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How to Pro Legionnaire


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#51
Shinnyshin

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Legos are worth bring into perilous especially in random pugs where people seem to spend a lot of time downed or opening doors when they shouldn't be, also the majority are playing ranged classes like archers and hunters. Things do go a lot smoother when he is around granted you know how to keep walking fortress invincibility up.

Exactly.  Each class has a best-case scenario that isn't achievable while under pressure from enemies or while enemies are scattered.  In a realistic pug, an Archer might pull off only say...40% of his best case, between ducking behind pillars, kiting melee, and poor Longshot clustering.  A good Lego helps other players achieve their best case scenario.  This contribution isn't at all reflected in the scoreboard and worse players might not even understand just why their runs with a Lego are so much smoother.


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#52
SpaceV3gan

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Basically holding down spirit blade with the arcane warrior will net you more team support xp than a Lego succesfullg tanking the rtc....

Not just that. You can have a solid Perilous ready AW at level 5 or 6. All you need are upgraded Fade Cloak and a few passives (Fade Shield, Guardian Spirit, maybe Combat Clarity). You can easily go toe-to-toe with any enemy with this build - if this can even be considered a build.
As the Lego you need to be at a much higher level to Tank on Perilous effectively.

 

I can top boards with a lego in a pug (maybe not saying much). All you do is hit every enemy once, and then block their attack with shield wall. Shield wall support xp is through the roof!!! Something like 100xp support bonus instead of 30-50 damage bonus? 

 

Legos are absolutely awesome in perilous. Laforgus sounds like nubcake. 

Honestly I almost never Shield Wall, even with a low level character, so probably I never got to see how good it can be XP wise. But when one can topscore by using a pure defensive ability that is generally ignored on most Lego builds, I assume the team wasn't necessarily brilliant.
I have no doubt that in a team where everything is falling apart the Lego can topscore. I only remember having Topscore as the Lego on Perilous twice, considering that I've played enough to get the Banner, that isn't much. But I always play with friends, virtually never with pugs, so that might be the reason.



#53
Drasca

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Compared to some, I'm a relative noob in the multiplayer and have only just begun to recognize the variance in kits.  Has anyone done an analysis of the better scoring kits for each class as a reference?  Prompted by your comment I did a search but got nothing -- wrong search terms maybe.

 

 

Nothing so formal, I'm afraid, but the general rule is that AoE damage, CC, barriers, and taking damage onto barriers and shield wall generate tons of points while single-target damage generates far fewer.  So AWs (barrier tanking + AoE) generate obscene points, Elementalists/Archers get tons, Most classes get meh, Assassins get terrible XP because they "only" assassinate priority targets, and Lego gravitates towards the bottom of the chart.

 

Worth noting the entire score system is rigged against Lego.  For some ungodly reason, tank scoring is based on how much damage you take...and Lego's best ability means he takes 0 incoming damage.  So the better the Lego player, the less XP he gets.  Yeah.  I know.

 

FTFY. It is a myth Archers get lots of exp. They do not provide additional Exp for the team, and actually reduce the overall exp potential of the team. I take a end-scorecard team centric view, as opposed to a individual kit view, because all the exp is pooled together. Unless you're a score ****** that actually cares for ME3-like meaningless vanity, it is more important to look at the two final tallies: Exp reward and time (gold per time is another derived figure that is a worthy analysis, but not mentioned here).

 

The four mages plus the Archer are the best kits for XP efficiency. The Lego is pretty low, possibly only above the Alchemist.
Not many people play Perilous regularly and the vast majority tend to favor completion over XP productivity. Also, many (possibly most) players are not native English users, so it is highly unlikely that you will find any info out there. Perhaps not even Bioware is aware of the difference in XP efficiency among characters.

 

FTFY. Archers do not provide XP efficiency without spamming KOB / KOP for the sleep support xp (and most do not, though they should).

 

Also added are Reaver for the War horn AoE Panic spam, and potentially Katari with Grisley mutilation (also AoE Panic), and occasionally Templar for the Wrath purge combo. These require skilled & geared players however, while mages are less demanding.

 

There is a limited amount of enemies, and limited amount of damage exp per enemy. Under a team view, the more players that hit the enemy, the better. Even better when support xp is triggered by the factors Shinny mentioned. Like the Assassin, Archers tend to one shot their enemies, but multiple at a time, so support xp is never triggered onto those enemies, lowering overall exp gain.

 

The ideal situation is support & damage exp triggered by all players onto all enemies (group mindblast comes to mind). The next best situation is AoE CC  + Group Barrier spam by players that don't necessarily each hit all enemies with all players. Somewhat less useful is individual enemy CC by individual players. No CC or support xp triggered is the worst case scenario: Assassins and Archers fall into this trap.


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#54
SpaceV3gan

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FTFY. Archers do not provide XP efficiency without spamming KOB / KOP for the sleep support xp (and most do not, though they should).

 

The Archer's XP generation has likely increased since the last patch. Or maybe we have the additional enemies making a difference. Either way, while the Archer used to be detrimental to the overall team XP in the past, now they do much better. I've been getting 26-30k team XP on most teams (unless someone is using a XP hampering kit), and I've got 34-36k in 2-Archers team. I hardly ever use KOB/KOP, and didn't use it on my highest score games.



#55
Drasca

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The Archer's XP generation has likely increased since the last patch. Or maybe we have the additional enemies making a difference.

 

Its more enemies. The relative gain has not increased. There used to be around 100-110 enemies per run, and now it is 150+. The same composition got ~20k before rather than 25k or more (35k-40k+ on dedicated teams). The new figure scales correctly with the number of enemies increased.

 

You would be get more exp per run with an AoE support squad, and less with archers.


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#56
BadgerladDK

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So, I don't play Lego much, but have been doing a few runs with the build in the OP recently to buff up my constitution a bit. To the death is great for bosses and a giant or druffalo here and there, but other than that, it wasn't getting much use. So yesterday, I tried war cry instead. Don't need the extra taunt as such, counterstrike does ok alone, but with both of them, cutting words pretty much applies to everyone. Much more utility than ttd, to me.

#57
EVILFLUFFMONSTER

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I always have combat roll on my Lego, it may not be needed but it's saved me so many times. I always have this, usually walking fortress, shield wall, and an agro ability then all the damage mitigation passive I can get. I know having a damage ability would improve the overall effectiveness of the build, but the team rarely lacks dps anyway, and I would rather have more survivability as I am not as skilled as many of you guys.



#58
nibyl

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I always have combat roll on my Lego, it may not be needed but it's saved me so many times. I always have this, usually walking fortress, shield wall, and an agro ability then all the damage mitigation passive I can get. I know having a damage ability would improve the overall effectiveness of the build, but the team rarely lacks dps anyway, and I would rather have more survivability as I am not as skilled as many of you guys.

Payback strike has the same utility (remove stuns, knockdowns) and you don't need to spend skill points to get it. I don't use combat roll on lego because I don't need to get to the enemies or avoid them, I need to make them come to me.



#59
EVILFLUFFMONSTER

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Good point, but that's just not how I roll.

 

Yeah, I will probably try that next prestige - the truth is my first Lego build worked  well for me I haven't felt like trying much else - I have been focusing on promoting my cunning so haven't really promoted my Lego much.


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#60
LearnedHand

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Just some info on the xp benefits of blocking. On routine. you get 8 xp for killing a basic melee mob. If you block one attack from that mob you will get 21 support xp as well. So almost triple the xp.

 

1. Blocking more than once won't give you more support xp.

 

2. You will get the support xp for blocking all ranged type attacks.

 

3. The support xp is higher for other mobs. I think it is 24 xp for a basic ranged mob and is much higher (in the 50's) for top level foes. This is again for routine.

 

4. The values scale up with difficulty (I'm not sure if it is exactly proportionate, its hard to see the purple support xp text when you are playing with others.)

 

5. You get the support xp regardless of whether you get the kill.


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#61
Gya

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Good point, but that's just not how I roll.

Yeah, I will probably try that next prestige - the truth is my first Lego build worked well for me I haven't felt like trying much else - I have been focusing on promoting my cunning so haven't really promoted my Lego much.


+1 for pun.