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Vaspyre

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Everything posted by Vaspyre

  1. Im 50 on my commando 3/12/25 spec and kick some serious butt. If you want to be close range (and yes they have guaranteed procs with plasma cell but its a 10m range, almost have to be on top of them) be a Vanguard. In Ilum having that 30m snare is great for runners. Spamming hammer shot itll go off very often anyways. If you get jumped by a melee use concussive force and just kite them around with plasma cell up. I have 2 knockbacks, insane crit chance atm (33% ranged 34% tech/37% if im using plasma cell) I have crazy survivability even without speccing into any heals. If im getting in trouble use the 25% dmg reduc shield, the HoT, and drop both the insant and free cast abilities, use the slow casting heal to instantly heal yourself for a good amount, then use a medkit and that usually brings me back to full. Cant tell you how many times I healed a runner with the ball getting beat on at their goal area and because I was healing them they got the goal, even with my slow heals. My High Impact Bolt does insane dmg if im using armor piercing (35% armor pierce through the cell, 30% through assault line, its free to use since it costs 1 ammo and I gain 1 ammo and refreshes often with full auto and charged bolt. The only drawback is that vanguards get some easy medals, the only 1 I get through my commando is 2.5k heal. Could get 75k heal if I tried tho. Honestly at first I wish I went vanguard but im really loving this class now.
  2. I run a 0/12/28 spec commando and the mobility is amazing. I can be a turret if I need, but high impact, incendiary, sticky grenade, hammer shot with either armor piercing or plasma (if I need to kite) is all instant, full auto refreshed high impact almost always. I love the spec
  3. So I'm 50 now. Maxed out crit in medic and put 1 point in reflexive shield. Since 1 point in reflexive gives yout a 50% chance to lower the cooldown on reactive by 3 seconds and it only works every 1.5s, 2 points is 100% chance but still only works every 1.5s I felt like 1 points sufficient. Atm my crit chance is 32% surge is 71%. this spec is really fun. still want to try the medic/assault hybrid but it's gonna cost me 100k atm. Gonna wait that out.
  4. I'm hybrid gunnery/assault. Mainly use ap but switch to plasma if I need to kite someone around. With my spec high impact has 30% armor pen in assault and every attack has 35% from ap. Plus high impact is basically free with ap.
  5. Iv played both and find that the spec I run is the best of both worlds. Enough in gunnery for the stock kb. Most in gunnery 2 in medic for quick heals. Use sticky over plastique.
  6. As it is sticky grenades work well for an assault hybrid.
  7. Your thinking of protection. Defense is easily gotten in alderaan, pretty easy in huttball. dont think you can get it in voidstar. Still tho, solo kill, killing blow, 10 and 25 kills, 75k dmg is easy to get, eventually 2.5k hit and heals is easy.
  8. Thats my build except dont use gr, better off using charged bolt when full auto is on cooldown to try to get high impact to refresh. I alternate between ap and plasma cells. Usually stick to ap since it makes high impact free to use and hit like a truck. Constant crits for 2.8-3.5. Lot of mobility and the knockbacks are great. Gonna try a medic/assault when it's cheap again. All the assault skills I use with my current built but 12 in medic. Focus on shield, break snare, uninterrupt, no pushback quick reuse shield. Lose knock back tho
  9. One for killing blow, one for winning a solo fight, one for getting 75k dmg, one for getting a 2.5k hit, 10 kills 25 kills 1k defense 3k defense 2.5k heal 75k heal
  10. Thing is.. With my build anyways which is 12 in gunnery for just the knockbacks... couple in medic rest in assault. I use armor piercing mostly. high impact hits hard as hell. Refreshes alot with full auto ignores 65% armor and is free to use. I almost always top dmg and kills in wz. At 48 I'm critting high impact for over 3k. If my targets on fire most of my attacks do 9% more dmg, with armor piercing ignoring 35% even hammer shots hitting pretty hard.
  11. Iv crit High impacts for over 3300 with the 15% extertise buff on, around 3k without it. Full auto refreshes it almost all the time. Can get some nice burst in there with Charged bolt, Stickies, high impact, incendiary and plasma grenade. I almost always get top dmg, most kills ect. Its a very versitale spec.
  12. This is BY FAR the best Theme Song for Troopers We are the ones who will never be broken, with our final breathe, we'll fight to the death, we are soldiers! we are soldiers! We are the ones who will not go unspoken, no we will not sleep, we are not sheep... We are Soldiers! We are Soldiers!
  13. Im 48 right now. This is how my spec looks. http://www.torhead.com/skill-calc#8000MZMIk0MZfhMrzGhM.1 I will probably take either reflexive shield or Quick thinking for my final 2 points. Im contemplating trying out a medic/assault hybrid which would look like this. http://www.torhead.com/skill-calc#800bfR0ozZMZfhMrzGGM.1 The Shield would be pretty interesting. You can break snare, and never be inturrupted from healing, all while regaining the ability to use it whenever you get hit. You still could do some nice dmg with the assault line.
  14. Plasma grenade, incendiary, sticky, high impact, full auto, high impact if it procs, theres your burst. throw on a few charged bolts in between.
  15. Almost like my spec. I'm more assault, just enough for knockback in gunnery. High impact crits for over 3; and refreshes alot. Gonna try a medic assault combo. Shield would let me heal with no interrupt, remove snare and refresh quicker when I'm hit. Lose the gunnery tho
  16. Your def talking about concussion charge. I do it to force leapers all the time. As soon as I get rooted I know a leaper has... lept, right as they are about to land i use it and they are flung right back and I unload hell on them. I also do it to Juggs however and more often than not they never get knocked back because of the skill they can get that makes them immune, the bastards.
  17. The increased alacrity loweres full auto to 2.88, charged bolt to 1.44 and both my healing techs to 1.89 and 1.44 It helps when i can run around a corner and heal myself quick... or to spot heal someone.
  18. copied and pasted from my post a few days ago Right now im only 46 so my spec is like this http://www.torhead.com/skill-calc#800ZMIk0MZfhMrzGhM.1 By 50 itll probably be something like this http://www.torhead.com/skill-calc#800bMZMIk0MZfhMrzGhM.1 Maybe take the 2 out of Field Training to put them in Burnout or Reflexive Shield, however I feel like burnout isnt that great personally. Reflexive is good but it depends on if you want to lose out on 4% crit in both tech and ranged. Quick thinking is great for pvp of course. With this build you have a ton of utility for warzones. You get the crazy far aoe knockback, and the knockback on stockstrike, The 18s incendiary dot to help stop people from capping points and arming/disarming the bombs, increased dmg with charged bolts and I believe incendiary rounds since its considered a "Round" Increased tech crit with plasma cell on, lowered ammo use on charged bolts, which is now alot better to use when full auto is on cooldown. Lowered pushback on charged bolt and full auto.. which is still bugged but hopefully gets fixed soon... Stockstrike is great to use on tracer spammers since it knocks them back stopping them from casting, when they cast again do another knockback with concussion, by the time they land stockstrike is up from cooldown and you can hit them with it again, usually by then they are dead if you have been hitting them as you are sending them flying. This build makes melee no problem too since you have 2 knockbacks on a relativly short cooldown (even shorter with 2 pieces of Eliminator) and a snare from plasma cells. Just keep kiting them around, throwing stickies, high impacts and hammer shots... when you use conussive force use full auto or charged bolts a couple times, then repeat the kiting. If they snare you, you can break free with the snare break from Reactive shield. This is assuming they dont force leap you, which is why i usually save my concussive force for the leapers. If you feel like you dont want/need to use plasma cell, you can use armor piercing which lowers high impact ammo useage to 1... and when you use high impact on burning targets you get 1 ammo back so its free! Also hig impact ignores 30% armor in assault, and armor piercing ignores 35% so high impacts hit hard. So with Armor piercing High impact does 9% more dmg to burning targets and ignores 65% armor and refreshes alot with full auto and charged bolts , does 30% more crit dmg.. and is free to use. I love this build because you can be really mobile with just using incendiary round, hammer shots, high impact, stickies, plasma cell and the knockbacks. Or you can be a turret with charged bolts, full auto, high impact, and armor piercing if you feel like it.
  19. Umm sweltering heat is amazing. Aoe knockback which snares the target, incendiary, sticky, high impact, run around while using hammer shot with plasma cell on and just keep kiting them around. If they happen to get close, your aoe knockback should be up..use that..rinse and repeat.
  20. I get about 7+ medals a wz with my gunnery/assault spec. Once I get the healing cast reduction should be easier to get more.
  21. Right now im only 44 so my spec is like this http://db.darthhater.com/skill_calc/...ef25e4f4e5fec: By 50 itll probably be something like this http://db.darthhater.com/skill_calc/...fdf8e4f4e5fe2: Maybe take the 2 out of Field Training to put them in Burnout or Reflexive Shield, however I feel like burnout isnt that great personally. Reflexive is good but it depends on if you want to lose out on 4% crit in both tech and ranged. Quick thinking is great for pvp of course. With this build you have a ton of utility for warzones. You get the crazy far aoe knockback, and the knockback on stockstrike, The 18s incendiary dot to help stop people from capping points and arming/disarming the bombs, increased dmg with charged bolts and I believe incendiary rounds since its considered a "Round" Increased tech crit with plasma cell on, lowered ammo use on charged bolts, which is now alot better to use when full auto is on cooldown. Lowered pushback on charged bolt and full auto.. which is still bugged but hopefully gets fixed soon... Stockstrike is great to use on tracer spammers since it knocks them back stopping them from casting, when they cast again do another knockback with concussion, by the time they land stockstrike is up from cooldown and you can hit them with it again, usually by then they are dead if you have been hitting them as you are sending them flying. This build makes melee no problem too since you have 2 knockbacks on a relativly short cooldown (even shorter with 2 pieces of Eliminator) and a snare from plasma cells. Just keep kiting them around, throwing stickies, high impacts and hammer shots... when you use conussive force use full auto or charged bolts a couple times, then repeat the kiting. If they snare you, you can break free with the snare break from Reactive shield. This is assuming they dont force leap you, which is why i usually save my concussive force for the leapers. If you feel like you dont want/need to use plasma cell, you can use armor piercing which lowers high impact ammo useage to 1... and when you use high impact on burning targets you get 1 ammo back so its free! Also hig impact ignores 30% armor in assault, and armor piercing ignores 35% so high impacts hit hard. So with Armor piercing High impact does 9% more dmg to burning targets and ignores 65% armor and refreshes alot with full auto and charged bolts , does 30% more crit dmg.. and is free to use. I love this build because you can be really mobile with just using incendiary round, hammer shots, high impact, stickies, plasma cell and the knockbacks. Or you can be a turret with charged bolts, full auto, high impact, and armor piercing if you feel like it.
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