Xeromaus
The Rogue Mod
In case you missed it, there's a pretty decent sniper and smg at the b.o.o's special vendor this week, both 204, both less than 900 pxc. Just throwin that out there.
The SOCOM naturally having almost +170% headshot was more than enough to make it valuable to me, and the talents are Determined, Dominant, and Vicious...not a god roll by any means, but it was very effective in falcon lost last night.The Marksman Rifle is the SOCOM M1A I can't recall the talents but I do know that I don't have any of the ones unlocked except the 3rd one and I wasn't to impressed with them anyways.
Also for those who haven't been able to check yet the DZ Vendor in 03 is carrying the Super 90 and Tactical ACR as the weapons of the week. Bought the ACR last night and I do believe I have finally found an AR to replace my BMAK. Rate of fire is like carrying another SMG but with added range.
well, if you have a double mod slot chest and mask, thats 7 gear mods you could have, totalling up to more than a piece of gear in your main stat, or a jump of 210 over the 31 mods.Actually I agree with the blueprint costs for the weapons in the DZ. You grind like a beast to 'literally' only buy the 75/90 blueprints once you are at end game. Good reward factor there. But it does suck that you have to grind the DZ, and you can't get it elsewhere from doing PvE content. 99% of the other DZ blueprints are absolutely worthless. If it was just one weapon and not a blueprint it would be horribly imbalanced.
However, I feel the mod blueprints are abbsoooluutteellyy retradedly priced. It's so comically bad that no one in their right mind is purchasing the 250k DZ credit level 32 armor mod blueprints. I mean cmon, 4 dtech every single time I want to craft a flippin mod? And the value jump is only by 30 from the level 30s, which is hooooorrrrible. If you're going to make me pay 3-4 dtech and 250k for a mod blueprint, it better give me 200 stat value and a guaranteed stat of choice.
Oh no, you're not wrong, and you'd still need ALL of the 32 gear mod blueprints to really be able to tweak builds (you never keep the same build type forever), I was just stating that the gains wouldn't be horrible, especially on pieces that were designed to be light on stats anyway.True.. true. However that's some serious end game divtech grinding to accommodate 7 near perfect rolls. 90% of the rolls you'd do would be a negligible gain. After burning 100 or so divtech you may see a 'lucky' 150ish increase? I just have a tough time justifying the cost. Correct me if I'm wrong if you've bought the blueprints, crafted the mods, and had big success in doing so.