Swtor mercenary dps build
The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their swtor mercenary dps build. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform. You can start playing Arsenal at level 1, swtor mercenary dps build. To start playing Arsenal, you will need to first create a Mercenary character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
This guide explains the best builds for Mercenary 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.
Swtor mercenary dps build
Merc IO is the best spec for the class atm and by a good difference too, however its one of the most difficult specs to master in the game. So, if you don't want to spend a fairly amount of time trying to learn it I would recommend going with Arsenal since it's still viable to do almost any content in the game if you play it well. And yes, parsely is up to date with the numbers and still a good source of info to analyze the best specs in the game. The issue with Arsenal in PVE is that heat management eventually catches up and requires some basic attacks in the rotation. As a result some other classes that don't have the same issues with resource management, some of whom hit harder to begin with, are able to dish out more damage by the time fights end. In PVP fights are rarely as prolonged as fights against an Operations Boss, so heat management is much less of an issue. By the time heat manaagement would be a serious issue, either your target s or you are dead. Also Arsenal Mercs are one of the two tankiest DPS specs in the game at the moment which with good players translates to a lot of uptime, and a lot of uptime provides more opportunity for doing damage. In PVP survivability is often more important than having the biggest individual hits all the best DPS specs at the moment are ones that can shrug off a lot of damage since you're not guaranteed healing, unlike an Operation. Game Update 7.
Death from Above Area Attack 30m long range Rains death from above, firing a volley of missiles that deal kinetic damage over the duration to up to 8 enemies within 5 meters over the duration.
The plan is to focus on those combat styles most in need of adjustment for 7. Balance is, and always will be, an ongoing process, and we want to take our time to do our due diligence before making any changes. With 7. The goal here is to bring these combat styles closer to their intended experiences and make disciplines more competitive with one another. It is important to note that these changes will be available for testing in an upcoming phase of PTS!
Also how should I build this class? Lastly last time I played a smuggler I noticed when I wore gear that boosted aim I was like level 3, I had no cunning gear at the time the aim stat seemed to of been boosting my ranged damage so if I were a gunslinger should I increase both aim and cunning. For just about all the classes though with the same role, there isn't that much difference in effectiveness. Aim technically will boost your ranged damage, but cunning does that and more. Since you have to choose, cunning is always better. Aim datacrons are helpful, but that's the only time aim is worth getting. Crew skills is mostly preference. I would tend towards cybertech for either of those, but there isn't a wrong choice. It's generally hard to compare them mainly due to the fact that GS is far more susceptible to defence than a Mercenary.
Swtor mercenary dps build
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. Tren put 2 points into Cover Fire and neglected Reserve Round. I'm either going to put them into Reserve Round mainly for the shorter cool-down on Reserve Powercell or Weapon Calibrations in the AS tree for 6 percent more alacrity. My question is this Obviously, playing gunnery Commando equates to a ton of spamming of abilities.
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Grade 11 Biochem items from the crafting tier released with 6. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Go to topic listing. The key is to start walking in the direction you want to go and then quickly rotate your camera and character degrees using your mouse holding right click , then as soon as you finish rotating, activate your ability and rotate back during the animation. 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. This ability mezzes a target for up to 60s, meaning they are stunned but the stun breaks if they take damage. Magnetic Resonance doesn't do anything if you take the L39 perk of Impact Explosives that disables Thermal Detonator being detonated early so something is conflicting there. Cauterized Coronary. I can't think of a better time to throw out basically every issue I know that isn't about poor damage performance and maybe they might also get changed for the better. Fires a very powerful shot at the target that deals weapon damage. Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing weapon damage over the duration.
They excel in target swapping. They do well in fights with mobility. With proper utilities, every Arsenal ability is instant or can be used on the move except for Tracer Missile.
Posted June 7, This mid rotation hazard can be eliminated by firstly the suggestion above and secondly, removing the 15s cooldown on Speed to Burn. Notify of. It is not out of place to have the above instances do the same. It's a bit like the rotational dotspread of IO but vastly worse damage. Game Update 7. Fires several missiles that deal kinetic damage. Gyronamics Posted June 9, If there is downtime during a fight, remember that you can precast things and often place your DoTs on shortly before the boss can actually take damage. This ability mezzes a target for up to 60s, meaning they are stunned but the stun breaks if they take damage.
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