b00g13man wrote...
megabeast37215 wrote...
I can give you a serious answer if you want one...
I actually would. I've heard a lot of people use that as part of a defense, but can't understand why you'd bother to do it if it didn't help in any way
I can answer only for myself, though I won't speculate for others...
Short Version: You don't
really know how much it helps until you try it.
Long Version (really long):First off, there's not much "bother" to it. It's ridiculously easy to have happen, and I actually had to specifically try NOT to have extra points the first time I did N7 Mastery a year ago.
After getting my BOTB and taking a couple month break, I came back last Spring and wanted to see how easy it would make Plat to run 5x6 TGI and AIU. The answer...not much different. I'm honestly not sure I could tell the difference between a 6/4/6/6/4 and a 6/6/6/6/6 on either of those kits if you gave me a blind test. The extra shields are gone instananeously on Plat, and Stims/DM are essentially just free ops packs with the last two evos not making a whole lot of difference.
In retrospect, I may have gotten more mileage out of it on the ACA or GT, but I wasn't really into either of those kits at the time. Maybe the Valk too, but I hadn't even deployed that kit at that point.
But even on those, there's not a huge difference. Let's analyze:
- ACA - I run 6/6/4/6/4. DC is really just a Warp Ammo primer and cooldown cancel. Cooldowns need to be saved for Sphere bombs. Anything I use DC on will almost certainly be dead before the duration is up anyway. On the Fitness side, you give up a whopping 187 shields and some power boost (and damage taken penalty) for Ascension Stance. With power amps and power weapon mods on a weapon that already gets you at or close to 200%, this doesn't amount to much.
- GT - If you're Flamer spamming, a 6/5/6/5/4 build gives up almost nothing to an all-6. A few shields that you won't notice the difference on, "10%" DR, and 10% Weapon Damage. All of that is easily regainable through gear and equipment.
- AVS - I was torn on how to spec her for awhile, but settled on 4/6/6/6/4. You give up 125 shields you won't notice, shield recharge rate that doesn't matter due to AF drain, "10%" DR or a recharge speed boost, and power damage on a kit where the explosions and debuffs are really the point of the powers. I suppose if you want to run her melee, you miss out on that. But just like the GI, you just have to respec if you want to do a melee game.
Looking at some other post-Reckoning kits:
- DAI - 4/4/6/6/6. I don't run snipers on him anyway, so no big deal there. Homing Grenades have an annoyingly long animation, so I don't use them much. I've gone whole matches where I literally forgot to use them, though I try to remember to toss them at bosses once in awhile. Recon is far more powerful and doesn't slow down shooting as much.
- AHI - 6/6/6/6/0. I like all her powers maxed, so I give up the 325 Shields. Squishy, yes, but super powerful. Play the gates or use a Cyclonic.
- KWS - No-brainer. You can't use both hammers simultaneously anyway.
- Talon - Skip one arrow or the other. You basically give up a few grenades. With GC V, you should have far more than you need, especially since they auto-regenerate. I skip Concussive and go all melee in Fitness for max omni-box power.
- Cabal - I didn't know what to do with this kit for a long time. After trying a bunch of variations, I finally decided that Poison Strike just annoyed the crap out of me, so I skip it and run her as a Javelin sniper-soldier.
- Batdept - Skip Lash. No biggie there.
- Krodept - Another one I've gone back and forth on, but I settled on a 5/6/5/4/6 melee biosploder. 5 in Barrier lets you go with Martial Artist but still get the Shield Recharge bonus. You give up a quarter second recharge on Shockwave, "10%" DR or recharge bonus, 10% weapon damage on a melee/explosion kit, and 15% power damage on a kit that is really about debuff and explosion, not direct damage. That's a longer list than most, which I suppose is why I went through a bunch of variations before settling, but it's still mostly regainable by gear/equipment.
- Batguard - Easy...skip Lash (again). It matters even less on this kit than his Adept comrade. Punch all the things.
- Juggs - Skip either the Turret or the Shield. Hex Shield annoys me and I probably wouldn't even use it much on a 5x6 Jugg anyway. I completed its Tech Challenge and specced out of it, likely forever.
- Quarksman - Sabotage is totally out of place on that kit. Laughably so.
I think that's it except for the Volus, TSE, and VH. I have yet to play a wave with any of those, so I can't really say. I was about to start the waves with the Hunter and plan to go 4/6/6/6/4. Fitness again...no biggie. And last two ranks of Sub Net. I find Sub Net to be somewhat lackluster and highly situational anyway. I can still net Phantoms and do decent (but really friggin' slow) damage.
Bottom line here is that the biggest difference on the majority of kits is either Fitness (anything under 1000ish is playing gates anyway) or some weapon or power passive. Both can be easily resolved. The rest of the kits skip a power that is either useless, counterproductive, or highly situational.
Again, I can't really speak for others. I suspect many do it simply because they can.
Modifié par billpickles, 18 février 2014 - 04:12 .