swtor commando dps

Swtor commando dps

They excel in target swapping. They do well in fights with mobility. With proper utilities, every Gunnery ability is instant or can be used on the move except for Grav Round. Unfortunately, Grav Swtor commando dps is the most frequently used ability in the rotation.

The gunnery Commando specializes in ranged cannon attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating blaster round combinations and relentless assault cannon volleys generate a spectacle of explosive brilliance and transform the Commando into a virtual blaster storm. You can start playing Gunnery at level 1. To start playing Gunnery, you will need to first create a Commando character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents. Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Gunnery from the three options.

Swtor commando dps

Increased drop rate from Dxun Nature of Progress operation. Not available for purchase from Tech vendor. Stacks up to 5 times but is removed on 6th stack. This set bonus is not that strong as compared to other BIS set bonuses for other advanced classes but is likely left as the preferred DPS set bonus as of 6. This effect cannot occur more than once every 5 seconds. Comments: This set bonus was redesigned in 6. The incremental extra Supercharge and the periodic auto-crit is nice but far weaker. This effect cannot occur more than once a minute. Comments: A poor DPS set bonus compared to other options. Increased utility from one of your key offensive cooldowns is nice but is outperformed significantly by Concentrated Fire and its nearly permanent buff to critical chance. Increased drop rate from conquest crates. Comments: Tech Medic was redesigned in 6. It now sits as the very likely BIS healer set bonus due to its revamped 6-piece set bonus that provides a HoT via your free spammable heal.

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Cons - Umm.. None of the 2nd Tier abilities in the Combat Medic or Assault trees really lend themselves to Gunnery gameplay either, aside from possibly Parallactic Combat Stims, which just isn't a good payoff for the point cost. Flexibility - If you have no intention of PVP'ing, there are plenty of points here that you could reallocate elsewhere. I'm just about to turn level All along the way I was messing around with Tren's build, but now that I'm almost to 50 and have experimented with just about every way to play DPS Commando myself, I have to say that Tren's build really is one of the more efficient builds and should be a template for anyone looking to play Commando with a DPS spec. The issue I have is in regard to my last few points--which I am completely undecided about.

SWTOR 7. The guide is up-to-date for Patch 7. Gunnery Commando is capable of dealing gargantuan amounts of damage with individual destructive rounds and high-velocity blaster bolts that can penetrate armor! Unfortunately, these massive bursts are inconsistent and do not translate to high sustained DPS throughout a boss fight or possess sufficient reliability for burst checks. Yes, you will have to work a bit harder compared to your mDPS peers in group content to pull viable numbers, but you should still be able to clear almost all content with Gunnery. The Thermonuclear Fusion tactical from 6. Utility points are gone! Instead, there is a new system called the Ability Tree. Each discipline has 8 choices where they pick 1 of 3 options.

Swtor commando dps

This guide explains the best builds for Commando DPS disciplines that are optimized to perform extremely well in solo content. The guide is up-to-date for Patch 7. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities. I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR.

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When to Take: Recommended for all content if it's available. Even without the additional passive Energy Cell regeneration, this passive brings the Energy Cell cost of High Impact Bolt down to only 5 Energy Cells, making it neutral in terms of Energy Cell consumption since you regenerate more than 5 Energy Cells every second passively. Loads your rifle with an armor-piercing powercell. Page details. Your crowd control CC is a special type of stun you can only use when your enemy is outside of combat. I'm just about to turn level Choose from one of three Commando abilities at Level 27 , you can only have one of these options at any given time. This field is for validation purposes and should be left unchanged. This gives more room for AoE abilities. Impact on Rotation:. There are two scenarios that guide your "rotation" in terms of how often to use fillers versus using Grav Round to proc Boltstorm, which are entirely dependent on whether Grav Round is a hard cast or instant cast:. Comments: This set bonus was redesigned in 6.

SWTOR 7.

Remember that in fights with frequent downtime, you can try to be more aggressive with using Charged Bolts over Hammer Shot because you will have time to passively regenerate your Energy Cells during that downtime. This channeled ability takes 2 GCDs so using the cooldown here grants more free energy regeneration than any other ability and offsets the most expensive individual ability 20 energy cost. The most important passive ability to the discipline, it provides for the proc of Boltstorm. If you do not choose one, a default option will be chosen for you. Increased drop rate from Onderon and Mek-sha daily missions. Comments: A poor DPS set bonus compared to other options. Grav Round. A very useful utility for Commando DPS players. This is a great tactical for Gunnery and is a huge reason why the discipline has much better sustained damage in 6. The most important thing in the rotation is to make sure that you are proccing IA on time. Tech Override - Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.

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