

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. Without them, the build no longer accomplishes its primary function. The Build Essentials are what I consider to be the core components that make the build viable. Please refer to the 7.0 Watchman Sentinel PvE Guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices. In this section, I’ll be covering the ability tree build and solo ability priority for Watchman Sentinel. I do want to note that the Sentinel solo builds are a fair bit less refined (as in clunkier and more complicated) than all of the other disciplines, though the skills are more transferrable to and from group content as the overall ability usage is similar. 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. 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. I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. 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. 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. 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. Why solo builds are worth using in SWTORįor almost the entirety of SWTOR’s history, fighting trash wasn’t fun because the combat system didn’t support it.
