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dijskykiller

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  • Location
    Texas
  • Interests
    Exercising, Running, Playing Video Games, Playing Guitar
  • Occupation
    Physical Therapist
  1. Well, it is not as important for me 'cause it's very situational. And is very easily countered. And by that logic you're saying that its like an "oh crap" button that has to go with scamper to be effective. I see other talents more beneficial and better uptime to better aid me in all given instances.
  2. I do agree on some points as i have used those utilities on my old build, but in my experience, my current setup works really well with me compared to having dirty trickster and holdout defense. I would consider dirty trickster if surrender is on a lower CD, but for 45s, i find med screen better. I don't like the idea of rolling after getting rooted. Why? You're not even sure if you'll get focused. I mainly use scamper to resist damage and just secondary for rolling around. So using it after breaking a root is just playing too safe for me. If i use it just a root-breaker, it's just so easy to re-apply a root on you cause you don't have protection like PT's overrides. The thing with veiled strike/holdout defense is its only 3 seconds and i always stay around 5m range of my target after using it. Might be worth for kiting or running, but then there's scamper, which is a better option avoiding an attack to gain distance. Also sneaky is passive flat speed & stealth level buff, you would want to get highest of these attributes as a scamper. I think some masterful and skillful skills are interchangeable depending on how you play your Scrapper. While Skedaddle and Scramble are the masterful skills that Scrappers don't want to miss given how good dodge is.
  3. I agree on most of them except your masterful and some skillful utilities. Nano-tech suit only affects AoE, which is very easy to avoid especially that this spec picks its own fights and not stays in the thick of things. While chem resistant-inlays/scar tissue is a flat damage reduction to all damage types even though its just 5%. It will always take its effect. I have used hit & run/holdout defense before, but i noticed that i am not really needing the speed buff of 3 secs after a bludgeon. I think this is a convenience or optional skill depending on the player. Sneaky/infiltrator is another thing that you might want to consider. Counterstike/dirty trickster is something that looks good on paper, but not in play. It is so easy to reapply a movement impairing effect after you activate it and it's on a 45s CD. I prefer Med screen/Med shield, which is on a 30s CD that heals you for 5% of your max health when it collapses.
  4. Character Name: Haskk Class: Vanguard Position: #3 Type: Damage Per Second 8v8 Record: 2111.42 Screenshot: http://i.imgur.com/FRaYd55.png
  5. Character Name: Haskk Class: Vanguard Position: #3 Type: Damage Per Second Record: 2111.42 Screenshot: http://i.imgur.com/FRaYd55.png
  6. Exactly my thought since the beginning of the game until a month ago. Been a PT since launch. Now, i main a VG. It's based on preference, imo.
  7. A super soldier for me is being the walking fortress in the battlefield, that has a strong impact by not dying, and defending allies. And that is Shield Specialist/Shield Tech. Being focused but not dying, being the last one standing, holding a point till teammates arrive in regs are some situations that gives me the sense that i'm a super soldier. Furthermore, the addition of high mobility with storm/jet charge and mitigating incoming damage thru shielding also supplements that feel.
  8. Thanks for correcting me. I knew there was something wrong with my statement. I guess i was kinda drugged last night. lol Anyway, Col_wilson has covered why defense is not the best stat for pvp, especially for PT tanks. Endurance is something you want to stack since it reduces overall damage taken based on % of your total HP and it affects all type of damage including elem/internal.
  9. ^ See, pvp is dynamic so there is really no ideal number for it. You can face classes that focus more on weapon damage and sometimes more K/E damage. So for PT/VGs the best way is to stack END and pick up SH/ABS 'cause it covers more damage types, and since our skills focus on that it's a plus.
  10. You can do that, but that defeats your purpose and goal as a tank. Your main role is to harass, debuff and keep everybody alive and not to drop targets. If you know how to play a DPS PT, getting good damage will come naturally, while keeping up with guard swapping, of course. PT tank is an aoe debuff machine, utilize those AoE skills to the fullest and you'll see better results.
  11. Yes, i am a full time tank, but i came from playing regs/ranked with AP/Pyro since launch before tanking. I am just putting some input on this to help you understand that better or other good options exist. Accelerated reel +/ or no escape is used to put pressure, harass and eventually kill targets through positional disadvantage. I wouldn't say it is the best, but those are good options in regs given by its objective nature. You don't really have to coordinate it with every pull as pulling somebody towards your team is already a good visual cue to switch focus or pulling somebody away from capping teammate will give you extra time to secure a node with a root. It also helps for peeling off the pressure on your healer/focused teammate and give em more time to heal. Also, i forgot to add. I tried the old combat medic 2pc set bonus = decreased HO/HTL cd of 5 secs + iron will + torque boosters + overdrive giving you a 20s CD on HO making you bounceable for only 10s everytime if you keep on putting it on CD. I have to say it was so much fun with 50% uptime of physics immunity and speed, although i have only tried this as PT tank, idk if it's worth dropping some aim and end with two armorings to increase its usefulness with AP/Pyro though.
  12. If all you want to focus on is keeping yourself alive and doing damage, then i can't change your opinion on regs. You mitigated the damage, but other teammates will still take that damage coz it's a team game. Furthermore, the reason i would drop pyro shield is to increase my team utility by decreased grapple cd or added root per pull. Torque boosters. Added 4 seconds is just for preference and convenience with overdrive. You don't really need the extra 4 seconds in every given situation. If you drop both pyro shield and torque boosters and spec for both no escape and accelerated reel, you have a 30s pull that has 3 second root, now that's a nice uptime of utility right there for objective plays. Well, that's 45s for every team member compared to just protecting yourself ~2 mins or less, worse if you get ignored or long stunned. And if they ignore you their damage output will still be delivered to one of your teammates so there's really no mitigation happening here, unless it is a 1v1 duel. On the other hand, with Sonic rebounder, there's a guaranteed reflect for each member affected.
  13. Indeed. The root part of "no escape" is why you spec for it. Pull and root for few seconds is a very nice utility in a team setting.
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