Ranloth
Banned
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TLMs have a wide array of skills available to create builds but their synergy isn't as good, which is a pity since the class has a potential and is usually restricted to 3 builds: Tech + SS, Support (Multi + FC) or Strength (DS + Frenzy), the Strength one not being as good. The thread is basically my suggestion in regards to how you could spice up the class a little. :3 Tier 1: Heal - Double Strike - Mineral Armor Tier 2: Maul - Blood Shield - Field Commander Tier 3: Reroute - Frenzy - Artillery Strike Tier 4: Surgical Strike - Atom Smasher - Toxic Grenade Let me evaluate in bullet points in regards to the skills that should get altered: Bringing Maul back - the combo with Smoke + pre-nerf Frenzy + Maul is long gone after Smoke was taken away and Frenzy was bumped down a little. Not mentioning diminishing returns on Strength. Dex builds are non-existant for TLMs just like for Mercenaries but with the amount of blockable attacks, they'd still invest in it. Stun Grenade isn't as good due to MA giving you defence so it's a useless skill to use unless Lvl 1 & last resort. Maul would give Strength builds a bit more to choose from and generally be useful for any build (defence ignore). Changing Blood Shield - after HP was nerfed (1 stat = 2 HP -> 1 stat = 1 HP), its cost went up indirectly and it's much harder to use it now without affecting the battle's outcome too much (since you're using HP). There's two ways that I think could work out fairly well: - Keep the HP cost + duration as it is but multiply its power by *1.25 (so for 12 HP, you'd receive 15 Resistance) *5 turns x 15 Resistance = 75 Resistance*
- Keep the HP cost + duration changed to 3 turns - just like other Shields - but multiply its power by *2 (so for 12 HP, you'd receive 24 Resistance) *3 turns x 24 Resistance = 72 Resistance*
- Keep the power + duration as it is but lower the HP cost - perhaps 1 HP:2 Res (by Bloodpact)
Mini buff to Frenzy - not necessary but the diminishing returns on Strength have made Frenzy generally weaker. SC was buffed since it was falling behind and Frenzy could use a small one too, not mentioning it also costs Energy to use. Up to 5% would be good enough, it's always something. Altering Atom Smasher - it lags behind EMP a little and after Assimilation and now Static Smash were buffed in their respectable ways, Atom should get buffed a little for TLMs. Since they have many blockable skills, I'm not suggesting a buff to % but changing to how it works on blocks. Instead of 15% of drain going through, a change to 25% or 33% would be nice. So the change would only affect blocks, nothing else. Altering Double Strike - similarily to Atom, I'd like a buff on blocks only for TLMs. It's one of the Strength-based skills that they have and it's blockable which does limit it slightly. Dex has to be invested into in order to connect the attack so there's no other way to go about it. Perhaps 25% damage would be good. 33% would be a bit too much since it'd have a potential to be abused. Secondary effect for Field Commander - whilst not necessary, the skill isn't looking good when compared to Blood Commander so a secondary effect would be interesting. Going back to the amount of blockable attacks that TLMs would have, perhaps a Connect chance would be a good effect. Whilst it's seen as luck based, it'd be good since Strength-based skills that TLMs have (or would have) are all blockable so this does help. The effect would apply to all Melee-based attacks for the duration of the skill. *stacks with 'Lucky Strike' core when using the Strike button* That's about it from me. It shouldn't really overpower TLMs, any of the suggestions, but give them a bit more variety and freedom instead of restricting to a set number of builds because others lack behind.
< Message edited by Trans -- 5/28/2013 14:10:35 >
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