[SW] Ruin/Anni/Merc gear - not skills, not related to future change
Posted: Sat Nov 19, 2016 3:28 pm
Hi,
I know SW's are getting an .ab ex mode very soon for assault (I hope, at least so we've been promised) but there's another slight issue with assault SW's that has nothing to do with their skills/masteries - gear. This is also related to gear in general for the SW.
The issue
SW gear progression does not go smoothly. Too many points go into weapon skill, that provides about 1% armor penetration per 10 points. However, both scout and assault specc don't benefit much from armor penetration, due to both having skills that go through armor. Even skirmrish takes not that much armor penetration. And the weapon skill takes away from defensive stats/ballistic skills that don't allow gear progression to be smooth. All speccs of SWs already have issues they didn't have on live, because on live a SW came online with conqueror/invader gear, which allowed it to balance stats much better.
I took the liberty of making this:
anni -
boots - 10 wounds 13 ws 25 bal
gloves - 11 tough 9 ini 16 ws 29 bal
helm - 16 wounds 29 ws 13 bal
shoulders - 12 tough 18 ws 28 bal
chest - 12 wounds 17 ws 32 bal
TOTAL - 38 wounds 23 toughness 9 initiative 93 ws 127 bal
ruin -
boots -9 willpower 23 wounds 11 ini 12 bal
gloves - 8 wounds 12 ws 23 bal
helm - 14 tough 11 ini 12 ws 28 bal
shoulders - 11 tough 13 wounds 26 bal
chest - 15 tough 14 ws 29 bal
TOTAL - 44 wounds 40 toughness 22 ini 38 ws 118 bal (9 willpower)
merc
boots - 25 wounds 29 ws 13 bal
gloves - 29 tough 9 ini 16 ws 11 bal
helm - 16 wounds 29 ws 13 bal
shoulders - 28 tough 18 ws 12 bal
chest - 23 wounds 17 ws 32 bal
TOTAL - 64 wounds 57 tough 9 ini 109 ws 81 bal
Now, if we look at the totals we see a few weird things -
Annihilator set has very low defensive stats and only marginally higher ballistic skil than ruin. It trades that off for much, much higher weapon skill. Mercenary has great defensive stats, but also the highest weapon skill in exchange for low ballistic skill.
Now, in general, the ruin set is a starter set, with anni being slightly better and merc slightly better. Sometimes specialized for specific masteries. In the SW's case, weapon skill is only good for skirmrish - scout specc has festering arrow and assault has brutal assault. So in case you go scout, you get a slightly higher ballistic skill from annihilator, but a big drop in defensive stats from anni, which is barely worth it. Ruin is practically the best set for Scout SW. For Assault, merc has the best defensive stats, but the 109 weapon skill is largely useless and since you have to max ballistic skill practically only by gear (so it transfers to strength via assault stance) the lower ballistic skill gimps you.
Therefore ruin ends up being practically the same if not better than merc for assault SW.
So basically the gear progression is good only for skirmrish, because skirmrish does get an ok bonus from weapon skill.
However, weapon skill also only marginally helps skirmrish. Even then the difference of WS between anni and merc is about 2% armor penetration and between merc and ruin about 7% armor penetration. That's still terribly low and in the case of merc against anni the extra ballistic skill makes anni better for skirmrish in terms of damage.
After this long analysis, it's time for my proposals:
Switch half the weapon skill of merc armor to ballistic skill. This would mean it would end up with 54 weapon skill and 135 ballistic skill. That makes merc a nice progression from anni and especially good for assault SWs (merc sets are often for stranger masteries anyway).
Switch at least 40 of the weapon skill on annihilator to defensive stats to make a good solid progression of the defensive stats as well. This would mean about 25 additional toughness and 15 additional wounds
SW's are already gimped in many ways and having to mix and match gear and put in wounds/toughness talis, gimping your own ballistic skill hits them on already weak spots, such as having little survivability when targetted, struggling to maintain damage stats as an assault SW and being anything but a healdebuff/critbuff bot in groups as skirmrish.
This shouldn't overpower SWs, because through mixing gear it's already possible to reach a high ballistic skill. What you end up losing is toughness and wounds or you end up sacrificing ballistic skill to gain those.
And let's be absolutely frank - unless the .ab ex change incoming is a heavy buff, some 40 additional wounds/toughness will NOT overpower SWs in any way. It might give an assault SW a chance, due to being slightly more resilient and it might slightly improve SWs ability by themselves and not as group players, allowing for a more fun playstyle.
Edit: I had the time to check over squig armor and I got this:
anni -
boots - 13 wounds 13 weapon skill 25 bal
gloves - 11 toughness 9 ini 16 weapon skill 29 bal
helm - 16 wounds 29 weapon skil 13 bal
shoulders - 12 toughness 18 weapon skill 28 bal
chest- 12 wounds 17 weapon skill 32 ballistic
TOTAL - 41 wounds 23 toughness 9 ini 93 weapon skill 127 ballistic skill
Merc -
boots - 25 wounds 13 weapon skill 10 bal
gloves - 29 toughness 9 ini 16 weapon skill 11 bal
helm - 16 wounds 29 weapon skill 13 bal
shoulders - 28 toughness 18 weapon skill 12 bal
chest - 23 wounds 17 weapon skill 32 bal
TOTAL - 64 wounds 57 toughness 93 weapon skill 78 bal
Now I'm literally the last person to ask for this, but I also think ballistic skill on squig merc seems a little low for progression. Maybe a squig could weigh in here.
Either way, that's not what the thread is about and I don't think mirror applies to this case, due to the stabbin path being less core than assault (squigs have a 30% speed buff, if you're in melee you're wrong). Plus gas squigs and spiked squigs get a bonus from weapon skill, so WS can be a little more useful for squigs. Either way, if merc gets a little remake to be more melee heavy, it should also do so for squigs, but I'm not an expert on that.
I know SW's are getting an .ab ex mode very soon for assault (I hope, at least so we've been promised) but there's another slight issue with assault SW's that has nothing to do with their skills/masteries - gear. This is also related to gear in general for the SW.
The issue
SW gear progression does not go smoothly. Too many points go into weapon skill, that provides about 1% armor penetration per 10 points. However, both scout and assault specc don't benefit much from armor penetration, due to both having skills that go through armor. Even skirmrish takes not that much armor penetration. And the weapon skill takes away from defensive stats/ballistic skills that don't allow gear progression to be smooth. All speccs of SWs already have issues they didn't have on live, because on live a SW came online with conqueror/invader gear, which allowed it to balance stats much better.
I took the liberty of making this:
anni -
boots - 10 wounds 13 ws 25 bal
gloves - 11 tough 9 ini 16 ws 29 bal
helm - 16 wounds 29 ws 13 bal
shoulders - 12 tough 18 ws 28 bal
chest - 12 wounds 17 ws 32 bal
TOTAL - 38 wounds 23 toughness 9 initiative 93 ws 127 bal
ruin -
boots -9 willpower 23 wounds 11 ini 12 bal
gloves - 8 wounds 12 ws 23 bal
helm - 14 tough 11 ini 12 ws 28 bal
shoulders - 11 tough 13 wounds 26 bal
chest - 15 tough 14 ws 29 bal
TOTAL - 44 wounds 40 toughness 22 ini 38 ws 118 bal (9 willpower)
merc
boots - 25 wounds 29 ws 13 bal
gloves - 29 tough 9 ini 16 ws 11 bal
helm - 16 wounds 29 ws 13 bal
shoulders - 28 tough 18 ws 12 bal
chest - 23 wounds 17 ws 32 bal
TOTAL - 64 wounds 57 tough 9 ini 109 ws 81 bal
Now, if we look at the totals we see a few weird things -
Annihilator set has very low defensive stats and only marginally higher ballistic skil than ruin. It trades that off for much, much higher weapon skill. Mercenary has great defensive stats, but also the highest weapon skill in exchange for low ballistic skill.
Now, in general, the ruin set is a starter set, with anni being slightly better and merc slightly better. Sometimes specialized for specific masteries. In the SW's case, weapon skill is only good for skirmrish - scout specc has festering arrow and assault has brutal assault. So in case you go scout, you get a slightly higher ballistic skill from annihilator, but a big drop in defensive stats from anni, which is barely worth it. Ruin is practically the best set for Scout SW. For Assault, merc has the best defensive stats, but the 109 weapon skill is largely useless and since you have to max ballistic skill practically only by gear (so it transfers to strength via assault stance) the lower ballistic skill gimps you.
Therefore ruin ends up being practically the same if not better than merc for assault SW.
So basically the gear progression is good only for skirmrish, because skirmrish does get an ok bonus from weapon skill.
However, weapon skill also only marginally helps skirmrish. Even then the difference of WS between anni and merc is about 2% armor penetration and between merc and ruin about 7% armor penetration. That's still terribly low and in the case of merc against anni the extra ballistic skill makes anni better for skirmrish in terms of damage.
After this long analysis, it's time for my proposals:
Switch half the weapon skill of merc armor to ballistic skill. This would mean it would end up with 54 weapon skill and 135 ballistic skill. That makes merc a nice progression from anni and especially good for assault SWs (merc sets are often for stranger masteries anyway).
Switch at least 40 of the weapon skill on annihilator to defensive stats to make a good solid progression of the defensive stats as well. This would mean about 25 additional toughness and 15 additional wounds
SW's are already gimped in many ways and having to mix and match gear and put in wounds/toughness talis, gimping your own ballistic skill hits them on already weak spots, such as having little survivability when targetted, struggling to maintain damage stats as an assault SW and being anything but a healdebuff/critbuff bot in groups as skirmrish.
This shouldn't overpower SWs, because through mixing gear it's already possible to reach a high ballistic skill. What you end up losing is toughness and wounds or you end up sacrificing ballistic skill to gain those.
And let's be absolutely frank - unless the .ab ex change incoming is a heavy buff, some 40 additional wounds/toughness will NOT overpower SWs in any way. It might give an assault SW a chance, due to being slightly more resilient and it might slightly improve SWs ability by themselves and not as group players, allowing for a more fun playstyle.
Edit: I had the time to check over squig armor and I got this:
anni -
boots - 13 wounds 13 weapon skill 25 bal
gloves - 11 toughness 9 ini 16 weapon skill 29 bal
helm - 16 wounds 29 weapon skil 13 bal
shoulders - 12 toughness 18 weapon skill 28 bal
chest- 12 wounds 17 weapon skill 32 ballistic
TOTAL - 41 wounds 23 toughness 9 ini 93 weapon skill 127 ballistic skill
Merc -
boots - 25 wounds 13 weapon skill 10 bal
gloves - 29 toughness 9 ini 16 weapon skill 11 bal
helm - 16 wounds 29 weapon skill 13 bal
shoulders - 28 toughness 18 weapon skill 12 bal
chest - 23 wounds 17 weapon skill 32 bal
TOTAL - 64 wounds 57 toughness 93 weapon skill 78 bal
Now I'm literally the last person to ask for this, but I also think ballistic skill on squig merc seems a little low for progression. Maybe a squig could weigh in here.
Either way, that's not what the thread is about and I don't think mirror applies to this case, due to the stabbin path being less core than assault (squigs have a 30% speed buff, if you're in melee you're wrong). Plus gas squigs and spiked squigs get a bonus from weapon skill, so WS can be a little more useful for squigs. Either way, if merc gets a little remake to be more melee heavy, it should also do so for squigs, but I'm not an expert on that.