Showing posts with label Class mechanics. Show all posts
Showing posts with label Class mechanics. Show all posts

2.24.2012

State of the Game

A short update on where I've been and what I've been doing, my views on the current state of the game for snipers (including notes on the surge nerf), and the upcoming posts and revisions I'll be making to my general guide.

1.31.2012

Update on PvE Marksmanship Raid Spec

Still using a variant of 31/7/3 pure Marksmanship. I recommend this particular build for people who already have a significant amount of gear. Although pure Lethality and Engineering builds are both viable in PvE raiding (and I have used both!), I must admit a certain amount of bias or personal preference for the Marksmanship playstyle.

1.10.2012

Cover and Cull (16/2/23)

This is a viable sustained DPS Sniper build (PvE-oriented with PvP applications). It has arguably the highest "potential" sustained DPS of any Sniper spec in the game. Unfortunately it is also only viable at level 50 and isn't much for survivability. It's a weird build to play. Read on.

1.09.2012

08 Lethality

Summary: I consider a full Lethality build to be an energy-intensive, highly mobile spec with great damage potential (in shorter fights). It's strong in PvP but not my first choice in PvE. Read on for details.

12.29.2011

Power Rating

I realized I hadn't been making this clear enough: power rating improves the base damage of all your abilities.

What does this mean for critical hits? Power rating increases the base damage that critical hit calculations (with surge) take into account. Power basically makes all of your damage better across the board. However, you hit massive diminishing returns when you attempt to stack stats in any way on your gear.

How is this applicable to Sniper? Well, I don't recommend stacking stats at any point, but I do love temporarily stacking power rating (relic + adrenal) in order to do massive amounts of normal and crit damage. What stims and adrenals allow you to do is get very close to the power cap. At that point, your crit/surge ratings come into play (scaled off your new base damage) and you end up hitting like an absolute truck.

Basically you want to use the Field Tech gear that BWA has designed for you and stack power rating from consumables and relics on top of that.

How does it work in practice? Ask the people I just triple-killed with Orbital Strike.

Crit Rating vs. Power

I see this question all the time. Read on for an outline of the common arguments in favor of each rating and a glimpse of my perspective on this important aspect of Sniper gameplay.

12.25.2011

What should I do when I'm not in cover?

Reader question from Stephen, reprinted with permission:
I'm currently a lvl 31 gunslinger and usually when I'm not in cover (chasing someone - pvp) my attacks that I use so far are Flurry of Bolts and Quick Shot (if my Leg Shot is on cooldown). Is it appropriate?

Any more suggestions for when I'm not in cover?

 NB: For Snipers, those abilities are Rifle Shot and Overload Shot.

Answer: Mostly I use any debuffs that aren't on cooldown. Think about adding Flash Bang / Flash Grenade. These are AoE 8-second stuns with a 30m range and can give you time to set up in cover again. You can use Takedown / Quickdraw as well (these finishers can be used out of cover). If someone runs away, I usually pick a different target in range. I consider making someone run away as "mission accomplished."

A funny trick is putting an Explosive Probe / Sabotage Charge on someone right before they run away (most people run between 40-30% health) and then detonating it with  Overload Shot / Quick Shot or Rifle Shot / Flurry of Bolts and finishing them off.

Marksman/Lethality Hybrid (16/2/23)

So I hit 50 Sniper and tried this 16/2/23 build.

Result: I don't recommend it. It's extremely energy intensive. Read after the cut for the full analysis.

12.12.2011

Alternative Leveling Build for Alternative Playstyles

This post is for people who may not want to play the Sniper as a ranged single-target DPS like I do. It is based totally in personal preference. This build will make no sense for someone who wants to stay at range and time their hard-hitting abilities.

It will make a lot of sense, however, to/for someone who doesn't mind getting into melee range and using Fragmentation Grenade to AoE down a pack of standards. AoE can be fun, but Frag Grenade is a largely impractical ability to use if you are playing Sniper like I do and want to use the rotations I've previously outlined in my general guide.

12.10.2011

07 Engineering

Summary: I consider Engineering to be the most durable and cooldown-dependent Sniper spec. Read more for details.

12.07.2011

Building a Lethality/Engineering Hybrid is a Bad Idea: Here's Why

I did not expect this to become so popular a topic among Snipers on the TOR forums. The suggested build is usually some variation of 2/18/21 (with more points in Lethality, to take Cull).

The real problem is that this build does look so attractive on paper.

The people building it aren't totally off-base about "good abilities" to use, either. Cull, Interrogation Probe, Corrosive Grenade, Corrosive Dart, and Explosive Probe (with Cluster Bombs) are all strong abilities. They just happen to be the most expensive abilities in both trees (none of them costs less than 20 energy and Cull costs a whopping 30). All of them also have front-loaded energy costs. As much as I'd like a hybrid build to be viable, there's just no way to balance this kind of rotation in order to have enough energy to do good, consistent damage without being constantly out of energy (aka: it's non-viable).

This build could potentially work with EMP Discharge (though, at that point, you're probably better off being a pure Engineering spec). The real kiss of death is trying to use Lethal Purpose as a primary energy regeneration talent (you only have two abilities that count as poison damage, even as Lethality). It's not worth much even if you're being optimistic about your DoT crit rate.

12.05.2011

06 Marksmanship

I consider Marksmanship to be a strong candidate for leveling and the most straightforward spec to play. It is viable in both PvP and PvE.

Edit: I just finished tooltip-linking this section to make reading a bit less tedious (and hopefully easier for players new to the class). Enjoy.

11.25.2011

04 IA Energy Usage

IMPORTANT: Your energy regenerates faster at higher levels of energy. The lower you go in your energy bar, the slower it regenerates.

A lot of people overlook this and wonder why they are out of energy all the time. Then they play a class with a deep resource pool like Sith Sorcerer and quit Sniper or Operative simply because they didn’t know what they were getting into and didn’t have good information about resource management.

11.24.2011

03 Cover: Don’t Hate the Shield

IMPORTANT: Changes to this system have been frequent! It is my intention to outline the basics that have now been consistent through multiple builds.

The cover system continues to receive improvements to make it more intuitive to use and friendly for new players. Because many people have never used a mechanic like this in an MMO, learning to use cover can also be the single biggest “barrier to entry” for someone who wants to play Sniper.

Rest assured that the cover system is both functional and intuitive after you’ve spent some time with it. I don’t even think about planting it anymore, and looking for “natural” cover (green gumby points) is second nature to me while I’m approaching PvE opponents. It’s hard to talk about what cover can do for you and how it works without also describing the different types of cover and the ways to use them, so please forgive me if this next section is a little confusing.

02 Stats and Ratings and Mods, oh my!

I want to pause here to tell you something very important: most of this information is available on the in-game character sheet! If you ever need to quickly determine which rating does what, you won't even have to come back here to look it up at launch. Currently, TOR's character sheet is quite open about what each stat and rating does and how it works. Although the calculations are not totally transparent, you can get a general idea of which rating impacts which stat and produces which potential output.

You just have to know where to look (i.e. mouseover). If you're in weekend beta, take a moment to hit 'C' to open the character sheet and play around with different tabs (ranged, tech, defense) and mouse over the different stats and ratings that are listed there. It's a good character sheet and if you've never played the game there's a lot to learn. Knowing how to both use your character sheet and read armor ratings (and/or enable comparative tooltips) will help you make good decisions about your gear as you level. It's pretty common to be wondering "what's better?" now and again.

I'll cover more of that as we continue.

01 Core Class Mechanics

Sniper is, in my opinion, one of the most difficult classes to master in SW:TOR. A lot can go wrong. You can dive into the wrong cover point, or get focused, or (because you don't get a healing companion until Imperial Taris) struggle to complete some solo content. This post is going to focus on a broad summary of my experiences playing Sniper in beta. I plan to update this section when I have more perspective on the launch build. Until then, I hope this is useful.