To tie off the off topic part... Personally, I'd say fixers should edge out soldier on damage. I'd say soldiers should be considered more as tanks and Fixers should be more dmgy support... but meh. The PDKP Fixer so far is ok. Fun being different, but I'll prolly not play her much after that wears off. ;p
Funny you say that in this thread... I am now seeing the value of Agent over Fixer if we're talking second boss adds. I used to play my fixer for that specific reason, but not anymore! The mix of AOE snare, roots, and ludicrous damage makes that a breeze, and to me personally... more desirable with such a flexible set of tools.
Vinkera - Soli NT - 426k DPM - Setup
Robbey - Soli Crat
Lone anarchists - Tower of Babil
Celez - Soli Doc
Loaloa - Soli Enf
Wondershot - Nano Soldier
Robzor - Soli Engi
Proserpexa - Opi Agent
Trying out civilization - Storm
Another less thought of benefit for Agent over Fixer when CCing the DB3 adds is the fact that Agents have snare perks that can't be removed so at least 1 but most times 2 adds are always stuck in place.
Combine that with mad Alpha power comparable to Shades and it still surprises me that Agents aren't begged for with the boosts they got.
The perks also works in Collector which I've tanked with my Agent more than once basically keeps Collector in place removing the issue of being kicked around (or at least the effort of aligning yourself when kicked).
so to summarize anything a fixer can do another prof can do faster, better and with less effort involved? gotcha.
Vinkera - Soli NT - 426k DPM - Setup
Robbey - Soli Crat
Lone anarchists - Tower of Babil
Celez - Soli Doc
Loaloa - Soli Enf
Wondershot - Nano Soldier
Robzor - Soli Engi
Proserpexa - Opi Agent
Trying out civilization - Storm
hum, ok. but a fixer can actually evade tank the fire floor boss, and evade tank the crate boss whereas, I wouldn't really feel comfortable with an agent tanking either of those.
I'm not saying it can't be done differently, but really, a fixer's toolset is pretty damn solid in DB3.
I've done DB3 a few times with a 4 man team of keeper+crat+fixer+doc and it worked pretty well.
First boss is soloable by engineers. Second boss can be solo healed/tank as an engineer, and you only need help there for the adds. In addition they bring reflects, DVP, etc. If they are perked for shotgun they also get leg shot snare.
Pretty much this.so to summarize anything a fixer can do another prof can do faster, better and with less effort involved? gotcha.
Well, aleast a fixer can fgrid and run fast. Thats more than MP. So atleast be happy about that!
First NT to proper pocket Ely hecks - Raesun
Had this setup for a while now. Still missing some pieces, and have to go trader to keep guns at 100%. Lots of fun, but I keep getting aggro and die! Often better to just stay at 80%, and be able to use perks!
Rajib - 220 Shotgun Doctor | Businessraj - 220 Shotgun Trader | Nanquan 210+ MA | Blasi - 209 ME Keeper | Rajliana - 200 bow MA ++++++
WTB Red and blue teams in BS. Thanks Michi!
Can you tell me what you crit on the Punching bags for? i noticed a huge difference when i dropped about +300 dmg from my build and added more +def
Current setup with 2x pdkps and a Ofab Hawk MK5 for FA fun without OE.
http://auno.org/ao/equip.php?saveid=204617
Rajib - 220 Shotgun Doctor | Businessraj - 220 Shotgun Trader | Nanquan 210+ MA | Blasi - 209 ME Keeper | Rajliana - 200 bow MA ++++++
WTB Red and blue teams in BS. Thanks Michi!
Punching Bag dummys:
Dual pdkps autoattacking with only agent buffs does about 200-220k DPM
One pdkp+hawk 5 ql 225 does about 30k less in autoattack DPM
However 1 FA every 1 min sucks but i only have it for the "fun" of beeing able to FA
Im at the dummys right now if you are online