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Post by monitor on Oct 30, 2013 8:05:43 GMT -5
This Section dedicated to Green Lantern DPS will be done in steps so those who are looking for insight do not have a long forum through which to search. Each section's objective will be to fulfill the title's description only. First you must realize this power does have and revolves around combos. This is not a gimmick to make the power more unique; it adds to you DPSing if you pull these combos off correctly. Because of these combos the load out that will be given for certain situations (which contains only 6 slots) will not be the combos themselves. That will be discussed later. Once again this is strictly explaining how you get the load out, and not how to use it.  (sorry for the quality) This is a screen shot of the assault tree. Be sure to put power points all the way down on the left and right to get the fan and snap trap powers. Ofcourse being resourceful in different situations does call for different supercharges we will focus soley on what is best for the role of pure DPS. The power furthest to the right on the middle selection of powers is strafing run which puts down an initial burst of damage that is AOE (area of effect) and then a substantial AOE DOT(damage over time). On Square: light claws Triangle: Ram. The buttons for allocation here are for the left trigger. There are two spots left. For the remainder of your power points except 2, go to the support tree and follow the guidelines in this photo. Here your target powers are the Light Barrier and Impact (Grasping Hand is also chosen but will be discussed later). Now you have your 2 powers to fill in the last two slots for your left trigger. For what do you use your remaining power points? Be sure to use 2 for the CRITICAL ATTACK CHANCE and CRITICAL ATTACK MAGNITUDE that are found in the iconic powers tree. Those are vital for any dps.
Time for the load out! So far your load out bar should look like this: (Left Trigger) Square: Light Claws Triangle: Ram Circle: Impact X: Light Barrier. Now for the right trigger which only has 2 slots for powers (Right Trigger) Square: Snap Trap Triangle: Strafing Run
Within the next day or say I will show or describe how to use this load out and share why it is effective.
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Post by fightingbudha on Oct 30, 2013 17:14:45 GMT -5
Awesome now where do I find a good one?
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Post by monitor on Oct 30, 2013 22:03:05 GMT -5
Huh? Lol. This and a few others got the top DPS in nexus and paradox son! And btw. nice to have you back. Yet ANOTHER reason to make me cry for not being on haha.
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Post by fightingbudha on Oct 31, 2013 11:29:23 GMT -5
Lol I'm just messing with you buddy. I miss you broheim can't wait for you to get back
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Post by Ace on Nov 1, 2013 7:28:50 GMT -5
Oh what I would give for 2 more power points just two. I am so tired of Chompers and want my damn robot sidekick!!!
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Post by monitor on Nov 1, 2013 10:33:28 GMT -5
What are you using them on at the moment?
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Post by Ace on Nov 1, 2013 10:43:57 GMT -5
Assault looks exactly as pictured, but I the attack damage innate for Light Blast. Otherwise Support looks the same as well.
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Post by Ace on Nov 1, 2013 10:51:10 GMT -5
My loadout is much different though, in order from right to left. Ram, Snap Trap, Whip Thrash, Light Barrier, Chompers and Strafing Run. Ram for the range combo as needed. Snap Trap for the 50% buff for leading into my combos. Whip Thrash for instant AoE attack. Light Barrier is mostly used like a PvP trinket i.e. to pick myself up when I get knocked down. Or to pick someone knocked out up. Chompers to clip Light Barriers animation and as a DoT while at range. Strafing Run because f**k all you adds  I want to take out chompers for Robot Sidekick but then I lose one of my favorite moves(Light Blast) and given that I sometimes take out Chompers for Light Blast for the extra damage for enemies under 35% health.
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Post by monitor on Nov 1, 2013 13:35:06 GMT -5
how do you feel about grasping hand as an alternative? Not necessarily have it on your load out but as a combo with his initial precision hit and DOT? That would free up one power point for robot sidekick!!! Don't get me wrong I know how it feels to sacrifice powers we love. (I'm probably the dork they made the frontal shield that barely anyone uses lol... and yes I have a load out for that as well  ) I love finisher moves but I also like my robot sidekick. If it doesn't hurt too much why not try impact (full frontal (oh yeah) AOE) for your chompers power slot which then places grasping hand into precision based attack territory along with fan as its final precision follow up? Then if it isn't too much of a disturbance for you to launch your ram first to achieve the desired whip thrash, you could possibly replace whip thrash with robot sidekick. If it sounds good let me know. If not I will try to think a little bit harder before wasting anyone's time hehe 
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Post by Ace on Nov 1, 2013 16:57:05 GMT -5
I took out Light Blast, well now I'm not wasting power with Chompers but my combo from Snap Trap is goofy now. I think they have done something to the time window for comboing into Fan.
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Post by monitor on Nov 1, 2013 17:49:00 GMT -5
That sucks... Hopefully it will pass. it. better. pass 
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Post by Ace on Nov 2, 2013 14:12:50 GMT -5
So day two without light blast, it's not so bad but the timing for fan is has changed. But all good so far.
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Post by monitor on Nov 3, 2013 13:48:04 GMT -5
So very glad to hear it is helping 
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Post by Ace on Nov 3, 2013 14:50:41 GMT -5
That and I respeced fully into my crit damage, lost 60 precision but I'm hitting crits in excess of 2K often.
Current ideology. Ram - still for range combo when needed or to bowl down a cluster of adds. Ram>Snaptrap>Fan jump cancel
Snaptrap - main combo starter and usual go to move. Snaptrap>fan>claw x3>power claw>ram>whipthrash x2> grasping hand>fan rinse and repeat, occasional exclusion of whipthrash if distance is a factor. Build higher combos for more supercharge and relentless precision in addition to still using 50% damage buff from snaptrap.
Whipthrash - used for large mobs, not as effective as above combo but works when hands can't keep up with the time from snaptrap to fan.
Light Barrier - OMFG I LOVE THIS MOVE. I want to marry it and have it's adopted babies! Used to pick myself up from being knocked down or picking an ally up. Also good for clipping a few animations.
Robot Sidekick - extra dps that I don't have to worry about, game has been glitchy and lost even though he was barely hit with still 90% of health. Works great when it does though.
Strafing Run - still because F**k you adds.
Utility case consists of:
Orbital Strike - again because f**k you adds Explosive consumable - approximately 700 to 800 damage, works with clipping and picking myself up. Cave backup or supply drop - as needed when needed. Precision trinket - thanks trigon.
Back up tactics: If snaptrap>fan is missed charged throw with 1 handed.
If using 2 handed, hammer throw clipped with snaptrap into above listed combo or jump canceled after fan, rinse and repeat.
Brawling for ranged hits not advised for much.
Dual pistols for bad trolls, tap range, hold range, hold melee, hold range. Rinse and repeat until power is regained.
Mods: Blue - precision and health yellow - resto and precision red - precision
Lair mods: Weapon - blast Neck - relentless precision back - breakout regen Chest - penetrating strikes hands - regen shielding Feet - deadly block
Weapon for potential knock downs and damage while doing combos. Neck should be self-explanatory. Back for regained health after breakout and because berserks gain is to dangerous. Chest because penetrating scales to what content you are playing therefore does much more damage to T5 enemies. Hands because it was the best for the job and regains some health after activating Light Barrier. Feet because attack the guy with almost 1200 precision while he's blocking, I dare ya.
I think that is pretty much everything lol. Oh and I have all the stun resist and power regen from flight.
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