Tuesday, February 14, 2012

Sniper Discussion: PvE Marksmanship DPS part 1 - Abilities

Having a bit of a sleepless night, so I figure now is a good time to do a little writing and in light of my new guild I feel like getting a start on Sniper discussion.  Also, Audacity's Assassin tanking blog just updated literally hours ago, so if that's a subject that interests you he offers some up-to-date insight on Assassin tanking (see the "Other SWTOR Blogs" section at the far bottom right for a link).  My own tankassin is now halfway through 48.

And while we're talking about other blogs, before we even think about getting into Sniper talk, go and read Fentanyl's Sniper blog now.  I'll even give you a direct link: http://swtorsniper.blogspot.com/

Zofran, my Sniper, was the second character I began to level after my Mercenary, though it was ultimately my third 50.  I played Sniper a bit (and Gunslinger a lot) in beta, so it's spiritually my first class.

Just like in my initial Mercenary discussion, I'd like to call attention right away to the mechanics related to Energy regeneration.  I don't have regen rates and ranges recorded anywhere and I'm not up for loading up SWTOR just to check (I'll pin that down by the time I get to mechanics discussion), but be aware that your Energy regens faster the more of it you have.  How relatively fast it's regenerating is indicated by the number of little arrow pips by your Energy bar (more = faster).

This post/series of posts (which has a cooldown that allows me to post again without triggering a cooldown, yuk yuk) focuses on Marksmanship DPS, being that it's the only one I have experience with.  I'm told the other Sniper main in MoX is a champion of Lethality DPS, which I intend to look more into myself in the future, so expect to see more written of that in the future.

So without further ado, let's talk abilities.  Note that any speculation as to the relative power of Series of Shots as a DPS ability is pretty much just armchair theorycrafting here.

Single Target Abilities
Snipe (Activation: 1.5 secs; Energy: 20; Range: 30 m; Shoots a target for weapon damage. Can only be used from cover.) - Marksmanship's go-to filler.  Gains high priority if you're using Sniper Volley and it procs, otherwise it (and Ambush) simply enables Followthrough.

Ambush (Activation: 2.5 secs; Energy: 15; Cooldown: 15s; Range: 30 m; Fires a high-powered shot that deals weapon damage. Must be in cover to use.) - A heavy hitting single target ability.  It's best to only use it on a Reactive Shot proc due to the hefty cast time, but it can be used as an pull opener (although I personally prefer a Laze Target>Snap Shot Snipe combo to guarantee a Reactive Shot proc).

Series of Shots (Instant; Energy: 20; Cooldown: 15s; Range: 30 m; Unleashes a series of shots that deals weapon damage over the duration. Must be in cover to use.) - This is an essential ability for a few key reasons.  For one, it's your only ability that'll take advantage of Alacrity.  It also provides some dead space during the duration for Energy regen to pick up some.  That aside it only really shines when you get a lucky streak of crits; it gets the same brutal 30% extra bonus crit damage from 5/5 Imperial Assassin that Followthrough and Takedown also get.

Followthrough (Instant; Energy: 10; Cooldown: 9s; Range: 30 m; Fires a well-controlled follow-up shot at the target that deals weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.) - This is the real boon of the Marksmanship tree.  It's kind of a mini-Takedown and hits nearly as hard (they both get a smooth 30% crit damage bonus from Imperial Assassin).

Takedown (Instant; Energy: 15; Cooldown: 12s; Range: 30 m; Attempts to take the target down with a single powerful shot that deals weapon damage. Only usable on targets at or below 30% max health.) - This is our execute and as expected it hits like a truck.  Keep this bad boy on cooldown when you can.

Overload Shot (Instant; Energy: 17; Range: 10 m; Blasts a target for weapon damage.) - Can be used on the move in a pinch, but is generally a pretty crappy ability to use.  If you're thinking of using it, make sure Shatter Shot's on your target first instead.

Corrosive Dart (Instant; Energy: 20; Range: 30 m; Fires a dart at the target that deals internal damage over 15 seconds.) - Like Overload Shot, this can be used on the move as well, but Corrosive Dart has no real synergy with the Marksmanship tree.

AOE Abilities
Orbital Strike (Activation: 3 secs; Energy: 30; Cooldown: 60s; Range: 30 m; Calls in support from orbiting warships, dealing elemental damage over 9 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies are additionally knocked down by the blasts.) - An absolutely fabulous AOE ability.  Amazing for trash, situational for bosses.  An optional talent in the Marksmanship tree drops the cast time by a second, which can be nice.  Certainly shines as an area denial ability in PvP.

Suppressive Fire (Instant; Energy: 35; Range: 30 m; Sprays a wave of bolts over the target area, dealing weapon damage over the duration to up to 3 targets within 5 meters.) - Hits like a marshmallow, but it's the lazy-man's option to AOE trash with it's 4.5 second channel time.

Debuffs
Shatter Shot (Instant; Energy: 10; Cooldown: 4.5s; Range: 30 m; Fires a high-impact shot that deals weapon damage and reduces the target's armor by 20% for 45 seconds.) - DO NOT FORGET YOU HAVE THIS AND KEEP THIS UP AS MUCH AS POSSIBLE.  Always keep this in mind and get in the habit of looking for the debuff.  It can be a pain to keep track of if there's multiple Snipers, but do it.  Doesn't need cover and it's instant, so if you're on the move and need filler start with this.

Offensive Cooldowns
Adrenaline Probe (Instant; Cooldown: 120s; Summons a droid that helps you recover 50 energy over 3 seconds.) - This is your failsafe for when Energy regen goes awry.  Try not to rely on it though, it's got kind of a hefty cooldown.

Distraction (Instant; Cooldown: 12s; Range: 10 m; Interrupts the target's current action and prevents that ability from being used for 4 seconds.)

Laze Target (Instant; Cooldown: 60s; Increases the critical hit chance of your next Snipe by 100%.) - Very good for setting up a Reactive Shot proc if you need one; try to remember to keep this on cooldown throughout a fight.

Target Acquired (Instant; Cooldown: 120s; Increases alacrity by 20% for 10 seconds.) - If only Alacrity actually did stuff.  But seriously, this turns Series of Shots into an even-heavier-than-it-already-is hitter.  Works well when coupled with Rapid Fire.  One of the PvE set bonuses gives 10 free Energy when this is activated as well, which relieves a little bit of the Energy consumption pressure for all the abilities you'll soon be spamming.

Rapid Fire (Rapid Fire; Instant; Cooldown: 90s; Immediately finishes the cooldown on Series of Shots and triggers the next Series of Shots without a cooldown.) - Allows for some whacky hijinks with Series of Shots, but it's unclear to me how much of a real boon to DPS it really is if you don't have enough crit to let Series of Shots really steal the show over other abilities that deal more consistent non-crit DPS.  If your Energy is in good condition, you can get a real nasty bang for your buck by coupling this with Target Acquired.

Defensive Cooldowns
Ballistic Shield (Instant; Cooldown: 180s; Deploys a ballistic shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 15 seconds. Can only be used from cover, and exiting cover ends the effect.) - The Sniper's answer to the Marauder's Bloodthirst.  This is an amazing and profoundly underestimated ability in my opinion.  If your guild is unwilling to work this into their strats, try to find as many creative uses for this as you can yourself--your healers will thank you.

Countermeasures (Instant; Cooldown: 45s; Activates countermeasures, instantly lowering threat by a moderate amount.) - Get used to using this such that you can hit it on reaction the split second you notice a boss turn to look at you.

Shield Probe (Instant; Cooldown: 45s; Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 15 seconds. Does not break stealth.) - Very nice personal defensive ability with a short cooldown.  Don't be afraid to use it when you expect to take any damage.

Evasion (Instant; Cooldown: 60s; Increases your chance to dodge melee and ranged attacks by 100% for 3 seconds. Does not break Stealth.) - I dunno, this doesn't seem very reliable to me, but I guess it doesn't hurt to pop it in a pinch.

Entrench (Instant; Cooldown: 60s; Entrenches you into cover, becoming immune to all controlling effects. Only usable in cover. Ends prematurely if cover is exited. Lasts 20 seconds.) - I haven't found a good use for this in a boss encounter yet, but I want to believe there's one somewhere.

As with my Merc discussion, expect specs to be the topic next time.

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