
Quoted from "Nito;596588"
I have played S/Wd mostly in siege and pve since i started playing rom. I finally got my rog to 77 a couple days ago. Using the exact same gear aside from weapons my r/wd is doing the same dps as my s/wd but my r/wd is using a tier 4 dagger and my s/wd is using a t11 crossbow. Im mostly sta/patk statted using 4 vs 2 dex/pattk because i like siege and i only have 1 set of gear. So my dex is low for a rog and already doing the same dps with an untiered dagger.
Quoted from "Cike;596590"
come on noony, we need a pioneer in the field of scouts again....

Quoted
plus i need at least some1 on my server that plays scout main that i can get hand me down gear from, not too many even bother statting up scout gear anymore...
Quoted
anywho...go palenque and stuff...and go scout...
scouts are great blah blah blah
at this point my post has no point...
Quoted from "Mamn00n;596599"
That's a good comparison. And even better that your statted for either rogue or scout, while not particularly focusing on one class or the other.
Your stats are quite balanced, while you could go heavier on attack, or even heavier on siege stats, aswell as heavier on survival, you have a nice balance by using what you say your using on your gear.
a tier difference that large however, is quite something to get me complaining. An untiered weapon vs a weapon with (im guessing the base tier is 5) 60% increase in damage is really pathetic.
Scouts have always had the weakest weapons in comparison to every class, and that includes knights and priests. While I agree scouts should not be doing as much base damage as a rogue, or a mage, or a warrior... they should be doing fairly close, whithin 5-10% (less).
My guess, is if you were to tier your dagger to 11 aswell, you'd be doing anywhere between 30-45% more damage than your scout in PvE. That's my rough estimate with my slight mathematical genius.
Which, by my standards, is unnacceptable.
Thank you for the input.
Quoted from "Nito;596602"
Rog is using tier 4 dagger but both +16. Also my scout 300m tp all dps skills maxed. Rog 90m tp almost all dps skills at 65 aside from charged chop which is maxed from warden side.
Quoted from "TWMXC;596606"
whats a scout?



Quoted from "Amberwave;596726"
At level 77, you can go to GCH and your DPS will be just fine. KBN and up, the healer will do more DPS. (They will have to give away free stuff for anyone to ever go to AC again.) In siege, scouts are the kings of range with the P/S nerf. (Mages would be except 95% only know where the Flame key is.) For scouts to be end game again, we will need some form of damage boost that does not break us again (I could do 4X my current damage and still not see the tail lights of a W/M.) Autoshot adds a dbuff that stacks 30 times and lasts 30 sec, each dbuff increases your damage by 1%. Would not affect siege, takes a while to build up so burn is not overly affected and would give some sustained DPS. Without some kind of change, Scout primary is dead, for PvE anyway.

Quoted from "Borella;596744"
But again, it's a PvE game not a PvP one.
)
Quoted from "Quaffy2;596749"
Is it though? I think it would be interesting to see how many people are playing primarily because siege is a thing.


Quoted from "Amberwave;596726"
Autoshot adds a dbuff that stacks 30 times and lasts 30 sec, each dbuff increases your damage by 1%. Would not affect siege, takes a while to build up so burn is not overly affected and would give some sustained DPS. Without some kind of change, Scout primary is dead, for PvE anyway.
Quoted from "Mamn00n;596753"
I also think this is a good idea. Perhaps this could be a passive buff scouts unlock (I don't think it should be a debuff a mob, as I can see that leading to some sort of buff stacking problem with scouts) . I'd say perhaps just add it on as the last skill.
Could be kept stable by maxing it at level 50, and giving it a good ratio. Here's what I think the skill could look like (for now):
Your consistent attacks become more consistent over time, as you auto attack you gain knowledge of it's weak spots and increases damage. (stacks 15 times) at a rate of (perhaps some form of accuracy related damage % increase equation)
.01% per attack x .001% accuracy. Buff disappears after 2s (another autoshots resets the buff with +1 stack).
In this case, say the skill increases by .01% per level, at level 50 (5%) x.001% accuracy (with say 5000 accuracy) would be a 2.5% incrase in damage per stack. With 15 stacks that would amount to a total of a 37.5% increase in damage on a single monster.
The reason I narrowed it down to 15, was because I believe after 30s you should be able to get full stacks. Should it have been 30 you would have to wait a minute to get full potential.
Input?
