yes in those moments (and when your yellow toughness is up) vet is finally doing his thing, but situational is and euphemism when describing these events
this one is a hard question, and the answer is i don’t know, i’ve just buildcrafted my vet so hard for havoc that i’ve experimented near everything, and dropping focus target for the second +25 toughness node was the conclusion i’ve reached
Change the +5% crit on the DS for +25% carapace probably, and the 0.25 stam talent for +5% crit chance
Relentless strikes still destroys, Uncanny strikes would still be 60% if FS goes with what they said
Not much changes, just slightly less damage and harder stam regen that shouldn’t be a problem if I get better at positioning
It’s a personal thing of mine, I like to be schmooving a lot more but, could EASILY be replaced for Killzone, Superiority Complex, or the +5% crit chance node
Half of these aren’t viable options due pathing issues. Other half isn’t nearly as good in comparison to others classes or arbites because of toughness regen.
Psyker are big damage dealer.
Veteran are best at ranged combat, but can go melee
Zealot are melee veterans that can absorb lot of hits
Ogryns are tanks that can resists to lot of enemies
And now Arbiters. They are the no specialist. They are somewhat good at melee, good at ranged combat… but just close combat.
Their mainfield is the close combat. So, they are good, but just on close combat (they still can use revolver and boltgun and go long range).
I don’t think it is so broken.
There should have several numbers changed… but it is not a total failure. Class is fun and I like this class that is not more melee or more ranged. This is really something I appreciate.
Except the 2 first keystones that I dislike, the class is great.
And sure, we need to play it more and identify what can be really too strong.
I admit I had not the time to test it intensively. But the arbites shotgun seems a monster… just an example.
Regarding the current topic here…
Everybody knows that DS is broken. And that heavy shots on PG is just a trap because light shots are too good.
ok but except for end of consignment yard and when you’re at the tree pit in hab dreyko, what “ranged” is there where the gap cant be closed in 2-3 quick slides?
yep, shotgun deals even with those snipers on the scaffolding but boy oh boy, doggo got some climbing skills
sent my hound today on the then out of bounds in said hab dreyko area, poor gunner didnt know what bit his balls
so basically when doing the same mission back to back with different characters, arbi gets the match done 5-10 minutes faster with a fraction of damage taken and 200-500k more damage.
and i’m not snorting crack cocaine to get my quake reflexes back to 100%