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Junostorm

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Everything posted by Junostorm

  1. You have pretty much everything correct with the exception of the melee/ranged accuracy. The only thing that is bound to the 90% baseline are attacks which cost no ammo, i.e. Hammer Shot. If the attack uses ammo it is considered a special attack and the baseline is 100%.
  2. What I have found is a set rotation generally goes out the window the moment the fight starts. After that once it is off CD I'll use it but be mindful of which abilities to use in order if you have two or more come off CD. Not so much a rotation but a priority list it should be called.
  3. Ops, Questing or PvP? I ask cause I routinely hit some L50 mobs out questing for over 5k and in Ops runs over 6k on some abilities.
  4. I using my old champion gear with rakata wpns, 496 expertise total, using a PvE SS build I was criting on for 3-4k on trickshots. It does make a difference.
  5. Consider the difference is weapon damage, as the Sniper's wpn has a slightly higher max damage and a tighter damage range than the GS's weapons. We are comparing apples to oranges and what really matters is whether or not you enjoyed eating either one. If the end result in damage is roughly the same, shrug.
  6. Thanks, if your wondering mine is 2.1k cunning, 35% crit, 76% surge, 625 bonus damage using hyper's. Cunning is high since I have 5 pieces of augmented gear with skill augs in them and crit/surge includes the companion bonus.
  7. Very nice, though what are your stats buffed?
  8. It is spam, but its not oatmeal Since 1.2 I dont' think I have used Flurry at all, except those times I hit the button in error. The new burst volley
  9. Flury of Bolts is considered a normal attack not a special attack. It has a 10% accuracy less than most of your other abilities.
  10. From a GS's PoV I concur, after checking my combatlogs I have noticed that my average crit is generally 3-4% lower than my actually crit chance. I though originally perhaps I did not have enough, at least I know now it is not me.
  11. Is this 4% based on vs Ops Dummy or actually raid data?
  12. Two GS in Hutt pretty much controlled the middle, specially if they are working together. I normally did this with guildmate his Sab spec with my SS spec. Anything that conned RED that walked into the middle was sliced, diced and chopped. Double Flybys on the same spot, haha the inhumanity of it.
  13. This really depends on your choice of spec. The most information I have found on the matter is here; http://mmo-mechanics.com/swtor/forums/Forum-Imperial-Agent-and-Smuggler It is a good start.
  14. Thanks, it seems I might be carrying too much power at the moment and not enough crit.
  15. A miminum of 10% (+/- 0.5%) of accuracy is a requirement either for PvE or PvP regardless of spec. Though DF or Sab as opposed to SS does not suffer as much with a lower amount due to most of the damage coming from tech damage (yellow). Accuracy will benefit all your white attacks, ie Speed Shot, Wounding Shot, Charged Burst, Aimed Shot, etc... Alacrity is nice to have but gearing for it no. We have several abilities/talents which can give us Alacrity, illegal Mods, Burst Volley (SS talent) and Black Market Mods (DF)
  16. No offesive there Taugrim, but Moltig is correct. That GCD is worth every energy point spent in use.
  17. Yellow tech require no defence roll, therefore abilities like Sab, Vital Shot, Shrap Bomb, Thermo Nade, etc.. don't require accuracy. Whereas white attacks does a defence roll, ie abilites like Wounding, Speed, Hemo, Charged Burst, Aimed, etc.. require a high accuracy to avoid being deflected, dodged or missed. Though I don't know if accuracy effects their internal/elemental resistance, which can be anywhere between 10% to 19% depending if they pickup the talent which increases it.
  18. I use to Custom Built Blasters (augmented), prefer the look over the L50 version. A guildie managed to craft himself an augmented Two Finger Revenge.
  19. Tank spec'd Shadows/Assassins DF spec perhaps the most optimal. As most of the attacks are tech which bypass a defense roll and internal. Several things you need to remember, they have an armor reduction on average of at least 40% (due to the talent in the tanking tree which increases the armor rating on light by quite a lot). Plus they have ability, resilence, which negates all tech/force damage for 3 seconds (5 if talented) and deflection 50%. Overall they are a tough kill for a GS given they can negate both our white (via deflection) and yellow tech damage (resilence). They can self heal thru 3 separate abilities, Telekinetic throw/Force lighting, Combat Techique and Battle Readiness.
  20. The increase of 5% on normal damage will translate into more crit damage damage base on your crit multiplier. Which will result in a 8.5% (70%) on average crit damage increase. And if your pure SS with the crit multplier talent 10%.
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