endtime -> RE: Reasons why Mercs are OPed (5/22/2011 21:45:16)
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Reasons why mercenaries are stronger (Better Classification): 1.) Main passives Hybrid Armor: Tier 1, immediately ascessible, allows tanking when using tech builds Reroute: Tier 3, a TM needs to pick up defense matrix and bludgeon (which cannot be used if not equipping a staff) Bloodlust: Tier 2, a BH needs to pick up cheap shot (which cannot be used if not equipping wrist blades) 2.)Multi Artillery: Ignores defense and links to support, so it brings 2 offensive maneuvers Multi-Shot: Low damage, increments by 1 after level 7 Plasma Rain: Needs staff, same as plasma bolt except weaker, almost as weak as multi-shot 3.)Stun Maul: Up to 44% and low energy cost. Makes up for this by being blockable Overload: Requires staff and high energy cost Stun Grenade: Low damage and high energy cost 4.)Special Move Bunker Buster: Ignores 20%, 25% chance of critical, no requirement Plasma Bolt: Requires staff, no special effect Poison: High Energy cost, must be maxed/near max to be effective 5.)Energy Stealing Atom Crusher: Low energy cost, high energy stealing; Makes up for this by being blockable and requiring a club Assimilate: Requires staff, very low energy taken, and blockable EMP: Very versatile (possibly superior to atom crusher) 6.)Super Move Energy Surgeon: Takes away rage, life-stealing; tactically advantageous Supercharge: High energy cost, requires high level to hit over 20 damage Massacre: Definitely the best 7.) Damage Enhancing strike Berzerker: Essentially a massacre without the warm up, usable on rage, no weapon requirement, allows for the stun-berzerker-victory combo; main weakness is its blockability Bludgeon: Requires staff, low percentage, blockable Cheapshot: Requires Wrist Blades, blockable, 25% crit 8.) Secondary Passives Bloodshield: HP loss, helps tanking (arguably the worst skill on the merc tree) Deadly Aim: Useful and effective Shadow Arts: Useful and effective 9.)Defensive Moves Intimidate: Anti-str build, inflicts damage Defense Matrix/Technician: DM can be useful, but technician is very weak; neither inflicts damage Energy Shield/Reflex Boost: Energy shield can be useful, reflex boost returns energy; neither inflicts damage As obvious from this list, mercenaries have significantly more superior skills than the other two classes. Except for the passives, mercenaries are superior in every way compared to the other two classes. Of course, the class left in the dust is the Tech Mage.
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