Quote:
Originally posted by Morthoseth
Okay, guys, this is what I've gathered.
(PLease read this, I think it makes a lot of sense to implement.)
The argument is that AS is okay, damage wise, but it's recycles
are too fast as they are. Well, you know what? I have a simple
solution for you, that involves changing what stats effect cycling
time. This is to keep agents masters of it, as it's supposed to be:
Now, for AS recycle time, it should rely mostly on the conceal skill.
Agents can get over 600 more than any other class in conceal, at
high end. 400, if you count their team buff, and 200 if an adv uses
PoG with that, as well. However, most of the time, conceal is
triple implanted on agents, so it's a viable option. Think about it:
Want fast AS recycling to be an agent only trait, as it should be?
Stop making AS skill determine it, and have it rely on conceal. NO
one has more conceal skill than a high end agent. On top of that,
lower the modifer effect the AS skill has on AS damage, make it
account for maybe 50%, and have the other 50% rely on conceal.
Much like recycle times, to balance it more towards the AS master,
and not the "What can I use in PvP, on top of what I already have" type...
(Maybe even have recycle rely on more conceal than anything..)
After all, it is an Agents mastery and other's secondary option. It's
all an agent has, whereas, it's only an alternate source for others.
That way Agents; supposed masters of concealment and
AimedShot will be such. And, it's a viable request, considering
AimedShot is *supposed* to be a conealment reliant special. This
is the best way to do it, without chaining AS to conceal in PvP and
potentially screwing every other class over in PvP who uses it.
On top of ALL of this, agents should NOT have to choose
between rifle and AS, the base agent's ONLY weapon skills,
when implanting. The best locations for AimedShot, changed:
Note: Must remain in the same cluster to prevent exploits.
Shining: R-hand
Bright: Eye
Faded: R-Wrist
The only conflict I can see is with one's eye, where it goes
against Psy Mod or Sense Imp, which is a sacrifice one must make
if they want a faster recycle. Seems like a decent change to me...
High Conceal Skill+High AimedShot skill=Fast Recharge. (Agent)
Mediocre Conceal at best+Good AS skill = Slower AS recharge.
Bottom line:
1)Shift clustering *within* implants so agents can triple implant AS.
2)Make conceal a bigger factor in AS recharge AND damage.
I think it's as simple as that.
It'll slow others w/lower conceal, and cap agents, as it should be.
PS: Agents also need a high end combination buff, like Frenzy of
Shells (I think.), the equivalent of Sniper's Bliss, just higher level.
I could cast Ua and TTS at 130. Agents need a Level 175 nano
that adds a good 140 to rifle and another 165 to aimedshot.
Right now, it's 70 levels with the same buff, much like sniper's
bliss to UA. I think it's only fair. All other have high end buffs that
combine an attack skill and a special into one nano, condensing
the NCU cost to make room for other third party high end buffs.
All of those compiled, I'd say this'd be pretty well off.
Link to conceal? No way. Things are screwy enough as it is now with conceal.