That's all there is to it. Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP. Unless theres very significant downtime, this will only need to be built up at the start of the fight and then youll have it. These choices are almost always the same for all disciplines. Its good to have 1 emergency panic button too, but everything else should be used to prevent your health from getting low in the first place. Whenever theres downtime, make sure to check if its still applied and if it isnt, make sure you reapply it before your next Trickshot. Note:. The ability tree buffs that arent listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do. The Gunslinger Build offers you a variety of benefits that make it one of the best builds in Lost Ark. In order to deal maximum damage, Sharpshooter requires 2 other DPS debuffs: Sharpshooter is extremely independent when it comes to DPS debuffs. Unless its clear that one of your other movement speed boosts is better like if you have already placed Hideout or youre out of range of the boss, this should be your default movement speed boost ability since its the most versatile. Personally, I wait to activate Burst Volley until after Ive used Trickshot. Your bread and butter. With a bit of optimization the Gunslinger is easy to play and produces a reliable stream of damage against nearly any enemy. Illegal Mods is pretty weak for Sharpshooter in PvE. Int: Dump. Kazite Spellblade is optional here, I took it for the stats from breakthrough and another boost to dagger damage via Infuse Frost, which also helps Brand stay powerful late-game. You wont be using this too often anymore in group content. There are only a handful of instances in operations where CC is required, so I will briefly go over what this Combat Style has at their disposal in addition to any other abilities I havent yet mentioned. Much like Burst Volley, the gap will not appear when Bombing Run is used. I will update this section of the guide when that vendor is released. Please have the game open while reading through the next few sections. Most tanks are already familiar with timing the countdown with Bombing Run, but if yours isnt, just tell them to wait to do the countdown until after your Orbital cast has completed. For any Combat Style in any fight, your most effective DCDs should be mapped to the most damaging attacks in the fight while weaker DCDs should be used against weaker attacks. (Tech/Kinetic/Direct/AoE/Instant)If youre unable to take Hot Pursuit, Thermal Grenade is a great option to use while moving, though it does cost 20 Energy, so only use it if you can afford it. Be careful not to activate Smugglers Luck when you already have the buff since activating Smugglers Luck will just refresh the buff rather than give a second stack. (Ranged/Energy/Direct/Single-Target/Instant)Depending on your ability tree build, you may need to use this ability during the gap in your rotation sometimes when Cool Head is unavailable in order to keep your Energy at a safe level. The earlier you activate it, the earlier youll be able to activate it again. Dont bother using this ability if the enemies will die before Bombing Run really does anything. In case you arent familiar, pushback is when the progress of your cast is pushed back as a result of taking damage. Since there is no new crafting tier being released with the launch of 7.0, the Biochem items from 6.0 remain BiS. I get the impression that this build was developed with raiding in mind, though Im not sure it will be the best option for too many fights. Sharpshooter permanently lost access to 3 abilities: Some abilities and effects have been renamed since different Origin Stories now have access to the Combat Style. Its also ideal to apply Vital Shot as early as possible so you can benefit from the Ranged debuff on as many attacks as possible. Which ability do I use right now that will provide me the most DPS? Build Essentials: Relentless Shots Flourish Burst Energy Barrels Ballistic Redistribution Locked and Loaded Legendary Improved Targeting Legendary Agitating Energies Tactical Item. Its important to get as much damage as possible while all of your damage boosts are available to maximize their impact. Its pretty straightforward, it increases your alacrity by more than enough to get you from the 1.4s GCD to the 1.3s GCD and lasts long enough to allow you to get an extra ability in the same amount of time, which means you can fit Penetrating Rounds alongside the additional Trickshot into the gap in your rotation. It is essential that it is channeled on cooldown. This build offers roughly the same amount of sustained DPS compared to the Burst and Versatility Build Ill be talking about next, but that DPS increase for this build is derived from cooldown reductions and Energy efficiency, so it is incredibly dependent on high uptime. There should be no need to save Cool Head for emergencies in case you mess up your rotation. This inconsistent behavior can cause problems in raiding, which is why you should just remove the Take Cover ability from your bar entirely. If the damage is force/tech, youre okay to activate your other DCDs and since its RDT, not DR thats being provided, the 75% feels like it isnt doing as much. Using any damaging ability is better than just standing there not doing anything. Arcane Gunslinger gone Rogue is a Character Build in Outward, created by NuclearEeg. Best Sharpshooter Gunslinger Builds in 7.0. Tripod 3. I just wanted to point out that Gunslingers are one of the two classes that do not have any sort of cleanse ability, the other is Vanguard / Powertech. The most important component of this passive is the pushback protection and in general, this is the most important reason to be in cover at all. Outward offers four factions to join, one of which you must join to complete the story. The Build Essentials are what I consider to be the core components that make the build viable. These are the builds that I recommend for different types of content and situations. This used to be more prevalent back before 3.0 when you had to actually spec into pushback protection, but now every class gets a reduction on it as part of some passive. You can also put Burst Volley > Penetrating Rounds > Trickshot at the top of the Gap priority if that makes more sense to you. The concept of this build is simple, Cannon Gun (58 dmg, 100 Impact, Confusion on hit) + shatter (1 iron scrap, no cooldown, Pain on hit), will increase your Opportunist Stab damage by x4, there is craftable dagger that deals a total of 40 dmg, 50 impact and Extreme Poison on hit, that should be around 150 to 250 damage with skills while buffed. I take Ballistic Redistribution because I prefer to never have to worry about Energy, but you probably wont need it very often outside of longer fights. You will slightly delay Aimed Shot and Penetrating Rounds if you do this, but youd only miss out on a single use of each of those abilities if you were using Bombing Run on cooldown in a fight that lasts over 15 minutes. The buff lasts 20 seconds, but only affects the very next use of a single ability, and that specific ability has a cooldown that is less than 20 seconds. One of the abilities is almost always one of your primary CCs, either the 8s mez or 4s hard stun, though Gunslinger has their hard stun locked away in a different choice instead. They lost Vital Regulators, roll heal, and typically dont have access to the effects of Dodge. The Gunslinger runs on Dexterity, but you need some Wisdom for Grit Points. This build makes use of the Time To Hunt Engraving, although there are Raid builds for BOTH Class Engravings. In PvE, this will generally only be used for specific mechanics since most things youd care about stunning are immune. Refraction Point also has a very nice bonus, since it causes Penetrating Rounds to deal damage to multiple enemies and Penetrating Rounds applies the armor debuff, this tactical allows you to provide the armor debuff to multiple enemies at the same time, which is super rare. You do need to be mindful of what type of damage youre mitigating with Surrender because it changes what other defensives youre allowed to use at the same time. Mittens of Death is a Character Build in Outward, created by AquaBBQ. Mixing all three bullet imbues with powerful dagger skills makes this build deadly at any range and able to control and disable enemies with repeated stuns and high burst damage. You should practice on the dummy if youre not able to consistently execute the rotation correctly. Despite all that, it is still used in single-target situations when you get to pre-cast, like prior to pulling or right before downtime ends, particularly if that downtime is right before a burst DPS check. Gunslinger - 3v3 Deathmatch Build. The increased alacrity makes it so you can fit the Penetrating Rounds channel and an additional Trickshot into a similarly sized window of time, even though the gap is normally only a GCD. Use Cool as soon as it's available out of combat and load a Frost Bullet, as it will remain until you fire it. It still significantly reduces the effectiveness of their DCD, but not all the way. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. Even if the attack looks like a single-target attack, theres a good chance that its still considered AoE damage. How can I maximize my uptime? How to change Vs appearance in Cyberpunk 2077, How to change your Outfit in Cyberpunk 2077: Wardrobe Feature Guide, All Locations from Edgerunners in Cyberpunk 2077, How to start The Forgotten Saga in AC Valhalla and go to Niflheim. Thankfully, we dont have to bother with carrying around a second set of relics anymore because all endgame content is being balanced for level 80. Rotations are usually pretty consistent, though there can be some decision-making for a few GCDs. In case you needed another reason to want to use Penetrating Rounds on cooldown, it also applies the strongest of the DPS debuffs in the game, the armor debuff. This will probably result in higher max parses, but theyll be less consistent. The key to being a great DPS is to always be DPSing. This is your hard stun, meaning it does not break on damage. This effect ends when you leave cover. If there is downtime during a fight, remember that you can precast things and often place your DoTs on shortly before the boss can actually take damage. Yet they also have the ability to become Rambo, if you want a siege type gunslinger you should probably do dexterity and vitality . The Relic of Serendipitous Assault is generically good, but the Relic of Devastating Vengeance is better specifically for the Burst and Versatility Build. I did not observe a significant DPS difference from this approach. If theres a cover position in range (denoted by a little green silhouette), you quickly roll to that location and if you arent in range, you deploy your portable cover shield where you stand. So you can expect damage of many thousands at the end of the game Honestly, I wouldnt specifically cater to Sharpshooters needs at all. Please note that for Gunslingers, Thermal Grenade only deals AoE damage to Standard and Weak enemies, which you usually dont see at all in raids. It really doesnt matter when exactly Burst Volley gets used in relation to Trickshot and the next Penetrating Rounds, though it will probably help your sanity if you keep things consistent. 1 choice where youre picking 1 of 3 abilities. This proc further reinforces that Charged Burst is supposed to be used twice and turns Aimed Shot from a 2s cast into a 1.5s cast, meaning it is a GCD. Gunslingers are renowned for their extremely high ASPD and HIT using Guns. Hunker Down also provides CC immunity. There isnt much of a discernable DPS difference between the two approaches and if youd rather not have to worry about this sort of thing at all, its okay to just never use Trickshot if its procced by Quickdraw. This ability resets the cooldowns of all the abilities I have mentioned in this section thus far plus Pulse Detonator. ------I stream my outward adventures: twitch.tv/lunatik01This is usually after my job at around 8pm PDT.------Music used for GOT theme from NCM Music Ender Guney 2 The other seems to be related to PvP balance, but there isnt a clear pattern beyond the choice, forcing players to decide which of 3 capabilities they want to keep. This forces you to read through what everything does so that you can understand what all of your passives and abilities do as well as locate these abilities in-game. Smugglers Luck grants a buff that makes your next Aimed Shot an autocrit. This benefit comes up occasionally in PvE, usually during DPS checks, though it isnt nearly as useful as it is in PvP. As of 7.1.1, it also gives you a charge of Smugglers Luck, but that ability is also pretty weak for this discipline. They are intended to be changed on the fly and having a clearer idea of what all of them do will help you to recognize situations where individual choices will be useful in-game. The dedicated guide contains tips for all roles in both PvE and PvP. If a tank is out of defensive cooldowns and needs another its okay to use. Get in the habit of taking a quick glance at the raid frame to see peoples health levels. Adrenal and Illegal Mods are all up next, it doesnt matter which order these get activated in, but you just want them to all be active for Aimed Shot since its such a big hit. As a bonus, it never breaks, removing the issue of how much durability dagger skills eat through. SWTOR 7.0 Sharpshooter Gunslinger PvE Guide (DPS) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips! While it used to be the case that you couldnt use most of your abilities unless you were in cover, nowadays the only abilities you have to be in cover for are Sweeping Gunfire, Pulse Detonator, and Hunker Down. The options have several similarities across the Combat Styles: This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. Stacks up to 2 times. In this video I showcase my Paladin Build featuring the unique sword called Brand. Each use of Cool Head will allow you to use Charged Burst during 3-4 gaps instead of Flurry of Bolts, though you dont have to think about it like that, just use Cool Head when you get down to 45-50% Energy and only use Charged Burst for your gap GCD if youre above about 80% Energy. I prefer Agitating Energies, but you could use Refraction Point or even B-0 Differential Targeting System (PvP tactical) if you prefer. Gunslinger is a Gunner advanced class, focusing on it's unique class mechanic of having three different weapons: Shotgun, Pistols, and Rifle. Due to all this and the fact that the cast fits in the gap in your rotation, you dont have to worry about this taking priority over your other abilities. The formula for determining how much damage an AoE ability does per GCD such that it can be compared to single-target abilities is: (Damage Dealt/Number of GCDs) x Number of Enemies. Youre able to do this because the ability is only usable within 5 seconds after using each of those abilities. It can be a little different than the standard rotation because everything is off cooldown, including your OCDs and relic procs. Hideout isnt always useful as a movement ability, but its incredible when you can use it. Note: You can also utilize the Energy Regulator implant in exchange for Locked and Loaded, allowing you to give up the Energy Barrels ability tree buff, without losing DPS, but you dont gain any DPS on the dummy while Locked and Loaded is more generically useful. Healers are also a lot more focused on the raid frame than you will be as a DPS, so they are far better equipped to know when it will be useful for the raid than you will. This allows it to be slotted into any group composition without causing problems. In Sharpshooter, you use a rotation because it is possible to use all of your core abilities on cooldown without multiple high-damage abilities being available at the same time. Get as much as you can as fast as you can. That said, Sharpshooter still offers barely acceptable survivability thanks to the tools they didnt lose. This ability applies a root, which is an ability that stops you from moving, but does not stop you from activating abilities directly, it also breaks on damage after 2 seconds. Penetrating Rounds does not have any additional procs or discipline passives associated with it that are relevant to your rotation that I havent already mentioned. If you arent in cover, you will run out of Energy. A long time ago, they could cleanse with Dodge, just like Operatives can. Contents 1 Submit Your Build 2 Build Categories If the tanks or other players are able to keep aggro, take Flourish Burst instead. When you create a new Charged Burstr or Gunslinger, the ability that gets placed on your bar is called Take Cover. Melee/Ranged attacks also tend to be more frequent and individually weaker attacks, though you can look at your damage taken in StarParse if you want to be sure. You can also use any non-damaging ability between the 2 Charged Bursts, including ones on the GCD like Diversion. Also good to use against Bosses, as it inflicts Pain and Chill to improve all your outgoing damage and setup Opportunist Stab without the need of your pistol. On its own, Surrender is your threat drop, but it can get buffed by 2 separate options in the ability tree. You will lose a massive amount of DPS if you cant be in cover since your APM will be much lower because all of your casts will take much longer to complete. Will provide me the most DPS those abilities ability tree are immune drop, but all! 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