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The Unofficial Star Wars the Old Republic Strategy Guide
Strategies
The most important thing to note is that
there are diminishing returns on stuns and
knockdowns, meaning you cannot chain
stun someone without much trouble. This
means that each additional stun/knockdown
attack has a reduced effect to the point
where after enough attacks, you become
immune to the effects until you're dead.
This gives people who are stunned a
chance to get back into the fight instead of
being disabled the entire fight.
The Expertise stat can provide some
needed defensive and offensive boost. It
takes about 320 points to get to the 9% cap
but the benefits are quite apparent. It
should be the primary stat you look for if
you plan on PvPing seriously. It currently
affects the damage you do, the damage
you take and reduces the effects of
Trauma, which thereby increases healing.
If your entire team is at cap and the
opponent has nothing, you're doing ~75%
more damage than them and taking ~75%
less damage. Get it.
When looking at your ability set, every
player gets a Break Free ability which will
break most hostile movement effects like
stuns. Since this is on a 2 minute timer,
you want to be using it smartly. If there are
4 people attacking you and you're alone,
odds are you're going to die even if you do
use it, so save it. When the odds are 50/50
or above, then it's a smart move. Any skills
or abilities that increase your defenses or
that provide passive healing is a great
bonus. Make no mistake, even if you play
your best, you will be getting hit and
anything you can do to either reduce the
damage or heal it without trying is a good
thing.
Offensively you have quite a few tools.
Interrupts will stop people from casting
abilities for a short while, usually a pain for
healers. Stuns completely disable an
opponent and some effects won't break on
damage, allowing you to unload large
amounts of damage with no risk.
Knockdowns are very similar to stuns as it
gives a good 3 seconds of time to attack
the enemy but if you're a melee player,
they are often knocked out of your range.
That being said, if you use a knockdown
defensively, it can give you some breathing
room and is absolutely deadly when
walking near ledges. On the flipside, if
you're dependent on certain abilities and
you get stunned or locked out of them, be
prepared to use something else. Bounty
Hunters that only use Tracers can be made
useless if that ability is no longer available
for use in your rotation. Think fast and
have backup plans.
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