Swtor Sith Inquisitor Madness Guide
“Power… Unlimited power.”
Playstyle: Periodic damage, self-healing; versatile range.
Mode: Lightning Charge
PvE Builds: Standard (7/3/31)
PvP Builds: Standard (3/7/31)
Swtor Sith Inquisitor Madness Guide – Priority List:
0. Saber Strike (Out of Force)
1. Death Field (Even single target, every CD)
2. Force Lightning (Under Recklessness)
3. Shock (If Unearthed Knowledge is not active, or about to expire)
4. Assassinate (Target at 30% health or less)
5. Maul (Exploit Weakness, behind target)
6. Crushing Darkness (Raze buff, preferentially on an unafflicted target)
7. Creeping Terror (On a target not currently afflicted, or about to expire)
8. Discharge
9. Force Lightning (if you need healing or are low on Force)
10. Thrash or Lacerate

The Madness Assassin is the only Melee/Range hybrid out of all six Sith specializations; obviously, Balance Shadows hold the same distinction among their kin. As you can see, it uses the largest range of completely unique skills as part of its damage rotation. Past readers will notice the addition of Force Lightning to the priority rotation. This is because the discovery has been made that Force Lightning counts as a periodic damage ability, meaning that it benefits from Deathmark as well as the critical damage bonus deep in the tree. While under the effects of Recklessness, the entire cast benefits from the improved critical rate of one charge, and it also grants you the benefit of long range with the attack.
Swtor Sith Inquisitor Madness Guide – PVE
There’s not too much to say or watch out for here that the priority list doesn’t already cover.
Standard (7/3/31) has been altered from previous builds, because my assessment is that Discharge is simply not used enough on multiple targets in most situations to make a faster cooldown worth it, versus a bonus to the critical melee skill of Thrash. The basic idea behind the Madness playstyle is to drop Death Field on your target and go to town with periodic damage effects. On a single target, its damage is less relative to Deception, though decent; on multiple sustained targets, the damage can rack up quickly.
Abuse the fact that Death Field and Creeping Terror have full 30m ranges rather than 10m, and consider switching targets early in a group situation. Likewise, abuse your instant cast Whirlwinds as well as the fact that you get a stun if someone is damaged while contained within them; Whirlwind is normally risky to use mid-fight in PvE because it will heal the opponent, but if you Whirlwind a multiply DoTted opponent, it is unlikely a heal pulse will get off, making it an effective interrupt.
There is an alternative version of this build for leveling that takes two points out of Electric Execution and into Oppressing Force, which lets your Whirlwind affect two additional targets. It’s of no use in PvP or endgame PvE, but can be very nice for managing large crowds while soloing.
Swtor Sith Inquisitor Madness Guide – PVP
As a warning note, if you’re planning on PvPing at low levels, I recommend doing it as Deception. Darkness and Madness suck before 20, and respecialization is cheap your first several times.
Standard (3/7/31) is standard. There’s really not much to say here, honestly, given the currently undeveloped state of the metagame, making it difficult to speak of specific counters.
The biggest thing to note is that Creeping Terror can be a great way to nail someone who thinks that they’ve just gotten out of your range, for a minimal resolve cost; you can save it if you suspect that someone is going to flee in short order, or you can save it to backstab someone who’s gotten low, then chain into a Electrocute or Whirlwind to stab them some more..
Of note is that even though you’re not a tank, you can still use Mind Control, your taunt, which reduces the outgoing damage of the taunted foe by 30% unless they attack you – this is a great addition to teamplay dynamics, because it is entirely possible for you to use Mass Mind Control when everyone is beating on your healer or huttball carrier, and then using Force Cloak to vanish into nothingness. You can even get away with using Dark Charge rather than Lightning Charge in order to Guard your ally, as you have a wealth of self-healing available. Guarding allows you and your ally to share a health pool, which is a fantastic way to help keep them alive; 50% of their damage intake gets redirected to you as long as you remain within 15 meters. It’s not recommended for large periods of time as you are not a tank and your self-healing goes down without the ability to Discharge someone with a DoT, but you’re more capable of it than Deception Assassins, so take advantage of it from time to time.
You’re going to take the role of a Pressure Player; though you have burst, it’s significantly less than that available to the other two Assassin trees, so you are unlikely to get the burst damage necessary to down someone quickly. Crushing Darkness is significantly weaker than Shock for direct damage, and your Shocks lack the power of Darkness and Deception. You don’t have the force regeneration of Darkness, or the efficiency in burst of Deception – but your DoTs are extremely efficient, and you have the hardest hitting Thrash of any Assassin.
Swtor Sith Inquisitor Madness Guide – GEARING
As with all Inquisitors, Willpower is your primary stat, and you use both physical and Force abilities, so you would rather take the Power statistic rather than Force Power. Critical Strike Rating is your single most important statistic, as your critical hits with Thrash, Death Field, and all periodic damage abilities do significantly more than the base +50%. Alacrity will increase the speed at which your periodic damage takes effect, making it a useful ability in PvE for straight up damage, but only up to a point, due to the limited charges that Force Suppression leaves.
There’s a geometric progression on keeping Exploitive Strikes up with a higher critical chance; more Force criticals lead to more melee criticals lead to instant cast Crushing Darknesses which increases the chance that you’ll get a critical from at least one of your Force attacks. The more targets you can fight simultaneously, the easier it will be to maintain Exploitive Strikes. And all of this says nothing of the benefit to your health regeneration.
Surge Rating is extremely valuable as well, because the built-in diminishing returns on Surge do not account for your flat bonuses to critical from your specialized skills. You can easily sport another +20% critical strike damage from gear.
In PvP, Expertise Rating will be your single most important statistic. Accuracy Rating will also come into consideration; while you previously could only miss with your basic Saber Strike attack, every class has a minimum of 5% defense, and tanks can have much more. I would strongly consider getting at least 10% accuracy, to make sure that you do not miss with a vital Crowd Control or interrupt against enemy Jedi Sages and Sith Sorcerers, who have a base defense of 10%. Finally, Alacrity will be much more important since it will improve the rate at which you get health return, and ensuring that periodic damage takes effect quicker prior to being cleansed by enemy healer.
Swtor Sith Inquisitor Madness Guide
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