![]() ![]() It is optimally used on hard hitting abilities.Ĭonfounds up to 8 nearby enemies, preventing all action for up to 6 seconds. Recharges 1 ability charges every 30 seconds.Ī core ability for our damage that works in conjunction with our set bonus. Each stack increases your next direct single-target melee attack by 25% and its consumed whenever you deal damage with these attacks. Keep this ability available for mechanics or for pvp to help finish off a target and prevent it from doing damage to you or your group.Ĭonsumes all the ability charges of Force Clarity and applies Force Clarity stacks to you. This ability can be channeled while moving. Deals (x) kinetic damage and builds 3 Focus during the duration. Subdues the target, stunning it for 4 seconds. Your gap closer is important to have, especially being a melee dps. Jumps to a distant target, dealing (x) damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target’s current action. Make this an accessible ability on your bars. Interrupts are key in a lot of fights and even in pvp. ![]() Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds. Important for before a fight to start at 100% hp and 30 centering before you go in. Ideally, you never have to use this, but it’s a last resort to recover focus if needed.Īllows you to pause and reflect to restore your health. I keep this ability around on my bar just in case I need to recover focus in a fight from target swapping or downtime. Attacks with both weapons if dual wielding. Generates 2 Focus and inflicts (x) amount of weapon damage with a series of quick melee attacks. My experience over the last few years has exponentially grown, and I’m happy to share my knowledge and experience with othersĪbilities and Passives Jedi Knight Abilities Strike We’ve had so many changes in the last 9 years of the game, and it’s truly been a journey to experience it all. I only played Carnage/Combat up until mid-4.0 when I decided to learn the other Marauder/Sentinel specs. I have been playing the game since 1.2, and my main Marauder is the first character I made. ![]() Although other burst classes are deemed better at the job in general, Combat is very fun to play due to its simplicity and what it can provide for a group in terms of utility and easy target swapping. The spec has gotten significantly easier in 6.0 compared to previous patches with the introduction of Tacticals, specifically the Fanged God Form Tactical. ![]() It is one of the best target swapping specs in the game, requiring no real setup, but suffers significantly to put out a real presence in fights requiring AOE cleave. Combat is a spec focused around single-target burst. This guide is tuned towards PVE, but I will also include tips for PVP. Welcome everyone to my Combat Sentinel guide. How is the Class and Spec changing with SWTOR 7.0.Important note about Zen / Precision Timing.Use the Shii-Cho Form until you receive Ataru Form.įorce Leap > Blade Storm > Zealous Strike > Force Sweep > Master Strike > Slash > StrikeĪt Level 30: Force Leap > Blade Storm > Zealous Strike > Precision Slash > Master Strike > Slash > StrikeĪt Level 40: Force Leap > Blade Storm > Zealous Strike > Blade Surge > Precision Slash > Master Strike > Strike But this spec is a good place to start, especially if this is your first time through the game and you’re just looking to survive until you figure out what precisely the Hell you’re doing. Granted, the Jedi Sentinel is a pure DPS class so you can’t go wrong with any tree. Which means it’s still a pain in the ass to find resources for builds and such. Star Wars: The Old Republic is still quite a new game. ![]()
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