Nanotech Suit: 30% AoE damage reduction. Debilitate is now Operative exclusive. Just awesome! (Key Note - Depending on the fight, Holotraverse and Stim Boost can be swapped in the opener. Other Operative set bonuses are very limited in their application and Tactician provides a very reliable and strong high-uptime boost to critical and base damage. For parsing, using Stim Boost earlier is likely optimal to get the alacrity buff more closely aligned with the adrenal and raid buff window. A DoT ability that can be used by skilled players for incrementally more DPS when energy permits and at 0 Tactical Advantages. Shiv is now Operative exclusive. Due to it only costing 10 energy (and a passive that refunds 2 each time it is used) and natural energy regen >60% of 6 per second, this ability only has a net GCD energy cost of 2, making by far the most energy efficient ability. The discipline should already be using Veiled Strike as close to on cooldown as possible to maximize generation of Tactical Advantage, which based on its cooldown of 6 seconds should guarantee very high uptime of the 4-piece set bonus 10% critical chance increase. Med Shield: Heals you for 5% of your maximum health when defense screen collapses. Medicine (Heals) Medicine (Heals) Concealment (DPS) Concealment (DPS) Master the timing of the "roll cheese" and your progression healers will greatly appreciate it. Tactical Superiority (1 Upper Hand, 5 minute cooldown) - Exploits Tactical Advantage to increase critical chance by 10% for 10 seconds. Ghost - Countermeasures increases your movement speed by 50% for 6 seconds. New Active Ability: Maim. The most elite operative within Imperial Intelligence is the âCipherâ Agentârecruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Noting this passive for its energy regen effects. I would still rate them as lower than off-tank DPS classes Juggernaut, Powertech and Assassin due to their better armor and/or broader list of strong defensives. I use these semi-frequently during downtime or transitions to pre-apply HoTs to help out my healers a little bit. A combat stealth ability, it should be paired with Backstab to deal more damage and generate a Tactical Advantage. The great and unique strength of Concealment Operative is its roll. Evasion (free, 60s cooldown) - Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Also, damage dealt by Veiled Strike causes the target to become Susceptible (+5% more tech damage) for 45 seconds. Collateral Strike - Laceration triggers Collateral Strike, dealing additional kinetic damage. Operative. Also applies the Assailable debuff (+7% internal/elemental damage). As such, this is a boost to survivability and should be taken. This gets a TON of DPS into the second 2 GCDs of that 3 GCD rotation. Timing the roll properly can be difficult but with skill it can be used to dodge ALL ATTACKS. It usually isn’t a big delay, but having more cushion to stack Tactical Advantage should be helpful in addition to the stat buffs. This utility is great for generating Tactical Advantages for DPS disciplines as it enables more frequent use of your big hitting abilities. Operative Operative. (4) Tactical Overdrive additionally resets the cooldown Sever Tendon and Toxic Scan. Concealment’s survivability relates directly to the type of damage in the fight and the ability to mitigate it through well timed use of Exfiltrate - when that is possible for major mechanics, Concealment has exceptional survivability. ... SWTOR Sniper MARKSMANSHIP Guide (Updated for Patch 5.10) SWTOR. Analysis: A really great set bonus, Tactician provides a +10% Critical Chance and +5% damage buffs and an extra Tactical Advantage. Lethality has solid mobility as all abilities are instant, has available utilities to boost movement speed, and roll and Holotraverse abilities. This will rapidly destroy your energy so it is very important to spam Rifle Shot to stay about 60%. Hot Streak (2) - Used for its buff and reset the cooldown on Volatile Substance. In order to maximize our opening burst, we end up using Stim Boost very early so that we get a second use from Hot Streak resetting its cooldown (which we are primarily doing so that we get a second early use of Volatile Substance). Making its every usage an AoE effect and spreading the debuff is the just about the most powerful AoE buff the discipline could receive. For Concealment Operative, I gear as follows: Tactical: Acid Lash (Explosive Cells for very heavy AoE fights), Relics: Devastating Vengeance & Primeval Fatesealer (Serendipitous Assault & Focused Retribution for Dxun/PVP), Adrenal: Critical (Attack for Dxun only). Damage â The Marksmanship, Engineering, and Virulence Snipers have trained in a variety of disciples to inflict damage quickly and efficiently. Even close contacts find it hard to predict what an Imperial Agent will do until it’s done. Just do not expect it to save you from a big hit if you are already low health. Participate in SWTOR roleplay out of game (example forums, Discord, … As such, Tech Wizardry (buffs tech-based damage) is by far the best amplifier build for this discipline. The Concealment Operative class has a defined priority rotation that should be followed as much as possible. Impact on Rotation: No impact. 6. The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Endorphin Rush: Adrenaline Probe immediately restores 15 additional energy. Impact on Rotation: No change to rotation. Sith Warrior - Sith Pureblood (Being a Sith Warrior is all about coming from a long line of nobility. Their advanced classes are Operative and Sniper… In fact, this tactical increases its effective uptime above 100% due to Laceration also ticking damage from Acid Blade (i.e., in addition to periodic ticks, an extra tick will occur each time it is triggered) and additional ticks from regular usage of Backstab. This page is not meant to keep you from following the link you've clicked on. This additional ticking DoT damage provides a strong boost to the discipline’s sustained damage, which otherwise would tend to dip outside of burst windows provided by Backstab and Volatile Substance burst damage. That requires a more skilled energy management, as in most cases you need to be 20-30% energy levels to activate Adrenaline Probe without capping energy. Analysis: A key in balancing usage of this tactical to maximize DPS is avoiding/minimizing delay in using either Volatile Substance or Veiled Strike, as generally both should be used on cooldown to maximize damage and generation of Tactical Advantage. The discipline's low cooldown defensive ability that shields against all damage, use it aggressively to mitigate predictable damage. Depending on utility choice, it can also function as a self-cleanse. As discussed above, Laceration has a net cost of 2 energy per GCD when >60% maximum energy regeneration. Prey on the Weak- Laceration deals 5% more damage to targets affected by your Acid Blade. Dealing damage this way causes your next Backstab to critically hit. It's also worth noting by the end of this opener rotation, you should start to get fairly low on energy. Imperial Agent. It has amongst the simplest rotations in the game and through the use of Volatile Substance can deal very high burst damage, though its overall sustained DPS has historically been lower than most other melee burst DPS (Deception, Rage, Advanced Prototype, Carnage). Explosive Cells should be utilized for fights where AoE DPS is important. The Operative's gap closer in addition to their roll, the ability is typically used to generate a Tactical Advantage via the Circumvention utility. Focused on covert tactics and eliminating sensitive targets, Imperial Snipers are the most elite and professional sharpshooters in the galaxy. Holotraverse (free, 45s cooldown) - Instantly teleports you to the target and increases your movement speed by 75% for 3 seconds. Overload Shot is now Operative exclusive. Laceration is highly energy efficient, as it costs 10 energy and refunds 2 for a net cost of 8 energy. Should only be used when you are forced to attack from range due to mechanics or gap closers being on cooldown. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: ... Marksmanship Sniper: Sharpshooter Gunslinger: 3: 3-10,441 +/- 270 +4.51%: Engineering Sniper: Saboteur Gunslinger: 2: 2- ... Imperial Agent Imperial Agent. You can get the pieces from the crates dropped from heroics at level 61+ and redeem them after Chapter 9 of Knights of the Fallen Empire. If we extended the rotation another 7-10 GCDs, we would use Holotraverse shortly before Backstab came off cooldown again, as that's the point where we would hit 0 Tactical Advantages and otherwise be unable to use Laceration.
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