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[Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium - Printable Version +- SWTOR Mechanics Forums (http://mmo-mechanics.com/swtor/forums) +-- Forum: Class Discussion (/forum-7.html) +--- Forum: Bounty Hunter and Trooper (/forum-10.html) +--- Thread: [Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium (/thread-1003.html) |
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Gorlough - 02-19-2012 03:42 AM Ok, first question answered: It depends. While leveling, there's not much you can do about your stats anyways and mobs aren't as unforgiving as in endgame (do I get a laugh on this one?). Just raise them as you like. I personally went for crit and surge, but power should also be viable in every way. Second question answered. It depends. If the economy on your server is stable and has good supply of scavenging mats, you can drop that for slicing. If you've got severe problems to come by those mats - don't drop it - that simple. If you're disappointed with Armstech - go, check your GTN out. If there's loads of blue and purple barrels for every level, check if there are orange weapons with aug slots. No? Be the first one to build and sell them. Another area of business might be tech staves and blades for companions - they are usually very hard to come by. So, in summary - it all depends on your servers economy. RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - GWARRR - 02-19-2012 04:07 AM Just a note, my OP says you're supposed to level with Slicing and then switch Slicing out at 50. Mostly just to ensure a decent cash flow when you level. If you don't like Armstech, I would switch that out for Slicing so you can get to 50 with a decent amount of cash. This will also let you check out what your server's economy is like when you're at 50, which is really when you'll want to hit the crafting hard anyways.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Rakunvar - 02-19-2012 07:15 AM Yea Armstech is pretty crappy currently, probably one if not the worst.. Only decent thing with it is you can make some money off the weapons fairly well. Eventually it may hold some weight though as they were talking about making the endgame barrels/hilts etc accessible and that would make a armstech orange weapon with augment BiS probably. Which is why I'm holding onto mine currently. If your looking stat/endgame wise then Armormech has some decent items u can make pre-raid and such. Artifice has some Rakata Relics and possible augment slot on them. Biochem is pretty amazing as well, it can make columi/rakata ear pieces and crit for an augment as well as reusable Adrenal and Stims to buff you. Torhead.com will give you a better list of items each craft can make and such, with most being possible to crit on for an augment slot. (02-18-2012 07:48 AM)Fracy Wrote: thank you Rakunvar about your effort I would say most likely yes because we're so high with crit near endgame gearing lvls and would have much more use for Pwr with its weight really never changing. For Ear if your Acc capped I would say go with Combat Medic relay probably. For Implant I'd say if you were crit and acc capped then you'd probably still want to go with Rakata Elim. *This is just IMO, these are not definitive. If anyone is wondering the same question I would suggest finding your corresponding spreadsheet here on these forums and put in the stat amounts and see which best would benefit you. RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Storm68 - 02-19-2012 10:56 AM Thanks guys, sorry Gwarrr I must have misread your op my apologies. I have been favoring crit over power but I guess its not a biggie for now, I'll look up what I can make on Armormech but someone told me, not here, that each main trade has 2 pieces of Rakata gear they can make. I'am not seeing that in Armstech. I also looked up on Torhead some of the mats needed for my current Armstech, Dallorian Alloy is gotten through Investigation so unless I skill in that now I'am going to have to buy the stuff. If I make a bunch of barrels first then drop Armstech and go with Armormech I dont lose them do I, just the ability to make more correct? My Sorcerer makes Biochem and I'am more than happy with that so I've never dropped/changed a trade before. I'am on The Harbringer, the economy is pretty good so its more what I can do for me than anything else. Thanks. RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Tiax - 02-20-2012 04:47 AM About assault/pyro - I was wondering whether a version using combat support cell/supercharge may be viable for PvE Along the lines of: http://www.torhead.com/skill-calc#800McoZMckZfhMrzGhr.1 Basically you sacrifice the free dot of plasma cell and require incendiary every 18s to keep the target ablaze. In return you get an extra ammo-regen high-damage phase available. 10 seconds of 10% dmg buffed free charged bolts spam triggering ammo-proccing free HIBs. When the RNG for typical charged bolts/HIB procs doesn't favour you and ammo falls you will be using hammer shot more often and thus charging up SCC more quickly, so a nice feedback loop there. You can of course start every fight with full stacks of CSC and during any event where you need to hide and not dmg the boss you can cast HS on allies to up the stacks too. Remains more mobile than gunnery, on average. Thoughts? RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Aldare - 02-20-2012 06:32 PM (02-20-2012 04:47 AM)Tiax Wrote: About assault/pyro - I was wondering whether a version using combat support cell/supercharge may be viable for PvE While not having any numbers to back my claim I can't see it working out very well. The problem with Combat Support Cylinder is that it's only charged by your rapid shots, an ability you only want to use when you are heat/ammo constrained. Going by my experience raiding as Pyro, it would take quite a while to reach 30 stacks again after using it the first time unless I forced the use of Rapid Shots more than I do normally. I guess in situational fights like Soa for instance (where you can build stacks during the jumping phase by healing your raid) it might put out competitive DPS, but then again you'd also be giving up Burnout, which helps you in Phase 3 where you need to burn Soa fast. Not to mention you are losing your hardest hitting ability, Thermal Detonator/Assault Plastique. It's certainly worth testing though. RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - daxar - 02-22-2012 07:04 AM So I am trying to figure out what is the best way to gear up. Right now I have been doing dailies and BT HM on a regular basis (think I did about 5 or 6 of them so far). All my gear is either purple, or orange mod (with purple mods/enhancements, from the dailies) . I do have one Tionese, but have not had much luck with columni yet. My aim is 1507. Crit is 31.10% and surge I think around 75% and I have close to 16K hp's, and accuracy is @ 94% I feel like I am struggling with DPS in HM FP other then BT HM (very easy). I tried to do Battle of Illum HM, and I forgot his name we kept wiping, he kept having adds every 10 seconds or so that 1-2 hits will kill you, and while I was doing Death from Above to knock out first round, the tank said we just did not have enough DPS. I follow the rotation in the OP, and not sure if I should change some of my mods/enhancements until I can get some more columni gear and how to improve DPS? I pretty much followed the builds in the first OP as well. Should I be looking for more +accuracy and lose some crit? or maybe more power? I noticed most times I get about 1500-1600 a hit with TM, and if it crits anywhere from 2700-3500. Thanks RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Krix - 02-22-2012 07:05 PM (02-22-2012 07:04 AM)daxar Wrote: So I am trying to figure out what is the best way to gear up. Right now I have been doing dailies and BT HM on a regular basis (think I did about 5 or 6 of them so far). All my gear is either purple, or orange mod (with purple mods/enhancements, from the dailies) . I do have one Tionese, but have not had much luck with columni yet. From my experience playing around with firingrate's calculator. Accuracy is way to overrated by most people here. When we get to a level where we got a nice amount of crit (30-35% without other class buffs/raidbuffs). A decent amount of surge. (65-70%). We should focus on our stats in this order: power>Crit>alacrity>surge>accuracy. I got this formula when calculating what I need to get at the point I am at now. (Bonus Damage: 410, Accuracy: 5,67 Crit: 39,52 Surge: 69,35 Techdamage: 706. Techcrit: 40,62, Alacrity. 16,57.)<-This is with all the class buffs applied. I got quite alot alacrity from gear and talents. So alacrity might be better for someone without any at all. As you see. My accuracy is far from max. And still I get more dps from any other secondary stat then accuracy. Meaning accuracy with good gear is overrated at the moment. If you would give me you'r stats in this order I could calculate what stats are best for you. (out of curiosity on what is best for someone with gear not at the same level.) I need your: accuracy rating, aim, crit rating, tech power rating, surge rating, alacrity rating, power rating & cunning. RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Aldare - 02-22-2012 10:44 PM The problem is there's accuracy on every single piece of Rakata Armor. I'm buying Agent Columi Gloves with commendations and taking the level 56 Power/Surge Enhancement out and using that in some of my Rakata pieces because I'm overcapped on accuracy otherwise. If what you're saying is true then Bioware have either completely messed up itemization or the stat is just not working as intended. RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - bural - 02-22-2012 10:58 PM It's pretty safe to say itemization is messed up given that quite a few other classes have similar issues. Then again, they claim dps is pretty balanced so it's possible they're adjusting class dps via itemization rather than chances to individual abilities. |