WarDarkFox Posted January 11, 2012 Posted January 11, 2012 I'm almost to lvl 23 and at the moment my command bars are a mess. I'm trying to order my abilities to use the important ones but also figure out which ones aren't nessaccary. I'm going full DPS with the sharpshooter tree and have no intent at the moment to pvp. So if anyone can let me know what abilities from both the smuggler and gunslinger aren't going to do me much good and help free up my bars. Thanks for the help!
Malake Posted January 11, 2012 Posted January 11, 2012 You're in for some fun! Lots of important new abilities coming up.
fuchsiashock Posted January 11, 2012 Posted January 11, 2012 Same problem here at lvl 21!In fact, it's enough confusion that I'm tempted to switch class.
Vengeful_Deity Posted January 11, 2012 Posted January 11, 2012 Depending on your spec you can take a few off your bar. As a Sharpshooter, I don't have Sabo Charge on my bar. Quick Shot and Vital Shot are swapped out when I go into cover along with my melee abilities.
Malake Posted January 11, 2012 Posted January 11, 2012 (edited) This is more or less how I have it setup for a lvl 33 SS. Not claiming it is optimal, it has become pretty messy and it would probably be worth it to sit down and think of something better. I find abilities that need to be activated quickly and regularly from both cover and normal need to have a hotkey on both mappings. If it is just one or the other it is a bit easier. For less regular things that get activated in combat I use the second hotbar. For irregular things out of combat (lucky shots, sprnt, fast travel, quest items) I put on an invisible hotbar. I do have all of these slots filled, just dont recall everything. Cover 1 Flurry of Bolts 2 Charged Burst 3 Pulse Detonator 4 Quickdraw 5 Sabotage Charge 6 Aimed Shot 7 8 Sweeping Gunfire q Thermal Grenade e Trickshot r Distraction = Normal 1 Flurry of Bolts 2 Flourish Shot 3 Vitalshot 4 Quickdraw 5 Dirty Kick 6 Blaster Whip 7 Cheap Shot 8 Sweeping Gunfire q Thermal Grenade e Quickshot r Distraction = Recuperate Second hotbar (I click on these) 1 Escape 2 Defense Screen 3 Legshot 4 Medpack 5 Flash Grenade 6 Dodge 7 Flourish Shot 8 Diversion 9 Surrender 10 All in 11 Cool Head 12 Activate Speeder Edited January 11, 2012 by Malake
nightchrome Posted January 13, 2012 Posted January 13, 2012 It's true that once you talent up core abilities, some of the others are no longer worth using most of the time. Figure out what you use most...what hits hardest (this is kinda tough without a combat log, true) and put those in priority spots. Everything else can go off to the side. For me, I have the extra bottom hotbar and rightside hotbar out. Rightside is where I put all my long-term buffs and things I will very rarely click like Sprint, Quick Travel, fleet pass, medpacks, stims. Primary bar is things I can use out of cover. The free shot in first place, quick shot, dirty kick, vital shot. That's about it. I keep the out-of-combat heal in the last slot. Cover bar is free shot, quick shot, charged shot, vital shot, sabotage charge, aimed shot....basically in the order of frequency I use them. Bottom bar is stuff I need both in and out of cover. Thermal grenade, shrap bomb, sweeping gunfire, stuns and distracts and aoes for the most part. I have these keymapped to ALT+[1-9] for quick access in combat.
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