Damage is, of course, the most important role in the game. Without it, mobs would stay alive indefinitely and nothing would get accomplished. Good dps means faster runs, less stress on tanks and healers, and more successful runs overall. So here is where you all can discuss rotations, consumable usage, specs, etc.
Every advanced class in the game can DPS. So it's more a matter of how you like to dps and what you enjoy doing in your off-time. So I'll list that info here.
Jedi Knight/Sith Warrior
Guardian/Juggernaut: Use a single lightsaber to get the job done. Can spec for tanking as well. Primary resource builds from certain moves and is spent by others.
Sentinel/Marauder: When one lightsaver isn't enough, try out this AC. Dual-wields for your pleasure, but only has DPS specs
Jedi Consular/Sith Inquisitor
Shadow/Assassin: Wields that fancy lightsaber made famous by Darth Maul. Has an energy bar similar to rogues from that Blizzard game. Utilized stealth and positional attacks to dish out damage, but also shoot lightning or pebbles at people for some extra oomph. Can also tank.
Sage/Sorcerer: Uses only one saber, but damage is primarily dealt via the force. Pick your flavor! Vanilla telekinesis Republic or chocolate lightning Empire! Becomes more of a ranged class, and the energy bar is much larger than the Shadow/Assassin, becoming more akin to a mana bar. Pack heals, and can spec for healing.
Vanguard/Powertech: Front-line brutes that pack real stopping power. Pretty much give up most range capacity for nastier weaponry. Use an Ammo/Heat meter that either drops (Ammo) or builds up (Heat). Functionally the same, however, and your regen gets worse the lower/higher your Ammo/Heat is. Can also spec for tanking.
Commando/Mercenary: Ranged classes that utilize explosives and rifles to take down their targets. Same resource system as the other ACs, they have some healing capabilities and can spec for such.
Scoundrel/Operative: A closer-ranged style that uses either close-range guns (Smuggler) or knives (Operative) to dish out damage. Can stealth, allowing them to get into the optimal position before a fight. Have an energy bar similar to Shadow/Assassin, but regen gets better/worse as your energy stays high/low. Pack heals, and can serve as a healer if specced for it.
Gunslinger/Sniper: Long-range fights that make use of cover to not only avoid certain attacks but also make use of some their own special attacks (Scoundrel/Operative also have this, but make less use of it). Same resources system as the other Smuggler/Agent ACs. Can only spec for damage
. So if you hate healing or tanking, you'll have extra spec options.
Specs will be added here as we get more clarity as to what works and what doesn't.