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Mercenary | Commando DPS Compendium (2.0 Updated)
04-20-2012, 11:28 AM
Post: #59
RE: Mercenary | Commando DPS Compendium
Huntsman Wrote:I'm skeptical...what makes you think its ok for melee to do more damage?
Melee can effectively kite while retaining its maximum damage output
unlike the landlocked arsenal spec, they have a more diverse toolbox of
powers, and the fact that they have to move to target is a non-issue
since they can just force leap. It's not like IRL where covering some no
mans land takes time and ends with you getting cut to pieces or
something. Being ranged adds very limited additional usefulness. I can
think of a few situational things like being able to DPS and work the
puzzle vs the heavy fabricator in KP, but isolated situations are hardly
a balancing factor.

Eh its nothing to start any beef over. It's just how I feel tbh. As a general rule of thumb, if you have a ranged DPS Ops with few melee, you're gonna have a good time. But if you stack melee, you're gonna have a bad time. Thats the general feeling I've gotten. I remmeber taking in a melee heavy team into KP - bonethrasher was a cunt - doable nonetheless. Things like that. Toth and Zorn, ranged should have higher DPS uptime if you do it by a decent strat. It's little things. Garj, soa, etc.
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RE: Mercenary | Commando DPS Compendium - Glorion - 04-20-2012 11:28 AM

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