![]() ![]() This restricts Deadeye’s ability to handle certain mechanics (crystals on Xera, Evil Saul/Prides on Deimos, etc.) that no other class in the game is limited by. Jokes aside, the fact that Malice generation is tied to hitting your marked target, and that marking a different target relies on having Deadeye’s Mark off cooldown means that Deadeye is forced to tunnel on whatever they marked unless the add they need to kill just happened to line up with Deadeye’s Mark coming off cooldown. Įxcept Deadeye’s Mark has a lengthy cooldown! What was the problem here? The Deadeye didn’t mark the crystal first? See, that wouldn’t be an issue. Īnd then you realize you didn’t generate any Malice.Īnd then you realize you don’t have any initiative now.Īnd now your DPS is screwed for 10 seconds until you passively regen your initiative. You target the crystals and shoot them with your DPS rotation. But you want to help too! You want to be a team player. Your Virtuoso friends target the crystals and begin cleaving both them and the boss together. “Clear Crystals at Arrow and neighbors, please.” You’re DPSing away on the boss without a care in the world, when suddenly, the raid leader calls out: Let’s say you’re playing Rifle Deadeye on Xera. And then loop starting from weapon skills. ![]() Thus, the general rotation for Deadeye involves marking a target, using initiative-costing weapon skills until reaching max Malice to trigger the aforementioned trait and regain their spent initiative, and then stealthing and using a stealth attack. Deadeyes also gain access to a trait that generates initiative and boons upon reaching max Malice stacks. Stealth attacks, if they strike your marked target, consume all Malice to trigger an additional effect (usually just extra damage). Using initiative-costing weapon skills against your marked target generates another profession resource called Malice. Casting this skill on an enemy makes them into your marked target. Problem #1 The buggy, inconsistent, and punishing profession mechanicįor those unfamiliar with the class, Deadeye replaces the thief’s Steal skill with a new skill called Deadeye’s Mark. In this post, I aim to highlight its many problems and offer solutions on how they might be addressed. But Zephyr is almost certainly doomed as well if Vigilant gets a bead on them from afar.Deadeye in its current state has been a niche, if not unviable pick on the vast majority of endgame PvE encounters for years now. The ever-hovering Skywave is particularly vulnerable. There are a ton of units that quite simply do not have an answer for Vigilant. When utilizing this Exosuit you can hang back, far away from your enemies, and pick them off. ![]() On the other hand, when fighting other teams, Vigilant is an absolute powerhouse. One thing worth noting is that the typically hard-to-deal-with flying dinosaurs are very quickly taken care of by Vigilant, so there are certain waves of Dino Cull where Vigilant is an asset.īut as we already said, that just isn't where this suit shines. So, we aren't saying this suit is useless against groups, but it most certainly has to work harder to be effective. Also, since both the Stinger Shot and the Railgun Charge will pierce through enemies, this Exosuit can also clear out enemies tightly clustered together. The Frost Look certainly helps provide some utility, as it can freeze multiple dinos in place. However, Vigilant is pretty mediocre when battling against the massive hordes of dinosaurs. Unless you are a incredibly talented Zephyr player, we would recommend swapping to a different suit once the final PvP encounter is about to begin. Moreover, Zephyr really struggles to hit airborne opponents, making them a bit of a sitting duck for a number of units. T here are just too many Exosuits that can take advantage of Zephyr’s squishy nature. The other issue Zephyr struggles from is that this Exosuit is pretty easily countered in PvP gameplay. So an effective Zephyr requires that the Zephyr player be sharp, and the team’s support unit to be sharper. Not only is Zephyr hard to heal, as they are always zipping around the battlefield and can be hard to get a lock on, but Zephyr is also the most vulnerable unit, and they are constantly face-to-face with dangerous enemies, so they need healing the most. ![]() One of the biggest issues around Zephyr is that this Exosuit puts an inordinate amount of pressure on the team’s support unit. Zephyr is never more than two big hits away from death. Especially given how incredibly vulnerable it is. There is one problem though: while Zephyr can be quite effective, this is an Exosuit that requires a measure of skill to use effectively. So, naturally, you are going to see a ton of players gravitate toward this undeniably cool Exosuit. Zephyr is Exoprimal’s cyber ninja analogue. ![]()
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