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Junostorm

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Posts posted by Junostorm

  1. If this http://swtor.askmrrobot.com/character/d2e20221-408a-46e2-9b11-00edf363007f is my gear about what dps should I be putting out on a dummy. I seem to be doing around 1800-1850

    My rotation is

    1 shrap bomb

    2 vital shot

    3 Hemorrhaging Blast

    4 flourish shot ( no need to put first since dots don't benefit)

    5 Illegal Mods+ dread guard boundless relic +350 power (if off CD)

    6 Wounding Shot

    7 sabotage charge (thermal grenade if on cd) (possible aim shot if energy is low)

    8 Speed Shot (Freighter flyby if off cd and I need more energy)

    9 Wounding shot

    I also use flurry of bolts and cool head at various points through out the fight to keep up my energy.

    Any help would be appreciated =)

     

    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.

  2. True, because of that the position of Hemo in the rotation is not that important - it'll be eaten up anyway before the rotation repeats.

     

    I actually use Shrap -> Vital -> Hemo sequence in order to somewhat equalize 21-sec Shrap with 18-sec Vital and make them finish closer to each other.

     

    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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. The Armstechs aren't the only ones that wonder this. My main is Artifice and, just as Armstechs have found, we have no schems drop in Ops. In addition, we don't have the ability to scavenge mats from droids or any similar mechanic...the Armstechs can, at least, do that (if they have the right sub-skill).

     

    I've gotten 4 schems from companion missions (lightsabers, all) and had to buy my high-end crystal schems (12 of them) with daily and warzone comms. I think I remember ONE artifice schem dropping in an FP...but never an Op.

     

    There are several enhancement recipes that drop in HM/NM EV and KP for Artifice. Several guild-mates have a few of them.

  8. Any magic number for this? Was told 100% accuracy, but have also been told 90% is fine.

     

    Just getting some clarification, thanks.

     

    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.

  9. I do have those talents.

     

    That said, I'm aware of this mechanic. The issue I see is that Aimed Shot and Trick Shot (not to mention all of the other direct damage attacks) are each mitigated by armor just the same - Trick Shot moreso, in fact, due to the 20% armor penetration on Aimed Shot. Nevertheless, Trick Shot is still coming in harder essentially every single time, and charged burst seems to consistently hit for just about as much as Aimed Shot. Now each of these are significantly weaker attacks than Aimed Shot, so it is very odd that they should be consistently stronger in practice.

     

    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.

  10. Hmmm, are you sure they're from the offhand? Offhand attacks have a coefficient to produce 30% the damage of the mainhand, so numbers like 3000 for the main attack and 150 for the offhand seem a bit off.

     

    Those numbers are correct, the off hand weapon does not benefit from bonus damage. It is 30% of the weapon's damage only.

  11. Just two quick questions about the damage values for some of the gunslinger abilities.

     

    First, I notice that on certain attacks there is a very small additional damage number popping up on a target in addition to the main one. I have tested this extensively on the target dummy to make sure that it is in fact from a single ability and not some other one stacking.

     

    For example, Aimed Shot might hit for 3000 with a second damage of 200 popping up at the same time. Trick Shot might hit for 4k and have 156 also pop up. I can't figure out where these little numbers could be coming from. Any ideas?

     

    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..

  12. problem is, you and me too, have a loooong way ahead to get to kephess HM to get that elusive barrel :( And even then you must be lucky to get the drop and win the roll. Also we have no access to offhand with BH coms.

     

    Anyway, if you get the schematics of the barrel, you will be the most reach person on your server.

     

    Pulling the barrel from the OH one does not work? Since you can get that without doing Kephess HM.

  13. I guess you didnt Read where you quoted me then commented about how everybody complains about you using it to escape death and when you use it for something else its a l2p issue. Esp since I am the only who who has said to you that its a l2p issue if you're using it as a gap closer.

     

    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.

    1. Flourish Shot
    2. Shock Charge
    3. Shrap Bomb
    4. Vital Shot
    5. Wounding Shots
    6. Sabotage Charge
    7. Flurry, Flurry, Flurry...
    8. Wounding Shots
    9. Vital Shot
    10. Shock Charge
    11. Shrap Bomb

     

    DF/Sab Hybrid rotation

     

    1. Sabotage Charge (when off CD)
    2. Shock Charge
    3. Shrap Bomb
    4. Vital Shot
    5. Wounding Shots
    6. Speed Shot
    7. Aimed Shot
    8. Wounding Shots
    9. Filler
    10. 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.

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