This guide explains the best builds for Assassin DPS disciplines that are optimized to perform extremely well in solo content.
These builds enable you to have a far more enjoyable experience fighting trash mobs than you would with a sustained DPS build since you’ll be utilizing effects designed specifically for use against trash mobs!
The guide is up-to-date for Patch 7.7
Table of contents
Why solo builds are worth using in SWTOR
For almost the entirety of SWTOR’s history, fighting trash wasn’t fun because the combat system didn’t support it. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities.
In solo content, you’re mostly fighting trash mobs that have so little health that the majority of enemies won’t be able to survive for more than 2-3 abilities and you often can’t even get through a whole rotation before that combat encounter is over.
Stronger single enemies like elites (golds) where you would be able to stretch your rotational legs are rare enough that you can trivialize them with proper use of offensive cooldowns (OCDs) so even they don’t always survive a full rotation cycle.
I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. BioWare clearly understood this and (mostly) solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items.
These ridiculously potent effects form the basis of the solo builds and are able to exist without causing (too many) balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs.
Hatred Assassin Solo Build
In this section, I’ll be covering the ability tree build and solo ability priority for Hatred Assassin. Please refer to the 7.0 Hatred Assassin PvE Guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices.
Hatred Solo Content Ability Tree Build
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.
The ability tree buffs, implants, and tacticals that aren’t listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do.
Build Essentials:
Deadly Field
Eradication Ray
Maliciousness
Force Phase
Reaper’s Rush
Shadowcraft Implant
Force Training Implant
This build leverages the cooldown resets on enemy kills from Deadly Field, Maliciousness, Reaper’s Rush, and Shadowcraft to enable you to spam autocrits of your most powerful attacks, including Death Field and Eradicate, on each group of trash. You’ll only need to apply your DoTs and DoT spread against stronger enemies that you’ll find in heroics.
In my opinion, this is one of the most powerful solo content builds in the whole game. However, the high damage output offered by this build is extremely short-lived and unsustainable because it consumes a ton of Force and relies almost completely on you constantly killing enemies and exiting combat.
Your choice of tactical item doesn’t matter much at all and I think there’s an argument to be made for all of them, including even Severance Pay and Chant of Regeneration, so play around with each of them and see which you like best. If you’re using Severance Pay, make sure to take Severing Slash and Force Magnetism.
In Flashpoints, use Hungering Force and Befall instead and make sure to use the Two Time Trouble tactical.
How to use this build
This is the general priority system you’ll be using your abilities in against each group of trash in order to maximize your damage output.
Enter Stealth
Phantom Stride (to enemy you plan to defeat first)
Death Field (AoE spam)
Eradicate (against enemy w/ highest HP)
Lacerate (only to finish multiple enemies off immediately)
Creeping Terror ►
Discharge ►
Lacerate (Heroics/FPs only)
Assassinate AND/OR
Leeching Strike (finisher)
Saber Strike (only if you need more Force)
Thrash
Generally, you’ll Phantom Stride in from Stealth and begin spamming Death Field. Thanks to Deadly Field, you’ll have 2 charges and restore a charge each time you defeat an enemy. These Death Fields should be autocrits because of your Shadowcraft legendary implant, but be fast about activating your abilities because you only get autocrits for the first 6 seconds of combat, which is enough time to activate 4 abilities.
A couple of Death Fields is often enough to take out some standard trash mobs on its own, though it will become less and less consistent as you go to higher-level planets. At max level, you’ll typically need to finish off standard enemies with a Lacerate and stronger enemies with an Eradicate (which should also autocrit) followed by beefy melee attacks like Assassinate and Leeching Strike.
You’ll only need to DoT spread against multiple strongs and elites (silvers and golds) when Death Field spam is wholly insufficient, which you’ll typically only find in Heroics and Flashpoints.
Saber Strike and Thrash should only be used when you have nothing else, which should only happen consistently against elites (golds) if you aren’t using Quick Escalation. Use Saber Strike if you need more Force or Thrash if you don’t.
Sometimes, Phantom Stride’s cooldown might not reset if you’re too slow, but Shadowcraft makes it so Force Cloak resets the cooldown on Phantom Stride, so if it’s nice if you have that available.
Deception Assassin Solo Build
In this section, I’ll be covering the ability tree build and solo ability priority for Deception Assassin. Please refer to the 7.0 Deception Assassin PvE Guide guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices.
Deception Solo Content Ability Tree Build
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.
The ability tree buffs, implants, and tacticals that aren’t listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do.
Build Essentials:
Reaper
Force Phase
Severing Slash
Reaper’s Rush
May Cause Injury Tactical
Shadowcraft Implant
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 Severing Slash + autocrit Discharge and anything that’s still left standing gets whacked with Reaping Strike crits.
You don’t have to worry as much about building up Voltage since you’ll be getting 3 stacks of Static Charge from other sources, though you will still need to build 1 stack with Severing Slash (preferred), Lacerate, or Voltaic Slash to turn Discharge 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 Recklessness for every single trash pull without having to wait around.
I recommend taking Lightning Critical and Voltaic Engine to boost your damage output, but they’re not required. Don’t bother trying to maintain the crit chance from Voltaic Engine on regular trash. In boss fights in FPs, switch Reaper to Penetrating Slash and May Cause Injury to The Awakened Flame.
How to use this build
This is the general priority system you’ll be using your abilities in against each group of trash in order to maximize your damage output.
Enter Stealth
Recklessness
Phantom Stride (to enemy you plan to defeat first)
Severing Slash (try to cleave as many enemies as possible)
Discharge (only with 3 stacks of
Static Charge)
Reaping Strike (to defeat lowest-health enemy)
Assassinate and
Maul (secondary finishers)
Ball Lightning (if more damage is needed)
Voltaic Slash (if nothing else is available)
Generally, you’ll activate Recklessness, Phantom Stride in from Stealth giving you 3 stacks of Static Charge and Shadowcraft, enabling single-target autocrit Discharge, then cleave the group with Severing Slash to boost Discharge’s damage further and enable Discharge to be an AoE.
Most enemies hit by Severing Slash will go down for the count with the AoE Discharge, and the ones you missed can be finished off with Reaping Strikes crits. If that wasn’t enough, quickly do Assassinate -> Maul or Ball Lightning and hopefully that will be enough. If you’re too slow, you won’t get the cooldown reset on all of your attacks, so make sure to only use Reaping Strike against enemies that have low enough health that a Reaping Strike crit will be able to finish them off.
Usually, you only need to hold off on Reaping Strike against stronger enemies on high-level planets. On low-level planets, sometimes AoE Discharge will be enough on its own.
Major Cooldown Abilities for Assassins
These abilities offer some sort of temporary boost to your offense, defense, and/or mobility. They are referred to as cooldowns (CDs) because they usually only last a short time while having a long cooldown.
I am also incorporating crowd control (CC) here because their function is similar, though I am only mentioning abilities you’ll have access to and are useful in solo content.
You may want to group each category together on your bar so you can recognize them more easily, though keep them separate from the attacks I listed above.
Offensive Cooldowns
Offensive cooldowns (OCDs) increase your damage dealt temporarily. Sometimes they’re more generic boosts to everything, other times they only apply to specific abilities. It’s important to make sure you’re being thoughtful about which abilities you use and try to use them as fast as possible while the boost is active to maximize their effectiveness. Use them against stronger enemies to defeat them faster.
Recklessness
Recklessness makes your next 2 Force abilities will be guaranteed critical hits, resulting in it dealing 70%+ more damage. Each time you exit combat in Deception, the cooldown of the ability is effectively reset, meaning you can use this in every single combat encounter.
Overcharge Saber (Deception Only)
Overcharge Saber makes your boosts the overall damage dealt by Ball Lightning and can make your melee attacks deal more damage as well. You also receive healing when you activate it and whenever your damage gets boosted.
Defensive Cooldowns
Defensive cooldowns (DCDs) increase your survivability temporarily, making it less likely that you’ll be defeated.
Deflection
Deflection significantly increases your chance to completely avoid taking damage from weapon attacks like blasterfire and lightsaber swings.
Force Cloak
Force Cloak takes you out of combat, puts you in stealth, and removes all removable hostile debuffs, allowing you to run away and heal up without enemies chasing after you.
Force Shroud (Hatred Only)
Force Shroud makes you ignore all damage from Force and tech attacks for a few seconds. Force and tech damage are just non-weapon damage from Force and tech wielders. Basically, Force Shroud will work against all attacks that Deflection can’t defend you from.
Mass Mind Control (Hatred Only)
For Hatred, Mass Mind Control grants a sizable chunk of damage reduction for a short time. Unlike Force Shroud and Deflection, Mass Mind Control works against everything, but the protection is weaker.
Mobility
These cooldowns allow you to move much faster than you would normally be able to go. Thanks to the Force Phase ability tree buff, you’ll also be immune to slows and roots while they’re active and purge any mobility debuffs upon activation.
Force Speed
Force Speed makes you move faster than you would while mounted for a few seconds. The effect is super short, but you have maximum control over where you want to go.
Phantom Stride
Phantom Stride makes you instantly teleport to your target and boosts your movement speed for a few seconds. It also makes Assassinate available to use and its cooldown is reset if you defeat whatever you teleported to within 10s. If you activate Phantom Stride from stealth, your attacks will autocrit for the next 6s.
Crowd Control
Jolt
This ability can interrupt your target’s cast or channel and locks them out of activating that ability again for a short time. Typically the longer or more threatening-sounding the ability is, the more important it is to interrupt.
Electrocute
Electrocute ability stuns the target for a short time, preventing them from doing anything, allowing you to do anything without having to worry about them retaliating.
Mind Trap
This ability mezzes the target for a long time. Mezzes are stuns that end early if the target takes damage. Mind Trap can only be used from stealth against 1 target at a time while you’re both out of combat.
Unbreakable Will
This ability breaks you out of any controlling effects. Since it has such a long cooldown, only use it if you are prevented from doing what you want to do. For example, if you’re rooted in place but can still hit your target, there’s no need to break free.
Assassin DPS Solo Gearing and Stats
This section will cover the core elements of gearing and stats for Assassin DPS. If you want a more detailed explanation, please refer to the main Hatred or Deception PvE guides. Don’t forget to obtain the legendary implants and tactical items I mentioned when referring to individual disciplines!
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.
- Accuracy to 110.00% – Accuracy reduces the chance for your attacks to miss.
- Alacrity to ~7.5% – Alacrity holistically increases the speed at which you can execute your rotation.
- Critical gets the rest – Critical refers to both your chance to critically hit and the damage multiplier for critical hits. Critical Rating affects both.
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.
Individual Pieces
- Augments: Blue 296 augments ([Type] Augment 83 + Augmentation Kit Mk-11)
- Crystals: Advanced Eviscerating (+41 Critical)
- Relics: Relic of Focused Retribution and Relic of Devastating Vengeance (highest iRating you have)
- Biochem: Advanced Kyrprax Medpac, Proficient Stim, and Critical Adrenal
I recommend a Relic and Adrenal that boost your critical chance for solo content because, unlike Power, Critical Rating isn’t capped by level sync.