Swtor commando dps
Cons - Umm. None of the 2nd Tier abilities in the Combat Medic or Assault trees really lend themselves to Gunnery gameplay either, aside from possibly Parallactic Swtor commando dps Stims, which just isn't a good payoff for the point cost. Flexibility - If you have no intention of PVP'ing, there are plenty of points here that you could reallocate elsewhere.
The gunnery Commando specializes in ranged cannon attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating blaster round combinations and relentless assault cannon volleys generate a spectacle of explosive brilliance and transform the Commando into a virtual blaster storm. You can start playing Gunnery at level 1. To start playing Gunnery, you will need to first create a Commando character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents. Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Gunnery from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Swtor commando dps
They excel in target swapping. They do well in fights with mobility. With proper utilities, every Gunnery ability is instant or can be used on the move except for Grav Round. Unfortunately, Grav Round is the most frequently used ability in the rotation. In fights with lots of mobility, a Gunnery player may have to use a basic attack occasionally but generally can maintain very good DPS on the move with practice. Commandos have great survivability. Except for classes that include a tank discipline, they are the only DPS class that wears heavy armor. As a class with a healing discipline, they possess good off healing capability for emergencies. They also possess a wide range of useful defensive abilities that include a straight buff to DR, an emergency sustained self heal and a powerful reflect. Gunnery also contains a really cool defensive via its threat drop ability due to a passive skill tree ability. Gunnery has flexibility regarding target assignments and is frequently a good choice to deal with adds. Gunnery was nerfed in patch 6. The nerf was primarily intended towards Commando healers but affected Arsenal as well. As such, Apex Predator should now be the best in slot set bonus choice for Gunnery as it provides a strong buff to your primary filler, Grav Round, in comparison to a much weaker Concentrated Fire set bonus after the nerf. I usually take some combination of the following Utilities, though the optimal combination can change from fight to fight.
This grants you the most energy regeneration for the ability use as compared to any other option. Choosing not to use a medpac for financial reasons and subsequently dying is not a valid excuse.
SWTOR 7. The guide is up-to-date for Patch 7. Gunnery Commando is capable of dealing gargantuan amounts of damage with individual destructive rounds and high-velocity blaster bolts that can penetrate armor! Unfortunately, these massive bursts are inconsistent and do not translate to high sustained DPS throughout a boss fight or possess sufficient reliability for burst checks. Yes, you will have to work a bit harder compared to your mDPS peers in group content to pull viable numbers, but you should still be able to clear almost all content with Gunnery. The Thermonuclear Fusion tactical from 6. Utility points are gone!
This guide explains the best builds for Commando DPS disciplines that are optimized to perform extremely well in solo content. The guide is up-to-date for Patch 7. 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. I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. 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. 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. Please refer to the 7. The damage and multi-target potential of your explosives are dependent on whether or not the enemies are affected by your Gravity Vortex debuff.
Swtor commando dps
SWTOR 7. The guide is up-to-date for Patch 7. Gunnery Commando is capable of dealing gargantuan amounts of damage with individual destructive rounds and high-velocity blaster bolts that can penetrate armor! Unfortunately, these massive bursts are inconsistent and do not translate to high sustained DPS throughout a boss fight or possess sufficient reliability for burst checks. Yes, you will have to work a bit harder compared to your mDPS peers in group content to pull viable numbers, but you should still be able to clear almost all content with Gunnery. The Thermonuclear Fusion tactical from 6. Utility points are gone! Instead, there is a new system called the Ability Tree. Each discipline has 8 choices where they pick 1 of 3 options. The options have several similarities across the Combat Styles:.
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It is no longer worth using in PvE because it no longer spreads DoTs and deals too little damage given that it costs as many Energy Cells as your other AoEs. These stacks usually build fairly quickly, but the damage increase of an individual stack is too weak to care about, so you should use Charged Bolts when appropriate and ignore how many stacks of this you have. This field is for validation purposes and should be left unchanged. Notify of. Critical: all remaining tertiary points go into Critical. Propulsion Round gets an additional charge. Your goal is to get as close to Energy Cells as possible without hitting 0. They are the only type of crystal that increases one of your tertiary stats. Edited March 27, by Amun-RA. Launches waves of blaster fire at up to 8 targets within 5 meters of the target area, dealing weapon damage over the duration. Otherwise, you just have to wait until after. I'm either going to put them into Reserve Round mainly for the shorter cool-down on Reserve Powercell or Weapon Calibrations in the AS tree for 6 percent more alacrity. Leave a Comment Did you find one of my guides useful? Alacrity is not important to put on gear since you can always get something better crit, surge, accuracy, power but you really don't have any good choices for the last two skill points.
SWTOR 7.
Gunnery struggles with attacking multiple enemies. Flashpoint Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. If there are other enemies out that need to die, this takes the highest priority in your filler slot and should be used on cooldown. Plasma Grenade spreads your Grav Round's Gravity Vortex to the targets it damages, as long as it damages at least one target already affected by your Gravity Vortex. The key skill for making the rotation work is knowing when you can safely swap in a basic attack to avoid energy issues. Google Sites. Electro Shield - When activated, your Reactive Shield charges with electricity, zapping attackers for elemental damage when they deal direct damage to you. Solo 'Single Enemy' Suggestions High Impact Bolt - Used with 5 stacks of Charged Barrel to maximize damage and critical chance Reserve Powercell OFF GCD - We avoided energy issues earlier via the upfront use of Supercharged Cell, so we use here prior to Boltstorm to get the maximum energy recovery right as we start to get near to a breakpoint on energy levels. Either build works, and some have experimented with 1 in First Responder and 1 in Weapon Calibrations but that's even more RNG dependent. Always useful in all situations and easy to trigger! Go to topic listing. Gravitating Compound.
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