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Rifter7
Improvise.
139
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Posted - 2013.03.27 05:00:00 -
[1] - Quote
why can't i hold all these limes.. i dont even..
my pg upgrade skill is 5, how do i get this blasted thing on here? i've got damage mods and missile turrets on as well.. is there some pg skill i've overlooked? |
DJINN Marauder
Hellstorm Inc League of Infamy
399
|
Posted - 2013.03.27 05:02:00 -
[2] - Quote
Take dmg mods off and put a pg upgrade maybe? |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:03:00 -
[3] - Quote
Add 2 power grid expansion units to your 2 low slots, that should be more than enough. |
Rifter7
Improvise.
139
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Posted - 2013.03.27 05:04:00 -
[4] - Quote
ohhh man that's not a desired alternative.. ****.. maybe i need to change my mids around, pull of the extender..
anyone have any advice to keep the damage mods on the lows? i know most of you guys are pretty hushed about it but id appreciate any help for my little tanker nub... maybe try to stack more damage reduction mods instead? would that work? |
General Tiberius1
ZionTCD Legacy Rising
320
|
Posted - 2013.03.27 05:05:00 -
[5] - Quote
when did we get neutron blasters in game? |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:05:00 -
[6] - Quote
DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion. |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:06:00 -
[7] - Quote
Caldari gets the mods, Gallente use armor plates and turbo. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 05:08:00 -
[8] - Quote
TheBluBerry wrote:DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion.
what? damage mods go on the lows for vehicles.
|
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:08:00 -
[9] - Quote
Rifter7 wrote:ohhh man that's not a desired alternative.. ****.. maybe i need to change my mids around, pull of the extender..
anyone have any advice to keep the damage mods on the lows? i know most of you guys are pretty hushed about it but id appreciate any help for my little tanker nub... maybe try to stack more damage reduction mods instead? would that work? I don't use damage mods, I'm a shield tanker so for my highs I use shield extenders, shield dmg resist mods, and shield boosters and for lows I put PG expansion, and I leave the turrets as is. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 05:10:00 -
[10] - Quote
yeah but its a shield tank.. the whole point of going shield tank is so you can stack the hell out of damage mods.. |
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DJINN Marauder
Hellstorm Inc League of Infamy
399
|
Posted - 2013.03.27 05:11:00 -
[11] - Quote
Dmg mod isn't exactly good for tank. At least i don't think. Soo....
Edit: how many extenders do you have? |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:12:00 -
[12] - Quote
WyrmHero1945 wrote:Caldari gets the mods, Gallente use armor plates and turbo.
Whoops sorry I thought you were using a Madrugar. Change a shield extender (I assuming you're using 3) for a shield hardener...
Edit: Yes stick to 2 damage mods, Caldari shield tanks is all about those. |
Rifter7
Improvise.
139
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Posted - 2013.03.27 05:16:00 -
[13] - Quote
no im not using three.. i use the giant one and put damage reduction mods, it gives more shields..
i fit this thing like my maelstrom, i just put a heavy shield extender and booster and stacked the living bejesus out of damage reduction mods so the shield reps more.. if you have a shitload of shields the booster has to rep more..
and yeah damage mods on the lows.. i dont want to use a scattered tho i want the neutron one. |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:17:00 -
[14] - Quote
Rifter7 wrote:TheBluBerry wrote:DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion. what? damage mods go on the lows for vehicles. no offense if you didn't know that you probably aren't in a position to be giving advice.. maybe if you hang around we can both learn some new stuff tho hahah! oh oops guess I overlooked that anyway dont use damage mods I put pg upgrades so i can fit more stuff. |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:20:00 -
[15] - Quote
Rifter7 wrote:yeah but its a shield tank.. the whole point of going shield tank is so you can stack the hell out of damage mods.. in my opinion armor tanks were made for damage mods cuz they have more low slots, and plus armor is supposed to be pretty hard to take out and they're pretty slow, so they're probably gonna stay in the heat for a long time, might as well take out as many reds as possible. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 05:21:00 -
[16] - Quote
look at what the damage mods do first man. they increase your damage and rof, thats like why.. why man WHY! |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 05:22:00 -
[17] - Quote
TheBluBerry wrote:DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion.
No they don't a d no you can. If you want to run a survivable shield tank with a plaster on it you got to do it sans Dmg mods. |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:22:00 -
[18] - Quote
Rifter7 wrote:no im not using three.. i use the giant one and put damage reduction mods, it gives more shields..
i fit this thing like my maelstrom, i just put a heavy shield extender and booster and stacked the living bejesus out of damage reduction mods so the shield reps more.. if you have a shitload of shields the booster has to rep more..
and yeah damage mods on the lows.. i dont want to use a scattered tho i want the neutron one.
You may have to take out the damage reduction mods. Put the lowest PG shield extender and booster, and use 2 hardeners? Maybe it gives you space for a light shield extender? (If it's possible to equip one). |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:24:00 -
[19] - Quote
Rifter7 wrote:look at what the damage mods do first man. they increase your damage and rof, thats like why.. why man WHY! If your using blaster turret its pointless cuz blasters already tear infantry to shreds, but they're good for railgun turrets cuz than you'll probably gonna be taking out other tanks and dropships and what not. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 05:24:00 -
[20] - Quote
i was thinking maybe i fit 2 low pg shield boosters and stack the hell out of hardeners and resistance mods.. i dunno maybe that's cray.
i dont think any of the really good tankers are gonna share their knowledge tho.. oh well whatever. |
|
Sandromin Hes
Sand Mercenary Corps Inc.
219
|
Posted - 2013.03.27 05:25:00 -
[21] - Quote
Rifter7 wrote:TheBluBerry wrote:DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion. what? damage mods go on the lows for vehicles. no offense if you didn't know that you probably aren't in a position to be giving advice.. maybe if you hang around we can both learn some new stuff tho hahah!
Read some of the guides in the training grounds. I recommend reading Tac Com's thread (HAV owner manual); the guy built a Sica that could output 12k damage with a railgun before overheating. If you need more help, message me in game when I have time to type some tips up for you. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 05:25:00 -
[22] - Quote
Rifter7 wrote:yeah but its a shield tank.. the whole point of going shield tank is so you can stack the hell out of damage mods..
Yes, for a rail fit, not blasters. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 05:26:00 -
[23] - Quote
Sandromin Hes wrote:Rifter7 wrote:TheBluBerry wrote:DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion. what? damage mods go on the lows for vehicles. no offense if you didn't know that you probably aren't in a position to be giving advice.. maybe if you hang around we can both learn some new stuff tho hahah! Read some of the guides in the training grounds. I recommend reading Tac Com's thread (HAV owner manual); the guy built a Sica that could output 12k damage with a railgun before overheating. If you need more help, message me in game when I have time to type some tips up for you.
yeah hey i'll check out that guide thanks man. |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:28:00 -
[24] - Quote
Rifter7 wrote:i was thinking maybe i fit 2 low pg shield boosters and stack the hell out of hardeners and resistance mods.. i dunno maybe that's cray.
i dont think any of the really good tankers are gonna share their knowledge tho.. oh well whatever. if you want i guess you can, but just make it so that you can get away if AVs start going crazy over you |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 05:32:00 -
[25] - Quote
Oops, I edited post # 17. Sorry about the first go around on that one. |
Chances Ghost
Inf4m0us
33
|
Posted - 2013.03.27 05:33:00 -
[26] - Quote
no, your not meant to fit proto turrets on your gunnlogi without sacraficing your shields |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:36:00 -
[27] - Quote
Ok rift I can confirm you can equip light shield extenders. Fit everything before equipping high slot modules. Then equip a light clarity ward booster (76 PG, 127 HP per pulse, compared to heavy conversed which is 271 HP for 512 PG). The hardener should be the most important since shields recharge anyway. Then stack shield extenders (heavy or loght) according to PG left. |
Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:43:00 -
[28] - Quote
I'm feeling generous so I'll give some advice, first, a lot of people in this thread seem like idiots, ignore them.
Try a heavy extender, light extender and two resistance amplifiers, if you have the top ones then you should be pretty tanky (Over 6000HP + 30% Resists with the top modules with maxed skills), add a heavy booster. That's your highs. Fit a damage mod in the low and then a powergrid expansion, try to get the local. Fit your turrets with the blaster of your choice (Go for scattered everytime.) and fit it with missiles for small turrets.
Ta da. You're welcome.
(Source: I run this fit and can fit a proto blaster on it, come at me.) |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:44:00 -
[29] - Quote
WyrmHero1945 wrote: Edit: As others have said blasters has enough damage on its own so you may want to ditch the damage mods and get PG upgrades for better shields.
THANK YOU thats what I've been trying to say!!!!!! |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:45:00 -
[30] - Quote
Jason Pearson wrote:I'm feeling generous so I'll give some advice, first, a lot of people in this thread seem like idiots, ignore them.
Try a heavy extender, light extender and two resistance amplifiers, if you have the top ones then you should be pretty tanky (Over 6000HP + 30% Resists with the top modules with maxed skills), add a heavy booster. That's your highs. Fit a damage mod in the low and then a powergrid expansion, try to get the local. Fit your turrets with the blaster of your choice (Go for scattered everytime.) and fit it with missiles for small turrets.
Ta da. You're welcome.
(Source: I run this fit and can fit a proto blaster on it, come at me.) Hey, who you calling an idiot? |
|
Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:47:00 -
[31] - Quote
Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:50:00 -
[32] - Quote
Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank.
Yeah but he's trying to min/max, either go full damage mods or none at all. |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:52:00 -
[33] - Quote
TheBluBerry wrote:WyrmHero1945 wrote: Edit: As others have said blasters has enough damage on its own so you may want to ditch the damage mods and get PG upgrades for better shields.
THANK YOU thats what I've been trying to say!!!!!!
Makes sense so you're welcome. ;) |
Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:56:00 -
[34] - Quote
To clear that up then, only a gunloggi running **** shields will be able to use two damage mods, I do it on my railgun tank, soon as I get proto I'll be hitting like 4k+
You need a mix of tank and DPS, one Damage mod is enough until you get a Sagaris, which will allow you to fit two and a PG expansion. |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:56:00 -
[35] - Quote
Jason Pearson wrote:Idiots who don't know how to tank. Feel the wrath of my Blueness.
Jason Pearson wrote:"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. We have railguns for a reason, "HUH REALLY ", rails are for tank vs tank fights therefore you should have damage mods to get the most damage and beat the other guy, and with blasters theres no point cuz you will hopefully be trying to take out infantry, other than that you shouldnt be doing anything else. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:01:00 -
[36] - Quote
Jason Pearson wrote:I'm feeling generous so I'll give some advice, first, a lot of people in this thread seem like idiots, ignore them.
Try a heavy extender, light extender and two resistance amplifiers, if you have the top ones then you should be pretty tanky (Over 6000HP + 30% Resists with the top modules with maxed skills), add a heavy booster. That's your highs. Fit a damage mod in the low and then a powergrid expansion, try to get the local. Fit your turrets with the blaster of your choice (Go for scattered everytime.) and fit it with missiles for small turrets.
Ta da. You're welcome.
(Source: I run this fit and can fit a proto blaster on it, come at me.)
dude you're ******* awesome. thanks. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:06:00 -
[37] - Quote
i came up with something similar while i was sobbing about my neutron not fitting..
heavy booster, active hardener, 2 passive hardeners, heavy extender power diagnostic, damage mod neutron scattered whatever blaster and missile turrets.
what do you think? ditch the hardener maybe? idk the cooldown looks pretty whack maybe ill just ditch it. |
Jason Pearson
Seraphim Initiative. CRONOS.
776
|
Posted - 2013.03.27 06:12:00 -
[38] - Quote
Rifter7 wrote:i came up with something similar while i was sobbing about my neutron not fitting..
heavy booster, active hardener, 2 passive hardeners, heavy extender power diagnostic, damage mod neutron scattered whatever blaster and missile turrets.
what do you think? ditch the hardener maybe? idk the cooldown looks pretty whack maybe ill just ditch it.
Lose the active. They're great but only last 10 seconds, I'd rather the extra shields, if you can't run it, ditch the diagnostic for a proper expansion unit, that tiny bit of extra shields doesn't help too much anyway.
TheBluBerry wrote:Jason Pearson wrote:Idiots who don't know how to tank. Feel the wrath of my Blueness. Jason Pearson wrote:"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. We have railguns for a reason, "HUH REALLY ", rails are for tank vs tank fights therefore you should have damage mods to get the most damage and beat the other guy, and with blasters theres no point cuz you will hopefully be trying to take out infantry, other than that you shouldnt be doing anything else.
Silly bluedot, just stop. xD Rails are Anti Installation and Vehicle aswell as a Large Sniper rifle. Blasters are for Infantry, installations and vehicles, its pretty much an assault rifle (as in all purpose), making it perfect for taking a Tank out. It's also more of a counter for a Railgun turret, as railguns turn slowly, a fast blaster tank can get in behind it and take it out before it can turn around. (Does not always work, I've had idiots rush me and still had time to turn around and rail gun them)
|
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:14:00 -
[39] - Quote
yeah okay ill probably ditch it.. i was thinking it could be an oh **** button but.. yeah.
i dunno why ure even bothering with the other guy man.. thanks again. |
TheBluBerry
Deep Space Republic
3
|
Posted - 2013.03.27 06:34:00 -
[40] - Quote
Rifter7 wrote: i dunno why ure even bothering with the other guy man.. thanks again.
You're welcome fellow blueberry |
|
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:38:00 -
[41] - Quote
Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank.
That RoF 95% is a typo actually only increases by 5%, as stated in the item description.
And why would you use a light extender that is only worth 700 HP when you can get 900 points EHP by using a passive resistance amplifier for -15% damage intake instead? Not only that but you have to recover the lost shield taken by damage, but you never have to recover the EHP from the passive resister.
Use passive resisters they are better in every respect and cost less PG. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:43:00 -
[42] - Quote
stacking penaltys probably. third mod gets 57 % so its only like 8% of 5000
not to mention the 100 and 87 percent of the 2 originals get to buff 5700 hp.
fitting three would probably be ideal if you where spider tanking, tho. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:52:00 -
[43] - Quote
Rifter7 wrote:stacking penaltys probably. third mod gets 50ish % so its only like 7% of 5000
not to mention the 100 and 89ish percent of the 2 originals get to buff 5700 hp.
Active mods do not work the same as passive mods. You would have to have both of your active mods going at once, and even then the second active mod would only be at 87% (not 50). While you are just running around with no active mods active, the passive is going to be at full power, which is 900 EHP that you never have to recover and costs you 0 PG. Trust me man this is the way to go. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:58:00 -
[44] - Quote
click show info on ward shield amplifier. i'll do it for you, one sec.
Increases damage resistance of the vehicle's shields.
NOTE: Stacking penalties apply to this module; the effectiveness of each additional module affecting similar attributes after the first will be reduced.
source for diminishing returns http://www.eve-search.com/thread/832803-0/page/1
so yeah.. i checked it out too man. i think the little extenders the way to go, but i haven't checked out the pdu and i wish the stupid active hardeners didnt suck so much.. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:58:00 -
[45] - Quote
Well I stand corrected then. |
Jason Pearson
Seraphim Initiative. CRONOS.
777
|
Posted - 2013.03.27 06:59:00 -
[46] - Quote
Ignoble Son wrote:Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. That RoF 95% is a typo actually only increases by 5%, as stated in the item description. And why would you use a light extender that is only worth 700 HP when you can get 900 points EHP by using a passive resistance amplifier for -15% damage intake instead? Not only that but you have to recover the lost shield taken by damage, but you never have to recover the EHP from the passive resister. Use passive resisters they are better in every respect and cost less PG.
I don't know man, seems a lot faster than 5%, either way it's amazing.
Because stacking penalties, I've already suggested using two 15% Resistances, the extra light extender raises the eHP considerably due to the resists there already. I mean, three resists just wouldn't work out well. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 07:00:00 -
[47] - Quote
dude..
https://forums.eveonline.com/default.aspx?g=posts&t=26527 http://www.eve-search.com/thread/832803-0/page/1 http://wiki.eveuniversity.org/Eve_math http://www.eve-wiki.net/index.php?title=Stacking_penalty
pretty sure you're wrong about that..
STILL if theres a math junky out there that wants to calculate the 7% shield from the pdu compared to the others.. please mathjunkey.. halp.. ill give you all my likes lol! or i'll do it one of these days.. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 07:19:00 -
[48] - Quote
Jason Pearson wrote:Ignoble Son wrote:Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. That RoF 95% is a typo actually only increases by 5%, as stated in the item description. And why would you use a light extender that is only worth 700 HP when you can get 900 points EHP by using a passive resistance amplifier for -15% damage intake instead? Not only that but you have to recover the lost shield taken by damage, but you never have to recover the EHP from the passive resister. Use passive resisters they are better in every respect and cost less PG. I don't know man, seems a lot faster than 5%, either way it's amazing. Because stacking penalties, I've already suggested using two 15% Resistances, the extra light extender raises the eHP considerably due to the resists there already. I mean, three resists just wouldn't work out well.
Yah but only very seldomely are you actually using three resists at one time (remember you have to activate them). And even if the second resist is taking a hit at 87% that puts you only 13% off for a maximum of 20 seconds, with a down time of 20 seconds.
Also as I said before you never have to recover the lost HP from a passive resister as you would have to, through boosting with the extra shield extender. Equipping the light shield extender instead of the passive resister does nothing bust make your booster that much more inefective. |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 07:39:00 -
[49] - Quote
Ah you're on about actives, yet posted about Passives.
Actives are great but they're two different tanks. See I prefer focusing on my movement, map and firing, Active Hardeners (And three at that) are just a nuisance.
I find two Passive ward amplifiers are enough, I run a tank with nearly 6000 HP with about 25% resists that are constantly on as they are passive and a converse booster, I don't lose them very often either and find that 25% is enough (What's that like 7500 shield eHP?) |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:00:00 -
[50] - Quote
Jason Pearson wrote:Ah you're on about actives, yet posted about Passives.
Actives are great but they're two different tanks. See I prefer focusing on my movement, map and firing, Active Hardeners (And three at that) are just a nuisance.
I find two Passive ward amplifiers are enough, I run a tank with nearly 6000 HP with about 25% resists that are constantly on as they are passive and a converse booster, I don't lose them very often either and find that 25% is enough (What's that like 7500 shield eHP?)
How do you mean "movement". Do you use chaises?
I just created the build you suggested it works out to be 7914.24 EHP with a chaise and shield control maxed, and you can even equip a scattered neutron blaster to it. I'll give it a try and see how I like it. |
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Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:04:00 -
[51] - Quote
Hum, also I was able to equip a proto booster rather than an advanced. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:09:00 -
[52] - Quote
Never mind I get what you mean buy movement now, your using a damage mod in your second low slot right? |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 08:17:00 -
[53] - Quote
Just to clear it up, yes I use a 10% damage mod in the low, by movement I meant actual tank placement, checking exit routes and such, that's something that seems to separate tankers aswell, by their ability to know when to move and such. But yeah, that's a lot of eHP and we can still fit a Proto Blaster to it ^_^ |
General Tiberius1
ZionTCD Legacy Rising
325
|
Posted - 2013.03.27 08:17:00 -
[54] - Quote
why is this thread getting so much attention?
there are troll threads to participate in guys |
Sir Meode
Seraphim Initiative. CRONOS.
382
|
Posted - 2013.03.27 08:18:00 -
[55] - Quote
don't listen to Jason he knows nothing. |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 08:23:00 -
[56] - Quote
Sir Meode wrote:don't listen to Jason he knows nothing.
You hurt my feelings :( WHY WON'T YOU LOVE ME?! |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
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Posted - 2013.03.27 08:34:00 -
[57] - Quote
Jason Pearson wrote:Just to clear it up, yes I use a 10% damage mod in the low, by movement I meant actual tank placement, checking exit routes and such, that's something that seems to separate tankers aswell, by their ability to know when to move and such. But yeah, that's a lot of eHP and we can still fit a Proto Blaster to it ^_^
Thanx.
Like I said I'll give it a try see how I like it. |
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