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#1 ss_biohazardx

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Posted 24 December 2009 - 17:14

Do you think all those class skills are useful ?


Please reveal which class skill/s you assigned points to;

Unique DNA 115
Glowing Hands 115
Recover 1


I will update this post as much as possible. Later someone may change unuseful ones to useful ones. who knows..

#2 ss_nthnclls

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Posted 24 December 2009 - 18:03

Regain: 1
Mind Shard: 50
Attunement: 50
Mental Strength: 100
Mind Stone: 20


In addition, I'm going to try to put points in crystal thought.

I also have points in passive skills for psi items.

The only changes I think are necessary are changing Telekinetic Shield to defense, and making Imbue do +.1%, or .05%, damage per point (Psi weapon only). If those are made, I will be completely happy with the Purist skill tree.

Can't say anything about any of the others, though.

#3 ss_werd64

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Posted 24 December 2009 - 18:04

Unique DNA: 82
Glowing Hands 105


Soon to Come:
Variance: Maxed
Toxic: Maxed


#4 centurion

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Posted 24 December 2009 - 20:40

combat training 115
Bandage 1
marksman 115
ordinance 115
weapon specialist 100
focused 115


I may add armor proficientcy in the future.


awesome dmg buffs.

#5 ss_nthnclls

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Posted 25 December 2009 - 01:04

Regain: 1
Telekinetic Shield: 1
Mind Shard: 50
Attunement: 50
Phase: 115
Mental Strength: 100
Mind Stone: 100
Crystal Thought: 115
Imbue: 1
Telepathic Field: 1
Sword of Psi: 30

Crystal Thought kicks tail. 100% agrees to change the stat complements on TS skill.

The only thing I'd personally like to change on the skill tree is the placement of the MS skill. It should be Mind Shard > Mind Stone > Crystal Thought > Mental Strength. That way the Purist skill tree would reflect the "Hard Class" that it was intented to be.


Gah, can't wait to get crystal thought...unfortunately, I need to put points elsewhere, first...

And yes, TS as it currently is is useless in every possible way for Purists.

And I'm fine with changing the placement of Mental Strength, as long as I still get to have it :P

Btw, out of curiosity, what do you think about my idea for changing Imbue to something that actually matters?

#6 Benzidine

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Posted 25 December 2009 - 03:30

combat training 115
Bandage 1
marksman 115
ordinance 115
weapon specialist 100
focused 115


I may add armor proficientcy in the future.


awesome dmg buffs.


This means all you need is to give Soldier a Rifle, no matter it is Battlesuit or Core item.
And the enhancement will direct inflict to your stats.
Unlike Cyborg... if we wear core items, all our class skills will become useless.

By the way, as for my skills :

Reinforce Skeleton 115
Augmentation 115
Patch 1

Still got 139 skill points to see if there will have some changes of Cyborg's class skills.

#7 ss_sirona

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Posted 25 December 2009 - 12:53


Reinforce Skeleton 115
Augmentation 115
Interface 100
Patch 1


I consider any other skills in the cyborg tree completely useless. I know some people put points in them thinking the skill itself sounds/is handy, but with the skill point requirements, investment in useless pre-req skills and the stats on the items they give bonuses to (so basic playability of the skills), a simple calculation shows that there surely are better places to invest your skill points in.

#8 juggeranut

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Posted 25 December 2009 - 14:24

Glowing Hands - 115
Recover - 1
Variance - 115
Toxic - 115


Those are the only Mutant skills I plan on getting...they're the only worthwhile ones. All the other Mutant skills....just suck.

#9 ss_nthnclls

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Posted 28 December 2009 - 04:40



Btw, out of curiosity, what do you think about my idea for changing Imbue to something that actually matters?


I don't really have an opinion on Imbue. I still activate it and see it working, but it really doesn't change anything. *shrugs*


yay for 1% resistances...

#10 ss_loudog

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Posted 28 December 2009 - 06:53


Reinforce Skeleton 115
Augmentation 115
Interface 100
Patch 1


I consider any other skills in the cyborg tree completely useless. I know some people put points in them thinking the skill itself sounds/is handy, but with the skill point requirements, investment in useless pre-req skills and the stats on the items they give bonuses to (so basic playability of the skills), a simple calculation shows that there surely are better places to invest your skill points in.

Interesting sirona. I'm not far from what you've allotted and for basically the same reasons.
My character:

Reinforce Skeleton 112
- to wear the Algus Helm, mostly to defend an artifact.
Patch 1 - it's all I need so I don't have to use medi packs

That's it for class skills. So now that I bit the bullet to wear the helm I can also add a few more and wear just about any elite/HK class gear, something I have yet to even bother with. The new 180 Behemoth weapon is pretty strong to use with just core gear. The point requirements to wear the Cyborg add-ons aren't justifiable for so-so stats. The uniqueness that Cyborgs are supposed to enjoy in this area falls very short, even if the prerequisite class skills offered some uses. So far I'll stick to self-reliant core skills that I can also cast on anyone.

#11 Benzidine

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Posted 29 December 2009 - 00:04


Reinforce Skeleton 115
Augmentation 115
Interface 100
Patch 1


I consider any other skills in the cyborg tree completely useless. I know some people put points in them thinking the skill itself sounds/is handy, but with the skill point requirements, investment in useless pre-req skills and the stats on the items they give bonuses to (so basic playability of the skills), a simple calculation shows that there surely are better places to invest your skill points in.

Interesting sirona. I'm not far from what you've allotted and for basically the same reasons.
My character:

Reinforce Skeleton 112
- to wear the Algus Helm, mostly to defend an artifact.
Patch 1 - it's all I need so I don't have to use medi packs

That's it for class skills. So now that I bit the bullet to wear the helm I can also add a few more and wear just about any elite/HK class gear, something I have yet to even bother with. The new 180 Behemoth weapon is pretty strong to use with just core gear. The point requirements to wear the Cyborg add-ons aren't justifiable for so-so stats. The uniqueness that Cyborgs are supposed to enjoy in this area falls very short, even if the prerequisite class skills offered some uses. So far I'll stick to self-reliant core skills that I can also cast on anyone.


That is true, Lou !!
That Behemoth weapon almost equal to 190HK weapon.
But...... I only see one in this whole game of your faction :mrgreen:

#12 ecolitan

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Posted 29 December 2009 - 00:08


Reinforce Skeleton 115
Augmentation 115
Interface 100
Patch 1


I consider any other skills in the cyborg tree completely useless. I know some people put points in them thinking the skill itself sounds/is handy, but with the skill point requirements, investment in useless pre-req skills and the stats on the items they give bonuses to (so basic playability of the skills), a simple calculation shows that there surely are better places to invest your skill points in.

Interesting sirona. I'm not far from what you've allotted and for basically the same reasons.
My character:

Reinforce Skeleton 112
- to wear the Algus Helm, mostly to defend an artifact.
Patch 1 - it's all I need so I don't have to use medi packs

That's it for class skills. So now that I bit the bullet to wear the helm I can also add a few more and wear just about any elite/HK class gear, something I have yet to even bother with. The new 180 Behemoth weapon is pretty strong to use with just core gear. The point requirements to wear the Cyborg add-ons aren't justifiable for so-so stats. The uniqueness that Cyborgs are supposed to enjoy in this area falls very short, even if the prerequisite class skills offered some uses. So far I'll stick to self-reliant core skills that I can also cast on anyone.


That is true, Lou !!
That Behemoth weapon almost equal to 190HK weapon.
But...... I only see one in this whole game of your faction :mrgreen:


4 in game - 3 in our faction. ;) ;) How bad you want one. :twisted: :P

#13 Benzidine

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Posted 29 December 2009 - 00:12

:twisted:

Not dying to got one.
But......
Why my signature is weird that wearing armor by head ?
:mrgreen:

#14 ss_loudog

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Posted 01 January 2010 - 17:03

That Behemoth weapon almost equal to 190HK weapon.
But...... I only see one in this whole game of your faction :mrgreen:

Maybe you mean the 190HK weapons are "almost" equal to the Metamere Supression Rifle(aka 180 Behemoth weapon) because...

Posted Image

is unmatched by any other weapon. Not even close really. lol :)

#15 Benzidine

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Posted 04 January 2010 - 04:07

Charming~ I just can say : " So Charming " !!
Metamere Supression Rifle with high damage and high attack.
I think this one can be used for couple levels... about 30 levels I guess.

#16 ecolitan

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Posted 04 January 2010 - 04:35

Don't forget that the HK weapon brings with it a bonus of almost 100 attack and damage if you are using the HK set....

#17 MaximusGR

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Posted 04 January 2010 - 09:40

Unique DNA 115
Glowing Hands 115
Variance 115
Toxic 115
Recover 1

Aiming to get Chomp Mutation once it is untied to the IRRELEVANT other 3 Mutation passive skills


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