If you think Medpacs are too expensive, it’s time to get Biochem on one of your alts or even better, your raiding toon so that you can make your own or get reusables. The bug makes it impossible to get the bobblehead with a console command. You can also use any non-damaging ability between the 2 Charged Bursts, including ones on the GCD like Diversion. All content in the game can be cleared without them, so you’re basically just buying jewelry. I only mention this proc because you’ll see it show up on your bar. It might not still be the case, but many years ago when I leveled my Charged Burst and Gunslinger, the ability that was put on my bar was called Take Cover. Custom-fitted allows for better sprinting, while sleek offers better movement speed while sneaking, on your legs if you don't want the additional action points. You should wait to enter cover until after you cast XS Freighter Flyby though because you don’t want to proc your relics from the passive healing from your Cool Under Pressure utility before you actually enter combat. You can use whichever feels more comfortable to you. The Adrenal is a really simple cooldown. That's effectively 32 levels spread evenly between Refractor and Toughness if that was possible. An AoE ability’s place in the priority is as high as it can be until it reaches a single target ability that deals more damage than the AoE will deal to all enemies in the GCD. The accuracy increase is not applicable in PvE because bosses don’t have additional defense chance like that. Make sure you carry 2+ CHA clothing with you (ideally, you'll have Agatha's dress or Reginald's suit for 3+ CHA). 1 Gun Explodes– Critical weapon damage to everyone within 5′ of the gun DC 12 dexterity save for half damage. The questline to get the charisma bobblehead can get bugged. This usually leads to a chain of one shot kills and is a must have Perk for this Build. Use it when you get CC’d. In addition, it also ticks your Vital Shot 5 times if you have the Agitating Energies tactical equipped, so it is responsible for about 20% of your damage output directly and another 11% from the Vital Shot ticks that it triggers, so with that tactical, it is responsible for about 31% of your total damage output. Use the special book and 2 levels to bump your strength to 2, endurance to 2, and luck to 8, then collect each of the bobbleheads throughout the game to get to a final build of 3-4-3-6-7-9. From the perspective of highest burst, the second option is best, though from my limited testing, I didn’t see a noticeable difference between the two from the perspective of sustained DPS. Just like the Locksmith perk, this allows you to play the game. The critical adrenal is less consistent, but performs very similarly, so if you don’t want to keep switching between the two, it’s fine to use the Advanced Kyrprax Critical Adrenal in level 75 content as well. When one of the tanks or healers just died, pop it instantly, especially if a tank just died, because there’s a good chance that the boss is about to hit someone else or the group really hard. It's basically a Speedster Build with a twist. In addition, it can also be used while moving if you’re taking either Hot Pursuit or Pandemonium. You can sustain Sweeping Gunfire for the entire duration of Hunker Down and be completely fine in terms of Energy, but as soon as the effect falls off, your Energy level will drop like a rock, so Cool Head allows you to spam it for longer, though there aren’t too many situations in the game where that’s necessary. The CC immunity is nice, but it really doesn’t come up all that often in PvE. Gold 300 augments (Superior [type] Augment 77 + Augmentation Kit 11). I’m not going to get into which specific versions of enhancements and such to use. Adrenal, Hunker Down, and Illegal Mods are all up next, it doesn’t matter which order these get activated in, but you just want them to all be active for Aimed Shot since it’s such a big hit. Surrender is used at this point because the tank’s AoE Taunt will likely be wearing off soon, so this is when you will cause your threat drop to reduce your threat by the greatest amount. It should be used on cooldown because it is not affected by Alacrity like some of your other offensive cooldowns are. User Info: FreeMan5407. choose mutations. I understand if you don't like stealth gameplay, but splitting a build based on ranged combat with tankiness is suboptimal. This advanced class passive is responsible for giving Gunslingers their 35m range on damaging abilities and 30m range on CC, as well as giving them one of their DPS debuffs (the individual specs only provide 1 debuff as opposed to 2). This is your hard stun, meaning it does not break on damage. If sneaking isn't your thing, the Party Boy perk offers an interesting option. In addition, Dodge reduces your damage taken from force/tech attacks by 75% while it is active, in addition to its other effects. So long as you are in cover for the full duration of Hunker Down, you will have enough Energy to do your full rotation, though you will have to use Cool Head occasionally. Since those MK-11 kits are still a bit expensive, I recommend only augmenting the final pieces of your gear, so 306 left side, MH/OH, and set bonus pieces. Without this proc, Trickshot has a longer cooldown and would not be usable in the way that you’re supposed to use it. In general, Hideout’s animations are much smoother and happen more sequentially while Phase Walk’s animations just kind of happen on top of everything else. Green: Good options. Ranged DPS in general tend to have longer cooldowns on their interrupts, than melee, so if there’s something specific that needs repeated interrupting, a melee DPS or tank will be assigned to it, though this doesn’t mean you can’t interrupt things as well. Thermal Grenade (Tech/Kinetic/Direct/AoE/Instant). If everyone’s health is getting low or there’s a heal check in the current phase, do not hesitate to use your Medpac if you can take full benefit of the health provided or need to be above a certain health level to survive an imminent mechanic. Since it’s a resist chance, it’s not guaranteed to work, though against ticking damage, it’s not statistically different against damage reduction since completely mitigating 20% of the ticks will average out to taking the same amount of damage as having each tick’s damage being reduced by 20%. Due to all this and the fact that the cast fits in the gap in your rotation, you don’t have to worry about this taking priority over your other abilities. If you get lucky, you'll get a VATS enhanced legendary weapon and you can mod that instead. One of the best ways to enjoy a pistols build in Fallout 4 :D Many more builds are coming! Even though it's only recommended to put one point into each perk, more points into these perks means less time shopping and more time playing. You can use a non-rotational ability as soon as you finish channeling Penetrating Rounds even before using that accompanying Trickshot since you have a 5 second window to use Trickshot. FreeMan5407 4 years ago #11. This means you can cause your very first Trickshot to tick Vital Shot with the Agitating Energies tactical. 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. You are guarenteed to have a 95% chance to land a headshot in VATS as long as you have line of sight. This also means that you can technically wait to use Bag of Tricks for this purpose until there are 13-14 seconds left on Hunker Down’s cooldown since you have to wait to use Hunker Down again until there’s that long left on its cooldown anyway. Quickdraw also allows you to use Trickshot, but we only have a 1 GCD gap in the rotation, how do we not delay things while still getting to use 2 GCDs? This ability will see very little use though in raids since either your hard stun or their minute CC will end up being used. I could probably count the number of bosses in this game that can heal on one hand. Unfortunately, you can’t really use this rotationally, so unless there’s a phase where the entire group is only AoEing, it’s best to hold off on using it and see if your XS Freighter Flyby as well as other classes’ rotational AoE and DoT spread can take care of it or switch to Dirty Fighting or Saboteur if you know them so that you can do rotational AoE. They are overall best-in-slot and will provide a noticeable DPS increase, but they are even more ridiculously expensive than the purple 286 augments. Share your build. It doesn’t always work, but it’s worth trying to figure out which circles will kill you and which you can survive completely, or at least survive long enough that you can get to a point in your rotation where you won’t lose as much DPS to move during. This is your hardest hitting ability by far that you’ll be using continuously in your rotation (so ignoring Vital Shot), though it accounts for only about 16% of your total damage output thanks to its relatively long cooldown. Surrender and the Reset Engagement Utility. Created: 9 months, 1 week ago Th… Bag of Tricks and the Perfect Scheme Utility. Try to use it when Hunker Down is up when possible. This ability is solely an offensive cooldown because of the Established Foothold set bonus. When Burst Volley is available, you will not see a gap in that cycle since you’ll be using Burst Volley before you would observe it. ... To bump up the critical recharge rate a little bit, not for any specific perk cards. Take this on specific fights only. In actual raids, you’ll probably need to apply it more often. Ideally, you'll get a 10mm weapon with the lucky prefix so you can get a silencer to take advantage of the Mister Sandman perk. Vital Shot (Tech/Internal/Periodic/Single Target/Instant). If you follow the build to a T, you'll have two perks to spare on the road to level 50. By utilizing CRITs, a CRIT orientated Rebel will be able to put out some very impressive damage, since CRITs deals maximum amount of damage possible in a single attack. Somewhat useful for early game weapon modifications, but you're better off buying weapons from vendors and moving the mods to the weapons that you actually use. Consistency is a bit more important here though than it is for the relic since you’ll often be using the Adrenal for DPS checks where you really can’t afford to be unlucky. Gunslingers are always looking for a chance to show off their talent. Sharpshooter’s rotation is basically to just cycle through 3 main groupings of abilities, all of which include a single use of Trickshot, and then there’s a single GCD gap before Aimed Shot tends to come off cooldown. All builds here NOT include buffs, potions and equipment. Also note that many colored items are also links to the Paizo SRD. Here is the grouping rotation: Really, paying attention to this stuff is not super important, the difference is only maybe a couple hundred DPS, if that. If you are skilled with a Class and Discipline that has not yet been covered with a guide on VULKK (SWTOR 6.0 Class Guides list), and you want to provide one for the Community, contact Vulkk via email or wherever you see Vulkk present. This is the only ability you should ever use when entering cover. Using those two points to cap luck at 10 before you pick up the bobblehead is probably the best option; this trick will give you 11 base luck. The reason to use Thermal Grenade for this purpose is because it is your strongest instant ability. Generally, the unlettered stuff is pretty close to optimal if it isn’t outright followed by R and AR mods. Once there are less than 90 seconds left in the fight, it’s time to start using Trickshot as well and break out the grouping rotation. If you can get 3 or 4 enemies inside Scrambling Field, Shield Reserve is much stronger than Perfect Scheme. Confidence – This Perk grants you an automatic Critical Hit on your next shot after killing an enemy. Scrapper makes salvaging much better and makes weapon modifying a lot easier. Thankfully, there is another ability called Crouch, which just always deploys your portable cover shield wherever you are currently standing. I do want to note that you do not need to be in cover for the Dodge RDT effect to work. The best time to activate this is right after your 2 Charged Bursts but before that Trickshot since it will be stronger thanks to the Sharpshooter’s Touch proc. A slightly more versatile option, replace Gunslinger with Commando if you have a wounding legendary weapon. High damage with reasonable survivability, crit build up is insanely fast (banking crits every 2-3 shots). In 6.0, they gave Gunslingers Phase Walk as their new ability. These old 228 augments are also all you’ll need for any of the gear you’ll be using for level 70 content because Power and Endurance are capped, so the 2 really don’t provide any noticeable benefit in non level 75 content. Charged Burst has has 3 procs associated with it that are relevant to your rotation that I haven’t already mentioned: Aimed Shot (Ranged/Energy/Direct/Single Target/Casted). The five points (and bobblehead) gives a settlement population cap of 16 and enough charisma with the help of clothing to pass just about all of the speech dialogs and get a bunch of caps in the process. In record time still work that window when the group debuffs in character... When Hunker Down is active and your damage dealt is increased using this ability both. 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