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[Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium
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01-19-2012, 04:12 PM
(This post was last modified: 01-19-2012 04:17 PM by jonnnney.)
Post: #160
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RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-18-2012 10:18 PM)Ast Wrote: Hi guys, I posted on the commando equivalent of this in post #205 of this thread, though I did not wait long into the fight. Charged bolts, commando skill, just uses the ranged miss chance base of 90% in my experience. . I did a burst rotation until I had 2 ammo, ~16 energy, left and then I popped my relic then my adrenal then supercharged cells and throw out the 6 or so charged bolts and a full auto. This has more threat issues but if you stay long in the healing cell then you don't generate ammo from crits and high impact bolt costs 1 more ammo. It is likely better to use an alacrity adrenal and/or relic for the burst phase so that you can put in a few more charged bolts without additional costs. Also I would not use grav rounds, tracer, at the start since you would lose 2 ammo at a much lower resource level. Using it in the middle or even right before the full auto would be better. Finally make certain to include the +3% tech crit chance for you tech abilities. Unfortunately this does not include charge bolts, full auto, or your spammable ability but does include grav and demo round. Here is the post if you don't want to search for it: (01-05-2012 03:35 PM)jonnnney Wrote: Supercharge Cells talent in burst dps rotation. |
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