Alacrity Guide
Last Updated: 5/31/2021
TABLE OF CONTENTS
Introduction
Hi there! A while back I wrote a comprehensive Gearing Guide to help players understand how gearing works in SWTOR at endgame to optimize their performance.
A key part of endgame gearing is how much Alacrity to equip in your gear. Alacrity speeds up your gameplay by letting you activate abilities faster and abilities with cooldowns generally can be used more often. Using abilities faster usually means higher damage or healing output.
Until recently, most endgame theorycrafting and class guides recommended players gear for Alacrity based on a “breakpoint” concept. More testing by players in theorycrafting has suggested this may not be an optimal gearing strategy.
I have done some independent testing and come to similar results and so am revising my class guide gearing recommendations. This article is intended to provide a detailed overview of alacrity, how it works and what the updated recommendations are for each class as well as why they changed.
Just to be clear, I do not take any credit for identifying this nuance to how alacrity behaves. After seeing a consistent trend of comments by reputable theorycrafters in the theorycrafting discord, I decided to do some independent testing myself. A lot of credit should go to Mari for updating the Parsely website (http://parsely.io/) to allow logging of GCDs, which made this type of testing far easier than it would have been in the past.
TLDR Alacrity Recommendations
For those who want a TLDR for updated alacrity gearing recommendations, here you go! Please read below for much more detail on the how, what and why used to arrive at these recommendations.
Alacrity Overview
Alacrity FAQs
What is Alacrity?
As discussed above, alacrity increases your “speed” by reducing your ability activation/channel time and reducing ability cooldowns. Alacrity also affects the global cooldown (GCD) to similarly accelerate your usage of abilities with an instant activation.
Alacrity is expressed as a percentage in your character bar. The Alacrity Rating in your gear increases your Alacrity and reduces your ability activation time by the Alacrity percentage. For example, Alacrity of 10% means that ability activation time and cooldown should be 100% / (100% + 10%) = 90.9% of the default time prior to rounding.
Please note some ability effects and cooldowns are not affected by Alacrity.
The formula to determine how many points of Alacrity Rating are necessary to achieve a given Alacrity percentage is not linear. As such, Alacrity is subject to diminishing returns like many stats in SWTOR, so the more Alacrity Rating points added to your gear will provide less incremental improvement in Alacrity.
As outlined below, some classes get additional Alacrity via passive skills. Players may also equip the Relic of the Primeval Fatesealer that when activated grants 2,314 additional Alacrity Rating.
What is a “GCD”?
The Global Cooldown (“GCD”) governs how abilities that activate instantly interact with abilities with an activation or channel time. Activating an instant ability triggers the GCD, which enforces a global cooldown on most instant abilities that are “on the GCD”.
The GCD primarily governs instant activation abilities. However, many cast abilities have their activation time linked to the GCD so interact with alacrity in a roughly similar manner, though as discussed below there are some key differences.
It is important to understand the GCD and why it is important to game balance. Melee DPS disciplines have primarily instant activation abilities. If not for the GCD, melee DPS could spam abilities far faster than ranged DPS that primarily cast or channel abilities. This would break the game’s balance so thus the GCD exists to normalize ability activation speed.
Please note that some abilities do not trigger the GCD and thus are considered “off the GCD”. Some examples include taunts, guards, many (but not all) defensive cooldowns, interrupts, stun breaks, etc. Using an “off the GCD” ability will still generally interrupt cast and channeled abilities, however.
How much Alacrity is needed to reach a GCD breakpoint?
The Alacrity you receive depends on the class, as some classes get additional bonus Alacrity from passive skills. To reach a given GCD target of either 1.3 seconds or 1.4 seconds, the key is getting at least to the “breakpoint” of Alacrity Rating per below:
1.3 second GCD: 15.38% or higher Alacrity
1.4 second GCD: 7.14% or higher Alacrity
Classes that get bonus Alacrity via passive skills have the same target but only need enough Alacrity Rating points to reach the target Alacrity minus the “free Alacrity”.
What are Alacrity “Breakpoints”?
Alacrity reduces the GCD just as it reduces the activation time and cooldown for most abilities. However, the game system rounds these effects and does so via rounding up. Also, the game system rounds differently for how alacrity affects the GCD versus how it affects cast/channel times. As such, this leads to gearing “breakpoints” where additional points of Alacrity are theoretically wasted because of the system’s rounding.
Theorycrafting and testing of the game’s calculations for GCD usage indicates that in many cases the game rounds to one decimal place and always rounds up. For example, if your alacrity reduces the GCD from a default 1.5 seconds to 1.36 seconds, the game rounds your GCD up to 1.4 seconds. As such, the alacrity points we have in gear that serve to reduce our GCD from 1.5 seconds to 1.4 seconds are useful and beneficial, but any excess beyond the “breakpoint” to reach the 1.4 seconds GCD are wasted due to the game’s rounding.
It is important to note that abilities with an activation or channel time, especially abilities with a base activation/channel time greater than the GCD, often round to two decimal places instead of one decimal place. For example, if your alacrity rating reduces the cast time of an ability from 1.5 seconds to 1.358 seconds, the actual cast time should be 1.36 seconds.
Alacrity Breakpoint Table
Here is a table summarizing how many points of Alacrity Rating are necessary in your gear to reach a desired GCD duration. As discussed further below, please note that testing indicates these gear points may not result in a consistent GCD but are the theoretical gearing points that result in the appropriate Alacrity for the applicable GCD.
Alacrity Buffs from Passive Skills
Why do some classes have a base alacrity buff?
Several class disciplines have passive abilities that provide bonus alacrity. These disciplines need fewer alacrity points as a result to reach a given breakpoint. These discipline passive abilities are as follows:
Telekinetic Sage
Telekinetic Focal Point - Damage dealt by Telekinetic Wave and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds.
Lightning Sorcerer
Focal Lightning - Damage dealt by Chain Lightning and Lightning Flash has a 100% chance and damage dealt by Lightning Strike and Lightning Bolt has a 50% chance to grant Focal Lightning, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds.
Combat Sentinel
Ataru Form - Utilize an acrobatic lightsaber form, increasing alacrity by 3%. Also, your successful melee attacks have a 20% to trigger a second strike that deals low weapon damage. This effect cannot occur more than once every 1.5 seconds.
Carnage Marauder
Ataru Form - Utilize an acrobatic lightsaber form, increasing alacrity by 3%. Also, your successful melee attacks have a 20% to trigger a second strike that deals low weapon damage. This effect cannot occur more than once every 1.5 seconds.
Gunnery Commando
Armor Piercing Cell - Loads your rifle with an armor-piercing cell. While active, armor penetration is increased by 35% and alacrity is increased by 3%.
Arsenal Mercenary
High Velocity Gas Cylinder - Loads your rifle with an armor-piercing cell. While active, armor penetration is increased by 35% and alacrity is increased by 3%.
Other Alacrity Buffs, Abilities and Gear
Zeal Set Bonus (Guild Perk)
Game Update 5.10 introduced guild perks that enabled guilds with a flagship to install various perks that provide a wide range of benefits to guild players. This system functions a lot like gearing where the guild flagship has various guild perk slots, each of which only provides certain types of slots.
Also similar to player gearing, each perk belongs to a different set bonus. These set bonuses are Glory, Might, Vitality, Zeal and Fortune. Installing four perks from the same set bonus activates the set bonus.
The Zeal set bonus increases alacrity by 5% and on each time damage is taken, has a 1% chance to grant +25% alacrity for 30 seconds. This bonus can only occur once every 30 minutes. In addition, it grants your companion +25% alacrity for 15 seconds whenever you use an adrenal.
The Zeal set bonus means players in a guild with the Zeal set bonus will have a permanent +5% alacrity. This dramatically reduces the number of alacrity gear points to reach the level of alacrity for a GCD breakpoint.
The Zeal set bonus does not apply in PvP or Master Mode Operations. It also is temporarily removed when a player uses a modification device on a parsing dummy, and restored when they change instances. As such, players should consider whether to take advantage of the guild perk when gearing if it is available in your guild.
Relic of the Primeval Fatesealer (Gear)
The Relic of the Primeval Fatesealer is a relic gear option that provides a temporary but significant boost to Alacrity. Clicking it will add points to Alacrity Rating for 30 seconds. The strongest available gear rating currently is item level 306 and the equivalent relic is the Sha'tek Relic of the Primeval Fatesealer MK-19, which adds 2,314 points of Alacrity Rating. The relic's cooldown is 2 minutes.
This relic is a frequent choice for DPS and healers in capped level 70 content since other stronger options (Serendipitous Assault and Focused Retribution) are not beneficial due to the game's current level scaling system.
The relic is a particularly good choice for DPS disciplines with "fire and forget" damage over time (DoT) effects. By activating the alacrity relic prior to applying the DoT, it will continue to tick at the increased alacrity rate as long as it is never allowed to expire. This feature can add significant DPS for the following DPS disciplines with "fire and forget" DoTs:
Telekinetics Sage - Weaken Mind
Lightning Sorcerer - Affliction
Watchman Sentinel - Cauterize
Annihilation Marauder - Rupture
Tactics Vanguard - Retractable Blade
Advanced Prototype Powertech - Gut
Sharpshooter Gunslinger - Vital Shot
Marksman Sniper - Corrosive Dart
Saboteur Gunslinger - Shock Charge
Engineering Sniper - Interrogation Probe
Mental Alacrity / Polarity Shift (Jedi Sage / Sith Sorcerer Ability)
Grants 20% alacrity and immunity to pushback and interrupts for 15 seconds.
Zen / Berserk (Combat Sentinel / Carnage Marauder Ability)
Zen / Berserk requires and converts 30 stacks of Centering / Fury to enter a Zen / Berserk state, granting +30% alacrity. Lasts for 6 charges, with each stack consuming 1 charge.
Pugnacity / Stim Boost (Scoundrel / Operative Ability)
Grants 1 Upper Hand / Tactical Advantage and increases alacrity 10% for 15 seconds.
Burst Volley / Sniper Volley (Sharpshooter Gunslinger / Marksman Sniper Ability)
Immediately finishes the cooldown of Penetrating Rounds / Penetrating Blasts, increases energy regeneration by 2 per second, and increases alacrity by 10%.
Cell Capacitor / Improved Vents (Commando / Mercenary Skillful Utility)
Recharge Cells / Vent Heat grants 10% alacrity for 6 seconds.
One Man Army / Tag and Bag (Commando / Mercenary Heroic Utility)
Hindering a target with Electro Net grants One Man Army / Tag and Bag, increasing your alacrity by 15% for 9 seconds.
Alacrity Gearing
The reference I use for looking up specific gearing options is a comprehensive Google sheet made by Adu, Smarty & advieser. I highly recommend and it can be found HERE.
How to Check Your Alacrity
You can check your Alacrity by viewing your Character screen (default keybind is "C"). Alacrity Rating is listed on the left of your character's portrait and lists the number of points of Alacrity Rating in your gear.
In the bottom left, you can view your Alacrity in the Melee/Ranged or Force/Tech dropdown tabs. Alacrity here will be displayed as a percentage based on how it accelerates your ability activation speed.
If you mouse over the Alacrity number, a sub-window will pop up that provides more insight into how your Alacrity is calculated. If you benefit from the Zeal build perk, you will see bonus Alacrity listed there.
This screenshot is of my gear build for my Vengeance Juggernaut running mostly blue 276 augments with almost exactly 110% accuracy and a little extra Alacrity as will be explained in this guide.
Gear - Earpiece, Implants, Enhancements
Sha'tek Quick Savant Device MK-19
The Sha’tek Quick Savant Device MK-19 is the optimal alacrity earpiece for endgame gearing. It provides the following stats:
1,007 Endurance
858 Mastery
652 Power
431 Alacrity Rating
A secondary option is the Mantellian Efficient Device MK-19. It offers slightly more Alacrity Rating of 441 as compared to the Sha’tek’s 431, so +10 Alacrity Rating. Since Endurance, Master and Power are capped/fixed in level 70 content, the Mantellian is technically optimal for that content. However, the Mantellian has a lower stat pool (2,929 points compared to the Sha’tek’s 2,948) and has far less Mastery/Power (1,356 points compared to the Sha’tek’s 1,510). As such, the Sha’tek is far better in level 75 content and only very slightly worse in level 70 content and thus is the general recommendation.
Other Alacrity earpieces are not recommended since they (1) provide less Alacrity Rating; (2) have a lower overall stat pool; and/or (3) have less Mastery/Power and more Endurance. These other options include the following:
Interrotek Efficient Device MK-19 (1,097 Endurance, 836 Mastery, 568 Power, 431 Alacrity Rating)
SoroSuub Efficient Device MK-19 (1,112 Endurance, 813 Mastery, 589 Power, 431 Alacrity Rating)
Mier-Lang Efficient Device MK-19 (1,109 Endurance, 835 Mastery, 562 Power, 431 Alacrity Rating)
BlasTech Efficient Device MK-19 (1,115 Endurance, 830 Mastery, 558 Power, 431 Alacrity Rating)
Baktoid Efficient Device MK-19 (1,148 Endurance, 806 Mastery, 563 Power, 422 Alacrity Rating)
Systech Efficient Device MK-19 (1,105 Endurance, 820 Mastery, 599 Power, 424 Alacrity Rating)
Arakyd Industries Efficient Device MK-19 (1,112 Endurance, 812 Mastery, 585 Power, 431 Alacrity Rating)
All alacrity earpieces drop randomly from gear drops, loot boxes and renown crates.
Sha'tek Quick Savant Package MK-19
he Sha’tek Quick Savant Package MK-19 is the optimal alacrity implant for endgame gearing. It provides the following stats:
1,007 Endurance
858 Mastery
652 Power
431 Alacrity Rating
A secondary option is the Mantellian Efficient Package MK-19. It offers slightly more Alacrity Rating of 441 as compared to the Sha’tek’s 431, so +10 Alacrity Rating. Since Endurance, Master and Power are capped/fixed in level 70 content, the Mantellian is technically optimal for that content. However, the Mantellian has a lower stat pool (2,929 points compared to the Sha’tek’s 2,948) and has far less Mastery/Power (1,356 points compared to the Sha’tek’s 1,510). As such, the Sha’tek is far better in level 75 content and only very slightly worse in level 70 content and thus is the general recommendation.
Other Alacrity implants are not recommended since they (1) provide less Alacrity Rating; (2) have a lower overall stat pool; and/or (3) have less Mastery/Power and more Endurance. These other options include the following:
Interrotek Efficient Package MK-19 (1,097 Endurance, 836 Mastery, 568 Power, 431 Alacrity Rating)
SoroSuub Efficient Package MK-19 (1,112 Endurance, 813 Mastery, 589 Power, 431 Alacrity Rating)
Mier-Lang Efficient Package MK-19 (1,109 Endurance, 835 Mastery, 562 Power, 431 Alacrity Rating)
BlasTech Efficient Package MK-19 (1,115 Endurance, 830 Mastery, 558 Power, 431 Alacrity Rating)
Baktoid Efficient Package MK-19 (1,148 Endurance, 806 Mastery, 563 Power, 422 Alacrity Rating)
Systech Efficient Package MK-19 (1,105 Endurance, 820 Mastery, 599 Power, 424 Alacrity Rating)
Arakyd Industries Efficient Package MK-19 (1,112 Endurance, 812 Mastery, 585 Power, 431 Alacrity Rating)
All alacrity implants drop randomly from gear drops, loot boxes and renown crates.
Sha'tek Quick Savant Package MK-19
Alacrity enhancements consist of 3 name types that each have 21 variants:
Nimble enhancements have low Endurance, high Power and high Alacrity Rating.
Barrage enhancements have high Endurance, moderate Power and low Alacrity Rating.
Savant enhancements have moderate Endurance, low Power and very high Alacrity Rating.
Each type of enhancement has an unlettered 80 version and then a series of 80R versions ranging from 80R-1 to 80R-20.
Level 70 Gearing - DPS & Healers
In level 70 content, Endurance is capped and Power is fixed. As such, tertiary stats such as Alacrity in enhancements are the only stats that matter.
The best in slot Alacrity enhancement for level capped content is the Savant Superior Enhancement 80R-1 (451 Alacrity, 255 Power, 313 Endurance). It has the most points available of Alacrity of any enhancements, which as noted above is the only consideration for this type of gearing.
Level 75 Gearing - DPS & Healers
In level 75 content, all stats matter without any caps or limitations. Endurance is by far the least useful in nearly all circumstances for DPS and healers. We care about tertiary stats like Alacrity but we also want to get as much Power as possible while hitting our tertiary stat goals.
The best choice for level 75 uncapped content will be one of the Nimble Superior Enhancements. They all have 285 Endurance, which is at least 28-146 points less Endurance than the Barrage and Savant enhancements. As such, the Nimble enhancements provide the biggest stat pool of Power/Alacrity stats and are the most powerful.
Depending on your gearing approach, I would recommend one of the following as best in slot:
For the highest relevant stat pool, use the Nimble Superior Enhancement 80R-18 (394 Alacrity, 357 Power, 285 Endurance) or the Nimble Superior Enhancement 80R-19 (392 Alacrity, 359 Power, 285 Endurance). Both the 80R-18 and 80R-19 have 751 points of Power/Alacrity stats, which is the highest of all available enhancements. They provide the least Alacrity of Nimble enhancements so will be less helpful in capped content but provide the most stats for uncapped.
For balanced gearing between capped/uncapped content, use the Nimble Superior Enhancement 80 and 80R-1 (both have 431 Alacrity, 313 Power, 285 Endurance). The 80 and 80R-1 provide the most Alacrity of the Nimble enhancements though their relevant stat pool is slightly smaller (744 points versus the 751 points of the 80R-18/19).
Level 70-75 Gearing - DPS & Healers Recommendation
I highly recommend running the Nimble Superior Enhancement 80 and/or 80R-1. They provide the best balance for running capped and uncapped content, with a very high relevant stat budget through minimal endurance and a high level of Alacrity.
The only situation in which I would deviate from this approach is if I wanted/needed separate gear sets for capped/uncapped. I would only recommend this approach if running Master Mode operations, as in all other levels of capped content the gear checks do not require this level of min-maxing.
Level 70-75 Gearing - Tanks
Tanks generally should not be taking Alacrity in their gear. Some tanks like to run Alacrity though to hit the 1.4 second GCD for extra DPS, higher threat generation and high uptime on passive mitigation skills and defensive cooldowns.
If running Alacrity, tanks have essentially the same considerations as DPS & Healers in capped content where the only thing that matters is the amount of Alacrity. However, in uncapped level 75 content tanks may take a difference approach.
High Endurance is very helpful for tanks in uncapped content. More health means that healers get a bigger margin for error to respond to unexpected spike damage. As such, tanks may want to take enhancements with a higher Endurance pool.
If tanks want to follow a DPS gearing approach in uncapped (low Endurance), I would recommend the Nimble Superior Enhancement 80 and 80R-1’s similar to DPS and healers.
For tanks who want Alacrity and to stack Endurance, I suggest the Superior Barrage Enhancement 80 (409 Alacrity, 140 Power, 431 Endurance). It has significantly more Endurance than any other enhancement (+60 versus the next closest option), which across 7 enhancements in your gear is +430 Endurance or around 4-5k more health. This enhancement gets the extra Endurance by having extremely lower Power.
Set Bonus & Tacticals
A variety of set bonus gear options exist that have a 2-piece set bonus that provides additional Alacrity Rating. However, none of these set bonuses are desirable for the Alacrity buff since it is applied against your Alacrity Rating points in your gear. For example, if you have 2,000 points of Alacrity Rating in your gear and a +2% set bonus buff then it will provide +20 points of Alacrity Rating which is essentially worthless.
The Empowered Restorer and Revitalized Mystic set bonuses are great options for Sage / Sorcerer healers despite the alacrity set bonus buff not because of it.
Rapid Response (General Class Set Bonus)
Increased drop rate from Onderon and Mek-sha daily missions.
(2) Increases Alacrity Rating by 3% while health is below 50%.
(4) Increases Alacrity Rating by 5% while health is below 50%.
(6) Increases Alacrity Rating by 10% while health is below 50%.
Comments: Similar to Dying Precision, sounds neat but in practice most players aren't below 50% health for enough time to make the potential stat buff meaningful.
Stationary Grit (General Class Set Bonus)
Increased drop rate from Onderon and Mek-sha daily missions.
(2) +2% Alacrity rating
(4) Increases damage dealt by 3% while not moving or increases Armor Rating by 10% while moving.
Comments: A cool concept for a set bonus but inconsistent. DPS would prefer taking Berserker for the full uptime of the 3% damage buff in exchange for higher DTPS. Tanks could benefit from higher armor rating by just continually moving (all their abilities are instant anyway) but is just not that noticeable either way.
Stimulated (General Class Set Bonus)
Increased drop rate from flashpoints.
(2) +2% Alacrity rating
(4) Increases Mastery by 5% while under the effects of a stimpack.
Comments: This set bonus sounds cool but the buff is too small (+10% or more would start to get my attention) and it isn't applicable for any Level 70 operations due to the stat cap.
Taskmaster (General Class Set Bonus)
Increased drop rate from Onderon and Mek-sha daily missions.
(2) +2% Alacrity rating
(4) Significantly increases the attack and activation speed of your Companion.
Comments: Could be a fun option for solo play of Heroics or Flashpoints.
Nimble Master (Jedi Knight / Sith Warrior Class Set Bonus)
Increased drop rate from PVP.
(2) +2% Alacrity rating.
(4) Activating Saber Ward grants Nimble Master, increasing your movement speed 100% for the duration of Saber Ward.
Comments: An interesting tactical to provide another movement speed boost but the class already has numerous movement ability options and so benefits more from set bonuses that provide DPS or mitigation benefits.
Dashing Blademaster (Jedi Sentinel / Sith Marauder Advanced Class Set Bonus)
Increased drop rate from operations.
(2) +2% Alacrity rating
(4) Blade Blitz's cooldown is reduced by 10 seconds.
(6) Activating Blade Blitz while under Force Camouflage makes it critically hit and slows any targets it damages
Comments: This set bonus buffs a rarely used ability that's primary benefit is movement and occasionally cheesing certain high damage mechanics. Higher uptime on that cheese is nice but is very weak for an overall set bonus option so not a good choice. This would have been at least slightly interesting in a few specific cases if the 4/6 piece set bonus was bundled into a tactical in my opinion.
Empowered Restorer (Jedi Sage / Sith Sorcerer Advanced Class Set Bonus)
Increased drop rate from conquest.
(2) +2% Alacrity rating
(4) Force Armor leaves a heal over time on the target for 12 seconds after being applied.
(6) Force Armor immediately heals the target when applied.
Comments: This set bonus was revamped in 6.1.1 and is now strictly the best in slot set bonus for healers. It provides a very sizable buff to Force Armor by making it provide a healing effect up front and over time similar to a slightly weaker Rejuvenate and equivalent in total to around half the heal of a Benevolence. Combining the healing with the shielding, it makes Force Armor the most effective healing ability when considering energy cost, effective mitigation, no cooldown and usable on multiple targets, and an instant cast time. Combined with other buffs to the discipline in 6.1.1, this greatly helps level the playing fields for Sage healers.
Revitalized Mystic (Jedi Sage / Sith Sorcerer Advanced Class Set Bonus)
Increased drop rate from conquest.
(2) +2% Alacrity rating
(4) Refreshing Rejuvenate on a target refunds 5 Force.
(6) Healing a target with another ability while Rejuvenate is active on them has a 15% chance to cause your Rejuvenate to provide an additional, unscheduled tick of healing.
Comments: No longer best in slot due to changes in 6.1.1, Revitalized Mystic is now strictly worse than before. It dropped the 4 piece CD reduction on Healing Trance and spread the old 6 piece over both the new 4 and 6 piece bonuses. Empowered Restorer is now strictly better given its far better buffs to Force Armor.
Escape Artist (Smuggler / Imperial Agent Class Set Bonus)
Crafted by Armormech.
(2) +2% Alacrity Rating
(4) Flash Grenade now heals any allies nearby for a small amount and resets the cooldown of Surrender.
Comments: This is a very nice looking armor set but a terrible set bonus. A small AoE heal on a really long cooldown is terrible versus other alternatives.
Repositioning (Gunslinger / Sniper Advanced Class Set Bonus)
Increased drop rate from PVP.
(2) +2% Alacrity rating
(4) Reduces the cooldown of Pulse Detonator by 5 seconds.
(6) Dodge finishes the cooldown of Hightail It and increases you and your allies' movement speed by 50% for 6 seconds.
Comments: A neat utility set for PVP by enabling more frequent use of Pulse Detonator and Hightail It, both of which are great for kiting melee DPS and for defensive mitigation of high damage abilities.
Krall's Accord (General Class Tactical)
Guaranteed reward from completing the 6.0 storyline on a character.
Cycles between buffing Mastery, Accuray, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order.
Comments: A tactical received for completing the 6.0 storyline, the tactical is better than nothing but only just barely since its stat buffs are inconsistent and may not be relevant for all classes.
Augments
Augments can be added to any gear pieces that contain stats, so only exclude tactical items. The player has 14 gear slots (mainhand, offhand, ear, 2 implants, 2 relics, 7 armor pieces) so can equip up to 14 augments.
Augments are a great way to customize your stats in a desired direction, including hitting a target level of Alacrity Rating.
There are quite a few potential augments to equip in your gear. Below I have listed all the augments that are relevant to the meta, from the old i228 augments that are really good in capped content and very cheap all the way to the super expensive best in slot i300 augments.
For more details, I recommend Swtorista's augment guide as a fantastic resource.
Advanced Alacrity Augment 45 (item rating 228)
Craftable by Synthweaving. The schematic is obtained by reverse-engineering the Alacrity Augment 45.
Can be equipped in any gear that contains an Augment Kit MK-10 or better.
The Augment contains the following stats:
65 Endurance
96 Alacrity Rating
Materials required to craft 1 augment (2 if it crits):
2 Signal Disruptors (Grade 10 Sliced Tech Part)
2 Code Recombinators (Grade 10 Sliced Tech Part)
2 Romex (Grade 10 Luxury Fabric)
2 Iridescent Bondar Synth Bonded Attachment (Grade 10 Synthweaving Bonded Attachment)
Alacrity Augment 73 (item rating 276)
Craftable by Armormech. The schematic can be purchased from the Armormech trainer.
Can be equipped in any gear that contains an Augment Kit MK-11.
The Augment contains the following stats:
126 Endurance
126 Power
95 Alacrity Rating
Materials required to craft 1 augment (2 if it crits):
5 Processed Isotope Stabilizer (Tier 3 Exotic Crafting Material)
2 Prototype Duranium Armor Assembly Component (Grade 11 Armormech Combined Component)
1 Prototype Fibrolite Armor Processor (Grade 11 Armormech Combined Processor)
Advanced Alacrity Augment 74 (item rating 286)
Craftable by Armormech. The schematic is obtained by reverse-engineering the Alacrity Augment 73.
Can be equipped in any gear that contains an Augment Kit MK-11.
The Augment contains the following stats:
144 Endurance
144 Power
108 Alacrity Rating
Materials required to craft 1 augment (2 if it crits):
5 Legendary Embers (Legendary Component)
5 Solid Resource Matrix (Tier 3 Exotic Crafting Material)
5 Processed Isotope Stabilizer (Tier 3 Exotic Crafting Material)
5 Artifact Duranium Armor Assembly Component (Grade 11 Armormech Combined Component)
3 Artifact Fibrolite Armor Processor (Grade 11 Armormech Combined Processor)
Superior Alacrity Augment 77 (item rating 300)
Craftable by Armormech. The schematic is obtained by reverse-engineering the Advanced Alacrity Augment 73.
Can be equipped in any gear that contains an Augment Kit MK-11.
The Augment contains the following stats:
171 Endurance
171 Power
130 Alacrity Rating
Materials required to craft 1 augment (2 if it crits):
1 CM-1337 (Grade 11 Legendary Combined Material)
5 Solid Resource Matrix (Tier 3 Exotic Crafting Material)
5 Proceed Isotope Stabilizer (Tier 3 Exotic Crafting Material)
5 Artifact Duranium Armor Assembly Component (Grade 11 Armormech Combined Processor)
3 Artifact Fibrolite Armor Processor (Grade 11 Armormech Combined Processor)
This list excludes the item rating 230, 238 and 242 augments. These augments were very good in 5.10 but were rebalanced with the release of 6.0 Onslaught. The rebalancing drastically reduced the tertiary stats provided by each augment. As such, the i228 augments are better in all capped content by providing 96 points of tertiary stats compared to the 49-58 points provided by the 230/238/242 augments.
The 228 augments are a great and super cheap option for players when first gearing up. They only require MK-10 augment kits that are also quite cheap. The 228 augments are technically better than the 276 augments in all capped content since they provide 96 points of Alacrity compared to the 276 augment's 95 points of Alacrity.
If you run PVP or level 75 operations, I suggest at least the 276 augments. They provide a lot more Endurance and Power for only 1 point less of Alacrity. They have come down somewhat in price so are a bit more expensive but still pretty manageable for most endgame players.
The 286 purple augments are a clear upgrade from the 276 augments. They are quite expensive or require a LOT of materials to craft. I recommend trying to gear any progression characters with 286 augments if you can, especially for running Veteran Mode Nature of Progress.
The 300 gold augments are really strong but ridiculously expensive. If you can get any then awesome but unless you are willing to drop hundreds of millions of credits or run a LOT of Master Mode operations and Ranked PVP then the gold 300 augments will not be available in enough quantities to make a meaningful impact.
Consumables
Biochem can craft adrenals that provide a short duration boost to Alacrity. These adrenals are not commonly used since the boost to Alacrity they provide will typically not be enough to reach another GCD tier.
Classes that primarily utilize cast and/or channeled abilities may find these as a potential alternative to Critical adrenals in capped / level 70 operations since cast/channeled abilities should see some improvement in cast speed.
Efficacy adrenals are not recommended in any circumstances in level 75 content.
For more details on Biochem crafting at level 75, please see Swtorista's guide.
Prototype Kyrprax Efficacy Adrenal
Craftable by Biochem via a schematic purchased from the trainer. Requires Biochem 640 to purchase the schematic.
The adrenal grants 960 Alacrity for 15 seconds.
Materials required to craft a stack of 4 (5 if it crits):
2 Premium Curious Cell Grafts
10 Premium Intravenous Injectors
10 Prototype Intravenous Injectors
Advanced Kyrprax Efficacy Adrenal
Craftable by Biochem via a schematic purchased from the trainer. Reverse engineered from Prototype Kyrprax Efficiency Adrenals (20% chance).
The adrenal grants 1005 Alacrity for 15 seconds.
Materials required to craft a stack of 4 (5 if it crits):
2 Artifact Curious Cell Grafts
10 Premium Intravenous Injectors
10 Prototype Intravenous Injectors
10 Artifact Intravenous Injectors
Advanced Kyrprax Efficacy Adrenal Mk-2 (Reusable)
Craftable by Biochem via a schematic purchased from the trainer. Reverse engineered from Advanced Kyrprax Efficiency Adrenals (5% chance).
The adrenal grants 1005 Alacrity for 15 seconds. Adrenal is reusable and not consumed on use.
Materials required to craft 1:
5 Artifact Curious Cell Grafts
10 Premium Intravenous Injectors
10 Prototype Intravenous Injectors
10 Artifact Intravenous Injectors
5 Legendary Embers
Alacrity Theory
Alacrity - Previous Understanding of GCD Breakpoints
Until recently, all gearing recommendations were based on the belief that alacrity functioned on a "breakpoint" basis. If the breakpoint for your class' 1.4 second GCD is 1,213 points of Alacrity Rating, then having exactly 1,213 or more points of Alacrity Rating in your gear should result in a consistent 1.4 second GCD.
This simple chart illustrates the previous assumption about the behavior of alacrity in SWTOR for the 6.0 expansion, using the breakpoints of 1,213 for the 1.4 second GCD and 3,207 for the 1.3 second GCD that apply for the majority of classes.
Alacrity - Testing Results of Average GCD
Testing Methodology
My testing methodology consisted of parsing on the Rishi operation dummy for various classes with the 6.5 million health modifier. I gathered testing data for nearly every DPS class and some data on tanks and healers as well.
My parses varied somewhat by class but in general attempted to come as close as possible to a normal rotation while avoiding any abilities with an activation time longer than 1 GCD (1.5 seconds prior to alacrity).
Here is a brief summary of the testing approach by discipline. No abilities were used in parsing that affected alacrity.
Combat Sentinel / Carnage Marauder: Spamming Blade Rush / Massacre with the Fanged God Form tactical
Concentration Sentinel / Fury Marauder: Not tested yet
Watchman Sentinel / Annihilation Marauder: Full rotation
Defense Guardian / Immortal Juggernaut: Full rotation
Focus Guardian / Rage Juggernaut: Full rotation
Vigilance Guardian / Vengeance Juggernaut: Full rotation
Balance Sage / Madness Sorcerer: Spamming Telekinetic Throw / Force Lightning
Seer Sage / Corruption Sorcerer: Full "rotation" (Healing Trance / Innervate and Deliverance / Dark Infusion are not considered for calculating average GCD herein)
Telekinetics Sage / Lightning Sorcerer: Spamming Telekinetic Burst / Lightning Bolt
Infiltration Shadow / Deception Assassin: Full rotation
Kinetic Combat Shadow / Darkness Assassin: Full rotation but ignoring Cascading Debris / Depredating Volts
Serenity Shadow / Hatred Assassin: Full rotation
Dirty Fighting Gunslinger / Virulence Sniper: Full rotation but excluding Wounding Shots / Cull
Saboteur Gunslinger / Engineering Sniper: Not tested yet
Sharpshooter Gunslinger / Marksman Sniper: Full rotation but excluding Penetrating Rounds / Penetrating Blasts
Ruffian Scoundrel / Lethality Operative: Full rotation
Sawbones Scoundrel / Medicine Operative: Not tested yet
Scrapper Scoundrel / Concealment Operative: Full rotation
Plasmatech Vanguard / Pyrotech Powertech: Full rotation
Shield Specialist Vanguard / Shieldtech Powertech: Full rotation
Tactics Vanguard / Advanced Prototype Powertech: Full rotation
Assault Specialist Commando / Innovative Ordnance Mercenary: Full rotation but excluding Full Auto / Unload
Combat Medic Commando / Bodyguard Mercenary: Full rotation but excluding Healing Scan when not proceed to be instant and Successive Treatment / Progressive Scan
Gunnery Commando / Arsenal Mercenary: Full rotation but excluding Boltstorm / Blazing Bolts
As of the most recent update, the data gathered includes over 57,000 ability activations.
So what do these results mean?
Here are some of my observations from the chart and looking at the underlying raw data:
Every class has an inconsistent GCD close to the 1,213 breakpoint of Alacrity Rating. Results within 1,213 - 2,163 typically ranged between 1.44 - 1.48 second GCDs.
With the exception of Gunslinger / Sniper disciplines, every other discipline tested got below an average 1.410 second GCD by or before 1,600 points of Alacrity Rating with some needing 1,500 points or fewer to reach that threshold.
The most consistent GCDs in my testing typically ranged from 1.402 - 1.410 seconds depending on the class.
Melee classes had the most consistent GCD results and reached that level the fastest, typically only needing 100-200 extra points of Alacrity Rating to get an average GCD below 1.410 seconds.
Ranged classes sometimes realized some GCD reduction prior to the breakpoint of 1,213 Alacrity Rating but typically needed significantly more Alacrity Rating above 1,213 to get to a consistent 1.410 or lower average GCD. The only exception was Assault Specialist Commando / IO Mercenary, which had better results primarily because its rotation has more instant casts particularly given my testing approach.
Sharpshooter Gunslinger / Marksman Sniper had a significantly higher average GCD than all other disciplines tested, which I found very surprising. I will likely test in more detail, but my initial analysis of the data suggests that the delay results from uses of Aimed Shot / Ambush. The ability should have an activation time of 1 GCD due to passive skill buffs but consistently takes longer to complete before the next ability can be activated. I believe this result comes from animation delay and/or some issue with how the cooldown reduction is applied via passive skills and how that interacts with the effects of alacrity. Even at over 2,000 Alacrity Rating (over 800 points above the 1,213 breakpoint), I could not get consistently below an average 1.42 second GCD.
Saboteur Gunslinger / Engineering Sniper also had a higher average GCD primarily due to a longer activation time for Incendiary Grenade / Plasma Probe that has to be double-clicked to activate. Gunslinger / Sniper overall seems to have more issues with ability activation delay across the board though.
Dirty Fighting Gunslinger / Virulence Sniper also had a higher average GCD over melee classes though it had the lowest average GCD of the Gunslinger / Sniper disciplines. This seems likely to be attributable to slight animation delays when the cast ability finishes before you can activate another ability, as compared to melee classes where animation delays seem very uncommon.
This chart only analyzes Combat Sentinel / Carnage Marauder and Gunnery Commando / Arsenal Mercenary, as these classes have an inherent +3% Alacrity buff from passive skills. As such, their gearing targets are different from other classes.
So what do these results mean?
Here are some of my observations from the chart and looking at the underlying raw data:
This chart is a great comparison of how alacrity behaves for ranged and melee classes. Gunnery / Arsenal is a good representative ranged DPS class that has a mix of instant abilities and cast abilities, while Combat / Carnage contains solely instant abilities like every other melee DPS class.
The previous understanding around system rounding was that the system rounded up and rounded to the hundredth place for casts and the tenth place for instant abilities. If so, we would expect Gunnery to steadily reduce its average GCD as you add Alacrity Rating while Combat would be very flat and drop very rapidly after passing the breakpoint. This is clearly not the case.
Combat / Carnage and Gunnery / Arsenal mostly track each other in average GCD, which I found very interesting. It makes sense that Combat / Carnage drops a bit faster to reach a low average GCD after the breakpoints but that Gunnery / Arsenal would catch up and drop a bit below it over time.
I had some odd results close to the 2,307 breakpoint for a 1.3 second GCD for these classes where both Combat / Carnage and Gunnery / Arsenal got below 1.4 second GCDs prior to 3,200 points of Alacrity Rating. This result makes some sense for a cast class like Gunnery / Arsenal but not for Combat Carnage.
I list results for Telekinetics Sage / Lightning Sorcerer separately since it is the only discipline with a 5% Alacrity passive buff and thus has unique gearing targets.
The most interesting result was that TK / Lightning did not drop in average GCD at all prior to the breakpoint, and actually needed a lot more Alacrity Rating past the breakpoint than I expected to get an average GCD. In particular, gearing for the 1.3 second GCD needed over 2,300 Alacrity Rating to get an average GCD below 1.310 seconds.
I am still working on healing data for Sawbones / Medicine so only Combat Medic / Bodyguard and Seer / Corruption are listed for now.
Combat Medic / Bodyguard
The discipline has relatively similar results to ranged DPS that also have a mix of instant and cast abilities, needing roughly 300-350 points of Alacrity Rating above the breakpoint to get a consistent average GCD.
I was a bit surprised to see a very consistent trend of the average GCD being much higher than other classes. Combat Medic / Bodyguard needed over 700 points above the breakpoint (i.e., 1,900 or more Alacrity Rating) to get below 1.43 second average GCD and over 1,000 points extra to get to 1.41 second average GCD. This trend continued above 3,207 Alacrity Rating where I saw a 1.36 second average GCD even at 3,500 Alacrity Rating.
I am not certain as to the driver of this result, as the parses were conducted at different times using different internet sources. Parses of other classes were conducted in alternation with normal results, so I don’t think it was a run of bad latency. My best guess is Emergency Scan’s extensive animation caused some delay and that the proceed instant Healing Scan also took longer than usual (similar to the delay I noted for Aimed Shot / Ambush for Sharpshooter Gunslinger / Marksman Sniepr), which together raised the average GCD due to those abilities specifically.
Seer / Corruption
The discipline has a much lower average GCD at all levels of Alacrity in comparison to tech-based healers and typically reaches a consistent GCD near the target after around 200-250 points of Alacrity Rating. The discipline shows some unusual drops in average GCD as you move from the 1.4s to 1.3s GCD mathematical breakpoints.
More analysis is needed but the key driver appears to be the instant proc of Benevolence / Dark Heal via the Altruism / Dark Concentration passive skill. Cast abilities that are made instant via passive skills get the Alacrity applied to that ability doubled relative to normal Alacrity levels. As such, Benevolence / Dark Heal is usually at least 0.1s faster than all other abilities and thus drives down the average GCD.
Seer / Corruption also does not appear to have any issues with animations causing ability delay unlike what seems to be taking place with Combat Medic / Bodyguard. The combination leads to Seer / Corruption being a much faster discipline.
Alacrity & Energy Regeneration
Alacrity increases your ability activation speed but it also affects your energy regeneration. Activating abilities faster would not be as helpful if your energy regeneration stayed constant, as it might lead to running out of energy.
All tech classes and some Force classes have a base energy regeneration rate. The regeneration rate is expressed in energy units per second and increases with Alacrity.
The exceptions to this rule are all Jedi Knight / Sith Warrior disciplines that use a Focus / Rage energy system that is generated through active and passive abilities, most or all of which are affected by alacrity and so energy generation naturally scales with the speed of ability activation.
Here is a simple example. If we have 15% Alacrity then our ability activations should take around 85% of the time they would normally take (i.e., 100% normal speed less 15% Alacrity). If we divide 1 by 0.85 then we see that 15% Alacrity leads to 17.6% faster ability activations, so our energy generation needs to increase by that proportion. Default Tech class energy/heat regeneration is 5.0 energy/heat/cells per second, so dividing 5.0 per second by 0.85 results in 5.8 energy per second after rounding.
So if energy regeneration scales with Alacrity and should keep pace with speeding up our ability activations, why do we need to think about it?
For classes that have to consider energy management, energy regeneration breakpoints may matter almost as much as GCD breakpoints. All tech classes (Republic Trooper / Bounty Hunter and Smuggler / Imperial Agent) have energy management constraints, so balancing Alacrity Rating to optimize ability activation speed with energy regeneration can help improve your performance.
Adding some extra Alacrity Rating past your target for average GCD may improve your healing by making your energy management easier. With a base energy/ammo pool typically around 100 or so, an extra 0.1-0.2 energy per second adds up to 1-2 energy every ten seconds, which is not a lot but can make the difference between staying in a high energy regeneration tier and being forced to prioritize energy regeneration through cooldowns and less powerful abilities.
Most Force classes have trivial energy management except for Seer Sage / Corruption Sorcerer heals, so otherwise typically do not need to consider energy regeneration when gearing.
Starparse GCD Logging
The amazing Mari who runs the Parsely website added a neat feature to let you track your GCD and ability activation speed.
The screenshot above shows the “GCDs” tab that is present any time you bring up a parse on the Parsely website. It will list each individual GCD for each eligible ability activation, the minimum GCD, maximum GCD and average GCD. The page will then show the total and frequency of each GCD in intervals of 0.01 seconds.
This feature was amazingly helpful in doing some basic research on alacrity for this guide. Many many thanks to Mari for adding this feature.
What I found on my parses and many others is that the actual GCD recorded in the combat log fluctuates quite a bit, and in many cases there is desync where system latency delays recording an ability then “catches up” on the next one such that you may see a 1.2 second GCD following a 1.6 second GCD when in reality you had a 1.4 second GCD and some system latency.
Alacrity - Tentative Conclusions
I will update this guide as more testing is completed on remaining DPS classes, healers and tanks. However, the consistent trend of the data is sufficient for me to feel comfortable making some tentative conclusions and updating the alacrity guidelines for my class guides.
As reflected in the charts above, every class fails to realize a consistent GCD as soon as they pass the “breakpoint” of Alacrity Rating. Most classes need at least 100 extra points of Alacrity Rating, several appear to need as much as 250-350 to get a consistent GCD, and in some cases a few classes may need even more.
It is not clear why this is the case. Some players have conjectured that the system’s combat engine contains a random variable that affects your ability activation time, and extra alacrity is needed to overcome the variable impact. Other players believe the delay is due to server or individual computer/network latency.
My best guess is that latency seems a more likely result. I also believe some classes have a higher average GCD due to other factors specific to their class, as discussed below in more detail. It does not ultimately matter.
Given the stat budgets for classes in the current game environment and the diminishing returns that impact Critical Rating past around 3,000 points, investing a 150-250 extra points of Alacrity Rating to realize a consistent GCD will be a beneficial gearing change for many players.
Alacrity Gearing Recommendations
Class Alacrity Gearing Recommendations
All Alacrity Rating gearing recommendations below are approximate targets. Unlike the “breakpoint” gearing recommendations previously where the goal was to be at or above the recommendation, in this case being a little over or under is fine.
I would also strongly recommend players test their alacrity build to make sure they are getting consistent GCD results. Depending on your individual latency, connectivity and other unique factors, more alacrity or in some cases less might be warranted.
Jedi Guardian / Sith Juggernaut
Defense Guardian / Immortal Juggernaut
(Primary) 0 Alacrity Rating - Tanks should generally only equip Shield or Absorb tertiary stats in their gear. I do not recommend less experienced tanks utilize an offensive gearing approach for unfamiliar or challenging content.
(Secondary) 1,350 Alacrity Rating - Tanks running less challenging content or content with which they are already familiar may want to gear offensively. If so, I recommend running around 1,350 or so. Most melee classes need around 100-150 extra Alacrity Rating to get a consistent 1.4 second GCD.
Focus Guardian / Rage Juggernaut
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Vigilance Guardian / Rage Juggernaut
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Jedi Sentinel / Sith Marauder
Combat Sentinel / Carnage Marauder
(Primary) 2,500 Alacrity Rating - With the 3% Alacrity buff, my experience was that Combat / Carnage achieved a very consistent sub-1.31 second GCD by around 2,500 Alacrity Rating. This build should be optimal in all capped level 70 content and is a playstyle preference in uncapped level 75 content. Since I prefer to only run one gear set for Combat / Carnage I use this build for all content.
(Secondary) 950 Alacrity Rating - With the 3% Alacrity buff, my experience was that Combat / Carnage achieved a very consistent sub-1.41 second GCD by around 950 Alacrity Rating. This build will not perform as well in capped level 70 content since it results in a lot more Critical Rating that suffers from diminishing returns. The build will be much more competitive in uncapped level 75 content if selecting lower tertiary stat enhancements to allocate more stats to Power, but will significantly underperform in level 70 content where Power is fixed.
Concentration Sentinel / Fury Marauder
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Watchman Sentinel / Annihilation Marauder
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Jedi Sage / Sith Sorcerer
Balance Sage / Madness Sorcerer
1,400 Alacrity Rating - Balance / Madness was tough to test given that its rotation primarily alternates between a >1 GCD channel of TK Throw / Force Lightning and several instant abilities. My results were that 1,400 Alacrity Rating saw a consistent 1.41s or better GCD for all instant abilities just like for melee DPS and that it resulted in a relatively consistent channel time for TK Throw / Force Lightning.
Seer Sage / Corruption Sorcerer
(Primary) 3,400 Alacrity Rating - My testing found that Seer / Corruption benefited from around 200 extra Alacrity Rating past the breakpoint to get a consistent 1.3 second GCD. Overall the discipline gets a lower than average GCD at most levels of Alacrity Rating due to the increase in Alacrity applied to abilities procced to be instant cast. Since Seer / Corruption can instant cast Benevolence / Dark Heal every 10 seconds via the Altruism / Dark Concentration passive skill, they get a reduced GCD a lot. This build will be more efficient for most players since it avoids high diminishing returns from too many points in Critical Rating, which will range from 2,600 and up depending on which enhancements and augments are being utilized.
(Secondary) 1,450 Alacrity Rating - Similar to the 1.3s GCD testing, 200 or so Alacrity Rating extra helped get a consistent 1.4 second GCD. Running a 1.4s GCD will be sub-optimal for most players given their available stat budget of at least 6,000 tertiary points, which leaves 4,550 budget after Alacrity. Diminishing returns for Critical Rating usually begins around 3,000 points so running 4,550 is very inefficient. This build is only recommended for newer players who struggle with maintaining high APMs or healers who are running up to 1,590 Accuracy Rating to have more consistent DPS and/or interrupts. With 1,450 Alacrity Rating and 1,590 Accuracy Rating, most players will have 3,000 or more Critical Rating and relatively little diminishing returns.
Telekinetics Sage / Lightning Sorcerer
(Primary) 2,300 Alacrity Rating - With the 5% Alacrity buff, 2,300 Alacrity Rating resulted in a very consistent 1.3 second GCD and a 1.1 second GCD under Mental Alacrity / Polarity Shift.
(Secondary) 2,100-2,600 Alacrity Rating - Anecdotal evidence from posts in theorycrafting and my own individual experience has been that TK / Lightning can perform reasonably well anywhere between 1,900 and 2,600 Alacrity Rating. However, my testing of TK / Lightning found that I frequently saw an average GCD of 1.33-1.38 seconds until I got to at least 2,100 Alacrity Rating, so would suggest that as a minimum gearing target.
Jedi Shadow / Sith Assassin
Infiltration Shadow / Deception Assassin
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Kinetic Combat Shadow / Darkness Assassin
(Primary) 0 Alacrity Rating - Tanks should generally only equip Shield or Absorb tertiary stats in their gear. I do not recommend less experienced tanks utilize an offensive gearing approach for unfamiliar or challenging content.
(Secondary) 1,350 Alacrity Rating - Tanks running less challenging content or content with which they are already familiar may want to gear offensively. If so, I recommend running around 1,350 or so. Most melee classes need around 100-150 extra Alacrity Rating to get a consistent 1.4 second GCD.
Serenity Shadow / Hatred Assassin
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Gunslinger / Sniper
Dirty Fighting Gunslinger / Virulence Sniper
(Primary) 2,350 Alacrity Rating - I run this higher Alacrity build as a primary option with the Exploited Weakness tactical item since it shortens the cooldown of Wounding Shots / Cull sufficiently to let 1-2 ticks of a second channel fit inside the duration of Hemorrhaging Blast / Weakening Blast.
(Secondary) 1,500 Alacrity Rating - I found a consistent 1.4 second GCD around 1,500 Alacrity Rating. I do not prefer this rotation when running Exploited Weakness since it sacrifices extra ticks of damage available under higher Alacrity builds. I would prefer this build if running Ultraviolet Blast, however, and would change gearing by swapping two ear/implant/enhancements between Alacrity and Critical.
Saboteur Gunslinger / Engineering Sniper
1,600 Alacrity Rating - Saboteur / Engineering had fairly high average GCDs primarily due to delays on activation for Incendiary Grenade / Plasma Probe. The ability is a manually controlled AoE ability and needs to be double-clicked to be activated immediately, which together with the animation causes it to consistently be above the expected GCD target. The lowest average GCD was around 1.425-1.430 seconds with 1,550 - 1,650 Alacrity Rating. I did manage to get down to 1.409 seconds with 2,776 Alacrity Rating but that gives up far too much Critical Rating. As such, I recommend 1,600 or so and a minimum of 1,500 should be a reasonable target for most players.
Sharpshooter Gunslinger / Marksman Sniper
1,600 Alacrity Rating - My experience was that Sharpshooter / Marksman had higher than average GCDs due to animation delays on Aimed Shot / Ambush. 1,600 Alacrity Rating consistently resulted in an average GCD of 1.43 seconds and was not meaningfully improved without jumping up to 2,000 or more. I dislike giving up that much Critical Rating so feel like this is the optimal build.
Scoundrel / Operative
Ruffian Scoundrel / Lethality Operative
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Sawbones Scoundrel / Medicine Operative
(Primary) TBD Alacrity Rating - Testing still underway, will be updated soon!
(Secondary) TBD Alacrity Rating - Testing still underway, will be updated soon!
Scrapper Scoundrel / Concealment Operative
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Vanguard / Powertech
Plasmatech Vanguard / Pyrotech Powertech
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Shield Specialist Vanguard / Shield Tech Powertech
(Primary) 0 Alacrity Rating - Tanks should generally only equip Shield or Absorb tertiary stats in their gear. I do not recommend less experienced tanks utilize an offensive gearing approach for unfamiliar or challenging content.
(Secondary) 1,350 Alacrity Rating - Tanks running less challenging content or content with which they are already familiar may want to gear offensively. If so, I recommend running around 1,350 or so. Most melee classes need around 100-150 extra Alacrity Rating to get a consistent 1.4 second GCD.
Tactics Vanguard / Advanced Prototype Powertech
1,400 Alacrity Rating - My experience was that melee classes achieved a very consistent sub-1.41 second GCD by around 1,400 Alacrity Rating. Some improvement was possible with another 150-200 points but was very marginal in my testing.
Commando / Mercenary
Assault Specialist Commando / Innovative Ordnance Mercenary
My testing indicated that AS / IO achieved a stable 1.4 second GCD around 1,500 Alacrity Rating. However, I do not recommend that as a gearing target due to how the discipline's abilities and passive skills interact.
I strongly recommend Rekui's IO Guide as a resource that goes much deeper into the rotation and particularly gearing than my AS or IO guides. Section VII towards the end discussed how Alacrity works for the discipline. I have note tested as many builds in detail as Rekui, so list below the primary builds I run with strong results.
(Primary) 1,800 Alacrity Rating - I found a consistent 1.4 second GCD around 1,500 Alacrity Rating but prefer around 1,800 Alacrity Rating since the energy management is slightly easier and the rotation and its procs align smoothly without sacrificing too much Critical Rating.
(Secondary) 2,150 Alacrity Rating - This slightly higher Alacrity Rating build is intend to reach the 5.6 heat/second energy regeneration tier instead of the 5.5 heat/second at 1,800 Alacrity Rating or 5.4 heat/second at 1,213 Alacrity Rating, which makes the rotation a little bit easier on energy management at this level.
Combat Medic Commando / Bodyguard Mercenary
(Primary) 2,200 Alacrity Rating - I found a consistent 1.42 second GCD around 1,600 Alacrity Rating but prefer around 2,200 Alacrity Rating since that gets you to another energy regeneration breakpoint. As long as you aren't gearing Accuracy then you still have a lot of Critical Rating so sacrificing a few hundred points is not that noticeable to me in exchange for smoother energy management.
(Secondary) 3,500 Alacrity Rating - The high Alacrity build aims for as smooth a 1.3 second GCD as possible. Commando / Mercenary healer struggled somewhat to get to a flat GCD in my experience due to some animation delays. I found that 3,500 Alacrity Rating was the minimum to get meaningful GCD improvement. Several NiM healers I play with prefer this build but run closer to 3,250-3,300 Alacrity Rating. The trade-off between 3,300 and 3,500 is that you begin to lose meaningful Critical Rating that is important to the discipline. My testing indicates you get a significant increase in GCD for those 200 points so it should be optimal, though more testing is needed.
(Tertiary) 1,600 Alacrity Rating - I only mention this build as an option for fights where the healer needs to build a full 1,590 Accuracy Rating for mechanics, such as getting an interrupt on Veteran Mode Revan in Temple of Sacrifice. Running 1,600 Alacrity Rating resulted in a fairly consistent 1.42 second GCD but sacrifices some energy regeneration but in exchange gives you back meaningful Critical Rating due to the loss of points to Accuracy. I normally run around 2,200 and would just swap an implant/earpiece and two augments from Alacrity to Critical for these select fights.
Gunnery Commando / Arsenal Mercenary
(Primary) 2,550 Alacrity Rating - With the 3% Alacrity buff, my experience was that Gunnery / Arsenal achieved a very consistent sub-1.31 second GCD by around 2,500 Alacrity Rating. This build should be optimal in content unless the player struggles with APMs. This build still leaves a reasonable stat pool for Critical Rating and the 1.3 second GCD significantly improves the uptime of the Primed Ignition DoT applied by Vortex Bolt / Priming Shot.
(Secondary) 850 Alacrity Rating - With the 3% Alacrity buff, my experience was that Gunnery / Arsenal achieved a very consistent sub-1.41 second GCD by around 850 Alacrity Rating. I do not recommend this build since it results in a lot of excess Critical Rating with diminishing returns or requires a second gear set for capped and uncapped to use different lower tertiary stat enhancements to shift stats to Power for uncapped. I also do not recommend the low alacrity build due to how it interacts with the Primed Ignition tactical and it does not realize the benefits discussed above for high alacrity. I always run and recommend running higher Alacrity Rating unless maintaining high APMs is a very large struggle.
Conclusion
So how much alacrity should you place in your gear??? It is very much up to you the player. My recommendations are above but the very short version is that adding some extra points above the "breakpoint" will improve the performance of many players in most content.
Since ability activation speed is impacted by individual dexterity, network connectivity, keybinding, system latency and other factors, the optimal answer will be different for every player. I encourage you to experiment with a few different builds and find what works best for YOU!
Please let me know what works for you! If you have any parse data, feel free to email me with your parse link URL and how much Alacrity Rating you have in your gear. My SWTOR email is in the footnote below. Good luck!