The scoundrel has a pistol but doesn't ever have the need to use it Besides to pistol whip people. I love shotguns, but I think it is kind of silly you pull out a shotgun with your left hand and use it one handed, with the useless pistol always in your right hand.
If the scoundrel only had a shotgun even for normal attacks, would be much better. Overall the smuggler seems kind of silly and zany and doesn't really fit into the Star Wars universe, IMO. User Info: AstroApe. More topics from this board Skipping the main campaign question for the expansion. What does it mean by level shifting? General 1 Answer Is there going to be any offline single player?
Plot 2 Answers Wont let me attack controls messed up? Tech Support 2 Answers Master Yoniach? Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: SeerMagic SeerMagic 9 years ago 4 from a purely animation standpoint, the gunslinger blows.
User Info: jaredt13 jaredt13 9 years ago 7 Go scoundrel. User Info: Rocketdot Rocketdot 9 years ago 9 Have you considered operative or sniper? Impact on Rotation:. Due to the third Upper Hand, the 6-piece set bonus should make it easier to use Bludgeon on cooldown.
Without this set bonus, it is possible in the rotation to need to delay Bludgeon due to being capped on Upper Hand. When to Take: Always. Other Scoundrel set bonuses are very limited in their application and Tactician provides a very reliable and strong high-uptime boost to critical and base damage.
Sucker Punch damage triggers Flechette Round damage and refreshes its duration. On top of this, the damage dealt by this DoT is doubled. This tactical makes Scrapper a semi-DoT class via the full uptime and buffed damage of the Flechette Round DoT, made even morso via high uptime of Vital Shot by skilled players of the discipline. Impact on Rotation: No impact. When to Take: Most encounters.
Volatile Strike should be utilized for fights with very tight burst DPS checks, or based on player preference as it provides a nice DPS boost if not as strong as Acid Lash. Bludgeon automatically critically hits targets affected by your unexploded Blood Boiler and triggers it immediately.
Dealing damage this way causes your next Back Blast to critically hit. Fortunately, Bludgeon has a 6 second cooldown and Blood Boiler has an 18 second cooldown. Thus, the cooldowns line up such that they can be used on cooldown and every third Bludgeon should be used within the 2 GCDs following Blood Boiler to benefit from the auto-crit and ensure the next Back Blast is an auto-crit as well.
Back Blast has a 12 second cooldown, so proper usage of this tactical should make 2 out of every 3 usages an auto-crit.
This would seem to be the optimal rotation to maximize sustained DPS but is odd for a burst DPS tactical to be designed in such a way that reducing burst is the best decision. Impact on Rotation: This tactical makes it very important to use Bludgeon on cooldown even if it occasionally means capping an Upper Hand. The reason for this change is to ensure its cooldown always aligns with Blood Boiler. Each 4 GCD cycle should alternate between.
Acid Lash provides a stronger overall sustained DPS increase and should be taken in all other situations. When Blood Boiler triggers, it deals damage to all enemies around the primary target and spreads its effects.
Making its every usage an AoE effect and spreading the debuff is the just about the most powerful AoE buff the discipline could receive. Impact on Rotation: No change to rotation. Blood Boiler should continue to be used on cooldown, except that now it will have an AoE effect.
On some occasions it may be optimal to delay either application or triggering of Blood Boiler for adds to group up to maximize the AoE burst damage. That said, I would recommend avoiding it if the group has sufficient AoE DPS, as many other disciplines can far exceed Scrapper even with this tactical. All of Scrapper attacks deal tech-based damage except for your basic attack which should almost never be used. As such, Tech Wizardry buffs tech-based damage is by far the best amplifier build for this discipline.
Tech Wizardry is not quite the best for Ruffian but only gives up a little bit of DPS boost in comparison to other options, so it also represents the best amplifier build for Scoundrel DPS players who frequently re-spec from fight to fight.
A new cooldown in 6. Back Blast 10 energy, 12s cooldown - Deals high kinetic damage to the target, only usable from behind the target. Deals more damage from stealth and also grants an Upper Hand. Very strong ability that should be used on cooldown. Back Blast also grants buffs to tech damage and armor penetration and overall damage of Sucker Punch. Should be used on cooldown, even if doing so will cap an Upper Hand, to maintain full uptime of its buffs.
Blood Boiler 15 energy, 18s cooldown, range 10m - After a 3s priming time, the target will take huge internal damage the next time it takes damage from a poison effect.
Use on CD. Bludgeon 15 energy, 6s cooldown - Deals moderate kinetic damage and generates an Upper Hand. It should generally be used as close to on cooldown as possible as long as the player is not already at 2 Upper Hand. Sucker Punch 10 energy, no cooldown - Deals moderate damage and consumes an Upper Hand. Vital Shot 15 energy, 18s duration, no cooldown, range 30m - Deals moderate damage over the duration.
Shank Shot free, 15s cooldown - Free filler ability that deals low damage. Shank Shot deals more damage than Flurry of Bolts so should be prioritized whenever energy is too low. Flurry of Bolts free, no cooldown, range 30 - Free ranged filler. The free filler has one big advantage over most other melee DPS along with Vanguards in that its free filler has a 30m range. Should be spammed in AoE situations.
Thermal Grenade 20 energy, 6s cooldown, range 30m - Ranged ability that deals AoE damage to the target and those nearby.
A more expense ranged filler option and should be used in AoE rotations. Quick Shot 10 energy, no cooldown, range 30m - Ranged attack that deals moderate damage. A very low priority filler. Should only be used when you are forced to attack from range due to mechanics or gap closers being on cooldown. Disappearing Act free, no cooldown - Removes you from combat and enter stealth. A combat stealth ability, it should be paired with Back Blast to deal more damage and generate an Upper Hand.
Depending on utility choice, it can also function as a self-cleanse. A key offensive cooldown that grants an Upper Hand and boosts alacrity.
Should generally be used in the opener and then on-demand later on. Can be used for either friendly players or enemies. The Scoundrel's gap closer in addition to their roll, the ability is typically used to generate an Upper Hand via the Sleight of Foot utility. Cool Head free, s cooldown - You recover 50 energy over 3 seconds. The main energy cooldown for the discipline. Due to its heavy energy regeneration, it is important to not waste any regeneration due to its lengthy cooldown.
The class raid buff. Any damage reduction option will help in keeping the players and others alive. If player is using Surprise Comeback Utility, it should be coupled with this. Energy: 10 Cooldown: 45s Range: 4m Stuns the target for 4 seconds and deals X amount of damage.
Can be used for both offensive and defensive approaches depending on the situations. Cooldown: 60s Range: 10m Lobs a flash grenade that blinds the target for 8 seconds. Damage causes this effect to end prematurely. Like Dirty Kick, usable in every way but depending on the situation but can be ruined by being attacked. Cannot be used against enemy targets in cover.
Mostly used as a gap closer in case the target is running away but also to escape near a friendly player to create some distance between the player and the opponent but also as a root breaker and DPS increase when utility is taken. Cooldown: 18s Range: 10m Interrupts the target's current action and prevents that ability from being used for 4 seconds.
The ability itself is excellent on itself but adding Surprise Comeback Utility to the arsenal and it becomes a game changer, explained in the Utility section. Energy: 10 Cooldown: 12s Range: 30m Cleanses a friendly target of up to 2 negative tech or physical effects. Energy: 20 Range: 10m Puts the Target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat.
Only one target can be incapacitated at a time. Does not affect droids. Depending how the player uses this, it can give the player's team an edge at a start of a fight. Cooldown: 45s Puts up the front of surrender, instantly lowering your threat by a moderate amount. This ability, coupled with Dirty Trickster, is almost to the level of Surprise Comeback. As previously mentioned, breaking a root or a slow down to escape or follow an opponent affects outcomes.
Cooldown: 1ms Keeps a cool head, recovering 50 energy over 3 seconds. Rarely the player needs to use this as there is basically no need for this but still some bad luck can happen and this is here to help.
Cooldown: 3ms Cloaks all groups members witihn 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. Group Stealth. Unless the player is using the root effect on this, it is useless. In my opinion, not worth to use since Shrap Bomb does the same job with better efficiency and for the double of the period of time.
Cooldown: 3ms It is currently being affected by Alacrity so it can be lowered. The new ability on 6. Quite the strong one although it will be mostly used for defensive purposes. A small improvement that I had from a few friends allowed me to expand further in comparison to the last patch. If anything, this is meant for the first days and the transition to the next ones is fairly easy. This rotation is to give more use of the abilities and to gain the awareness of when cooldowns come off GCD, allowing for later improvisation, specially in the more advanced version, which will work differently than these two I will show.
There will be lack of Trick Move with Upper Hand proc but it can be added in between, if the player feels like. It is all about the opportunity. I have a personal preference to use this rotation is most type of content so I can have the leisure to focus on things that are happening around.
Step 0. Trick Move. This is where the player will grow a massive smile as it maybe can be compared to a birthday cake since Ruffian can just reach insane numbers with this. Curiously enough, the rotation for PvP are similar as the PvE advanced one, based in priorities.
On this one, the player will, most likely, be forced to do improvisation, even with the priority system, instead of just following all the time what is displayed. The AOE is only composed of these abilities. Also avoid Hot Streak from the get go as defensives might be needed to be reset later. This topic has been mostly covered in the PvE Guide, by Praise, as every detail of this is explained. Still, I will try to explain in the best way I can on how this mechanic works and how to take advantage of it as best as possible, as it will allow the player to keep the energy stable and maximize the damage output.
Unfair Advantage allows the player to use Brutal Shots for no energy cost while refunding 1 Upper Hand. Every time Blaster Whip is used and the Unfair Advantage proc comes, the player will have to wait at least the duration of, approximatedly, 10s or in the way I prefer, 6 or 7 GCDs for Blaster Whip to proc again.
As an Scoundrel, the player will be asked, most of the times, to guard since the class is a stealth one, has strong survivability due to the big variety and availability of heals and many tools to stall the cap points from being stolen. The same tools that the Spec gives, also allow to last pretty long during these attrition battles. Far longer than expected, actually, that it becomes quite the annoyance to the enemy team. The other role is to be on the main fight, as the player can offer help by dealing great DPS to the enemy team and support the teammates, keeping them alive, together with the healers.
Ruffian, at the current stage, can be considered the best Off-Healer, by a small margin, as it can provide quite the amount of heals, without sacrificing their Energy, unlike Commando and Sage. These two can do higher but they have to over extend on resource to do so. Nevertheless, the player should not forget that DPS can never be as good as true Healers.
Great Off-Healer but never a Healer. On ranked games, it is best that the habit of switching between offheals and attacks should be perfected to the best abilities, as the player can have a gigantic impact this way.
Even if predictable, the dots last quite the fair amount of time, and spreading them is rather easy, which is, usually, a problem for the other team, and still, the player will end up dealing massive amounts of damage, if playing properly. Usually, the Scoundrel will be tasked to DPS the targets chosen by the team insight, to what the player and the team are capable of, is essential.
It is the role that the player chose, after all, but healing the team when the opportunity arises is also beneficial. One more note is that, by using this spec, the player may end up being heavily dependent on how the rest of the team works but it can go both ways. Out of many specialization of all classes I defined 3 categories of targets that will influence on what the player should pick whenever facing the possible opponent, or at least what is more confortable when using Ruffian.
The player will, usually, not find difficulty facing them. Usually it is easy to avoid but never hurts to be cautious. Hard: This category has the specs where the player will have the most difficulty to fight against and defeat as these tend to have strong defensives, placing the player in a position to play majority of the time on the defensive with small gaps of DPS opportunity or because they will simply deny getting killed.
The DPS of this spec though has been significantly increased so that is one thing to watch out for. Of course, there is also the fact that they can be used the Force Bound Bonus Set and Grit Teeth Tactical, and these two gives them increased survivability and utility for the opponent team.
No DPS Spec, at the current update, can 1v1 healer a good one. This is a fact. Reflect only works if the player is attacking, where obviously must stop to not benefit him.
On the Reactive Shield, it is a matter of either catch the opponent without it after its us, it is the best chance to defeat them, specially when the other two are also exhausted.
A Commando without these three and under the stress of healing multiple targets, is vulnerable for attacks. It is simple to explain. Strongest kiting capability out of the 3 Healers specs, Phase walk, Bubble. All these can disrupt the DPS just too easily.
It can handle multiple target healing rather easier compared to Combat Medic Commando which alllowing the healing to reach everyone with better efficiency. Ruffian can give the lowest CD on Dodge possible, which is between 18ss.
The best way to deal with them is stunning right before they use it again, to increase uptime of dots on them. It is also the spec that can heal multiple targets at same time with relative ease. It is best if the DPS focus on it alone as hard as possible, instead of focusing multiple targets target.
Telekinetics Sage alone is easy to deal with but when in numbers, the player can count on being on the defensive all the time with barely any chance of attacking. Same strat when with a teammate should be applied however. On Tactics Vanguard case, DPS potential in short amount of time can be too much, for the player go for an aggressive push. Stunning, reflecting defensively, kiting and mitigating as much damage as possible is the best thing to be done against them while setting up Dots and other abilitiesto DPS him as the opportunity as it arises.
Regarding to decide when to use Dodge offensively or defensively will depend mostly on the situations and how much knowledge a player possesses about other classes and its specs. I will cover the abilities and some of the tacticals that I found worth mention only on Reflects. Usually reflecting is a good thing as they will take more damage than the player will yet on certain cases that is not exactly ideal as it is best to save it for defensive purposes only.
The specializations under the category of Easy and Frequent are opportunities where it is possible to use Dodge more frequently as an attack than as a defensive. Obviously it can depend on the situation, but the majority of times it can work this way. Perhaps better when the opponents know that they will take the reflect, making them stop attacking the player while the DCD is on effect. It requires the player to know what are and how the attacks work, as well how the rotation works majority of the times.
The other two categories are more oriented to make the player use Dodge in a more defensive style, as the attacks are hard to reflect, impossible, or because they just deal too much damage to risk the chance of punishing.
I apologize in advance as I am limiting myself in only leaving the abilities on Empire version but I do believe that is easy to understand which ones are on Republic side classes.
Regarding Reflects, as well, I also extended a bit here to speak about a three conditions that I got suggested and upon trying them out, I figured that these can impact heavily the game, as I am not sure if they are intended or it is completely, on themselves, a bug.
People at SWTOR Theorycraft Discord channel for the help provided regarding multiple topics, more specifically Nyyah, for wasting time making tests on rotations and over topics and Dot, for the more pesky questions I made.
Also would like to thank many friends of mine for pushing me this far and help me improve to what I am today.
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