swtor commando dps

Swtor commando dps

SWTOR 7.

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. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.

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 Round is the most frequently used ability in the rotation. In fights with lots of mobility, a Gunnery player may have to use a basic attack occasionally but generally can maintain very good DPS on the move with practice. Commandos have great survivability. Except for classes that include a tank discipline, they are the only DPS class that wears heavy armor. As a class with a healing discipline, they possess good off healing capability for emergencies. They also possess a wide range of useful defensive abilities that include a straight buff to DR, an emergency sustained self heal and a powerful reflect. Gunnery also contains a really cool defensive via its threat drop ability due to a passive skill tree ability.

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. Sticky Grenade, swtor commando dps. This is your mez, a CC ability that breaks on damage.

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.

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. BioWare clearly understood this and mostly solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items. These ridiculously potent effects form the basis of the solo builds and are able to exist without causing too many balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs. Please refer to the 7. The damage and multi-target potential of your explosives are dependent on whether or not the enemies are affected by your Gravity Vortex debuff. Demolition Round and Mortar Volley deal more damage to targets affected by your Gravity Vortex and Demolition Round fires additional weaker rounds at secondary targets affected by your Gravity Vortex. You are slightly limited by ability cooldowns being too long, though you should be able to do this against most groups of trash.

Swtor commando dps

SWTOR 7. The guide is up-to-date for Patch 7. Assault Specialist AS Commandos deal their damage through a combination of blood, fire, explosives, and blaster shots. While all of that definitely is amazing, the spec has ridiculously strict and unforgiving Energy Cell management. AS Commandos have vastly superior mobility compared to most other ranged specs. 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. The options have several similarities across the Combat Styles:.

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It can also be very helpful when DPSing on the move. Commandos get the honor of having the interrupt with the longest cooldown in the game at 24 seconds! Reserve Powercell OFF GCD - We avoided energy issues earlier via the upfront use of Supercharged Cell, so we use here prior to Boltstorm to get the maximum energy recovery right as we start to get near to a breakpoint on energy levels. Demolition Round fires additional quarter-strength rounds at nearby targets affected by your Gravity Vortex. You should only use this tactical over Energized Charges if your DoT spread damage without this tactical is insufficient and you find yourself using Hail of Bolts and Mortar Volley frequently throughout the fight, though please remember that single target DPS checks generally take priority. It is possible to use Propulsion Round to move forward by doing some fancy maneuvering with rotating your character. Being interrupted grants Blowback, which makes your next Boltstorm immune to interruption. Leave a Comment Did you find one of my guides useful? Adrenaline Rush is one of the worst DCDs in the game at helping you to mitigate big hits since it provides its mitigation through constant small heals, which requires you to take the damage and survive. The former typically comes up if you need to move while the latter will come up if you have 7 stacks of Supercharge and no Hyper Assault Rounds proc going into your third filler slot 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.

Lhorian Posted February 10, Alacrity: around 2, for high alacrity, a secondary option is around for low alacrity at least 2, if the Zeal guild perk applies. Build Essentials can include important ability tree buffs, a tactical item, and even legendary items occasionally. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away. You'd get the build I am using atm and it works just fine. Recharge Cells is also grayed out until you have few enough Energy Cells to utilize the effects. When this happens, your second use of Boltstorm on the next application will be pretty early, usually about halfway through the DoT. Medical Probe. Replaces Full Auto. Shield Specialist. Both implants are similarly valuable to Gunnery, though Assault Specialist benefits more from Overcharged Cell, so you might want to pick up that one first. Standard and weak targets are knocked down by the blasts.

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