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Arzoo

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Everything posted by Arzoo

  1. I think they lost the code for PG or something. It's been bugged since beta. Even the tooltip gives the bugged description.
  2. FYI, target lock doesn't provide the crit multiplier to unload. That might be skewing your results. I'd just LOVE if APeckenpaugh went and checked that one for us, since I've tested the Commando version and it ALSO doesn't seem to work, and in addition to that someone posted logs that seem to show cell charger not working with full auto either.
  3. Aha. I was waiting for someone to check this. Commando's equivalent (deadly cannon) has the exact same bug (i tested it). Something else to check: the ammo-back talent on crits is also (allegedly) not working with full-auto/unload. Mind checking that too?
  4. There was one considered, but it was dropped from beta because no one but biohem is allowed to provide massive convenience at end-game.
  5. I hate that quote. It claims it is important to not let people realize you are a fool. It says nothing about avoiding actually BEING a fool, silence or not.
  6. They said they buffed HSM but due to the bug fix it ended up being the same or worse as before.
  7. Half the people here will tell you that it is completely unviable at all in endgame. The other half will tell you that the first half just needs to L2P and they're just fine. Regardless this game is (for the most part) too easy for it to matter. At the very least no op would fail for having a single commando healer (though having 2 starts causing problems). The main warning I can give you is this: it will not be fun. The nerfs were directly to your ability to do anything other than hoard your ammo like a miser. Succeeding is a matter of strictly managing your limited resources and casting the same few heals on the right people, and in a critical situation you can't change much to deal with it.
  8. I always assume that both parties should be prepared to use every cooldown to win the fight.
  9. Is it possible that cell charger calculates from the attack begins rather than when it actually hits (which is when the log would post the time). Maybe that could be causing this?
  10. Troopers are amazingly buggy. Full auto has no less than two demonstrably bugged talents (quite important ones too. I suspect our dps would be much more competitive were they fixed). Demolition round was bugged since beta (they finally fixed it to the extreme detriment of gunnery performance). The vanguard pulse generator's actual functionality is barely recognizable compared to what it's supposed to do (the tooltip quite happily declares one of the bugs)
  11. Our guild runs all ranged dps (not by intent, just so happened to be that way). just about every fight involves more than 4 players stacked on top of each other. Something that's important to remember is that even when you're at 4 or less targets, salvation is still better.
  12. You need to seriously manage ammo better if you're having trouble on that fight. Whenever you would slip below the max ammo regeneration instead of using an attack that uses ammo just use hammershot or another free ability.
  13. Since expertise is the main stat, and it's the same on all pieces, you want to maximize the quantity of pieces you can buy. Use your rated comms for items that don't involve a trade in. A gun/offhand is probably a good investment too, since they have a higher than normal influence on your damage output.
  14. I told him Vanguard was fine. I'm sorry if I gave the impression that I think taking anything other than sentinel is bad.
  15. All the cooldowns he blew other than cc-break are on shorter ones than the abilities you had to use, plus you have yet to deal damage to him and he is now immune to cc. I'm not saying it's instant death, I'm just pointing out that if they want to be in melee range then it doesn't matter how well you play they are still going to be in melee range without even expending many resources compared to what you've used (the cc break is the main thing he has to burn but since resolve filled it doesn't really matter).
  16. In terms of dps lost to fight mechanics neither ranged nor melee are favored. There are just as many fights that require running around like chickens to avoid raid damage that interrupt ranged attacking as there are knockbacks on melee (and op-wide knockbacks are a problem for ranged too). I will admit that in terms of damage taken melee generally gets the short end of the stick and have to eat damage that ranged don't have to worry about.
  17. Try combining it with the reactive shield self-healing bonus. I once stacked every single heal increase bonus on myself, popped relic (not adrenal though), and tried to get the highest number possible. This was prior to the ubernerf too. I wish I remember what number I got. I want to say it was above 10k.
  18. God help you if you bring 2 mercenary healers to an 8-man op, because whatever benefit having 2 kolto shells on the tank gives you will be outweighed by the healers dying of stress-related heart attacks when trying to heal AoE damage.
  19. In the global cooldown it takes you to use stealth scan he'll already be almost in melee range as you hit cryo, since it also makes them run faster. (Part of why I think stealth scan's immobilize should be baseline and not hidden in the vanguard tank tree, or at least put in the shared assault tree in place of the laughable 2% defense nightvision scope gives). You'd also be giving him a full resolve bar, which leaves him no reason to not hit his cc break and immediately go to town on you.
  20. Sprint moves significantly faster than what Battlefield Training grants in combat. Battlefield training is mostly to make it slightly easier to stay in melee range of people trying to kite you (or out of melee range of people you are trying to kite).
  21. How in the world did you get "I am not satisfied with Vanguard PvE dps" from me saying that sentinels are better? They are. They may allegedly take more skill to play but it's pretty clear that they are the superior choice. I never said that you need to stack them to succeed in ops or anything. Also you mean skill floor, not skill cap.
  22. Why wouldn't the Marauder just use the stealth after you concussion charge? He should be smart enough to know that it's the last time he'll need to close the gap since leap will always be ready before concussion charge's cooldown is up, and also that by denying the Commando an opening grav round he makes the fight trivial (and he can even stall a few seconds off of your defenses, which is I wouldn't use them until after he bypasses your initial concussion charge).
  23. Crushing darkness does plenty of damage to my heavy armor wearing commando. Armor is overrated.
  24. Clearly high damage is OK if it doesn't work when everyone in the vicinity pops their defensive cooldowns the moment the fight starts (to be fair that is an entirely reasonable tactic considering that reactive shield shield lasts 2x as long as the average TTK, and cloak of pain's duration is frankly bs in general).
  25. It does OK dps in PvE. No reason you can't take a vanguard to an op for dps. You're much better off with a sentinel, but that's not vanguard's fault. Both Tactics and Assault are viable. Assault is better dps, Tactics is (marginally) better mobility (hold the line will have moments of brilliance in ops).
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