Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Gunslinger Advanced Class guide

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
Gunslinger Advanced Class guide

GalnarDegana's Avatar


GalnarDegana
04.03.2012 , 07:39 AM | #41
Quote: Originally Posted by Riiquiem View Post
..no need for sarcasm, just wanted to point out that Slinger is able to keep up with other classes regarding damage numbers.

However in following games I reached 600+ again and again. Seems like df/sab definitely provides higher overall dmg than DF tho I can't see a difference in single target dmg.
Guess I should mention that I'm actually done with equipping myself. Got everything BM now except for head and gloves which are still champion with modified crit/surge parts.
Now every single item has surge/crit on it.
I wasn't being sarcastic I am truly impressed with those numbers, as I have only seen Sorcs and Mercs get to 600k at all. Those truly are the highest numbers I have ever seen. It may just be my server or something, but it seems like I am top damage with 350k most of the time.

I generally am not sarcastic or mean, so if it sounds like I am, assume that it came out wrong
Gunslinger Guide | Complete Valor Points List | Official Gunslinger Representative Questions Page
Harbinger: Geldarion ('Slinger), Shadowlands: Geldaria (Sniper)
Owner of The Fanatical Swordsman, cohost for Casual Core Radio, PvP Writer and former cohost for Corellian Run Radio

jsalemi's Avatar


jsalemi
04.03.2012 , 09:08 AM | #42
What he said -- I also rarely see damage above 400k on our server from anyone, pubs or imps, regardless of class. Most of the time the high damage folks are in the 300-350k range.

I also agree that the more BM gear the better, especially if it's modified to get more crit/surge . Seems BW put more of an emphasis on power over the other two for Smuggler gear, and I'm not sure why.
"No. No way. I'm not being bait. Not this time."

Lightning_'s Avatar


Lightning_
04.04.2012 , 04:19 AM | #43
Still can't quite figure it out - does Wounding Shots take into account Shock Charge?

Riiquiem's Avatar


Riiquiem
04.04.2012 , 05:17 AM | #44
Quote: Originally Posted by Lightning_ View Post
Still can't quite figure it out - does Wounding Shots take into account Shock Charge?
I already got 4 pms from people asking me that lol. NO it does not.
Just like hemo blast doesn't boost wounding shots hits either.
Child of Murakami Orchid - now The Jedi Tower:
The Belegendary Legacy

Aerilon - 50 Gunslinger :: Riqui - 50 Shadow :: Riiquiem - 50 Sage
Jeendra - 48 Sentinel :: C'assus - 24 Commando

GalnarDegana's Avatar


GalnarDegana
04.04.2012 , 05:01 PM | #45
Interesting, so Sab/DF isn't useful for the reasons I was thinking. I was thinking that people go that way, so they can have 3 DoTs, and then hit Wounding Shots and it would do more damage because of that. Why do people want to spec Sab/DF then? AoEs?
Gunslinger Guide | Complete Valor Points List | Official Gunslinger Representative Questions Page
Harbinger: Geldarion ('Slinger), Shadowlands: Geldaria (Sniper)
Owner of The Fanatical Swordsman, cohost for Casual Core Radio, PvP Writer and former cohost for Corellian Run Radio

Riiquiem's Avatar


Riiquiem
04.05.2012 , 02:53 AM | #46
In addition it's only YOUR bleed effects that count. If you use VS on a target and another slinger uses SB on the same target wounding shot will only be buffed by VS.

Shock charge actually does increase wounding shot damage but just not in the way you thought.
Wounding shots channels for ~ 3 secs. Shock charge ticks 2 times during that time, at the beginning and at the ending... BOOM 1200 dmg more well or less but usually all my DOTs crit with 500 - 900.

What makes that hybrid spec so successful then? It's like you stated, aoe!
You are able to spam your aoe on a group of enemies, keeping them away from capping an objective WHILE keeping up your dots + wounding shot burst WITH decent energy regen.

... hmm actually the longer I look at that 2/18/21 spec the more I feel like it's even "better" than pure df. I mean what do we lose exactly from Df to hybrid? 10 points going in

- Hemo Blast: little instant dmg but 30% higher DOT dmg.
- Cold Blooded: 15% higher DOT dmg for targets beneath 30% ~ 5k - 6k health.
- Hold your Ground: reduced CD on defense screen by 15 secs and pulse detonator by 10.
- Reopen Wounds: 4% Crit chance buff for wounding shots.
- Quick Getaway: Dodge CD reduced by 15secs and escape by 30secs.

are gone. Ouch. But what do we get in return?

- Saboteur's Utility Belt: Flash Grenade CD reduced by 15secs and Thermal Gren by 3.
- Contingency Charges: Higher dmg on sab charge with energy regen due to ....
- Insurrection: returns 15 energy which makes sab charge a 1 energy skill!! 'cause of..
- Dealer's Discount: Reduces energy cost of sab charge and shock charge by 4.
- Shock charge: high dmg 18 sec DOT, nothing else to say here.
- Arsonist: 30% higher crit damage for thermal grenade, flyby, shrap bomb...

It provides better group control, maybe even higher single target dmg.. gotta test some differnet rotations before comming to a conclusion here AND has a more diversified play style. Really hard to sort out what's better....

Cold blooded buffs DOTs to make it easier to actually finish a fleeing target or running out LOS... it will die. But thinking of the time a player actually is on such low hp it becomes not that viable. Let's say vital shot hits for 500 and 650with hemo blast. 150 * 10 = 1500 additional dmg through hemo blast (of course only roughly, I tend to say its actually more). I guess it hurts a little to lose that one.
What really makes me cry is the loss of hold your ground and quick getaway since they provide some real good defence mechanics.

But actually it doesn't look sooo bad regarding what we get in return.
Saboteur's utility belt is great. It offers us the opportunity to guard a door/turret more easily + more frequent use of cc. Contingency Charges doesn't increase dmg significantly
but provides higher burst (which we lack anyway if not in SS spec) and in link to dealer's discount a nice energy regen... tho 30 secs cd are very high for a simple single target skill.
Shock charge doesn't count into fighting spirit's energy reg (which would be awesome...) and not into wounding shot but still it provides really nice dmg and that's never a bad thing. The real highlight is Arsonist. 30% additional dmg for crits for skills we use all the time, not much else to wish for.

For me it feels like we trade dmg for energy. In hybrid we have the same energy mechanism but 2 additional skills to spam: thermal grenade and shock charge.
So 2 skills that needs additional energy which we don't need in pure DF.
But of course these 2 increase our dmg output significantly.....

I will stick with hybrid for a while and will report if I have some kind of enlightenment for any other important information to post.

For those who don't know which specs we are talking about:

PureDF vs Hybrid Sab/DF
Child of Murakami Orchid - now The Jedi Tower:
The Belegendary Legacy

Aerilon - 50 Gunslinger :: Riqui - 50 Shadow :: Riiquiem - 50 Sage
Jeendra - 48 Sentinel :: C'assus - 24 Commando

jsalemi's Avatar


jsalemi
04.06.2012 , 05:48 AM | #47
Based on this discussion, I decided to respec into pure DF and try it in pvp for a while, and I have to say, I'm kinda impressed with how well it works. My survivability went up, my kills went up, but damage seems to be about the same. But there's something satisfying about watching an opponents health bar tick down to 0 when they think they're safe from me.
"No. No way. I'm not being bait. Not this time."

Riiquiem's Avatar


Riiquiem
04.06.2012 , 07:09 AM | #48
Quote: Originally Posted by jsalemi View Post
ut there's something satisfying about watching an opponents health bar tick down to 0 when they think they're safe from me.
That's my problem exactly I guess there are some reasons to leave pure DF behind but somehow it just FEELS more satisfying.
Child of Murakami Orchid - now The Jedi Tower:
The Belegendary Legacy

Aerilon - 50 Gunslinger :: Riqui - 50 Shadow :: Riiquiem - 50 Sage
Jeendra - 48 Sentinel :: C'assus - 24 Commando

Hyfy's Avatar


Hyfy
04.06.2012 , 07:33 AM | #49
Quote: Originally Posted by jsalemi View Post
Finish your class quests on Ord Mandell, which will lead you to the Fleet. Once there, you'll see a guy sitting on a couch by the elevator who will give you a quest to go get your advanced class.



Interesting build -- I may give that one a try, as I'm getting less and less enchanted with my sab/df hybrid, and as you note, IG is going to be a lot more useful in 1.2. Though I'm curious why you went for Ballistic Dampers rather than putting anything into Cover Screen. CS seems useful in pvp, since you usually can't camp in one spot all the time.
Technically you don't even have to finish the class quest there to choose your AC. I managed to hit 10 before finishing my class quests went to fleet chose my AC (Gunslinger in this case) and went back to finish it up.
US. ARMY Military Police Corps

Sarcasm, a body's natural defense against stupid

Lightning_'s Avatar


Lightning_
04.07.2012 , 12:58 PM | #50
I'm sticking with a hybrid for now, but actiually looking more into 1.2 build possibilities:

What we'll get in DF/Sab: free Quick Shots for 6 seconds after exiting cover. Looks good, but I guess we'll need to try it to see its use. Basically should replace Flurries we do after WS with Quick Shots, somewhat increasing the damage.

What we'll get in full DF: Awesome cleanse protection. It's not often I play with healers who use cleanse, but when they do, I become as useless as a warzone training dummy.
Ah, and we get free Hemo blast as well.

Of course it will need to be tested when it's live but I'm closer to choosing full DF atm...