Game Guides Archive
Thread: What are the top 5 damage dealing professions?
TheDarkness4u wrote:
i'm obsessed with not logging on my jedi for the past 6 months and letting him become a blue glowy in my mind
and isnt a PH ar2?
PH?..... Player Hater?
LOL, my favorite highlighted in yellow.
YuuKnow wrote:
1. Master Rifleman
2. Rifleman Master
3. Master of the Rifle
4.That proffesion that rhymes with Master Tifleman
5. Master of the Long barrel guns like T21 and DXR6's
YuuKnow wrote:But lets see your in a dungeon like the GeoLabs or in DWB where its like AR2 everywhere.........would commando and TKM still even be in the top 5, since TKM and Commando are AP0.........
TKM are AP1 with a vk equipped.
LuckyB wrote:
Could never understand why the commando the supposed master of heavy weapons has what, 1 ap 3 weapon in his arsenal and its slower then christmas. other wise hes got those awsome flame bleeds stack on 4 times.
I hear that those AP2 grenades are supposed to be the key, but who wants to use those when you have to blow yourself up along with the target.
scythes and power hammers are both AP2. scythe does kinetic damage, PH does blast. master swords and fs melee speed caps you with any 2 hnd weapon. i paid half a mil for my scythe, and i probably wont use it again till i start dropping skills for jedi crap. the power hammer in the hands of a master swordsman isa very damaging weapon. crappy thing about swords ishorrible defense. i miss tkm/master brawler.
YuuKnow wrote:
But lets see your in a dungeon like the GeoLabs or in DWB where its like AR2 everywhere.........would commando and TKM still even be in the top 5, since TKM and Commando are AP0.........
Then again, swordsman is only AP1 right? And so is BH.....hmm.......so it seems like the top 5 choices are:
1. Master Rifleman
2. Rifleman Master
3. Master of the Rifle
4.That proffesion that rhymes with Master Tifleman
5. Master of the Long barrel guns like T21 and DXR6's
Or is there another profession that can do decent damage in the face of the AP2 (and the dreadful AP3) and uber resistances of the dungeons??
Opinions? Experiences?
LuckyB wrote:
Could never understand why the commando the supposed master of heavy weapons has what, 1 ap 3 weapon in his arsenal and its slower then christmas. other wise hes got those awsome flame bleeds stack on 4 times.
Yup, devs just screwed commando....I had my eyes set on being one before the game even came out....I love commando's but the devs hurt the profession with bad stats (slowest speed, lowest accuracy, broken weapons, can't fire indoors, one of the lowest defenses in the game, No support from SEA's.etc).....now I don't even want to be a commando...
But here's the problem I see with commando......actually it's not a problem with commando more so than it's a problem with the other professions.....the speed cap for the other professions is screwed up. you should never be able to hit the speed cap and have extremely high damage at the same time....namely rifleman.....having a speed capped rifleman should still be slower than pistols and carbines.....while at the same time not so much faster than commando that you do more damage than a commando (afterall a commando is supposed to be able to take down a AT ST easily....not a rifle).....commando's should be slow, but should be very powerful in the damage they do....and should be very hardy (means better close quarters defense).
See if SWG professions were compared to a military unit. The commando is the big hit guy, the anti-artillery/support guy....he takes out the tanks, planes, heavy gunners and handles the C4 and all the high powered weapons....while rifleman would be the sniper who's main job is to support the front line of pistoleers and melee professions (snipe the enemies snipers, get the enemies heavy support....then carbineers would be the automatic rifleman laying down suppression fire so the front line can manuever and flank the enemy safely......the melee professions are the same way except they are more like grenadiers in their role....they get in close, hopefully decimating the enemy forces...they need the toughness to survive more than any other profession....because they are the tanks in the thick of things.
But in SWG, all that is screwed up a bit....when you have a rifleman shooting faster than the pistoleers, the melee professions hitting harder than commando's while the commandos are slow, have absolutely no defense, very limited range and get no love from the devs whatsoever. still, with all of that, they do massive damage and have the widest variety of weapon that all do massive damage.....the weakest commando weapon besides the broken ones is the launcher pistol....and by pistol standards it's still a lot better becuase of it's blast radius, fire damage and fast speed and can use all the pistoleer specials.
also, the devs have the AP on a lot of weapons wrong....all commando weapons except the launcher and flamer should have AP2 or Ap3......no other profession should have AP3....not even rifleman....AP2 should be the best that any other combat profession gets. All other professions should have at least 2 AP1 weapons.....swordsman, pikes and carbineers are right on with their weapons and the damage they do.....
Basically commando and rifleman need some work as far as speed, damage and defense go.....it is unacceptable that a t21 has way more DPS, accuracy, AP values and speed than all commando weapons. when you look at those two professions, you can make a case that rifleman is what the commando profession should be but with the longest range possible in the game.
This is what the problem is with commando.....all the other professions mods are ridicuously out of whack.....The slowest professions should be commando and after that it should be rifleman and swordsman. the most damage should be commando, rifleman and swordsman. pikes, carbineers, BH's and smugglers should be the intermediate professions....a balance of speed and power (not too high or low in either). Pistoleer, fencer and TKM should be the fastestprofessions with the lowest damage and the highest defense. Fix those problems and all professionswill then have a role and will fit like a puzzle when you group 1of each profession......then fix the GCW and we will have a really great star wars combat system.
Anyway, as it stands now My list is like this....
1) swordsman (hands down the best because you don't need to use conceal shot which takes all day....as a swordsman, I easily got 4.5k mind hits on standing mobsand 6k mind hits on KD mobsat the speed cap vs your average to good mobs anyway..that's damage in my book)
2) Rifleman (since they have the mighty t21 and mind attacks which are usually the lowest HAM bar for mobs)
3) Commando (great power only limited by ranged and speed, however it's not meant to be a solo profession, it's a group profession mainly meant for the GCW...and grenades don't have to blow yourself up...that's just the community misusing them...your supposed to throw them at range not stand on top of the mob and throw them....so give me some protons, a flamer, a better rocket launcher, a launcher pistol, some armor and defense and I'd be happy.)
4) Pikeman (as far as I'm concerned it's the second best tank in the game...yes it's better than TKM if you work the template right...Plus they have the best defensive oriented specials...the area attacks are matched by none and the damage is right there with the best in the game with those great looted weapons)
5) Carbineer / BH (they tie to me, because BH is heavily dependant on pistols, carbines and only have the LLC...so clearly you can't put BH above carbineer since a BH's best AP weapons come from carbines...the only difference here would be the damage mod of BH specials compared to the damage mods of the master carbineer specials..I have no idea what BH carbine specials damage mods are though...obviously they're not that great or we would be seeing a lot more carbine users....I haven't seen many in the past 3 months myself)
What's more important when it comes to doing the most damage is the total defenses of the target, the speed of the profession, the weapons used (clearly a weakt21 can be matched by any acklay or krayt weapons of other professions) and the damage mods of the specials used......however, theres a reason the combat revamp is coming...because the devs know they screwed up the whole formula in professions....damage, speed, defense...it's all out of whack in each profession.....let's hope they get it right this time......Personally I don't want to see "ANY" broken specials afterwards!
***crosses fingers and hopes to get a beta invite****
Message Edited by HardwiredXMan on 11-14-2004 05:56 PM