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Post by En1gma on Apr 4, 2016 20:12:34 GMT -5
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Post by Cory Trese on Apr 4, 2016 20:26:15 GMT -5
Even your melee only classes had OW in TA RPG.
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Post by contributor on Apr 5, 2016 1:23:36 GMT -5
Even your melee only classes had OW in TA RPG. Guess I need to go back and play it again. I don't remember that.
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Post by En1gma on Apr 5, 2016 8:40:25 GMT -5
All engineers?
Two specced for Grapple and Power Field to be close-in brawlers. Two specced for Direct Shot and Tact Point acquisition, top of the line Turrets. One specced for Tact Point security, with Repair, Fortify Position, and Turrets.
It would be insanely hard to pull this one off because Engineers are the most expensive Templars, but I think it would work out pretty well.
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Post by En1gma on Apr 10, 2016 8:52:17 GMT -5
Took the chance to exploit the RP bug to make up a few high difficulty groups, so I can try out some different build ideas.
My first one is running mostly Soldiers, Scouts, Engineers, and a Neptune or two to act as cannoneers(sp?). Soldiers are running full buffs and OW. Specifically I'm using Calling Shots to add Crit %, and Rallying Charge to boost damage. My Captain is build for Honing, Arc Fire, and Fire Commander to deal AoE death from afar and make things more vulnerable to Crits Scouts are running full on Headshot and Overdrive for Crit% and mobility Engineers are running Fortify Position (more Crit%) and Turrets to keep the bullets flying. Neptunes + Concentrated Fire + Calling Shots + Fortify Position + Fire Command = Absolute mayhem when they crit.
It's a very offense heavy group, but it makes great use of OW to hamper enemy movement and deal major damage to anything in range. This group is very efficient, as less shots need to be fired, keeping heat down, so really the major source of heat are the buffs. Neptunes always run hot, so they are running Full Vent so they can cool down and keep slaying with Concentrate Fire.
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