Sith Warrior Beginners Guide

Torwars just published an excellent newbie guide for the Sith Warrior class. It includes many beginner questions and answers and for those of you still undecided on your class choice, hopefully this will help!

  1. Why pick a Sith Warrior?
  2. Sith Warrior as a character
  3. Species
  4. Appearance
  5. Primary stats
  6. Armors
  7. Let’s talk Rage
  8. Skill rotation
  9. Starting world: Korriban
  10. Leveling guide
  11. Summary

Why Pick a Sith Warrior?

The Sith Warrior has a number of cool things going for it. Among them:

  1. Force Charge enables the Sith Warrior to leap across a rather vast distance and attack his foes. It is also, quite possibly, the coolest and most utilitarian ability in the game.
  2. No matter which advanced class you choose, you’re pretty durable.
  3. At level 10, you get one of the best companions in the game – Vette. She’s cute, she’s snarky, and aside from dishing out some serious DPS, she’s the kind of girl you’ll want to take home to mom.

The Sith Warrior as a Character:

As a general rule of thumb, Sith Warriors are very melee oriented with very few ranged abilities. However, they’re generally very durable, very good at straight up melee combat, and quite anxious to kick the butts of all those goody two-shoes Jedi. When a Warrior gets to level 10, he quickly learns that there are two sides to this coin: the heavily armored Juggernaut, and the damage dealing Marauder. Choose wisely.

 

The Juggernaut Advanced Class gets heavy armor, and wields a single lightsaber. Any build that goes deep into the Immortal skill tree can be a very effective heavy duty tank. They have numerous damage mitigating abilities but, generally speaking, their DPS isn’t great.

There are, however, DPS variants of the Jug (those that ignore the Immortal tree, and instead go heavily into the Vengeance and Rage skill trees) that sacrifice some defense in exchange for offense.

In contrast to the heavily armored Jug, there is the Marauder Advanced Class. The Marauder dual-wields lightsabers, and trades off heavy armor (he can only wear medium) for some impressive mobility, stealth, and melee DPS. The Marauder has got a number of tricks up his sleeve, enabling him to get his groove on with with some over the top hand to hand combat.

Here’s BioWare’s vid on Warrior progression, which should further elucidate the two Advanced Classes.

Species:

The bottom line is, it just doesn’t matter what species you choose. There is no statistical difference or advantage and the differences are only cosmetic. Each species does get a unique ability all their own, but these are essentially species-specific emotes, and have no effect on game play whatsoever. So, feel free to make that uber-sexy Zabrak that you’ve always fantasized about, because you’re going to be staring at her butt for a very long time.

Appearance:

Like choosing your species, appearance choices are entirely cosmetic. Choose whatever appearance you want. In this regard, the galaxy is your oyster.

There are two small exceptions to this rule, for all you super leet min-maxers out there. If you are a hardcore PVP player, you may want to choose the teeny-weeny body size because of the so-called “ghetto stealth” factor. It’s simply a little bit harder for an enemy player to click on wee little you during PvP combat because you’re so teeny. While most players don’t think this is a big deal, for some, this is the .001% advantage they’ve been looking for.

The flip side is if you’re playing a tanking Jug, picking one of the two bigger body sizes can be a good idea. In some fights, where everyone is getting knocked around and confusion reigns, it may be a bit easier for your healer to find your beefy butt in the midst of the fray. Again, you’ve got to be the judge if this is significant to you.

Primary Stats:

Strength and endurance are your primary stats. Strength affects virtually all of your abilities as a Warrior. Want more melee damage? Get more strength. Want your Force powers to be more effective? Get more strength. Want your shields to absorb more damage? Get more strength. While it’s not entirely intuitive, the idea is that strength will affect every one of your abilities far more than cunning, aim, or anything else will, ever. In fact, you could pile on all kinds of other stats, and a small amount of strength would still outperform them all combined.

Endurance increases your hit points. Want to be tougher? It’s pretty simple: find and wear the gear with lots of endurance.

From level one through level fifty, you’re simply much better served if you focus on strength and stamina than anything else (unless, of course, you want to end up as Bantha fodder). If you want more offensive power, go for strength. Want to be able to suck up more damage, go for endurance.

Armor:

Whether you’re a Maurauder or Juggernaut, armor is the thing that keeps your butt from being knocked into the next galaxy. Common sense will tell you that if two pieces of gear are statistically equal, go for the piece that gives you the most armor. Very simply, mo’ armor = mo’ better.

For Jugs, Soresu Form increases your armor by sixty – yes I said sixty - percent. Think about this for a second: bracers with 100 armor on them instantly become the equivalent of 160 armor bracers. When you consider every piece of heavy armor that a Jug is wearing, this is suddenly statistically significant. This multiplier is a huge factor, so armor becomes equally important as Strength and Endurance for tanking Jugs.

Let’s talk Rage:

The other classes in SWTOR generally start off with a full bar of force or a full clip of ammo, but not us Warriors. We have zero Rage when out of combat. We start out empty and have to fill up our unique little love tank in order to, well, tank (or to DPS, but that wasn’t all cool and catchy right there).

Thus, Warriors have a back and forth kind of mechanic going on. We use some abilities to generate Rage and other abilities that expend it. This requires a certain amount of attention on the part of a Warrior, and it’s one of the things that makes Warriors both different and interesting compared to other classes.

Skill Rotation:

Whenever possible start combat with Force Charge. Not only do you look bad ass, but it does some pretty good out-the-door damage. It also generates 3 Rage. This should be followed by an Assault (which generates 2 Rage) or two if you’re feeling plucky. One can never have too much Rage. After this, you can begin to alternate Rage building skills (which are generally low damage) with Rage expending skills (which are much higher damage).

At very low levels, your skill rotation should be:

Force Charge > Assault > Vicious Slash > Assault (then repeat as needed)

As you progress toward level 10:

Force Charge > Ravage > Assault(x2) > Smash > Assault > Force Scream > Assault > Vicious Slash (then repeat from the first Assault in the rotation)

While over-simplified, this rotation gives you the basic idea. Force Charge gets you into combat, builds a bit of Rage, and immobilizes the target. Ravage (on a long 30 second cooldown) will probably take that target out. Taking out a target at the start of a fight, even a weak one, minimizes the damage you receive and gives you an edge.

Next comes a sequence of Assaults (doing a little damage but building more Rage) mixed in with Smashes (AOE damage for fighting groups, with a nice little stun thrown in), Force Screams (single target DPS with a stun), and Vicious Slashes (high single target DPS).

The whole point is that a Warrior needs to 1) take out a weak target early, and 2) keep generating enough Rage to utilize his/her higher DPS and AOE skills every time those skills come off their cooldowns. (Master this, and you’re going to be a god among your fellow MMO gamers.)

Even Simpler:

There are some Warriors that like to keep things as simple as possible. Their “rotation” goes something like this:

Force Charge >Ravage > Assault (x4) > Smash > Force Scream > Vicious Slash (then repeat from the first Assault)

The advantage to this simple rotation is just that: it’s simple. In fact, it’s nearly mindless. The disadvantage is that the Warrior isn’t maximizing his stuns and interrupts, or optimizing his cooldowns. However, it’s really hard to screw this up.

Starting World – Korriban:

At first glance, Korriban looks like a bunch of angry Egyptians strolled over and furiously puked on this desert planet. The place is dry, hot, and sand gets all up in your naughty bits. There’s nothing but temples and tombs (seriously, how many ancient tombs could the Sith really need?) full of ravenous sand worms that want nothing to do but spit on you with their acid-laced drool. Even your Twi’lek companion says that the Sith Academy is the scariest school she’s ever been to. That being said, Korriban really sets the tone: you’re a Sith, and the Sith aren’t a snugly, cozy people. You’ll have a lot of fun killing everything that moves, and the views of the Empire ships cruising in the atmosphere are awe-inspiring.

Your primary quest on Korriban involves becoming accepted as a Sith Lord’s apprentice. Be advised, both your main quest and the side quests are basically a tutorial in how to be truly ruthless and evil….oftentimes making you, the player, feel VERY bad about the choices you are forced to make. Truly, the Dark Side will have it’s way with you on Korriban.

Leveling Guide:

Although this guide is really only designed to help you get a great start as a Sith Warrior, all these principles will help guide you all the way to level fifty.

  1. Follow your main story quest. It’s not like you have a choice anyway in how many people you actually put to death, so you might as well enjoy it.
  2. Pick up every possible side quest along the way and complete them. These side quests give you a lot of bang (and experience, equipment, and credits) for the buck….no matter how many sand worms or lost zealots you have to slay with your powers of evil.
  3. As you’re attempting to follow rules one and two, kill every single living thing along the way. On your way back, after you’re quest objective is complete, kill every single thing that has respawned.

Follow the above guidelines, and you’ll be at level 10 in no time. Heck, keep playing according to the above principles, and you’ll be at the level cap in no time. This collection of beginner leveling tips should also come in handy.

In Summary:

We hope you’ve enjoyed this guide; it’s intended to get you off to a great start as a Sith Warrior. Instead of having you fumbling around with your class like Helen Keller (was that mean? C’mon, folks, we’re Sith, mean is our middle name) we hope we’ve been able to answer a lot of common questions from your very first day as a Sith Warrior.

Truly, we hope you find these fundamentals helpful. Of course, we’re happy if these get you to level 10, where you pick your advanced class and go out to kick the galaxy’s arse. We’d be even happier, to be frank, if these basic skills continued to help you thrive on your evil, bloodthirsty adventures as a Warrior for another 40 levels after that.

Sith Warrior Companions Guide

These are the companions that are available to Sith Warriors. There’s one additional that isn’t listed here, but it’s the default droid that comes with your starship and can’t be used in combat.

If you have any additional info to update this list be sure to post it in the comments below.

Vette

  • Species: female Twi’lek
  • Planet: Korriban
  • Role: Ranged DPS
  • Armor: Medium
  • Weapon: Dual Pistols or Blaster Rifle
  • Crew Skills: +5 Underwould Trading Efficiency, +5 Treasure Hunting Critical

Malavi Quinn

  • Species: male Human
  • Planet: Balmora
  • Role: Ranged DPS/Healer
  • Armor: Medium
  • Weapons: Blaster Pistol and Shield Generator
  • Default Kit: Medkit
  • Crew Skills: +10 Armstech Efficiency, +10 Diplomacy Efficiency

Lieutenant Pierce

  • Species: male Human
  • Planet: Taris
  • Role: Ranged Tank
  • Armor: Heavy
  • Weapon: Blaster pistols or Rifle, Shield Generator
  • Kit: Grenade
  • Crew Skills: +10 Cybertech Efficiency, +2 Research Critical

Jaesa Willsaam

  • Species: female Human
  • Planet: Alderaan
  • Role: Melee DPS
  • Armor: Light
  • Weapon: One-Handed or Doublebladed Lightsaber
  • Default Kit: Shockwave
  • Crew Skills: +5 Archaeology Efficiency, +5 Synthweaving Critical

Broonmark

  • Species: male Talz
  • Planet: Hoth
  • Role: Melee Tank
  • Armor: Heavy
  • Weapon: Vibrosword, Shield Generator
  • Default Kit: Energy Shield
  • Crew Skills: +10 Scavenging Efficiency, +2 Bioanalysis Critical

Sith Warrior Mechanics Guide

There are two game mechanics designed to create the framework of what your player can do. The first thing to address is how fast a player can perform a task: how often a player can attack with their Lightsaber. This mechanic is called a Global Cooldown timer. It is currently set to 1.5 seconds. When you hit the button to attack with your lightsaber, you have to wait 1.5 seconds before you can attack again. This is to prevent your character from firing off abilities as fast as you could mash the keyboard.

Players with faster computers and faster internet would have an advantage, and the goal of an MMO is to create a fair and balanced playing field. So the next resource system is designed to throttle how much of a particular ability you can perform. Your character will have many different abilities; some attacks will do a little damage and other attacks will do a lot of damage. Why would a player not just repeatedly use the attack that does the most damage? Well that would be pretty boring if you chose a single attack and performed that attack over and over. Game developers want players to use many different attacks and abilities based on the environment and situation. So the resource system is a way to throttle which abilities you choose to use. Let’s look at the resource system the Sith Warrior uses.

Rage

The Sith Warrior uses the Rage system. In the Rage system some attacks generate rage and other attacks cost rage. Your character starts with 0 Rage and must use an ability that gives the player Rage points that they can spend to perform more powerful attacks. This addresses the issue where a player cannot continue to use the most powerful attack over and over, they will run out of this resource we call Rage.

Let’s use some specific Sith Warrior abilities. The Sith Warrior can perform an attack called “Assault” which gives the player 2 Rage points and does a small amount of damage. The Sith Warrior can also perform “Impale” which does a great deal of damage but it costs 8 Rage points to use. So if a player wants to use the Impale ability, they must use the Assault attack 4 times which gives them 8 Rage points before they can Impale. The Impale costs 8 Rage points which sends the player back to 0 Rage points. The player will then need to Assault 4 times to attack with another Impale.

It will look like this, with your Rage points in parenthesis: Assault (2) -> Assault (4) -> Assault (6) -> Assault (8) -> Impale (0)

Tips

Capping

“Capping” is the term used to describe filling your resource bar. In our case, we can only store up to 12 rage points. If we have 12 rage points, and use the Assault ability, we will still only have 12 rage points after the attack. We cannot go over 10 rage points (unless there is an ability that increases your resource limit).

Dumping

“Dumping” is the term used to describe using your resource, or rage in this case. If you Assault 4 times to generate 8 rage points, you “dump” the rage by attacking with an Impale which uses up all 8 points of rage. Your rage has been dumped.

Don’t Cap Your Rage

One of the most important tips I tell players over and over is don’t let your resource cap, whatever the resource is. The damage potential of your rage generating attacks is more then just the amount of damage they do.

Example:

Let’s make up some numbers for this example. Each Assault does 40 damage. Each Impale does 100 damage. You can’t Impale without the 4 Assaults, so the value of assault is 40 damage + (Impale Damage/4). So the value of Assault is actually 60 damage in our little scenario. If you cap your Rage however, you are wasting the rage generating portion of the attack because you can’t generate any more rage. The value of Assault is only 40 and you just lost potential DPS. If your next attack is going to exceed your resource limit, dump the resource first. For Sith Warriors, this means if your next rage generating attack/ability is going to exceed 10 rage, dump some rage prior to using the rage generating attack. There would be exceptions to this rule; for example if it was a killing blow and you needed to maintain your level of rage for your next target.

Sith Warrior Specializations Guide

There are two class specializations for the Sith Warrior (or otherwise known as advanced classes). They are Sith Marauder and Sith Juggernaut.

Juggernaut

Sith Juggernauts are Sith specialized in combat endurance and were known for wearing armor that provided them special protection in battle.

Sith Juggernauts were known to primarily wield one lightsaber in combat, and were frequently adept at using the Force to cause terror and despair in enemy combatants.

Primary Focus:

  • Single Saber / Heavy Armor
  • Fear and Darkside Auras
  • Tank or Single Saber DPS

The second specialization is the Marauder.

Marauder

Sith Marauders are Sith Warriors who fought for the Sith Empire during the Great Galactic War and the Cold War that followed it circa 3,653 BBY. They specialized in dual lightsabers and dealing high amounts of damage to enemies in melee combat.

Marauders specialize in destroying their enemy; within and without. They are also able to use Stealth.

Primary Focus:

  • Dual Wield Sabers / Armor
  • Saber Fighting Specialist
  • Melee DPS
  • Temporary stealth usable in combat

Sith Warrior Screenshots

Sith Warrior Gameplay

The following videos should give you a small sneak peak into how gameplay of the Sith Warrior class looks like.

Gameplay footage from PAX 2009:

Gameplay footage from Gamescom:

Sith Warrior Progression Trailer

The following video shows off character progression of the Sith Warrior class.

Sith Warrior Trailer Video

Sith Warrior Overview

The Sith Warrior is one of two Force-sensitive, Imperial classes. Unlike the Sith Inquisitor, the Sith Warrior is known to focus more on melee combat and Lightsaber skills. The Sith use the Dark Side of the Force and fight against their rivals, the Jedi and the Republic.

The Sith Warrior was entrusted with the most important tasks assigned by the Sith Empire: destroying the Empire’s enemies and enforcing the Empire’s rule all across the galaxy. They use baser emotions such as fear, anger, and hatred to fuel their focus and determination for achieving their goals, and they do it with brutal efficiency.

Many SWTOR Sith Warriors do not owe their allegiance to the Sith Empire and work as mercenaries, seeking only their own betterment, however don’t expect to see any of them help the Jedi, who they seek to eradicate.

Many of these warriors will duel wield their deadly light sabers, and can change the tide of the battle with their mastery of the dark powers of the force. This duel threat increase their inherit danger ten fold, and truly make them on of the most feared powers in the galaxy.

Unlike many force wielders the SWTOR Sith Warrior is no technophobe and will gladly augment their battle prowess with everything from heavy armor, to experimental implants to help give them an edge in battle. The only thing that matters for the Sith Warrior is victory and domination, and that will take whatever steps are needed to ensure this.

Many of the specialties of this class involve improving their own over all battle prowess, however this does not mean that they are brainless bruisers, capable of only brute force. By mastering the dark side these warriors can slow and weaken their opposition to help give them even more of an edge in combat.