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VagrantWolf

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  1. As a Gunslinger, I feel I am VERY limited to just 'controlling mid' as my primary role. I can't do much else effectively. The problem being that any DPS class can do the exact same thing. Sage/Guardian classes specifically can control mid AND have their speed/push/pull/jumps to help the game of Huttball. Point of OP is that other classes are gimped or restricted greatly in Huttball compared to Sage/Guardian classes.
  2. I tried to like Risha even though she provides great DPS. The problem being is that she interrupts the flow of the game. Once you blow through the trash, you have to use your recover skills to regain your health/energy almost after every fight. With Guss, it allows us Gunslingers to go on wanton rages with guns blazing with no to little care. You do not have to pre-target or care about aggro. After fights, I am back to full health and ready to take the next mob without recovering as often.
  3. Defense Screen. More absorb would be priceless.
  4. Our off-hand pistol damage is calculated separately. I know that our off-hand can proc Burst Volley so I don't see any reason why it shouldn't activate Parry/Shield procs. I am not very familiar with Assassins so I couldn't help specifically with their skills n stuff
  5. Burst Volley is great but SS/Sab has better energy management than pure SS. So we don't really need it as much.
  6. In Huttball, we are really just reduced to turrets guarding mid. Stick to high ground whenever possible. Gives us great LoS. Focus healers, ball carriers, anything that moves.
  7. Its best to give up points from Burst Volley for Slick Shooter. I run a SS/Sab build myself. I tried and moved away from Arsonist because our rotation does not have that much AoE to benefit that greatly. Our main AoE consists mainly of XS Flyby and Frag Grenade. Both are great. While Sweeping Fire is not used much because its not very energy-cost effective. If you feel you use those two skills a lot, by all means go for Arsonist but I personally didn't like it. My actual build did not invest in No Holds Barred and opted for Lay Low instead(Hunker Down and XS Flyby cooldown decreased). This is mainly because I like to PvP and Hunker Down is pretty awesome. In relation to full SS DPS spec, its comparable. Not sure about pure DF spec.
  8. I happened to roll Miraluka and Ttwi'leik on my first two toons. Hate the helmet/hood situation. Please fix.
  9. I honestly haven't gone so far up the Sab tree to try out Incendiary Grenade yet but it sounds quite nice. Never really noticed that Shock + Incend triggers a 2 sec stun. I do love: Sab Charge > Aim shot > Trick Shot Very nice burst damage.
  10. I think I was prolly just over-thinking things. Its not really a debate of synergy but there are times when they do get used in close proximity to each other. ie You throw Sabo then are forced to move from cover for watever reason. While running around, you throw shock charge which is a nice mobile skill. But thanks again for clearing the doubt I had in my head.
  11. I usually incorporate Sabotage Charge and Shock Charge into my rotation. While reading forums here and there, I am concerned if applying Shock Charge too soon while Sabo Charge is still active removes the Sabo's Contingency Charges. Can anyone confirm if this? Thanks for any help and clarification you can provide.
  12. Long thread.... My Vote: 'It is Needed' Reasoning: PVP for PVP gear. PVE for PVE gear. period.
  13. Just fyi, this is what I believe and not actually confirmed. I believe that proc relics essentially do not stack. I also believe they are not related to skill based procs. I believe the two relics will share the same cooldown. ie. You have a 30% chance to active relic1 or relic2. During the cooldown phase (4.5s) you will not be able to activate the other non-activated relic. Once the cooldown is finished, you have a chance again to activate either relic again.
  14. I run a SS/Sab build and enjoying it quite well. Same as the build here, except I invested in Lay low/Pillbox instead of No Holds/Lethality. I like to PVP and I think the hunker down cooldown is well worth it. The rotations altogether look weird...here are just a few problems 1. why is flourish shot last...I would think it would be first/second since it gives -armor/heal debuff 2. not the best to start with aimed shot. You ideally want to use Aimed Shot after Speed Shot/Charged Burst to take advantage of the reduced cast time... 3. You can't start a rotation with Trick Shot... It is only available a few seconds after Aimed Shot/Charged Burst.. 4. Quick Draw can only be used on targets with less than 30% life...so why is it high in the rotation... But you do want to use it whenever it is available ...theres probably more stuff to point out
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