Hun Kingq -> Improving the Blood Mage Class (7/4/2011 21:32:08)
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After playing as a Blood Mage this past week One thing I found wrong is the skill tree it should have been arranged like this Field Medic / Fireball / Technician Plasma cannon / Blood Lust / OverLoad Berzerker / Deadly Aim / Plasma Rain Assimilation / Super Charge / Intimidation Since the Blood mage has nothing that would not cost energy since we have enough skills that cost energy how about a Delta Armor just for the Blood Mage which has enhancements 13 str 0 Dex 13 Tech 13 Sup 0 Defense +13 Resistance +13 This way the blood mage gets its own hybrid Armor with out screwing up the mercs hybrid armor. Since reroute was taken away and we have no energy regain and very little health regain even with Blood Lust at Max either have like a combo Blood Lust/Reroute and at 25% regain When you strike you get health and when you get damage you get energy. The second option Make Assimilation unblockable, they could leave it at the same cool down or one less turn to make equal with static charge, take away the same amount of energy but instead of 5 back make 4x the amount back so at Level 10 the Mage would get 40 points back. Super charge if they leave that make it back to a triple strike attack as before and cost less energy and I pretty much more will use it. Plasma Rain should be made equal in power to Artillery Strike and double strike as Artillery strike does. Deadly Aim max support require ment could be lowered to 40 so we could put those 2 points for health, dex or tech if we wanted max Deadly Aim. Plasma cannon can be improve by when the player gets hit they have energy drain over time Fire Ball could catch the player on fire and drain life over time. This post is for the Blood mages to post things for that class to be improved. Let's not discuss Tact Merc or Cyber Hunter (create two seperate posts for those two classes and only ideas are posted there) here that way the programmers or moderaters have to go fishing through all the posts to find good ideas. You can't say these ideas will make the Blood Mage Over Powered if it has not been tested and implemented. During testing they could decide what can be adjusted and how much. If you can't come up with a good idea to improve the Blood mage don't post here.
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