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[ 9 posts ] |
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JohnPaul224
Joined: Tue Sep 11, 2012 2:50 am Posts: 45
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After this past Deep Emergence mission I realized I am lacking in my NPC fighting. What should I do to increase my NPC fighting abilities.
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Wed Oct 17, 2012 12:01 am |
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Preliator Xzien
Joined: Thu Jul 28, 2011 2:56 pm Posts: 8877 Location: Behind you... Stop looking behind you...
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Same as pvp, increase your attack and defense. That will let you dish out more damage while taking less. You can use common artifacts like the foci, obelisk and the amplifier to significantly increase your attack further and a grid console to increase your defense. If you can get a crux amplifier or xrp warp fuel (that's much later on), use those for major npc runs. Increase your hull and/or shields so you don't have to repair as often. Nanite swarms and shield amps will decrease the frequency further. Increase your scan to find more npc elites and bosses. They benefit both you and your legion with modules or artifacts. You can use a tachyon cylinder, subspace seeker, continuum beacon and (if you can get one) a stryll seeker to boost your scan as well.
Debuffs can also even the odds with tough npcs. Use them when able but try and save the best debuffs for the more powerful enemies.
_________________P R E L I A T O R||XZIEN Entertainment Extraordinaire ~ Artwork, Writing, Rants, Memes Golgotha wrote: its the attitude of being willing to take on the shark with the right harpoon that sets you above most
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Wed Oct 17, 2012 12:06 am |
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Leviii
Joined: Sun Apr 15, 2012 9:48 pm Posts: 177
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The Surge Plexus modules from the battle market will also help alot. They provide 5% npc attack boost each in addition to 50 energy. Limit 3 on your ship. Also, after lots of npc-ing you will start getting shock pulse chargers. They will add another 20% to npc attack  Happy hunting !
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Wed Oct 17, 2012 1:42 pm |
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RigorMortis
Joined: Mon Nov 28, 2011 4:43 pm Posts: 2110
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If you are willing to sacrifice the buffs and have the ability to make your ship strong enough, you can also go for the Seeing Red medal, but it requires NO buffs on whatsoever.
For NPCs specifically, prioritize weapons and energy, then hull, then defenses. It may leave you with a glass cannon, but it is effective fr NPCing.
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Wed Oct 17, 2012 3:16 pm |
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JohnPaul224
Joined: Tue Sep 11, 2012 2:50 am Posts: 45
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Thanks guys is lvl. 92 too late to start up a small ship build?
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Wed Oct 17, 2012 9:51 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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JohnPaul224 wrote: Thanks guys is lvl. 92 too late to start up a small ship build? depends on how many decks you have at that point. i had over 300, so i aimed for a middle ship build, swapping modules in and out. now just under 400 decks, but don't see adding too many more until i get another few hundred ranks.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Thu Oct 18, 2012 5:44 am |
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RigorMortis
Joined: Mon Nov 28, 2011 4:43 pm Posts: 2110
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senatorhung wrote: JohnPaul224 wrote: Thanks guys is lvl. 92 too late to start up a small ship build? depends on how many decks you have at that point. i had over 300, so i aimed for a middle ship build, swapping modules in and out. now just under 400 decks, but don't see adding too many more until i get another few hundred ranks. That is still a SSB, not a MSB.
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Thu Oct 18, 2012 5:52 am |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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RigorMortis wrote: senatorhung wrote: JohnPaul224 wrote: Thanks guys is lvl. 92 too late to start up a small ship build? depends on how many decks you have at that point. i had over 300, so i aimed for a middle ship build, swapping modules in and out. now just under 400 decks, but don't see adding too many more until i get another few hundred ranks. That is still a SSB, not a MSB. hmm, my damage cap for 399 decks is just shy of 200. if i was a 'true' ssb at rank 156, my damage cap would only be 78. i would have to rank up to 380 (more than double) in order to reach the true ssb build for my current deck level. what am i missing ? do folks count, as a ssb, any ship with constant forced module swapping for different activities ?
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Fri Oct 19, 2012 6:47 am |
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RigorMortis
Joined: Mon Nov 28, 2011 4:43 pm Posts: 2110
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senatorhung wrote: hmm, my damage cap for 399 decks is just shy of 200. if i was a 'true' ssb at rank 156, my damage cap would only be 78.
i would have to rank up to 380 (more than double) in order to reach the true ssb build for my current deck level.
what am i missing ? do folks count, as a ssb, any ship with constant forced module swapping for different activities ? SSB does not mean exactly minimizing your damage cap, it merely means having a small ship. Based on the range of ships I view in my range, I would classify anything below 600-700 decks as a SSB, 701-1300/1400 as a MSB, 1401+ as a normal/large build. Of course, those would differ immensely at higher ranks, with SSBs, MSBs (which Golgotha is classed at, likely around the lower-mid ranges, with 2000 decks), and NSBs all having many more decks.
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Fri Oct 19, 2012 7:18 am |
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