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[Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium
01-19-2012, 04:12 PM (This post was last modified: 01-19-2012 04:17 PM by jonnnney.)
Post: #160
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-18-2012 10:18 PM)Ast Wrote:  Hi guys,

I've been trying to create a build I like and I'm stuck on supercharged gas. I've tried searching for it on this thread but no one has discussed it yet.

Now providing you don't get the chance to swap cylinders (which you could do on soa while doing the drop down for instance to restack the buff) you could still start the fight with 30 stacks, then swap to High Velocity. I'm sure everyone does this already as it's a free 3% dmg increase for ~50sec.

Using supercharged gas is a 10sec 10% damage increase, and vents 16 heat. Over a 6min fight that works out as around .3% dmg increase, plus 16 heat. Providing you use it around 10sec before the charges drop you'd also get 40sec of 3%, or around .3% over a 6min fight.

Now supercharged gas also affects power shot. I'll start by quoting GWARR:

Power Shot: 659.67 (not including GCD)
Tracer Missile: 384 DPS (not including GCD)
Power Shot: 61.84 DPHt
Tracer Missile: 82.29DPHt

This shows ordinarily tracer is the go to skill, however with supercharged up power shot becomes completely free. 25 (base) - 9 (Muzzle Fluting) - 17 (supercharged). Technically -1, not sure if it would work like that though. Spamming Power Shot during Supercharged would mean no heat buildup, making it very much like a Vent Gas usage. Essentially you reset your heat, as well as 70% extra DPS.


Thus, you start with 3% damage bonus, around 50sec into fight you max your heat, pop supercharged and get 10% increase on 70% increase (~89% increase total). You'd get around 9sec of this during supercharged as I believe buffs are calculated when the skill fires rather than when you activate it. Therefore a heatseeker or a (likely proced) unload would probably be best used as the last skill. As long as you use Tracer before and after supercharged, the debuff shouldn't drop as it has a 15sec duration. Once this is done you are free to spam up more heat, and vent heat too.

The biggest problem I can see is that secondary weapons have around 25% less accuracy than main hands, and power shot tooltip refers to firing off both blasters. This would likely lower that 70% increase to around 62%, and around 67% total during supercharged. Still a very nice dps increase.

Doing a rough spreadsheet I'd estimate it to be a 2.5% dps increase over a 6min fight, ignoring the heat loss bonus, using it only once. It becomes better the shorter the fight, and any fight you have a chance to swap cylinders and build up stacks again ie, soa.

Any thoughts?

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.

Have any of you tried taking the 2nd tier medic talent supercharge cells for a really nice burst rotation. It takes a bit of prep time but allows for 6 charged bolts, more with alacrity, and a full auto over 10 seconds with +10% damage and a net cost of -1 ammo.

Essentially you start the fight in combat support cell and 30 charges. You do your basic rotation with high ammo usage, ie 3 grav rounds 1 demo round 1 full auto(assuming proc) 2 grav rounds and a high impact bolt. Then you use your alacrity cool-downs, if you have them, Supercharge Cells and spam charge bolts until there is a piece of a second left and then you use full auto. After that you change into Armor-piercing cell and you have a full ammo bar and all your cooldowns ~25-30 seconds into the fight. You could throw in a grav round in the middle to keep up your stacks.

The lack of armor reduction at the start should be overcome by the +3% dmg and +3% tech crit. Also this makes off-healing much easier as you can switch to combat support cell and heal with probe and hammer-shot until you get 30 stacks then unload on the enemy. Supercharge cells has no cool-down and only takes 10 hammer shots, or 5 medical probes if you are off-heal specced.
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Messages In This Thread
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - jonnnney - 01-19-2012 04:12 PM
Which Relic for Arsenal Merc? - Huntsman_ - 03-30-2012, 11:51 PM
RE: Which Relic for Arsenal Merc? - Crythe - 03-31-2012, 09:09 PM
RE: Which Relic for Arsenal Merc? - Keren - 04-04-2012, 05:44 PM
RE: Which Relic for Arsenal Merc? - Crythe - 04-04-2012, 08:47 PM

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