and Marauder / Sentinel) provide the Melee DPS debuff. 

That said, I wouldn’t focus too much on getting the Melee DPS debuff because Assassin / Shadow DPS is the only Combat Style that can benefit from it that doesn’t provide it, so it won’t provide much benefit to your group as a whole and the DPS increase isn’t all that significant. Technically the Force-wielding tanks will benefit from it as well, but you shouldn’t be optimizing your DPS debuffs for tanks. 

In contrast, the Internal / Elemental DPS debuff is valuable to almost every combat style, so I would definitely try to make sure you have it. Annihilation / Watchman is the only Force-wielding discipline that provides it by default, though Madness / Balance can also provide it with a specific ability tree choice. Operative / Scoundrel DPS and any of the Tech DoT specs can provide the Internal / Elemental DPS debuff. 

DPS Mindset

How can I do as much damage as possible in each GCD (global cooldown, 1.5 second duration before you can activate another ability) given the constraints of the fight? Which ability do I use right now that will provide me the most DPS? How can I maximize my uptime? If I’m not activating an ability right now, why not? Can I finish this cast before I need to move? What happens if I don’t have time to finish a cast before moving? Can the healers deal with it without too much stress?  

Check out the SWTOR Damage Types and Damage Mitigation guide.

Abilities Explained

Please have the game open while reading through the next few sections. I will not be writing out ability descriptions and I will only be transcribing the components of discipline passives that directly relate to the ability and rotation. This forces you to read through what everything does so that you can understand what all of your passives and abilities do as well as locate these abilities in-game. Make sure you place all of these abilities on your bar in an order that makes sense to you. 

Single-Target Rotational Abilities, Attributes, and Important Procs

 Shadow Technique Shadow Technique

(Force/Internal/Direct/Single-Target)
I’m going to start off this section by going over Shadow Technique, which is a discipline passive that used to be an ability a long time ago alongside Combat Technique (now exclusive to Kinetic Combat) and Force Technique (now exclusive to Serenity). This passive is responsible for the visual effect you see on your saberstaff. 

This lightsaber technique passive governs how the Force Breach ability works for each discipline and makes it so dealing melee damage has a 50% chance to deal some sort of additional Force damage alongside some other effects unique to each discipline. 

Shadow Technique deals the most damage with each tick, but it has a 6 second rate limit on how often the effect can trigger. More importantly, each time Shadow Technique is triggered, you generate a stack of Breaching Shadows which affects how much damage you deal when you activate Force Breach. Breaching Shadows can stack up to 3 times. You can still trigger Shadow Technique even if you have 3 stacks of Breaching Shadows, but you will only refresh the duration of the proc rather than generate additional stacks. 

Since Shadow Technique has a chance to trigger with each hit, melee attacks that hit multiple times have a greater chance to trigger the effect compared to attacks that only hit once. Clairvoyant Strike hits 2 times, Saber Strike hits 3 times, and Whirling Blow can hit up to 8 times (though only once per enemy).

The key distinction here is between Clairvoyant Strike and Whirling Blow. At 2 targets, Whirling Blow deals roughly identical damage to Clairvoyant Strike (though it’s split over 2 targets). At 3 targets and beyond, Whirling Blow deals more damage than Clairvoyant Strike and begins having a greater chance to trigger Shadow Technique per GCD. Shadow Technique has 2 procs associated with it that is relevant to your rotation:

Profundity
Dealing damage with Shadow Technique restores 9 Force over 9 seconds. Cannot occur more than once every 12 seconds. While you don’t have any way to consume additional Force, you don’t have any to spare either. On the dummy or in fights where you truly have 100% uptime, you very occasionally have to use Saber Strike to regenerate Force. This makes the Force generated by Profundity essential to your rotation and helps to reinforce the idea that you should be triggering Shadow Technique as often as possible. Profundity’s 12s rate limit aligns with Shadow Technique’s 6s rate limit such that you will be triggering Profundity with every other instance of Shadow Technique.

Force Synergy
Dealing critical Force damage increases your melee critical chance by 5%. Lasts 10 seconds. This proc applies to all Shadow disciplines. I’m pointing it out here because it’s a proc that applies to all of your melee attacks. It shouldn’t ever affect which ability you choose to use, but it will appear on your bar so I wanted to explain what it does. This can trigger from Shadow Technique in addition to actual attacks.

Force Breach Force Breach

(Force/Internal/Direct/Single-Target/Instan
This ability functions completely differently in each discipline; the only things about Force Breach that remain constant between the 3 Shadow disciplines are that the ability deals Force damage and is instant.

In Infiltration, Force Breach doesn’t have a cooldown, but is only usable when you have stacks of Breaching Shadows and its damage dealt scales with the number of Breaching Shadows you’ve built up. Activating Force Breach consumes all stacks of Breaching Shadows. The damage doesn’t quite scale linearly, so you deal more than triple the damage by activating Force Breach at 3 stacks than you would by activating Force Breach with only 1 stack of Breaching Shadows.

It’s best to only activate this ability when you have 3 stacks of Breaching Shadows and almost always activate it as soon as you generate your 3rd stack so that you aren’t wasting future stacks. Since Force Breach is one of your most damaging abilities, your rotation is structured around being able to generate stacks of Breaching Shadows as often as possible. 

That said, it is technically okay to delay its activation in certain situations because it doesn’t have a traditional cooldown. If you just triggered the 3rd stack of Breaching Shadows with a melee attack (not Psychokinetic Blast), it is okay to delay using Force Breach in favor of one of your high-damage melee attacks since you know that you won’t trigger Shadow Technique because of the 6 second rate limit. 

There are a couple of ways that you can immediately gain 3 stacks of Breaching Shadows that I will go over momentarily. Make sure that you don’t have any stacks of Breaching Shadows when you activate one of those effects so you aren’t wasting any stacks. Force Breach has 1 debuff and 3 passives associated with it that are relevant to your rotation that I haven’t already mentioned:

Profundity
In addition to its other effects that I’ve already mentioned, Force Breach applies the Force damage debuff, which makes targets take 5% more damage from Force attacks. Lasts 45 seconds. The Force debuff is beneficial to Juggernauts / Guardians and Marauders / Sentinels. Every other Combat Style that deals Force damage provides the debuff for itself.

Potent Shadows
Activating Force Potency or Shadow Stride build 3 stacks of stacks of Breaching Shadows. In addition, exiting combat or activating Force Cloak reduces the cooldown of Force Potency by 60 seconds. This enables you to always have Force Potency available for each set of trash mobs so you will always get autocrit Force Breach. With the Stalker’s Swiftness ability tree buff, you can jump around and whack each trash mob with an autocrit Force Breach.

In order to preserve the existing functionality of resetting Force Potency’s cooldown despite Force Cloak no longer removing you from combat in Operations, BioWare has made it so activating Force Cloak will grant the cooldown reduction.

Deep Impact
Increases the critical damage dealt by Force Breach (and Psychokinetic Blast) by 20%. This passive makes Force Breach synergize better with Force Potency and Shadowcraft, though with new ability tree choices, it’s only barely enough to make Force Breach a viable candidate.

Clairvoyant Strike Clairvoyant Strike

(Melee/Energy/Direct/Single-Target/Instant)
This is your filler ability. It’s a bit stronger than a lot of other fillers in the game, but it’s still your least damaging rotational ability and its damage output pales in comparison to your other melee attacks, especially when they crit. Please note that Clairvoyant Strike hits twice, so it has a greater chance to trigger Shadow Technique. 

In StarParse, it’s a bit difficult to see, but you are shown damage per strike, not per activation, so the numbers you see for Clairvoyant Strike are only half of what the ability actually deals. Clairvoyant Strike has 1 proc associated with it that is relevant to your rotation:

Clairvoyance
Psychokinetic Blast can trigger Shadow Technique off of its normal rate limit. Each stack increases the chance of this happening by 50%. Stacks up to 2 times and lasts 15 seconds. Basically, at 2 stacks, Psychokinetic Blast is guaranteed to trigger Shadow Technique (and grant a stack of Breaching Shadows). One of your ability tree choices also makes each stack of Clairvoyance also grants some other benefit. For PvE, you’ll be using the buff that makes each stack of Clairvoyance increase your crit chance by 10%.

All of this makes it essential that Clairvoyance has 100% uptime. When using the Traditional build, it’s pretty easy to maintain Clairvoyance when the boss has more than 30% HP, but it gets trickier sub-30% or if you’re using a Blade of the Elements build, so the 15 second duration reinforces the need to have high APM. Your DPS will drop precipitously if you aren’t able to consistently maintain 2 stacks of Clairvoyance without delaying your more damaging abilities.

Psychokinetic Blast Psychokinetic Blast

(Force/Kinetic/Direct/Single-Target/Instant)
This ability deals slightly more damage than Clairvoyant Strike, but it’s essential that it’s used mostly on cooldown because it always generates a stack of Breaching Shadows thanks to the Clairvoyance proc from Clairvoyant Strike. Psychokinetic Blast also has 10m range, which helps a ton with maintaining high uptime in a lot of fights and getting back into range sooner. Psychokinetic Blast has 2 procs, 1 discipline passive, and 1 tactical item associated with it that are relevant to your rotation:

Circling Shadows
Your rotational melee attacks grant Circling Shadows, reducing the Force cost of your next Psychokinetic Blast by 25%. Stacks up to 2 times. In addition, Psychokinetic Blast has a 50% chance to strike the target again dealing 50% damage (called Upheaval in StarParse). This second attack cannot trigger Shadow Technique, but can reset the cooldown of Vaulting Slash if you’re using the Energized Blade ability tree buff it will consume its own stack of Force Potency, if available.

Returning to the first part of the buff, Psychokinetic Blast is one of your most expensive abilities, costing 32 Force. The Circling Shadows proc helps to reduce that cost. The only abilities that don’t trigger it are Force Breach, Low Slash, and Saber Strike. Thankfully, you don’t ever have to pay attention to it. Continue activating Psychokinetic Blast on cooldown regardless of how many stacks of Circling Shadows you have. Honestly, I’m not sure why it still exists since it just adds unnecessary complexity and incentivizes you to do the rotation incorrectly.

Deep Impact
Increases the critical damage dealt by Psychokinetic Blast (and Force Breach) by 20%. Yes, I already mentioned this passive, but with the new ability tree choices, I have to bring it up again. This passive makes Psychokinetic Blast synergize better with Force Potency and Shadowcraft, but it’s still weaker than your other options, so Psychokinetic Blast should never be used during the Shadowcraft window if you can help it and it should only be used during Force Potency if you aren’t taking the Critical Augur ability tree buff.

The Awakened Flame
This tactical item makes it so dealing damage with Psychokinetic Blast applies a small DoT that lasts 6 seconds. This boosts the damage dealt by the Psychokinetic Blast GCD and helps to reinforce that Psychokinetic Blast needs to be used as often as possible.

Shadow Strike Shadow Strike

(Melee/Energy/Direct/Single-Target/Instant)
This ability has a special trait where it deals about 18% less damage unless it’s used from behind the target. Please note that unlike Backstab / Backblast for Operatives / Scoundrels, Shadow Strike doesn’t deal more damage from being activated from stealth, you just have to be behind the target. 

Shadow Strike is one of your most damaging abilities and it doesn’t have a cooldown. What stops you from just spamming it instead of Clairvoyant Strike? Shadow Strike costs 40 Force while Clairvoyant Strike only costs 20. It simply isn’t sustainable to spam the ability outside of specific situations. Shadow Strike has 2 procs, 2 discipline passives, and 1 debuff associated with it that are relevant to your rotation:

Infiltration Tactics
Dealing direct damage grants Infiltration Tactics, which makes your next Shadow Strike deal 25% additional damage and cost 75% less Force (bringing its Force cost down to 10). Cannot occur more than once every 8 seconds and lasts up to 15 seconds. Shadow Strike’s usage is centered around this proc and in PvE, Shadow Strike should typically only be used while you have the Infiltration Tactics proc. Since Shadow Strike’s usage is typically governed by the rate limit on a proc, rather than an ability cooldown, you are free to delay it so long as you don’t start missing out on future triggers. Since Infiltration Tactics itself lasts 15 seconds, you have until the buff bar has only about a third of its duration left to use it. Typically, this means you are free to prioritize it below everything but Clairvoyant Strike, but sometimes you have to pay closer attention like when you have a Force Potency or Shadowcraft window.

Shadow’s Respite
While in stealth and for 15 seconds after leaving stealth, Force regeneration is increased by 25%. What does this have to do with Shadow Strike? You’ll see…

Darkswell
Shadow Strike grants 15 seconds of Shadow’s Respite. While Shadow’s Respite is active, all damage taken is reduced by 20%. Now it all makes sense! It’s possible to have 100% uptime on Shadow’s Respite by using Shadow Strike exclusively with the Infiltration Tactics proc since you have to use Shadow Strike every 8 seconds but the proc lasts 15 seconds. That said, sometimes you can cut it a little close and you need to have 100% uptime on this Shadow’s Respite if you don’t want to have any Force management issues.

Potent Shadows
The critical damage dealt by Shadow Strike is increased by 30%. This passive makes Shadow Strike an excellent candidate to use during the Shadowcraft window as well as potentially for a stack of Force Potency if you’re using the Critical Augur ability tree buff.

Shadow’s Mark
Shadow Strike applies the armor debuff, which reduces a target’s armor by 20%. Lasts 45 seconds. Bosses have 35% DR from armor, so a 20% reduction corresponds to a 7% damage increase for Energy / Kinetic damage, which is the same as the damage increase provided by the Internal / Elemental debuff. The armor debuff is typically regarded as the best debuff in the game because most disciplines deal a lot of Energy / Kinetic damage (all weapon damage is Energy / Kinetic), though in certain compositions, particularly ones with a lot of DoT specs, you may get more benefit form the Internal / Elemental debuff.

Vaulting Slash Vaulting Slash

(Melee/Energy/Direct/Single-Target/Instant)
This is your most damaging ability. It can’t always crit quite as high as Shadow Strike since it doesn’t have something like Potent Shadows, but its higher base damage still makes it competitive. Technically, it can only be used from stealth or within 15 seconds of critting, but that’s effectively all the time. The main impact of Vaulting Slash is that it slightly complicates Infiltration’s rotation by giving you another high-priority ability to juggle. Vaulting Slash has 1 tactical item associated with it that is relevant to your rotation:

Blade of the Elements
This tactical item makes it so Vaulting Slash’s critical strike chance is increased by 50% with each stack of Clairvoyance (100% at 2 stacks). In addition, Critically hitting with Clairvoyant Strike reduces the cooldown of Vaulting Slash by 1.5 seconds. Thanks to new ability tree buffs and this tactical item, Vaulting Slash can become more tightly integrated into your rotation. With a proper ability tree build and this tactical item, Vaulting Slash can become your highest-priority ability.

Spinning Strike Spinning Strike

(Melee/Energy/Direct/Single-Target/Instant)
This ability is typically only usable against targets that have less than 30% remaining HP. It deals a lot of damage and is quite cheap, but it is the weakest of your strong melee attacks (next to Shadow Strike and Vaulting Slash). It’s also less central to your rotation, so it should definitely be used before Clairvoyant Strike, but not much else. Spinning Strike has 1 discipline passive associated with it that is relevant to your rotation:

Judgment
Increases all damage dealt to targets below 30% of max HP by 5%. In addition, the Force cost of Spinning Strike is reduced by 10. The 5% damage boost is a sizable boost, and it’s better than what any other burst DPS spec gets, but it doesn’t affect your rotation. We’re more concerned with the Force cost reduction, in fights where you are able to have very high uptime, this cost reduction is essential to not running out of Force. In fights with 100% uptime, you rely on using Shadow Stride at least once every 30 seconds to avoid running out of Force.

Semi-Rotational Abilities

These abilities aren’t part of your core rotation since they don’t deal enough damage, but they have some property that makes them useful in many fights in specific situations. 

Low Slash Low Slash

(Melee/Energy/Direct/Single-Target/Instant)
This is your only attack with 30m range. It deals slightly more than half the damage of Clairvoyant Strike without any of the benefits. It should only be used when you’re out of range for all your other abilities, but it should absolutely get used in those cases because you have no alternative. You’ll often use it alongside Force Speed, resulting in a gap closing GCD that is quite similar to abilities like Force Leap and Storm.

Keep in mind that Low Slash is considered a melee attack, so it can trigger Shadow Technique and grant a stack of Breaching Shadows, so even if you can’t really deal damage with Low Slash or there isn’t a target worth damaging, it can still be worthwhile to chuck your saber at them to get a free stack and refresh the duration of the proc. 

Low Slash also applies a 4 second mez (stun that breaks on damage), but this is almost never relevant outside of PvP. You might find use for it in select fights against specific adds as a sort of second interrupt. Low Slash doesn’t have any procs or discipline passives associated with it. 

Saber Strike Shadow Saber Strike

(Melee/Energy/Direct/Single-Target/Instant)
In an actual raid, it is exceedingly rare that you will ever need to use this. On a dummy parse, you should only need to use it twice and practically any amount of downtime will make it so you never have to use it in an actual fight.

Only use it if you see yourself dip below 20-25 Force and try to use it instead of Clairvoyant Strike so you aren’t delaying more damaging abilities. If you have less than 20-25 Force, you end up becoming unable to afford to activate a lot of your attacks, though thanks to the higher Force regeneration rate, this will only feel like slight additional delays between abilities, which adds up over time. 

Since it’s so rare, it’s not something you really need to pay attention to. Outside of practicing on the dummy, just check your Force level if you feel that it took slightly longer than usual to activate an ability and if your Force is below 25, throw in a Saber Strike. Saber Strike has 1 Combat Style passive associated with it that is relevant to your rotation:

Shadow’s Training
Endurance is increased by 3%. In addition, dealing damage with Saber Strike restores 1 Force (3 Force total per activation). I mention the Endurance thing because you may notice that your health is slightly higher than everyone else’s. The key part of the passive for Saber Strike is the Force regeneration. Basically, the high Force regen + a single GCD where you aren’t spending any Force + the 3 extra Force from this passive is enough to sustain you at literally 100% uptime for about 90 seconds against targets above 30% HP. Once your target dips below 30% HP, there is no longer a need to use Saber Strike at all because Spinning Strike is cheaper than Clairvoyant Strike.

AoE Damage

The formula for determining how much damage an AoE ability does per GCD such that it can be compared to single-target abilities is: (Damage Dealt/Number of GCDs) x Number of Enemies. An AoE ability’s place in the priority is as high as it can be until it reaches a single-target ability that deals more damage than the AoE will deal to all enemies in the GCD. 

AoE damage is considered fluff if the adds do not need to die immediately or if you are otherwise shirking your main responsibilities to deal more damage than necessary to adds. It’s pretty easy to tell what is and isn’t fluff, don’t be greedy and don’t hurt your group’s chances of beating the boss. 

Whirling Blow Whirling Blow

(Melee/Energy/Direct/AoE/Instant)
This is your spammable (and really only) AoE ability. Its damage per target is roughly half of Clairvoyant Strike, so at 2 targets, Whirling Blow and Clairvoyant Strike deal nearly identical damage, but you’re splitting that damage between 2 targets, so it doesn’t make much sense to use it against only 2 targets. When you have 3 or more targets, Whirling Blow has a higher chance of triggering Shadow Technique and deals more damage per GCD than Clairvoyant Strike. Whirling Blow has 3 discipline passives associated with it that are relevant to your rotation that I haven’t already mentioned:

Profundity
In addition to its other effects that I’ve already mentioned, Whirling Blow builds stacks of Clairvoyance. This allows you to generate Clairvoyance before a fight starts and maintain it during downtime. Please note that whenever you use Whirling Blow, you lose the ability tree buff to Clairvoyant Strike and can’t regain it until you use Clairvoyant Strike again. It’s still valuable to use this when you can’t hit the boss, but remember to use Clairvoyant Strike before anything else.

Whirling Edge
Increases your armor penetration by 10% and increases the critical chance of Whirling Blow by 15% and its critical damage bonus by 30%. The armor penetration component is just a generic DPS increase that applies to all of your Energy/Kinetic damage, not just Whirling Blow. The critical boost component is a standard buff that is given to almost all burst DPS specs that applies to their spammable AoE.

Whirling Blow deals more damage than the following rotational abilities if it hits at least the following number of targets:

  • 2 targets: Clairvoyant Strike
  • 3 targets: Force Breach, Psychokinetic Blast, Spinning Strike
  • 4 targets: Vaulting Slash (without Blade of the Elements)
  • 5 targets: Vaulting Slash (with Blade of the Elements)
  • Never: Shadow Strike

You have to maintain the Shadow’s Respite or you will quickly run out of Force (and take more damage). You can spam Whirling Blow for quite a long time, but not indefinitely, and that time will be cut short if you let Shadow’s Respite fall off. 

Cleaving Cut Cleaving Cut

(Melee/Energy/Direct/AoE/Instant)
In order to make Cleaving Cut more unique, this ability now grants a unique buff for each discipline. For Infiltration, Cleaving Cut Empowers you for 3 seconds. Empower increases the damage of your Force attacks by 5% for each target hit with Cleaving Cut. Cleaving Cut doesn’t appear to have a cap on the number of targets it can hit like the normal 4 or 8 targets for all other AoE abilities in the game (it’s possible this was just an oversight in the tooltip description). 

If there isn’t a target limit, the Empower buff is only limited by the number of targets you can fit into the cleave area. The May Cause Injury tactical item also doesn’t specify a target limit, so you might be able to deal a ridiculous amount of damage with an AoE Force Breach. I recommend playing around with it inside an Uprising or using it against the pirates inside the cantina right before the Quartermaster Bulo fight in The Ravagers. 

Outside of this potential whacky use case, Cleaving Cut only deals slightly more damage than Whirling Blow, but it’s a lot harder to hit the same number of targets because of its much smaller effect radius, so it’s rare for this ability to actually deal more damage than Whirling Blow. Cleaving Cut doesn’t have any discipline passives associated with it that are relevant to your rotation. 

May Cause Injury May Cause Injury Tactical Item

This tactical item makes it so Cleaving Cut enables your next Force Breach to arc to other nearby targets. Since you can’t afford to give up Resilience outside of meme situations, this tactical is practically useless. That said, Infiltration has always been oriented towards single-target damage and its ability tree build is centered around defeating enemies individually, not AoE. 

Offensive Cooldowns

All offensive cooldowns (OCDs) should be used as frequently as possible under the conditions stated here and should only be delayed if they need to be saved for a DPS check or burst window, but don’t start delaying them until you see that you have to. 

force potency Force Potency

This ability now has an additional bonus that’s unique to each discipline. Infiltration is now the only discipline that has access to 3 stacks of Force Potency. Every other discipline only gains 2 stacks per activation. 

There’s a bit more to consider when using Force Potency than there has been in the past, though it’s mostly dependent on your ability tree build, so I’ll talk about that aspect later on. 

Force Potency normally only increases the critical chance of your Force attacks and because activating the ability grants 3 stacks of Breaching Shadows, you’ll almost always want to use at least 1 stack on Force Breach, though sometimes you’ll be able to spend 2 stacks on back to back Force Breaches thanks to Shadow Stride. 

I also want to reiterate that the Upheaval effect from Psychokinetic Blast will consume its own stack of Force Potency, so if you do use Psychokinetic Blast with Force Potency, try to only use it with the final stack when possible. The easiest way to accomplish this is to use Shadow Stride’s Force Breach for the second stack, but that ability isn’t always available.

Force Cloak Shadow Force Cloak

This ability now offers a bit more of a DPS increase than it has in the past thanks to the Shadowcraft Legendary Item, which increases your critical chance by 100% for 6 seconds (effectively 4-5 GCDs) after using Shadow Stride from stealth. 

Since the cooldown on Force Potency is effectively reset when you exit combat, it’s essential that you only activate Force Cloak shortly after using Force Potency, though the exact timing will depend on your build.

Force Cloak now behaves differently in Operations. It still drops your threat to 0, you just don’t actually exit combat or enter stealth anymore, so it’s more like a stronger version of Force Camouflage in that way.

In order to counteract the changes to stealthing out in Operations, activating Force Cloak now also directly reduces the cooldown of Force Potency by 1 minute as part of the Potent Shadows discipline passive. The cooldown reduction will still happen from exiting combat too. 

Battle Readiness Battle Readiness

This ability offers both a damage and survivability increase, making it the ultimate cooldown for burn phases. It’s best to activate it right before you use Psychokinetic Blast because that’s when you are guaranteed to trigger Shadow Technique and enables you to activate Psychokinetic Blast 3 times while Battle Readiness is active.

The description of the buff is a bit confusing, but Battle Readiness doesn’t actually increase the damage dealt by Force Breach, so it’s ideal to minimize the number of times you activate Force Breach during Battle Readiness, though you shouldn’t delay activating Force Breach because of this. Basically, just don’t use Battle Readiness if you know you plan to use Force Potency or Shadow Stride in the next 15 seconds if you can help it. 

Adrenal

It’s best to have the Adrenal active at the same time as your other OCDs, particularly during your Shadowcraft window and Force Potency starting with the Force Breach you use right before these effects are active. Since the Adrenal’s cooldown is so long, it’s hard to delay it for long enough that you end up missing out on additional activations, so it’s okay to delay your Adrenal to ensure that this happens. 

Defensive Cooldowns and Mobility

Defensive cooldowns (DCDs) are not used just to stop you from getting killed, they’re there to minimize overall damage taken. For any Combat Style in any fight, your most effective DCDs should be mapped to the most damaging attacks in the fight while weaker DCDs should be used against weaker attacks. 

Don’t pop all of your DCDs at once or only use them when your health gets low. You should be attempting to mitigate as much damage as possible by using your DCDs against predictable damage.

In fights where you’ll be taking a high amount of sustained damage, it’s important to use your DCDs in the order that maximizes your overall uptime. If you can tweak the order that you use your DCDs where it allows you to get an extra use out of one of them over the course of a long burn phase, you should definitely do that instead of activating your potentially stronger DCDs first.

Resilience Resilience

Most of the hardest-hitting attacks that you’d want to mitigate are considered Force / Tech damage, and this ability provides complete immunity to them for a brief moment. Unfortunately, the Disjunction utility effect no longer exists, so your protection will only last for 3 seconds. Since Resilience provides complete immunity, you shouldn’t need to pair it with other DCDs unless you’re taking damage from multiple different attacks with different damage types at the same time.

Resilience also purges all removable hostile effects when activated. Purges are a bit stronger than cleanses and can get rid of some effects that regular cleanses can’t remove. Since this ability is often your only DCD, be careful about using it as a cleanse if you know a big hit is coming up. 

Unless a good chunk of the group is getting hit with the debuff at the same time, there’s a good chance that healers are meant to and capable of cleansing it themselves. You could actually be making your healers work harder if you prioritize cleansing weak DoTs over strong individual hits. 

Deflection (Republic) Deflection

Defense chance is the chance to completely avoid the damage from an attack. When you successfully defend against an attack, you’ll see a little popup that says dodged / parried / resisted. Defense chance almost always only applies to Melee/Ranged damage, though there are a few exceptions. It’s important to note that defense chance is disabled while you are stunned (can’t dodge something if you can’t move). 

Deflection works by increasing your defense chance by 50%, so with the 10% defense chance you get as a Shadow, your total defense chance becomes 60% while Deflection is active. This is fairly strong when it works, but you don’t normally take a whole lot of Melee/Ranged damage as a DPS, so it isn’t useful in every fight.

In group content, Melee/Ranged damage mostly only comes from basic attacks. Adds and trash almost exclusively deal Melee/Ranged damage and bosses usually have some sort of basic attack they use in between their mechanics, so if you get aggro on some adds or a boss, pop this right away!

Mass Mind Control Mass Mind Control with Hardened Defense Intangible Spirit

As a DPS, Mass Mind Control is your threat drop and the Intangible Spirit ability tree buff makes it so Mass Mind Control reduces AoE damage taken by 60%. All danger circles are considered AoE damage, but the majority of boss attacks are considered AoE damage as well, even if they don’t look like it, so this is one of the most powerful DCDs in the game for boss fights. It’s far less useful in solo content and PvP where AoE damage is far less frequent.

If you have to stand in a circle or stand in front of the boss, preemptively pop Mass Mind Control so you can mitigate the damage you might take from a cleave.

Medpac

Don’t save it for a rainy day because today is that rainy day! Unless you get hit by a one-shot mechanic (which you shouldn’t), you should never let yourself die while your Medpac is still available.

If everyone’s health is getting low or there’s a heal check in the current phase, do not hesitate to use your Medpac if you can take full benefit of the health provided or need to be above a certain health level to survive an imminent mechanic.

If you think Medpacs are too expensive, it’s time to get Biochem on one of your alts or even better, your raiding toon so that you can make your own or get reusables. Choosing not to use a medpac for financial reasons and subsequently dying is not a valid excuse.

Force Speed Force Speed

I think this is the best movement ability in the game. It offers the best balance of speed and directional control. It’s also on a super short cooldown, so you usually have access to it whenever you need it. 

As I mentioned before, it’s great to pair with Low Slash so you aren’t missing out on too much damage if you find yourself outside of Melee range. 

Shadow Stride Shadow Stride

This ability instantly teleports you to the target. In Infiltration, it also grants you 3 stacks of Breaching Shadows, so it’s best used when you have 0 stacks for maximum benefit, but it’s not always a DPS increase to save it for this purpose. If Force Speed + Low Slash are unavailable, you’re gonna lose far more DPS from not doing any damage for a GCD than you would by using Shadow Stride to get back into range when you already have 1-2 stacks of Breaching Shadows. Furthermore, if you know that you’ll regularly become out of range of the boss, it’s far better to save Shadow Stride for use as a gap closer than to ever use it only to get a free extra Force Breach.

Shadow Stride does not cause a GCD, but there is a deliberate slight delay before you can activate it after activating another attack. This was done to mitigate a bug where people would sometimes be launched into the air after reaching their target. 

Crowd Control and Other Abilities

There are only a handful of instances in Operations where CC is required, so I will briefly go over what this Combat Style has at their disposal in addition to any other abilities I haven’t yet mentioned. 

Force Stun Force Stun

This is your hard stun, meaning it does not break on damage. In PvE, this will generally only be used for specific mechanics since most things you’d care about stunning are immune. Be sure to pay attention when something is stunnable though, because that often means you’re intended to stun it.

Mind Maze Mind Maze

This is your primary mez. It can only be used out of combat, but this is really an advantage in PvE because it doesn’t force you to pull as soon as something is CC’d like most other mezzes. 

Mind Maze can also enable your entire group to sneak past trash pulls since enemies affected by Mind Maze don’t notice you or anyone else even outside of stealth. In order to maximize your chances of having everyone sneak by, try to CC the add that is furthest away from the others or the one that is closest to the edge of the group. 

If you’re progging a fight, it’s often more efficient to just kill the trash instead of trying to sneak past it after every pull, especially if you have group members that are prone to accidentally aggroing things. Also, don’t forget to enter stealth before you walk up to an enemy to CC it. 

Force Lift Force Lift

This is another of your mezzes. It has the old Haunted Dreams utility effect built in now, so it’s instant and stuns targets for 2 seconds after being broken early. In PvE, there’s little use for an 8s mez. Many enemies are often immune to mezzes even if they are vulnerable to being hard stunned or interrupted. 

Force of Will Force of Will

This is your CC break, use it when you are prevented from DPSing by a CC.  

Force Slow Force Slow

This ability applies a slow and deals a small amount of damage, roughly the same as Low Slash. It does have a 10m range, so if Force Breach, Psychokinetic Blast, and Low Slash are all unavailable, you can technically use this ability to deal damage.

I don’t think you’ll find yourself with too many instances where you’re at 10m range and Psychokinetic Blast is on cooldown unless you already used it and are unable to get closer due to some mechanic. 

Force Wave Force Wave

This is your conal knockback. The only fight it’s important for right now is Styrak in NiM where you have to knock back the Chained Manifestations. It now has Force Wake as a built-in feature (5s root). Also, please do not ruin everybody else’s day by using this ability for its AoE damage. 

Mind Snap Mind Snap

This is your interrupt. For a melee DPS, the cooldown on your interrupt is a little on the long side. Without the Celerity ability tree buff, it’s cooldown is equivalent to Sorcerer / Sage and Sniper / Gunslinger interrupts. If you really want to be a clicker, I highly recommend you at least keybind this ability or you will have trouble with some of the shorter casts that need to be interrupted. 

Stealth Stealth

This is a toggle ability that lets you enter stealth when out of combat. You are effectively invisible to enemies unless you get super close. If you try to walk through an enemy even while stealthed, you will typically aggro them. 

Keep an eye out for Stealth Detection and Super Stealth Detection buffs on enemies. Those make it so you can’t sneak past them in Stealth. 

Mind Control Mind Control

This is your Taunt. It forces your target to attack you for 6 seconds and puts you at the top of the threat table. Only use this if a tank or raid lead specifically tells you to use it or if the boss is running rampant because one or both of the tanks are dead. Make sure that you have a DCD ready or there isn’t too much of a point to Taunting as you’ll probably get killed pretty quickly. If you’re going to use Mass Mind Control, make sure you activate it right before you Taunt so you don’t accidentally lose aggro after 6 seconds. 

If one tank dies in a fight with a tank swap mechanic, a common strategy is to have a DPS Taunt and hold aggro only for enough time to get the stacks or get hit by the attack that forces the tanks to actually swap and then have the actual tank take the boss back immediately after. This isn’t always possible, but it’s important to be aware of. 

Ability Tree Choices

Level 23 Choice – Vaulting Slash Buffs

Penetrating Slash

  • Effect: Increases Vaulting Slash’s armor penetration and critical chance by 20%.
  • Recommendation: Always take this in group content. This option is basic but provides a consistent and reliable DPS increase.

target icon Absolver

  • Effect: Killing an enemy within 3 seconds of dealing damage with Vaulting Slash resets the cooldown of all damaging abilities and increases your crit chance by 40% for 6 seconds.
  • Recommendation: Always take this in solo content. This option is part of a dedicated build that uses the May Cause Injury tactical and allows you to quickly finish off enemies that didn’t get wiped out by your AoE Force Breach.

Energized Blade 7.0 Energized Blade

  • Effect: Critically hitting with direct Force attacks reduces the cooldown of Vaulting Slash by 6s. Vaulting Slash costs 10 additional Force.
  • Recommendation: Take this only if you’re using Blade of the Elements and always take it alongside Far Sight Instruments. This buff allows you to use Vaulting Slash far more frequently but demands that you take another talent, Far Sight Instruments, to mitigate the Force consumption issue it introduces.

Level 27 Choice – Force Wave, Shadow Spike, or Force Magnetism

Force Wave Force Wave

  • Effect: Grants the Force Wave ability, which deals a small amount of damage, knocks back up to 8 enemies within a 15m cone in front of you, and immobilizes them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Standard and weak enemies are additionally knocked down for 3 seconds.
  • Recommendation: Take this in specific fights only. Force Wave now always comes with the Force Wake utility. There are a few fights in the game where your knockback is valuable, like against the Chained Manifestations from Styrak in S&V NiM. I personally prefer the increased mobility for solo content, but if you prefer the knockback, have at it!

 Shadow Spike Shadow Spike

  • Effect: Dealing damage with Shadow Strike from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down instead.
  • Recommendation: Never take this in PvE. It can be fun to use in solo content, but Shadow Strike is ridiculously expensive without the Infiltration Tactics proc and can hinder your ability to use other attacks. It’s also kind of unnecessary since you’re able to defeat most enemies with Force Breach and Vaulting Slash. You’ll typically only be using Shadow Strike against stronger enemies in solo content.

Force Magnetism Force Magnetism

  • Effect: Force Cloak increases your movement speed by 50%. In addition, Force Speed lasts 1 second longer and slows all enemies within 5m by 75% for 2.5s when activated.
  • Recommendation: Almost always take this. The movement speed boosts are nice and it’s difficult to make use of the other two options in PvE. Remember that the slow will aggro enemies, so make sure you don’t use Force Speed too close to enemies you don’t want to aggro, like the Birthed Larvae in the TFB fight.

Level 39 Choice – Clairvoyant Strike Buffs

two arrows down icon Potent Perception

  • Effect: Clairvoyant Strike deals 10% more damage and reduces the cooldown of Force Potency by 5s whenever it deals damage.
  • Recommendation: Never take this. Potent Perception would only be a burst DPS increase if it enabled Force Potency to be available for a burst check when it otherwise wouldn’t be, but the sustained DPS loss is too significant while the increased critical chance from Vision Engine should be enough for most burst DPS checks to counteract if Force Potency happens to be unavailable for a check. In solo content, this option is completely overshadowed by the 1 min cooldown reduction you get each time you exit combat.

Vision Engine Vision Engine

  • Effect: Clairvoyance stacks built by Clairvoyant Strike increase your critical chance by 10% per stack.
  • Recommendation: Always take this. Vision Engine provides the greatest sustained DPS increase out of any of the Clairvoyant Strike buffs by several thousand DPS. It will be superior in checks where Force Potency is available and should still offer comparable burst DPS to Potent Perception when Force Potency is unavailable for a check. Please note that this buff deactivates whenever you refresh Clairvoyance with Whirling Blow and does not become active until you use Clairvoyant Strike to refresh Clairvoyance, so whenever you use Whirling Blow, you have to use Clairvoyant Strike before using any other ability. This effectively makes it so that Whirling Blow exclusively never benefits from this increased critical chance.

Visionary Defense Visionary Defense

  • Effect: Clairvoyance stacks built by Clairvoyant Strike increase your damage reduction by 5% per stack. In addition, Clairvoyant Strike slows its target by 50% for 6 seconds.
  • Recommendation: Never take this in PvE. The damage reduction is nice, but the DPS loss is MASSIVE. Please note that this buff deactivates whenever you refresh Clairvoyance with Whirling Blow and does not become active until you use Clairvoyant Strike to refresh Clairvoyance, so whenever you use Whirling Blow, you have to use Clairvoyant Strike before using any other ability.

Level 43 Choice – Far-Sight Instruments, Critical Augur, or Battle Readiness

 Far-Sight Instruments Far-Sight Instruments

  • Effect: Critically hitting with Clairvoyant Strike or a direct Force attack generates 10 Force and heals you for 1% of your maximum health. This effect cannot occur more than once per second.
  • Recommendation: Only and always take this option when taking Energized Blade. The only way to have a sustainable rotation with Energized Blade is by taking this option to counteract the additional Force cost from Vaulting Slash. This option will also enable you to use “dry” (unprocced) Shadow Strikes even with Energized Blade, though be careful not to overdo it and run out of Force or let Clairvoyance fall off. Being able to use unprocced Shadow Strikes is the only way to gain DPS with this ability tree option without Energized Blade + Blade of the Elements.

Critical Augur Critical Augur

  • Effect: Melee attacks that cost Force now benefit from and consume Force Potency. You deal a tiny amount of additional energy damage to targets you critically hit with melee attacks. This effect cannot occur more than once every 6 seconds.
  • Recommendation: Take this option for solo content only. The fact that Melee attacks can benefit from Force Potency is really only a DPS increase for the third stack that would go towards Psychokinetic Blast. The bigger benefit is the additional damage from Melee crits. Given that you do need to tweak your rotation slightly to take full benefit of this passive, I think you’re best off taking Critical Augur primarily for solo content or when you really can’t use Battle Readiness on cooldown. Make sure you have 2 attacks alongside Force Breach to use with Force Potency that aren’t Psychokinetic Blast. Your options include Vaulting Slash (best), Shadow Strike, and/or Shadow Stride + 2nd Force Breach; it’s okay to slightly delay these abilities if Force Potency is about to come off cooldown, but don’t delay them for more than a single use of Force Breach. To be clear, it’s not the end of the world if you don’t have one of these available and end up using Psychokinetic Blast instead, but it really is a DPS loss. Spinning Strike isn’t much a DPS gain over Psychokinetic Blast, especially if you trigger Upheaval.

Battle Readiness Battle Readiness

  • Effect: Grants the Battle Readiness ability, which immediately restores 15% of your max health, increases the damage dealt by Shadow Technique by 100%, increases its chance to trigger by 50%, and heals you for a small amount whenever their effects are triggered. The healing cannot occur more than once per second.
  • Recommendation: Take this in group content only. Battle Readiness seems to offer about the same sustained DPS as Critical Augur when used on cooldown However, Battle Readiness provides an additional source of burst and improved survivability, both of which make this ability more valuable than Critical Augur in PvE group content.

Level 51 Choice – Intangible Spirit, Fade, or Sturdiness

Intangible Spirit Intangible Spirit

  • Effect: Activating Mass Mind Control grants Intangible Spirit, which reduces your AoE damage taken by 60% for 15s.
  • Recommendation: Always take this for group content in PvE. The vast majority of damage dealt by bosses is considered AoE damage, even if it doesn’t look like it, so in group content, this is roughly equivalent to 60% RDT (reduced damage taken). Make sure Intangible Spirit is active whenever you anticipate that you’ll be hit directly by the boss, typically whenever the boss is facing you (or if you’re standing in front of the boss). Infiltration deals sufficient damage already, so there’s no need to take Fade.

Fade Fade

  • Effect: Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.
  • Recommendation: Take this in specific fights only and for solo content. Fade takes 3 mins 30 seconds to contribute a minor DPS increase in the form of an additional use of Force Potency. Rather than getting to activate Force Potency twice every single time, you only get to activate Force Potency back to back every other time because the cooldown of Force Cloak doesn’t sync up. This is a fairly negligible DPS loss and in some cases may not even result in a DPS loss at all depending on the length of the fight. Meanwhile, Intangible Spirit will basically always significantly reduce the amount of damage you take. Fade is most useful when it enables Force Potency to be available when it otherwise wouldn’t be, so only consider taking it for specific DPS checks. In solo content, if you frequently find yourself wanting to stealth out but can’t because it’s still on cooldown, take Fade.

Sturdiness Sturdiness

  • Effect: Activating Deflection grants Sturdiness, which makes you immune to stun, sleep, lift, and incapacitating effects for 6 seconds.
  • Recommendation: In PvE, take this in solo content only. Dark Stability is nice if you feel confident that you’re about to face an enemy that you know will CC you. The stronger the enemy, the more likely it is to have CC capabilities and most of them use it as their first or second attack, so pop Deflection preemptively. In PvE group content, the other options will be far more useful.

Level 64 Choice – Kinetic Surge, Force Phase, or Lambaste

Kinetic Surge Kinetic Surge

  • Effect: Increases your movement speed by 15% and your effective stealth level by 10. Activating Psychokinetic Blast increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
  • Recommendation: Almost always take this in group content. The additional movement can result in a sustained DPS increase in fights where the boss is moving a lot because it enables you to get back into range more quickly. That said, not all fights require high mobility and Force Speed and Shadow Stride can typically get you where you need to go, so if you can benefit from another option, don’t hesitate to take it instead.

Force Phase Force Phase

  • Effect: Force Speed and Shadow Stride grant Force Phase, which purges all movement-impairing effects and grants immunity to them for 2 seconds.
  • Recommendation: Take this in specific fights only and for solo content. Keep an eye out for debuffs that this option can purge; sometimes DoTs have a slowing component. The two most notable examples are Captain Horic’s Corrosive Grenade in Cartel Warlords NiM and the Reaches in Brontes NiM. Since there are a bunch of enemies that apply slows, I recommend taking this for solo content. With the solo content build, you won’t be using Whirling Blow too much anyway.

lambaste Lambaste

  • Effect: Whirling Blow deals 25% additional damage.
  • Recommendation: Almost never take this. Since Whirling Blow turns off Vision Engine and Infiltration is better suited to bursting down individual targets compared to traditional AoE, I don’t think it’s worthwhile to ever take this because you really shouldn’t be using Whirling Blow for AoE anymore in Infiltration unless there are tons and tons of adds where you can overcome the reduced crit chance.

Level 68 Choice – Cleaving Cut, Force Lift, or Resilience

Cleaving Cut Cleaving Cut

  • Effect: Grants the Cleaving Cut ability, which deals moderate damage in a frontal cone and slows targets it damages by 50% and grants Kinetic Veil to you for 3s. Kinetic Veil increases your damage reduction and the damage dealt by your Force attacks by 5% for each target hit with Cleaving Cut.
  • Recommendation: Take this for solo content only. Cleaving Cut provides vastly superior benefits specifically in solo content compared to the alternatives. It deals more damage than Whirling Blow while boosting the damage dealt by your (AoE) Force Breach autocrit and providing a consistent bit of extra DR for each trash pull.

Force Lift Force Lift

  • Effect: Grants the Force Lift ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
  • Recommendation: Never take this. Shadow Force Lift only lasts 8 seconds. In PvE, things almost always need to be mezzed for longer than that, so there is practically no benefit to taking this as a DPS, especially not when Resilience is an alternative.

Resilience Resilience

  • Effect: Grants the Resilience ability, which purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break stealth.
  • Recommendation: Almost always take this in group content. Resilience is often considered the best DCD in the game because it grants complete immunity to the vast majority of the most damaging attacks in the game; it’s quite rare for Melee / Ranged attacks to hit harder than Force / Tech attacks. That said, 3s of partial damage immunity is considerably less useful in solo content, especially considering that Melee / Ranged damage is more common.

Level 73 Choice – Stalker’s Swiftness, Celerity, or Cloak of Resilience

stalker's swiftness Stalker’s Swiftness

  • Effect: Shadow Stride grants Stalker’s Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Lasts up to 10 seconds. In addition, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, the cooldown of Shadow Stride is reset.
  • Recommendation: Take this with the Traditional build and in fights where you can benefit from it. In fights where you have to focus down one add at a time, like the droids during the clock phase when you fight Brontes, this option is absolutely AMAZING because you get to Shadow Stride to each one and whack it with a full power Force Breach. You can do that to just about any trash mob too. Even if you aren’t able to benefit from the cooldown reduction, it’s still a slight DPS increase because Spinning Strike is cheaper and deals more damage than Clairvoyant Strike. On the dummy, you will have noticeable Force management issues unless you take this option.

Celerity Concular Celerity

  • Effect: Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds.
  • Recommendation: Take this in specific fights only. Only take this in PvE if you wanted to use Force Speed or Force of Will but couldn’t use it because it was still on cooldown and the cooldown reduction from this option would have made it available. In other words, don’t take Celerity just because you want to use these abilities more often; only take this option if it would make abilities available when they otherwise wouldn’t be.

Cloak of Resilience Cloak of Resilience

  • Effect: Activating Force Cloak grants 2 seconds of Resilience.
  • Recommendation: Take this in specific fights only. Cloak of Resilience should only be used when absolutely necessary in PvE as Infiltration because you want to use Force Cloak on cooldown unless you absolutely need to use it for Resilience. The only fight I can think of where this option is required is the Dread Guards in TFB HM and NiM to mitigate the second Lightning Field because Resilience isn’t off cooldown yet.

Gearing and Stats Priorities

Tactical Items

The Awakened Flame The Awakened Flame
Effect:
Dealing damage with Psychokinetic Blast crushes its target, dealing kinetic damage over 6 seconds.
Recommendation:
This is your primary sustained DPS tactical. It offers the greatest single-target DPS increase out of all the options available. The damage dealt by the full duration of the DoT is slightly less than your average Clairvoyant Strike.  
May Cause Injury May Cause Injury
Effect:
Gaining or refreshing stack of Clairvoyance causes your next Force Breach to damage up to 8 enemies within 8m of the primary target.
Recommendation:
This is your AoE tactical. You can deal a pretty insane amount of AoE damage combined by using this tactical and Force Breach alongside Shadowcraft and Force Potency, enough to wipe out the entire group of trash with a single ability activation. If you’re consistently hitting at secondary target that needs to die, it can be competitive in terms of single-target sustained DPS in boss fights as well, especially if you’re being smart about resetting the cooldown of Shadow Stride when you defeat an enemy.
Blade of the Elements Blade of the Elements
Effect:
Each stack of Voltage now also increases the critical chance of Reaping Strike by 50% (max 100%). In addition, critically hitting with Voltaic Slash reduces the active cooldown of Reaping Strike by 1.5s.
Recommendation:
This is an alternative single-target DPS tactical. With its accompanying build, you can achieve slightly better damage output compared to what’s possible The Awakened Flame. However, the priority system is significantly more difficult to execute as it’s somewhat unpredictable. You will be more prone to making mistakes, preventing you from attaining the higher DPS potential or messing up mechanics.

In our Catalog of all Tacticals in SWTOR you will find information about all other Tacticals that we didn’t list in this guide. You may find something adequate that is also cheaper and easier to obtain for your needs while you work on getting the recommended one for your combat style and build.

Legendary Implants

BioWare has removed set bonuses from the game and replaced them with Legendary Items, which are just implants with old 4 or 6-piece set bonus effects on them, so rather than needing to collect 4 pieces of a gear set to get the 4-piece set bonus, or 6 pieces for the 6-piece, you’ll get either a 4 or 6-piece set bonus effect on an implant. 

This was done to improve customization (now you can mix and match set bonus effects), make them easier to obtain, and consume less inventory space. Here are the Legendary Items you should use as an Infiltration Shadow:

  • Red Legendary Implant Shadowcraft – Using Shadow Stride from stealth grants Shadowcraft, increasing your critical chance by 100% for 6 seconds. Force Cloak resets the cooldown of Shadow Stride.
  • Green Legendary Implant Force Training – Melee and Force attacks deal 3% more damage.  
  • Red Legendary Implant Dynamic Force – The cooldown of Force Potency is reduced by 15s.

As a Shadow DPS, you have 3 viable implants to purchase. The optimal combination of implants depends on your build.

Red Legendary Implant Shadowcraft

Shadowcraft is one of the most powerful implants in the game. Thanks to supercrit and the total number of affected GCDs, its damage boost is roughly equivalent to 2 of Infiltration’s Force Potency activations. That said, you only get that damage boost once per fight in PvE group content, which can tarnish Shadowcraft’s supremacy.

Green Legendary Implant Force Training

Force Training offers a consistent, minor buff to damage output. Since it is uncommon for both Shadowcraft and Dynamic Force to offer their optimal damage boost in the same build, you’ll typically be using Force Training alongside only one of them.

Red Legendary Implant Dynamic Force

Dynamic Force is one of the weakest implants in the game. It takes ~7.5 mins for Force Potency to contribute a single additional activation of Force Potency. However, it is essential in specific situations because it lowers the cooldown enough to close the gap and enable Force Potency to be available when needed.

I have a guide on Legendary Items in SWTOR 7.0. It explains how to unlock Legendary Implants and contains a full list of them.

Stat Priority

As a DPS, you’ll need to care about 3 different stats: Accuracy, Alacrity, and Critical Rating. There are thresholds associated with Accuracy and Alacrity, so you need to prioritize reaching those thresholds to get the full benefit from each stat point.

  1. Accuracy to 110.00% – Before investing in any other stats, make sure you hit 110% Accuracy because attacks that miss deal 0 damage, and no other stats matter if the attack doesn’t land. Furthermore, many procs require you to actually deal damage, not just activate the ability, so you can mess up your rotation if an attack misses. You need 110% Accuracy in PvE and not just 100% because bosses have a 10% chance to dodge/resist player attacks, and any percentage over 100% reduces this chance. Anything over 110% is not helpful in PvE, so you do want to go over 110%, but with as little excess as possible.
  2. Alacrity to ~7.5% – Once your Accuracy is above 110.00%, it’s time to think about Alacrity. It has the second-highest priority because you do not get the full benefit of the stat unless you surpass one of the GCD thresholds. It’s less important than Accuracy because your attacks still need to hit. You need 7.15% Alacrity to get from the 1.5s GCD to the 1.4s GCDs. However, as you approach 7.15%, you actually start getting a mix of 1.4s and 1.5s GCD, resulting in an experience that feels clunky and inconsistent. You need roughly 0.4-0.5% more Alacrity past the exact threshold to effectively eliminate those 1.5s GCDs.
  3. Critical gets the rest – After you’ve got your thresholded stats sorted out, you can start investing in crit. To be clear, Critical Rating is still valuable; it just has the lowest priority because it does not have a threshold associated with it that you need to meet to get the most out of each point of stat as the other tertiary stats you care about do. Critical Rating increases both your Critical Chance and Critical Damage. If you have a single effect that increases your Critical Chance by 100% all on its own (it can’t be from multiple effects combined), all of the Critical Chance percentage for that attack gets added to your Critical Damage percentage, causing the attack to deal supercritical damage.

Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize spending and optimize your build. The dedicated guide contains tips for all roles in both PvE and PvP.

Augments

Augments allow you to put additional stats on every piece of gear except tactical items. Since Augments allow you to put additional stats on every piece of gear except tactical items. Since the stats come in much smaller amounts, augments allow you to fine-tune your gear to provide almost as much of each total stat as you want.

To equip an augment, you must first use an Augmentation Kit that matches the crafting grade of the augment (ex. Grade 11 augments require MK-11 Kits).

The 296, 302, 310, and 318 iRating augments released with 7.6 and 7.7 are BiS. The higher the iRating, the more stats they offer and the more expensive they are to make or buy, though most of the benefit is provided by having augments at all, and the base-rarity blue 296 augments are the cheapest.

Almost everyone should buy the blue 296 augments because they provide the greatest bang for the buck, but you do have multiple options:

  • Gold 318 augments (Superior [Type] Augment 86). These are overall best-in-slot (BiS) and offer ~25% more stat than gold 300 augments, which is roughly equivalent to 4 additional gold augments. They’re extremely expensive and completely unnecessary for all content in the game, so I only recommend them to the wealthiest individuals. 
  • Purple 310 augments (Advanced [Type] Augment 86). They offer ~13% more stat than gold 300 augments, which is roughly equivalent to 2 additional gold 300 augments worth of stat. They are cheaper than the gold 318s, but they’re in the same price bracket in terms of affordability, so there’s no reason for anyone to use them at this point.
  • Blue 302 augments ([Type] Augment 76) are the mid-tier augments. For all intents and purposes, these are equivalent to the gold 300 augments from 6.0. I only recommend them if you’re close to a stat threshold or don’t already have gold 300 augments and want something a bit better than the blue 296s.
  • Blue 296 augments ([Type] Augment 83) are the most basic tier of augments for level 80 players. They are pretty cheap as only the schematic comes from the associated lair boss, Propagator Core XR-53. You don’t need any Corrupted Bioprocessors to craft these augments.

Check out our 7.7 Augments Guide for everything you need to know about augmenting gear!

Earpiece

Which Earpiece you use will depend on what specific tertiary stats the rest of your gear and augments provide. Typically, you’ll need to use either an Accuracy (Initiative, yellow icon) or Alacrity (Quick Savant / Nimble, green icon) Earpiece.

Crystals

Advanced Eviscerating Crystals are the best. They are the only type of crystal that increases one of your tertiary stats. Since the stat pool for tertiary stats is much smaller than that of primary or secondary stats, adding 41 is a more significant upgrade than it would be if you were to add 41 to one of the primary or secondary stats (mastery, power, or endurance).

Relics

I recommend the Relic of Focused Retribution (FR) and Relic of Serendipitous Assault (SA) for all PvE content. Each relic offers a proc; FR’s proc boosts your Mastery, whereas SA’s proc increases your Power stats. If you have the choice, purchase the Relic of Focused Retribution first because in equal amounts, and only in equal amounts, Mastery offers more of a DPS gain than Power.

Biochem Items

I recommend the Advanced Kyrprax Proficient Stim, Advanced Kyrprax Medpac, and Advanced Kyrprax Attack Adrenal for all PvE content. Grade 11 Biochem items from the crafting tier released with 6.0 remain BiS. Since they haven’t been updated to level 80, their effects are weaker than they should be, though they can still have an impact.

You should use the Proficient Stim as a DPS because it provides 2 tertiary stats that you need, Accuracy and Critical Rating, and tertiary stats are harder to come by and what you build your gear around. You should use the Attack Adrenal because it provides Power, which typically provides the greatest DPS increase, though it’s also more consistent, which is what you need for DPS checks.

Regarding the Zeal Guild Perk Alacrity Boost

If your guild uses the Zeal (cyan) guild perk set bonus, which gives a passive +5% Alacrity boost, you won’t need nearly as much Alacrity stat to reach your desired Alacrity threshold. My recommendations do not factor in these boosts, so if you have one, you’ll need to pay attention to percentage thresholds rather than the stat amounts. Just keep adding one augment at a time until you reach the desired percentage.

Guild leaders, I recommend using the Fortune (yellow) guild perk set bonus instead. It grants +5% Critical Chance and also boosts the Critical Rate and Time Efficiency of all Crew Skills by 2%. The reason for this is that you don’t have to change the way you gear in order to benefit from the effect.

Neither effect works in MM raids or PvP, so if you or your guild members do either of those activities, you’ll need to tweak your gear to reach the desired threshold depending on the activity, which I find super tedious. Even if your guild doesn’t do those activities, leaders still need to actively maintain the set bonus because your gear will become suboptimal on top of losing the bonus, whereas it’s not a big deal if your crit is a little lower for a bit.

The Alacrity boost is much stronger than the Critical Chance boost. Still, PvE content isn’t balanced around these guild perk set bonuses anyway, so I find it better to have a smaller boost I don’t have to worry about than a larger boost I have to manage.

Best Infiltration Shadow Builds in 7.0

These are the builds that I recommend for different types of content and situations. The Build Essentials are what I consider to be the core components that make the build viable. Without them, the build no longer accomplishes its primary function. Build Essentials can include important ability tree buffs, a tactical item, and even legendary items occasionally.

The ability tree buffs that aren’t listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do.

For Bosses: The Awakened Flame Build

Build Essentials:

Penetrating Slash
Vision Engine Vision Engine
Battle Readiness Battle Readiness
Intangible SpiritIntangible Spirit
Resilience Resilience
stalker's swiftness Stalker’s Swiftness
The Awakened Flame The Awakened Flame Tactical
Force Training Shadowcraft Implant
Green Legendary Implant Force Training Implant

This build offers the highest sustained DPS available and is meant for group content in PvE. The ability tree buffs are optimized for situations you’ll encounter in group content and emphasize survivability and consistency. If you played in 6.0, you’ll find this build to be quite similar to what you remember with the opener being the only thing that’s really different.

Shadowcraft will perform better than Dynamic Force on the dummy and offer comparable sustained DPS in most fights, but it’s a lot more annoying to use in actual combat because you must be stealthed with at least 1 stack of Clairvoyance when the tank decides to pull or the benefit is wasted.

If you want to give up about 3k single-target DPS, you can swap to the May Cause Injury tactical to deal rotational AoE damage with Force Breach, but you’re much better off swapping to Serenity or another DoT spec if your group needs additional AoE to defeat the boss.

For Normal Enemies: Solo Content Build

Build Essentials:

Reaper Assassin Absolver
Vision Engine Vision Engine
Emersion Force Phase
stalker's swiftness Stalker’s Swiftness
May Cause Injury May Cause Injury Tactical
Force Training Shadowcraft Implant
Force Training Dynamic Force Implant

This build is designed and meant to be used exclusively for solo content and utilizes the May Cause Injury Tactical. The signature feature of this build is that you can take out many groups of enemies with Clairvoyant Strike or Cleaving Cut + autocrit Force Breach and anything that’s still left standing gets whacked with Vaulting Slash crits.

You don’t have to worry as much about building up Clairvoyance since you’ll be getting 3 stacks of Breaching Shadows from other sources, though you will still need to build 1 stack with Cleaving Cut (preferred), Whirling Blow, or Clairvoyant Strike to turn Force Breach into an AoE.

Please note that the May Cause Injury build uses 2 crit implants, so you’ll need to get an extra piece of alacrity or give up Dynamic Force in favor of Force Training. Dynamic Force is more valuable with this build because it will enable you to use Force Potency for every single trash pull without having to wait around.

I recommend taking Critical Augur to boost your damage output, but it isn’t required. Don’t bother trying to maintain the crit chance from Vision Engine on regular trash, though is a significant damage boost against higher-health enemies and even the one stack is a 10% damage boost under Shadowcraft.

Force Wave and Fade are less valuable in solo content, so don’t hesitate to switch them if you want something else. However, Force Phase is pretty nice for getting rid of those annoying slows and roots between pulls.

For Bosses: Blade of the Elements Build

Build Essentials:

Energized Blade 7.0 Energized Blade
Vision Engine Vision Engine
Far-Sight Instruments Far-Sight Instruments
Intangible SpiritIntangible Spirit
Resilience Resilience
stalker's swiftness Stalker’s Swiftness
Blade of the Elements Blade of the Elements Tactical
Force Training Shadowcraft Implant
Green Legendary Implant Force Training Implant

The focal point of the Blade of the Elements build is the tactical item that shares its namesake. It’s meant to be used against bosses and is an alternative to The Awakened Flame build. The priority system changes a lot, and is more challenging to execute, but you are rewarded with slightly higher damage potential and a more acrobatic look to combat.

The build relies on drastically increasing how often you get to use Vaulting Slash, which also becomes an autocrit. The Blade of the Elements tactical provides a small cooldown reduction to Vaulting Slash when you crit with Clairvoyant Strike, and an autocrit with 2 stacks of Clairvoyance.

Meanwhile, the Energized Blade and Far-Sight Instruments talents work together to lower the cooldown of Vaulting Slash by 6s whenever you critically hit with a Force attack (Force Breach or Psychokinetic Blast) and counteract the introduced Force cost increase.

It takes roughly 2 crits with Force attacks to reset the cooldown of Vaulting Slash, and the priority system is built around making that happen as often as possible. Remember, the difference is small, so it’s totally fine and just as viable to keep using The Awakened Flame.

From a visuals/RP/lore standpoint, Blade of the Elements will make you look more like you’re fighting with a dualsaber as opposed to a magical catalyst, where the term saberstaff would be more appropriate. The more frequent use of Vaulting Slashes as opposed to Clairvoyant Strike also makes using a lightsaber pike more reasonable.

Openers, Rotations, Priorities

The openers and priority systems you’ll be using as an Infiltration Shadow vary based on your equipped Tactical Item and associated build. You do not use a rotation as a n Infiltration Shadow.

Single-Target Priority Systems

As an Infiltration Shadow, you use a priority system because it is impossible to use all of your rotational abilities on cooldown. When multiple high-damage abilities are available at the same time, a priority list is used to determine which one should be used first in order to provide the highest DPS and ensure that your most damaging abilities are being used as frequently as possible. 

The priority system is a bit different depending on whether you’re using The Awakened Flame or Blade of the Elements tactical and build, though the experience executing them is quite different. We’ll be going over both.

I have opted to explain the priority systems before going over the openers because you will need to understand the priority system in order to properly execute the opener. It’s important to practice theseon a dummy at least until you can execute it without having to constantly look at your bar. 

The key to being a great DPS is to always be DPSing. Using any damaging ability is better than just standing there not doing anything. Some DPS is better than zero DPS. Even if you mess up, keep doing the rotation! Unless there’s a mechanic that prevents you from dealing damage or forces you to stop DPSing, you should not stop DPSing. 

If a tank is telling you to stop DPS or hold off for a few seconds because they can’t keep aggro, don’t listen to them, they’re the one that doesn’t know the proper way to keep aggro. Tell them to git gud and read a tank guide!

The Awakened Flame The Awakened Flame Priority System

This priority system is for use only alongside The Awakened Flame tactical and its associated build.

  1. Clairvoyant Strike Clairvoyant Strike (only if Clairvoyant Strike Clairvoyance needs to be refreshed)
  2. Force Breach Force Breach (only at 3 Force Breach Breaching Shadows)
  3. Shadow Strike Shadow Strike (only if Shadow Strike Infiltration Tactics proc will fall off)
  4. Psychokinetic Blast Psychokinetic Blast
  5. Vaulting Slash Vaulting Slash
  6. Spinning Strike Spinning Strike
  7. Shadow Strike Shadow Strike (only with Shadow Strike Infiltration Tactics)
  8. Clairvoyant Strike Clairvoyant Strike
  9. Force Slow Force Slow (as long-range ability only)
  10. Low Slash Low Slash (as long-range ability only)

The priority list itself is a bit deceptive. Most of the time, Psychokinetic Blast will be your highest priority ability because you want to use 3-stack Force Breach as often as possible. The only thing you really have to consider is if the Infiltration Tactics proc for Shadow Strike is about to become available again.

It’s not the end of the world if Psychokinetic Blast gets delayed for a GCD because your melee attacks have a chance to grant a stack of Breaching Shadows too, but it’s ideal to make sure it’s used on cooldown as often as possible.

Clairvoyance falling off is not usually a concern, but becomes a bit more of a challenge sub-30% and sometimes during your Force Potency windows since you have more non-Clairvoyant Strike abilities to use. It’s better to delay a higher damage ability to avoid having to spend 2 GCDs to reapply Clairvoyance if it completely falls off.

Remember to maintain Clairvoyance during downtime by using Whirling Blow, but also remember that you’ll have to use Clairvoyant Strike to regain the +20% crit chance whenever you do use Whirling Blow, so Clairvoyant Strike should typically be the first ability you use after downtime.

You can use Force Slow and Low Slash if you’re outside of melee range. and your higher priority attacks aren’t available. Typically, you’ll want to use Low Slash alongside Force Speed. Force Slow should only be used if there’s just something dangerous and you have to take a step back from the boss with only melee attacks available.

Blade of the Elements Blade of the Elements Priority System

This priority system is for use only alongside Blade of the Elements tactical and its associated build.

  1. Clairvoyant Strike Clairvoyant Strike (only if Clairvoyant Strike Clairvoyance needs to be refreshed)
  2. Vaulting Slash Vaulting Slash
  3. Force Breach Force Breach (only with 3 Force Breach Breaching Shadows)
  4. Psychokinetic Blast Psychokinetic Blast
  5. Shadow Strike Shadow Strike (if affordable)
  6. Spinning Strike Spinning Strike (Clairvoyant Strike Clairvoyance-permitting)
  7. Clairvoyant Strike Clairvoyant Strike
  8. Force Slow Force Slow (as long-range ability only)
  9. Low Slash Low Slash (as long-range ability only)

The priority system is quite similar to that of the Awakened Flame build. The only real difference is the position of Vaulting Slash. However, it feels quite different to play because you really want to prioritize Vaulting Slash and have several other abilities will lower its cooldown when they critically hit.

The main abilities are Force Breach (6s), Psychokinetic Blast (6s), and Clairvoyant Strike (1.5s). Keep in mind that Psychokinetic Blast and Clairvoyant Strike can/will hit a second time, meaning those cooldown reductions can be double.

Force Slow and Force Stun (yes, your hard stun) also deal Force damage, you should never use them exclusively to get the cooldown reduction. Think of them as additional benefits to attacks usable between 4 and 10m away from the boss.

Typically, you’ll want to use Low Slash alongside Force Speed if you’re more than 10m away from the boss. Force Slow should only be used if there’s just something dangerous and you have to take a step back from the boss with only melee attacks available.

Don’t get hung up on the remaining amount of time until Vaulting Slash is available. Some of the cooldown reduction will get wasted sometimes, as will the occasional Shadow Technique stack.

It’s more likely that Clairvoyance and Shadow’s Respite will fall off because you have fewer free GCDs. Sometimes, you will need to prioritize Clairvoyant Strike and Shadow Strike to maintain those procs and that’s fine. Be opportunistic.

If I see there’s only a second left before Vaulting Slash’s cooldown is up and I have Shadow Strike procced or Clairvoyance doesn’t have much time left, I’ll use them over Force Breach or Psychokinetic Blast. Something is gonna get delayed eventually to keep all of your procs active.

Spinning Strike just ruins everything sub-30, so be cautious about using it. The attack does not refresh Clairvoyance nor lower the cooldown of Vaulting Slash (even though it should be 3s on crit or guaranteed 1.5s) nor have as high a chance to build Breaching Shadows.

Keep in mind that Force Potency, especially when combined with Shadow Stride, will guarantee a fresh cooldown reset on Vaulting Slash, and with Upheaval, Psychokinetic Blast can do that on its own.

Thanks to Far-Sight Instruments’ excessive Force generation, you’ll see top parses using Shadow Strike, even if it isn’t procced. This is a more advanced maneuver that does result in higher DPS, at the cost of making the rotation more challenging and less predictable.

Openers

This is the rotation you use at the very beginning of the fight and for burst DPS checks. It can be a little different than the standard rotation because everything is off cooldown, including your OCDs and relic procs. It’s important to get as much damage as possible while all of your damage boosts are available to maximize their impact. 

Since Infiltration’s priority system has a lot of RNG-based procs, you have to incorporate the priority system into the opener itself. For example, you need to build 3 stacks of Breaching Shadows before you can activate Force Breach. Openers are by far the hardest part of Infiltration’s rotation because you have additional factors to consider on top of the priority. 

The Awakened Flame The Awakened Flame Opener

This opener is for use only alongside The Awakened Flame tactical and its associated build.

  1. Whirling Blow Whirling Blow (pre-cast for Clairvoyant Strike Clairvoyance)
  2. Stealth Stealth (for Shadow’s Respite and Shadowcraft)
  3. Shadow Stride Shadow Stride (from Stealth Stealth only, builds 3 Force Breach Breaching Shadows)
  4. ( Shadowcraft begins)
  5. Adrenal
  6. Clairvoyant Strike Clairvoyant Strike (activates Voltaic Engine Vision Engine)
  7. Force Breach Force Breach
  8. force potency Force Potency (builds 3 Force Breach Breaching Shadows)
  9. Force Breach Force Breach
  10. Battle ReadinessBattle Readiness
  11. Psychokinetic Blast Psychokinetic Blast
  12. ( Shadowcraft ends)
  13. Shadow Strike Shadow Strike
  14. Vaulting Slash Vaulting Slash
  15. Spinning Strike Spinning Strike
  16. Psychokinetic Blast Psychokinetic Blast
  17. Force Cloak Shadow Force Cloak (resets Shadow Stride Shadow Stride, lowers force potency Force Potency cooldown)
  18. two arrows down icon Priority

The exact duration of the opener is ill-defined because you get another round of burst from the second activation of Force Potency that you have to make sure to activate it when you (ideally) have 0 stacks of Breaching Shadows, but we’ll come back to this second Force Potency later.

The very first Clairvoyant Strike has a high chance to trigger Shadow Technique, but we can’t avoid wasting that one since we need to refresh our Clairvoyance stacks and activate the 20% crit chance from Vision Engine. It doesn’t matter anyway since we’ll be spending the next 3 GCDs doing things that can’t affect its rate limit Shadow Technique, so it’ll be available in time for that 5th GCD that’s a melee attack.

Force Potency should be activated early, and subsequent activations should typically only be activated immediately after a regular Force Breach. The first Force Potency stack should be consumed on the Force Breach granted by Force Potency, the second and possibly third will be consumed by Psychokinetic Blast and its Upheaval. Otherwise, the third will be consumed by the next Psychokinetic Blast.

You’ll have to use Psychokinetic Blast during the Shadowcraft window, either in the second GCD or the fourth, and the fourth is better.

You do miss out on a tick from the Awakened Flame and complete overlap of the Adrenal and Battle Readiness, but those boosts pale in comparison to the supercritical damage and a stack of Breaching Shadows. You’ll still get an autocrit tick of Battle Readied Shadow Technique with this approach too.

This isn’t the only sensible opener either. You can do both Force Potency activations back-to-back if you want additional immediate burst, but you’ll be delaying your strong melee abilities and wasting stacks of Breaching Shadows.

In the same vein, Battle Readiness can be used alongside the Adrenal and Force Breachs if you want more concentrated burst, but you’re spending a lot of GCDs on attacks that won’t be able to benefit from it, so if you want maximum sustained DPS, it should be delayed until after Force Potency has been used.

Overall, Infiltration’s opener requires making a judgment call based on the specific situation you find yourself in. You can spread your OCDs out for more sustained damage, or you can use them all closer together to deal more damage in a shorter window at the cost of less damage overall. The latter is preferred for short burst checks while the former is preferred for the beginning of most boss fights.

When you just have Force Potency floating around mid-fight, I recommend doing the following:

  1. Force Breach Force Breach (only with 3 Force Breach Breaching Shadows built naturally)
  2. force potency Force Potency (builds 3 Force Breach Breaching Shadows)
  3. Force Breach Force Breach
  4. Shadow Stride Shadow Stride (builds 3 Force Breach Breaching Shadows)
  5. Force Breach Force Breach
  6. Psychokinetic Blast Psychokinetic Blast

You want to go into a Force Potency window with a 3-stack Force Breach obtained without Force Potency or Shadow Stride. You also want to make sure that Clairvoyance and Shadow’s Respite were refreshed recently and, ideally, Vaulting Slash isn’t coming off cooldown, but those are more just nice-to-haves.

Blade of the Elements Blade of the Elements Opener

This opener is for use only alongside Blade of the Elements tactical and its associated build.

  1. Whirling Blow Whirling Blow (pre-cast for Clairvoyant Strike Clairvoyance)
  2. Stealth Stealth (for Shadow’s Respite and Shadowcraft)
  3. Shadow Stride Shadow Stride (from Stealth Stealth only, builds 3 Force Breach Breaching Shadows)
  4. ( Shadowcraft begins)
  5. Adrenal
  6. Clairvoyant Strike Clairvoyant Strike (activates Voltaic Engine Vision Engine)
  7. Vaulting Slash Vaulting Slash
  8. Force Breach Force Breach
  9. force potency Force Potency (builds 3 Force Breach Breaching Shadows)
  10. Force Breach Force Breach
  11. ( Shadowcraft ends)
  12. Vaulting Slash Vaulting Slash
  13. Psychokinetic Blast Psychokinetic Blast
  14. Vaulting Slash Vaulting Slash (if available)
  15. Shadow Strike Shadow Strike
  16. Force Cloak Shadow Force Cloak (resets Shadow Stride Shadow Stride, lowers force potency Force Potency cooldown)
  17. two arrows down icon Priority

The Blade of the Elements opener leverages Shadowcraft and Force Potency boosting your critical chance to effectively alternate Vaulting Slash and Force attacks for the first several GCDs.

You must remember to begin by Phantom Striding from stealth with at least 1 stack of Clairvoyance and use Clairvoyant Strike as your first attack.

It is unfortunate that we have to waste one of our precious Shadowcraft GCDs on Clairvoyant Strike, but the 20% critical chance gets turned off whenever we use Whirling Blow and only gets turned back on when we use Clairvoyant Strike. You also need to have 2 stacks of Clairvoyance for Blade of the Elements to autocrit.

Remember, you should be able to do another Force Potency window right after you build up 3 stacks of Breaching Shadows. Be sure to save Shadow Stride for that second Force Breach.

You’ll be able to alternate between Vaulting Slash and Force Breach just like the first one, but I want to make sure we’re on the same page so here is your Force Potency window written out:

  1. Clairvoyant Strike Clairvoyant Strike (refreshes Clairvoyant Strike Clairvoyance)
  2. Shadow Strike Shadow Strike (with Shadow Strike Infiltration Tactics, refreshes Shadow’s Respite)
  3. Force Breach Force Breach (only with 3 Force Breach Breaching Shadows built naturally)
  4. Vaulting Slash Vaulting Slash (if available)
  5. force potency Force Potency (builds 3 Force Breach Breaching Shadows)
  6. Force Breach Force Breach
  7. Vaulting Slash Vaulting Slash (if available)
  8. Shadow Stride Shadow Stride (builds 3 Force Breach Breaching Shadows)
  9. Force Breach Force Breach
  10. Vaulting Slash Vaulting Slash (if available)
  11. Psychokinetic Blast Psychokinetic Blast
  12. Vaulting Slash Vaulting Slash (if available)
  13. Spinning Strike Spinning Strike
  14. Shadow Strike Shadow Strike (with Shadow Strike Infiltration Tactics, refreshes Shadow’s Respite)
  15. Clairvoyant Strike Clairvoyant Strike (refreshes Clairvoyant Strike Clairvoyance)

It’s important to maintain Clairvoyance and Shadow’s Respite, so you’ll want to bookend Clairvoyant Strike and Shadow Strike (with Infiltration Tactics) at the beginning and end of this window. You will waste a few stacks of Breaching Shadows throughout this process and that’s fine because you’re using Force Breach as often as possible already.

The goal is the same to spend Force Potency on Force Breach (1), Force Breach (2), and Psychokinetic Blast (3). Vaulting Slash can happen between every 2 Force critical hits, so you won’t use it in all of the spots I noted above. It depends on your luck with crits from before Force Potency became available and if you trigger Upheaval with Psychokinetic Blast.

Don’t forget to use Force Cloak as soon as it becomes available. Thanks to Shadowcraft, you’ll be able to use Shadow Stride with your second activation of Force Potency, resulting in superior consistency and damage output.

May Cause Injury May Cause Injury Solo Content Opener

This opener is for use only alongside May Cause Injury tactical and its associated build for solo content. Since trash mobs don’t live very long, this opener constitutes the entirety of most fights.

  1. Stealth Stealth
  2. Shadow Stride Shadow Stride (for Shadowcraft)
  3. force potency Force Potency
  4. Clairvoyant Strike Clairvoyant Strike or Cleaving Cut Cleaving Cut (for Clairvoyant StrikeClairvoyance)
  5. Force Breach Force Breach
  6. Vaulting Slash Vaulting Slash (BullsEye Perk spam to kill lowest-health enemy)
  7. two arrows down icon Priority

The core idea of this opener is that you Shadow Stride in from stealth to get Shadowcraft, use Cleaving Cut to proc May Cause Injury and Empower so Force Breach deals boosted AoE damage and Force Potency so that Force Breach supercrits. 

This Force Breach will likely take out the standard and weak enemies you hit with Cleaving Cut, but the rest will have to be finished off with Vaulting Slashes. 

Make sure to start with the enemies that have the lowest health and work your way up. If you don’t think Vaulting Slash will be enough, use Shadow Strike + Psychokinetic Blast first or Shadow Stride ▶ Cleaving Cut ▶ Force Breach to do another (weaker) hit of AoE Force Breach. After that, you should be able to wipe out everything with consecutive Vaulting Slashes. 

If Vaulting Slash wasn’t enough to defeat your target, follow it up with Spinning Strike and another Psychokinetic Blast or Shadow Strike. If you manage to kill the target within 2 GCDs of using Vaulting Slash, you’ll still get the Absolver proc and codown reset.

I don’t typically do more than 1 AoE Force Breach per group because I want to guarantee that I don’t have to wait for Cleaving Cut to come off cooldown on the next group and the second AoE Force Breach is typically enough to wipe out the whole group, so there won’t be anything the Vaulting Slash to reset the cooldown. You can definitely get away with multiple in Heroics though. 

You may have noticed that this opener does not make use of several optimizations of the other openers including building Clairvoyance before pulling and being efficient with Force Breach and Force Potency; there are good reasons for this.

You won’t need Clairvoyance to generate stacks of Force Breach against trash because Force Potency and Shadow Stride will take care of that. The crit chance is an unfortunate loss, but you don’t get the crit chance with Whirling Blow until you do Clairvoyant Strike and they aren’t necessary anyway, so I think they just make the rotation more clunky.

It would be nice if Broadsword made it so that Phantom Striding from stealth also granted 2 stacks of Clairvoyance and made the Clairvoyant Strike ability tree buffs work with Clairvoyance in general rather than specifically require Clairvoyant Strike, but again, it’s not essential. Meanwhile, wasting 3 stacks of Static Charge by using Force Potency and Shadow Stride at the same time is unavoidable if you want the AoE Force Breach to supercrit in each pack of trash. 

Endonae

Endonae

Endonae is a passionate gamer who's particularly fond of challenging action RPGs and open world games with visceral combat. The closer it is to being a Soulslike, the better. Ranged casters, particularly of the energy or elemental variety, are his bread and butter. Lightsabers are pretty cool, too.
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