|
Post by Zed Brightlander on Sept 30, 2012 20:31:32 GMT -5
Science, Arms or Mysticism...
Of the three types of Investigations currently being used: Is one type better suited over another type for a particular Archetype?
Does it matter which skill area I use for my Tempest?
|
|
|
Post by not1stepbackwards on Sept 30, 2012 22:43:28 GMT -5
Science, Arms or Mysticism... Of the three types of Investigations currently being used: Is one type better suited over another type for a particular Archetype? Does it matter which skill area I use for my Tempest? The short answer is: Technically yes, but it is a very SMALL difference, and the Tempest slightly favours SCIENCE. However, IMHO, roleplay reasons are more significant than game mechanics in your R&D Investigation Skill choice.Here's the longer answer, in case you or any of our forumites are curious, because I find it interesting. Here's the logical flow. 1st, the R&D skills NOW are only used for Investigation for those Arms, Science, Mystical caches you see lying around. 2nd, Arms, Science, Mystical caches EACH have a category of Mods, which offer a different set of bonuses: Arms gives Impact Mods, that improve Offense, Defense, Cooldown Reduction. IMHO, good for Tanks. Mystical gives Sentinel Mods, that improve Healing Rating, Crowd Control Resistance/Strength. IMHO, good for Support. Science gives Gambler Mods, that improve Crit Chance, Dodge Rating, and Energy Discount. IMHO, good for DPS. All Skills gives Growth Mods, that give bonuses to Superstats, Health and Energy, and Malvan Mods, that improve PvP. HOWEVER, there are so many ways to get Mods that this doesn't matter. I estimate only 10% of my Mods came from my Skill. MOREOVER, from most Guides here I've read, they recommend the Gambler Mods, therefore Science is generally the best Skill. IMHO, making your Skill part of your character's roleplay is more important. Imagine you're with a friend and stopping by a cache. That's a roleplay opportunity there that will probably have a greater lasting impression than a Mod. --- I mention all this because, before the Alerts update to the game half a year ago, the R&D Skill choices also affected the items you could craft, particularly travel powers. Now that those rewards can be gained from Recognition Tokens available to anyone, it doesn't really matter. Result - Roleplay Reasoning Rules in your R&D Skill selection.
|
|
|
Post by plinske on Oct 1, 2012 9:00:54 GMT -5
MOREOVER, from most Guides here I've read, they recommend the Gambler Mods, therefore Science is generally the best Skill. IMHO, making your Skill part of your character's roleplay is more important. Imagine you're with a friend and stopping by a cache. That's a roleplay opportunity there that will probably have a greater lasting impression than a Mod. Maybe my impression but it seems that Science mods are rarer than others. The drop seem to follow Mystic > Arms > Science. Looking at Auction House the science mods are the most expensive. And checking my SG bank, we have hundreds of mods for others skills but of Science are missing. Because of DEX e gambler's gems that maybe everyone uses? And for roleplay, the only ones I remember are related to science - disable computers that disarmed towers with machine guns and open doors. I would like to see some of arms to break into walls and shorten paths, use scrolls and magical objects that help to debuff mobs at bosses fights etc. ;D
|
|