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Post by Officer Genious on Oct 29, 2015 23:43:02 GMT -5
So I saw a post from another member mumbling that equipping anyone with the Quickness/Gunnery and Poison weapons is a waste.
I hate to say it, but the efficiency of my Quick/Gun Scout is starting to hold my team back as well. Honestly, I have to agree.
I want to know what you guys think will make these weapons and builds better and feel less like hindering oneself and more like a cool, differing path.
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Post by Cory Trese on Oct 29, 2015 23:57:18 GMT -5
I use Poison weapons almost exclusively on Scouts. Combined with -MP attacks, they deliver large amounts of damage.
Poison damage ignores Armor and does bonus damage during the initial attack as well as at the end of each monster's turn.
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Post by fallen on Oct 30, 2015 9:36:17 GMT -5
I hate to say it, but the efficiency of my Quick/Gun Scout is starting to hold my team back as well. Honestly, I have to agree. I want to know what you guys think will make these weapons and builds better and feel less like hindering oneself and more like a cool, differing path. I'm surprised to hear that, but no I can't imagine making these any better!
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Post by CdrPlatypus on Oct 30, 2015 9:54:48 GMT -5
I've been running a blade master cpt with denounce backed up by a head shot sniper scout. He tags em and she bags em
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Post by Officer Genious on Oct 30, 2015 11:01:05 GMT -5
I use Poison weapons almost exclusively on Scouts. Combined with -MP attacks, they deliver large amounts of damage. Poison damage ignores Armor and does bonus damage during the initial attack as well as at the end of each monster's turn. What is the initial attack bonus? I can see how its most effective when combined with -MP attacks, but I don't think I've seen any attack bonus modifiers.
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Post by Cory Trese on Oct 30, 2015 11:09:24 GMT -5
I use Poison weapons almost exclusively on Scouts. Combined with -MP attacks, they deliver large amounts of damage. Poison damage ignores Armor and does bonus damage during the initial attack as well as at the end of each monster's turn. What is the initial attack bonus? I can see how its most effective when combined with -MP attacks, but I don't think I've seen any attack bonus modifiers. I'm just saying that Poison damage applies normally, like Plasma or Fire damage, on the turn the enemy is attacked. It then applies AGAIN at the end of each monster's turn. So on the turn you attack, they actually take the damage twice. Even if you are shooting an already Poisoned enemy, they still take the initial on attack damage at full strength. So if a weapon lists 38 Poison damage, the enemy actually takes 76 damage on the turn you attack them.
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Post by En1gma on Oct 30, 2015 11:39:28 GMT -5
I love my bio-scouts. All you ever need to do on the run is tag an enemy with a bio shot using the -MP talent, then keep on moving. They will never catch up to you, and by the time they could, the DOT takes them out. It's essentially a one shot kill, it just takes a few turns to get there
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Post by Kanly on Nov 1, 2015 8:22:19 GMT -5
Do level 4 hunters have 24 poison resist? My needle repeaters (30 poison) are regularly doing only 6 poison damage against them.
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Post by fallen on Nov 1, 2015 9:07:50 GMT -5
Do level 4 hunters have 24 poison resist? My needle repeaters (30 poison) are regularly doing only 6 poison damage against them. I don't think that have 24 Poison Resist. Did you check the Combat Guide on how special damage is rolled? steamcommunity.com/app/370020/guides/#scrollTop=0
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Post by Kanly on Nov 1, 2015 11:26:47 GMT -5
Thanks for pointing me to that guide.
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Post by johndramey on Nov 2, 2015 3:15:48 GMT -5
Yeah, as has been pointed out, the bio-poison scouts require a big change in tactics. They are absolutely ideal for running fire-fights where you can plug an enemy with a -mp talent and then move away. The bio-poison keeps ticking over, and by the time you reach your objective (or need to take a turn to cool down, haha), your bio-poison has either weakened or killed the pursuing xeno.
If you are holding an area, strength based snipers will be a little better due to the sheer amount of damage they can put out.
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Post by fallen on Nov 2, 2015 8:32:58 GMT -5
Yes, DOT does require time In some situations, that time is hard to come by!
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Post by Cory Trese on Nov 2, 2015 10:32:34 GMT -5
And you can respec your scouts between levels to flip between sniper and bio-poison. I do this a lot as you move into the later levels. For example, poison weapons are pointless against Cultists.
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Post by jknut on Nov 2, 2015 11:40:51 GMT -5
Should bio-poison stack from two different scouts (both using Needle Cannon)? It doesn't seem to.
It does stack from a scout (Needle Cannon) and captain (Needling Sidearm) .
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Post by fallen on Nov 2, 2015 12:48:22 GMT -5
Should bio-poison stack from two different scouts (both using Needle Cannon)? It doesn't seem to. It does stack from a scout (Needle Cannon) and captain (Needling Sidearm) . Will investigate.
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