So I sunk some Phoenix Credits into the Gold Officer's M9 Blueprint and have rolled the dice once before knocking off for the night.
I just wanted some advice on what I should be looking for in a Pistol (which is currently my main weapon from behind my shield).
Pistol Weapon Talents:
Expert Effect: The weapon deals 100% more damage when the target is below 30% health. Requirement: Appropriate value in ??
Stable Effect: Stability is improved by 20% Requirement: Appropriate value in Firearms and Stamina.
Harmful Effect: Each hit has a 3% chance to apply the Bleed Status Effect to the target. Requirement: Appropriate value in Firearms.
Proficient Effect: The first bullet shot when out of combat has a 25% chance to result in a critical hit. Requirement: Appropriate value in Firearms.
Based on some feedback in Crab's query thread I'm thinking the following:
With only a Small Muzzle mod - what should I be looking for here?
Posted Apr 4, 16
· Last edited Apr 5, 16by Smiff
Another sidearm lol, the Officers M9 is craaappp!!!. I've crafted the gold sawnoff from the DZ vendor as a sidearm and its so OP its not funny, run the 'one is none' talent get headshots & it becomes rapetown (70+K per shot.. Bam, Bam, Bam). I always keep a HE 1911 around the inventory as a second option tho. Can't remember the specific talents that rolled with both but i do remember being quite happy
But to answer your question without being a smartass, yeah i agree that 'Harmful' is the better choice of the three.
IMO the biggest issue tanks are facing in game, is how the heck does threat work. There is little to no information or theory crafting on the topic, but I think we can probably try to hash out some basic theory here for you. Let's look at what we know.
- Walking up to/shooting/shooting near a target draws them
- Enemies will actively engage targets in the open or exposed from cover if they hold threat.
- Depending on the type of enemy/mob, it will dictate how they try to engage or approach your position whilst in cover. ie: CQC targets will rush you, grenadiers will approach to mid-field to throw grenades, MG’ers slowly approach without using cover, Infantry utilize cover and push up, Specialists utilize cover and usually flank.
- Hitting a targets explosives pouch when they are actively engaged and taking damage does not always transfer threat. It will transfer threat if your DPS goes beyond the amount of damage that initial player caused.
Example 1: I do 500k damage to a grenadier, Smiff begins to shoot his explosive pouch on his leg setting it off. Combining that explosion with the bullet damage that was also caused from the through&throughs, threat is now transferred to Smiff, unless I outdo his combined DPS, or, if Smiff takes cover and I am exposed, the target now moves to attack me being the second highest on his threat list. (I think – it could be even if Smiff takes cover, the target will now to move to attack his position until such a point in time as I regain primary threat).
Example 2: I shoot an MG’er for 500k damage, he focuses his threat on me. Smiff shooting his ammo pack, without through&through damage draws no aggro. Once the ammo pack goes off, if it’s damage does not equal or surpass my straight damage, then I retain aggro and Smiff can continue attacking.
So, in the examples, and from practical understanding of what we have done so far. Damage dictates threat. How does a tank compete against players who are essentially outdoing them in relation to damage from weapons and/or skill powers?
Well, I personally believe that a ratio would need to be maintained to be an effective tank. This ratio ascertains between Stamina, Electronics and Armour. Stacking one stat is not going to be beneficial in the long run, particularly as a tank. Stamina is obviously going to keep you alive and able to receive more damage, but, like all tanks, your synergy and survival will always come from healing provided from another player and, through your own gear, damage mitigation. That is where armour comes into play, the more armour you have, the more resistance to damage you have. This is true with items that have resistance – fire, disorient and bleed.
Electronics is more than likely the next stat we need to look at, as I think it needs to equal if not surpass stamina. This will keep your shield up longer, with more health. Additionally, there is a backpack trait I believe, that has ‘Healing also affects your skill items’. I need to know if this heals a tank’s shield, because if it does, not only is your stamina gaining a boost, but so is your shield, and ergo I believe overhealing could affect a shield in this same way. Boosting it beyond it’s normal HP values.
Going a little off-topic here though, so, getting back to threat generation, obviously one of your skills is shield. What is the other one? Well, I think sticky bomb is the way with BFB. BFB causes a chance to bleed. What possibility does that gun have also? Bleed.
Now, go into your Talents, under the Security Wing is a talent that when a target has bleed applied to it, all targets surrounding that one, have it immediately applied as well.
I think bleed is going to be how a tank retains aggro, but this is theory crafting. So, in theory, and this is just what I think, bleed may stack, especially with that talent. Keeping bleed on a lot of targets should essentially keep most mobs onto the tank. Then, it’s just a matter of focus firing on a specific target for DPS, and whilst this is happening, the tank focuses their fire on said target, using stick, pistol, and other means at their disposal with support from buffers and healers.
Thus Smiffo, I believe that ideally, the perfect roll for your M9+shield combo would be Bleed priority and Crit secondary, the others you don’t want, the third will always be the cowboy one – this you can’t change. Let me know what you, and everyone else thinks.
I'm beginning to get more grey hairs than frags these days.
Joe made an interesting comment last night, something I had not been able to find elsewhere and was extremely useful to me in understanding how the Stats for Damage, Stamina and Electronics works.
He said that, basically, the total between the three is around 6,000 pts. Maybe as high as 6,500 for really really good builds and that based on this you can adjust you build by applying the total points between the three. Sounds obvious right? But without a rough total, it is difficult to understand what you have to play with in the build.
I've been working up armour and my stamina, as well as electronics (to provide the initial shield strength) at a cost to my damage. I have definitely noticed an inability to draw a mob away from one of you guys, even when I'm basically standing in front of them. I'll look at the Bleed "talent" on my mods to gear and on the weapon mod to try to increase "DPS" and increase my "threat". The other thing is I'll check to make sure that none of my gear has "reduce threat" stats as that kinda defeats the whole purpose!!
The shield does slowly regenerate and I have "perceived" a faster regen near support stations - not sure if this is actually happening or just wishful thinking on my part . I'll keep a closer eye on it.
Blating away with a pistol whilst 100K+ sniper rounds whiz over my shoulder isn't winning the DPS war to pull the mobs!
Well remember, this isn't your typical MMO. It's why I've been saying from the start, DPS need to have stamina to remain viable. Dead DPS, is no DPS.
I think focus firing is the priority thing here. A tank can easily hold aggro on targets that are unengaged by using sticky BFB and bleed talents to retain at least a level of threat via the bleeding they are receiving, and being that the DPS is not actively engaging the other targets besides the focus fire, your job is easy to just keep applying the threat in a mob sense via bleed and AoE sticky.
Glass cannon builds are simply not going to work, they will pull threat, and even just for a split second, anyone and everyone will take a hit whether they realise it or not. So yes, you aren't going to hold threat easily, this isn't a game of that genre where Onyxia is going to be focused on you, and only you because you are sundering armour. But by bleeding the mobs that have no threat from other players, because those other players aren't hitting them, the only concern the healer/support has is keeping you up, and the player that may, or may not have the focus fire target's threat.
Ontop of this, the build I'm running is going to be very beneficial with the way of stun lock, reducing the mobs output damage to a tank or group. Aslong as I keep getting headshots, my flashbang seeker goes out, and rinse repeat. I just focus my headshots on the focus fire target, and one by one we get them down.
Again, theory, again, perfect setting. But I think that is what the incursions are going to be about. Group synergy with what you have.
I'm beginning to get more grey hairs than frags these days.
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