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Time to vote for Gunslinger/Sniper Q&A (due for 6-6-2014)

STAR WARS: The Old Republic > English > Classes > Imperial Agent > Sniper
Time to vote for Gunslinger/Sniper Q&A (due for 6-6-2014)
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Gyronamics's Avatar


Gyronamics
06.07.2014 , 06:00 PM | #61
Quote: Originally Posted by Adovir View Post
Only a shadow is melee in that grouping, commandos and sages are ranged
Totally missing the point.

Ranged > melee.

Sniper > other ranged.

All classes right now do plenty enough dps to clear all content. The reason you dont take a raid of operatives is not because their dps sucks, because it doesn't. But because their abilities to deal with PVE content are much worse.
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CommanderKeeva's Avatar


CommanderKeeva
06.08.2014 , 06:02 AM | #62
Quote: Originally Posted by Gyronamics View Post
Ranged > melee.

Sniper > other ranged.
This is true, but only in PvE. Assuming you want to keep a semblance of balance in your ops team (taking equal melee and ranged DPS into an operation), the versatility of the Gunslinger/Sniper in my opinion trumps both Sages and Commandos. While it is true that Gunslinger damage lags behind the DPS of melee classes, this can be said for all ranged DPS really and I think they should be evaluated separately.

Gunslinger burst spec (Sharpshooter) does similar or slightly higher damage than comparable ranged burst specs (Gunnery, Telekinetics - the burstiness of which is up for debate). Gunslinger sustained DoT spec (hybrid) does similar or slightly more damage than comparable ranged sustained DoT specs (Assault Specialist, Balance). However, I believe the difference in terms of raw damage numbers is small enough for player skill to be the major determining factor.

Where Gunslingers do have a noticable advantage over other classes is the fields of mobility, utility and defensive abilities:
- Hightail It provides mobility similar to Force Speed for Sages and flat out trumps Hold the Line. They have the same cooldown I think (20 seconds) and while the movement can be executed with one button, it does not allow for directional change. Sharpshooter Gunslingers, however, have further access to passive speed boosts (e.g. after Hunker Down ends). IMO, this makes SS one of the most mobile specs in the game.

- Hunker Down makes the Gunslinger immune to physics and lasts twice as long as Hold the Line in Gunnery spec. Snipers have a definite advantage here over both Commandos and Sages, especially considering that Force Barrier's cooldown is 3 minutes and forces Sages to completely stop any previous activity.

- While it is not % based, the cooldown of Defense Screen is essentially nothing (20 seconds), as opposed to Reactive Shield's 2 minutes. This allows Gunslingers to use it very often and requires far less conscious timing. Activating it during the fight is not a strategic decision (like Reactive Shield or Force Barrier). While it absorbs less, you can use it more often, which should equal to more damage being mitigated in the long run. Dodge can act as a self-cleanse and fully mitigated melee/ranged damage. Gunslingers have access to further damage reducing talents in Sharpshooter tree (Holed Up, Ballistic Dampeners). Because Crouch is not on the GCD, the perpetual crouch/uncrouch every 6 seconds can indefinitely maintain Ballistic Dampeners for a continuous 15% damage mitigation. Furthermore, the strategic cooldown of Scrambling Field reduces party wide damage by 20% for 20 seconds. Lastly, the careful use of Hightail It can also act as a defensive ability, negating all damage for the duration.

When you take all of this into account, I'd say that Gunslingers are more desirable than either Sages or Commandos but not primarily because of their damage. They have very good effective DPS but they bring considerably more mobility, utility and defensive abilities to the table. The only notable disadvantage is that they don't have on demand, instant heals (like Force Mend or Kolto Bomb) and they cannot cleanse themselves as frequently as Sages and Commandos can. The former issue is almost non-existent if the operations group has competent healers, while the latter only applies on one boss (Nefra).
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_Dominator_'s Avatar


_Dominator_
06.08.2014 , 11:33 PM | #63
And the devs have said in one of the last Q&A that dps balancing and utility balancing are 2 different things. They also said utility balancing isn't that good right now, but it should not interfere with dps balancing. So snipers need to stay good while they find a way to boost utility of other classes

fire-breath's Avatar


fire-breath
06.09.2014 , 01:43 AM | #64
Guys please keep this thread on topic.
Any discussions about gunslinger/sniper PvE and/or PVP should be done in the brainstorm threads started up by Paowee. Lets contain all information in those 2 threads please.

In this thread please ONLY respond about the WORDING of the questions. Any other qualm should be voiced elsewhere.

Thx for your understanding
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EricMusco's Avatar


EricMusco
06.09.2014 , 10:55 AM | #65 Click here to go to the next staff post in this thread. Next  
Hey folks,

I will get these passed on to the devs! Thanks.

-eric
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Skotal's Avatar


Skotal
06.16.2014 , 12:35 PM | #66
i read the op answers so figured i put my predictions in early.

1. We feel that gunslingers/snipers are currently in a pretty good place for endgame PvE content, as their raid utility and survivability is higher than that of many other classes so currently, the idea is that what slingers and snipers may lack in DPS, they make up for in their raw ability to survive or raid utility. In a distant future update, we will be adding some DPS for slingers/snipers in exchange for some of that utility, but we are not yet ready to discuss the details of these changes.

We feel that the scatterbombs is being used in an unintended manor but do not wish to remove the wall bang from pvp. We have plans to fix engineering/Saboteur and will be nerfing OS further soon but are not yet ready to discuss them.

2. we are aware slingers/snipers lack survivability in arenas and we were going to implement a better version of evasion but that was too OP. we are currently working on new defenses but are not ready to discuss the details. It may be a new ability tho we dont like doing that outside of large releases.

3. We will be implementing phase 2 of make sure no one uses Flyby/OS ever again soon. This update will remove all abilities buffing OS from every tree but engineering/Saboteur and attach them into the engineering/Saboteur tree. We are not yet ready to discuss what if any additional talents will be used to replace the removed ones. After phase 2 has been implemented phase 3 will re-work engineering. You can discuss potential changes below.
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DieGhostDie's Avatar


DieGhostDie
06.16.2014 , 03:08 PM | #67
Quote: Originally Posted by Skotal View Post
Snip
^All of this. I have my pitchfork ready if that happens.
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dahyle's Avatar


dahyle
06.21.2014 , 06:44 AM | #68
So, any answer ?
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Kaos_KidSWTOR's Avatar


Kaos_KidSWTOR
06.21.2014 , 08:31 AM | #69
Quote: Originally Posted by dahyle View Post
So, any answer ?
Yea, it's been a week... where's our answers? Operatives got theirs! We want ours! I want to see what you will do with Engi, it's my favorite spec, but i'm getting tired of using the Wallbang just to deal decent DPS...

Whojoo's Avatar


Whojoo
06.25.2014 , 03:14 AM | #70
Answers are taking quite some time. Kind of gives me the feeling that they are taking this serious since the engineering question is in there as well.
I expect a good read soon
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