That's all there is to it. This will probably result in higher max parses, but theyll be less consistent. Bombing Run is used as your first pre-cast ability because it has a 3 second delay before it actually deals its first tick of damage, enabling you to precast another ability before pulling. A wide variety of Gunslinger Builds for PvE and PvP. If its Melee/Ranged damage, this will be the only DCD youll need because this will always mitigate all of the damage you take (provided you arent stunned). This build can kill groups of trash quicker in solo content, but you miss out on feeling like a Gunslinger. Melee/Ranged attacks also tend to be more frequent and individually weaker attacks, though you can look at your damage taken in StarParse if you want to be sure. The ability tree buffs that arent listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do. It is essential that it is channeled on cooldown. When Burst Volley is available, you will not see a gap in that cycle since youll be using Burst Volley before you would observe it. This proc also helps to reinforce that Trickshot is only supposed to be used once per every 2 Charged Bursts. (Ranged/Energy/Direct/Single-Target/Casted)This is the weakest of your rotational abilities, though since youll be using it more than twice as often as your true heavy hitters, it still accounts for a considerable amount of your total damage output. This build is super fun for solo content since it enables you to one-hit kill Standard enemies with Aimed Shot autocrits, making you really feel like a Gunslinger. For any Combat Style in any fight, your most effective DCDs should be mapped to the most damaging attacks in the fight while weaker DCDs should be used against weaker attacks. In case you were curious, the accuracy increase helps Gunslingers do better against some classes in PvP since accuracy over 100% reduces your opponents defense chance, though its still not a perfect counter. Almost all of the burst specs in the game have a passive very similar to this one where their spammable AoE has increased critical chance and damage to compensate for not having a DoT spread. Most notably, Sharpshooter is the only ranged spec that offers the armor debuff, so if your group needs ranged DPS and lacks the armor debuff, the group DPS gain from the armor debuff can be enough to compensate for the reduced output from Sharpshooter itself. As per usual, if you found this video useful please leave a like, comment, or subscribe. Each use of Cool Head will allow you to use Charged Burst during 3-4 gaps instead of Flurry of Bolts, though you dont have to think about it like that, just use Cool Head when you get down to 45-50% Energy and only use Charged Burst for your gap GCD if youre above about 80% Energy. AoE damage is considered fluff if the adds do not need to die immediately or if you are otherwise shirking your main responsibilities to deal more damage than necessary to adds. Character Builds/All - Official Outward Wiki 3,274 navigation Outward Gamepedia in: Pages with broken file links Character Builds/All < Character Builds Edit Builds are listed automatically. You can either use Burst Volley on cooldown whenever you have enough time to do a full Penetrating Rounds grouping, which generally means you wont get the full benefit of the cooldown reduction, though you may get an additional use out of Burst Volley over the course of the fight; or you can save Burst Volley until right after you finish the Penetrating Rounds grouping to use that grouping twice in a row. I will be updating all of my class guides as I become able to test them more thoroughly and as balance changes are released, though this will take time as I am just one person with many different class guides to maintain. This post will cover the best Gunslinger build in Cyberpunk 2077. The highest defense chance that DPS and healer classes have is 10%, though most classes have 5% so you gear to counteract the majority and can use Illegal Mods on the others. From the perspective of the highest burst, the second option is best, though from my limited testing, I didnt see a noticeable difference between the two from the perspective of sustained DPS. 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 means you can cause your very first Trickshot to tick Vital Shot with the Agitating Energies tactical. Surrender is used at this point because the tanks 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. If you try to mix and match, you will find that you either run out of Energy too quickly or otherwise deal less DPS. Burst Volley also finishes the cooldown on Penetrating Rounds when it is activated and there are two ways you can utilize this. If theres a cover position in range (denoted by a little green silhouette), you quickly roll to that location and if you arent in range, you deploy your portable cover shield where you stand. Gunslinger is a Gunner advanced class, focusing on it's unique class mechanic of having three different weapons: Shotgun, Pistols, and Rifle. It's not shown here but if you want to continue role-playing as the Night King, the final skill of the Shaman tree lets you raise the dead. You can use whichever feels more comfortable to you. (Ranged/Energy/Direct/Single-Target/Casted)This is one of your hardest-hitting abilities. You gear for the 10% defense/resist chance they have and then if there is some additional effect that messes with accuracy, like the clouds of dust you encounter during the Foreman Crusher fight in KP, its generally much stronger, so 30% wouldnt do enough. Your Energy regeneration is increased indirectly thanks to the alacrity increase in excess of the 1.3s GCD as well as through a direct increase in your Energy regeneration rate. Hold PositionWhile in cover, Ranged defense is increased by 20%, you cannot be leapt to or pulled, and you are immune to interrupts and ability activation pushback. Unfortunately, you cant really use this rotationally, so unless theres a phase where the entire group is only AoEing, its best to hold off on using it and see if 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. (Ranged/Energy/Direct/Single-Target/Channeled)This ability accounts for an absolutely gargantuan proportion of your damage output thanks to its dedicated ability tree buff choice, tactical item, respectable base damage, and tight integration with the rest of your rotation. On its own, Surrender is your threat drop, but it can get buffed by 2 separate options in the ability tree. What happens if I dont have time to finish a cast before moving? This is why theres always so much emphasis on the AoE RDT buffs and part of why Gunslingers should generally have very low DTPS. Outward Build: Elemental Gunslinger Knight | The Night King's Brand Build 8,384 views Apr 10, 2019 80 Dislike Share Save Lunatik Gaming In this video I showcase my Paladin Build featuring. Also note that Frost Bullet has an AoE component, and will actually apply your pistol's effects in that explosion radius. This ability can also be used in the gap slot for some rotational AoE, though make sure at least one target gets hit by the entire thing. I dont know why they decided it would make sense from a lore perspective for a Tech attack to apply a Ranged debuff. If you want me to try other builds don't be shy to comment or dm me. Thankfully, we dont have to bother with carrying around a second set of relics anymore because all endgame content is being balanced for level 80. The reason for this is that you dont have to change the way you gear in order to benefit from the effect. Hideouts cooldown is twice as long as Phase Walks. Some examples (you do not need to use any of this, just to help you get started): To get the most out of this build . If you want to go the extra mile, you can try to activate it 15-ish seconds before you begin pre-casting before a pull so you will just barely have enough time left on the proc for when you cast Aimed Shot, but I really dont think its worth it because if you mess up, you end up having to wait and the most youll get is maybe an extra use at the very end of the fight. With the Improved Targeting Legendary Implant, you should be able to apply Smugglers Luck to almost all uses of Aimed Shot, though its super close. There are only a handful of instances in operations where CC is required, so I will briefly go over what this Combat Style has at their disposal in addition to any other abilities I havent yet mentioned. If you have super fast APM, you can activate one of them immediately after the cast finishes on Aimed Shot during the travel time of the blaster bolt and it will still apply the damage boost. It would be kind of neat if they put more effort into having this work though since Gunslingers arent the only class that have something like this. There is usually already a gap for a single extra ability every cycle, so its rather easy to insert Quickdraw into your rotation when sub-30, and above 30%, youve been using Charged Burst in this spot. This build offers slightly a few hundred less sustained DPS compared to the High Energy Efficiency build, but its a lot more flexible. Sharpshooters rotation is basically to just cycle through 3 main groupings of abilities, all of which include a single use of Trickshot, and then theres a single GCD gap before Aimed Shot tends to come off cooldown. This means that the cover bar isnt really useful anymore, so feel free to turn it off in the settings (User Interface > General > uncheck Enable Cover Bar). The Gunslinger is a Striker, plain and simple. Battle rezzes in general are now healer-only, but there is no longer a global 5 min lockout on those abilities, so its treated just like any other ability, albeit with a much longer cooldown. The second relic depends on which build youre using. The vast majority of damage that bosses deal in raids is considered AoE damage. If healers call out for players to use their Medpacs or if you find yourself having to use yours and see that the rest of the group could also probably benefit from their Medpac. One-Time Tip via PayPalMonthly Patreon Pledge. Please be careful to not activate Smugglers Luck again until you consume the previous stack. You will slightly delay Aimed Shot and Penetrating Rounds if you do this, but youd only miss out on a single use of each of those abilities if you were using Bombing Run on cooldown in a fight that lasts over 15 minutes. Unlike most other DoTs, it does not appear that youll get more ticks of Vital Shot if you apply it during a period of increased alacrity like youd get during Burst Volley. The increased crit chance from Relic of Devastating Vengeance proc synergizes with the Lucky Thoughts ability tree buff to make it more consistent and enable you to benefit from all the passives that increase critical damage dealt . Smugglers Luck is used before everything else because the buff lasts for 20 seconds and only affects the very next use of Aimed Shot, so the earlier to activate Smugglers Luck, the earlier it will become available again, just be sure to not pop it so early that it falls off before you get to actually use Aimed Shot. It deals nearly identical damage to Flurry of Bolts, has a 35m range, and the actual root lasts for a fair bit of time, so I could see it getting some use in the same sort of situation that you might use a slow or a stun on a Melee add. Activating Smugglers Luck twice in a row will just refresh the duration of the buff. Only use the Dodge Stance option to mitigate damage from the adds. I take Ballistic Redistribution because I prefer to never have to worry about Energy, but you probably wont need it very often outside of longer fights. Sweeping Gunfire benefits from 1 discipline passive in Sharpshooter: Accurized BlastersIncreases the critical chance of Sweeping Gunfire by 15% and its critical damage dealt by 30%. In addition, you can still teleport while stunned, so even if the button is grayed out, it will still work. Basically, you get a 50% movement speed boost after every roll. Use it when the entire raid is taking a lot of damage or may wipe because one of the tanks just died and now the boss is running around whacking random people.
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That's all there is to it. This will probably result in higher max parses, but theyll be less consistent. Bombing Run is used as your first pre-cast ability because it has a 3 second delay before it actually deals its first tick of damage, enabling you to precast another ability before pulling. A wide variety of Gunslinger Builds for PvE and PvP. If its Melee/Ranged damage, this will be the only DCD youll need because this will always mitigate all of the damage you take (provided you arent stunned). This build can kill groups of trash quicker in solo content, but you miss out on feeling like a Gunslinger. Melee/Ranged attacks also tend to be more frequent and individually weaker attacks, though you can look at your damage taken in StarParse if you want to be sure. The ability tree buffs that arent listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do. It is essential that it is channeled on cooldown. When Burst Volley is available, you will not see a gap in that cycle since youll be using Burst Volley before you would observe it. This proc also helps to reinforce that Trickshot is only supposed to be used once per every 2 Charged Bursts. (Ranged/Energy/Direct/Single-Target/Casted)This is the weakest of your rotational abilities, though since youll be using it more than twice as often as your true heavy hitters, it still accounts for a considerable amount of your total damage output. This build is super fun for solo content since it enables you to one-hit kill Standard enemies with Aimed Shot autocrits, making you really feel like a Gunslinger. For any Combat Style in any fight, your most effective DCDs should be mapped to the most damaging attacks in the fight while weaker DCDs should be used against weaker attacks. In case you were curious, the accuracy increase helps Gunslingers do better against some classes in PvP since accuracy over 100% reduces your opponents defense chance, though its still not a perfect counter. Almost all of the burst specs in the game have a passive very similar to this one where their spammable AoE has increased critical chance and damage to compensate for not having a DoT spread. Most notably, Sharpshooter is the only ranged spec that offers the armor debuff, so if your group needs ranged DPS and lacks the armor debuff, the group DPS gain from the armor debuff can be enough to compensate for the reduced output from Sharpshooter itself. As per usual, if you found this video useful please leave a like, comment, or subscribe. Each use of Cool Head will allow you to use Charged Burst during 3-4 gaps instead of Flurry of Bolts, though you dont have to think about it like that, just use Cool Head when you get down to 45-50% Energy and only use Charged Burst for your gap GCD if youre above about 80% Energy. AoE damage is considered fluff if the adds do not need to die immediately or if you are otherwise shirking your main responsibilities to deal more damage than necessary to adds. Character Builds/All - Official Outward Wiki 3,274 navigation Outward Gamepedia in: Pages with broken file links Character Builds/All < Character Builds Edit Builds are listed automatically. You can either use Burst Volley on cooldown whenever you have enough time to do a full Penetrating Rounds grouping, which generally means you wont get the full benefit of the cooldown reduction, though you may get an additional use out of Burst Volley over the course of the fight; or you can save Burst Volley until right after you finish the Penetrating Rounds grouping to use that grouping twice in a row. I will be updating all of my class guides as I become able to test them more thoroughly and as balance changes are released, though this will take time as I am just one person with many different class guides to maintain. This post will cover the best Gunslinger build in Cyberpunk 2077. The highest defense chance that DPS and healer classes have is 10%, though most classes have 5% so you gear to counteract the majority and can use Illegal Mods on the others. From the perspective of the highest burst, the second option is best, though from my limited testing, I didnt see a noticeable difference between the two from the perspective of sustained DPS. 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 means you can cause your very first Trickshot to tick Vital Shot with the Agitating Energies tactical. Surrender is used at this point because the tanks 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. If you try to mix and match, you will find that you either run out of Energy too quickly or otherwise deal less DPS. Burst Volley also finishes the cooldown on Penetrating Rounds when it is activated and there are two ways you can utilize this. If theres a cover position in range (denoted by a little green silhouette), you quickly roll to that location and if you arent in range, you deploy your portable cover shield where you stand. Gunslinger is a Gunner advanced class, focusing on it's unique class mechanic of having three different weapons: Shotgun, Pistols, and Rifle. It's not shown here but if you want to continue role-playing as the Night King, the final skill of the Shaman tree lets you raise the dead. You can use whichever feels more comfortable to you. (Ranged/Energy/Direct/Single-Target/Casted)This is one of your hardest-hitting abilities. You gear for the 10% defense/resist chance they have and then if there is some additional effect that messes with accuracy, like the clouds of dust you encounter during the Foreman Crusher fight in KP, its generally much stronger, so 30% wouldnt do enough. Your Energy regeneration is increased indirectly thanks to the alacrity increase in excess of the 1.3s GCD as well as through a direct increase in your Energy regeneration rate. Hold PositionWhile in cover, Ranged defense is increased by 20%, you cannot be leapt to or pulled, and you are immune to interrupts and ability activation pushback. Unfortunately, you cant really use this rotationally, so unless theres a phase where the entire group is only AoEing, its best to hold off on using it and see if 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. (Ranged/Energy/Direct/Single-Target/Channeled)This ability accounts for an absolutely gargantuan proportion of your damage output thanks to its dedicated ability tree buff choice, tactical item, respectable base damage, and tight integration with the rest of your rotation. On its own, Surrender is your threat drop, but it can get buffed by 2 separate options in the ability tree. What happens if I dont have time to finish a cast before moving? This is why theres always so much emphasis on the AoE RDT buffs and part of why Gunslingers should generally have very low DTPS. Outward Build: Elemental Gunslinger Knight | The Night King's Brand Build 8,384 views Apr 10, 2019 80 Dislike Share Save Lunatik Gaming In this video I showcase my Paladin Build featuring. Also note that Frost Bullet has an AoE component, and will actually apply your pistol's effects in that explosion radius. This ability can also be used in the gap slot for some rotational AoE, though make sure at least one target gets hit by the entire thing. I dont know why they decided it would make sense from a lore perspective for a Tech attack to apply a Ranged debuff. If you want me to try other builds don't be shy to comment or dm me. Thankfully, we dont have to bother with carrying around a second set of relics anymore because all endgame content is being balanced for level 80. The reason for this is that you dont have to change the way you gear in order to benefit from the effect. Hideouts cooldown is twice as long as Phase Walks. Some examples (you do not need to use any of this, just to help you get started): To get the most out of this build . If you want to go the extra mile, you can try to activate it 15-ish seconds before you begin pre-casting before a pull so you will just barely have enough time left on the proc for when you cast Aimed Shot, but I really dont think its worth it because if you mess up, you end up having to wait and the most youll get is maybe an extra use at the very end of the fight. With the Improved Targeting Legendary Implant, you should be able to apply Smugglers Luck to almost all uses of Aimed Shot, though its super close. There are only a handful of instances in operations where CC is required, so I will briefly go over what this Combat Style has at their disposal in addition to any other abilities I havent yet mentioned. If you have super fast APM, you can activate one of them immediately after the cast finishes on Aimed Shot during the travel time of the blaster bolt and it will still apply the damage boost. It would be kind of neat if they put more effort into having this work though since Gunslingers arent the only class that have something like this. There is usually already a gap for a single extra ability every cycle, so its rather easy to insert Quickdraw into your rotation when sub-30, and above 30%, youve been using Charged Burst in this spot. This build offers slightly a few hundred less sustained DPS compared to the High Energy Efficiency build, but its a lot more flexible. Sharpshooters rotation is basically to just cycle through 3 main groupings of abilities, all of which include a single use of Trickshot, and then theres a single GCD gap before Aimed Shot tends to come off cooldown. This means that the cover bar isnt really useful anymore, so feel free to turn it off in the settings (User Interface > General > uncheck Enable Cover Bar). The Gunslinger is a Striker, plain and simple. Battle rezzes in general are now healer-only, but there is no longer a global 5 min lockout on those abilities, so its treated just like any other ability, albeit with a much longer cooldown. The second relic depends on which build youre using. The vast majority of damage that bosses deal in raids is considered AoE damage. If healers call out for players to use their Medpacs or if you find yourself having to use yours and see that the rest of the group could also probably benefit from their Medpac. One-Time Tip via PayPalMonthly Patreon Pledge. Please be careful to not activate Smugglers Luck again until you consume the previous stack. You will slightly delay Aimed Shot and Penetrating Rounds if you do this, but youd only miss out on a single use of each of those abilities if you were using Bombing Run on cooldown in a fight that lasts over 15 minutes. Unlike most other DoTs, it does not appear that youll get more ticks of Vital Shot if you apply it during a period of increased alacrity like youd get during Burst Volley. The increased crit chance from Relic of Devastating Vengeance proc synergizes with the Lucky Thoughts ability tree buff to make it more consistent and enable you to benefit from all the passives that increase critical damage dealt . Smugglers Luck is used before everything else because the buff lasts for 20 seconds and only affects the very next use of Aimed Shot, so the earlier to activate Smugglers Luck, the earlier it will become available again, just be sure to not pop it so early that it falls off before you get to actually use Aimed Shot. It deals nearly identical damage to Flurry of Bolts, has a 35m range, and the actual root lasts for a fair bit of time, so I could see it getting some use in the same sort of situation that you might use a slow or a stun on a Melee add. Activating Smugglers Luck twice in a row will just refresh the duration of the buff. Only use the Dodge Stance option to mitigate damage from the adds. I take Ballistic Redistribution because I prefer to never have to worry about Energy, but you probably wont need it very often outside of longer fights. Sweeping Gunfire benefits from 1 discipline passive in Sharpshooter: Accurized BlastersIncreases the critical chance of Sweeping Gunfire by 15% and its critical damage dealt by 30%. In addition, you can still teleport while stunned, so even if the button is grayed out, it will still work. Basically, you get a 50% movement speed boost after every roll. Use it when the entire raid is taking a lot of damage or may wipe because one of the tanks just died and now the boss is running around whacking random people.
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gunslinger build outward
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