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The Guns of God - How do I push 2gm to the limit

gradiigradii Posts: 11,717 Arc User
edited January 2015 in Power Discussion
Cuz I wanna make a toon in honor of all those who cry OP over 2gm, a priest or angel themed character who uses the holy 2gm, the Guns of God.

So I need suggestions on how to get the ultimate 2gm dps. I'd prefer not to use mini drive adv, so any suggestions not using that are welcome. ebon circle build fine.
Post edited by gradii on

Comments

  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited January 2015
    Targeting Computer R3, Ice Sheathe R3, Demolish R3.

    Ego Primary, the usual spec trees. Ego/Dex all out.

    That can get you up to 4k dps average.
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  • cyronecyrone Posts: 1,028 Arc User
    edited January 2015
    I managed upwards of 5.7k last time I was in game.
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  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited January 2015
    What I suggested isn't with the best gear.

    Besides, if you're getting 5k or more without that then what's the point?

    Post your build.
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  • sapphiechusapphiechu Posts: 272 Arc User
    edited January 2015
    gradii wrote: »
    Cuz I wanna make a toon in honor of all those who cry OP over 2gm, a priest or angel themed character who uses the holy 2gm, the Guns of God..

    Entirely not on the build concept, but one of my alts, Parish, is a fallen angel that is looking to redeem herself through excessive use of firepower with 2GM (I even have a golden magical aura that appears on her hands in combat, just to tie in with the concept). My build certainly isn't OP, but 2GM has always been very strong, but to get good DPS, you DO end up pretty fragile. Looking forward to seeing what you come up with!
    3856039c53d222b47efa23bc56b3c976ccefd059.jpg
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited January 2015
    Interesting concept. Just hope the devs won't notice you and decide to nerf 2gm. You wouldn't want to be the reason why it was nerfed :P
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  • kirsroskirsros Posts: 70 Arc User
    edited January 2015
    When you guys say like a certain number for 2gm, are you talking per-tick or throughout the entire maintain? Because if it's the latter, we're looking at about 8-16k on my dp toon.
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  • cyronecyrone Posts: 1,028 Arc User
    edited January 2015
    gradii wrote: »
    No one with a brain nerfs something because you can MAKE it OP.

    you can make anything OP. ask Cyrone.

    Yes, just about anything can be made OP. It is of my opinion, however, that 2GM is inherently OP and given the tools we gave in game we can throw around 10k DPS for next to no energy cost using a power that we can start with (as in Tutorial start). You can push 12k if you really want to squeeze it for everything you've got. This...is Two Gun Mojo. I prefer the pre-buff version to be honest. The damage to energy cost was much more balanced back then.
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    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2015
    cyrone wrote: »
    Yes, just about anything can be made OP. It is of my opinion, however, that 2GM is inherently OP and given the tools we gave in game we can throw around 10k DPS for next to no energy cost using a power that we can start with (as in Tutorial start). You can push 12k if you really want to squeeze it for everything you've got. This...is Two Gun Mojo. I prefer the pre-buff version to be honest. The damage to energy cost was much more balanced back then

    I agree somewhat, but maybe going back to how it was pre-buff would make it a bit weak. If I remember correctly tgn was buffed by 60% but I don't think I would agree with a 37.5% nerf, I'd prefer something like 15%.

    An besides, there are a few powers/mechanics that are a much bigger balance issue than tgm (things like high damage click attacks and AO/AD cycling).
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2015
    aiqa wrote: »
    An besides, there are a few powers/mechanics that are a much bigger balance issue than tgm (things like high damage click attacks and AO/AD cycling).
    The thing about 2GM is that it's easy to make powerful, and so it gets attention -- while absolutely maxing it out takes a bunch of work, you can get pretty solid performance by just taking 2GM, Concentration, and an appropriate passive. It's considerably more work to make things like Rimefire builds work well,.
  • monsterdaddymonsterdaddy Posts: 795 Arc User
    edited January 2015
    2GM isn't that OP when you take into consideration the ENTIRE build. 2GM by itself is very good and cheap on energy. But it has a frustrating lack of synergy with the all important damage resistance debuffs that really enable builds to push DPS to the limit.

    With the best gear I would rank ranged DPS damage as follows:

    1) Power Armor (Rocket Punch full charges/Minigun/Micro Munitions w/Avenger Mastery DEX PSS)
    2) Rimefire/Ice Blaster Hard Frost taps (w/Firesnake/Mental Storm [or Strafing Run if you can macro it]) (Guardian/Vindicator)
    3) Ego Blast w/Mind Opener and Mental Storm (simplest build IMHO but TR is buggy)
    4) 2GM w/Close the Gap and Mental Storm (maybe even add Rimefire) This is melee range but adding Energy Shield with Laser Knight with a melee debuff attack (Demolish or Shred) can add a lot of durability. [Tap melee attack just before blocking Gravitar's yellow and you'll see what I mean.)

    Note: all this assumes unlimited energy (i.e. CoAP)

    If we are talking just 100 ft range I would guess:

    1) Power Armor (as above)
    2) Other Power Armor with Guardian/Vindicator
    3) Ice Blaster w/Hard Frost or Lightning Arc w/Thunderstrike or Ball Lightning
    5) Defile/Infernal Blast/Firesnake
    6) Force Cascade/Geyser

    I haven't tested all builds so if anyone has more info on the above I'd love to hear your ideas.
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited January 2015
    TKA/TKL is very high up in dps, and stronger than Defile/IBlast for the 100ft options. Also helps that it can double up on resistance debuffs since its Ego and Paranormal damage (though MS requires 50ft, ER w/ ParaPara doesn't). AR w/ Mow Em Down and an Avenger Mastery Blast build is also prob worth mention for long range (AR w/ the Soldier as well- just cause its on an AT). An Avenger Mastery build w/ ER + Shadow Blast can be decent for long range w/ high enough crit%. UA + Conflag builds w/ firesnake can also do well, but are restricted to 50ft.

    Problem is, when ya start to throw in things like MS and SR into the equation, many (Ranged) builds can become competitive that otherwise weren't.

    There are many melee attacks (mostly charges) that are close to (or over) 400 base dps, which is close to TGM (before the 10% -resist). So technically many melee builds, while not extreme damage (save for a few like Haymaker, or a couple of high-dps Slashing moves that can use Shredded), can def be up there.

    Melee TGM w/ Close the Gap and R3 Demolish taps (not charges) is prob the best ya can get from TGM, aside from the usual supporting stuff like ES/NM, DUC, Conc, Quarry_TC_NW_KM_EF, etc.. and whether ya count throwing in things like MS and SR as still being a 'TGM build'.

    In general, I do think TGM is a bit OP, more or less cause of its accessibility and sheer efficiency is tough to match. But in terms of unbalance there's def far worse culprits out there (more on the 'too weak' than the 'too strong' side, imo). Main thing I'd do for TGM at this rate is nix its 10% piercing and move it to AR instead.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
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  • skylygerskylyger Posts: 227 Arc User
    edited January 2015
    The idea that people cry now days over 2GM because it seems in over use make me shake my head at how little people have in their lives that they need to be envious of those with a taste for the pistoleer style.

    Even back at launch and in the early years 2GM without being more then a solid stable power for its teir was in wide use. Many free forms figured out early on how few main attack powers where needed and that outside of serious pvp extreme survival builds where game breaking. So many took flavor powers, often with either weapons or effects with strong visuals for RP like certain spell looking ones or even simple auras.

    Yet even in the early days people took 2GM to some amazing limits myself included.

    Power Replacers for attacks like 2GM allowed for some wide diversity in builds beyond anything possible after the change. People used the Owl Screech craftable in the Arms line to turn 2GM into a reliable soft CC effect useful on even players at one time in the games history.

    My personal fave was to make 2GM my main attack in an era when most built for FC spam for serious ranged.

    I used the brainscrambler pistols power replacer, sadly never got the rarest version but had a step under which where damn shiny. This turned your pistol dmg in to psi dmg, which made it possible to be buffed by all kinds of things not normally useful to a 2GM build. Only new a few around the game and forums who had gone the route of the serious psi pistoleer and its the loss of my old account during all the huhaa of ownership of the game and my character Psike who Id happily to this day lose out on the superior statted main offense gear slot item to wear the old brainscramblers for that simple subtle build change impact.

    Their to remove power replacers to this day is one of those bone head hand slap to the forehead WTF moments that helps me resist the old itch to play MMO.

    Ill stick with games I get to choose how they mod up and what I want removed. Im done letting devs lacking the grey stuff between the ears they need make choices that make the games I enjoy less rather then more.
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited January 2015
    Power replacers could be revamped to address some of the suggestions people have for adding 0-pt advs to change the nature of a given power (which is hard to do, technically). Imo, it all just comes down to having more options avail, albeit in a diff format than the conventional power and adv selection.
    gradii wrote: »
    you're forgetting Lightning arc, outdpsing 2gm from 100 feet away.
    Its was in #3 for the long-range list. To me LArc is a bit more balanced cause it has more drawbacks and stipulations to optimize than does TGM.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2015
    gradii wrote: »
    you're forgetting Lightning arc, outdpsing 2gm from 100 feet away.

    We need more powers like 2gm. y'know good ones.

    That's an odd claim, I am fairly sure you are wrong.
    How much dps are you doing with TGM and LA, and what are the exact builds?
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  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2015
    gradii wrote: »
    If this thread is gonna become just another platform for nerf herders, I'd rather it just be closed.

    Nerf herders are like locusts. Never satisfied with their "accomplishments" they move from one power to the next until nothing is left.

    You're overreacting.
    There have been very few posts about someone actually preferring tgm to have lower dps.
    Cyrone made one, then I replied to that, and flowcyto said he'd prefer the -10% resistance to be removed. That is much less than I'd expect from a thread about getting the highest possible dps out of one of the highest performing powers.

    So how about those TGM and LA dps numbers and builds?
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