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Post by sutekh on Apr 7, 2011 16:58:38 GMT -5
I've been leveling a toon using KenpoJuJitsu's Justice build, a mix of MA and Munitions. The build has both Assault Rifle (at low level) and Two-Gun Mojo (at high level).
Isn't that redundant? They're both single-target maintains. AR's got 100' range, vs. 50 for 2GM, so why bother with 2GM? Am I missing something? (Kenpo, if you're reading this, was it just for fun/style?)
And if I want to cut one of them, which one should go? I'm thinking 2GM, as AR has better range and (I think) does better damage, making it more useful in Lairs.
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Post by randomchance42 on Apr 8, 2011 21:24:26 GMT -5
2GM gives you a stack of enrage on a full maintain. That lets you turn Bullet Beatdown into a fantastic Area of Effect melee attack (the "Not without Incident" advantage on bullet beatdown normally gives you a 30% chance to do AoE damage, but with enrage that chance shoots up to 100%)
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Post by PoochieHellhound on Apr 9, 2011 1:49:34 GMT -5
Also, Lead Tempest's advantage, if you plan on taking it, gets an undocumented boost by Enrage.
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Post by nozark on Apr 9, 2011 1:52:19 GMT -5
Two Gun Mojo does grant an enrage stack which definitely benefits the AoE effect of Not Without Incident on Bullet Beatdown as random said. However, in the long run damage wise AR will outdo it depending on your superstats (Mainly Dex/Ego), passive (Offensive or defensive), and if you picked up Mow Em Down, which drastically ups the damage if you maintain a full AR.
It depends really though if you want more synergy with another power with bonus AoE damage (A.k.a, 2GM with Enrage to grant Bullet Beatdown that 100% chance for AoE melee) or if you want more single target damage which AR would undoubtedly do more depending on superstats, passive, and the AR advantage Mow Em Down.
EDIT: Just checked out KenpoJuJitsu's Justice Build and I'm assuming you have LR, Dex/Ego superstats since you said you're following it. AR will outperform damage wise definitly as long as you have Mow Em Down the damage can get really high if you maintain it. Again, it's more of a synergy vs. Single Target damage issue if you ask me.
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Post by sutekh on Apr 9, 2011 6:03:32 GMT -5
Thanks all for replies.
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Post by sutekh on Apr 9, 2011 7:30:37 GMT -5
Two Gun Mojo does grant an enrage stack which definitely benefits the AoE effect of Not Without Incident on Bullet Beatdown as random said. However, in the long run damage wise AR will outdo it depending on your superstats (Mainly Dex/Ego), passive (Offensive or defensive), and if you picked up Mow Em Down, which drastically ups the damage if you maintain a full AR. It depends really though if you want more synergy with another power with bonus AoE damage (A.k.a, 2GM with Enrage to grant Bullet Beatdown that 100% chance for AoE melee) or if you want more single target damage which AR would undoubtedly do more depending on superstats, passive, and the AR advantage Mow Em Down. EDIT: Just checked out KenpoJuJitsu's Justice Build and I'm assuming you have LR, Dex/Ego superstats since you said you're following it. AR will outperform damage wise definitly as long as you have Mow Em Down the damage can get really high if you maintain it. Again, it's more of a synergy vs. Single Target damage issue if you ask me. At what point does LR become useful? So far (level 20), it's performed much more poorly than Quarry/Fair Game with Dex/Int.
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Post by KenpoJuJitsu3 on Apr 9, 2011 7:34:17 GMT -5
I've been leveling a toon using KenpoJuJitsu's Justice build, a mix of MA and Munitions. The build has both Assault Rifle (at low level) and Two-Gun Mojo (at high level). Isn't that redundant? They're both single-target maintains. AR's got 100' range, vs. 50 for 2GM, so why bother with 2GM? Am I missing something? (Kenpo, if you're reading this, was it just for fun/style?) And if I want to cut one of them, which one should go? I'm thinking 2GM, as AR has better range and (I think) does better damage, making it more useful in Lairs. They are both in that build mainly for thematic reasons. 2GM is really only needed for a thematic way to proc enrage before busting out bullet beatdown w/ not without incident. Two Gun Mojo does grant an enrage stack which definitely benefits the AoE effect of Not Without Incident on Bullet Beatdown as random said. However, in the long run damage wise AR will outdo it depending on your superstats (Mainly Dex/Ego), passive (Offensive or defensive), and if you picked up Mow Em Down, which drastically ups the damage if you maintain a full AR. It depends really though if you want more synergy with another power with bonus AoE damage (A.k.a, 2GM with Enrage to grant Bullet Beatdown that 100% chance for AoE melee) or if you want more single target damage which AR would undoubtedly do more depending on superstats, passive, and the AR advantage Mow Em Down. EDIT: Just checked out KenpoJuJitsu's Justice Build and I'm assuming you have LR, Dex/Ego superstats since you said you're following it. AR will outperform damage wise definitly as long as you have Mow Em Down the damage can get really high if you maintain it. Again, it's more of a synergy vs. Single Target damage issue if you ask me. At what point does LR become useful? So far (level 20), it's performed much more poorly than Quarry/Fair Game with Dex/Int. LR becomes useful when you add Bountiful Chi Resurgence and it's advantage. LR will have far more dodge and avoidance than quarry ever will alone, though you can add a bunch of powers and gear to quarry to duplicate what LR does.
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Post by sutekh on Apr 9, 2011 7:53:49 GMT -5
Also, given that I'm using Quarry instead of LR, would I be better off using Avenger, Guardian or Brawler for this?
Edit: Got BCR, using LR now, and not dying so much...heheheh.
For bonus points, I'm using this build on my Gandhi toon. (UHF: "Gandhi II: He's back, and this time, it's personal!")
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