Rifleman Archive

Thread: Is Armor delay affecting you?

lammergeier
Tue Jul 13, 2004 8:30 am
#14

waste:

I prefaced my comments with

(excepting high end raids and PvP)

as such, I was addressing everyday low to medium content. a smart rifleman doesn't need buffs, armor, or whatnot to handle midrange challenges. with buffs, armor is featherweight, if it encumbers at all. in the case of high end content and PvP, armor really shouldn't be switched on and off... just buff up, eat/drink, equip armor, and ride. taking armor off isn't something to consider until the buffs expire. to engage in PvP without armor (unless you're facing Jedi, in which case your armor won't help you at all) is generally foolish. my comments were aimed for workaday rifle concerns.

a competent elite combat toon can EASILY make 300k an hour running missions... and with buffs costing (your server may vary) 10-20k for three hours of doombringing fun, the payout is well worth the investment.

as for grouping? we play a MMORPG. while finding competent partners is a challenge, the rewards of grouping are readily apparent when facing endgame scenarios or PvP. the ability to 'solo' endgame content with a profession has invariably led to 'nerfs'. as the game continues to develop, I expect (just a guess on my part) we'll see more interdependancy between professions.

again, my advice was for basic encounters, and if the everyday rifleman avoids melee encounters (whether by grouping, with /concealshot, or just by dropping massive DPS on targets before they're able to close range), they'll NEVER feel the pinch of the armor delay, since they'll never need to equip it anyway.


as an aside, the combat balance will be addressing, among other things, buffs and armor... and I don't expect that they'll enjoy their current level of nigh-godmode much longer. this is only an opinion, but to assume that armor and buffs will continue to offer the level of protection they currently enjoy is dangerous, and may soon be met with disappointment.



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Waste93
Tue Jul 13, 2004 9:05 am
#15




lammergeier wrote:
waste:

I prefaced my comments with

(excepting high end raids and PvP)

as such, I was addressing everyday low to medium content. a smart rifleman doesn't need buffs, armor, or whatnot to handle midrange challenges. with buffs, armor is featherweight, if it encumbers at all. in the case of high end content and PvP, armor really shouldn't be switched on and off... just buff up, eat/drink, equip armor, and ride. taking armor off isn't something to consider until the buffs expire. to engage in PvP without armor (unless you're facing Jedi, in which case your armor won't help you at all) is generally foolish. my comments were aimed for workaday rifle concerns.


Mostly agree. However, what are the everyday targets for the Rifleman is going to depend on the Riflemans level. While a low level Rifleman may target Quenkers and be able to get away with no armor or buffs, a Master Rifleman is unlikely to hunt the same target unless they are harvesting. Their targets are going to be more difficult and hence armor/buffs more of an everyday thing.


Because of the what makes the higher contect targets higher content (more HAM, AR, and resists), buff and armor becomes more necessary for everyday useage at the higher levels. Higher levels in Rifleman lets you do more damage and hit more often, but it does not reduce HAM costs or protect you from as much damage as the increase in your level allows you to take on as we all know.


Another thing to keep in mind is that lower level Riflemen are more than likely grinding XP. In that case the armor/buffs do help in the grind by allowing you to take on more difficult MOBs which earns more XP and lets you get up to Master than much quicker.

a competent elite combat toon can EASILY make 300k an hour running missions... and with buffs costing (your server may vary) 10-20k for three hours of doombringing fun, the payout is well worth the investment.


Agree and that was my point.

as for grouping? we play a MMORPG. while finding competent partners is a challenge, the rewards of grouping are readily apparent when facing endgame scenarios or PvP. the ability to 'solo' endgame content with a profession has invariably led to 'nerfs'. as the game continues to develop, I expect (just a guess on my part) we'll see more interdependancy between professions.


Grouping should never be forced. But also the solo player shouldnt expect to be able to take on everything. Soloing has led to some nerfs. But part of the problem is how the higher end content is made so. All they are is higher HAM and resists. Which leads to only damage output being the way to take them out. This negates the advantages of other professions and has led to the " I hate Riflemen " crowd. There are other ways to make high end contect more difficult.


You can increase their defenses so they are hard to hit. If you miss twice as often you have effectively doubled their HAM. You can give them status attacks. Which makes those templates that are defensive in nature more effective vs them.

again, my advice was for basic encounters, and if the everyday rifleman avoids melee encounters (whether by grouping, with /concealshot, or just by dropping massive DPS on targets before they're able to close range), they'll NEVER feel the pinch of the armor delay, since they'll never need to equip it anyway.


Again it depends on what you are hunting and why. The armor delay only truly hurts in random encounters. If you are prepared you have either decided to wear it or not and are equipped as such.

as an aside, the combat balance will be addressing, among other things, buffs and armor... and I don't expect that they'll enjoy their current level of nigh-godmode much longer. this is only an opinion, but to assume that armor and buffs will continue to offer the level of protection they currently enjoy is dangerous, and may soon be met with disappointment.


Agree. Armor and buffs do need to come down and probably will. We should not assume otherwise. However, they are at the levels they are at now. So for now the tactics are how they are. Once they come down we will change to fit the new situation. But that is down the road for now. As for tactics now, armor and buffs are a good idea. This will of course be re-evaluated when the combat revamp goes into place.






Colonel Waste - The Wookiee Crusader
Ssobe
Tue Jul 13, 2004 9:58 am
#16






InikoIra wrote:

Hey guys, I was wondering who else have been hurt by this. I use to be able to pop to brandies and fight janta and stuff for money, using armor macros. When they are far I have it off to lower the taxation of my mind and put it on when they get close.


But after the armor delay thing, I found the need to go all out and get mind buffs and eat arisha all that plus my original brandy. Whihc kinda sucks because I have to go around looking for a musician which takes for ever. So, in order to be able to play for an hour or so I have to spend another hour or so trying to prepare.


I was hoping to see if anyone has any advice or methods that they use to get by, because at this rate it's not worth it for me to log during the week days (which sucks) and just pretty much wait for the weekend when I have a lot more time.


Any ideas?







Mostly agree. However, what are the everyday targets for the Rifleman is going to depend on the Riflemans level. While a low level Rifleman may target Quenkers and be able to get away with no armor or buffs, a Master Rifleman is unlikely to hunt the same target unless they are harvesting. Their targets are going to be more difficult and hence armor/buffs more of an everyday thing.



Big /agree there. Grinding is one thing, running around as a Master Rifleman is another. When I was looking for XP, I'd shoot anything that moved that wouldn't instantly kill me. Now I get to roleplay a little more and tackle what targets I want. The difference is, I'm killing something for a reason. I have little reason to kill anything that I can hurt unbuffed and unarmored. My xp is capped in both Doc and Rifleman. I'm either killing for money, resources, or to help someone out.



Talian Starsider on Wanderhome: Master Doctor/Master Rifleman
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