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SWTOR 5.0 Advanced Prototype Powertech PvE Guide by Jaymis
Автор темы: JTMarsh
Дата создания: 27.12.2016 21:28
Аватар для JTMarsh
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Регистрация:
08.12.2014
SWTOR 5.0 Advanced Prototype Powertech PvE Guide by Jaymis
Плагиат с дульфей
В общей массе - все-равно.


Intro to 5.0 Advanced Prototype



Advanced Prototype is a high burst melee DPS discipline that offers some of the best burst in game.

Ratings


Single Target Damage: 5/10

Though nothing has changed to our discipline in 5.0, our damage isn’t
quite what it was in the previous tiers compared to other disciplines.
But if you throw in the fact that we have 10 meter range on 4/6 of our
core rotational abilities, as well as Reflective Armor and Pyro Shield,
we are still more than capable of keeping up with higher parsing specs
in a raid.

AoE Damage: 5/10

Our AoE damage was never the best, but with 5.0 it got a little bit
worse with new gimped replacements for Death from Above (Deadly
Onslaught) and Flamethrower (Searing Wave). We do however get a new
replacement to Explosive Dart (Shatter Slug) which is our new highest
damaging AoE ability, and can be used on 2 or more targets without
having to sacrifice our single target rotation.

Burst Damage: 10/10

Advanced Prototype still has some of the best burst currently in game
due to off the global cooldown Shoulder Cannons, combined with
Explosive Fuel and an auto crit on Energy Burst every minute (with the 6
piece set bonus), as far as damage goes, this is the #1 thing you are
bringing into a raiding environment.

Raid Utility: 9/10

With Energy Rebounders and 30% AoE/Stun damage reduction, Advanced
Prototype is more than qualified for off tanking if the situation calls
for it. Combine that with Sonic Rebounders, and the Sundered and
Susceptible debuffs and we’re neck and neck with Marauders as far as
utility goes. Also as of 5.0 we are now able to Guard, it’s not much but
it’s a little something extra.

Survivability: 9/10

With Heavy Armor, Energy Rebounders absorbing damage and reducing the
cooldown on Energy Shield, Sonic Defense proc from Sonic Missile AND
30% AoE/Stun damage reduction, Advanced Prototype is capable of taking a
beating.

Gearing


The following numbers are taken from Bant’s Optimal Stats For All 24 Disciplines, KoTET Edition
forum post on the SWToR website. For reference E = Enhancement (this
includes Implants and Earpieces); A = Augment; C = Crystal.

Eternal Commander MK-3 Tier 1: Artifact (230 ilvl): 7660+-359 DPS @ 50.2 APM

  • 7167 Endurance
  • 5901 Mastery (Stim)
  • 3183 Power
  • 1447 Critical (7xE, 2xC)
  • 1152 Alacrity (12xA)
  • 735 Accuracy (3xE, 2xA)

Eternal Commander MK-13, Tier 2: Artifact (234 ilvl): 7955+-380 DPS @ 50.2 APM

  • 7440 Endurance
  • 6128 Mastery (Stim)
  • 3337 Power
  • 1518 Critical (6xE, 2xA, 2xC)
  • 1152 Alacrity (12xA)
  • 760 Accuracy (4xE)

Eternal Commander MK-15, Tier 2: Legendary (236 ilvl): 8383+-409 DPS @ 51 APM

  • 7741 Endurance
  • 6259 Mastery (1xA, 1xC)
  • 3424 Power
  • 1626 Critical (4xE, 6xA, 1xC)
  • 1376 Alacrity (4xE, 6xA)
  • 736 Accuracy (2xE, 1xA, Stim)

Iokath MK-3, Tier 3: Artifact (240 ilvl): 8654+-429 DPS @ 51.1 APM

  • 7881 Endurance
  • 6342 Mastery (1xA)
  • 3506 Power
  • 1678 Critical (3xE, 8xA, 2xC)
  • 1422 Alacrity (6xE, 2xA)
  • 733 Accuracy (1xE, 3xA, Stim)

Iokath MK-5, Tier 3: Legendary (242 ilvl): 9013+-455 DPS @ 51.3 APM

  • 8205 Endurance
  • 6579 Mastery (2xC)
  • 3694 Power
  • 1724 Critical (7xE)
  • 1486 Alacrity (2xE, 11xA)
  • 743 Accuracy (1xE, 3xA, Stim)

The most important part about gearing is getting as close to the 736
accuracy cap as you can, the rest of the stats can be played around with
a bit, as long as you don’t go over the top with it. As far as relics
go you will still want to use the Focused Retribution and Serendipitous
Assault ones. For Set bonus you will want the 6 piece Combat Tech set
bonus to maximize DPS potential.

Utilities


Skillful





Iron Will
Reduced the cooldown of determination by 30 seconds and the cooldown of Hydraulic Overrides by 10 seconds.
Reduced cooldown on Hydraulics is good for
both mobility and completely ignoring mechanics. Reduced cooldown on
Determination is more of a PvP thing.



Gyroscopic Alignment Jets
You vent 20 heat when stunned, immobilized,
knocked down or otherwise incapacitated. Additionally your next Tech
ability deals 10% extra damage or healing.
Situational, but good on a fight like NiM Brontes where you get stunned a lot.



Reflective Armor
When Close and Personal is triggered, it will also deal X elemental damage to the attacker if the attacker is within 10 meters.
100% mandatory to have, as there is usually
some sort of AoE damage going out on almost all fights, and it’s free
elemental damage each time you get hit.



Suppressive Tools
Magnetic Blast, Flame Burst and Flame Sweep
reduce the movement speed of affected targets by 25% for 3 seconds.
Additionally, Neural Dart slows the target by 50% for 6 seconds.
PvP utility



Bracer Propellant
Increases the range of Flame Burst and Magnetic Blast by 2 meters and the radius of Flame Sweep by 1 meter
Almost worthless, only time I find myself using this utility is on Dread Council for Raptus kiting.



Engulfing Flames
Increases Flame Sweep damage by 25%
Take this if you are in a fight with a lot of adds.



Masterful





Pneumatic Boots
Increases movement speed by 15%. (only works while in combat)
Not recommended since we aren’t a true melee class and don’t require 100% uptime within 4 meters of the target.



Pyro Shield
When activated, your Energy Shield ignites
in a blaze scorching attackers for elemental damage when they deal
direct damage to you. This effect cannot occur more than once each
second.
100% mandatory, free elemental damage when getting hit while Energy Shield is active.



Accelerated Reel
Reduces the cooldown of Grapple by 10 seconds.
PvP utility



Sonic Rebounder
Sonic Missile protects all friendly targets
in its area of impact, excluding you, granting Sonic Rebounder, which
reflects the next direct, single-target attack back at the attacker.
100% mandatory, helps out the healers and DPS checks. This is one of the best utilities we bring so use it!



Prototype Electro Surge
Reduces the cooldown of Electro Dart by 15 seconds.
PvP utility



Hitman
Reduces the cooldown of Quell by 2 seconds.
PvP Utility



Heroic





Adaptable Assailant
Grapple immobilizes the target for 3
seconds. In addition the cooldown of Stealth Scan is reduced by 5
seconds, and any target it reveals is immobilized for 3 seconds and
increases the movement speed of all allies within the scan area,
excluding yourself, by 50% for as long as they remain within it and for 6
seconds after it expires or they leave the area.
PvP utility



Torque Boosters
Increases the duration of Hydraulic Overrides by 4 seconds.
Good for increased mobility and being able to ignore some mechanics.



Mutilating Shards
Shatter Slug reduces the movement speed of all affected targets by 75%. This effect can only occur once every 30 seconds.
PvP utility



Enhanced Paralytics
Increases the durations of Electro Dart by 1 second and Carbonize by .5 seconds.
PvP utility



Liquid Cooling
When Thermal Sensor Override is activated,
it vents 10 heat over the next 5 seconds and immediately increases
threat towards all current enemies by a small amount if Ion Gas Cylinder
is active, or reduces threat towards all current enemies if Ion Gas
Cylinder is not active.
Gives an extra 10 heat to play around with, take it.



Efficient Suit
Allows Kolto Overload to be activated while
stunned and causes Kolto Overload to purge stun effects when activated.
This will not work against other types of incapacitating effects or
scripted stuns, which are often used by Flashpoint and Operation bosses
or other special non-player characters. In addition, increases the range
of Grapple and Shoulder Cannon by 10 meters and eliminates the heat
generated by Electro Dart and Carbonize.
PvP utility



Legendary





Pressure Overrides
Explosive Fuel grants Pressure Overrides,
allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter
Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch
to be used at 30 meters for 15 seconds.
Useless, looks cool, but that’s about it.



Shield Cannon
Damaging a target with your Shoulder Cannon Missiles heals you for 3% of your total health.
Might be good for solo content, but worthless in endgame PvE.



Reel and Rattle
Grapple deals tech damage to pulled targets
and grants Reel and Rattle, causing your next Rocket Punch or Flaming
Fist against the pulled target to deal 20% additional kinetic damage and
stun the target for 1.5 seconds. This effect lasts for 6 seconds.
Useful when dummy parsing to replace a Rapid Shots but that’s about it.



Fuel Additives
Explosive Fuel increases damage done by 5%
while Ion Gas Cylinder is being utilized and increases damage reduction
by 5% while Ion Gas Cylinder is not being utilized.
Worthless



Overdrive
Hydraulic Overrides increases movement speed by an additional 45% while active.
Good for on demand speed boost.



Battering Ram
Using Jet Charge grants Battering Ram,
resetting the cooldown of Jet Charge and increasing movement speed by
30% for 6 seconds. While Battering Ram is active, Jet Charge may be used
once within 10 meters of the target and deals 50% additional damage but
does not cause an additional interrupt, immobilize or charge. This
effect cannot occur more than once every 15 seconds.
Might be useful for leveling, but other than that, worthless.



Passives and Abilities



Advanced Prototype Passives






High Energy Gas Cylinder
Loads your blaster with a high-energy gas
cylinder. While active, all energy and kinetic damage is increased by
3%. Replaces Combustible Gas Cylinder.



Prototype Missile Silos
Reduces the cooldown of Deadly Onslaught by
15 seconds and increases the damage it deals by 10%. In addition Shater
Slug deals 50% more damage, its cooldown is reduced by 6 second, and
damage dealt by it will refresh the duration of your Retractable Blade’s
bleed on the affected target, if present.



Serrated Blades
Increases the damage dealt by Retractable
Blade’s bleed effect by 15% and causes targets damaged by your Rocket
Punch to become Sundered, reducing their armor by 20% for 45 seconds.



Prototype Rail
Rail Shot may be fired at targets that are
not incapacitated or suffering from periodic damage. In addition, Rail
Shot ignores 30% of the target’s armor, vents 5 heat if it hits a
bleeding target, and refreshes the duration of your Retractable Blade’s
bleed effect, if present.



Stabilized Armor
Reduces damage taken from ara effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.



Power Bracer
Increases the damage dealt by Rocket Punch,
Rail Shot, Magnetic Blast, Flame Sweep, Retractable Blade, Thermal
Detonator, and Energy Burst by 5%.



Prototype Particle Accelerator
While High Energy Gas Cylinder is active,
Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the
cooldown of Rail Shot and make the next Rail Shot generate no heat. This
effect cannot occur more than once every 6 seconds.



Blood Tracker
Increases the damage you dal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.



Sonic Defense
Activating Sonic Missile increases your defense chance by 30% for 6 seconds.



Infrared Sensors
Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.



Prototype Weapon Systems
Increases the critical strike damage bonus
of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal
Detonator, and Energy Burst by 10%. Additionally when Thermal Detonator
damages a target, the target will become susceptible, increasing the
damage it takes from tech attacks by 5% for 45 seconds.



Energy Rebounder
When you take damage, the active cooldown
of Energy Shield is reduced by 3 seconds. This effect cannot occur more
than once every 1.5 seconds. In addition, when taking damage, you have a
20% chance to emit an Energy Redoubt, which absorbs a low amount of
damage and lasts for 6 seconds. This effect cannot occur more than once
every 10 seconds.



Power Loaders
Increases the damage dealt by Shoulder
Cannon by 15%, and immediately loads 3 additional missiles. Additionally
this increases the critical hit chance of Rocket Punch and Thermal
Detonator by 5%.



Critical Ventilation
Increases ranged and tech critical chance
by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override
by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.



Energy Burn
Energy Burst causes the target to burn for X
elemental damage over 3 seconds. This effect can stack up to 4 times on
the target, and each Energy Lode unleashed generates one stack.



Powertech Passives






Close and Personal
Increases the duration of Energy Shield by 3
seconds. In addition, suffering direct damage from area attacks heals
you for 2.5% of your total health. This effect cannot occur more than
once every 3 seconds.



Puncture
Rail Shot ignores 60% of the targets armor and Rocket Punch or Flaming Fist deals 10% more damage.



Abilities


Rotational Abilities





Rocket Punch
Engages the jetpack, allowing you to strike the target with a heavy punch that deals X kinetic damage.
Cost: 15 Heat, Cooldown: 9s, Range: 4m





Rail Shot
Fires a very powerful shot at the target that deals X weapon damage. Usable on any target in Advanced Prototype.
Cost: 15 Heat, Cooldown: 15s, Range: 10m





Retractable Blade
Plunges a Retractable Blade into the target
that deals X kinetic damage and causes the target to bleed for X
internal damage over 18 seconds.
Cost: 15 Heat, Cooldown: None, Range: 4m





Magnetic Blast
Fires a blast of electromagnetized energy at the target, dealing X energy damage. Replaces Flame Burst.
Cost: 15 Heat, Cooldown: None, Range: 10m





Thermal Detonator
Hurls a Thermal Detonator that adheres to
the target, and detonates after several seconds, exploding for X kinetic
damage. Standard and weak enemies enter a state of panic when the
explosive attaches and are knocked down when it detonates.
Cost: 15 Heat, Cooldown: 15s, Range: 30m





Energy Burst
Unleashes your High Energy Gas Cylinder’s
stored energy to decimate the target, dealing X energy damage. This
damage increases based on your current number of Energy Lodes. Energy
Lodes build when Rail Shot is used, and up to 4 charges may be stored at
once.
Cost: 20 Heat, Cooldown: None, Range: 10m





Rapid Shots
Fires a quick stream of bolts, causing X weapon damage
Cost: None, Cooldown: None, Range: 30m





AoE Abilities





Shatter Slug
Fires a high impact slug that instantly
explodes on contact with the target, spraying the area with shrapnel
shards that deal X kinetic damage to up to 8 enemies within 8 meters of
the initial target.
Cost: 15 Heat, Cooldown: 15s, Range: 10m





Deadly Onslaught
Unloads all of your ordinances in rapid
succession dealing X kinetic damage and X elemental damage over the
duration to up to 8 enemie. Standard and weak targets are knocked down
by the blast. Can be used while moving.
Channel Duration: 3s, Cost: , Cooldown: 45s, Range: 10m





Flame Sweep
Torches up to 8 targets within 5 meters for X elemental damage.
Cost: 15 Heat, Cooldown: None, Range: 5m





Offensive Cooldowns





Explosive Fuel
Increases ranged and tech critical chance by 25% for 15 seconds.
Cooldown: 120s





Shoulder Cannon
Deploys a Shoulder Cannon that gradually
loads 4 missiles over time. Once loaded, the Shoulder Cannon can be
triggered again to fire against an enemy target within 10 meters,
launching 1 missile that deals X kinetic damage. A missile can be
launched up to once per 1.5 seconds. Loading and launching the Shoulder
Cannon does not respect the global cooldown and can be done while
controlled. Once all missiles have been loaded, depleting all missiles
puts the Shoulder Cannon on cooldown for 1.5 minutes.
Cooldown: 90s





Vent Heat
Rapidly vents 50 heat over 3 seconds.
Cooldown: 120s





Thermal Sensor Override
Your next ability generates no heat. This effect lasts 15 seconds.
Cooldown: 120s





Advanced Polybiotic Attack Adrenal
Increases Power by 870 and reduces all healing done by 20%. Lasts 15 seconds.
Cooldown: 180s





Defensive Cooldowns





Energy Shield
Increases damage reduction by 25% for 15 seconds.
Cooldown: 120s





Kolto Overload
Activating this ability applies a Health
Monitor that lasts up to 60 seconds, which triggers a Kolto Overload
when your health is reduced to 35% or less. If your health is already
35% or less, Kolto Overload triggers immediately. Once Triggered Kolto
Overload goes on cooldown for 3 minutes and rapidly heals you up to 35%
of your max health for 8 seconds but will not exceed 35% of you max
health.
Cooldown: 180s





Advanced Polybiotic Medpac
Restores 37,225 – 44,545 health and an additional 11,136 health over 15 seconds. Only usable once per fight.
Cooldown: 90s





Other Abilities





Determination
Purges all incapacitating and movement-impairing effects.
Cooldown: 120s





Electro Dart
Fires an Electro Dart, dealing X energy damage and stunning the target for 4 seconds.
Cost: 5 Heat, Cooldown: 60s, Range: 10m





Carbonize
Encases up to 8 enemies within 8 meters in carbonite, dealing X internal damage and stunning them for 2.5 seconds.
Cost: 5 Heat, Cooldown: 45s, Range: 8m





Hydraulic Overrides
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
Cooldown: 45s





Stealth Scan
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds.
Cooldown: 20s, Range: 30m





Neural Dart
Fires a neural dart that taunts the target,
forcing it to attack you. Player targets deal 30% less damage when
attacking anyone other than you. Effect lasts 6 seconds.
Cooldown: 15, Range: 30m





Sonic Missile
Drops threat towards all current enemies. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you.
Cooldown: 20s, Range: 30m





Guard
While active the guarded player takes 5%
less damage and generates 25% less threat. In addition so long as you
remain within 15 meters of the guarded player, 50% of all incoming
damage from enemy players is transferred back to you. Note: as of 5.0
this can be used as a DPS.
Range: 30m





Quell
Interrupts the targets current action and prevents that ability from being used for the next 4 seconds.
Cooldown: 12s, Range: 4m





Grapple
Fires a Grapple line that pulls the target
to the Bounty Hunter and generates a high amount of threat. Cannot be
used on targets in cover.
Cooldown: 45s, Range: 30m





Jet Charge
Jet to a distant target, dealing X kinetic
damage, interrupting the target’s current action and immobilizing the
target for 2 seconds. Cannot be used against targets in cover.
Cooldown: 15s, Range: 30m





Rotation



Opener


As said before nothing has really changed with the rotation in 5.0,
so I found this to still be the best opener. Make sure to have all 7
Shoulder Cannons loaded and all 4 Energy Lodes before pulling. Flame
Sweep should also be used before engaging combat as it gives you free 15
heat to play around with.



You will lose out on 1 Energy Lode by using this opener, but in the
end makes things flow a lot smoother as Rocket Punch and Thermal
Detonator won’t interfere with one another by doing this.

Priority System


  1. Proccing Prototype Particle Accelerator every 6 seconds.
  2. Rocket Punch and Thermal Detonator on cooldown
  3. 4 stack Energy Burst
  4. Rail Shot
  5. Magnetic Blast / Rapid Shots

Prototype Particle accelerator must be procced on cooldown as it
helps with heat management and ensures that Retractable Blade is kept on
the target. An easy way to keep track of this is to go into StarParse Timers -> Settings, then setup a timer exactly like this.

Next is Rocket Punch and Thermal Detonator, these are used on
cooldown to keep the Sundered and Susceptible debuffs on the target and
to keep things flowing smoothly, which one you use first honestly just
depends on how close you are to proccing Prototype Particle Accelerator.
I only use Thermal Detonator 1st over Rocket Punch if delaying Rocket
Punch procs Prototype Particle Accelerator.

Next is a 4 stack Energy Burst, this is your hardest hitting ability,
but is only limited by Prototype Particle Accelerator procs and doesn’t
have an actual cooldown, so that is why it is not prioritized over
Rocket Punch and Thermal Detonator. Next is Rail Shot, this is procced
every 6 seconds through Prototype Particle Accelerator, it is one of
your hardest hitting abilities and needs to be used to refresh the
Retractable Blade DoT.

Last is Magnetic Blast and Rapid Shots, Rapid Shots should only be
used to replace a Magnetic blast that won’t proc your Prototype Particle
Accelerator and only if you don’t have either Vent Heat or Thermal
Sensor available.

AoE Rotation


In terms of raw damage the priority for AoE is:

  1. Shatter Slug
  2. Deadly Onslaught
  3. Searing Wave
  4. Flame Sweep

Unless you’re clearing trash in an operation I just recommend
following the single target rotation and swapping out Magnetic Blasts
for Shatter Slugs (if on 2+ targets) and Flame Sweeps (if on 3+
targets).

Double Dotting


If you have 2 targets that are relatively close to each other, you
can swap out a Magnetic Blast that doesn’t proc Prototype Particle
Accelerator, with a Retractable Blade on another target. To make this
worthwhile you need to swap your Rail Shots between the 2 targets, or if
they are close enough you can use Shatter Slug to keep the DoT from
Retractable Blade rolling on both targets. Examples of fights that I do
this on is Sword Squadron in Temple of Sacrifice, 1st Phase Brontes in
Dread Fortress, and 2nd Phase of Dread Council in Dread Palace.



Offtopic: до следующего патча ушел в вовку качать паладина. нуно заценить прародителя. всем бобра... т.е. добра. не болейте.
Ваши права в разделе