swtor commando dps

Swtor commando dps

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, 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.

Swtor commando dps

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. The options have several similarities across the Combat Styles:.

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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. Tren put 2 points into Cover Fire and neglected Reserve Round.

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.

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!

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Recommendation : This is your AoE tactical item. Reflexive Shield - When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This was done to improve customization now you can mix and match set bonus effects , make them easier to obtain, and consume less inventory space. Demolition Round is a next heaviest hitter. A very high damage ability that should be used on cooldown. I mention filler slots a few times in this section. Trauma Stabilizers - While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. 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. This effect can only occur once every 2. Increased drop rate from Dxun operation Nature of Progress. Since this ability deals almost the same damage as Mortar Volley, it also surpasses your other abilities with the same number of targets. Increased drop rate from PVP. Even if you mess up, keep doing 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.

In addition, the amount of energy cells depleted by High Impact Bolt is reduced by Recommendation : This is your default tactical item. Propulsion Round does cost a GCD to use, so you should avoid using this if you can safely get where you need to go without using it. You can use other abilities, then use Grav Round again to reset Boltstorm again. High Impact Bolt with stacks of Charged Barrel. Make sure to get the full benefit from Recharge Cells cooldown and its buff from the Cell Capacitor utility. 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. The only time you should ever use it in Gunnery is if you are using the Thermonuclear Plasma ability tree buff and even then only if you need to spread Gravity Vortex to additional targets, in which case it should be used ASAP. If adds are grouped up enough to benefit from Eruptive Flames for the majority of the fight, but perhaps are lower priority, consider taking Eruptive Flames instead. If you have not already used Boltstorm by the time only 2 GCDs are left before you need to proc it again, it takes absolute priority. Share More sharing options

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