Jump to content

Junostorm

Members
  • Posts

    246
  • Joined

Reputation

10 Good

1 Follower

  1. I have Quickdraw and Two Finger Revenge sitting in the bank, as the sound effects for them suck. One would expect a matching pair of six shooters to sound like six shooters but in reality they sound like more like a dead firecracker. i.e. light one and it fails to go off.
  2. I placed Flouish shot 1st as it, as I recall, triggers a GCD. By the time the GCD wears off you have regained 7.5 energy of the 10 you used. I rarely used Sab Charge as Aimed Shot hits a lot harder for the energy required, i.e. Aimed Shot has a better damage to energy ratio than Sab Charge. Sequencing Speed then Aimed allows for a 5.5s window of energy regen, as Speed uses energy at the start of the channel and Aimed at the end. This sequence is good as it allows you to use Flyby in lieu of Aimed when off CD. You may have to do 1 or 2 Flurries after using Flyby depending on energy levels.
  3. Recently I have done that exact thing, switched that sequence. i.e. Shrap then Vital. I have noticed that putting Hemo right before Wounding, I don't clip the number of charges. I found using sooner would clip the number of available charges for Wounding, i.e I would run out of charges during the channel for Wounding prior to it finishing.
  4. I run with 99.89% Ranged ACC as Sab/DF Hybrid and I rarely if ever see a dodge/miss with MH attacks vs. an Ops dummy. How is your crit multi with that high of a Ranged ACC? Mine sits at 75.92% with 99.89% Ranged ACC.
  5. It is better after, as the proc effect from Wounding Shots benefits from Hemo Blast.
  6. Something seems odd about those values you posted. Do you have a askmrrobot setup or at least be more specific with the percentages. I have 99.7% ACC, 75.4% crit multi & near 40% crit with a mix of mostly 61 and some 63. It seems you may have one ACC enhancement too many, based on the info you initially provided.
  7. This is the spec I use 2/8/31 This is my rotation 0. Flourish Shot (use at start or every 3rd rotation) 1. Vital Shot 2. Shrap Bomb 3. Hemorrhaging Blast 4. Illegal Mods (if off CD) 5. Wounding Shots 6. Speed Shot 7. Aimed Shot (XS Freighter Flyby if off CD) 8. Wounding Shots 9a. Flurry of Bolts (if energy below 90% otherswide do 9b) 9b. Sabotage Charge (if off CD) (Quickdraw when below 30% HP) 10. Flurry of Bolts (as required until energy is +95%) Get your Tech Crit percentage to roughly 36-38%. Accuracy Rating between 250-300 and Surge Rating +260. Provided you have maxed out your all companion affection. Use Skill armour where possible, use Artful (Cun/Pwr/End) or Keen (Cun/Crit/End) Mods and for Enhancements use Battle (Sur/Crit/End), Adept (Sur/Pwr/End), Initiative (Acc/Pwr/End) & Acute (Acc/Crit/End). Mix and match until you have the desired results. Use Cunning Augments and PvP power relics. Balance your stats via your Armor/Weapons based on what Earpiece/Implants you have.
  8. Disregard, I found the necessary information.
  9. I currently have a good geared Vanguard tank alt I use for HM and Ops. I have a couple of questions which are: 1. Does Harpoon still generate the threat portion even though the mob has not moved? i.e. If I used it on an Ops Boss. 2. What is the balance between defence/shield/absorb ratings? I read once it was based a 1/2/2 scenario.
  10. It is 50/50 split. The bad Mara/Sent I win, the good ones they generally do for most part. Though it is fun watching, after I die, they take 4-5 steps then fall over dead. DF spec is fun like that. I have no issue with a melee in my face, I understand they have the advantage. If I see them and they don't see me, it is a completely different scenario. Though this is the case when a Sniper/GS has that advantage.
  11. Odds are they will just adjust some the 30m abilities to 10m range akin to the difference between shared abilities between Sage and Shadow. Any changes to the damage of these attacks also affects Commandos.
  12. There are several enhancement recipes that drop in HM/NM EV and KP for Artifice. Several guild-mates have a few of them.
  13. Then next time I will add if your a Gunslinger, if your an Agent your screwed
  14. Your ranged white attacks require the extra 10% accuracy. Your yellow tech attacks do not, they always hit regardless. It is also best to run with the extra 10% accuracy for PvP as well, Sage/Inquisitor have a natural defense base of 10% and if your running DF your already a tank killer.
  15. Could it be crit vs normal attacks? My hardest hitting ability as SS is Aimed > Trick > Quickdraw > Sab Charge > Charged. I have noted Trick does have more crit hits than Aimed, more than it seems is possible.
×
×
  • Create New...