Archive
Sentinel/Marauder Advanced Class Guide
Welcome to the Sentinel/Marauder Advanced Class Guide! This is the go-to compendium of knowledge for The Fanatical Swordsman on the Sentinel and Marauder advanced classes.
LAST UPDATE: Update 2.3
Note from Geldarion: The Sentinel is my 3rd level 50, but it is actually one of my favorite PvP playstyles I have encountered. For readability sake, since I am used to the Sentinel, I will use the term Sentinel occasionally as the overall descriptor of this class-type, especially for things that are true of both classes, such as discussions of general tactics. However, I will refer to the specializations by both their names, and I will show builds for both the Sentinel and the Marauder, and I will refer to skills in a manner as such: Jedi Knight skill name/Sith Warrior skill name.
Quick updates – April 16th
For all of you Gunslingers and Snipers out there, the Gunslinger/Sniper Advanced Class Guide has been updated for Update 1.2. Also, I have updated several builds:
Dirty Fighting PvP DoTs and Bleeds
I may go back and update more builds, or I may make new ones, but that is all I have had time to fix so far. The DPS Commando is next on my list though.
Good luck and have fun!
Patch 1.2 – What it means for Gunslingers
Hello, my fellow Gunslingers! Wanting to know what Patch 1.2 will do for the Gunslinger class? Well, look no farther, the following are the changes coming and my thoughts.
Read more…
Gunslinger/Sniper Advanced Class Guide
Welcome to the Gunslinger/Sniper Advanced Class Guide! This is the go-to compendium of knowledge for The Fanatical Swordsman on the Gunslinger and Sniper advanced classes.
LAST UPDATE: Updating to 3.0.1, please pardon our dust
Note from Geldarion: The Gunslinger is my main, and I find it an extremely fun playstyle, especially if you like ranged DPS. While difficult to play well in PvP, the Gunslinger/Sniper can be a potent force if played correctly. For readability sake, since it is my main, I will use the term Gunslinger as the overall descriptor of this class-type, especially for things that are true of both classes, such as discussions of general tactics. However, I will refer to the specializations by both their names, and I will show builds for both the Smuggler and the Agent, and I will refer to skills in a manner as such: Smuggler skill name/Agent skill name.
PvP Talent Build: DPS Commando- 8/31/2
LAST UPDATE: Update 1.1.5
This is a PvP build for the Commando. This will mainly utilize the Gunnery specialization, but it adds some bare-bones healing abilities from Combat Medic.
Note: This build was created with the Darth Hater Talent Calculator. The link to view this build is here, and the associated Mercenary build is here.
Class: Commando
Primary Focus: Gunnery
Secondary Focus: Combat Medic
Purpose: PvP
Goal: This build is about maximizing DPS while able to shoot some heals, should a situation demand it.
General Strategies
Attacking: Generally, on a fresh target, you will want to use Grav Round at least twice before doing anything else. This will stack 4 Gravity Vortices on the target, effectively reducing their armor by 16%. The two uses of Grav Round will also give you two charges of Charged Barrel (which will grant 12% extra damage on High Impact Bolt at this time) and two charges of Charged Barrier (for a total of 4% incoming damage reduction). At this point, if you have triggered a Curtain of Fire (Full Auto buff, little red icon), I would use Full Auto. Otherwise, hit another Grav Round, producing a full 5 stacks of Gravity Vortices, for 20% armor reduction on the target. Keep spamming Grav Round until you hit 5 stacks of both Charged Barrier and Charged Barrel. If at any point you get the Curtain of Fire buff, use Full Auto, otherwise keep spamming Grav Round. Once you have a full 5 stacks of Charged Barrel, fire off High Impact Bolt, as it will have a 30% damage bonus now. This will consume the Charged Barrel stacks. Eventually, once High Impact Bolt is on cooldown, you will want to swap in Charged Bolts for Grav Round, as it does more damage. Also, this will all be draining on your ammo, so make sure that you use Hammer Shot occasionally to help the regeneration. Keep above 60% ammo for good maintenance.
Defending: Defense comes down to killing the other guy quickly. Reactive Shield is useful, but not necessarily going to be up all the time. Knockbacks (Stockstrike, and more importantly, Concussion Charge) are very useful for keeping people at range which is where we like them. You also have a stun and a mez, Cryo Grenade and Concussive Round, respectively. These are on a relatively short cooldown.
All points allocated are the maximum allowed for each ability, unless otherwise noted. Read more…