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JamesHicks

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  1. This sounds awful when comparing it to the tactical we lost. Uninventive and why would you create a tactical that doesn't work with all potential skill tree choices? "Impact Explosives" - Thermal detonator mod "Thermal detonator deals 50% more kinetic damage but no longer deals elemental damage and mag shot/ power shot cannot detonate it early.
  2. That depends on how much you want to min-max As you have posted this in the pvp forums, I am assuming you want to gear for pvp and not pve. Mods: As you correctly said, Lethal superior mod 80R-2 are the BIS Enhancements: Critical: Adept superior 80R-20 are BIS as these will gain you more power. Accuracy: If you are a weapon damage based spec and need to hit accuracy, aim for 105% for PVP. Use x1 Sha'tek Initiative Ear piece and x2 accuracy augment 74 to reach 105% Alacrity: Never use alacrity ear/implants as this is wasted stats. For 1.4 GCD threshold with no alacrity buffs etc use x2 Nimble superior enhancements 80R-15 and x1 Nimble superior enhancement 80R-10. This will give you exactly 1213 alacrity. Once you have reached the 41%-42% critical chance which is about 3-3.2k crit rating pump the rest of your stats into Mastery. Use the Mastery/Power stim.
  3. For all sniper specs pve: Establish foothold You won't even notice the cd for entrench, it gives a 15% damage bonus and makes energy management none existent. You will also want the agitating energies tactical for single target damage. PvP sets per spec Marksman - (Burst) restablish range / B-0 differential target tactical. (Sustained) establish foothold / agitating energies tactical Engineering - (Burst) precise targeter / T0-R0 ionic disharge tactical. (Sustained) establish foothold / ruthless interrogation tactical. Virulence - establish foothold regardless of tactical
  4. Surely I can't be the only sniper who wants this tactical to be reworked? It has the potential to be a really interesting tactical for Virulence/ Dirty Fighting as the spec has almost no burst. The problems: Damage: Damage on this is poor, even in PVE and in PVP its effectiveness is reduced further by the amount of passive Damage reduction. Typically all players are taking a constant 10% DR against this skill due to the consular/ Inquisitor class buff so further damage reduction from skills, DCD's etc cuts its damage down even further. The explosion damage for Vital shot/ Corrosive dart needs to be increased by 15% and Shrap Bomb/ Corrosive Grenade by 20% Cool down extension: 6 seconds is unnecessary, our dps is cut considerably by using this tactical, waiting 20+ seconds to use it cuts the dps further. Lower it to 3 or 4 seconds, down from 6. Energy Usage: Using this tactical makes you run out of energy extremely fast due to the need of constantly reapplying your dots. Would be helpful if each Poison/ Bleed effect dispelled you recovered energy. Bonus: To further increase the burst aspect of this tactical, it would be nice to see something additional added. Bugs: Due to the passive in our tree that makes it so our sleeping enemies don't take damage from our dots, using flashbang and then applying both dots will result in those dots not being able to explode by this tactical whether the target wakes or not. The Fix Weakening/ Haemorrhaging Blast finishes off all your poison/ bleed effects at once, dealing all their remaining damage. This ability deals additional damage if the target is also affected by your toxic/ incendiary mine. W/ H blasts cooldown is increased by 3 seconds and for each Poison/ Bleed effect removed you recover 6 energy. What are your thoughts? Or is everyone just content with Exploited Weakness?
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