"Light Tank" Old RAs

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Capass7x1
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Postby Capass7x1 » Apr 29, 2016 18:02

Okay guys, I apologize profusely if this has been answered, but I did some forum searches and couldn't come up with anything more than comments on old charge (10sec sprint without any CC benefits?)

I am looking for a comparison of Mercs/BMs/Zerkers/Savages and their optimal RA specs for 1.65.

Additionally, skill specs for group utility. I am only familiar with zerkers, and not sure if mercs/bms are expected to have slam for group rvr. When it comes to weapon specs, are there sought after styles in the 40s or is 50 composite weapon good for these classes? Any other pros/cons I should know regarding these classes at 1.65?

Thanks for any and all input.

edit: I put light tank in quotes because it seems the strong opinion is that savages don't fit into this category

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Ramocheese
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Postby Ramocheese » Apr 29, 2016 19:15

Old charge is pretty useless.

Having slam is pretty big and has a lot of uses without really any down side. You are using your dual wield styles anyway for DPS, so having a composite 50 on your damage type on BM's and Mercs isn't that big of a deal

Prevent flight is absolutely amazing for any tank that can get it.

For beginning RA progression, I would go:
det5
prevent flight
LW1
Purge (not absolutely necessary, but it's only 4 points for light tanks and it can be useful in certain situations)
Aug Dex 2 (this opens the door on your damage RA's)
Then start putting points into Duelist's Reflexes and MoPain.

Trip was big on genesis, and was a great peeling tool but determination is supposed to affect it, so it isn't as overpowered here as it was over there.
Last edited by Ramocheese on Apr 29, 2016 19:20, edited 2 times in total.
-Ramo

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Nezix
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Postby Nezix » Apr 29, 2016 19:17

Ramocheese wrote:I wouldn't waste RA points on old charge, it is pretty useless.


Mad props if you do some how manage to, since it's not an RA!
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Ramocheese
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Postby Ramocheese » Apr 29, 2016 19:25

It's still early and need coffee for me :P Give me a break!
-Ramo

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Austerim
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Postby Austerim » Apr 29, 2016 19:28

Ramocheese wrote:Trip was big on genesis, and was a great peeling tool but determination is supposed to affect it, so it isn't as overpowered here as it was over there.
It also gives you root immunity. 8)
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Capass7x1
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Postby Capass7x1 » Apr 29, 2016 19:57

First off, thanks for the response.
Ramocheese wrote:You are using your dual wield styles anyway for DPS, so having a composite 50 on your damage type on BM's and Mercs isn't that big of a deal.


So does having 50 composite hammer not effect the mainhand of a zerker using hammers (same for thurst/slash/crush mercs and slash bms) or is it just effected an insignificant amount?

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Ramocheese
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Postby Ramocheese » Apr 29, 2016 20:57

Capass7x1 wrote:First off, thanks for the response.
Ramocheese wrote:You are using your dual wield styles anyway for DPS, so having a composite 50 on your damage type on BM's and Mercs isn't that big of a deal.


So does having 50 composite hammer not effect the mainhand of a zerker using hammers (same for thurst/slash/crush mercs and slash bms) or is it just effected an insignificant amount?


Correct, as long as you are using LA styles.

As long as your are using styles for your duel wield (hopefully should be at 50) line, your other weapon doesn't make a difference as long as it has a composite 50. If you used a slash style on a Merc instead of a Dual Wield style (and were specced 50 DW, 42 shield, 39 slash), you would have more variance.

Albion 2h and Polearm are different though- your 1h damage type does affect your variance of your 2h damage.
-Ramo

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Capass7x1
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Postby Capass7x1 » Apr 29, 2016 21:04

Ramocheese wrote:
Capass7x1 wrote:First off, thanks for the response.
Ramocheese wrote:You are using your dual wield styles anyway for DPS, so having a composite 50 on your damage type on BM's and Mercs isn't that big of a deal.


Albion 2h and Polearm are different though- your 1h damage type does affect your variance of your 2h damage.


Ah okay that's where I got the notion from....had a PA arms way back when.

I think I am leaning toward zerk since Mid's always been my one true home

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Capass7x1
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Postby Capass7x1 » Apr 30, 2016 19:51

Ramocheese wrote:For beginning RA progression, I would go:
det5
prevent flight
LW1
Purge (not absolutely necessary, but it's only 4 points for light tanks and it can be useful in certain situations)
Aug Dex 2 (this opens the door on your damage RA's)
Then start putting points into Duelist's Reflexes and MoPain.


RA progression in order? So Det5 then Prevent Flight takes me to 4L6. Or should LW1 be thrown in there beforehand?

Don't suppose I'll be getting that far before beta ends, unless they let you insta RR toward the end.


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LuriBehindTree
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Postby LuriBehindTree » Jun 02, 2016 09:14

Capass7x1 wrote:
Ramocheese wrote:For beginning RA progression, I would go:
det5
prevent flight
LW1
Purge (not absolutely necessary, but it's only 4 points for light tanks and it can be useful in certain situations)
Aug Dex 2 (this opens the door on your damage RA's)
Then start putting points into Duelist's Reflexes and MoPain.


RA progression in order? So Det5 then Prevent Flight takes me to 4L6. Or should LW1 be thrown in there beforehand?

Don't suppose I'll be getting that far before beta ends, unless they let you insta RR toward the end.


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LW1 should be first RA. It's only one point and helps a lot. Det 5 then Prevent Flight.

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Nef Melody
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Postby Nef Melody » Jun 02, 2016 18:24

Lw1->Det4->Purge->Det5->PF

weapon has to be at 51 composite
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Makish
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Postby Makish » Jun 02, 2016 19:51

Nef Melody wrote:Lw1->Det4->Purge->Det5->PF

weapon has to be at 51 composite



that would be my take for rr5 as well
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