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Zhaos

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  • Location
    Hartford, CT
  • Occupation
    Network Engineer
  1. I run with this - http://www.torhead.com/skill-calc#3000cZMIk0RrzZfhbrzG.1 I think some people become too focused on their damage meter and don't pay enough attention to actually winning the objective/match. Who cares if you're doing DoT damage to a target that keeps healing it off. This build gives you some better team options. For example; the reduced CD on Jet Pack along with the PvP set bonus has been way more beneficial to the team. I will assume everyone knows how effectively Jet Pack is for many situations. I normally open combat with an instant Concussion, followed by IM, Relic, RS, and then 3x Tracers. This puts you in a perfect Unload/PS situation and I've found it to be very flexible pending your environment. Tracer Missile is just too strong to give up when you can set yourself as a turret and this build still gives you the ability to pop out nasty Railshots while still giving you a boost to the lacking Merc survivability.
  2. Problem with Unload is that it's Ranged damage and kinetic. You'll find that a lot of classes (Tanks/Heavies) have abilities that proc shields off of ranged attacks AND a high standard Armor Rating which reduces kinetic damage. Missiles and rail shot on the other hand are Tech based which won't proc those shields and also get a nice Tier 1 crit buff in the Bodyguard tree.
  3. I tend to PvP more and run with a nearly similar build - I'm trying this build at the moment: (http://www.torhead.com/skill-calc#3000cZMIk0RrzZfhbrzG.1) and I find it decent. I'll find myself heat locked at times @ 35& crit however. With PvE it's just been to hard to judge without meters to see how effective rolling CGC is.
  4. Thanks, Axil. That's just about what I figured. I find it more ironic that these forums are constantly populated with questions about any other crew skill when they don't even matter. Shout out to the trolls as well. Big ups. Z
  5. All the crafting abilities are completely useless in the end game. Why would anyone not want to go biochem for the reusable (and remarkable) medpacks, stims and adrenals? Has anyone seen any real reason(advantage) to having any other trade skill in the end game? BOP recipes are nearly the equivalent of Tionese grade drops; which was garbage since the 5th day after release. Please enlighten me or confirm!
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