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How good is sniper DPS overall?


Renroval

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Assuming threat is judged by damage dealt (not counting tanks and threat talents) while fighting a world boss, the tanks die, im next to be eaten.

 

...but i live, of course! Without damage meters and being surrounded by equal players in an Ops group and even some a few levels above me, I was next in line to be rushed after the 3 tanks died. I take this as a sign that my damage output for single target is pretty awesome.

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Are we good enough or are we subpar compared to sith sorcerers?

 

we're not.

 

But, we're useless in movement intensive fights unless we go lethality.

 

We have useless set bonuses (1 of the sets even got smuggler bonuses on it >.<) compared to some other classes.

 

As for dps, i ran a D7 run today and saw a Mercenary do damn well. And much easier time spamming high damage attacks than snipers slowpoke charge up (or build time for cull) but overall i think we where pretty equal in dps on long term fights.

 

Overall its good, but it got some really big issues in certain fights unless you spec into lethality and even then lethality sucks for short time continous fights due to its energy intensivity and energy regen dependant on poison ticks critting

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Assuming threat is judged by damage dealt (not counting tanks and threat talents) while fighting a world boss, the tanks die, im next to be eaten.

 

...but i live, of course! Without damage meters and being surrounded by equal players in an Ops group and even some a few levels above me, I was next in line to be rushed after the 3 tanks died. I take this as a sign that my damage output for single target is pretty awesome.

 

This. As we have no combat logs or threat meters, I am always the next on the threat list. With some tanks in HMs, I have to hold out DPSing for 10+ seconds. Even then I will still pull aggro and have to do my aggro drop. Still I can pull aggro after that. When Im off a boss, its HP won't move. But as soon as I get back on it, the health bar drops. In HMs, just by me focusing more on a perfect rotation - it can make the difference between an enrage timer or not.

 

In PvP, Marksman can have some crazy burst. If you find a Sorc, throw a flashbang at them. If they don't use Escape, Line up an Ambush -> Explosive Probe -> Followthrough -> Snipe -> Takedown combo on them as soon as their shield is about to drop. They will basically insta die.

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This. As we have no combat logs or threat meters, I am always the next on the threat list. With some tanks in HMs, I have to hold out DPSing for 10+ seconds. Even then I will still pull aggro and have to do my aggro drop. Still I can pull aggro after that. When Im off a boss, its HP won't move. But as soon as I get back on it, the health bar drops. In HMs, just by me focusing more on a perfect rotation - it can make the difference between an enrage timer or not.

 

In PvP, Marksman can have some crazy burst. If you find a Sorc, throw a flashbang at them. If they don't use Escape, Line up an Ambush -> Explosive Probe -> Followthrough -> Snipe -> Takedown combo on them as soon as their shield is about to drop. They will basically insta die.

 

I second this, it pretty much covers the basic feeling of both PvP and PvE, minus the cover bugs

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