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Take for example US sets give bonus to reload CDs. Japan gives increase to blade damage. UN gives increase to MSA.
So keeping your TSF parts all from the same TSF gives bonuses that help. Higher tier (common, rare, epic, legendary) gives more of that bonus. So full legendary US TSFs get greater CD reduction than full Epics.
For what it's worth, this is a decent guide, but the OP really needs to update it a lot, as well as test out other things.
c) Destroyer class: If tanks were't so squish, I would rank these as dead last in priority. The strategy the OP uses is okay, but a good dodge counter is far more effective, especially with dual blades. The empowered versions I recommend the dodge counter, then follow up with dual blade combo to finisher. (cancel out of the finisher with jump, if necessary)
a) Tank Class: They are weak. Their advantage is their numbers One isn't that big a deal, and you can actually use any skill to kill them, or you can cut them off with a blade, or jump to get them off. If you have several on you, they will slow you down and tear you down quickly. Be sure to get them off asap. Powered versions just do a bit more damage per hit. Mostly not a big deal without the large numbers or other classes around.
Taking both trees (Mine are Blade and Gun) to max is worth a LOT more than the OP gives them credit for. (I don't know if they will force you to only use a max of 1000 SP when the game is fully finished, as it looks like currently, but in current 0.703 version you can max out all three trees)
a) This applies to your TSF parts regardless of your weapon setup: A good mixture of skills for both of your chosen weapon systems is good. (I choose Blades and Guns, personally. Melee and MSA are actually effective, but not my personal play style)
a) Parry Counter: You won't parry with a gun, so that does not matter.
b) Dodge Counter: Slaughter shot isn't so good for this, I recommend Iron Rain or Type 2 Stabilized Fire.
c) Charge Lv 3: I recommend Slaughter Shot as that helps with large groups, especially the tanks.
d) Charge Lv 2: Concentrated Firepower
16.2) Set your skills for at least Blade + Gun or Gun + Blade, depending on your preference. I prefer blade + gun as it has a combo finisher.
a) Parry Counter: Mad Butterfly
b) Dodge Counter: Insanity Blade or Lightning Slash
c) Charge Lv3: Mad Butterfly
d) Charge Lv2: Shoot and Slash
e) Combo Finisher: Mad Butterfly (Mad Butterfly is used for clearing out large numbers of tanks very quickly and is very effective at it)
14) Countering Heavy Lasters: Again, the blade/gun combo is better than using 36mm until you take it out. And dual blades is still even better (See my response above). Just get close enough to use the shoot and slash, rinse, repeat.
15) Countering Forts: As stated in the dual blade version, Concentrated Firepower, Type 2 Stabilized Fire, and Iron Rain are all effective and especially useful if you jump in the air beforehand. Iron Rain and Type 2 Stabilized Fire have an advantage over Concentrated Firepower in that you are only using one gun at a time and as such they help with reload Management. (Type 3 Stabilized Fire is also effective, but is just for Single gun so you would have to do a quick weapon swap)
13) Reload Management: This is probably where we most agree. This is a good idea IF you do not consider a couple things.
a) The guns reload faster if you are not completely empty (2k 36 mm and 6 120 mm left), with a slight increase if the gun is stored away. This is where using Gun and Blade/Blade and Gun are very effective, as the skills (Shoot and Slash and Slashing Point-Blank Blast respectively) come in very handy. It allows for doing multiple skills with one gun, allowing the other to reload slightly faster. Especially effective against Destroyers and Grapplers, even the powered kinds. Be cautious when they are in large groups, though.