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Post by Kieran on Feb 28, 2011 20:00:15 GMT -5
I'd love to see the OP re-read his guide and fix some stuff there since he's made updates to other parts of it, just so it is all inclusive and flows properly. In-particular: "Talent Explanations: As for the Talents: Dexterity increases your chance to score criticals, Ego increases the damage caused when you do crit, Recovery increases the amount of energy you have when going into a battle and also increases the energy gained from using your Energy Builder (which thus allows you to spend less time using your Energy Builder and more time doing damage), and Endurance increases your overall energy while also effectively increasing the amount of energy gained from your Energy Builder." You still have Endurance listed, which you have moved away from recommending. I would also like to note, that my research has pointed that Science or Arms is best for a Soldier... I like the health bonuses I get from my Arms gear, but Science also provides many nice things for a Soldier. I'm really happy you made a guide for one of my fave classes, and think you did a pretty good job at outlining some key-points. So sorry! Completely forgot to amend that part. It's updated now - thanks for pointing it out! And I personally don't recommend one research track over another because I like to pick them according to my characters' themes. Not that I'm saying this is the way it should be done - but it's easy enough to actually look up the three research tracks on wiki if you wanna make an informed decision.
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Post by kiljaedenas on Mar 3, 2011 13:26:52 GMT -5
Hmm...I'm quite used to my steamrolling Behemoth, but I'm considering having this as a second character...definitely need Teleport to even have a friggin chance at PvP, but a hit-and-run long range sniper could be fun.
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Post by Kieran on Mar 8, 2011 10:06:00 GMT -5
Hmm...I'm quite used to my steamrolling Behemoth, but I'm considering having this as a second character...definitely need Teleport to even have a friggin chance at PvP, but a hit-and-run long range sniper could be fun. Oh, it most certainly is... and you might very well enjoy the Soldier, given that it's a COMPLETELY different style of gameplay compared to the Behemoth. But yeah, for PVP, Teleport is kinda a must... even with the nerf.
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Post by mollycollie on Apr 17, 2011 13:00:40 GMT -5
Hey Cradock, thanks for the guide! I'm just starting with my first soldier, and I wanted to know if Submachine Gun burst is really as worthless as you say it is. Maybe it's just my low level, but it seems like a pretty good AoE for swarms of henchmen.
Am I missing something? Before reading this guide, I was pretty much planning on dumping my points into burst over AG.
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Post by Kieran on Apr 17, 2011 13:28:29 GMT -5
Hey Cradock, thanks for the guide! I'm just starting with my first soldier, and I wanted to know if Submachine Gun burst is really as worthless as you say it is. Maybe it's just my low level, but it seems like a pretty good AoE for swarms of henchmen. Am I missing something? Before reading this guide, I was pretty much planning on dumping my points into burst over AG. It's not really worthless per se, so much as it is redundant, as you already have Assault Rifle and, later on, Gatling Gun. So yes, it is a nice power, but it just overlaps with other powers that you have and will be getting.
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Post by Prince Mordred on Apr 17, 2011 15:41:03 GMT -5
Great guide! My Soldier, George (AT Lvl 12) is about to trade his frag granades for that shotgun, and his acrobat for teleport at least. (yeah, I got him acrobat because he's Qularr without the lunge skill - no good for a soldier though) I also plan to compare to your posted build in detail - Thanks! BTW: George is AT purely for the PVP purposes, so I will be needing that shotgun!
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Post by mollycollie on Apr 17, 2011 15:51:27 GMT -5
Hey Cradock, thanks for the guide! I'm just starting with my first soldier, and I wanted to know if Submachine Gun burst is really as worthless as you say it is. Maybe it's just my low level, but it seems like a pretty good AoE for swarms of henchmen. Am I missing something? Before reading this guide, I was pretty much planning on dumping my points into burst over AG. It's not really worthless per se, so much as it is redundant, as you already have Assault Rifle and, later on, Gatling Gun. So yes, it is a nice power, but it just overlaps with other powers that you have and will be getting. Oh, gotcha. Makes sense. SMG fits into my character concept (although I really wanted a Thompson), though-- think I'd lose much by focusing on it? I just don't want to gimp my character too much when she gets to the higher levels (being Silver, I gotta pay for those respecs)
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Post by Kieran on Apr 17, 2011 16:33:28 GMT -5
Oh, gotcha. Makes sense. SMG fits into my character concept (although I really wanted a Thompson), though-- think I'd lose much by focusing on it? I just don't want to gimp my character too much when she gets to the higher levels (being Silver, I gotta pay for those respecs) Haha, something I love to repeat is that what I say is just my recommendation - what is most important is that you play the game in a way that is most fun to you. Character concepting is a very big part of this game, so by all means rank up SMG! Along those lines, I'd reduce Retaliation to R2 and put the extra two advantage points into R2 SMG (while keeping Aggression). My Soldier, George (AT Lvl 12) is about to trade his frag granades for that shotgun, and his acrobat for teleport at least. (yeah, I got him acrobat because he's Qularr without the lunge skill - no good for a soldier though) By all means, grab Acrobatics at level 35 - I just recommend Teleport earlier because it makes playing the game considerably easier. BTW: George is AT purely for the PVP purposes, so I will be needing that shotgun! Haha, yep, you'll find that Shotgun Blast as specced in the guide is going to be your go-to PVP power for shutting your opponents down.
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Post by mollycollie on Apr 17, 2011 20:11:09 GMT -5
Thanks for all the advice, Cradock. Hey, just spotted your "Silver players who want to post on the official forums, please pester me" sig If they ever take costume suggestions over there, how about asking for a wider variety of gun types? Aside from the blunderbuss and flintlock, most of the guns seem to be typical modern stuff. How about that Thompson SMG I mentioned, or better yet, some SF style guns like VIPER has? Different sound effects would rock, too.
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Post by Kieran on Apr 18, 2011 10:47:24 GMT -5
Thanks for all the advice, Cradock. Hey, just spotted your "Silver players who want to post on the official forums, please pester me" sig If they ever take costume suggestions over there, how about asking for a wider variety of gun types? Aside from the blunderbuss and flintlock, most of the guns seem to be typical modern stuff. How about that Thompson SMG I mentioned, or better yet, some SF style guns like VIPER has? Different sound effects would rock, too. Haha, I don't think there is a costume suggestion thread yet, but if one ever does pop up, I'll give them your ideas. I too think that more guns/bows could be added, as even with costume packs, those accessories are kinda lacking IMO.
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Post by PoochieHellhound on Apr 19, 2011 11:09:29 GMT -5
Thanks for all the advice, Cradock. Hey, just spotted your "Silver players who want to post on the official forums, please pester me" sig If they ever take costume suggestions over there, how about asking for a wider variety of gun types? Aside from the blunderbuss and flintlock, most of the guns seem to be typical modern stuff. How about that Thompson SMG I mentioned, or better yet, some SF style guns like VIPER has? Different sound effects would rock, too. Haha, I don't think there is a costume suggestion thread yet, but if one ever does pop up, I'll give them your ideas. I too think that more guns/bows could be added, as even with costume packs, those accessories are kinda lacking IMO. There is an old costume suggestion thread which you would probably be infractioned for posting in. However, the Suggestion Forum is always open for new threads.
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jaz
Sidekick
Posts: 18
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Post by jaz on May 14, 2011 23:48:54 GMT -5
guys i have a doubt wats the real use of mow em down i tested it and i didnt notice any change when maintaining the skill :S
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jaz
Sidekick
Posts: 18
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Post by jaz on May 17, 2011 17:59:13 GMT -5
bump?
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Post by green on May 26, 2011 6:50:30 GMT -5
Mow'em down increases the total damage range your Assault Rifle will go through during maintain. Without it, you'll hit 100ish starting and 250ish near the end. With it, you'll hit 100ish starting and end around 350ish.
It's best against villain or higher targets, you'll easily do another 1k damage or so.
Also why tap assault rifle? It's 18-19 energy usually to start and you get so much damage from maintain even if its just a henchmob.
And to the 'submachine gun is redundant' you don't get Gatling until 32 and its optional, most mobs in the game don't come alone so I'm regularly clearly 4 mob henchies no problem with it.
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Post by KenpoJuJitsu3 on May 26, 2011 9:38:37 GMT -5
Mow'em down increases the total damage range your Assault Rifle will go through during maintain. Without it, you'll hit 100ish starting and 250ish near the end. With it, you'll hit 100ish starting and end around 350ish. It's best against villain or higher targets, you'll easily do another 1k damage or so. Also why tap assault rifle? It's 18-19 energy usually to start and you get so much damage from maintain even if its just a henchmob. And to the 'submachine gun is redundant' you don't get Gatling until 32 and its optional, most mobs in the game don't come alone so I'm regularly clearly 4 mob henchies no problem with it. Unless something changed again Mow em' down doesn't increase the damage range, it just makes you get to the damage cap earlier in the maintain. So instead of going from 100 to 300 in 3 seconds of a 4 second maintain you actually hit the 300 mark at the 1.5-2 second mark of the maintain for example. Also tapping is recommended because a tap is automatically at the highest damage the power allows without the need to ramp up. So, for burst damage in a hurry, tapping is superior though you exchange the energy efficiency for damage you need right now rather than over time waiting for the build up. Tapping is significantly more useful for freeform builds that can put so much energy efficiency in that tap, tap, tap, tap is a non-issue energy wise. But it's still useful for Soldier ATs as well.
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