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Attacks you never use (Gunnery) ?


IanGame

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Hi guys, first time posting here :)

 

I just started a Commando, he is in his twenties for now (really loooove the class and the look) and I was wondering which attack you never used and are not worth taking up a slot on the shortcut bar ?

 

I have been specially wondering about Plasma grenade and Charged blast, do you ever use them ? Charged blast seem really slow for the damages it does and plasma cost so much I try to avoid using it. But maybe I m missing some synergy with other skills.

 

Worth noting, I just got Grav rounds, so I don t have all the attacks yet, but I m interested in how my shortcuts will evolve ;)

 

Thanks !

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The ones you must use when playing Gunnery are: Grav Round, High Impact Bolt, Demo Round, Full Auto, Sticky Grenade. All of them very important for single target dps. Plasma Grenade and Mortair Volley are also important but both use more ammo, so I tend to use Reserve Powercell before.

 

*I dont use Charged Bolts, never

 

EDIT:

 

*Explosive Round, no use for me at least

Edited by RGimeldo
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These will be the abilities you'll see a Gunnery use:

  • Hammershot
  • Electro Net (level 51)
  • Demolition Round (Skilltree ability)
  • High Impact Bolt
  • Full auto
  • Gravity Round
  • Reserve Power Cell (Level 42)
  • Mortar Volley (in combination with Reserve Power Cell)
  • Plasma Grenade (in combination with Reserve Power Cell)
  • Tech Override (Level 46)
  • Diversion (level 30) threatdump is great for DPS in a PvE team-envoirment
  • Disabling shot (interrupts can be very helpful, doesn't waste a GCD.)
  • Sticky Grenade, if you feel more AoE is needed (amazing leveling ability!)

 

And not in your rotation but good situation effects you might want to quickbar for survivability and such:

  • Concussive Round
  • Concussion Charge
  • Hold the Line (level 26)
  • Reactive Shield
  • Adrenaline Rush
  • Emergency Medical Probe (level 50) only if you play in teams though.

But don't bother if it's too annoy to bind so many abilities. But having them around is highly recommended. :)

 

Of even less importance since you never want to waste a Global Cooldown on healing as DPS, but it can save lives, especially whilst leveling.

  • Advanced Medical Probe
  • Medical Probe
  • Kolto Bomb

 

Charged Blast is for the Assault Specialist Tree only, so that one you can basicly remove and put in Gravity Rounds slot if you ever want to change specs. Just like Stealth Scan (level 36) will have no use outside of PvP and the other Cells can be put aside until you decide to respec. Lastly the other AoE-abilities, it's really your choice but I've always found Mortay Volley/Plasma Grenade/Sticky Grenade sufficient.

Edited by Gloomycakes
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Explosive round, once you hit level 10 trooper and pick either advanced class you need to drop it for commando replace it with charged bolts and in Gunnery spec change charged bolts to Grav Round (to me its a little more damage + debuffs enemy and will buff you high in the tree)

 

for my vanguard i replaced it with Ion pulse which does similar damage to ER but costs less and is short range.

 

keep Kolto bomb around its a nice backup heal, ya know pup your HtL then throw koltos ahead of your feet so you can heal as you run, extend your longevity.

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As gunnery there is little reason to use Charged Bolts. That is the only ability I rarely use tho; others like Plasma Grenade or Explosive Round are situation-based and have their uses.

 

why are you folks using charged rounds? doesnt it recieve a 5 stack buff or something similiar?

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why are you folks using charged rounds? doesnt it recieve a 5 stack buff or something similiar?

 

It adds to Charged Barrier (+1% damage mitigation per stack), but so does Grav Round. And Grav Round is a lot more integral to everything else you do. The only time one would use Charged Bolt would be when Grav Round is interrupted and youve got nothing else to use. Other than that, you always want to use Grav Round.

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I like sticky grenade for CC. Throw it on a weak / standard mob, especially in a group, and then focus on the next mob in the kill order. In a group, someone else will usually deal enough damage to the mob to finish it off with the grenade. Solo, I can use full auto to interrupt a second weak / standard mob to minimize damage, then he is taken out by the grenade and I can switch back to the first target.
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Thanks a bunch for all the input,

 

as for sticky grenade, I really like it in PVP when someone is trying to take a node, the delay on explosion tend to surprise everyone around ;)

 

It's even more funny when used as a parting gift when you're about to die.

 

"You think that now I'm dead nothing will hinder you from capping ? Too bad, I'll keep prevent you to cap even after my death..."

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  • 2 weeks later...
It's even more funny when used as a parting gift when you're about to die.

 

"You think that now I'm dead nothing will hinder you from capping ? Too bad, I'll keep prevent you to cap even after my death..."

 

"Hey guys I finally took out that commando!... *feels something on chest* oh cra......" booom :D

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What i love most in my commando main is that it's versatile, you run priority list in pve and pvp and don't have need for heavy rotation.

 

Sorry guys demo round is taken, we married like 2 years ago (though i must confess i cheat her sometimes with heatseeker missiles... ;) )

 

As in many classes noxxic gives you quite easy talent and basic rotation/priority lists.

I wouldn't say noxxic is the best way by far but it's the clearest and most simple guide while learning a basics with new class ( Hi my name is Anomen and i'm a alt - holic ;) )

http://www.noxxic.com/swtor/pve/trooper/commando/gunnery/rotation-and-cooldowns

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  • 2 weeks later...
These will be the abilities you'll see a Gunnery use:

  • Hammershot
  • Electro Net (level 51)
  • Demolition Round (Skilltree ability)
  • High Impact Bolt
  • Full auto
  • Gravity Round
  • Reserve Power Cell (Level 42)
  • Mortar Volley (in combination with Reserve Power Cell)
  • Plasma Grenade (in combination with Reserve Power Cell)
  • Tech Override (Level 46)
  • Diversion (level 30) threatdump is great for DPS in a PvE team-envoirment
  • Disabling shot (interrupts can be very helpful, doesn't waste a GCD.)
  • Sticky Grenade, if you feel more AoE is needed (amazing leveling ability!)

 

And not in your rotation but good situation effects you might want to quickbar for survivability and such:

  • Concussive Round
  • Concussion Charge
  • Hold the Line (level 26)
  • Reactive Shield
  • Adrenaline Rush
  • Emergency Medical Probe (level 50) only if you play in teams though.

But don't bother if it's too annoy to bind so many abilities. But having them around is highly recommended. :)

 

Of even less importance since you never want to waste a Global Cooldown on healing as DPS, but it can save lives, especially whilst leveling.

  • Advanced Medical Probe
  • Medical Probe
  • Kolto Bomb

 

Charged Blast is for the Assault Specialist Tree only, so that one you can basicly remove and put in Gravity Rounds slot if you ever want to change specs. Just like Stealth Scan (level 36) will have no use outside of PvP and the other Cells can be put aside until you decide to respec. Lastly the other AoE-abilities, it's really your choice but I've always found Mortay Volley/Plasma Grenade/Sticky Grenade sufficient.

I always keep advanced medical probe on my quickbar even if i get rid of medical probe since you can use tracer lock stacks to make it instant.

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