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Log In Play Free. Orbital strike. Orbital strike is an agent ability. In fact it is their legacy unlock but When I look at the powers I will learn in future go to trainer and set it to 'see all' and it goes to level 56 but I see no mention of an "orbital strike" anyone care to explain?
Kaisernick Quote: Originally Posted by ejbsuperbat. Nope, this is the Internet, outside of worshiping cats, making fun of grammatical mistakes is our most beloved pastime. Do you still get it as a legacy unlock?
I get some goodies too, so "thank you" is in order if you click on the link. General Story. Activities Activities.
Galactic Command. Champion Level Dark vs. Eternity Vault Karagga's Palace. Master Veteran. Master Story Missions Veteran. Master Story Story Missions. General Master Veteran. Dark Light.
Player Story Missions World Bosses. Beasts Exploration General Player Vs. Player The Empire The Republic. Player Regions of Makeb Story Missions. Player Story Missions. Player Revanites and their Allies Story Missions. Daily Bosses General Missions. General Imperial Republic. Battle Damage and Deaths Miscellaneous Objectives. Damage and Deaths Miscellaneous Objectives Requisition.
Imperial Republic. Master Miscellaneous Story Veteran. Alliance Alliance. Alliance Alliance Recruit Chapters. Fragmentation Grenade - Free due to EMP Discharge, very energy efficient damage and no better option available since Orbital is on cooldown and we just applied Corrosive Dart. Series of Shots - Use on cooldown. Plasma Probe - Refresh as it expires, which in this rotation is easy to track since it falls right after Series of Shots. Fragmentation Grenade - Orbital Strike is not off cooldown quite yet and Vital Shot is still ticking, so we can use again here.
Snipe - Our only filler option here apart from a basic attack and we have plenty of energy right now. Entrench OFF GCD - Around here is when you need to hit Entrench before the first one expires, this lets you bridge them back to back and maintain the full stacks of the Established Foothold set bonus rather than needing to build up again.
Engineering has a very specific rotation per the outline above. That said, some additional discussion as to why the rotation works how it does may be helpful. Explosive Probe is the highest damaging ability and should open the rotation. Explosive Probe is your maximum damage ability and should be used to open the encounter and each rotation.
However, the two abilities above it Series of Shots was 1 and Plasma Probe was 2 are utilized twice per rotation instead once, leaving Explosive Probe as top damage per activation. Also, Explosive Probe will proc your set bonus, so using it first will maximize the set bonus impact. Lastly, using Explosive Probe as the beginning to each rotation makes it easier to remember.
Series of Shots should always follow Explosive Probe and be used on cooldown for its second activation in the rotation. As such, it is your top overall damage ability and probably your most important ability so make sure to use it on cooldown.
Plasma Probe should be used after every Series of Shots. Plasma Probe is the signature ability for Engineering and the most recognized - and despised - ability in PvP warzones.
Otherwise, it does not deal as much damage as Interrogation Probe or EMP Discharge but deals more damage than any fillers thus its place in the rotation.
Interrogation Probe should be used in each rotation, ideally right after Plasma Probe. That said, Interrogation Probe is a very high damaging ability so takes next priority. Most of the time, it deals the second most damage per activation i. EMP Discharge is only usable on a target affected by Interrogation Probe, so it should always follow. EMP Discharge benefits from a lot of buffs in the skill tree, so it usually is 3 in damage per activation.
Fragmentation Grenade does less damage per activation than any ability other than your basic attack. However, the Energy Overrides passive makes it free. Any rotation not using Fragmentation Grenade with the proc would have to substitute a basic attack to maintain a stable energy level, thus Fragmentation Grenade is a strict increase in DPS and should always be used after EMP Discharge. Explosive Probe - Higher damage ability so used first. Also used right before Series of Shots to ensure its explosives are immediately detonated.
Plasma Probe - Next priority ability used to refresh as it expires. Interrogation Probe - Used to refresh Interrogation Probe as it would otherwise expire, as this is its spot in the opener. EMP Discharge - Used on cooldown. Plasma Probe - Used to refresh as it expires. Orbital Strike - Deals huge damage due to the many buffs to AoE damage in the Engineering skill tree. This ability should be used as the top priority filler as close to on cooldown as possible.
Corrosive Dart - Corrosive Dart deals significantly more damage than Snipe at an identical cost, thus it should take priority over Snipe unless the target will die before Corrosive Dart finishes ticking. Corrosive Dart should have a stable spot in the rotation as its duration is the same as the rotation length, so I usually refresh it in the same filler spot. It deals less damage than Corrosive Dart due to the DoT dealing internal damage and bypassing enemy armor, but is otherwise the preferred filler.
Fragmentation Grenade - Fragmentation Grenade does less base damage than Snipe but it has a lot going for it that make it a preferred filler most of the time. So it is either slightly cheaper or way cheaper than Snipe. All of this makes Fragmentation Grenade preferable to use most of the time. Snipe - Generally the lowest priority filler.
As such, in some situations Snipe may be preferred to Corrosive Dart which frontloads the energy cost as using Corrosive Dart would drop you below 60 energy. I usually find that in any rotation where no energy abilities are available or about to be available , I usually use Rifle Shot in one of the filler spots to keep energy levels stable. Laze Target should be used on cooldown in most instances. The buff it applies lasts for 20 seconds, should be enough for for the next Explosive Probe to simply activate on cooldown.
Target Acquired is a stronger cooldown with double the cooldown and a defined duration, so it should be timed a bit more carefully.
Apart from using it early in the opener for high early damage, it's use should be timed within the rotation when we deal the most damage.
The best time to apply will generally be right after Explosive Probe while buffed by Laze Target and during Entrench.
Only grants protection while in cover. Entrench is a very powerful offensive cooldown for all Snipers. Its offensive buffs come from gear:.
Established Foothold 4 piece set bonus - The cooldown of Entrench is reduced by 10 seconds. If you are running Established Foothold and you should be , you should generally use Entrench on cooldown unless you are about to enter a period of downtime or movement.
Crouch no cooldown - Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain behind a cover object, most ranged attackers strike your cover instead.
Crouch provides a LOT of benefits through passive abilities and utilities:. If taking the Snap Shot utility, each time the player enters cover they can immediately activate Lethal Shot and can trigger this utility once every 6 seconds. If taking the Calculated Pursuit utility, by entering cover the player can gain 4 charges of Calculated Pursuit for 15 seconds after exiting cover, which enable the player to cast Lethal Shot on the move.
Snipers are a cover-based ranged damage class and gain many defensive benefits from being in cover and so should be in cover as often as possible. Entrench is a very powerful defensive cooldown for all Snipers. See above for the complete listing of potential benefits via gear and utilities. When combined with the Sniper's other defensive cooldowns, this lets players ignore most AoE damage mechanics if necessary.
Entrench's cooldown can be reset by Imperial Preparation. Shield Probe is a great low cooldown defensive ability for any predictable instances of low to moderate damage. Since it projects an absorb shield it is effective against nearly all types of damage mechanics.
Shield Probe's cooldown can be reset by Imperial Preparation. Evasion is a really powerful defensive cooldown is used smartly. Combining Shield Probe and Evasion while in cover is frequently enough to survive nearly any damage mechanics outside of "one shot" mechanics.
Evasion's cooldown can be reset by Imperial Preparation. Covered Escape 20s cooldown - Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover.
Covered Escape is a situational defensive ability that is more consistently useful as a movement cooldown. I primarily use it to quickly reposition and get back into cover. However, it can be used to completely mitigate most damage mechanics if timed correctly, but it is fairly challenging given the brief window of damage resistance.
The keys to success are 1 aim yourself to make sure you don't roll into trouble or off a ledge; and 2 try to time Covered Escape as close as possible to the damage tick. Cannot be used on operation bosses. Diversion is not usually very useful in operations. I can occasionally be useful on fights with lots of adds to debuff them to deal less damage to the team, and has a niche use in the Thrasher encounter in the Scum and Villainy operation in Veteran or Master Mode to force the snipers on the elevated platform out of cover.
On fights with lots of adds near the boss the Controlled Chaos utility makes Diversion an offensive cooldown. Diversion consumes a global cooldown though so it really needs to affect close to the maximum for the armor penetration buff to make it worthwhile to buff DPS, which is pretty rare in operations outside of trash pulls.
Lasts 20 seconds. Ballistic Shield can benefit from the Riot Screen Heroic utility that reduces its cooldown by 30 seconds. The cooldown reduction is only useful for fights where you need to use Ballistic Shield more than once and need the 30 second cooldown reduction to time it correctly. It has a long cooldown so needs to be timed correctly, but can make a massive difference to help teams survive high group damage phases.
As discussed above, Entrench provides a really strong boost to damage when you have the Established Foothold set bonus equipped. Except during downtime or when downtime is imminent, players should try to activate Entrench on cooldown to get the maximum benefit of the damage buff. Players can further optimize the buffs from Established Foothold via the Imperial Preparation ability. Entrenched Offense builds 1 stack every second, so it takes 5 seconds to build from 0 stacks to the maximum of 5 stacks.
Imperial Preparation resets the cooldown on various abilities including Entrench. This means we can squeeze in some extra uses of Entrench during a fight, as long as we do not expect to need Imperial Preparation to enable extra uses of other applicable abilities.
With all applicable utilities taken, Entrench has a 20 second duration with a 35 second cooldown, while Bag of Tricks can be used every seconds with a utility.
An advanced option for Imperial Preparation is to use it to bridge together two uses of Entrench. This strategy involves using Imperial Preparation right after Entrench is used initially, the activating the second Entrench just before the first expires.
If we execute this strategy correctly, we can carry over our 5 stacks of Entrenched Offense for the second full duration instead of building back up from 0 to 5 stacks.
Snipers 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 Snipers 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.
Hololocate 0. Hololocate goes on cooldown for seconds when used to return to the marked location. Hololocate 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 Covered Escape 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 Calculated Pursuit. A bunch of other abilities and utilities are great for momentary relocation but Calculated 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 Calculated Pursuit to be an amazing utility.
Also, the final shot of Series of Shots knocks back the target if they are within 10 meters. Reestablish Range is a situational utility that can be taken when you need periodic but infrequent big bursts of speed. Diversion 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. Snap Shot Skillful Utility : Entering cover makes the next Snipe or Lethal Shot activate instantly, and can occur once every 6 seconds.
I find Calculated 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.
As discussed above, the key to maximizing Sniper DPS is to stay in cover and Entrench as often as possible. 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 Sniper:.
Eternity Vault. Ancient Pylons - Enter cover next to the consoles so you can click while in cover. Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover. Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect.
Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. Up to 2 charges of Tactical Advantage can exist at once. FQN: abl. Must be in cover to use. Cloaking Screen Overloads your stealth generator, immediately exiting combat and entering stealth mode. Countermeasures Activates countermeasures, instantly lowering threat by a moderate amount. Covered Escape Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover.
Distraction Interrupts the target's current action and prevents that ability from being used for 4 seconds. Entrench Entrenches you into cover, becoming immune to all controlling effects. Escape Purges all incapacitating and movement-impairing effects.
Exfiltrate Roll forward 12 meters. Hololocate Activating this ability marks your current location for 10 minutes. Preparedness Increases energy regeneration rate by 1 per second.
Recuperate Recovers your health and energy over 15 seconds. This is only usable out of combat. Resuscitation Probe Summons a droid that revives an incapacitated ally.
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