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Re: Weapon Master tips
Posted: Fri Dec 05, 2008 4:43 pm
by InflatableHero
D2Boss wrote:Medic/Monster Master class is better than the AM and WM :P
You little trouble maker.. you ^^
Re: Weapon Master tips
Posted: Fri Dec 05, 2008 6:04 pm
by DW_KarmaKat
Having played a WM since MM the First's inception (and a handful of WMs thereafter on both servers) I can tell you that your main goal at character startup is to kill monsters as quickly and efficiently as possible.
I think we all agree on maxing your weapon speed right at the get go is needed. Same for putting stat points into Damage Bonus and Advanced Damage Bonus for the same reason...kill more and faster. After that there's so many choices! This being the bane of building a WM...starts slow but I personally think the fun lasts a lot longer after you reach the comfort zone...say around level 150-175. Don't get me wrong...you still need to pay attention to what you're doing, but there's a lot less urgency involved! LOL!!
In any event, in order to stay with the kill more and faster tenet, I'd advocate maxing out Loaded Weapons as quickly as possible (better weapons = better chance of finishing off those pesky monsters!) and making sure you add some Ammo Bonus in there too...not good to run out of ammo in a pack of hungry raptors! And on a side note...if you're still struggling with low ammo bonus, don't forget you can hit the weapon lockers for an ammo resupply too! Ammo amounts vary, depending on what the mapper has designed, but you can hit those lockers every time the light comes on on the top. Resupply goes hand in hand with Ammo bonus, so don't neglect getting levels of it as well! Also..it's an obvious thing...but learn to aim! If you're just spamming shots, you waste ammo and get little or nothing in return. Hitscan weapons are your friend! The farther away you can try and kill something the less likely it or it's friends will come and try to chew your face off!
Vampirism is pretty important too. A couple of levels in the beginning will give you more time on the killing floor. I'd also advocate getting Vamp fairly steadily until you get to about level 7. The additional levels are pretty expensive stat wise and they don't seem to make that huge a difference in survival time. I kept my Vamp level at 7 up to the point where I started having "spare" points to spend then finished it off much later in my build.
A few levels of Quickfoot are also good early in your career. Not only can you get to artifact and weapon drops faster, you can also run away from Goros or Titan rocks faster too!
Which leads me to movement skills...as Inspector said...learn to MOVE!! You may really want to just hide or spam mines when you're low level....bad Monster Masher!! The first part is just leeching off of your team mates' hard work (lame!!) and the second is..well...it's damn boring! ;) Get out there and dance!!! If I am playing hard, I spend less time on the ground than I do in the air. Quad jump is on in Monster Mash, learn to use it! Double dodging AND Quad jump = awesome monster evasion tactics!! There's no shame in running away...so be aware of your surroundings, use your uber maneuvering skills and don't forget your trans. Lots of maps have some safe spots to drop the trans disc and you can teleport yourself away from danger, get a quick heal (good to leave the disc near health pickups, not immediately under them though!) and then get back out into the fight! As with all WMs, there are just a ton of things you need to make your build successful.
Don't make the mistake of dumping a bunch of stat points into health..yes, you may live longer, but you won't be killing anything or getting the XP needed to level up. Some Health, yes...some Damage Reduction, yes...but those two attributes should not take precedence over the essentials in your initial build. :santa:
KKat

Re: Weapon Master tips
Posted: Fri Dec 05, 2008 6:46 pm
by avalanche
I forgot to say to donate $20 and you have have an inf weapon maker and a dd sphere. That way you will always have a +4 inf weapon. Also getting denial is great so if you die you respawn with your inf weapon and another choice to create a new one./ It balances out quite nicely, and a lot of adrenalin is essential for a weapon master because of the rate the a triple damage runs out. By killing titans with an inf mp5 for example at a fast rate you can pretty much add adrenalin to yourself to more than what it was started at.
Re: Weapon Master tips
Posted: Tue Dec 16, 2008 2:04 am
by DW_FrankyTheFly
Am is a superior class compared to WM below level 250. A 250+ WM an AM are equivalent in offensive and defensive tactics.
there is more then 10 weapons available for you so take advantage of it. A "good" UT player should have mastered all the weapon and should know what wep to use depending of the situation. There is a BIG flaw in the concept of using only 1 weps for an AM or a WM : when the condition change (monster level, numbers of players, etc.) it can become very hard for a one user wep to survive.
Wep tactics:
- mp5 and shock rifle should always be use agains flying creature or for killing monster from a distance.
- flak and rocket should be use agains groud and slow target (like titans and queen) or for short distance target.
- mine layer can be use anytime when no monsters are aroud you has a support weapon
- link and minigun should be use agains pack of monsters when there is alot of em
- link gun is and will always be the best wep to kill luci (dont forget to link to each other)
- The flak of energy is the best wep to TANK luci to help the team when necessairy
- the lighning gun can be usefull to one shot kill low level monster like nali cow or skaarj
If you know how to use all the weapon (like me) you will always be more prepared for the unexpected, thats how i can survive wave 15 alone with my WM on kotam : ENERGY weps are (in Monster Mash) the only "key" weps for an AM or a high level WM.
As for the double magic modifier, i personaly think the AM now have a big disadvantage over the WM. Before the double magic modifier was taken out of server 1, both high level WM and AM had a way to survive higher wave when the monster level increase. As a WM you must rely on your redeemers : When you are about to run out of adren, shoot a deemer in the pack of monster (with th globe on) and switch to an energy weps to replenish your adren. If you have alot of deemers and 700 adren, you can survive a 3 minutes wave 14 or 15 alone. Now for the AM since he dont spawn with 6 deemers like the WM, the strategy was to rely on the double agic modifier and the vorps +22. When the monster level increase an AM should turn off his triple and activate is double magic and globe with an energy weps, and if the level become insane (so insane that even using an enrgy flak+8 dont give adren) thats WHEN THE VORP+22 can save you. By using the alt fire of the vorp shock +22 you can kill enaught monster and the multi kill will replenish your adren. Vorp+22 is not an hax weapon, it is a life saver when you know how and WHEN to use it. So this is the reason why i like the double magic, and i think ist a good thing it will be back someday.
The only class that should use one wepon is the MM, if you are an AM or an WM, beleive me you will be more prepare in a fight if you know to use all weapon, that include you Mr. Avalanche, stop using your infinite aimboted mp5 for once :P.
Re: Weapon Master tips
Posted: Tue Dec 16, 2008 12:03 pm
by Inspector
WM an AM are equivalent in offensive and defensive tactics.
http://www.youtube.com/watch?v=y8Kyi0WNg40
Good stuff franky :cyclopsani: