SWG Build Templates
Canonical NGE starter builds. Click any template to load it into the Skill Calculator for editing and sharing. Each build is sourced from veteran community guides and the SWG Restoration wiki.
Combat
Master Rifleman
220 / 250 ptsLong-range PvE sniper. Master Marksman as foundation, then Master Rifleman for headshot specials.
Classic PvE DPS template. Lay-down posture + headshot specials hit hard from outside aggro range. Scout adds camps for resting and concealment. Pair with a Master Doctor for sustained group runs.
Master Pistoleer / Smuggler
220 / 250 ptsPvP duelist with underworld flavor. Master Pistoleer for fast crits, Smuggler for slicing + spice.
Fast-cycle pistol DPS for duels and small-group PvP. Smuggler slicing lets you crack weapon and armor caps for guildmates and traders — a social-economy multiplier outside combat.
Master Bounty Hunter
220 / 250 ptsHunt NPC and player bounties. Investigation + traps + light/heavy ranged. The contracts profession.
Bounty Hunter requires Master Marksman + Master Scout to enter — the build is gated behind two full masters. Investigation branch unlocks player-bounty terminals; droid tracking unlocks probe droids for chasing PvP targets across planets.
Master Pikeman
220 / 250 ptsTwo-handed polearm melee tank. Master Brawler for unarmed/melee foundation, then Master Pikeman for reach and AoE.
Polearms have the longest melee reach in SWG. Pair with a Master Doctor or Combat Medic for sustained pulls. The marksman pistol branch covers situations where targets kite or fly out of melee range.
Crafting
Master Weaponsmith
220 / 250 ptsCombat gear crafter. Master Artisan for surveying + sampling, Master Weaponsmith for pistols/rifles/carbines/melee.
The combat economy depends on weaponsmiths. Survey for high-stat metal and chemical resources, experiment to push damage/speed caps, sell through vendors. Merchant partial unlocks vendor count and search visibility.
Master Architect
220 / 250 ptsPlayer City builder. Houses, civic structures, harvesters, factories — the residential and industrial backbone.
Player Cities run on architects: every harvester, factory, house, cantina, and city hall is crafted. The capital expense of a city means demand is steady. Pair with a partner Master Tailor or Weaponsmith to outfit residents end-to-end.
Master Chef / Tailor
220 / 250 ptsBuff-food and clothing economy. Master Chef for stat-boosting meals, partial Tailor for armor underlays and roleplay garb.
Buff food sells constantly to raiders and PvPers — every heroic run consumes stacks. Tailor partial covers basic clothing and armor underlays. Lowest-friction crafting template for a new player learning the resource economy.
Support
Master Doctor
220 / 250 ptsPure group healer + buffer. Master Medic foundation, then Combat Medic partial for battlefield healing and poison.
Every heroic group needs at least one Master Doctor. Medic foundation unlocks stat-buff stim packs and disease cures; Combat Medic partial adds battlefield heals on ranged targets. Master Marksman is the required prereq for entering Combat Medic.
Master Entertainer
220 / 250 ptsBuff economy + mind-wound healing. Master Musician + partial Dancer is the canonical cantina template.
Entertainers heal mind wounds and grant Inspiration buffs (a passive XP boost). Music + dance pairing covers both buff types. Cantinas in major cities depend on entertainer presence; tipping economy provides steady credit income.
Hybrid
Master Commando
220 / 250 ptsHeavy weapons AoE specialist. Master Marksman + Master Brawler prereqs unlock Commando — the AoE damage king.
Commando is gated behind Master Marksman AND Master Brawler — the highest entry cost in the combat tree. The heavy rifle (a.k.a. Heavy Acid Rifle) and demolitions branches deliver enormous AoE damage in heroic encounters and faction warfare.
Master Creature Handler / Bio-Engineer
220 / 250 ptsPet master. Tame, train, and breed your own beasts. Combat is delegated to the pet; you support and command.
The pet does the fighting. Scout foundation for tracking + foraging in the wilderness; Master CH unlocks rancor-tier creature taming and the deeper command slots. Bio-Engineer partial lets you splice DNA samples into customized pet upgrades — a self-sustaining creature pipeline.
JTL / Space
Master Shipwright (JTL)
220 / 250 ptsJump to Lightspeed crafter. Build starship hulls, components, weapons. Powers the entire space economy.
JTL (Jump to Lightspeed) is SWG's space expansion. Every starship — from Z-95 trainers to Y-Wing bombers — is hand-crafted by shipwrights. Droid Engineer partial covers astromech droids that occupy the second slot on your ship. Highest-margin crafting profession on Restoration.
About these templates
These templates use a uniform 90-point-per-mastered-profession model that lets the 250-point player budget cleanly fit "two full masters + a partial third profession" — the canonical NGE template pattern. Some classic three-master builds (Master Doctor / Combat Medic / Marksman, for example) are expressed here as two masters plus a partial third; the playstyle stays canonical, just with the third profession's master skill unpurchased.
Sources are linked on each card. Cross-referenced against swgr.org/wiki, swg.fandom.com, and wiki.swgemu.com.