WIZBASKY Posted March 17, 2013 Share Posted March 17, 2013 Plasma or Armoring Piercing I am 90% Gunnery Spec, I know that takes advantage of the Armor pierc cell by giving 1 energy back per/6 secs, But i could swear i do more dps with the plaamsa cell procccing. Anyone done test with these 2 cells I have shot full auto and basic shoot at a mob with armor cell and plasma cell (forget the proc of plasma) the damage is about the same. I would have thought the armoro peirce cell would be higher to ofset no proc, but they about the same. Anyone done any dps tests on dummies which cell is better. Link to comment Share on other sites More sharing options...
Llama-Eight Posted March 17, 2013 Share Posted March 17, 2013 You'd need to do a decent sample of shots against a target as the damage dealt is based on a range, so you could have had a low roll with the AP cell & a high roll with the plasma cell. Link to comment Share on other sites More sharing options...
Helig Posted March 17, 2013 Share Posted March 17, 2013 (edited) ArP is much better for Gunnery because untalented Plasma is rather unimpressive and it takes away all the talent synergy with ArP. Extra ammo regen alone is amazing. More ammo means more specials (means more DPS), and it makes the resource thresholds more forgiving, since it's not affected by regen degeneration. If you overextend (which may happen when you need to finish someone no matter the cost and recharge isn't available), you'll recover from being empty much quicker. Edited March 17, 2013 by Helig Link to comment Share on other sites More sharing options...
cashogy_reborn Posted March 17, 2013 Share Posted March 17, 2013 your cell is dependent on what tree you spec into Link to comment Share on other sites More sharing options...
WiggsMagee Posted March 17, 2013 Share Posted March 17, 2013 If your gunnery you use AP cell, little point using plasma If your assault you use plasma I'm undecided which spec is better for PvP, had half my guild telling me how gunnery is terrible for PvP and Assault is so much better but i can fairly similar numbers with both specs Link to comment Share on other sites More sharing options...
Helig Posted March 17, 2013 Share Posted March 17, 2013 If your gunnery you use AP cell, little point using plasma If your assault you use plasma I'm undecided which spec is better for PvP, had half my guild telling me how gunnery is terrible for PvP and Assault is so much better but i can fairly similar numbers with both specs From my experience, Assault is good all'round, but Gunnery frontloaded spikes are amazing enough to consider when the character is geared to the eyebrows. Link to comment Share on other sites More sharing options...
iamef Posted March 17, 2013 Share Posted March 17, 2013 Unlike most skill trees, I think Gunnery only has one talent that actually requires you to be in armor piercing cell, the cell charger talent you mentioned above. I would imagine in a WZ you could get higher overall DPS running plasma cell even if spec'd into gunnery because of the plasma cell proc, assuming you are going around shooting a bunch of targets. On the flip side, I would think you would lose some single target dps without the increased armor penetration, for instance when you hit a target w/ 5 stacks of grav round with demo round. And, it is easy of course also for commandos to burn up our ammo, so the cell charger talent can't be easily dismissed. I guess it's up to you what you think is best, but generally in PvP I think being able to kill a single target is higher up on the priority list than just lighting a bunch on fire with what will be a mediocre DoT. Link to comment Share on other sites More sharing options...
DariusCalera Posted March 17, 2013 Share Posted March 17, 2013 (edited) From my experience, Assault is good all'round, but Gunnery frontloaded spikes are amazing enough to consider when the character is geared to the eyebrows. I've tried running both in WZs and, to me, Commando Assault just feels too clunky with the abilities not fitting well together. Not to mention the ammo regen in Assault is abysmal. With Gunnery, the skills seemed to flow into one another a lot better. Besides, if I wanted to run assault in something, I'd just do it on my VG with half the effort of a commando. To OP: If you're running a gunnery specced commando, the AP cell is what you want. I guess it's up to you what you think is best, but generally in PvP I think being able to kill a single target is higher up on the priority list than just lighting a bunch on fire with what will be a mediocre DoT. This as well. Edited March 17, 2013 by DariusCalera Link to comment Share on other sites More sharing options...
Helig Posted March 18, 2013 Share Posted March 18, 2013 (edited) I've tried running both in WZs and, to me, Commando Assault just feels too clunky with the abilities not fitting well together. Not to mention the ammo regen in Assault is abysmal. With Gunnery, the skills seemed to flow into one another a lot better. Besides, if I wanted to run assault in something, I'd just do it on my VG with half the effort of a commando. Because Assault is a 100% different playstyle from Gunnery. Assault is about being on your toes, and mimizing exposure time. You don't spam powersots to proc HiB. You DoT and bomb stuff up, then hammershoot it while constantly maneuvering. When you get openings, you finish them off with a spike. Charged bolts/powershots apply when you can afford standing still. Very flexible, but can be rather clunky, as well, as you said. In case of Gunnery, however, the reward vs punishment balance for low mobility tilts towards reward. It can still do heavy damage on the move/LoS-dancing, provided you had the time to fire 2-3 gravs. I would not, however, advise running Gunnery without optimized WH and above, because reward vs risk of standing still ratio greatly diminishes at lower gear levels. Edited March 18, 2013 by Helig Link to comment Share on other sites More sharing options...
DariusCalera Posted March 18, 2013 Share Posted March 18, 2013 Because Assault is a 100% different playstyle from Gunnery. Assault is about being on your toes, and mimizing exposure time. You don't spam powersots to proc HiB. You DoT and bomb stuff up, then hammershoot it while constantly maneuvering. When you get openings, you finish them off with a spike. Charged bolts/powershots apply when you can afford standing still. Very flexible, but can be rather clunky, as well, as you said. Flexible is not the word I would use. Poor imitation of the VG Assault is better. OK, so that's more than a word. The actual mobility between each build is relatively similar. With the only real difference is that Assault gets an extra instant attack in Incendiary Round. Which, due to its high ammo cost, its situational in it's use. Spam that a few times and you're out of ammo and just using Hammer Shot. In case of Gunnery, however, the reward vs punishment balance for low mobility tilts towards reward. It can still do heavy damage on the move/LoS-dancing, provided you had the time to fire 2-3 gravs. I would not, however, advise running Gunnery without optimized WH and above, because reward vs risk of standing still ratio greatly diminishes at lower gear levels. For the most part I agree. But I think gunnery has more mobility that what you are giving it credit for. Both builds though suffer from the same basic flaws of being self rooting ranged classes that are extremely vulnerable to interrupts. Link to comment Share on other sites More sharing options...
Helig Posted March 19, 2013 Share Posted March 19, 2013 (edited) Flexible is not the word I would use. Poor imitation of the VG Assault is better. OK, so that's more than a word. The actual mobility between each build is relatively similar. With the only real difference is that Assault gets an extra instant attack in Incendiary Round. Which, due to its high ammo cost, its situational in it's use. Spam that a few times and you're out of ammo and just using Hammer Shot. Disagree. VG Assault is a vastly different playstyle. It's heavy melee-range spike damage. Commando Assault is highly mobile 30-meter DoT/backloaded burst spec. Trying to play Commando assault as Vanguard assault is doomed to failure. As far as I understand it, Commando Assault has a bigger emphasis on DoT damage and overall Tech damage, since there are a *lot* of easy-to-access tech crit talents. Inc round is your overtime skill, and you need it because you can't just burst stuff down, unless you overgear the enemy. You wear them down and finish them with relative impunity, because, unless they're chasing you specifically, they'll never target a LoS-dancing Commando. For the most part I agree. But I think gunnery has more mobility that what you are giving it credit for. Both builds though suffer from the same basic flaws of being self rooting ranged classes that are extremely vulnerable to interrupts. That's what Assault partly addresses. I can spend an entire match without standing still for over half a second (trigger FA to trigger HiB and proceed with running) and still do boatloads of damage. Naturally, Charged shots are pretty easy to sneak in when you have the openings, further increasing HiB output. My problem with Commando Assault is the lack of a reliable slow/root, slow resource generation, combat system doesn't really synergize. It stacks, but it just doesn't feel streamlined. Edited March 19, 2013 by Helig Link to comment Share on other sites More sharing options...
SlimsPicken Posted March 19, 2013 Share Posted March 19, 2013 commandos should be using the vanguard cell in pvp. reroll. Link to comment Share on other sites More sharing options...
cashogy_reborn Posted March 19, 2013 Share Posted March 19, 2013 commandos should be using the vanguard cell in pvp. reroll. lol there really is not any wiggle room for which cell/cylinder you choose. it is 100% dependent on which skill tree you spec into. there was a brief time before 1.2, when rail shot resets were not tied to CGC, that i used HVGC as a Pyrotech for the extra armor pen. that was the only time i ever hit Thermal Det for >5k lol Link to comment Share on other sites More sharing options...
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