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Junostorm

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Everything posted by Junostorm

  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.
  16. Those numbers are correct, the off hand weapon does not benefit from bonus damage. It is 30% of the weapon's damage only.
  17. Those are from your off hand weapon, I know a Homer Simpson moment. I don't know about Aimed Shot, I have not noticed any difference..
  18. How does the other two hybrid specs perform, SS/Sab and DF/SS?
  19. Pulling the barrel from the OH one does not work? Since you can get that without doing Kephess HM.
  20. I have seen Mara/Sent use Force Camo as a gap closer, it is perhaps one of the few ways they can close on my Slinger to avoid not getting blasted to bits. What I find interesting about the majority Mara/Sent is they don't have a clue about the class. I do find it funny that a Mara/Sent who is skilled at PvP fails epically at PvE Ops Bosses and the same can be said of the reverse. The good Mara/Sent are a rare breed, these are the ones you need to watch out for. They have counters, I suggest you find out, as each class is different. Some class do fair better against them than others. Who cares if they can stealth for 4s or 6s if talented, you can still hear them as they walk by you or even see them. Seriously who taught them how to sneak up on someone anyway? Running right thru me or in front of me, really effective at allowing me to target you while stealth-ed.
  21. I do find it funny that there is a debuff which prevents you from re-queue for a random FP/Ops for quiting but none for doing the same for a WZ.
  22. It is really good for moving people out of an area. Just cancel it at the last moment. The good ole fake Flyby.
  23. I don't know if it is either of those, but a similiar thing occurs with a target dummy. Your in combat until the DOTS where off.
  24. DF/Sab Hybrid rotation Sabotage Charge (when off CD) Shock Charge Shrap Bomb Vital Shot Wounding Shots Speed Shot Aimed Shot Wounding Shots Filler Filler Using Sabotage Charge at the beginning, after 4-5 seconds will pay for itself and net you 4 energy, provided you talented for the energy reduction. Shock Charge prior to Sharp Bomb & Vital Shot allows for the next four shots, allows for two Wounding Shots per each DOT cycle. Placing Speed Shot before Aimed Shot allows for a 5.5 second regen window between them. As Speed Shot energy usage is up front and Aimed Shot energy is take at the end of the channel. The Filler shots can be XS and Flurry. Though you need to be careful with XS and energy usage. It may dip you below 60% energy. You can add an extra Flurry if you need to or if you have the 2pc set bonus pop Illegal Mods for that quick 10 energy. Don't forget to weave in a Flurry as required. The rotation/priority list for pure DF is similiar, just remove Sabotage Charge (becomes a filler) and Shock Charge. And place Hemo prior to the 1st Wounding Shot. Bascially every 2nd Wounding Shot gains the benefit of Hemo.
  25. More information would help, as others have stated, to determine if it is a gear or rotation/priority issue. Though it does sound like they are trying too hard, causing them to make mistakes.
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