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Sentinel Revenant
Kameira Lodge Amarr Empire
0
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Posted - 2013.04.15 13:57:00 -
[1] - Quote
Hello! I need help finding out what skills I should put my Heavy into... I'm not really a new player, I got a couple months on me, and I've learned a fair deal of knowledge. Such as, I know the KDR is all kinds of inaccurate. Or... There ain't no party like a PewDiePie party. You get the point, I'm smart. :)
But I've only ever had a Heavy once, and even then I spent nothing until I had about 1,700,000+ ISK and 800,000 SP... I just need help finding out what to put my Heavy into. So far, all the SP I've spent so far was to get me a HMG, and that was well worth it. :D
But I'm looking to increase my HP because I've fought quite a few Heavys that could never die. Like, MD vs. Pistol, and I still lose. Anyways, I don't know whether to put him into Armor or Shield. I heard Shield is more suitable for Scouts and/or Logistics, but I'm not completely sure. So If anyone could just list some of the skills I should be getting into, that'd be a big help. :D |
slypie11
Planetary Response Organisation
146
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Posted - 2013.04.15 17:11:00 -
[2] - Quote
It depends on what kind of heavy you want. Shield are more suited for scouts, logis and assaults because it doesn't hinder movement speed. Armor on the other hand adds more hp per mod, so that might be the way you want to go. If you doing a heavy/hmg fit, i'd suggest specing into heavy weapon sharpshooter, as the range is pretty inadequate without it. Getting into forge guns also pays off when going toe to toe with HAVs. |
Sentinel Revenant
Kameira Lodge Amarr Empire
0
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Posted - 2013.04.15 17:56:00 -
[3] - Quote
Thanks! I'm using 2 builds right now. The Militia-Class FG suit, and a modified version that uses an HMG. I was planning on going into Armor, but I'm not sure what skills I should get to increase it. And I never really thought about Heavy Weapon Sharpshooter, as I've taken out a truckful of Snipers with the HMG. xD
Anyways, thanks for the help. Do you know what skills I should get to increase armor? |
slypie11
Planetary Response Organisation
147
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Posted - 2013.04.15 18:19:00 -
[4] - Quote
Well, the skills that unlock the armor plate tiers increase its effectiveness by 5% I believe, so you might as well start there. If your going for armor, you may also want to invest in Kinetic Catalyzers, as these should counteract the speed cut, but it would take up a slot that you could be using for an armor plate or armor repper, which you will also need unless you have a logi buddy. |
Sentinel Revenant
Kameira Lodge Amarr Empire
0
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Posted - 2013.04.15 20:17:00 -
[5] - Quote
I'm thinking an Armor Repper and a Enhanced/Complex Armor Plate, assuming the Dropsuit I wanna get can carry that many Low-Power mods. Plus thanks for the help, but I'm not deleting this character, so I can re-roll him. I spend SP on a skill because of a misclick. :( |
Varek Rexus
One-Armed Bandits Atrocitas
2
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Posted - 2013.04.16 23:36:00 -
[6] - Quote
If you're using militia equipment, the armor heavy is really you're best bet, though I highly doubt you'd get many if any enhanced/complex modules on there so stick to militia armor thingies. They exist, right? If you want a relatively self sufficient heavy grab a Type II heavy. Bit further down then line and not militia in the slightest, but due to the fact it relies more heavily on the always recharging shields rather than armor, which needs to be repaired, it's a bit easier to manage solo. However, if you find a constant group to run with that has a logi, go armor. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
14
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Posted - 2013.04.17 04:53:00 -
[7] - Quote
As far as armor vs shield, it's up to personal choice and how dependent you want to be on logistics. Shields will make you more mobile at the cost of a HP buffer, they take longer to restore when fully depleted, need a cooldown after taking damage and the skills and slot items you'll need are pretty extensive to be effective. With armor. it's easier to cap a specific category with no prerequisites, (buffer or faster regen) gives you more HP per module, but at a severe cost of speed, but you'll have high slots open for damage mods or an extra buffer with shield extenders. Also, armor regen is always constant whether you're taking damage or not. Despite what people claim, armor tanking isn't inferior to shield tanking, just different and sometimes better depending on proper understanding and applications. |
Sentinel Revenant
Kameira Lodge Amarr Empire
0
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Posted - 2013.04.17 14:31:00 -
[8] - Quote
Yup, thanks for the help guys. :D I think I'll go armor. :) |
CAELAN Andoril
Tronhadar Free Guard Minmatar Republic
6
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Posted - 2013.04.17 15:03:00 -
[9] - Quote
Field Mechanics and Shield Control. It takes quite a bit of SP to get to Shield Control, but both of them are worth it as they give passive bonuses to HP to all dropsuits. I have Field Mechanics and Shield Control each to 4, and a Heavy Type-II without anything on it gives me 890 EHP rather than 742. Bumping both of them to the final tier takes my EHP to 927 EHP. All for free and no penalty whatsoever, not even for the bonus armour. |
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