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I don't have any problems with the pirates even on hard missions with my groups, as I can either taunt them and kill them before they can do any real damage to my tank, or I can CC them and kill / debuff them enough to not risk getting hit by several pirates.
Dodge isn't as important as skills that reduce incoming damage, regenerate hp, and debuff enemy damage. There are even enemies that debuff your dodge so unless you run a stealth ninja team that buffs your dodge really high, is not reliable.
So when you make a party, try to have at least 2 characters in it that have some active & passive skills to help with what I said earlier (all classes have something in one of their trees if not even a full tree dedicated to that). You can't simply tank the damage of multiple enemies outside of specific skills (usually last skill in a tree in case of soldier for example) no matter how epic your armor & shield are. You have to use CC or taunts, or both.
I did not try Engineers and Force Psykers yet but the Sentinel tree looks pretty cool for defensive play.
is my setup. it's not meant to tank as much since prototype seems garbage at that and soldier isn't as durable as one would hope and don't tell em juggernaught. that skill doesn't save charges and I need far more damage reduction or debuffs/buffs to stand that kind of damage pirates throw at me.
Obviously you can't tank forever like putting a shield and saying You shall not pass! while rest of the group throws ducks at enemies :) You need either some good AoE or high single target DPS so that you can take out targets between soldier CDs.
For example, my current party (lvl 30), is Hacker - starting character - with maxed malware tree, and then the passive from right tree (to give lowest hp target regen) and some root skills, then engineer with left tree - constructs, auto bolty, and the passive from middle tree that also gives regen, soldier with left tree as main tree, then picking passive from shooting tree and the overwatch, and lastly the smuggler with traps and shoot first from middle tree.
So depending how the fight starts regarding positions on the Time Line, I can either aoe taunt with soldier first, to load up on vengeance stacks, then CC with smuggler and soldier goes on overwatch shooting at every enemy (Crits heal for % hp) to get back up, then taunt again and vengeance should be at 6+ stacks minimum, meanwhile everyone is dotted, debuffed, and can unleash dps with engineer and hacker.
Also there is something - not sure if it's related to a specific mob or my engineer passive is bugged, but several times I had a debuff on whole team called Empowered Engineer something II or something like that which was increasing damage taken by 100% which was SCARY.
Personally I am more afraid of the mutation bots, I find the most dangerous (hence why am trying to make groups w/o void psyker tehehe, if she has full void energy and starts attacking your party it will be a wipe) :)
Am sure they will do a balance pass before final release on all enemies, maybe tweak the frequency of double attacks or reduce their damage to some extent?
The problem with pirates specifically is as mentioned though - if they come in groups larger than 3, then your heavy tank is either going to take a serious beating to the point where death could occur - or you have to not use taunt at all initially in order to spread damage out, and in which case - whats the point of the tank role?