Sprays a wave of bolts over the target area, dealing weapon damage over the duration to up to 8 targets within 8 meters. SWTOR Debuff 101. If you don’t want to worry about it, just do the grouping rotation when sub 30% or just don’t even bother and just use Quickdraw only in the gap. Flurry of Bolts (Ranged/Energy/Direct/Single Target/Instant). SWTOR 3.0 Gunslinger and Sniper Changes from SWTOR’s seventh class discipline developer blog. Usually the raid lead will tell you when they want it or a tank will ask for it, but if you see someone getting hit by a bunch of enemies, chuck this at them. If healers call out for players to use their medpacs or if you find yourself having to use yours and see that the rest of the group could also probably benefit from their medpac. Technically this is useful in those situations, but it’s just so rare and typically the tanks can also provide it, so you don’t have to worry about it yourself. Requires dual blasters. When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. Not so much in PVP and "story PVE" I used to play sharpshooter before it got nerfed, at 4.0.3 or … The only difference is to always use Penetrating Rounds and its Trickshot on cooldown. The typical rotation will look like this: Sometimes you have Burst Volley available, so the first cycle will look like this: Here are a few comments about the gap priority: Charged Burst will almost always be used in the gaps despite its low priority. Requires dual blasters. I am choosing to talk about this ability here because this is the only time you’ll ever really need it anymore. Sharpshooter. Aimed Shot has 1 proc associated with it that is relevant to your rotation. The accuracy increase is not applicable in PvE because bosses don’t have additional defense chance like that. Requires dual blasters. Lobbed bombs and cheap shots are just a sampling of the Dirty Fighting Gunslinger’s bag of cruel tricks that can cause their target untold continuous suffering while the Gunslinger stands back with a satisfied smile. As a Gunslinger, you provide Scrambling Field, which is the only raid buff in the game that is focused entirely on defense. Great if you want to get back in the game or haven't subbed in a while! This is not a personal defensive cooldown. Hello! This advanced class passive is responsible for giving Gunslingers their 35m range on damaging abilities and 30m range on CC, as well as giving them one of their DPS debuffs (the individual specs only provide 1 debuff as opposed to 2). Hideout’s cooldown is twice as long as Phase Walk’s. If you want to go the extra mile, you can try to activate it 15 ish seconds before pre-casting XS Freighter Flyby before a pull so you will just barely have enough time left on the proc for when you cast Aimed Shot, but I really don’t think it’s worth it because if you mess up, you end up having to wait and the most you’ll get is maybe an extra use at the very end of the fight. - Short Stun - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. Can the healers deal with it without too much stress? 1 Game Update 3.0 Class Changes: Gunslinger + Sniper; 2 Gunslinger; 3 Sharpshooter; 4 Saboteur; 5 Dirty Fighting; 6 Utilities; 7 Sniper; 8 Marksmanship; 9 Engineering; 10 Virulence; 11 Utilities; Game Update 3.0 Class Changes: Gunslinger + Sniper. The only reason I mention this proc is because it will show up on your bar. There is usually already a gap for a single extra ability every cycle, so it’s rather easy to insert Quickdraw into your rotation when sub-30, and above 30%, you’ve been using Charged Burst in this spot, though it is actually a small DPS increase to use an extra Trickshot as well since Quickdraw allows it to be used. You will ever so slightly delay Aimed Shot and Penetrating Rounds if you do this, but you’d only miss out on a single use of each of those abilities if you were using XS Freighter Flyby on cooldown in a fight that lasts over 15 minutes. Hightail It heals you for 10% of your maximum health. Quickdraw also allows you to use Trickshot, but we only have a 1 GCD gap in the rotation, how do we not delay things while still getting to use 2 GCDs? Please note that the cooldown of Aimed Shot is the same as the duration of the proc and since Quickdraw has a fairly long travel time, it is possible for the proc to fall off before the damage goes out, especially if you’re standing further away from the boss. Be sure to pay attention when something is stunnable though, because that often means you’re intended to stun it. Just use it during the gap if you can reliably hit something that actually needs to take damage with every single tick. Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Marked targets take 5% more damage from ranged weapon attacks. I would recommend either Sharpshooter or Dirty Fighting to begin with. How can I do as much damage as possible each GCD (global cooldown, 1.5 second duration before you can activate another ability) given the constraints of the fight? The best time to activate this is right after your 2 Charged Bursts but before that Trickshot since it will be stronger thanks to the Sharpshooter’s Touch proc. Reduces the cooldown of Below the Belt and Flash Grenade by 15 seconds. While rolling, your chance to dodge attacks is increased by 100%. If you need it, here's a list of every useable ability the Dirty Fighting Gunslinger has. Penetrating Rounds does not have any additional procs or discipline passives associated with it that are relevant to your rotation. It’s not a super powerful damage increase, especially for how long the cooldown is, but it’s still a damage increase. Written for VULKK.com by Endonae (Satele Shan server). Gearing & Stats. Direct damage dealt after 2 seconds ends the effect prematurely. XS Freighter Flyby should only be used if at least 2 enemies will get hit by at least one tick and at least one enemy gets hit by every single tick. Additionally, when Shrap Bomb and Vital Shots end they are replaced by a lingering version for 5 seconds that will only deal damage when Wounding Shots deals damage. You get a utility point at these levels: 11,19, 27, 35, 43, 51, 59, 67, and 75, with a total of 9 max utility points at max-level. Keeps a cool head, recovering 50 energy over 3 seconds. Since it has such a short cooldown and is relatively weak, this ability won’t really protect you from a whole lot on its own and it’s much better served just keeping your health high and mitigating minor spikes so that your health will be higher when the actual damage comes. I’m not going to get into which specific versions of enhancements and such to use. It still significantly reduces the effectiveness of their DCD, but not all the way. It’s a faster-moving spec than the others and relies on utilising procs and internal cooldowns to maximise your damage output with as few wasted cast times as possible Dirty Fighting relies on dots and buffing its most powerful ability through a … Use it when you get CC’d. This needs to happen or you will deal less DPS than if you just casted one Charged Burst. For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. Much like what has to happen with Burst Volley, you can leverage the existence of the gap to not delay your high priority abilities by using a non-rotational ability earlier than you would observe the gap. You can also just do a single GCD of the channel in your gap, though sometimes you really do need to channel it for a while. Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds. The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey.The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Use these abilities to help yourself stay alive. Dirty Fighting - Your standard DoT spec. Buffs . It’s pretty straightforward, it increases your alacrity by more than enough to get you from the 1.4s GCD to the 1.3s GCD and lasts long enough to allow you to get an extra ability in the same amount of time, which means you can fit Penetrating Rounds alongside the additional Trickshot into the gap in your rotation. The highest defense chance that DPS and healer classes have is 10%, though most classes have 5% so you gear for the majority and can use Illegal Mods on the others. Recoil Control – Firing Charged Burst twice in a row, firing Quickdraw or Aimed Shot once, or completing a Penetrating Rounds channel now finishes the cooldown on Trickshot. Unlike most other DoTs, it does not appear that you’ll get more ticks of Vital Shot if you apply it during a period of increased alacrity like you’d get during Burst Volley. Welcome to the Gunslinger Builds Guide. Trickshot has 2 procs that are relevant to your rotation: Charged Burst (Ranged/Energy/Direct/Single Target/Casted). Despite all that, it is still used in single target situations when you get to pre-cast, like prior to pulling or right before downtime ends, particularly if that downtime is right before a burst DPS check. 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Basic goal is to hit with your two DoTs and then use a blast attack that hurts then more when they are dotted. Reduces the cooldown of Hunker Down by 15 seconds and Pulse Detonator knocks targets back an additional 5 meters. This cooldown is unique to Sharpshooter Gunslingers. This forces you to read through what everything does so that you can understand what all of your passives and abilities do as well as locate these abilities in-game. Just pop one of your freshly available DCDs instead. As a Gunslinger our main role is – not surprisingly – to dish out large amounts of damage from afar. They are overall best-in-slot and will provide a noticeable DPS increase, but they are even more ridiculously expensive than the purple 286 augments. It would be kind of neat if they put more effort into having this work though since Gunslingers aren’t the only class that have something like this. Fires both blasters if dual wielding. You can also use any non-damaging ability between the 2 Charged Bursts, including ones on the GCD like Diversion. SWTOR Buff and Debuff 101. This is your mez, a CC ability that breaks on damage. XS Freighter Flyby is used as your first pre-cast ability because it has a 3 second delay before it actually deals its first tick of damage, enabling you to precast another ability before pulling. It’s pretty easy to tell what is and isn’t fluff, don’t be greedy and don’t hurt your group’s chances of beating the boss. Interrupts the target's current action and prevents that ability from being used for 4 seconds. This will be fixed the next time you use Burst Volley though. In addition, you have Diversion, which has more niche applications since it doesn’t work on every fight, but it is incredibly helpful when there are a lot of adds that need to be dealt with. The Saboteur is the middle t… While it used to be the case that you couldn’t use most of your abilities unless you were in cover, nowadays the only abilities you have to be in cover for are Sweeping Gunfire, Pulse Detonator, and Hunker Down. Alacrity = Nimble or Quick Savant (must include Quick, regular Savant is bad), Level 75 content: Sha’Tek Relic of Focused Retribution and Sha’Tek Relic of Serendipitous Assault, Sub-level 75 content: Sha’Tek Relic of Primeval Fatesealer (it’s a clicky so put it on your bar) and Sha’Tek Relic of Devastating Vengeance, Level 75 content: Advanced Kyrprax Attack Adrenal, Sub-level 75 content: Advanced Kyrprax Critical Adrenal. Just like everything else, make sure to have it available for DPS checks and otherwise use it on cooldown. Then you’ll be able to do both Aimed Shot and Penetrating Rounds within that window. Endonae began nightmare raiding in 4.0 and is an avid decorator. Allows you to catch your breath, recovering your health and energy over 15 seconds. XS Freighter Flyby (Tech/Elemental/Periodic/AoE/Casted). It doesn’t always work, but it’s worth trying to figure out which circles will kill you and which you can survive completely, or at least survive long enough that you can get to a point in your rotation where you won’t lose as much DPS to move during. The teleporting animation is significantly longer for Hideout because there’s an actual teleportation animation you have to do prior to teleporting but after pressing the button rather than Phase Walk where you just wave your hand and pop up somewhere else instantaneously. This proc also helps to reinforce that Trickshot is only supposed to be used once per every 2 Charged Bursts. Aiming from distant cover, the Sharpshooter goes for a devestating opening salvo, following up with vicious trick shots and penetrating rounds, putting a … Fires a wave of bolts at the target, dealing weapon damage and spending 6 energy each second. Gunslingers have defensive cooldowns that are easily just as strong, if not stronger than what is offered by the other two ranged DPS specs. Once the boss’ health goes below 30%, Quickdraw will become available. You’re able to do this because the ability is only usable within 5 seconds after using each of those abilities. AoE damage is considered fluff if the adds do not need to die or if you are otherwise shirking your main responsibilities to deal more damage to adds. Here is the grouping rotation: Really, paying attention to this stuff is not super important, the difference is only maybe a couple hundred DPS, if that. I do want to be clear that this challenge is not shared by Sage and Commando. Consistency is a bit more important here though than it is for the relic since you’ll often be using the Adrenal for DPS checks where you really can’t afford to be unlucky. Here are the groupings: Using the Aimed Shot and Penetrating Rounds groupings on cooldown always take priority, and then you use the Charged Burst x2 grouping and then you’ll have about a 1 GCD gap before Aimed Shot comes off cooldown. Since damage intake management is primarily a tank and healer job, this ability is primarily to make their lives easier. Reduces the cooldown of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. While in cover, you heal for 2% of your total health every 3 seconds. The benefit isn’t quite as huge as it might seem though since Hunker Down is active for such a large portion of its cooldown duration, the effective cooldown of the ability is only 12 seconds, though you are saving 5 additional seconds of buildup time by using them back to back. Does not break stealth. Browse the. You do not need them. And as of the current Patch 6.0.2 we have all the tools we need to excel in this role.
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