Hello everyone that is willing to read this thread. More than likely you are bored like I am and have nothing else to do. Being a weapon master myself I have noticed a few things that could improve other players or maybe tell them something they don't already know.
Weapon Masters to me is the most power class you can have in invasion because we have the extra damage to use on monsters. We are set up to do damage and vampire from it. So starting out you need vamp and dmg. A key to vamp is to keep shooting the monsters or it's pretty useless. You can survive with full health meaning 1000 hp, max dmg +10%, and max vamp in wave 15 given a good hiding place. You will probably want to stay in a hiding place the entire time until you have those atributes. After those you want the attributes to make you faster, jump higher, and have more air control to avoid any bolders or raptors or whatever.
Don't try making yourself into an Adrenalin Master by getting energy weapons and a globe. Go for a more powerful approach by getting a lot of adrenalin with a triple damage. Doing so will prohibit a strong inf weapon to use like a mp5 or link and enough time to kill monsters to keep filling your adren back up. By taking an Adrenalin Master aproach you will limit yourself to using mines, flack, or other weapons of energy that can be very inefective at times.
Some other tips are to try killing every titan you see. You get the most XP from titans or other monster that has a loud boink to them. Try avoid killing raptors. Raptors gives you very minimal XP. Try finding other monsters around that will increase your XP and kills. Awareness is very good to know what monsters are low on health to kill them first or how much longer a monster is left to live.
i have nothing else to say
Weapon Master tips
avalanche wrote:Weapon Masters to me is the most power class you can have in invasion because we have the extra damage to use on monsters.
I would have to greatly disagree with this statement, yes mw's are good, but as far as "the most powerful class" on the server, it is by far adren masters. weapon masters basically have 2 things to their advantage that an adren master doesn’t, with those being "advanced db" and "vamp", now break them up...
1. advanced db - now while it may be nice for wm to have advanced db, its still not an absurd amount (only extra 10% if maxed) and any adren master can +1 any of their weapons which adds anywhere from 1-10% to the strength of the weapon depending upon which weapon it is. so the advanced db is barley better than a +1 on an adren master, if no better at all depending upon the weapon.
2. Vamp - while i have to admit i love my vamp, its still not as good as a globe. and any half way decent adren master with more than a few hundred adren can keep there globe going all match long, rendering the need for a "vamp" basically not there (for adren masters). and if any adren master wants vamp, all they have to do is roll a vamp weapon, max it, and plus 1 it, and they will be getting there fair share of vamp.
but then if you look at all the pluses that adren masters get, its no contest. they can make there own weapons, anything they want, and not only do they get any weapon they want, they can then max any weapon they want, then not only can they max any weapon, they can then plus 1 it on top of it...wm's are basically stuck with what ever they spawn with unless some one is nice enough to give you something else, and thats just the weapon side of things. then the adren masters get to keep every weapon they make if they happen to die, wm's are lucky if they get to keep 1 of there weapons. then adren masters get to have basically every single artifact in the game, always having globe, tripples, lighting rod, boots, anything anyone would want. wm's have to find and "fight" for what ever artifacts they get...then if a wm dies, he looses all of his artifacts, adren master dies? he gets everything again. then am's get all the artifacts to make all there weapons better such as the "max" "+1" and dont get me started on the "double damage mod" (which i know is currently being worked on and is disabled) all of which no wm or medic can "pickup" from a dead monster. and then because the am's have the never breaking artifacts they always make their "hax weapons"...things such as a vorp 22 (basicly 1 n 4 shot insta kills) or there pet 7 / inf mp5 combo (while of course running there tripples which they always have) i mean i can go on and on about all the ways the adren master class is superior to the rest of the classes but i think i have stated enough and gone far enough off topic to what you originally posted lol...so ill try to get it back on topic some.
as far as some pointers for wm's those are pretty good, i always tell wm's to try to max there vamp, db, advdb, and dr as fast as they can because of the importance of them and how crucial they are too all wm's. and i always leave awareness as one of the last things to buy
I hate quoting and giving my opinion, but here it goes. You can skip this if you don't want to read, as it does not add any substantial info about the thread topic.
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The two classes work very differently, and can not be compared from a single perspective. Back on topic.
As Avalanche said, it is very important to work on your killing power. That is what makes a WM the killing machine it is. I agree that you will spend many early levels taking cover, but as your vamp, hp, and defense increase you will see a drastic change in game play. One of the biggest things to watch out for with low DR and HP are the floating eyes. Their blast will obliterate you instantly. The charging bull (forgot the name) also pose a high threat. Once you see these monsters you should take some cover. After you get higher defenses you will see your survivability go up drastically. Even without max DR, if you keep shooting monsters your health will return quickly. You also have a deemer to fall back on should you be very low, but use it wisely. Playing WM is very fun and challenging. My apologies for the continued derailment.
100% of the time you have this bonus. It would only apply to a +11 vorpal or rage. I think the closest any other weapon comes is 6%1. advanced db - now while it may be nice for wm to have advanced db, its still not an absurd amount (only extra 10% if maxed) and any adren master can +1 any of their weapons which adds anywhere from 1-10% to the strength of the weapon depending upon which weapon it is. so the advanced db is barley better than a +1 on an adren master, if no better at all depending upon the weapon.
Btw, do you know how much adren it takes to run a globe? It's quite stressful, and certainly not something an AM with 100 adren can do easily. If the AM only has 100 adren, he can not max or +1 weapons. Adren do not get whatever they want. It takes much time and work to make those weapons. I've gone entire maps only getting one or two decent weapons. If you say all adren can just sit on the adren pile and make what they want, then complain about the map. An adren should be able to keep the weapons he or she has worked hard to get. They need it for survival because they have no other ability to rely on. Adren is a class that excels at gaining adren fast. They use artifacts as tools they use their adren with. If adren did not get those artifacts, all they could do is get over 100 adren, use regeneration, and hope to find some artifacts.2. Vamp - while i have to admit i love my vamp, its still not as good as a globe. and any half way decent adren master with more than a few hundred adren can keep there globe going all match long, rendering the need for a "vamp" basically not there (for adren masters). and if any adren master wants vamp, all they have to do is roll a vamp weapon, max it, and plus 1 it, and they will be getting there fair share of vamp.
but then if you look at all the pluses that adren masters get, its no contest. they can make there own weapons, anything they want, and not only do they get any weapon they want, they can then max any weapon they want, then not only can they max any weapon, they can then plus 1 it on top of it...wm's are basically stuck with what ever they spawn with unless some one is nice enough to give you something else, and thats just the weapon side of things. then the adren masters get to keep every weapon they make if they happen to die, wm's are lucky if they get to keep 1 of there weapons. then adren masters get to have basically every single artifact in the game, always having globe, tripples, lighting rod, boots, anything anyone would want. wm's have to find and "fight" for what ever artifacts they get...then if a wm dies, he looses all of his artifacts, adren master dies? he gets everything again. then am's get all the artifacts to make all there weapons better such as the "max" "+1" and dont get me started on the "double damage mod" (which i know is currently being worked on and is disabled) all of which no wm or medic can "pickup" from a dead monster.
Starting with "hax weapons" vorpal 22 is not available on server 1, I don't know about 2. at +22 you have a 11% chance of insta kill. Mix that in with how many monsters are resistant to vorpal, monsters that reflect shock fire, and flying monsters and your odds of running around gibbing everything are pretty slim. Also, vorpal is quite the difficult weapon to roll.and then because the am's have the never breaking artifacts they always make their "hax weapons"...things such as a vorp 22 (basicly 1 n 4 shot insta kills) or there pet 7 / inf mp5 combo (while of course running there tripples which they always have) i mean i can go on and on about all the ways the adren master class is superior to the rest of the classes
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The two classes work very differently, and can not be compared from a single perspective. Back on topic.
As Avalanche said, it is very important to work on your killing power. That is what makes a WM the killing machine it is. I agree that you will spend many early levels taking cover, but as your vamp, hp, and defense increase you will see a drastic change in game play. One of the biggest things to watch out for with low DR and HP are the floating eyes. Their blast will obliterate you instantly. The charging bull (forgot the name) also pose a high threat. Once you see these monsters you should take some cover. After you get higher defenses you will see your survivability go up drastically. Even without max DR, if you keep shooting monsters your health will return quickly. You also have a deemer to fall back on should you be very low, but use it wisely. Playing WM is very fun and challenging. My apologies for the continued derailment.
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
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Unless your Hornet.Inspector wrote:Also, vorpal is quite the difficult weapon to roll.

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Although you can't really make a 1:1 comparison between the two, the major difference I see between the classes is that the AM has a lot more versatility than the WM (assuming default loadouts), since it kind of appropriated a lot of the development that was, prior to classes, reserved for generic abilities. The downside to this is everyone can kind of play an AM if they get the artifacts. A weapon master with a Triple Damage is, of course, scary.
:tongue: then why do it lol :tongue: just playin broInspector wrote:I hate quoting and giving my opinion, but here it goes.
but seriously now,
while yes wm's may have there "10%" all the time, you have to take into effect that it takes an average am on an average map just a few seconds to gather enough adren to +1 any weapon or group of weapons for that matter that they want too. Its not like its some drastically difficult time consuming process lol. Then you are also leaving out the fact that wm's dont consistently get "maxed" weapons. wm's get there weapons by pure random, so some of them are plus nothing, some are plus 1's or 2's, and some are higher and or "max" but wm's do not have the ablity to max there weapons such as an Adren master does. So sure we may have the 10% all the time on all weapons, but on average all our weapons are only "average" strenght unless there is some friendly AM around to max our weapons for us...so if you really want to break it down, do it with something simple and popular like an inf link, which always seems to be in demand.Inspector wrote:100% of the time you have this bonus. It would only apply to a +11 vorpal or rage. I think the closest any other weapon comes is 6%
so say for instance a wm spawns or some how rolls an inf link (from some pick up), probablity tells you that between all the inf links you ever get under your own power, the average will be some where around an INF+1 to INF+2. Which means, on average you will have an inf link with ~+5-10% extra damage, then add the wm's advDB to that, and ON AVERAGE, a wm's inf link is some where between +15-20%
now switch over to AM's, they ALWAYS max there weapons, so they always roll with +4 inf link, and they they ALWAYS +1 there links. So an AM always has an INF +5 link when useing one, which when the math is done, means a AM ALWAYS has a +25% damage on there inf links, which is MORE than the average for the WM's even WITH the +10% advanced DB.
which brings me back to my original point, that while the +10% is nice for wm's, its quickly negated and even some times trumped by many ablities an adren master has that no other class has the ablility to attain or do. (which is also why i believe the max modifier should be a "dropped item" so both medics and wm's can have an opportunity at it as well. but that is something to discuss another time in a dif thread)
are you joking? like seriously are you kidding? lol if there is ANY adren master out there with 100 adren then he has no clue as to what it means to be an adren master. even lvl 25 adren masters usually have some where in the ball park of 150-175 adren if they know what they are doing. and on average you rarely...basicly almost never run into an adren master with less than 300+ adren...and when you have a +4 energy weapon, it takes very little effort to keep a globe running.Inspector wrote:Btw, do you know how much adren it takes to run a globe? It's quite stressful, and certainly not something an AM with 100 adren can do easily. If the AM only has 100 adren, he can not max or +1 weapons.
it may take all map to make a good weapon on a map with no adren, but 90% of the maps have 50-100 kegs of adren which spawn at anywhere between 1-10 seconds, meaning they can roll what ever weapons, plus them, max them, and do what ever else they want to any of there weapons usually within 2 rounds...trying to say otherwise is a waste of time.Inspector wrote:Adren do not get whatever they want. It takes much time and work to make those weapons. I've gone entire maps only getting one or two decent weapons. If you say all adren can just sit on the adren pile and make what they want, then complain about the map. An adren should be able to keep the weapons he or she has worked hard to get. They need it for survival because they have no other ability to rely on. Adren is a class that excels at gaining adren fast. They use artifacts as tools they use their adren with. If adren did not get those artifacts, all they could do is get over 100 adren, use regeneration, and hope to find some artifacts.
Also I am not saying that am's should not have there artifacts, it seems as though that is what you got from my previous post. I was simply saying that all those artifacts help make adren masters a superior class to the rest of them. but i never said they should not have them, and should hunt for them like the rest of the classes.
Inspector wrote:vorpal 22 is not available on server 1, I don't know about 2. at +22 you have a 11% chance of insta kill. Mix that in with how many monsters are resistant to vorpal, monsters that reflect shock fire, and flying monsters and your odds of running around gibbing everything are pretty slim. Also, vorpal is quite the difficult weapon to roll.
like i said before, it was available on both servers up until just recently when the double magic modifier was removed to work on some of its glitches. I believe they have the intention of putting it back in once they fix the glitches meaning the vorp 22 will be back in action unless they exclude it from the list. and if you think people that did use the vorp 22 did not "run through gibbing everything" then you never seen people at work with them. I have watched it first hand countless times because alot of my friends and clan mates use to always do it when the dmm was still in, and the points and kills in which they would rack up with such ease was great for them, and semi irritating for anyone else trying to get a kill in the server with them lol
me too :joker:Inspector wrote:My apologies for the continued derailment.
best advice i can give for a WM is simple, cause as much carnage as possible lol, factor that in with your vamp and you should stay alive lol
I get a triple and use any weapon im given :bio: [ often reloading or protection ] and i can make upwards of 8000 points and 18000 xp unless its a busy day or Frankys playing, i find Triple Damage is essential to max these numbers - the weapon is not that important jus get the triple and learn to dodge Rocks and youll do just fine i think.
Just for the record i do not encourage or condone "Rambo" like behavior. :thumbleft:
Just for the record i do not encourage or condone "Rambo" like behavior. :thumbleft:

This is why I don't like quoting, because it continually derails the thread. You can continue to quote and correct me on situational circumstances, my intent was to say don't knock on AM if you are only looking at it from "I am a WM, and I don't have these abilities" point of view. From someone who plays AM I know that these abilities are needed for survival, much like WM abilities. If you wish to discuss unbalance in the classes I'd suggest making another thread, and start with Medics.
:spiderman:
So, I'm still poking around with my WM who is in the low half of the 100's (I haven't really updated my sig, I don't remember the exact levels.) Right now I have max DB, weapon speed, Vamp lvl 3, 200 health bonus, maxed loaded weapons, denial lvl 2, DR between 50 and 100, and Ghost lvl 2. I think that's everything. I know I probably should have spent my stat points elsewhere, but Ghost is one of my favorite abilities so I may have picked it up a bit early. I definitely have some killing power, but my survivability is low if I'm not careful. (ghost + trans = hopefully not death) I find I can stay out from waves 1-9 or 10 depending on the monster levels, hiding when the floating eyes appear and staying in high places when there are raptors/bull creatures around. My best suggestion for anyone playing WM with low-moderate DR is agility. This is a great time to work on your dodging and jumping skills because if you don't, you'll be eviscerated, chopped up by moles, etc etc. Most monsters can kill me given the opportunity, so I try my best to not give it to them.
I also embrace death with open arms. If I have a nice flak and not too fond of my other weapons, I fight to the death with the flak out and hope the monster mash gods smile upon me next round. I think from this point forward I will work on maxing DR, and possibly another level of vamp around 250 DR. If anyone has any comments or suggestions it would be appreciated.
Happy mashing :bom:
:spiderman:
So, I'm still poking around with my WM who is in the low half of the 100's (I haven't really updated my sig, I don't remember the exact levels.) Right now I have max DB, weapon speed, Vamp lvl 3, 200 health bonus, maxed loaded weapons, denial lvl 2, DR between 50 and 100, and Ghost lvl 2. I think that's everything. I know I probably should have spent my stat points elsewhere, but Ghost is one of my favorite abilities so I may have picked it up a bit early. I definitely have some killing power, but my survivability is low if I'm not careful. (ghost + trans = hopefully not death) I find I can stay out from waves 1-9 or 10 depending on the monster levels, hiding when the floating eyes appear and staying in high places when there are raptors/bull creatures around. My best suggestion for anyone playing WM with low-moderate DR is agility. This is a great time to work on your dodging and jumping skills because if you don't, you'll be eviscerated, chopped up by moles, etc etc. Most monsters can kill me given the opportunity, so I try my best to not give it to them.
I also embrace death with open arms. If I have a nice flak and not too fond of my other weapons, I fight to the death with the flak out and hope the monster mash gods smile upon me next round. I think from this point forward I will work on maxing DR, and possibly another level of vamp around 250 DR. If anyone has any comments or suggestions it would be appreciated.
Happy mashing :bom:
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
I am not arguing with the need to have any abilities, nor am i arguing by the fact that "one class has something that another doesn't, im simply pointing out that the fact that the multiple abilities an adren master has makes them the superior class to the rest on the dwrpg servers, wm's fall some where in the middle, and medics get the shorts end of the stick.Inspector wrote:This is why I don't like quoting, because it continually derails the thread. You can continue to quote and correct me on situational circumstances, my intent was to say don't knock on AM if you are only looking at it from "I am a WM, and I don't have these abilities" point of view. From someone who plays AM I know that these abilities are needed for survival, much like WM abilities. If you wish to discuss unbalance in the classes I'd suggest making another thread, and start with Medics.
now back to your question and the topic
I can give decent advice as to where to spend your points, and i currently have a very high lvl wm on server 2 (idk the level but its some where around 270) and if i was to list the order of importance and how much to purchase of specific things it would probabbly go in this orderInspector wrote: So, I'm still poking around with my WM who is in the low half of the 100's (I haven't really updated my sig, I don't remember the exact levels.) Right now I have max DB, weapon speed, Vamp lvl 3, 200 health bonus, maxed loaded weapons, denial lvl 2, DR between 50 and 100, and Ghost lvl 2. I think that's everything. I know I probably should have spent my stat points elsewhere, but Ghost is one of my favorite abilities so I may have picked it up a bit early. I definitely have some killing power, but my survivability is low if I'm not careful. (ghost + trans = hopefully not death) I find I can stay out from waves 1-9 or 10 depending on the monster levels, hiding when the floating eyes appear and staying in high places when there are raptors/bull creatures around. My best suggestion for anyone playing WM with low-moderate DR is agility. This is a great time to work on your dodging and jumping skills because if you don't, you'll be eviscerated, chopped up by moles, etc etc. Most monsters can kill me given the opportunity, so I try my best to not give it to them.
(order as in what you would purchase as you go, and i know some are the "same number" which means i seem them as equal importance and should be looked at being purchased during the same time period)
1. max weapon speed
2. max db
3. increase health to 200+
3. max Loaded Weapons
3. max Resupply
3. Vamp 3-5 (while on lower levels)
3. denial lvl2
4. max DR
5. Ghost lvl 2-3
6. increase health to 500+
6. increase adren to 250+
6. increase / max vamp to lvl 6-10
6. increase ammo to 200+
7. max awareness
7. max quickfoot
7. increase adren to 350+
7. increase ammo to 300+
8. max Health
8. max adren
then from this point on, it doesnt really matter what order you purchase any of the other misc abilities
and like i said in a previous post, your main goal as a wm is to cause as much total carnage as possible, while keeping your health in mind, you want to damage and kill as many monsters as possible all the while never taking a break. its the only way to really play a wm, any other way either wont get your points and xp, or will get you killed rather quickly. and if you want to live for extended periods of time during your lower levels, you will need to master the art of hiding lol
but you see thats one of the "problems" with wm's too, because quite often, in fact nearly every round i play i have more than 1 weapon i enjoy, in which i either then have to decide should i go fight to the possible death "out side" and loose everything i like but one weapon, or should i hide, get "ok" xp, but keep all of the weapons i like. and its really something i shouldn't have to worry about, and its something AM's never have to worry about. in fact i know of multiple people who were wm's and switched over to be an adren master just because they were getting so fed up with dieing and loosing all of there weapons. they knew am's kept all there weapons, so they started an adren master, and have never looked back since.Inspector wrote: I also embrace death with open arms. If I have a nice flak and not too fond of my other weapons, I fight to the death with the flak out and hope the monster mash gods smile upon me next round.
oh wow,
How did a little suggestive article lead to a huge debate?
I'm just throwing this out there:
Medic/Monster Master class is better than the AM and WM :P
How did a little suggestive article lead to a huge debate?
I'm just throwing this out there:
Medic/Monster Master class is better than the AM and WM :P
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}