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Gunnery vs Assault PVP


LordZym

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Everything I state here relates to level 50 play.

 

Wrong Wrong.

 

Gunnery, is all about letting your melee go in and assist. Do you know how fast targets drop if you assist one player??

 

Your entire posted argument states that you play with a melee (or two?) to peel off you. OF COURSE targets are going to drop if you're focus firing them down with another player or two... duh.

 

Gunnery DOES have some of the best burst in the game - but if you're playing against an equally smart and geared (in some cases even dumber) opponent 1v1. You will lose.

 

Huttball- Escort ( stock strike and cc are great ways to move people into traps.)

Ranged support/ defence ( shooting from the second tier at chasers)

 

A gunnery commando should never ever have the ball. and if you do get it it needs to be passed to a class such as a shadow or carry it and pass to someone in a good position.

 

All this is true - and common sense (passing? umm... yeah... it's the whole point) Huttball is the warzone a Gunnery spec'd commandos can shine... IF he's left alone. Pray the smart players don't find you or you'll be shut down for the rest of the game.

 

 

Capper Support. We have concussive shot, cyro grnade, stockstrike, concussive blast and steath scan. Use them to CC, knock back and allow your team to cap the node.

 

Um, Assault has all of those PLUS AN 18 SECOND DoT on ZERO cooldown!!!! Which gives you more than enough time to fly or run back to a point - or call for help before the player can cap. I can hold off 2-3 players solo for a good amount of time with the DoT alone. I don't care what anyone says - Assault is BY FAR SUPERIOR in Alderaan and Voidstar. Especially if you're playing for objectives! (why wouldn't you be)

 

All in all play smart and know your role. i play a shadow as well. i missed some tactics as well, guild secrets :). the posts i about losing 1 vs 1 I laughed, gunnery commanods have one of the best burst dps in the game, we have heals and great cc and defensive tools, learn to play.

 

Guild secrets? LOL.

 

The only thing a Gunnery commando has on top of an assault commando is a larger knockback (and SS) that help in Huttball and a little more burst IF you're not being focused (in my case - that's never).

 

Once you "learn to play", as you say, assault - you'll never look back.

 

All that said - do I ever play as Gunnery? Sure I'll switch it up and play CM or Gunnery if I'm burned out.

 

But my main spec?

 

Assault. Hands down. No questions asked.

 

;)

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Maybe it's the fact that I play with the best players on my server (most of whom are melee), but I have absolutely no problems with gunnery. If you're just as intelligent as their intelligent players, you shouldn't have problems.
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Maybe it's the fact that I play with the best players on my server (most of whom are melee), but I have absolutely no problems with gunnery. If you're just as intelligent as their intelligent players, you shouldn't have problems.

 

Intelligent players can look at the strengths and weaknesses of specs objectively and comment on where things stand. If you are constantly playing with the best players on your server then perhaps you cannot give an unbiased opinion of where the varying builds stand as you are constantly relegated to a support dps role. The flaws in gunnery are apparent when you simply consider that the majority of your damage hinges on you being stationary in one form or another.

 

Gunnery focuses a lot on KB, something that can be completely wasted on a fully resolved target while Assault continually works to reduce the timer on a skill that mitigates damage (R. sheild).

 

I am not saying that Gunnery specs are not awesome in PvP. I like the above posted will spec gunnery from time to time when I just need a change and want to feel "bursty." Overall when considering 1 v 1, 1 v 2, group support, objective defense, etc. assault spec just wins out.

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I like it alright but I think assault needs a buff, assault plastique especially should do more damage or have higher crit chance against burning targets and it should have same aoe affect as sticky bomb.

 

Ionic Accelerator needs to be tweaked so full auto has a chance to proc per tic instead of when activiated.

 

Sweltering heat snare should be longer than 2 seconds.

 

Incenderary round should be 2 ammo.

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I like it alright but I think assault needs a buff, assault plastique especially should do more damage or have higher crit chance against burning targets and it should have same aoe affect as sticky bomb.

 

Ionic Accelerator needs to be tweaked so full auto has a chance to proc per tic instead of when activiated.

 

Sweltering heat snare should be longer than 2 seconds.

 

Incenderary round should be 2 ammo.

 

Plastique if I remember it right is buged and should work as sticky grenade - aoe.

 

I rather they fix the full auto delay. Do I need to say volly?

 

The need to fix our abilites first before they begin jerking around the assualt tree.

Edited by Gomhi
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Intelligent players can look at the strengths and weaknesses of specs objectively and comment on where things stand. If you are constantly playing with the best players on your server then perhaps you cannot give an unbiased opinion of where the varying builds stand as you are constantly relegated to a support dps role. The flaws in gunnery are apparent when you simply consider that the majority of your damage hinges on you being stationary in one form or another.

 

Gunnery focuses a lot on KB, something that can be completely wasted on a fully resolved target while Assault continually works to reduce the timer on a skill that mitigates damage (R. sheild).

 

I am not saying that Gunnery specs are not awesome in PvP. I like the above posted will spec gunnery from time to time when I just need a change and want to feel "bursty." Overall when considering 1 v 1, 1 v 2, group support, objective defense, etc. assault spec just wins out.

 

I've played with the same guys for a long time, I was assault for a long time. It's not even close to being as good. I'll take the stand still damage all day.

 

And considering all of those things you mention, I'll still take gunnery over assault. When you're slaughtering the other team, you really don't need to worry about objective defense, and considering it's not difficult at all to do, I don't see a point in picking assault just for defense. In 1v1s, I'll go against just about anyone. I don't really think being assault would help me in any capacity vs a better player. If I'm going to win, I'm going to win, if not, assault wouldn't make a difference. Group support? That's the whole point of gunnery.

 

The only value that I've seen from playing both is the entertainment factor. I might switch back tonight for ***** and giggles.

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Gunnery 64 valor lvl.

Spent about 2 mill credits for all my respecs :) I play with premade most of the time and feel free to shoot in Gunnery spec. Usually i work against snipers, BHs (mercs), Sorcs and healers of all kinds. Have adrenals of all kinds, but in Gunnery i use alacricity adrenal and my build takes First Responder from combat medic tree and 4% of alacricity in AS. Mostly i use alacra adrenal with surge/crit relic but in case i deal with a strong healer or mercs, i use alacra adrenal, alacra relic and recharge cell after 3 gravs, HiB and Demo combo, then do it again. My gravs with lots of alacra cast incredibly fast, though still i don't realize how it works in GCD frames. But it works great anyway. The burst deals (if i'm lucky on crits) about 25k in general. THIS is what i call preasure on a Healer. Snipers, mercs and other rangers can't stand it and die before the half of the whole combo. In most cases they realize someone's nuking them too late and don't even hide. Sorcs are assspain but i can survive if RS is ready and my stims are on no cd.

 

AS tree is great in Vanguard case (alt 40lvl) not commando. Someone mentioned "burst" word, it's not about AS guys. Plastique (3.4k), IR (first strike is just too low to count but anyway 1.3k), HIB (3.2k), full auto (4.4k) - if ALL hits are critical, you'll have about 12.3 k. It was a VERY positive scenario, usually half of it has no crits what we can't say about gunner with 2pve items and 45% crit chance. You won't kill a DD with such a "burst" saying nothing about a good healer.

Someone said something about kiting melees. I wish i see a vid how you kite a skillful BM. Just for fun. You'll never kite Operatives and shadow and...just no one you can kite actually! All of them have abilities to reach you and kill no matter what u do.

 

The most widely spread statement is that everyone in melee who can break cast can easily kill a gunner. It's a lie from noobies. First of all, we still have a Charged Bolts ability which some of gunners don't even have on a panel(!!!). It crits about 3.3k usually and has the same cast time with grav. Quite often i use CB like a trap for cast breakers. They break CB and i start casting gravs though they keep hitting me in melee. You mustn't start running, just keep shooting and if they break your cast, use CB instead of gravs. I don't advise to use Conc Charge against melee, usually they charge to you and stun. It's much better to do what you usually do no matter who u face. More over your stockstrike can break casts bumping foes back, don't forget about it.

 

Good luck mates and forgive my sukky english.

Edited by dejavy
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Gunnery 64 valor lvl. i use alacricity adrenal and my build takes First Responder from combat medic tree and 4% of alacricity in AS. Mostly i use alacra adrenal with surge/crit relic but in case i deal with a strong healer or mercs, i use alacra adrenal, alacra relic and recharge cell after 3 gravs, HiB and Demo combo, then do it again. My gravs with lots of alacra cast incredibly fast, though still i don't realize how it works in GCD frames. But it works great anyway.

 

Valor rank 63 here - I will say that I was gunnery most of the time - recently switched to assault and find it much more viable.

 

I can't wait for damage logs. This is very interesting to me, but still makes me uneasy.

 

I've heard from so many different threads that alacrity is worthless. Is it? Is it the unknown stat that we are all dismissing?

 

It's very hard to prove anything given that we do not have combat logs, but I'm very happy to hear you are having great results. I look forward to the alacrity discussion and that of every other stat - in the future!

Edited by icjaker
including my valor rank
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The thread is is put in a wrong way to begin with it says Gunnery vs Assualt, the vs shouldn't be there.

 

It is not vs each other. The two spec is played totally different from each other and the mechanics also totally different from each other.

 

It is more about what you like as a player what kind of playstyle you prefer.

Edited by Gomhi
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The Assault tree is poorly designed and hampers your ability to do anything productive, killing people(And no, being able to DOT 4 people before you can no longer do anything in the fight because you're out of ammo is not something productive). Having to either pray for a Plasma Cell proc, most likely from Hammer Shot due to the number of hits per GCD(Yay for a play style that forces you to spam our lowest DPS ability), or use a 3 ammo no burst ability that has a good chance of putting you into a lower ammo regeneration rate if it's not your first spell.

 

 

The problems with the tree are all over the place, most of the talents are worthless or worth very little.

 

Burnout - Bad, 3% tech only effects Plasma Cell, Incendiary Round and Assault Plastique. (Also Plasma Grenade, but if you're using this 4 ammo ability you have other problems) The additional burn is awful, Plasma Cell doesn't scale worth the GCD, and Incend. doesn't tic fast enough for this to get a meaningful increase in damage.

 

Adrenaline fueled - Not dependable. Most of your extra crit(66%) from the build only effects your dots and Assault Plastique(15s cooldown). Also doesn't help that neither of the two abilities buffed are very good, and it only effects the next fight, not your current one.

 

Reflexive Shield - Same problems. Also includes the problem of a ranged dps class depending on being hit so it can enter the next battle with a higher chance of having a cooldown ready. It's a 50% cooldown redux, which sounds good, but only if you are hit the entire length of the cooldown.

 

Ionic Accelerator - Just awful compared to the Vanguard version. Assault has no reason to use Full Auto, it deals very little damage compared to Gunnery's Full Auto, and you simply don't have the ammo to spam Charged Bolts because you don't get the "Ammo Regen" from the talent until 1 GCD later. (Yay for a "mobility" spec being dependent on having to hard cast.)

 

High Friction Bolts - Awful ammo management compared to Cell Charger.

 

(What talents you pick up at the bottom of the other trees) - IMO way to many trade offs, so much so that it's not a question of what you get(IE what Gunnery has for the bottom of the other trees) it becomes a question of what you didn't get.

 

 

Higher burst damage? Impossible, the rotation you have to use for Assault to get the most out of the spec simply deals less burst damage than Gunnery.

 

Assault:

HIB needs a burn effect so you can even use it. Assault Plastique hits roughly 2 GCDs after the cast.

Incendiary -> Assault Plastique -> some waste of a GCD -> HIB

 

Gunnery:

Sticky Grenade -> Grav Round -> Demo Round -> HIB

 

IMO Gunnery deals a ton more burst damage. Half the damage increasing talents you pick up in Assault don't affect the big hitter, HIB, or what appears to be the big spammer, Charged Bolts. The tree is poorly designed for Commando, it wants you to use skills that aren't buffed by the tree(you actually deal more damage/get more talents with Charged Bolts in Gunnery than in Assault) to buff abilities that aren't very good. You also don't do it in a dependable way.

 

Bioware needs to redesign the tree so it's actually good for Commandos not just Vanguards. It seems like they designed the Vanguard version of the tree first, then just ported a few abilities to their Commando "counterparts" without realizing that the tree ends up pulling you in 8 different directions. IMO, you could probably run 31 Assault with AP cell and actually deal more damage.(Something like this: http://www.torhead.com/skill-calc#800MzZMckZfI0bdGGro.1 while running AP cell)

Edited by Kenmuir
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Assault:

HIB needs a burn effect so you can even use it. Assault Plastique hits roughly 2 GCDs after the cast.

Incendiary -> Assault Plastique -> some waste of a GCD -> HIB

 

Incendaiary > assault plastique > hammer shot(slow, proc and plasma cell proc) > HiB

 

With this rotation you will hit both HiB and plastique at the same time.

 

Full auto should be used right after HiB(60% chance to use HiB again).

 

If you not using full auto then you not using the spec right, it don't do as much damage as in gunnery tree but it does it damage and it mostly for proc HiB again for free.

 

If you proc with full auto > charge bolt > HiB again IF you lucky.

 

Remember that talent rain of fire boost charge bolt damage with 9% and talent havoc round boost it with additional 6%.

 

So with this imo it is still worth to use charge bolt for damage and chance to proc HiB again after full auto. And if it proc use it again.

 

But I do agree with you that that the tree need some tweaks here and there for commando NOT for vanguard.

Edited by Gomhi
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Incendaiary > assault plastique > hammer shot(slow, proc and plasma cell proc) > HiB

 

With this rotation you will hit both HiB and plastique at the same time.

 

Full auto should be used right after HiB(60% chance to use HiB again).

 

If you not using full auto then you not using the spec right, it don't do as much damage as in gunnery tree but it does it damage and it mostly for proc HiB again for free.

 

If you proc with full auto > charge bolt > HiB again IF you lucky.

 

Remember that talent rain of fire boost charge bolt damage with 9% and talent havoc round boost it with additional 6%.

 

So with this imo it is still worth to use charge bolt for damage and chance to proc HiB again after full auto. And if it proc use it again.

 

But I do agree with you that that the tree need some tweaks here and there for commando NOT for vanguard.

 

he explained why FA und CB aren't a good advice for AS.

 

As AS u main point is to be mobile, when u wanna spam FA then u really would run better with gunnery.

 

FA is useable ofc, but u also need the situation to stand still and cast FA X_X

And CB ... rly ... from where u get all the ammo???

 

Recharge cells isn't up most of the time since u will spam it anyway once it is off from cd.

I play currently also AS but played a very long time Gunnery before.

Once i have 2 rakata pieces i probally gonna switch back to gunnery.

 

Ofc rakata givs 15% crit to CB but like we said before u will NEVER spam CB... if u are lucky u use it once in a rotation. So the 15% crit are kinda wasted. For Gunnery it's the most used ability....

 

But yeah AS FEELS awesome to play. since u deal awesome dmg WHILE MOVING.

 

 

To the poster before:

ofc in a battle vs a melee with brain u almost have no chance to kite him. But there are some situation (like knockback + kro + slow)

But the main thing i see that ppl are really often way to lazy to follow a jumping commando, and decide to switch the target to someone else.

I also love gunnery, but the AS spec is currently better at survivability due 2 lazyness xD

Edited by Sorotas
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Everything I state here relates to level 50 play.

 

 

 

Your entire posted argument states that you play with a melee (or two?) to peel off you. OF COURSE targets are going to drop if you're focus firing them down with another player or two... duh.

 

Gunnery DOES have some of the best burst in the game - but if you're playing against an equally smart and geared (in some cases even dumber) opponent 1v1. You will lose.

 

 

 

All this is true - and common sense (passing? umm... yeah... it's the whole point) Huttball is the warzone a Gunnery spec'd commandos can shine... IF he's left alone. Pray the smart players don't find you or you'll be shut down for the rest of the game.

 

 

 

 

Um, Assault has all of those PLUS AN 18 SECOND DoT on ZERO cooldown!!!! Which gives you more than enough time to fly or run back to a point - or call for help before the player can cap. I can hold off 2-3 players solo for a good amount of time with the DoT alone. I don't care what anyone says - Assault is BY FAR SUPERIOR in Alderaan and Voidstar. Especially if you're playing for objectives! (why wouldn't you be)

 

 

 

Guild secrets? LOL.

 

The only thing a Gunnery commando has on top of an assault commando is a larger knockback (and SS) that help in Huttball and a little more burst IF you're not being focused (in my case - that's never).

 

Once you "learn to play", as you say, assault - you'll never look back.

 

All that said - do I ever play as Gunnery? Sure I'll switch it up and play CM or Gunnery if I'm burned out.

 

But my main spec?

 

Assault. Hands down. No questions asked.

 

;)

 

 

First of all. I was not hating on assult. I like assult myself. I was hating on the noobs saying that gunnery is crap. Mobile turret, if you get interrupted, etc,etc.

 

A smart player wouldnt shut me down, but my healer in warzone( That is if i don't kill them before they get me healer).

1 vs 1 is too easy as a gunnery commando( I've never , ever been "shut down" EVER 1vs 1), maybe I'm that good or maybe most players suck and the good ones are gems. Interrupts really dont slow me down, I have CB hotkeyed and have many more abilites I can use besides Grav round.

 

Second, you'd be surprised how much lack of common sense is in some players.

 

Third, guild tactics are secrets. We have several hutt ball strats, etc,etc and our guild will be ready for ranked games when they come out.

 

That is all.

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Incendaiary > assault plastique > hammer shot(slow, proc and plasma cell proc) > HiB

 

With this rotation you will hit both HiB and plastique at the same time.

 

Full auto should be used right after HiB(60% chance to use HiB again).

 

If you not using full auto then you not using the spec right, it don't do as much damage as in gunnery tree but it does it damage and it mostly for proc HiB again for free.

 

If you proc with full auto > charge bolt > HiB again IF you lucky.

 

Remember that talent rain of fire boost charge bolt damage with 9% and talent havoc round boost it with additional 6%.

 

So with this imo it is still worth to use charge bolt for damage and chance to proc HiB again after full auto. And if it proc use it again.

 

But I do agree with you that that the tree need some tweaks here and there for commando NOT for vanguard.

 

The biggest problem you forgot to mention was the ammo difference:

 

Assault:			12/12  	.6

Incendiary		9/12	.6
			9.9/12	.6
Assault Plastique	7.9/12	.34
			8.67/12	.6
Charged Bolts		8.67/12    .6
			7.57/12	.34
HIB				6.57/12	.34
			7.08/12	.34


Gunnery:		12/12	.6

Sticky Grenade	10/12	.6
		10.9/12	.6
Grav Round	10.9/12	.6
		9.8/12	.6
HIB			8.8/12	.6
		9.7/12	.6
Demo		7.7/12	.34
		8.34/12	.6

Both cases assuming no procs and that energy regen happens every half second. If it happens ever 1 second then I'll redo this, but I think it becomes even worse for Assault.

 

The Gunnery Rotation leaves you in the maximum regen, while the Assault rotation leaves you in the middle regen, which requires 3 seconds(2 gcd without ammo cost) to return to maximum regen. Assuming a 30% chance to crit, Gunnery would on average end at 8.66 ammo, a ~.3 ammo increase over no cell charger/crit. You only get one proc in this case because the ammo regen on Grav Round doesn't happen til the end of the GCD while Demo hits at the begining of it's GCD. Assault would average 7.8 ammo at the end(only if you use Charged Bolts for the proc), a ~.8 ammo increase, although you still need a GCD of no ammo cost to end up in the maximum regen.

Edited by Kenmuir
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I'm VR 69 and i can honestly say that Gunnery is by far the better option.

 

-You have more survivability thanks to Charged Barrier (dont start with reduced CD on Reactive Shield. You need to be hit to reduce the CD and you will be dead before you can re-activate it. by the time you re-entered the battle, it is out of CD anyway. This Talent only works if your a Tank or if your guarded by one and/or get healed), more HP, better heal, lower CD on tenacity and more knockback on C Charge.

-You have a huge value to your team because of your armor debuff.

-Gunnery is even better in PvE. so you can rock pvp and pve without respec costs going out the roof.

-You kill people. Everytime i respec to assault, i get higher numbers, but i dont get kills... also i loose more 1v1's and overall feel much less useful in pretty much every aspect of the game besides huge ilum zergwars and if i'm chasing someone.

 

http://www.torhead.com/skill-calc#800rcMzZrIkrRrd0kbz.1

This is how i play my Gunnery. The one thing different to 99% of the gunnery builds is that i completely skip FA, because its a buggy, crappy and time consuming skill and investing no points in it is the better choice than 6! especially because i get much more versitility thanks to beeing able to heal in fight, even if attacked.

Edited by Secured
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i agree that FA isn't always the best choice...

and the fact that the ammo cost goes off before u might even did 1dmg tick due to LOS or Interuppt kinda suck.

 

But as u mentioned gunnery has the big advantage to also work awesome in pve.

In pve FA is a really usefull skill. Saves u ammo and u usually get all 3 dmg ticks from FA.

 

On the other side let's see what u get for NOT using FA:

 

Advanced Tech -> let's say u get healed for 2000 from ur healer, that means u will get +40 HP... really that's not worth it.... and self heal would be 4%, also not worth it since u MOSTLY just heal urself after a battle or while u are really low and LOSing, still i think that#s not really usefull.

 

Charged Barrier -> it stays for 15secs, with 1point in it u also have ur barriar up almost 100%, i never felt like having a disadvantage by not putting 2 points in it.

 

Kolto Recharge -> over 10secs 7%... let's say u have 17k hp, that means u will ge healed for 1190 in total. Which means u get 119 heal every second. That not a life saver nor it will let u win a fight.

 

Reserve Round -> i kinda don't like this talent, also it might be very helpfull. I like to combine Reserve Powercell with beeing able to cast my skills without cast time.

 

Anyway that's ur 6points for having a full dmg FA....

i don't think that those 6points are wasted, even if u doesn't use it 100%.

 

+the slow might save ur healer from beeing killed/chased by a melee.

 

 

well that's jsut what i think :D

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I answer back with quoting my own post and explain little bit more seems lot of confussion about what I post.

 

Incendaiary > assault plastique > hammer shot(slow, proc and plasma cell proc) > HiB

 

With this rotation you will hit both HiB and plastique at the same time.

 

Full auto should be used right after HiB(60% chance to use HiB again).

 

If you not using full auto then you not using the spec right, it don't do as much damage as in gunnery tree but it does it damage and it mostly for proc HiB again for free.

 

If you proc with full auto > charge bolt > HiB again IF you lucky.

 

Remember that talent rain of fire boost charge bolt damage with 9% and talent havoc round boost it with additional 6%.

 

So with this imo it is still worth to use charge bolt for damage and chance to proc HiB again after full auto. And if it proc use it again.

 

Why did I put in hammer shot in the rotation? Either you like it not Hammer shot(HS) is part of assualt tree and should be used if not that is one of the reason you have ammo issue.

 

I don't have to explain the slow, but the plasma cell dot. If you only look at the dot damage yep it is not impressive but with IR and talent burnout, special munition and field training this adds up with other damage abilites and it is especially importent to have this up on target below 30% max health.

 

Incendaiary>hammer shot>plastique>hammer shot>HiB

 

The only different with second rotation I add unother hammer shot after Incedaiary. This rotation is good use when you are on low ammo or you want to have maximum control over your target.

 

If you not using FA and CB then you should not take Ionic Acceleration talent and if you not taking Ionic Assceleration talent why are you in assualt tree to begin with?

 

When you use HiB you should follow up with FA. FA have a 60% chance to reset the CD on HiB(15s CD)and for free. FA is a channeling spell what lot of you guys miss out is that FA gives back pretty much what it cost to use it.

 

And if HiB proc from FA that is another GCD that regen ammo. And this is the right time to follow up with CB when you proc HiB because then you don't have to worry about ammo for AT least 2 CB.

Edited by Gomhi
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I'm VR 69 and i can honestly say that Gunnery is by far the better option.

 

-You have more survivability thanks to Charged Barrier (dont start with reduced CD on Reactive Shield. You need to be hit to reduce the CD and you will be dead before you can re-activate it. by the time you re-entered the battle, it is out of CD anyway. This Talent only works if your a Tank or if your guarded by one and/or get healed), more HP, better heal, lower CD on tenacity and more knockback on C Charge.

-You have a huge value to your team because of your armor debuff.

-Gunnery is even better in PvE. so you can rock pvp and pve without respec costs going out the roof.

-You kill people. Everytime i respec to assault, i get higher numbers, but i dont get kills... also i loose more 1v1's and overall feel much less useful in pretty much every aspect of the game besides huge ilum zergwars and if i'm chasing someone.

 

http://www.torhead.com/skill-calc#800rcMzZrIkrRrd0kbz.1

This is how i play my Gunnery. The one thing different to 99% of the gunnery builds is that i completely skip FA, because its a buggy, crappy and time consuming skill and investing no points in it is the better choice than 6! especially because i get much more versitility thanks to beeing able to heal in fight, even if attacked.

 

 

I actually am thinking about droping fa. The only time its useful is slowing someone chasing a healer..

 

Other than that its almost wrothless in pvp. I think added heals are better as you do.

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Finally have full PVP gear and I still roll Gunnery. My friend is an assault and he lives and dies by his spec but I like gunnery more. I've noticed that gunnery is better for war zones while assault is better for Ilum.

 

I agree with everything that Sorotas said before about being more valuable to your team. Gunnery is stationary, yes, but if you position yourself well you don't have any problems. Assault does more area damage/more mobility/dot damage however when combined with a good team Gunnery can both protect your team's healer and abuse the other team's healer, which is intrinsically valuable. I realize that assault could do the same things, however Gunnery definitely does more single person damage and that is why it is better than assault in that role.

 

The one thing I wish I had from Assault would be the incendiary round for voidstar/civil war.

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^^ thanks,

yeah well the main problem i see is that ppl tend to only watch at there endstats...

ofc if u play well with AS u might be able to get usually more dmg as a gunnery in total, but this dmg comes from aoe dot, and single dots.

 

jsut switched back to gunnery (thanks to my 2pve items) and yeah the difference is enorm.

 

U can burst enemy healers so hard, give them a mark above there head and laugh at them :D

If they let u shoot them they are dead,

if they run away with speed (sage) they can't heal there own team!

if they los, same, they are very limited to heal anyone beside themself.

 

always funny :D

Just never ever follow them when they los. U will most likely beeing catched by melees who visually see u are hittingg the healer, switch target, dmg someone else, if the healer comes in heal range, go get him, same play :D

 

 

Gunnery is way more fun to play since u really kill ppl, and not doting doting doting.

They get healed, u redot ... blabla that's not really usefull atleast not as usefull as gunnery.

 

Atleast that's what i think =)

Edited by Sorotas
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The point where I'm at (Rank 26 Valor, 6 Cent pieces, 1 Champ piece, 250 Exp) I find Assault to be more useful. Simply put, as Gunnery I was not getting enough damage out to kill targets or pressure healers. With a higher amt of Exp and the ability to really put a hurt on people, I don't question at all that Gunnery is better at keeping enemies in the respawn room.

 

But don't dismiss Assault's objective defending capabilities. Non-internal damage tech dots may be the most easily cleansed in the game, but in my experience few players bother to do so. That means one player can single-handedly prevent ~4 opponents from capping for 18 seconds at a time, and that's likely far more than a freshly-dinged 50 in quest greens & mod gear would be contributing going for kills.

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The point where I'm at (Rank 26 Valor, 6 Cent pieces, 1 Champ piece, 250 Exp) I find Assault to be more useful. Simply put, as Gunnery I was not getting enough damage out to kill targets or pressure healers. With a higher amt of Exp and the ability to really put a hurt on people, I don't question at all that Gunnery is better at keeping enemies in the respawn room.

 

But don't dismiss Assault's objective defending capabilities. Non-internal damage tech dots may be the most easily cleansed in the game, but in my experience few players bother to do so. That means one player can single-handedly prevent ~4 opponents from capping for 18 seconds at a time, and that's likely far more than a freshly-dinged 50 in quest greens & mod gear would be contributing going for kills.

 

u still have the aoe dot ability as gunnery, the effect remains the same. If it goes to jump in dot all and die, that's also possible with gunnery :D

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assault has rng based dps, sometimes its godly dps and everything dies to you. other time you hit like wet noodles. Assault tree is about getting those high impact bolt proc along with your dots.

 

Assault = higher dps limit

Gunnery = Consistent burst damage with lower dps limit then assault

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