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Infalliable

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Posts posted by Infalliable

  1. Well there was a thread somewhere on these boards where a boffin had worked out it was better to split HK 50-50 Aim and Cunning than to max out one over the other.

     

    Don't quite remember the reasoning behind this idea, but being of very little brain myself I took his word for it.

     

    HK is special in that he gets the exact same benefits from AIM or CUNNING. You can use either or a mix of both.

     

    Because of diminish returns, it works out statistically best to split the ratio of AIM:CUNNING at 50:50. Briefly, Main stats provide a boost to damage and a small boost to critical chance per point. The boost to damage is not on diminishing returns. The boost to critical chance does have diminishing returns, but not that severe. Because of this, it works out better to split the AIM:CUNNING ratio to max your critical chance. Overall though, this is a relatively small boost gained by splitting them.

     

    He tends to be a pain to gear though (like all the droids), so IMO it's fine to not really worry about the AIM:CUNNING ratio and just use the best gear you can get for him

  2. You can solo all the way to the end. There is some end game and group content you'd miss out on. Prior to end game it's not too much.

     

    Time really depends on how fast you go. It's probably on the order of 80 hours per class if you do all the cutscenes and don't skip many missions.

     

    I think you should do a local pve server. If you ever decide you want to try group content the peak playtimes will line up better. People will not be able to attack you on a pve server so minimal interference from others.

  3. Thanks for all your contributions guys, the sniper community is by far the best on the forums. Ive tried leth and MM now, so far i like the style of Lethal but ive not tried full Engineering yet so ill give that go now. Would anybody mind giving me an idea of the rotation for that? and how is it on energy management compared to leth and MM? thanks alot lads.

     

    Eng unfortunately has the least defined rotation of the specs. It has a lot of longish cool down abilities (although not as much as it once was) so you end up with a less clearly defined rotation. Paowee has a sticky on this forum that will get you started.

     

    Energy management isn't bad since you can instantly finish the adrenaline probe cool down when needed.

     

    Compared to the other specs it better at aoe and against large slow/immobile bosses. The key to high dps is good use of scatter bombs.. It's also good for objective denial in pvp

  4. MasterJacer thanks for your contribution, if its not to much trouble can you link this hybrid spec im hearing so much about so i can a little look. thanks again.

     

    It is basically up to cull in lethality and int probe/cluster bombs in engineering. Works good for single target but is slow on target swapping. Bursts very hard with setup (cg, cd, & ep then cull). If there are a lot of target swapping I like mm better.

     

    In terms of rotation it is basically the same as pure lethality with int probe instead of weakening blast and no lethal takedown.

  5. If you're just learning to play sniper at 55, maybe stick with Marksmanship, its a lot easier to play. Ill put in a Lethality rotation, but you should know there is a hybrid spec that outperforms full Lethality atm, but there's plenty on that here if you're interested:

    http://www.noxxic.com/swtor/pve/imperial-agent/sniper/lethality/talent-build

     

    Basic Marksman rotation:

    Shatter Shot > Series of Shots > Followthrough > Target Acquired > Series of Shots > Followthrough > Snipe x 2 > Followthrough > Ambush > Followthorough > Shatter Shot / Rifle Shot / Corrosive Dart > Start from Begining

     

    If Target Acquired is on cooldown, skip that and the second Series of Shots > Followthrough combination.

    It might sound complicated, but with a bit of practice that rotation is a lot easier than the other specs imo.

     

    Of course Orbital Strike needs to be worked into that rotation, but if you're just learning then it won't matter too much, until you take it into endgame pve.

     

     

    Basic Lethality Priorities:

    Because the energy management of Lethality is a bit harder than Marksmanship its easier to look at this as a priority list. With Marksmanship its unlikely you'll run out of Energy so it's easy to stick to a rotation, but Lethality can be tougher. Remember to stay above 60 energy as much as possible, unless you have Adrenaline Probe available.

     

    1. Shatter Shot

    2. Corrosive Grenade (to refresh dot when it wears off)

    3. Corrosive Dart (to refresh dot when it wears off)

    4. Cull (only when the both the dots from Corrosive Grenade and Corrosive Dart are on the target).

    5. Series of Shots.

    6. Snipe with Laze Target.

    7. Ambush

    8. Explosive Probe.

    9. Snipe without Laze Target.

    10. Rifle Shot (if below 60 energy).

     

    Of course Orbital Strike needs to be worked into that priority list, but if you're just learning then it won't matter too much, until you take it into endgame pve.

     

     

     

    Preparing for people to flame me for noob rotation and being terrible at life.

     

    Lethality most definitely has a base rotation. It's basically

    CG - (1.5 sec filler) CD - weakening blast - cull - (filler) - cull - Repeat

     

    Between the dots, either TD or rifle is usually used as filler. It really hasnt changed in a long time,except since 2.0 takedown is used a lot more and the filler choice is a bit more dynamic

  6. For flash points there is never a need to kick a player b/c they are in a suboptimal AC. There isn't enough of a difference in AC performance nor is the content that hard. All 3 healers are very viable. Even for ops the general rule is just to have 2 different healing ACs. It doesn't matter which.

     

    It's much more likely your gear isn't up to it or your just not on the same page as the team.

  7. No!

    Not "if debuff is down"

     

    The cooldown of wither is 9 seconds. The debuff lasts 15 seconds.

    To build up stacks of Harnessed Darkness as fast as possible, Wither needs to be always used immediately when it comes out of cooldown. You don't want to wait that another 6 seconds for the debuff to go down.

     

    Discharge is of course different story. It is on single target fights used only for the debuff and there is no point using it any sooner than the debuff runs out.

     

    Good catch. I left it out unintentionally. Wither should also appear lower on the list for general use after shock

  8. Basic single target priority looks something like:

     

    Assassinate

    Wither - if debuff is down

    Force lightning w/ 3 harnessed darkness stacks

    Shock

    Maul w/ proc

    Discharge- if debuff dropped

    Thrash to get procs

    Basic attack if force low

     

    You basically want to keep debuffs up. Discharge tends to be a dps loss but a survivability increase so dont go crazy with it. Thrash away to generate and take advantage of procs to boost shock and maul

  9. Mercs (w/ tracer missile) and jugs usually are on armor debuff duty. Snipers are usually a fill in if those are not available. For snipers it's only worthwhile for boss fights and (arguably) elites. Shatter shot does such poor dps its a dps loss to use all the time on lesser foes. Mercs (w/ tracer) and jugs should have them applied via their normal rotation.
  10. Apm is really just a metric of how many long cast time abilities the class has (unless your really terrible). The gcd is long enough apm isn't a useful metric of a player or class. It's not like an rts where your doing multiple things per second.

     

    Prior to 2.0, you were pretty much limited to about 40 apm based on the gcd, plus a couple off gcd skills added in. So a max of around 45. That's fairly pedestrian when you're talking about gaming, and a fraction of what good Starcraft players do. 2.0 upped the potential max for this game, but nobody stacks alacrity that much.

  11. Is it worth stacking? I'm not 55 yet but i would assume it makes lethality better or is it still pointless?

     

    b/c delaying Cull is so bad for dps, alacrity is not very useful fot lethality. u need about 15% to squeeze in another skill and not delay Cull. that's a lot of alacrity

  12. Thanks a lot for the info really appreciate it!

     

    Just one other thing, I see something about sniper hybrid specs being mentioned in other threads but don't really understand it since I know very little of the ac. Could someone elaborate on this?

     

    The hybrid is a leth/eng build. It basically takes Cull from lethality and interrogation probe in engineering. It's a good end-game spec and very high single target damage. It is quite poor at target swapping and not very good for leveling. It tends to also be harder to manage energy with it.

     

    For leveling, engineering and marksman are vastly superior.

  13. For lethality, the cool down on cull limits alacrity's usefulness. You need a lot to squeeze in another attack in 9 secs (about 15%) so cull isn't delayed.

     

    For eng & mm, it is not bad but I'd stack surge/ accuracy first.

  14. Time vs. reward.

     

    The reward is simply not worth the time investment.

     

    +1

     

    The reward isn't very good as Tionese gear is at least as good as the enchancements from it (IIRC), and it is not part of a weekly quest chain like the heroics in the Black hole and section x are.

     

    The other missions on Ilum are also trivially easy. For 3 of the dailies, you spend more time running/traveling than actually "doing" the missions.

  15. Yes. You will need to use modifiable gear, which is orange or certain end gma epurple gear.

     

    You can put whatever modifications, armorings, hilts, barrels, enhancements you desire in them.

     

    The stat-less gear from the cartel market is this type of gear

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