Wiseman -> RE: Top 10 most powerful skills (9/5/2011 17:42:03)
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Since this is "most powerful" and not "most overpowered" I don't think it classifies as a balance topic. For that reason I've decided to post my *opinion* on what skills I believe to be the most powerful/useful in the game. 1. Field Medic 2. EMP Grenade 3. Reroute 4. Massacre 5. Berserker 6. Reflex Boost 7. Assimilate 8. Smoke Screen 9. Malfunction 10. Maul To keep this as a discussion and not simply a "list' of skills, I'll mention why I ranked them this way. Field Medic - It's useful with every class, and with enough support you can easily heal 50-60 health at level 1, which is more than half of many players total health. It's also used as a key element of Heal Looping, and improves with the stat that effects the majority of luck factors. EMP Grenade - Can easily cripple a build, and also allows a free warm up if the opponent decides to energy boost. Extremely useful in 2v2 for stopping AoE skills, this skill almost always has a win-win effect when used in battle. Reroute - Allows the use of other skills without adding too much energy, this in turn allows a player to add more stat points to their other stats like Health or Support. This is the other skill that's used in almost all Heal Looping strategies. Massacre - When combined with Smoke Screen/Malfunction and/or Blood Lust, this skill not only does massive damage but allows a large amount of health to be restored, it's also easy to follow up with a rage attack. High Damage, Decent Heal (if a BH), can do physical or energy damage, and is easily followed up with rage, this is a really powerful skill. Berserker - Another really strong skill that can be physical or energy based, it also has a shorter warmup and can be used with rage. This skill is one of the key components to the infamous Stun-Zerk build that many Mercs use. Reflex Boost - This skill is a Block Increasing, Mini-Reroute, that improves defense. Also it has no diminishing effects and is very cheap in energy cost, this is another win-win skill that you simply cannot go wrong with. Assimilate - Sure the Energy reduction isn't that high, but it allows you to do damage as well as drain energy, that is important because you can cripple your opponent in 2 different ways if the skill is used correctly. Since this skill is only usable by the Mage class, it is coupled with the ability to regain energy via reroute, so while your opponent could lose part of their build you can simply keep pumping out skills. Oh and did I mention that it's free, there is no cost to using this skill at all, it's practically a regular strike with an added effect, you simply can't go wrong with this one. Smoke Screen - Decreases your opponents dexterity, which lowers their Defense and their Block Chance, with the right type of build this skill is extremely useful and effective. Malfunction - Same as above except it lowers technology and robot damage, also extremely useful with the correct build. Maul - Ignores defense, and has the highest stun chance in the game, and since stun gives you a free turn this is a very useful skill. The other skill used in the infamous Stun-Zerk Mercenary build mention above. I'm sure many of you are thinking "where's hybrid armor", well the answer is simple, in my opinion hybrid is not one of the top 10 most powerful skills. It is a very good skill but it is in fact below all of the above mentioned ones. Hybrid can be mostly avoided if you use Maul and if it stuns then you get a free turn so that would make hybrid useless. Malfunction can get around hybrid and if they happen to swap it that gives you a free turn. Smoke Screen pretty much nullifies hybrid and can make it seem almost pointless (though it does help since at minimum you will keep your hybrid defense). Assimilate is a staff skill and most staffs do energy damage, so hybrid isn't as effective at stopping it. Reflex Boost may only last 3 turns, however it also improves block chance and recovers energy, hybrid only improves defense. When used with rage, Berserker easily eats through hybrid, also it can be used with an energy weapon so that nullifies most of hybrids effectiveness. Massacre does massive damage when used, and once again if you use it with energy claws it can basically get around hybrid if your build is used correctly, also since it's easily followed up with rage hybrid becomes less effective. Reroute is just plain useful, it allows you to use any of your skills with little effect on your overall build, there should be no question that this one is better than hybrid. EMP Grenade completely ignores hybrid and pretty much everything else, so obviously hybrid isn't as useful. Field Medic is the main source of healing in the game, and every class uses it, this is without a doubt the current most useful skill in the entire game. Lastly, hybrid armor increases how fast your opponent gains rage, and if you intend to swap it to energy you literally have to waste a turn to do so. That is all.
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