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  • BuddyWing combat, we want your input!

    Discussion in 'Buddy Wing Forum' started by Aevitas, Mar 5, 2012.

    1. Ama

      Ama New Member

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      I have some slightly different input. A pretty cool feature I noticed on Felmaster was that after selecting Felmaster as your CC, you could then select a rotation to use. For a community driven project, this would be a nice feature. With Singular, if someone has already written logic for a particular spec, you must overwrite their work to release your own work. In this sense, Felmaster offered more inclusivity than Singular. With an option like this, a writer can have the experience of contributing to a quality CC without having to compete or step on others toes. For a community driven project, inclusiveness can improve progress.
       
    2. Aevitas

      Aevitas Well-Known Member Staff Member Buddy Core Dev

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      We've come a long way with the API already, and most of it has been completed. As far as I can tell, the default classes will be "like" Singular, in the way that you can view the class-specific code and work it out from there if you are interested in making your own custom classes.

      On a side note, I would sincerely like to thank everyone who has contributed to this thread, and those who will contribute at a later point, your support is invaluable. :)
       
    3. HB3792F12

      HB3792F12 New Member

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      Bounty Hunter - Mercenary - Arsenal Spec:

      Edit for 1.2: With 1.2 the combat priorities stay the same. They nerfed tracer missile slightly because it was fairly powerful to just spam it, but it was not optimal for damage output. They buffed Heatseeker Missile slightly to make up the overall damage output. The change has no effect on a the existing cast-priority; which only relies on getting the TM-debuffs up and then using it to refresh debuffs or as a filler when nothing else is off cooldown. Long story short, keep this priority as of 1.2. Also, they added an in-combat revive to Mercs called "Onboard AED," with a cast time of 1.5sec and a 5min CD.

      Recommended spec: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

      This is in traditional priority order from top to bottom, top being the first thing to be checked, bottom being the last. I left out Jet Boost for areas where using pushbacks may pull more groups, but this could be added for more than 3 targets when not in a group also. I left Power Surge out of the rotation because in a longer fight being able to trigger a cast instantly won't actually increase your damage output (UNLESS you are moving) due to the heat system. I would imagine that ability only being useful when we get something like lazyraider where we control movement etc. while the bot controls abilities. I also left Sweeping Blasters out of the AOE rotation because of it's high heat usage and low total damage output.

      This rotation/cast priority should be pretty damn close to optimal DPS rotation for single target fights, and should destroy group pulls pretty effectively while questing too. I used Mako as my companion from the time I got her all the way to level 50, and she worked out well, which is why I added her as the active companion, some people may have other preferences but she kept me alive! NOTE: This should also work for a Gunnery Commando using their mirrored abilities and Elara as a companion, but I don't know what all the names are as my trooper is a vanguard :-/

      Available interrupts:
      Electro-Dart: 4 second stun (animation and travel time makes this a non-instant interrupt) 30m range
      Rocket Punch: when specced, this is an instant ability that will knockback a target from melee range
      Jet Boost: this is an AOE knockback and can be used as an interrupt if the target is in melee range (animation makes this less than instant). This ability is a little more dangerous because it could cause you to pull additional groups by accident.



      If incapacitated during combat: Determination
      If not in combat AND group size <= '2': Force Active Companion Mako
      Disable Companion Ability: Electro-Stasis (for the record, all other companion abilities for Mako should be toggled ON)
      Force Companion Stance: Med Watch
      Force Active Cylinder: High Velocity Gas Cylinder
      Force Active Buff: Hunter's Boon
      If Health < 70% and 'Kolto Overload' is not on CD: Kolto Overload
      If Health < 60% and 'Energy Shield' is not on CD: Energy Shield
      If Health < 50% and 'Heroic Moment: On the Trail' is off CD: Heroic Moment: On the Trail
      Enemy Targeting Priority: Weak before Strong
      If Heat Level > '23' AND 'Thermal Sensor Override' is off cooldown: Thermal Sensor Override
      If Heat Level > '23' AND 'Vent Heat' is on cooldown AND 'Thermal Sensor Override' buff is INACTIVE: Rapid Shots on weakest target
      ​If Heat Level > '80': Vent Heat
      If # targets > '3' AND tightly grouped AND 'Fusion Missile' off cooldown: Fusion Missile on center target
      If # targets > '3' AND tightly grouped AND distance from player > 5 meters AND 'Death From Above' off cooldown: Death From Above on center target
      If # targets > '3' AND tightly grouped AND 'Explosive Dart' off cooldown: Explosive Dart on weakest target
      If # targets > '3' AND tightly grouped AND in melee range AND 'Flame Thrower' off cooldown: Flame Thrower on center target
      If TargetDebuffCount(Heat Signature) < '5': Tracer Missile
      If time remaining on TargetDebuff(Heat Signature) < 5sec: Tracer Missile
      If Buff(Barrage) is ACTIVE: Unload
      If 'Heatseeker Missiles' is off cooldown: Heatseeker Missiles
      If SelfBuffCount(Tracer Lock) < '5': Tracer Missile
      If 'Rail Shot' is off cooldown: Rail Shot
      If 'Unload' is off cooldown: Unload

      That should do it. Tracer missile is a little finicky in that you don't actually get the 'Heat Signature' buff until the missile LANDS, so if there is some way for you to adjust for that, you may want to take the travel time of the missile and "current" heat signature count into effect when determining the next ability to use. Any Arsenal Merc questions you have, or if you need clarification on the priorities, please PM.

      Also, IDEALLY when using Thermal Sensor Override, you should use a HIGH heat ability that does a good amount of damage, such as channeling death from above, or firing off a fusion missile. These both have acceptable single-target damage, and if using Death from Above, it allows you to burn off some more heat while you channel the ability.

      All priority info taken and modified by myself as well as from Arsenal Mercenary | Gunnery Commando DPS Compendium
       
      Last edited: Apr 12, 2012
    4. Barnabas

      Barnabas New Member

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      Hi there! I'm a Sith Marauder who was turned on to this community by a friend who indicated that there was a complex bot in the making! Although I'm not a code-oriented person, I feel like I could contribute some insight into the circumstantial applications of abilities as well as which conditions make for the best utility of specific marauder abilities.

      This rotation is based on an Annhilation marauder build which utilizes "bleed" DOTS and the Juyo form.

      Talent distribution: Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

      Pre-combat:

      Force Sprint
      Force Juyo Form (marauder "stance")
      Force Summon Companion : Malevai Quinn. Once companion summoned: Cntrl + 1 (Quinn will attack players target and actively heal).
      If Unnatural Might buff is not present : Unnatural Might (class buff)

      Initiating Combat:

      If 3+ mobs and droid NPC is present: Disable Droid on strongest droid target (Strong/Elite/Gold)

      General Rotation on NPCs from weakest to strongest: Force Charge -> Deadly Saber -> Battering Assault -> Rupture -> Annihilate -> Ravage -> Repeat.

      Because the marauder's abilities are based on Rage (most of the damage abilities costing 3), it's necessary to include filler attacks to rebuild rage.


      If Rage < 3 (out of 12) and Battering Assault is on CD : Assault (generates 2 rage).
      If Rage < 3 and Battering Assault is on CD and Force Choke is not on CD : Force Choke (generates 1 rage per tick of the channeled Force Choke).


      General mid-combat circumstances:

      If Rupture debuff is not present on target: Renew Deadly Saber.
      If 3+ mobs present and Health < 50% or If fighting Gold/Elite target: Cloak of Pain & Saber Ward (temporary damage mitigation).
      If Fury = 30 : Berserk
      If incapacitated : Unleash
      If 3+ mobs within 5 meter vicinity : Smash (AOE damage).
      If active target is incapacitated (often will be by Quinn's AOE stun): Pommel Strike.
      If 3+ targets within 5 meter vicinity and health < 50% : Intimidating Roar (AOE Stun).
      If Health < 30% and 3+ mobs present : Heroic Moment: Call on the Force.
      If Health < 10% and target < 5% health or 2+ targets present : Undying Rage (Consumes 50% health in order to mitigate 99% damage for 5 seconds).
      If health <25% and retreating: Cntrl + 2 (Place companion on Passive and recalls him/her).

      If out of combat and health =/= 100%: Channel Hatred.

      I know that's a messy concauction, but I think it gives a general idea of which abilities serve which functions under a variety of circumstances. Hope this helps, and I'm very anxious to see this bot in action!
       
    5. protopally

      protopally Member

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      Trooper Commando - Gunnery (5/31/5) Skill Calculator - Star Wars: The Old Republic (SWTOR) Database

      normal rotation


      - If AP Cell not active: AP Cell
      - If in group and have agro: Diversion
      - If health < 80% and no healer available: Adrenaline Rush
      - If health < 60%: Adrenaline Rush
      - If multiple targets close to each other & no CC outside myopic zone and Mortar Volley off cooldown: Mortar Volley in middle of targets
      - If multiple targets close to each other & no CC: Hail of Bolts in middle of targets
      - If multiple targets close to each other & no CC: Sticky Genade
      - If multiple targets close to me and Concussion Charge off cooldown and not in a group: Concussion Charge
      - If all off cooldown(tech overide, Reserve Power cell, Plasma Grenade) : techoveride,reserve powercell, plasma grenade
      - If in Ammo preservation mode and Ammo < 7: Hammer Shot
      - If Ammo < 3: Recharge Cells
      - If Have Buff Curtain of flame: Full Auto
      - if target have debuff grav vortex > 3 or me moving : demolition round
      - if have buff Charged Barrel > 4 or me moving : Hi Impact Bolt
      - Hammer Shot on weakest target


      Long CC = Conncussion Round dont damage 60 sec
      short CC = Cryo Genade can damage targetand not break CC 8 sec


      Pull mortar Volly in middle of all targets /Sticky Gernade at central target


      single target rotatio/boss


      - If AP Cell not active: AP Cell
      - If in group and have agro: Diversion
      - If health < 80% and no healer available: Adrenaline Rush
      - If health < 60%: Adrenaline Rush
      - If all off cooldown(tech overide, Reserve Power cell, Plasma Grenade) : techoveride,reserve powercell, plasma grenade
      - If in Ammo preservation mode and Ammo < 7: Hammer Shot
      - If Ammo < 3: Recharge Cells
      - If Have Buff Curtain of flame: Full Auto
      - if target have debuff grav vortex > 3 or me moving : demolition round
      - if have buff Charged Barrel > 4 or me moving : Hi Impact Bolt
      - Hammer Shot

      for PVE Questing logic Weakest Target always first.
      PVP Healers always First

      also reactive sheild if taking lots of damage.
      and always keep buff Fortification up on group.

      also if out of combat but Doted use Feild Aid
       
    6. cystacae

      cystacae New Member

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      Here is the Assassin's priority lists, I used the Sith Assassin Codex which is how I learned but it is a bit odd how they explain the list. The special stuff along with this top section I added as useful notes to whomever makes the combat for this.
      Universal Buff: Mark of Power
      Out of Combat Healing: Seethe
      Incombat w/ Companion Healing: Channel the Force
      Crowd Control Breaker: Unbreakable Will
      Crowd Control out of Stealth: Electrocute, Whirlwind, Low Slash
      Crowd Control in Stealth: Mind Trap
      Interrupt: Jolt
      Knockback/Interrupt: Overload
      Movement Speed Inhibiter: Force Slow
      Defensive Cooldowns: Deflection, Force Shroud


      Darkness
      --------
      Charge: Dark Charge

      1. Dark Ward (1 charge or about to expire)
      2. Discharge (Every time it?s up)
      3. Wither (5 seconds after cooldown ends) or if you are a Madness hybrid Death Field (every CD).
      4. Force Lightning (3 stacks of Harnessed Darkness)
      5. Assassinate (Target at 30% health or less)
      6. Crushing Darkness (Raze buff)
      7. Shock (Energize buff) or Lacerate (2 or more enemies)
      8. Thrash
      9. Saber Strike (Out of Force and/or filler ability)

      Special: Overcharge can be used as a healing ability.


      Deception
      ---------
      Charge: Surging Charge

      1. Assassinate (Target at 30% health or less)
      2. Maul (Duplicity buff about to expire, behind target)
      3. Lacerate (3 or more enemies)
      4. Discharge (Every time it?s up)
      5. Shock (2 stacks Induction)
      6. Maul (Duplicity buff just proc'd, behind target)
      7. Voltaic Slash or Thrash (I prefer Voltaic Slash)
      8. Saber Strike (Out of Force and/or filler ability)

      Special: Blackout grants 10 instant force and 50% enhanced force regen via Darkswell and Dark Embrace.
      Force Cloak grants 50% enhanced force regeneration via Darkswell and Dark Embrace. (Do not use when 1 on 1 w/o companion unless you want to end the fight and dump aggro all together.)

      Notes: I do combo Recklessness with Shock and Overcharge Saber with Discharge


      Madness
      -------
      Charge: Lightning Charge

      1. Death Field (even single target, every CD)
      2. Force Lightning (under Recklessness)
      3. Shock (If Unearthed Knowledge is about to expire)
      4. Assassinate (Target at 30% health or less)
      5. Maul (Duplicity buff, behind target)
      6. Crushing Darkness (Raze buff, preferably on an unafflicted target)
      7. Creeping Terror (On a target not currently afflicted, or about to expire)
      8. Discharge
      9. Force Lightning (if healing is needed or low on force)
      10. Thrash or Lacerate (based upon the volume of enemies)
      11. Saber Strike (Out of Force and/or filler ability)

      Special: Even though a mob can't be feared they still get the dot from Creeping Terror, so don't fret.
      Through the talent Calculating Mind consuming a Deathmark will restore 1/2 more force.

      Update to Madness per the BiS build (5/5/31) based upon Welcome to SimulationCraft

      best stim type exotech resolve
      1 mark of power
      2 lightning charge
      3 stealth
      4 power potion
      5 recklessness
      6 force cloak, if dark embrace buff not present.
      7 overcharge saber
      8 death field
      9 crushing darkness, if raze buff is present, if crushing darkness is on current target choose another target to dot.
      10 discharge, if lightning discharge not on target and if multiple targets choose a new one if you have one on the current target.
      11 assassinate
      12 creeping terror, if not on target and if multiple targets choose a new one if you have one on the current target.
      13 maul, if exploit weakness (from duplicity) is present.
      14 shock, if unearthed knowledge buff is not present.
      15 thrash, if force > 70 - (12 * length of time buff dark embrace active (max of 6 seconds from very start)) examples: 1: 70 - (12 * 6) = -2 or 0, 2: 70 - (12 * 4) = 22
      16 saber strike

      Update to Deception per Simulationcraft (single target):

      best stim type exotech_resolve
      1 mark of power
      2 surging charge
      3 stealth
      4 power potion
      5 recklessness
      6 blackout, if dark embrace buff not present & force < 90
      7 force cloak, if dark embrace buff not present
      8 overcharge saber
      9 assassinate
      10 maul, if exploit weakness buff present (duplicity)
      11 discharge, if static charges buff is stacked > 0
      12 shock, if induction buff stack = 2
      13 voltaic slash
      14 saber strike
       
      Last edited: Mar 16, 2012
    7. Aevitas

      Aevitas Well-Known Member Staff Member Buddy Core Dev

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      We've come quite a long way thanks to everyone's contributions! I've updated the main post's statuses to reflect the latest changes. :)
       
    8. cystacae

      cystacae New Member

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      Assassins are very similar to Shadows, I will see what I can dig up for a proper rotation implementation so you can green the rotation on your list. I added Marauders and Sharpshooters/Gunslingers (I think), for Marksman and Marksman hybrid, other specs are hard to find, to this thread but the sharpshooter one was more of an informative how to and what to do to determine the exact priority. I could find nothing on it that gave a clear cut yes this is the priority listing but did find that the information I gave was informative enough in detail to find out relatively easily what is what. I was looking for juggernauts/knights both the dps variety an tank variety but only found tank info atm. I found some data on operatives/scoundrels but the guide was not fully up to data as they used links and the links are dead. I will research more sometime later or tomorrow to help you guys out it is just my brain is fried from the data collecting.
       
      Last edited: Mar 22, 2012
    9. Rthompson

      Rthompson New Member

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      I play a 31/0/10 Kin/Bal Tank Shadow. The attack chain is

      -Open with Spinning Kick (uses 1 bar of resolve on target)-
      -Double strike until you get Particle Acceleration
      -Pop All CDs/Items -Power Relic-Power Adrenal-Force Potency-Battle Readiness
      -Project
      -Slow Time
      -Force Breach (Optional)
      -Should have two stacks of Harnessed Shadows
      -Telekinesis Throw (should be in time to get your last stack of potency used up)
      -Repeat rotation
      -Other skills that should be used following the chain or before if others are on CD (Force stun, Force speed to escape or encounter, Deflection if being focused, Resilience to remove harmful effects or to fight force users, Force of Will to break CC, Mind Control/Mass Mind Control to taunt targets, Mind Snap to Interrupt spell casting, Guard Intercept player Damage, Force wave not sure when it would be a good time to use this, Force Cloak is another escape that should be used with Resilience to avoid popping out of stealth due to dots, And Finally Force Pull which can basically bring targets to yourself and you could start the attack chain that way.
      -Spinning Strike if below 30%

      -Force Breach (Not really needed in the primary attack chain, but should be used every CD, AOE 5% Acc debuff in Combat Stance).

      This is the attack chain I follow on my Valor rank 75 Shadow Tank and it works very well.
       
      Last edited: Mar 22, 2012
    10. cystacae

      cystacae New Member

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      Ok dug up some Jedi Shadow stuff via the Jedi Shadow Handbook:


      Kinetic tree:

      1. Kinetic Ward (1 charge or about to expire)
      2. Telekinetic Throw (3 stacks of Harnessed Shadows)
      3. Spinning Strike (Target at 30% health or less)
      4. Slow Time
      5. Project (Particle Acceleration)
      6. Force Breach (every CD)
      7. Double Strike
      8. Saber Strike (Conserving Force)


      Infiltration tree:

      1. Spinning Strike (Target at 30% health or less)
      2. Shadow Strike (Find Weakness)
      3. Force Breach (every CD)
      4. Project (2x Circling Shadows)
      5. Clairvoyant Strike or Double Strike (probably Clairvoyant Strike as I believe this is the tree's exclusive ability)
      6. Saber Strike (Conserving Force)


      Balance Tree:

      1. Force in Balance (Even single target, every CD)
      2. Project (If Twin Disciplines is not active, or about to expire)
      3. Spinning Strike (Target at 30% health or less)
      4. Shadow Strike (Find Weakness, behind target)
      5. Mind Crush (Force Strike buff, preferentially on an unafflicted target)
      6. Sever Force (On a target not currently afflicted, or about to expire)
      7. Force Breach (every CD)
      8. Double Strike
      9. Saber Strike (Conserving Force)
       
    11. cystacae

      cystacae New Member

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      Figured I'd help more in the research of Buddywing for data on classes missing on rotations.

      Sith Marauders (taken from Mach 5 Massacre - In Depth Marauder Guide):


      Carnage tree:

      Carnage relies heavily on a priority system. This is mainly due to the cool-downs not matching up perfectly and spiky rage regeneration from Blood Frenzy.

      To make it less confusing, the opening rotation should look like this:


      Charge -> Massacre -> Battering Assault -> Gore -> Ravage -> Scream


      This will be the only time Massacre will be ahead of Force Scream and is to insure there is a Blood Frenzy rolling.

      After your opener you will want to keep Ravage, Gore, Force Scream and Battering Assault on CD at all times while weaving in Massacres and Assaults in when you can (Assault -> Massacre = no net Rage loss).

      The mid-fight priority is thus:


      Gore > Ravage > Battering Assault > Force Scream > Berserk > Massacre


      Using Gore into Ravage is incredible burst and should be done whenever possible. Force Scream is, of course, only used when Blood Frenzy is up and is in front of Massacre because of the free crit and the cool-down. You want to try to use Gore, Ravage, and Scream in that order. Priority is that the majority of your attacks and priority abilities benefits from the Gore buff.

      There is a specific reason why Ravage should be ahead of Scream during the Gore phase. As of now it seems that if the last hit of Ravage does not hit within Gore it does not benefit from the buff, as shown:

      0 - Gore
      1.5 - Scream
      4.5 - Ravage Start
      6.0 - Ravage End, Gore Ends

      If not executed precisely, Gore will fade and the last hit of Ravage will go off at the same time and, due to latency/ability delay/etc, this can happen often. A better alternative is what I now have listed above:

      -1.5 - Massacre
      0 - Gore
      1.5 - Ravage Start
      4.5 - Ravage End, Scream
      6.0 - (Scream's GCD) Gore fades

      This gives Scream's entire GCD as leeway for latency and the like while insuring all of your key abilities benefit from Gore. By using Massacre before Gore you will have the Massacre buff on for the Duration of Ravage so, in the case that Blood Frenzy falls off before that, you essentially have 4 Massacre-buffed hits to get it back up.


      Even though Massacre is at the bottom of the list, when you think of Berserk (which is essentially a free 6 Rage) when using Massacre and the cool-down of all the abilities in front of it you will find yourself using it a lot.

      Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.


      Annihilation tree:

      Annihilation's Rage generation is bursty and therefore, like Carnage, relies more on a priority system than anything. You do not want to refresh your Rupture. If it is off CD, wait until the debuff is gone before reapplying it. Rupture gets a tick off as it wears off and reapplying it before it goes away is a huge DPS loss in the long run.

      The opening rotation should look like this:


      Charge -> Deadly Saber -> Battering Assault -> Rupture -> Annihilate


      The mid-fight priority is thus:


      Berserk > Deadly Saber > Rupture > Annihilate > *Rage Builder > **Vicious Slash


      *Rage builder implies: Battering Assault > Charge > Assault

      **You want to insure you have enough Rage to continue with your rotation after things come off CD. This will take practice, however you won't be using Vicious Slash very often and should really only use it if Rupture is on CD and Pulverize is not on its 6sec CD.

      There's debate on whether or not Ravage should be used. Its priority comes under all your other abilities and the window where it is Viable to use is quite short - only when everything is off CD. You can either try to weave it in or not and I doubt it will hurt.

      Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.


      Rage tree:

      Rage, like Carnage and Annihilation, relies on a priority.

      To make it less confusing, the opening rotation should look something like this:


      Charge -> Crush -> Battering Assault -> (4x Shockwave) Smash


      You can supplement Scream before the Smash if you have the Rage for it and don't yet have 4xShockwave.

      The mid-fight priority isn't really a priority, per se: it completely revolves around your buffed Smash. Therefore, it looks kind of like this:


      Crush-Smash > Choke-Smash > Berserk-Slash > Battering Assault > Scream > Vicious Slash > Ravage


      The Smash rotations involve stacking 4xShockwave and using Obliterate before Smashing.

      As soon as your Crush-Smash is done start timing a Choke/Obliterate in order to be able to uber-Smash again when Smash gets off CD.

      Due to the passive armor penetration Ravage isn't too bad but I would only use it while Battering Assault is on CD and you don't have enough Rage to Vicious Slash (Assault is bleh imo).


      Pretty obvious, however you will, at some point, use Bloodthirst instead of a Berserk for a raid-wide burn phase. Know when it's coming and have the Fury for it.
       
    12. cystacae

      cystacae New Member

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      Sorry this doesn't give you a specific rotation clearly cut (all I could find to give me more of a definitive priority list and it is a cut and paste with leaving some very minor things out):

      Imperial Agent Sniper (unsure if abilities are the same from gunslinger but this was taken from Marksmanship Sniper/Sharpshooter Gunslinger Compendium):

      I.2. Mirrored Terminology

      Sniper Advanced Class / Gunslinger Advanced Class
      Adrenaline Probe / Cool Head
      Ambush / Aimed Shot
      Ballistic Dampers / Ballistic Dampers
      Ballistic Shield / Scrambling Field
      Between the Eyes / Slick Shooter
      Calculated Pursuit / Hot Pursuit
      Cluster Bombs / Contingency Charges
      Corrosive Dart / Vital Shot
      Corrosive Microbes / Mortal Wound
      Countermeasures / Surrender
      Cover Pulse / Pulse Detonator
      Cover Screen / Cover Screen
      Deadly Directive / Black Market Mods
      Debilitate / Dirty Kick
      Distraction / Distraction
      Diversion / Diversion
      Efficient Engineering / Dealer's Discount
      Energy Tanks / Bravado
      Engineering Skill Tree / Saboteur Skill Tree
      Engineer's Tool Belt / Saboteur's Utility Belt
      Entrench / Hunker Down
      Escape / Escape
      Evasion / Dodge
      Experimental Explosives / Arsonist
      Explosive Engineering / Independent Anarchy
      Explosive Probe / Sabotage Charge
      Flash Bang / Flash Grenade
      Flash Powder / Flash Powder
      Followthrough / Trickshot
      Fragmentation Grenade / Thermal Grenade
      Gearhead / Streetwise
      Headshot / Headshot
      Heavy Shot / Percussive Shot
      Imperial Assassin / Deadeye
      Imperial Demarcation / Trip Shot
      Imperial Methodology / Insurrection
      Interrogation Probe / Shock Charge
      Inventive Interrogation Techniques / Sapping Charge
      Laze Target / Smuggler's Luck
      Leg Shot / Leg Shot
      Lethal Injectors / Open Wound
      Lethality / No Holds Barred
      Lethality Skill Tree / Dirty Fighting Skill Tree
      Marksmanship / Sharpshooter
      Marksmanship Skill Tree / Sharpshooter Skill Tree
      Orbital Strike / XS Freighter Flyby
      Overload Shot / Quick Shot
      Pillbox Sniper / Lay Low
      Precision Ambush / Sharp Aim
      Rapid Fire / Rapid Fire
      Razor Edge / Holdout Defense
      Reactive Shot / Quick Aim
      Recoil Control / Recoil Control
      Rifle Shot / Flurry of Bolts
      Sector Ranger / Spacer
      Series of Shots / Speed Shot
      Shatter Shot / Flourish Shot
      Shield Probe / Defense
      Shiv / Blaster Whip
      Slice Droid / Slice Droid
      Slip Away / Dirty Escape
      Snap Shot / Snap Shot
      Snipe / Charged Burst
      Sniper Volley / Burst Volley
      Sniper's Nest / Foxhole
      Steady Shots / Steady Shots
      Stroke of Genius / Pandemonium
      Suppressive Fire / Sweeping Gunfire
      Takedown / Quickdraw
      Target Acquired / Illegal Mods
      Vital Regulators / Cool Under Pressure
      Vitality Serum / Underworld Hardships

      The following two builds have been found to be capable of nearly equivalent DPS. Which performs better for each sniper could very well depend on stats, on the mechanics of each fight, and on how intuitive we find the rotation to be. These two builds are too close to currently determine which is theoretically strongest.

      Over extended fights, where energy availability is the primary limiting factor for ability usage, prioritizing abilities and ability sequences with highest DPE allows for maximum overall damage (assuming we are using all available energy). Although the damage done by each ability depends on each sniper?s specific stats and other variables, the following ranking of abilities by DPE should be mostly accurate for all MM snipers. Note that this ranking does not include the 4-piece PvE Field Tech set bonus, which vastly increases the DPE of Takedown. Also, For MM/Eng hybrid values, the damage and energy return from Cluster Bombs and Imperial Methodology are included as part of Explosive Probe.

      Single-Target DPE Ranking

      Pure MM (31/7/3)
      1. Followthrough
      2. Ambush
      3. Series of Shots
      4. Orbital Strike
      5. Takedown
      6. Explosive Probe
      7. Corrosive Dart
      8. Snipe
      9. Overload Shot
      10. Fragmentation Grenade
      11. Suppressive Fire
      12. Shatter Shot

      MM/Eng Hybrid (23/16/2)
      1. Explosive Probe
      2. Followthrough
      3. Ambush
      4. Series of Shots
      5. Orbital Strike
      6. Interrogation Probe
      7. Takedown
      8. Corrosive Dart
      9. Snipe
      10. Overload Shot
      11. Fragmentation Grenade
      12. Suppressive Fire
      13. Shatter Shot

      For some fight mechanics, burst DPS is also important ? fight mechanics such as switching to important adds or periods of line-of-sight interruption. For these situations, time becomes our DPS limiter moreso than energy, so prioritizing abilities with highest DPCT provides the most powerful burst in between periods of inactivity to regenerate energy. Note that some of the high-DPCT abilities are DoT effects, which can lose value if the target dies or becomes invulnerable before the end of the DoT?s duration.

      Single-Target DPCT Ranking (For Burst Situations):

      Pure MM (31/7/3)
      1. Orbital Strike
      2. Ambush (with RS proc)
      3. Takedown
      4. Followthrough
      5. Explosive Probe
      6. Corrosive Dart
      7. Series of Shots
      8. Ambush
      9. Snipe
      10. Fragmentation Grenade
      11. Overload Shot
      12. Suppressive Fire
      13. Rifle Shot
      14. Shatter Shot

      MM/Eng Hybrid (23/16/2)
      1. Orbital Strike
      2. Explosive Probe
      3. Ambush (with RS proc)
      4. Interrogation Probe
      5. Takedown
      6. Corrosive Dart
      7. Followthrough
      8. Ambush
      9. Series of Shots
      10. Snipe
      11. Fragmentation Grenade
      12. Overload Shot
      13. Suppressive Fire
      14. Rifle Shot
      15. Shatter Shot

      II.3.2. Synergistic Ability Sequences

      Snipe ? FT
      This is the defining sequence for MM snipers. Followthrough has such a high DPE (nearly double that of Ambush and SoS) that we should aim to use it every time it comes off cooldown. In order to allow that, Snipe (or Ambush when available) must be used at least once every 6s.

      SoS ? Ambush
      Because Series of Shots hits four times over its duration, it will very often proc Reactive Shots, which in turn reduces the activation time of the subsequent Ambush. Since the RS effect lasts 10 seconds, a Snipe used during a previous sequence can increase the proc chance of RS even further. With a 40% crit chance on Snipe and SoS, this sequence (including the previous Snipe) will proc RS approximately 92% of the time.

      TA ? SoS ? RF ? SoS ? SoS
      The sequence is only available to pure MM snipers. The optimal benefit from RF occurs when it is used just after a SoS, finishing its remaining cooldown and allowing two more immediately following. This sequence delays FT by 6s beyond its cooldown, but when TA can be used before the initial SoS, the delay is reduced to 3.9s.



      II.3.3. Sustained Damage Rotation

      Using sequences that take advantage of synergy between abilities, and filling the remaining time with high-DPE filler abilities (indicated as ?X? below), the following rotation emerges:

      SoS ? Ambush ? FT ? X ? X ? Snipe ? FT ? X ? X ? Snipe ? FT

      Note that we should use Ambush even when Reactive Shot does not proc. Its damage benefit over Snipe justifies even a 2.5-second activation time. (See this post for more information.)

      Common filler abilities include: Shatter Shot, OS, TD, EP, CD, IP (for MM/Eng hybrid), and Rifle Shot. We should prioritize these based on DPE, with the following considerations:

      Shatter Shot is a useful debuff to keep active on the target at all times. It increases not only our damage, but the damage from the entire ops group. Against a boss (or other important burn target), we should generally lead with Shatter Shot to maximize its up-time.
      DoT abilities which are still active should generally not be overwritten. The only DoT we have with a duration longer than its cooldown is CD, and its DPE and DPCT are only marginally better than Snipe.
      Rifle Shot should be used to ensure that we stay above 60% energy. Keeping an eye on upcoming fight events and on which abilities will be coming up next in our rotation will allow us to use Rifle Shot as needed.

      Pure MM snipers should aim to deviate from this rotation only for the special Rapid Fire sequence. Since the final shot of the RF sequence is SoS, it leads back into the standard rotation after only a 6-second deviation. Note that because FT?s cooldown is delayed and the entire RF sequence consists of channeled abilities, alacrity boosts (such as TA) are most effective when saved and used during this time.

      MM/Eng hybrid snipers have only one deviation: prioritize Explosive Probe above the standard rotation. In this spec, EP does such high damage for so little energy that losing out on a use over the course of a fight results in a substantial loss of potential DPS.


      II.3.4. AoE

      MM snipers have access to exactly three AoE abilities: Orbital Strike, Fragmentation Grenade, and Suppressive Fire. We could potentially spec deep enough into the Lethality skill tree to gain a fourth, but this would require making large sacrifices on single-target DPS.

      Orbital Strike ? OS is easily our hardest-hitting AoE and should be prioritized highest when a group of adds will be hit by even a single tick. OS has a 2-second activation time with the skill Sector Ranger, so the first tick of damage doesn?t occur until 5s after we place the AoE ground template. For targets that are moving, it may be difficult to place OS so that it will hit them.

      Fragmentation Grenade ? This has a 6-second cooldown, which can be reduced to 3s with the skill Engineer?s Tool Belt. Its damage is applied instantly to as many as 5 targets, so this should be our primary AoE filler in nearly all situations.

      Suppressive Fire ? This AoE ability is outshone by Fragmentation Grenade in nearly every way:
      Its DPE is lower than that of Fragmentation Grenade against any more than 3 targets, and lower than that of single-target abilities against any less than 3 targets.
      The large energy cost makes it challenging to use without dropping into a lower energy bracket.
      It is channeled, causing required movement or other interruptions to reduce its damage done.
      Its effect is ground-targeted, meaning adds which are moving might avoid some of the damage.
      It only hits a maximum of 3 targets.

      The optimal rotation for AoE is to use Orbital Strike if available, and then Fragmentation Grenade with single-target abilities in between. In this area, MM/Eng hybrid snipers have a distinct advantage over pure MM.
       
      Last edited: Apr 11, 2012
    13. cystacae

      cystacae New Member

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      Scoundrel / Operative
      From Scoundrel/Operative DPS Compendium



      Dirty Fighting (Scoundrel 7/3/31) / Lethality (Operative 7/3/31)
      -------------------------------------------------------------
      Blaster Whip / Shiv (Need UH/TA for Pugnacity / Stim Boost)
      Pugnacity / Stim Boost (to refresh or need 10 energy)*
      Flurry of Bolts / Rifle Shot (below 70 energy)
      Hemorrhaging Blast / Weakening Blast (to refresh)
      Vital Shot / Corrosive Dart (to refresh)
      Shrap Bomb / Corrosive Grenade (to refresh)
      Blaster Whip / Shiv (need UH/TA buff for Wounding Shots / Cull)
      Wounding Shots / Cull

      The AE rotation for 4 mobs or higher will be simply:

      XS Freighter Flyby / Orbital Strike
      Shrap Bomb / Corrosive Grenade
      Thermal Grenade / Fragmentation Grenade
      Blaster Whip / Shiv (need UH/TA buff)
      Blaster Volley / Carbine Burst



      Scrapper (Scoundrel 3/31/7) / Concealment (Operative 3/31/7)
      ------------------------------------------------------------

      Always open with Shoot First / Hidden Strike; and

      Flurry of Bolts / Rifle Shot (below 70 energy)
      Blaster Whip / Shiv (Need UH/TA for Pugnacity / Stim Boost)
      Pugnacity / Stim Boost (to refresh)
      Back Blast / Backstab (always in conjunction with Flechette Round / Acid Blade)
      Vital Shot / Corrosive Dart (to refresh)
      Blaster Whip / Shiv (Need UH/TA for Sucker Punch / Laceration)
      Sucker Punch / Laceration

      The AE rotation for 4 mobs or higher will be simply:

      XS Freighter Flyby / Orbital Strike
      Thermal Grenade / Fragmentation Grenade
      Blaster Whip / Shiv (need UH/TA buff)
      Blaster Volley / Carbine Burst.
       
    14. cystacae

      cystacae New Member

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      repost from Sith Warrior/Jedi Knight Mirror Terminology Dictionary

      (This may help you fill the gap for Sith Juggernaut dps rotation via the known Jedi Knight Rotation)

      Jedi Knight Skills / Sith Warrior Skills
      Defence / Immortal
      Barricade / Barricade
      Command / Thrown Gauntlet
      Courage / Revenge
      Cyclonic Sweeps / Sweeping Fury
      Dust Storm / Quake
      Energy Rush / Consuming Howl
      Enure / Endure Pain
      Force Clap / Crash
      Guard Stance / Guard Stance
      Hilt Strike / Backhand
      Inner Peace / Dark Blood
      Lunge / Lunge
      Pacification / Heavy Handed
      Resolute / Unleashed
      Shield Specialisation / Shield Specialisation
      Solidified Force / Intimidation
      Stasis Mastery / Force Grip
      Victory Rush / Enraged Sunder
      Warding Call / Invincible
      Windforce / Echoing Scream
      - -
      Focus / Rage
      Agility Training / Interceptor
      Felling Blow / Dominate
      Focused Resonance / Dark Resonance
      Force Exhaustion / Visionary
      Force Mastery / Zephyr
      Force Training / Force Exhaustion
      Gravity / Gravity
      Inner Focus / Agility Training
      Insight / Insight
      Master Focus / Zealous Leap
      Pulse / Second Wind
      Sabre Buffet / Master Focus
      Second Wind / Inner Focus
      Shii-Cho Mastery / Sabre Buffet
      Singularity / Shii-Cho Mastery
      Stagger / Singularity
      Unwavering Focus / Stagger
      Visionary / Pulse
      Zealous Leap / Unwavering Focus
      Zephyr / Force Alacrity
      - -
      Vigilance / Vengeance
      Accuracy / Accuracy
      Burning Blade / Draining Scream
      Burning Purpose / Eviscerate
      Defiance / Unyielding
      Effluence / Ruin
      Force Rush / Savagery
      Force Scarring / Rend
      Gather Strength / Pooled Hatred
      Improved Sundering Strike / Improved Sundering Assault
      Narrowed Focus / Deadly Reprisals
      Perseverance / Dreadnaught
      Plasma Brand / Shatter
      Protector / Huddle
      Shien Form / Shien Form
      Single Sabre Mastery / Single Sabre Mastery
      Subduing Slash / Fracture
      Swelling Winds / Decimate
      Unremitting / Unstoppable
      Vigilence / Vengeance
      Zealous Kick / Deafening Disruption
      - -
      Watchmen / Annihilation
      Burning Focus / Empowerment
      Close Quarters / Close Quarters
      Force Fade / Phantom
      Focused Pursuit / Ferocity
      Focused Slash / Enraged Slash
      Inflammation / Seeping Wound
      Juyo Mastery / Juyo Mastery
      Merciless Slash / Annihilate
      Merciless Zeal / Hungering
      Mind Sear / Inescapable Torment
      Momentum / Battle Cry
      Overload Sabre / Deadly Sabre
      Plasma Blades / Haemorrhage
      Quick Recovery / Quick Recovery
      Repelling Blows / Annihilation
      Searing Sabre / Bleedout
      Valour / Short Fuse
      Watchguard / Subjugation
      - -
      Combat / Carnage
      Ataru Form / Ataru Form
      Ataru Mastery / Ataru Mastery
      Blade Rush / Combat Trance
      Combat Trance / Defensive Roll Explosives
      Debilitation / Displacement
      Defensive Forms / Dual Wield Mastery
      Defensive Roll / Righteous Zeal
      Displacement / Focused Leap
      Dual Wield Mastery / Temperance
      Fleetfooted / Opportune Attack
      Focused Leap / Steadfast
      Immaculate Force / Precision Slash
      Opportune Attack / Blade Rush
      Precision Slash / Debilitation
      Righteous Zeal / Swift Blades
      Sabre Storm / Sabre Storm
      Smoldering Winds / Smouldering Winds
      Steadfast / Immaculate Force
      Swift Blades / Fleetfooted
      Temperance / Erupting Fury
      - -
      Focus / Rage
      Agility Training / Interceptor
      Felling Blow / Dominate
      Focused Resonance / Dark Resonance
      Force Exhaustion / Visionary
      Force Mastery / Zephyr
      Force Training / Force Exhaustion
      Gravity / Gravity
      Inner Focus / Agility Training
      Insight / Insight
      Master Focus / Zealous Leap
      Pulse / Second Wind
      Sabre Buffet / Master Focus
      Second Wind / Inner Focus
      Shii-Cho Mastery / Sabre Buffet
      Singularity / Shii-Cho Mastery
      Stagger / Singularity
      Unwavering Focus / Stagger
      Visionary / Pulse
      Zealous Leap / Unwavering Focus
      Zephyr / Force Alacrity
      - -

      Jedi Knight Abilities / Sith Warrior Abilities
      Awe / Intimidating Roar
      Blade Storm / Force Scream
      Call on the Force / Call on the Force
      Cauterize / Rupture
      Challenging Call / Threatening Scream
      Combat Focus / Berserk
      Cyclone Slash / Sweeping Slash
      Force Camouflage / Force Cloak
      Force Kick / Disruption
      Force Leap / Force Charge
      Force Might / Unnatural Might
      Force Push / Force Push
      Force Stasis / Force Choke
      Freezing Force / Chilling Presence
      Guard / Guard
      Guardian Leap / Intercede
      Introspection / Channel Hatred
      Juyo Form / Juyo Form
      Leg Slash / Crippling Slash
      Master Strike / Ravage
      Merciless Throw / Vicious Throw
      Opportune Strike / Savage Kick
      Overhead Slash / Impale
      Pacify / Obfuscate
      Pommel Strike / Pommel Strike
      Resolve / Unleash
      Riposte / Retaliate
      Sabre Throw / Sabre Throw
      Sabre Ward / Sabre Ward
      Shii-Cho Form / Shii-Cho Form
      Slash / Vicious Slash
      Soresu Form / Soresu Form
      Strike / Assault
      Sundering Strike / Sundering Assault
      Sweep / Smash
      Taunt / Taunt
      Valorous Call / Frenzy
      Zealous Strike / Battering Assault
       
      Last edited: Apr 11, 2012
    15. HB3792F12

      HB3792F12 New Member

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      Edited my original arsenal merc post for 1.2. Long story short, nothing changes, but we get an in-combat(battle) revive.
       
    16. travis2861

      travis2861 New Member

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      Just thought I'd give a quick priority list for what I use on my Infiltration Jedi Shadow. It is a dps boost as well to stealth before entering combat.

      Priority List
      1. Spinning Strike (Target < 30% health)
      2. Shadow Strike (If the Find Weakness proc is active)
      3. Force Breach (every CD)
      4. Project (2x Circling Shadows buff on player)
      5. Clairvoyant Strike if talented or Double Strike if it's not talented
      6. Saber Strike

      Technique: Shadow Technique

      CD's worth using
      1. Battle Readiness (Use on CD for dps boost)
      2. Deflection (Use if player drops below a certain percentage of health. Maybe like 40%)
      3. Force Cloak (This is like Cloak of Shadows for Rogues)
       

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