Swtor where is the gunslinger trainer
Where on Coruscant can I find Advanced Trainers? In this case for the Gunslinger. I can find the Smuggler trainer, not the Gunslinger. Revan-the-knight Quote: Originally Posted by FreeHansje. Tenzarin Same trainer, check for the advanced class tab at the bottom of the trainer's window. Shadewarp Sweeping Gunfire benefits from 1 discipline passive in Sharpshooter:.
Definitely still try to use it and be as preemptive as possible, but this ability really only works when you can predict the when and where AoE will be needed well in advance, so this ability is better suited to fights with constant adds. Just use it during the gap if you can reliably hit something that actually needs to take damage with every single tick.
Refraction Point Tactical Item. The only difference is to always use Penetrating Rounds and its Trickshot on cooldown. 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. The only other specs that can do this are Vigilance and Focus Guardian.
Cool Head. Thanks to the Established Foothold set bonus, this ability is no longer needed to facilitate you doing as much DPS as possible during your single-target rotation because you have more than enough energy to use all of your single-target abilities in an optimal manner.
AoE damage on the other hand can still get somewhat costly. This ability technically does not do any AoE damage, but it will only ever be used in AoE situations so I am going to talk about it here.
Diversion works wonders against adds. Usually the raid lead will tell you when they want it or a tank will ask for it, but if you see someone getting hit by a bunch of enemies, chuck this at them. Gunslingers have defensive cooldowns that are easily just as strong, if not stronger than what is offered by the other two ranged DPS specs.
Almost all of the defensive capabilities of Gunslingers are relegated to the utilities and built into their shared abilities; Dirty Fighting is the only Gunslinger spec that gains anything major defensively from their discipline.
Hunker Down and the Holed Up Utility. I would also like to explain that the vast majority of damage that bosses deal in raids is considered AoE damage.
Defense Screen. Pulse Detonator and the Pandemonium Utility. Bag of Tricks and the Perfect Scheme Utility. This ability resets the cooldowns of all the abilities I have mentioned in this section thus far.
Just pop one of your freshly available DCDs instead. Scrambling Field. This is not a personal defensive cooldown. It is a raid buff. Use it when the entire raid is taking a lot of damage or may wipe because one of the tanks just died and now the boss is running around like crazy. Since damage intake management is primarily a tank and healer job, this ability is primarily to make their lives easier.
Tell them you have it available for them to ask for. 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. Tell them to call out if and when they want it and be ready to activate it. 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 Powertech. A long time ago, they could cleanse with Dodge, just like Operatives could, but that was taken away from them.
Hightail It. This ability is both a defensive cooldown and movement ability. Thanks to the Stay Low passive that makes it so you get Hunker Down for 3 seconds after using Hightail It, you always get the Heads Up speed boost after using your roll as well. While they seem pretty identical on the surface, there are several key differences:. Luckily, the ability is still off the GCD, even though it has a castbar, so you can still use it while the GCD is active for another ability.
In addition, you can still teleport while stunned, so even if the button is grayed out, it will still work. The best time to use Hideout is when you know of a specific location that you are certain you will want to return to at some point later in the fight that will be generally safe to return to.
Surrender and the Reset Engagement Utility. Surrender is your threat drop, but with the Reset Engagement utility, it becomes a very strong movement speed boost. The Reset Engagement utility causes the final tick of Penetrating Rounds to knock back its target if they are within 10m of you. I have yet to encounter a situation in PvE where this is a good thing, so you either need to be mindful of when that can happen and prevent it. There are only a handful of instances in operations where CC is required, so I will briefly go over what the Gunslinger has at their disposal.
Below the Belt. This is your hard stun, meaning it does not break on damage. This is your interrupt. If you really want to be a clicker, I highly recommend you at least keybind this ability or you will have trouble with some of the shorter casts that need to be interrupted. Flash Grenade. This is your mez, a CC ability that breaks on damage. This ability will see very little use though in raids since either your hard stun or their minute CC will end up being used.
This typically functions as an extra interrupt. Leg Shot. 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. It deals a little bit of damage, has a 35m range, and the actual root lasts for a fair bit of time, so I could see it getting some use in the same sort of situation that you might use a slow or a stun on a melee add.
Flourish Shot. I could probably count the number of bosses in this game that can heal on one hand. The one situation you should be made aware of is when transitioning to the burn phase for Brontes. I would like to note that my actual raiding experience is significantly less with this class than it is with my main class, Sith Sorcerer, so a lot of the knowledge contained within this guide comes from theory and dummy parses rather than from experience in actual raids.
I want to thank my raid team, Time Turners.. Gunslingers are a cover-based class by design, so we want to avoid movement whenever we can and minimize it when it is unavoidable. Let's first discuss relevant abilities, passives and utilities that can help Gunslingers quickly relocate from position to position, then go over some strategic considerations and how those can apply in operations encounters that involve lots of movement.
Hideout 0. Hideout goes on cooldown for seconds when used to return to the marked location. Hideout is a great ability for any fight where you will have to move to a pre-determined location.
Place it before the fight if possible. You can also place it mid-fight if you run past an area you will need to return to later in the fight. I primarily use Hightail It for relocation, as most of the time moving 18 meters is sufficient to get into the class' 35m range on most abilities. I always take Hot Pursuit. A bunch of other abilities and utilities are great for momentary relocation but Hot Pursuit is the only way to let you hard cast your filler while moving. For any operations that may include sustained movement phases I have found Hot Pursuit to be an amazing utility.
Reset Engagement is a situational utility that can be taken when you need periodic but infrequent big bursts of speed. Surrender has a 45 second cooldown so can provide quite a few on-demand speed boosts in a fight. The Master and Blaster fight is a good example for this utility, where if you are running in phase 1 this utility can help you quickly relocate.
I find Hot Pursuit to be more useful for mobility but Snap Shot can be helpful to "stick and move" to get an extra instant cast in while moving. When you have to move you should try to move as quickly as possible and pre-position yourself to minimize the travel distance. Here are some quick tips for each operation encounter to maximize your DPS uptime as a Gunslinger:. Eternity Vault. Ancient Pylons - Enter cover next to the consoles so you can click while in cover.
No movement necessary. Infernal Council - Enter cover next to your assigned boss. Soa - Enter cover on the west side of the room and stay there. Karagga's Palace. Bonethrasher - Try to set up a little out of the middle but far enough from the edge to be safe, and reposition any time you get knocked back by the boss. If you avoid moving to maximize uptime on DPS, make sure to use defensives prior to boss cleaving in your direction. The fight should not involve any movement except dodging purple circles.
Foreman Crusher - Set up in the middle of the room within range of the door. The fight should not involve any movement except dodging red circles. G4-B3 Heavy Fabricator - Set up close to max range away from team members to avoid splash damage from grenade. Karagga the Unyielding - Set up in the middle of the room to avoid boss cleave attacks. Re-position as needed if you get pulled by the gravity mechanic.
Explosive Conflict. Reposition if needed due to boss movement. Should be minimal movement unless you get targeted by boss' throw mechanic. Colonel Vorgath - This fight involves a lot of periodic movement, so time your Hunker Downs as each probe droid is summoned and move with the group.
Warlord Kephess - Try to set up near but not underneath the big walker. You can often reach every enemy from this position with minimal movement. You still need to run under the pulsar droids though. Terror From Beyond. Writhing Horror - Set up in the middle of the room near but not on top of the flowers. Only move if you need to stand in a flower to pacify adds. Dread Guards - Set up in the middle of the room to maintain range on your targets. You are much more at risk to stand in green circles when they spawn under you while attacking Ciphas, so keep a close eye on your feet for the green swirls and move out of green circles.
Apart from green circles or if you get marked for death by Kel'sara, the fight should involve minimal movement. Operator IX - Use speed buffs and Hideout to move from side to side when attacking cores. During phase 2, time your use of Hunker Down so if is on cooldown when you need to run around standing in colored circles or for color deletion.
Kephess the Undying - Set up a bit out of the middle of the room so you can maintain range on Kephess but avoid lightning puddles. Try to be aware of when you can safely be mobile in your rotation and Hunker Down is on cooldown, and use that time to reposition to be near Kephess in case you need to stand near the pillar.
Terror from Beyond - This fight involves a lot of movement in both phases. The key thing to consider in phase 2 is whether you can safely survive tentacle slams to avoid jumping off the platform. As long as Hunker Down is active and through other defensives you usually can do so safely. Scum and Villainy. The Reset Engagement utility speed boost along with the Hightail It and Pulse Detonator abilities are great for knocking back the adds if you get lost and quickly getting back to the group.
Titan 6 - Set up at max range and right next to your assigned rock. As Titan 6 relocates, use your mobility phases in your rotation and Hot Pursuit to relocate early for the next launch sequence. Setting Hideout pre-pull can help with one of the relocations. Thrasher - I suggest setting up near a wall so if you get Firebug then you only have to move when the add gets to you instead of moving to and from the wall. If you have to relocate to DPS adds then try to avoid moving after that unless more adds spawn elsewhere or the boss is out of range.
Reset Engagement and Hightail It are great for rapid relocation at these points or if you go up top to kill adds. Operations Chief - This fight has a lot of movement but not during battles. On the boss, set up in the middle of the room so everything is in range and you should never have to leave cover. Olok the Shadow - No movement should be necessary in phase 1 except when you get a token or to move out of fire. During phase 2, move between shield phases and once you reach the boss set up near the middle of the room so you have the boss in range no matter where he appears.
Cartel Warlords - Set up near the bosses starting position and no movement should be necessary except possibly to attack Sunder, for which Hightail It should be plenty to reposition. Dread Master Styrak - Set up in the middle of the room where the big ghost spawns and you should only have to move if you need to get into melee range on the little ghosts.
Dread Fortress. Nefra - Set up near max range in case you need to pick up the exploding add. Use Hightail It to reposition quickly if a red circle spawns under you. Draxus - Try to set up in the front middle of the room cheating towards which side you are assigned. From this position you should be able to reach Draxus, adds on your side and adds in the back.
I also suggest setting up a Hideout in the back for teleporting there while shields are up, though otherwise Hightail It should very nearly cover the distance instantly. Make sure to stay out of the middle anytime Guardians are up to avoid their cleave, though Gunslingers can handle the cleave if Hunker Down is active plus either Defense Screen or Dodge.
Grob'thok - Set up in the middle of the room and you should have range on the boss and adds as they run in. Corruptor Zero - Set up in melee range of where the tank will hold Corruptor Zero. If you are asked to stand out for concussion mines, try to set up right at m range so Hightail It can immediately roll you into melee range. Make sure to watch your position heading into any big laser beam phases. Dread Master Brontes - In Phase 1, try to set up in the middle of the room where you can reach most enemies without moving.
In Phase 2, set up just a bit behind Brontes where you can reach Kephess at all 3 spawn points. Heading into the clockwork lightning phase, I suggest setting up as close to max range of the first add as possible. In the 6 finger phase you should stand near your finger. In burn phase stay near a wall and watch our for purple circles. Hunker Down is great to avoid the knockback. Dread Palace. Dread Master Bestia - I suggest setting up near the throne since you can keep the entire room in range apart from weird LoS directly opposite the throne.
Dread Master Tyrans - Try to set up at max range so you have to move as little as possible to drop platforms or to move out of fire. Dread Master Calphayus - Set up outside the group with Hunker Down if you are kiting the big red AoE or stand with the group depending on your strategy.
Very little movement is required during any of the active damage phases in this fight. Dread Master Raptus - Coordinate with your tanks on where they will hold Raptus but make sure you position yourself to naturally avoid all cleave damage.
Tanks doing a good job keeping Raptus in place will be huge for your DPS. If Raptus gets too far to one side, use Hightail It to reposition and try to keep Hideout on the throne for quick returns once the boss gets back to a normal position. Dread Council - Try to set up very near the holocron in the middle of the room unless you are asked to kite Raptus.
If you have to grab any crystals make sure to use all mobility buffs like Hightail It and Reset Engagement to get your crystal quickly and back down to attack the bosses. Sparky - Set up in the middle of the room so you can keep Sparky in range no matter how much he punts the tank around.
Quartermaster Bulo - Set up near the back of the room. This helps you drop the burst volley blue AoE near a wall in a safe location and you should still keep Bulo in range. Use Hunker Down and defensives during mass barrage to stand in circles as they stack then move one time out of circles and then get back into cover and resume attacking. Torque - Set up near the console to summon repair droids so you minimize downtime and reduce your chances of getting fire.
This room is really small so range should not be an issue. Pirate Captains - Set up near the middle of the room in both phases to keep the bosses in range. Temple of Sacrifice. Try to time your use of Hunker Down so you reset stacks in between uses of Hunker Down so you do not have to interrupt it.
Watch our for Malaphar's spear throw red AoE. Sword Squadron - Set up as far back as possible while keeping Unit 1 and Unit 2 in range for easy target swapping.
If possible, ask teammates to move away from you if you get the big grenade so you do not lose uptime. For the gravity pull-in mechanic, use Hightail It or Hideout to get back into position. You should avoid red circles as often as possible though with Hunker Down active and another defensive you can periodically eat one in order to maintain uptime make sure your healers are okay with that first though!
Underlurker - Set up at a position equidistant from the three adds and near your other ranged DPS and healers for efficient AoE healing. Quickly reposition near a rock and then resume DPS next to it until you need to hide.
Use Hightail It and Reset Engagement to quickly get to the boss during the cross mechanic. Revanite Commanders - Set up near Sano's spawn point but cheat a little towards the middle of the room.
Apart from moving out of cleaves or AoEs from adds, this should let you stay inside Sano's shield when he spawns but keep Kurse and Deron in range nearly all the time. Revan - You should generally set up near max range to kite the lightsabers near an edge and use Pulse Detonator to knock them off. That range can also help if you need to break the tether beam, especially if the other player will let you stay in cover and do all the running.
If not, Hightail It can often be enough along with your range to break the beam. During the HK phase on first floor, do not mess around with uptime and get out to drop the grenade damage. On 2nd floor stay with the group and time your use of Hunker Down carefully.
On 3rd floor you can use Hunker Down on cooldown in Story Mode, but in Veteran Mode you should time your use to cheese each pull-in so you can maximize uptime on the core. Gods from the Machine. Tyth - Try to set up relatively close to Tyth for inversion, after inversion use Hightail It to get back close to Tyth for the next one. During Phase 3, put your back to a generator for the pull in. During Phase 4, make sure to stay ahead of Nahut and move during mobility phases to when you can Hunker Down you can stay put for its full duration.
Scyva - This fight involves very little movement until the last phase with Scyva. In that phase, try to be very quick in relocating from side to side or between inner and outer rings to dodge purple floors. Nature of Progress. Red - Use your mobility abilities while moving Red but hopefully your tank will move the boss in spurts rather than continuously.
Holding Pens - Use all your mobility abilities to damage adds on the move, as this fight is particularly tough for Gunslingers. Control Center - Use mobility abilities while moving into the Control Center. Once inside the Control Center you should not have to move much at all the rest of the boss fight. Trandoshans - Try to set up in the middle of the room to keep all bosses in range. I suggest setting Hideout near the train terminal if you need to summon a train.
Huntmaster - This fight does not involve a lot of movement except for the yellow fire grenade. I suggest running out to drop the grenade then Hightail It back into the spotlight.
Apex Vanguard - Apex moves regularly as acid blast puddles are dropped, so time your use of Hunker Down to avoid clipping it and Hightail It to relocate as needed as the boss is moved around the room. In Veteran Mode you should time your use of Hunker Down so you do not have to clip it to move into position to be cleansed. Search this site. Sharpshooter Gunslinger. Key Passives.
Gearing in 6. Key Abilities. Return to Top. Increased drop rate from conquest. Increased drop rate from operations. Increased drop rate from flashpoints. Trickshot - High damage and very low energy cost filler Charged Burst - Normally we would use Trickshot first since it was procced by Penetrating Rounds.
Trickshot - High damage and very low energy cost filler Aimed Shot - Should be off cooldown during the previous GCD so use immediately. Trickshot - High damage and very low energy cost filler [End of opener, continue rotation as discussed below].
Trickshot [Repeat]. Trickshot Note that the only change here is we use Burst Volley to enable a back-to-back use of Penetrating Rounds in the filler spot instead of Charged Burst. Trickshot Note the only change here from the Core Rotation is we used Quickdraw in the filler slot right after Penetrating Rounds. Karagga's Palace Bonethrasher - Try to set up a little out of the middle but far enough from the edge to be safe, and reposition any time you get knocked back by the boss.
Terror From Beyond Writhing Horror - Set up in the middle of the room near but not on top of the flowers.
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