Since the last two "hotfixes" it's not worth doing the Warmaster anymore, my thoughts here:
http://forums.defiance.com/showthrea...master-anymore
Since the last two "hotfixes" it's not worth doing the Warmaster anymore, my thoughts here:
http://forums.defiance.com/showthrea...master-anymore
Bumping this thread up to the top because people are requesting a new guide while this one is still perfectly valid.
With the few people still doing WM, at least some of them haven't read this yet.
+1 to this guide as it is very useful.
NA PC 6K+ | DPS Calc (Beta) | The WM Guide | Trade Thread |Random Info
An Example of Gun Crafting. From Epic to Supreme
Chaos is a Ladder.
Extracting comes with the chance of long lag or even a boot.
Group revive only works for those in your group?
Well then, when waiting for a full ensemble to take on the monkey, quit standing around fondling your bullets and start inviting!
Dang, mine lasts forever! Not forever, but I can count upto 10 seconds or more occasionally before that little INFINITY loop goes away. I'm on PC with you.
They could have an actual countdown or estimation in that spot... but instead they put an infinity loop. Funny guys.
Why does this do better than the back?
Arm vs Back
1. Warmaster that hangs on the wall - DPS, view, and deaths. Arm you have less deaths, more damage spikes and able to have visibility. vs. Back you have more deaths, protection spikes that are near useless, and have a hard visibility.
2. Warmaster that has an exposed critical point - Arm on the wall has a chance of him face planting on the floor for extra time to hit the critical spot and it goes straight to the laser beam so you can do more DPS. vs Back and exposed back does not give you the opportunity to get you extra damage due to point #1.
3. Warmaster that does the laser beam - Arm is still the opportunity to do a lot of damage. If your not properly equipped then that is people farm for the items. vs Back does not do very well for most people when he is in that stance. You have to either jump and shoot or pray and spray to get a decent chance to land a shot.
One of my other reasons is that I care for my clan members than myself and those who want the big numbers. Those that achieve the back kill with less people good for you. I don't care. I have a group of people that I like to have fun with and make sure that they are enjoying a good gaming experience.
There are more to come about this but this is something that I have to stress about shooting the arm. If you guys want to comment on this please feel free.
Shooting the right arm works fine but shooting the back leads to more DPS and the Warmaster is killed faster. Here are some reasons why you get better DPS while shooting the back.
1 The perk sucker punch increases the base damage by 15% and is being active at all times while shooting the back.
2 Gunslinger perk which increases the hip critical damage by 12%. Most of the damage to the warmaster is done while hes hanging and the back is a bigger target and allows you to accurately hip fire with out having to reset your reticules.
3 Shooting the back causes people get closer and more people benefit from the spikes which increases the DPS.
I think if in the begining everyone would have been shooting at the warmasters back it would have been better. Their wouldnt be so many people using volge weapons and people would have gotten used the routine of placing different spikes in the same place and eveyone benefiting from them; their would not be many people dying or running to get ammo because of the different spikes.
A lot of people use volge weapons on the right arm because it crits even though its not as helpful to the group as breaking the armor.
Normally people try shooting the back once and think its worst because they are not used to getting close together and using damage resistance spike and just taking the damage. People are used only using damage and ammo spikes and spreading out so your not attacked.
These only apply for players with lots of perks to bridge the gap between Overcharge and the Cloak quarter of the EGO grid. There is no way a player with lower EGO is going to be able to have Overcharge as their active EGO power and have Gunslinger which is several perks removed from the Overcharge perk and Sucker Punch, which is even further away and have the necessary damage reduction or other survival perks and shield strength to survive being caught in the radius of a Warmaster bomb more than once even with a Protection Spike running.
Unless a player is going to distribute perks points in an otherwise extremely inefficient way, minimally, they're going to need to have an EGO rating around 1,000 and that's only if they're a player that doesn't do pursuits which as a practical matter isn't possible for many of the pursuits unless the player has been completely avoiding huge chunks of the game content. Realistically we're speaking about players with an EGO rating well over a thousand or even 2,000 depending on what they like to do the rest of their time in the game.
If you go for the right arm the opportunities for more damage over the back aren't extremely dependent on having a specific loadout that many players simply won't have. They're skill and knowledge based and therein lies the most significant difference between the two approaches.
I've killed the Warmaster in both right arm kill groups and back kill groups and while I personally can get more damage with the right kind of players in the group to break the armor early when we're targeting the back, a successful Warmaster run isn't simply based on your damage, it's based on the groups damage. If you have a decent amount of players that understand Warmaster strategies and can execute them but can't, as a practical matter, use the ideal loadout for the back, you're going to lose a lot more in group critical damage from the loss of the damage opportunities that the arm offers during the laser phase and the staggered phase and the loss of DPS from downed players from his bombs during the burn phase than you'll gain in damage from the players that can use the loadout dependent back strategy.
dyunan.natsuu デュナン・ナッツ - PC NA