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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2786
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Posted - 2014.04.21 17:39:00 -
[1] - Quote
Greetings ,
Next week I will be making the journey to FanFest. One of my priorities, other than sight seeing and absurd drinking, will be the attempt to have a solid heart to heart discussion about the Assault suit/ role. Focusing on: Defining the Assault Role, The current problems that plague the class, and The Solutions that will better define the role on the battlefield
Therefore, I have made this thread to scramble as much feedback, tips, and suggestions as possible. If you feel you have possible solution to current assault state then please post them in this thread, and I will do my very best to voice them at FanFest.
Thank you for your time,
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2786
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Posted - 2014.04.21 17:40:00 -
[2] - Quote
resevered
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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Spectral Clone
Dust2Dust. Top Men.
2375
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Posted - 2014.04.21 17:45:00 -
[3] - Quote
Question 1: What niche should the assault have that is not covered by a scout or a commando? Question 2: Jetpacks or jump packs? Yes, I am serious.
HTFU Gė£ Live with CCP´s mistakes.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8716
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Posted - 2014.04.21 17:45:00 -
[4] - Quote
Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 2hp/s on armor Amarr: 60hp/s on shields | 8hp/s on armor Gallente: 60hp/s on shields | 10hp/s on armor
Overlord of all humans CAT MERC
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1st Lieutenant Tiberius
0uter.Heaven
1633
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Posted - 2014.04.21 17:48:00 -
[5] - Quote
So lets hear your thoughts and opinions on it then. I'll try to think about it and fill in based on the perspective of an Amarr Assault user, so far the current most frustrating thing is Skills and Bonuses not applying, but obviously that is a separate issue.
The way I see it:
Scouts have superior EWAR capabilities as well as Gank, Tank and Mobility capabilities Heavies have superior Tank capabilities as well as firepower but lacking in mobility and EWAR
So where does the Assault fit it? What are they supposed to be good at? and if they are supposed to be versatile, generalist suits should they then have the ability to closely mimic the abilities of each and every class (at a reduced performance compared to specialized suits)?
I think the issue lies in a lack of weaknesses, Assaults are not bad just not as good compared to the scouts (and heavies in particular situations) so why run an assault? Do we need to give the Assaults an advantage or should we be giving Scouts and Heavies a weakness?
So far the only thing I can think of is increasing Heavy Frame cost back, or close, to chromosome levels and reduce their turning speed once more to counteract the advantage they have; high EHP and superior CQC firepower + slow down effect from HMG
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12526
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Posted - 2014.04.21 17:51:00 -
[6] - Quote
Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor
I'm very keen on this kind of thing - having assaults regenerate at a very high rate so they can constantly be the aggressors.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8720
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Posted - 2014.04.21 17:52:00 -
[7] - Quote
Note how a heavy can turn into an assault (put a kin cat on a minmatar heavy, laugh at your enemies). A scout can turn into an assault.
But an assault can't turn into a heavy, and an assault can't turn into a scout. Why is that?
Because they both have some niche that makes them unique. Scouts have incredible EWAR. Heavies have very high base HP and access to heavy weaponry. Assaults have nothing, they're just in the lame middle that can't do anything special.
Overlord of all humans CAT MERC
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NAV HIV
The Generals General Tso's Alliance
1521
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Posted - 2014.04.21 17:52:00 -
[8] - Quote
Caldari Assault Bonus: Need the old one back
- Scout (1.8) shouldn't be able to brick tank and make assault suits look useless - lolLogi slayers Pre 1.8 made it annoying too... A lot of assault players switched to logi suits then - Assaults shouldn't have as much HP as a Commando or Heavy but should have decent enough bonuses to make it the go to suit for front-line combat.... Heavy + Rifle is stupid... Effective but stupid |
thomas mak
The Nether Dragon
92
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Posted - 2014.04.21 17:53:00 -
[9] - Quote
If you have time: Plz ask them why remove half of vehicle and intro a crapy passive armor rep and not working shield booster also ask them why nerf the missile after the 'vehicle update' And ask them why AR and ScP have no dots(red/blue)
The Nether Dragon
ya I am the CEO
and a pilot
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Sev Alcatraz
Bullet Cluster Lokun Listamenn
583
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Posted - 2014.04.21 17:53:00 -
[10] - Quote
Raise the damage threashhold on shields!!!
closed beta Vet
>In a man to man fight, the winner is he who has one more round in his magazine. Erwin Rommel
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Monkey MAC
Rough Riders..
2603
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Posted - 2014.04.21 17:57:00 -
[11] - Quote
As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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1st Lieutenant Tiberius
0uter.Heaven
1633
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Posted - 2014.04.21 17:58:00 -
[12] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor I'm very keen on this kind of thing - having assaults regenerate at a very high rate so they can constantly be the aggressors.
Perhaps 100 Hp/s on caldari is a bit much. The ck.0 Scout has 50 hp/s shield regen and with 2 complex shield regulators the suit is ridiculously powerful, in under a second (so long as my shields aren't completely depleted) I start repping my shields back, and worst case scenario it will take my 9 seconds to be full health and reengage the opponent.
With that said I am interested in giving the Assaults a regenerative bonus, being the workhorses of the battlefield placing constant pressure and "Assaulting" the frontlines.
Scouts are currently the best Assaulters due to superior passive scanning abilities, mobility capability as well as the versatility to use their 6 module slots and 2 equipment slots however they please (tank, gank, speed tank, EWAR or whatever you please)
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12526
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Posted - 2014.04.21 17:58:00 -
[13] - Quote
thomas mak wrote:If you have time: Plz ask them why remove half of vehicle and intro a crapy passive armor rep and not working shield booster also ask them why nerf the missile after the 'vehicle update' And ask them why AR and ScP have no dots(red/blue) It never fails to amaze me how someone posts a thread talking about one subject and someone will come in and blather something completely irrelevant.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Awry Barux
Ametat Security Amarr Empire
2033
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Posted - 2014.04.21 18:00:00 -
[14] - Quote
Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor I'm on board with this, though I think there should be 1 or 2 armor hp/s on the Cal- while they shouldn't have much armor, I see no reason to give them zero regen on it, as any shield tanker will inevitably end up dipping slightly into their armor HP.
I see no other way to give Assaults a real role without the addition of new content, i.e. jetpacks, which best-case are many months away.
Nerdier than thou
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Spectral Clone
Dust2Dust. Top Men.
2376
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Posted - 2014.04.21 18:01:00 -
[15] - Quote
"The assault class should use its active tank and apply constant force to push enemies away from their positions." - Spectral Clone, April 2014
HTFU Gė£ Live with CCP´s mistakes.
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2789
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Posted - 2014.04.21 18:02:00 -
[16] - Quote
Monkey MAC wrote:As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers
I really like the idea of having an assault suit with both a module bonus and weapon bonus. Not so much forcing a playstyle, but helping guide it.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8721
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Posted - 2014.04.21 18:02:00 -
[17] - Quote
Awry Barux wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor I'm on board with this, though I think there should be 1 or 2 armor hp/s on the Cal- while they shouldn't have much armor, I see no reason to give them zero regen on it, as any shield tanker will inevitably end up dipping slightly into their armor HP. I see no other way to give Assaults a real role without the addition of new content, i.e. jetpacks, which best-case are many months away. That's fine, 1-2hp/s wouldn't hurt anybody.
Overlord of all humans CAT MERC
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2789
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Posted - 2014.04.21 18:03:00 -
[18] - Quote
Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor
Seems a bit high on my end, but I like your idea on regeneration. Regeneration in my opinion plays a key role in assaulting.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
1st Lieutenant Tiberius
0uter.Heaven
1633
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Posted - 2014.04.21 18:04:00 -
[19] - Quote
Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead?
Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea.
The Sinwarden
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Arkena Wyrnspire
Fatal Absolution
12532
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Posted - 2014.04.21 18:10:00 -
[20] - Quote
1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea.
The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced.
You have long since made your choice. What you make now is a mistake.
EUrobro
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CRNWLLC
Screwy Rabbit ULC
211
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Posted - 2014.04.21 18:14:00 -
[21] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor I'm very keen on this kind of thing - having assaults regenerate at a very high rate so they can constantly be the aggressors. ^^ Yes, please.
My other dropsuit is a Python.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8723
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Posted - 2014.04.21 18:16:00 -
[22] - Quote
ReGnYuM wrote:Cat Merc wrote:Assaults need to be the suit that never lets back, keeping the enemy on it's toes. That would require very very fast regen rate, faster than any suit can achieve without gimping itself, just like trying to EWAR with an assault is gimping yourself.
I would suggest: Caldari: 100hp/s on shields | 0hp/s on armor Minmatar: 80hp/s on shields | 4hp/s on armor Amarr: 60hp/s on shields | 12hp/s on armor Gallente: 60hp/s on shields | 15hp/s on armor Seems a bit high on my end, but I like your idea on regeneration. Regeneration in my opinion plays a key role in assaulting. Well, I want to make sure that if a suit matches those numbers, they would be gimped compared to an assault.
Just like an assault with EWAR is gimped comapred to a scout.
Overlord of all humans CAT MERC
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1st Lieutenant Tiberius
0uter.Heaven
1634
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Posted - 2014.04.21 18:16:00 -
[23] - Quote
Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea. The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced.
Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s?
I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this:
Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered?
The Sinwarden
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7052
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Posted - 2014.04.21 18:22:00 -
[24] - Quote
What about giving Assault Frames an additional grenade?
Logistics have multiple Equipment Slots, Scouts have the Cloak Field, Sentinels have Resistances and Heavy Weapons, and the Commandos boast 2 Light Weapon Slots. What does the Assault suit have that makes it distinguishable from other Dropsuit Frames on the battlefield?
I think it would really help give them a distinguishing feature among other frames, while not making them imbalanced due to the Nanite consumption of the Grenades, and the lower amount of Nanite Clusters carried in Nanohives.
Not to mention, it would give them a defining role in AV. Scouts are used when your planing explosives onto a target, Sentinels are used when you need an AV weapon with extreme alpha damage, and Commandos are used due to their higher damage output and the ability to defend themselves with other primaries. Having an extra grenade would persuade people who need/want to use AV grenades to use Assaults (something that the Commando lacks).
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:22:00 -
[25] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea. The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced. Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s? I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this: Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered? Not at all. Your armor will be at 262, most things can sneeze that HP away before you get even one cycle of repair.
Overlord of all humans CAT MERC
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Monkey MAC
Rough Riders..
2604
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Posted - 2014.04.21 18:24:00 -
[26] - Quote
ReGnYuM wrote:Monkey MAC wrote:As per its description it is meant to be the most versatile suit available. Capable of changing it's role at a moments notice. As such the Assault needs abilities to accompang this, such as being able to change between variations of the same weapon without a Supply Depot.
It also needs suit bonuses that give it better engagement to engagement survivability. As such.
Minmatar: +5 Clip Capacity for Projectile weapons/+0.5 clip capacity for Explosive Weapons + 3% Efficency on Shield Energizers/Rechargers
Amarr: -5% Heat Reduction on Laser Weaponry +2% Efficency on Shield Energizers/Armour Reppers
Caldari: Some more useful primary bonus +3% Efficency on Shield Regulator
Gallante: Some more useful primary bonus +3% Efficency on Armour Reppers I really like the idea of having an assault suit with both a module bonus and weapon bonus. Not so much forcing a playstyle, but helping guide it.
For once I think I agree with you, the weapon bonus needs to encourage use of racial parity. But never force it.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2792
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Posted - 2014.04.21 18:31:00 -
[27] - Quote
1st Lieutenant Tiberius wrote:Arkena Wyrnspire wrote:1st Lieutenant Tiberius wrote:Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 5hp/s on armor Amarr: 40hp/s on shields | 15hp/s on armor Gallente: 20hp/s on shields | 17hp/s on armor
What about this instead? Also, could we see a slot layout change for the Assault suits as well. Obviously the current slot layouts are no longer viable. I suggest Kagehoshi's suggestion unless anyone has a better idea. The Amarr rep rate is practically on top of the Gallente rep rate there whilst they have double the shield regen. Especially as Gallente equipment is more oriented towards active armour tanking than the Amarr I don't think that's quite balanced. Would it be best to push the Rep threshold up to Amarr 15hp/s and Gallente 20hp/s or bring it down to Amarr 10hp/s and Gallente 15hp/s? I fear that if we do not tread lightly we will see the manifestation of the triple Rep Madrugar in Gallente Assault users. I'm inclined to bring it down then, what about this: Cat Merc wrote: I would suggest: Caldari: 80hp/s on shields | 1hp/s on armor Minmatar: 60hp/s on shields | 3hp/s on armor Amarr: 30hp/s on shields | 10hp/s on armor Gallente: 20hp/s on shields | 15hp/s on armor
4 Complex Armor Repairers on a Assault gk.0 using this suggestion would take its Armor repair rate to; 25 (6.25 x 4 modules) + 15 base making it 40 armor reps a second. Would this be overpowered?
I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
|
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:35:00 -
[28] - Quote
ReGnYuM wrote: I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
Exactly, and 15 base HP/s will not do that.
Overlord of all humans CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8724
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Posted - 2014.04.21 18:40:00 -
[29] - Quote
Oh and the delays need to be shortened on all assaults, they're sickeningly long compared to the rest of the suits.
Overlord of all humans CAT MERC
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2793
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Posted - 2014.04.21 18:40:00 -
[30] - Quote
Cat Merc wrote:ReGnYuM wrote: I agree with your buff to regeneration as a whole, but regen needs to more focused on regaining your tank after the confrontation, rather than using your regen during a battle to win it. This becomes a problem with armour reps.
Exactly, and 15 base HP/s will not do that.
See I don't know about that. Instinctively I would run two complex reppers and two basic plates. With passives, my reps per second would be 27.25 (I think) and considerable tank.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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