MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs
|
Engineering Sniper / Saboteur Gunslinger in 2.0 End-game PVE
|
|
04-06-2013, 07:02 AM
(This post was last modified: 04-14-2013 03:57 PM by board.)
Post: #1
|
|||
|
|||
|
Engineering Sniper / Saboteur Gunslinger in 2.0 End-game PVE
2.0 Engineering Sniper PVE Guide
![]() by B'oarder Board, The Board Legacy, The Bastion NO AMBUSH: 5/36/5 WITH AMBUSH: 7/36/3 - Swap points from Lethality's Deadly Directive to get Precision Ambush in Marksmanship. SNAPSHOT:
TABLE OF CONTENTS: Quote:PART 0: Engineering Talents PART 0: ENGINEERING TREE TALENTS Let's take a closer look... Terminologies: Sniper - Gunslinger Engineer's Toolbelt - Saboteur's Utility Belt Talented will let you "spam" Frag Grenade every after 1 GCD. A very strong talent for 2 points and should help you a lot in AoE heavy fights. Recommended for raiding and general PvE play. Explosive Engineering - Independent Anarchy 2.0 - Tooltip is updated to be more specific: Suppression Fire, Orbital Strike, Frag Grenade, Explosive Probe, Scatter Bombs and Cluster Bombs. This talent along with Experimental Explosives will super buff your Orbital Strike. Remember to keep it on cooldown! Cluster Bombs - Contingency Charges This talent is buffed to detonate every half second instead of 1 second. This means faster DPS and faster burst energy regen when the bombs detonate. Imperial Methodology - Insurrection This talent along with Cluster Bombs makes your Explosive Probe a key ability for Engineering since it provides a nice DPS boost as well as giving you a very solid energy regen. Using Explosive Probe will essentially be a net energy gain for you. Due to the myriad of talents the buff Explosive Probe, it is very clear that this ability should be used and kept on cooldown as much as possible. Calculated Pursuit - Hot Pursuit A nice ability for movement heavy fights if you can keep track of it and spam Overload Shot. Overload Shot should be used as a substitute for Rifle Shot anyway IF you have the energy to spare. If you can keep track of it, and upon exiting cover, then it is preferable to use Overload Shot over Rifle Shot because it does more DPS. Overload Shot should be key-bound especially as an Engineering sniper because it can serve as a "safety-net" type of ability that you can use to keep your Electrified Railgun DoT from falling off (see #8 below). Hit it during heavy movement fights to give you time to reposition to cast a Snipe or Series of Shots. Experimental Explosives - Arsonist A mandatory talent for Full Engineering. It increases the critical damage of your Plasma Probe, Orbital Strike and Cluster Bombs, 3 of your hardest hitting abilites. This makes Crit chance and Crit rating an important stat for Engineering Snipers. As far as what Crit Rating to aim for, I digress on the topic until we can have concrete numerical proof from the community. This talent along with Explosive Engineering will super buff your Orbital Strike and make it very worthwhile to keep on cooldown. Full Engineering is already very easy on the energy bar and there should be no reason to not cast Orbital Strike when it is up. EMP Discharge - Sabotage 2.0 - Immediately finishes the cooldown on Adrenaline Probe, Shield Probe, Entrench, and Covered Escape. This ability does not respect the global cooldown. A nice PvP talent with great PvE uses as well. With EMP Discharge you essentially now have Adrenaline Probe on a 1 minute cooldown which is ~30 seconds earlier than what Lethality Snipers get. Engineering tree by default is already an energy efficient spec and to cap it off with this talent, gives you a larger margin for error when it comes to energy management. Used properly however, this energy can be converted into damage in multiple ways one being via SNIPE - SNIPE - SNIPE (followed by an Adrenaline Probe). More importantly this ability resets the cooldown of your Covered Escape, which is your hardest hitting ability when talented with Scatter Bombs. This will be further discussed below. Electrified Railgun & 2.0 - Electrified Blast Passive 2/2 - Blazing Speed & (?) 2.0 - When Series of Shots deals damage, it electrifies the target, dealing 344 elemental damage over 6 seconds. Stacks up to 3 times. With Electrified Blast - Snipe and Overload Shot has a 100% chance to apply 1 stack of Electrified Railgun's effect to the target. This talent gives the aforementioned abilities a DoT effect that deal elemental damage over time. Although the DoT effect does not make up a big portion of your damage done, this talent is still a DPS increase and should be utilized as much as you can. For this purpose the single target rotation will revolve around giving Electrified Railgun as much uptime as possible. Due to the short 6 second duration of the DoT, you will want to use either Series of Shots, Sniper, or Overload Shot every after 2 GCD's. This will be explained and demonstrated using a video further down the guide. Deployed Shields - Riot Screen This is a huge survivability talent and should be taken in PvE. 6% damage reduction while in cover will equate to a lot of damage reduction over the course of a raid encounter. When predictable AoE damage will occur, it will not hurt to go into cover to benefit from this talent and help your healers. On top of that a 30 second reduction on your best PvE utility ability is something that will always be beneficial to your group. Note that starting in 2.0, Ballistic Shields, or more popularly called the "Sniper bubble" is no longer attached to your character and can be deployed and left at the spot where you initially activated it. Run in, drop Ballistic Shields near the tank, run out Imperial Auto Loader - (?) 2.0 - Reduces the cooldown of Explosive Probe and Series of Shots by 4.5 seconds and reduces their energy cost by 6. Lower cooldown on your Series of Shots and Explosive Probe. Enough said! Scatter Bombs 2/2 Passive - (?) Reduces the energy cost of Fragmentation Grenade by 4. In addition, when rolling with Covered Escape, you have a 100% chance to drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing X kinetic damage to any nearby enemy. This talent will be your DPS bread and butter. You will rely on this for your burst and sustained DPS. Take note that these bombs will make up almost a quarter of your total damage done. Because of this, it is crucial that you utilize this talent as much as you can for maximum DPS. Remember that they deal kinetic damage and thus will be affected by armor penetration. Scatter Bombs will be discussed more detail further down the PART 1: ABILITIES AND ROTATION Your "single target rotation" List of abilities: Quote:Damage over time and debuffs Full Engineering playstyle is similar to Lethality and Hybrid in that it revolves around keeping your DoTs and debuffs up as much as you can on your target. Playing Full Engineering in a flashpoint or raid requires that you keep your target afflicted with the following DoTs and debuffs: Plasma Probe - Incendiary Grenade This ability is buffed by your Explosive Engineering and Experimental Explosives The pinnacle talent of the Engineering tree. This ability is your strongest DoT and should be kept on cooldown at all times. Note that this ability also benefits from all your talents that affect AoE namely Explosive Engineering and Experimental Explosives. The stun component is nice for PvP and will only have minor effects in boss encounters. For trash and day-to-day PvE however, the stun component can prove useful and can even be used to interrupt adds or targets that spawn in a boss fight. Careful use of Plasma Probe is key to the PvE raiding Engineer. You do not want to potentially wipe the raid by breaking CC'd targets as well as aggroing a pat that walks into your Plasma Probe. This DoT deals elemental damage and is not affected by armor penetration (the same goes for Corrosive Dart which deals internal damage). Interrogation Probe - Shock Charge Your second DoT that deals energy damage and can be mitigated by armor. This DoT will benefit from an armor penetration debuff. When talented this DoT will be very easy to reapply and should be kept up at all times. Corrosive Dart - Vital Shot Your third DoT. Internal damage type meaning it will not be mitigated by armor. This ability will not make up a big chunk of your total damage done but should still be applied to the boss at all times. However due to raid mechanics, you may be able to forego or delay using this ability if it means casting something else that is higher in your priority list, say Covered Escape or Orbital Strike. This ability can be used on multiple targets. Explosive Probe - Sabotage Charge One of the Engineering tree's "highlight" abilities. Definitely not a priority in other specs, but when fully talented this abiltiy serves the multi-purpose of being a strong DPS and utlity abiltiy. With reduced energy cost and increased damage, keeping this ability on cooldown is one of the priorities of the Engineering Sniper. When detonated, it will leave 4 stacks of Cluster Bombs that detonate over time when hit by blaster fire (from any source), giving you more DPS as well as refunding you 20 energy back, for a total of 5 energy gained when the full effect ends. Remember that this ability deals kinetic damage and will benefit greatly from an armor penetration debuff. Use this ability on cooldown. Shatter Shot - Flourish Shot I cannot stress how important an armor penetration debuff is to the Engineering Sniper. More than half of your abilities will benefit from armor penetration. All your abiltiies that deal weapon, kinetic, and energy damage will do more as long as an armor penetration debuff is present on the target. In my gear for example:
Quote:NOW that we are done with your DoTs and debuffs, let's talk about your single target ranged attacks namely, Series of Shots, Snipe, and Ambush. Series of Shots 2.0 - 14 energy cost, 10.5 sec cooldown talented - Speed Shot This ability is buffed with cooldown reduction and given a DoT component (via Electrified Railgun) in the Engineering tree. This will make up the top half of your total damage done, second only to Scatter Bombs and should be used on cooldown to maintain and reapply stacks of your Electrified Railgun. Note that each hit of Series of Shots will apply a stack of this DoT up to a maximum of 3 stacks. Snipe - Charged Burst Once you have applied all your DoTs and debuffs and Series of Shots is on cooldown, this will be the ability you will want to cast. This will also be part of your single target rotation and is crucial in maintaining 3 stacks of Electrified Railgun. Remember to keep Lazed Snipe on cooldown as well since Lazed Snipe (1 minute cooldown) will make your next Snipe an automatic critical hit. Snipe will also be on the top half of your total damage done and should be used as an energy dump when you have Adrenaline Probe available. Ambush - Aimed Shot This ability does not benefit from your Electrified Railgun talent. Cast a Snipe or Series of Shots after each Ambush you do to refresh your Electrified Railgun DoT. Quote:NEXT stop your offensive Cooldowns. Orbital Strike - XS Freighter Flyby Use it every 1 minute. This ability is buffed by your Explosive Engineering and Experimental Explosives. Orbital Strike should be used on cool down. More on this ability further down the guide. Adrenaline Probe - Cool Head Your on-demand burst energy regen. Using EMP Discharge will reset your Adrenaline Probe as well and it is on a 1 minute cooldown. Target Acquired - Illegal Mods Aside from the energy gain it gives when you have the 2-pc PvE set bonus, this ability will give you an armor penetration buff which is very desirable for the Engineering Sniper. Remember all your single target ranged attacks deal weapon damage and your Scatter Bombs, Interrogation Probe, Explosive Probe and Cluster Bombs do kinetic damage. All these will benefit from armor penetration. PART 1.2: SIMPLE SINGLE TARGET ROTATION (NO AMBUSH) This rotation aims to give you the most uptime on your DoTs and debuffs as possible. Foregoing Ambush all together to be able to keep 3 stacks of Electrified Railgun up. I've divided the section into two parts. (A different rotation is one that includes Ambush which is placed on the purple boxes and will occupy TWO slots - more on this down the guide). 1ST DIAGRAM Your duty as an Engineering Sniper is to keep all your DoTs and debuffs up and at the same time maintain a steady stream of Electrified Railgun with 3 stacks. I found that you can do this by following the pattern shown in this image: ![]() Your DoTs and debuffs will go through the purple boxes in the diagram while you use Series of Shots and Snipe to maintain 3 stacks of the Electrified Railgun DoT. The rest of the time you will be using instant casts to maintain these DoTs and use Rifle Shot or Overload Shot for filler. I placed the DoTs in that priority list (PP, IP, EP (+Cluster Bombs), CD) because if you look at this pie chart: ![]() You will see that the abilities are in that order in terms of percentage of damage done (with Plasma Probe on top followed closely by Interrogation Probe and Explosive Probe + Cluster Bombs). Take note that Plasma Probe has an 18 sec cooldown and lasts 18 seconds just like Interrogation Probe. If you always use Plasma Probe before Interrogation Probe, then you know that when Plasma Probe comes back up again, then it's time to refresh Interrogation Probe on your target. Ofcourse Shatter Shot should be prioritized over your DoTs because maintaining the 20% armor penetration debuff equates to a huge DPS increase not only to you but to your group. Take note that Interrogation Probe, Series of Shots, Snipe, Explosive Probe, Cluster Bombs, and Scatter Bombs, all do either kinetic or weapon damage. These damage types are mitigated by armor meaning that an armor penetration debuff will increase the damage they do. 2ND DIAGRAM If we plug in the abilities into the purple boxes, this is how an opener will look like: ![]() Remember that in order to keep up 3 stacks of Electrified Railgun, you will need to use either a Snipe or Overload Shot every 2 GCDs. If you have Series of Shots available, you can afford to let the 3 stacks fall off since Series of Shots will easily reapply them anyway. What I found while testing the new Full Engineering spec is that you have no one-size-fits-all rotation. The best rotational guide I can suggest is to keep these in mind.
PRACTICE: Click here for a simple opener: Abbreviations: Quote:PP - Plasma Probe 1. PP - IP - SoS - SS - EP - Snipe - CD - RS - SoS 2. PP - IP - Snipe - RS - CD - SoS - Snipe - RS - RS* 3. EP - PP - SoS - IP - CD - Snipe - RS - X - SoS At this point you are probably waiting for your DoTs to run out or waiting for SoS to come back up. You can either burn through your energy and increase DPS by spamming Snipe followed by Adrenaline Probe, or rotate between Snipe and Rifle Shots to keep your 3 stacks of Electrified Railgun from falling off. You must have noticed that the cooldowns of abilities as well as the duration of your DoTs have not "synced" or "aligned". That is why we follow a pattern instead of a set rotation. Every time you use 2 DoTs or 2 GCDs, you follow it up with a Series of Shots or Snipe depending on which one is available. When no DoTs need refreshing and your ranged attack abilities have not come off cooldown, this is a good time to plan your positioning and prioritize which abilities you will want to use next. As a final not, I think it is too much work to try and memorize a one-size-fits-all rotation for Full Engineering. I found that it is easier to manage DoTs by following the tips mentioned above. Remember: Quote: Click here for the entire album. Watch the basic single target rotation (no Ambush, no Roll, no offensive cooldowns) below: PART 2: COVERED ESCAPE AND SCATTER BOMBS Engineering: The AoE King The Engineering tree has always been an AoE-centric tree. In 2.0, this AoE capability is increased even more to make you arguably one of the best, if not the best AoE class. This can be attributed to the following: Engineer's Toolbelt (for a spammable Frag Grenade), Explosive Engineering, Experimental Explosives, EMP Discharge (which resets your Covered Escape) and ofcourse your super buffed Orbital Strike. To cap this off you have: Quote:Covered Escape Instant, 20 sec cooldown Quote:Scatter Bombs Passive 2/2 ![]() Say... all 5 bombs hit a target and crit? In my gear I see a single Scatter Bomb crit for 3500. If all 5 crit, that is 17,500 damage using 1 ability. I use EMP Discharge to reset Covered Escape and drop 5 Scatter Bombs again and the highest damage I could be doing is 35,000 damage in ~2 GCDs! Ofcourse you will be lucky, and it is close to impossible, to have even 4 out of 5 bombs crit but what this tells us is that Scatter Bombs is one HARD-hitting-ability and should be used in the best way possible. Meaning Covered Escape is now your #1 priority, meaning you are required to have good positioning 110% of the time in a boss fight, meaning you should try to get all 5 bombs to hit at least once on any target in order for it to deal its ideal minimum damage. As you can already tell there are a lot of pre-requisites by having a dodge roll as your main DPS ability. Engineering's Covered Escape and Scatter Bombs adds this unique playstyle to the Sniper class and makes it a high-risk high-reward kind of spec to play. The damage you do will be dependent quite literally on your positioning. Some people might like this and some might not, but regardless Full Engineering is a contender in end-game PvE if you can make good use of Scatter Bombs. If you can make it work Engineering will definitely give Marksmanship and Lethality a run for their money. Check out this parse for example. That is 2951 DPS (wearing Arkanian gear), 20% of which comes from Scatter Bombs followed by Series of Shots at 13%. If you look at the pie chart: ![]() You can see that a lot of your damage will come from those 2 abilities with Plasma Probe and Orbital Strike tailing closely behind. What this tells us is that as long as you keep these abilities on cooldown:
PART 3: HIT CIRCLE Hit the circle (or box) In day-to-day PvE it may not be. Mobs will most likely melt in one wave of Scatter Bombs and Plasma Probe while you spam Frag Grenade to finish off any stragglers. In a raid setting however, in order for Engineering to potentially beat MM and Lethality, first you have to consider the boss' hit box or hit circle. If it's big enough for you to roll from one end to the other, thus making it possible for 5 of your Scatter Bombs to hit, then Engineering is good to go. However if the boss has a small hit circle (these are usually humanoid bosses), then you won't be able to utilize Scatter Bombs to its full potential and it might be worth it to respec into MM or Lethality instead. Note that most world bosses have huge hit circles too so I'll add them to the list. Here is a short list (imo) of some of the more relevant / recent bosses and their hit box/hit circles: Quote:Definitely small: (humanoids) Remember that the bulk of your damage will come from Scatter Bombs. You have to be constantly aware of your surroundings so that you don't Covered Escape into something that might kill you. Due to the nature of Covered Escape, obviously there will be some encounters where Full Engineering is not a good choice. One example of this is Dread Master Styrak. Although 5 Scatter bombs can hit the entire length of the Kell Dragon the same won't be true for Dread Master Styrak himself. His hit circle isn't big enough and second you don't want to roll into the adds that close in on you. The same can be said for Toth and Zorn. That fight is too melee unfriendly as it is and you are better off helping your healers by DPSing that encounter as Marks or Lethality instead. If you can pull more daring stunts however, and that is in my opinion the greater appeal of the spec, then as you can see we have quite a list of bosses to down using the new Full Engineering. PART 3.1: HIT BOX ![]() PART 4: PARSES TRAINING DUMMY
OPERATIONS Quote:Operator IX - http://www.torparse.com/a/162518/3 Quote:Kephess - http://www.torparse.com/a/162518/10 Quote:The Terror From Beyond - http://www.torparse.com/a/162518/13 (No Void disturbance) PART 5: SNEEK PEAK The playstyle of Engineering is the exact opposite of Marksman. If Marksman needs you to turret and stay in cover to channel abilities, then Engineering allows you to be very mobile, only needing to get into cover for a Series of Shots, Snipe, Explosive Probe or mitigate some incoming damage. The rest of the time you are moving on your two feet, casting instant DoTs, laying down Plasma Probes and Orbital Strikes while looking for a good spot to dodge roll into. I need not remind you that as Full Engineering, outside of being able to put your DoTs from ~30m away, most of the time you will be engaged in close-quarters combat; running into melee range when getting ready to use Covered Escape. You will be doing your single target rotation with:
PART 6: VARIATIONS The single target rotation posted here is a AMBUSH-less rotation used to get yourself familiar with the flow of the Engineering rotation. A rotation with more DPS is going to be one with Ambush used on cooldown and placed as part of the PURPLE abilities. Ambush will take up TWO SPOTS IN THE PURPLE ABILITIES, (seen in 1:14 of the video guide) because it takes ~2.5 seconds to cast. Since Electrified Railgun (3x stacks) needs to be refreshed every 2 GCDs or ~3 seconds, you will have to use a Snipe or preferably a SoS afterwards each time you use Ambush." Quote:1) On single target rotation - Use Ambush on CD. Include Ambush in your "single target rotation." Ambush will occupy the "purple boxes" and will use up two slots. This means that every time you use Ambush, follow it up with either a SoS or Overload Shot/Snipe to try to maintain your Electrified Railgun stacks. Quote:2) On talent trees - Swap points from Lethality's Deadly Directive to get Precision Ambush in Marksmanship. 2.0 THE EXPLOSIVE ENGINEER: PVE Full Engineering Sniper / Saboteur Gunslinger |
|||
|
04-06-2013, 08:13 AM
(This post was last modified: 04-06-2013 09:11 AM by board.)
Post: #2
|
|||
|
|||
|
RE: The basics of raiding as Full Engineering/Saboteur in 2.0
Edited to include the correct pie charts.
Updated with Gunslinger terminologies. |
|||
|
04-14-2013, 05:08 AM
Post: #3
|
|||
|
|||
|
RE: Engineering Sniper / Saboteur Gunslinger in 2.0 End-game PVE
I know data is still pretty new so far, but does anyone have any rough idea of what kind of stats we should aim for? I've read that 20% is basically the soft cap for crit now. I assume we still want 100% ranged accuracy. How about Surge? And now Alacrity?
|
|||
|
05-15-2013, 06:13 AM
(This post was last modified: 05-15-2013 06:14 AM by board.)
Post: #4
|
|||
|
|||
|
RE: Engineering Sniper / Saboteur Gunslinger in 2.0 End-game PVE
Here's my attempt at parsing 270 and 0*** crit rating for Engineering..
Notes: 1) ~52 dps increase with more crit gear 2) I may have some crit but can not remember exactly how much.. But my bet would be between 0-93***3) Using the same Conq and Partisan SA relic combination. I swapped 2 crystals, one mod and replaced my verpine acc/power implant for a black market acc/crit implant 2488 DPS WITH 270 CRIT RATING ' Wrote:Conq and Partisan SA Relics 2436 DPS WITH 0-93*** CRIT RATING ' Wrote:Conq and Partisan SA Relics 2.0 THE EXPLOSIVE ENGINEER: PVE Full Engineering Sniper / Saboteur Gunslinger |
|||
|
05-17-2013, 08:19 PM
Post: #5
|
|||
|
|||
|
RE: Engineering Sniper / Saboteur Gunslinger in 2.0 End-game PVE
Thank you for posting this.
I am curious, I had heard pre 2.0 that a hybrid Eng/Leth (Sabateur/Dirty) was putting out high DPS is this now true? I see more talk regarding full Eng (Sab) instead? I have not been able to run any numbers (I'm not close to 55 yet) so I was wondering what others are seeing. |
|||
|
« Next Oldest | Next Newest »
|