7.4 Gunnery / Arsenal SWTOR Guide

The Gunnery Commando is another one of my favorite ranged specs.  Much like Marksmanship, it has a fun little rhythm to its rotation.  The core patterns below devolve into more of a priority system vs a core static rotation.  Most of its abilities can be used on the move, making it an excellent mobile artillery platform.  Needing to stand still to channel grav rounds is very predictable and the class has multiple other abilities to fill in should movement be required.  One limit to this class is its 30 meter range, forcing it 5 meters closer than the sniper/TK sage.  This is a small drawback, but does force a bit more movement in some engagements, which usually is no problem for us.  Out of the pick of the seven available ranged classes, I would put this one in the top 50%.

Gearing up for Gunnery

Below are the gear selections, legendary implants, tactical and skill point choices I recommend for this class.

For more on gearing, visit the pages under gearing your character in the basic training tab.  Gearing to 340.

Prefight Preparation

Gunnery Commando's can take advantage of a little prework before each boss pull by prestacking their Supercharge to 10 stacks, activating the ability to use Supercharged Cell in the opener.  This should be done as often as possible.

Method 1 - able to stay stationary and time given

Using an out of combat recharge ability will build stacks.  Watch your group and make sure they will be giving time for you to do this.  Prepping this during an explanation is useful.

Method 2 - always on the move

No one likes waiting for you to "charge up" and if someone "accidentally" pulls you are outta luck.  Spamming Med Shot while moving to the next boss or trash mob will stack your supercharge.

I sometimes use a hybrid of both, charging up with recharge and reload and maintaining my stacks if they are in danger of falling off with med shot if everyone is dragging their feet to pull.  I find method 2 to be the safer, more curious route to get in the practice of.  But if everyone's taking their time, recharge and reload does it for you without the need of spamming a button.  End of the story, make sure you supercharge before fights.  (Note we are not pressing supercharged cell (YET) The provided picture is just showing it lighting up.  Save it for the pull)

The Opening Blocks

Below is how I get the big gun a rolling!


Keep Firing! Keep Firing!

Once I am through my opener, I proceed to a priority system focused around Boltstorm



When instant from Tech Override


Mini Patterns/Priority Rotational Blocks

With my main goal of using boltstorm as much as possible, I use 1 of three available patterns to get me there.  2 Grav rounds "seems" to reset bolt storm's cool down.  Sometimes it needs 3, I usually just keep firing grav rounds until boltstorm resets and I can fire it again, it very much depends on what the remaining cool down of boltstorm is.


Our three main patterns for firing boltstorm.  One of these 3 will always be available to us.  I have listed them in order of priority.  Keep in mind, if your grav rounds proc boltstorm after just one grav round in these patterns, go ahead and fire it and move on to the next.  Use up any fillers you have before resorting to the final pattern of casting grav round > grav round> boltstorm.  You will have to use this pattern frequently, but the more you can keep from hard channeling things, the better.  Take note that our opener finishes with the first of our 3 "mini" patterns.  It should be used as often as Tech Override comes off of cool down.  The same can be said for pattern 2 with vortex bolt, as soon as you see it off cool down, begin that pattern.

With the cell capacitor choice at lvl 51 this becomes a 10% alacrity boost for 6" as well as an energy recharge.  I recommend saving it for when you go below 50% energy cells to bail yourself out.  Spamming hammer shot is no fun

Quick Reference Guide

Gunnery's Defensive Abilities

Minor self-heal with a long cool down.  Smash it to get +1% Hp over 60", if your HP dips below 35% it heals you for 35% and ends the Periodic healing.  It's helpful, but not something you should be pressing thinking it will save your life (not a DCD).

25% damage reduction for 15", our best and really only actual defensive cool down.  (though you can pick others in the skill tree, doing so is a DPS or movement loss).  2 minute cool down, so time it when you need it.

Technically, this ability provides no defensive use in terms of damage reduction.  Hold the line prevents "most" knock backs in the game from affecting you.  (if the game wants you to be knocked back, it will happen).  I use these to ignore all sort of annoying mechanics or to give me a huge movement speed boost to get out of danger. 

The Choice is yours

Level 68 Choice

Echoing Deterrence is a very powerful defensive, in PvP in particular.  For 6 seconds, you are 100% protected from incoming damage and reflect 50% of all damage the shield absorbs back to the source of the attack.  It further heals you for 5% each time you are attacked, and you can use it if you are stunned.

Like hold the line, technically not a defensive, but it can be used to quickly get you out of a bad spot.  This one can be tricky though as it blasts you backwards (often where you are not looking).  I recommend you check your six before using this.

Level 43 Choice

Increases ranged and melee attack type defense by 35%, provides interrupt immunity and drops threat.  Also gives us 2 charges of Decoy that absorb the next two Force or Tech Attacks.  With having to pick this over tech override, it is a hard sell for me.  Tech override speeds up our firing of grav rounds, leading to a dps increase.  In fights where you need the extra defensive, this is the way.

Legendary Implants and Tactical

This is about your best picks for implants and tactical.  Primed Ignition synergizes too well with gunnery to choose anything else.

Skill Points