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Fordítási probléma jelentése
Dont listen to people here telling you, that you need 30% back ammo from bligted bullets, that ONLY works on lasthits - so if you last hit with TOXIN that you are spreading say bye bye to ammo
Mod that you need is cloth mod - 40% ammo back on ANY enemy kill that had TOXIN on it
Blighted bullets mod taht you only need pretty much is 30% more crit dmg
in between tech shaman and pestilence there is a mod - every time u toxin you also apply vulnerability
And dont forget the LAST pesticlence tree +40% weap dmg when you use decay skill - duration 10sec Blighted turret that activates it has 7 sec CD :) so uptime is forever and turret IS good
From this point there are several other toxin-vulnerability expoliting talents and mods, you dont reload EVER and ITS even usable with auto sniper rifles (more ammo the better)
But you gotta go full Weapon power. I've seen some ridiculous damages with that build as well.
Long story short, the Technomancer is more than capable of soloing pretty much anything, unless you go the Tech Shaman route. I don't think anyone found a viable build for that (either that or they're not sharing).
The Minigun build is highly dependent on a lot of enemies attacking you and also having a clear line of sight to them, which is kinda hard in the more crowded arenas filled with chest high walls, or when you're fighting an uphill battle because for some ungodly reason the Minigun doesn't actually fire in a straight line (you have to aim a little upwards)
The toxic build is viable in all situations.
There are currently at least 3 very strong builds for Technomancer. The fact that you are using the minigun one doesn't mean that others aren't viable. I have already done expeditions and WT15 maps and tested all three. Hands down LMG + AR wins, because you cannot always rely on feeding the tools of destruction. That's my personal preference. Yours might be different. See what i did there? I don't bash you for having a different opinion buddy. Try that sometime...
BTW what's the 3rd viable build besides AP with Minigun and WP with toxic bullets?
You're not going to have a good time soloing as a sniper, OBVIOUSLY.
Are you seriously confused about that?
It's like people don't understand teamwork. They look at a tank character and say "wow that dps is low" without thinking that maybe, just maybe, they are allowing a sniper to snipe without being harassed.
Good luck playing as a sniper in expeditions. What, do you just hope all the mobs stay far away and hide in cover only? Because that's what you're doing?
Also, even if your sniper rifle did 100k damage per shot at say 100 rounds per minute is that really going to be as efficient with ammo considerations and procs, versus a gun that does 20k damage per shot at 1,000 rounds per minute? It is only that multiplier of the dps if you ignore things like procs from abilities. when you add that in, and defensives, shots per second absolutely destroy slower/harder hitting shots unless you are 1 shotting every mob.
For example, damage link hits everything around your target, and various other abilities hit things near your main target. Just that alone emphasizes the "attacks per second" part of the game versus hitting slowly but harder.
And then nevermind that techno's self heal is literally ON HIT. If a swarm is on you what are you shooting 1 or 2 times with a sniper? Versus dozens of times with an LMG/SMG?
Finally: what people don't seem to grasp is that looter shooters are about efficiency. Loot per hour. If you're playing a class that is slower, if you CARE, that's either a failure of build or you're not in it for the long game. If you don't care, then enjoy your artificial struggle.
But thinking they're going to balance attacks per second with procs, with effects on hit, and with slower weapons... no game has ever done that.
In fact this meta is 100% the same as the meta that was in division/division 2. Medium fast weapon that you buff up and get the most impact out of procs per second (high fast weapons don't hit hard enough and lose out on buffing, slow weapons hit way harder and lose out on procs).
It really boils down to simple math: If you proc 10,000 damage on hit, hitting 10 times a second is equal to hitting 1x per second only when...
(10000*10)+(10*dama)=(10000*1)+(1*damb)
100000+10dama=10000+damb
90000=damb-10dama
the damage of the slower one could be:
100000 damb versus 1000 dama.
95000 damb versus 500 dama.
etc
Looking at the multipliers and buffs to sniper over assault it's clearly not ~100-200x stonger for this specific proc.
AND, it's actually way worse: 10,000 damage on hit is actually very, very low when you consider damage link and the AE effect of blighted shots, etc.