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TCL Poison Grenade

 
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6/23/2013 22:34:24   
GearzHeadz
Member

The BH and CH variation of the poison attack requires the use of 33 energy, and requirement of 42 technology, and has a 2 turn cool down, deals 85% damage, and deals 12 damage for 3 turns.
The TCL variation of the poison attack requires the use of 33 energy, a requirement of nothing, has a 1 turn cool down, deals 70% damage, and deals 13 damage for 3 turns while maxed.
This isn't very balanced skill setting in my eyes.

< Message edited by GearzHeadz -- 6/24/2013 12:48:00 >
DF AQW Epic  Post #: 1
6/23/2013 22:51:36   
Dual Thrusters
Member

The thing about the hunter's poison are that they do a higher initial damage than Tactical Mercs.

But the Tactical Merc's can easily spam this grenade because of reroute and its extremely short cooldown




How about we buff poison for the hunters?

Reduce the technology requirement to 40 at max.
Reduce the max energy cost to 30.
Make the initial damage do 100% of your strike damage
To compensate, give it 1 extra cooldown




To nerf the merc grenade, give it 1 extra cooldown
MQ AQW Epic  Post #: 2
6/24/2013 20:01:42   
  Exploding Penguin
Moderator


Just as a note, the appropriate abbreviation for Tactical Mercenary is TLM. Also, venom strike costs 32 energy, not 33.

@Dual thrusters: No, they can't really spam it unless they have high base energy. Given a 30% return on reroute, it takes around 100 HP of damage dealt to get enough energy to use another toxic grenade
Epic  Post #: 3
7/2/2013 15:52:10   
ED Divine Darkness
Member

u start with 62 base energy( i think)
33x2=66
66-62=4
they hit 15. you get 4.5. 4.5 rouded is 5. normally people hit 15 in 1 hit dont they? tlm's normally only use toxic gren twice. then they spam botanical hazard poison.
AQ AQW Epic  Post #: 4
7/6/2013 17:35:24   
  Exploding Penguin
Moderator


@Divine: Reroute + Mineral Armor tanking + atom smasher is definitely a very successful synergy skillset in the TLM skill tree.

If you're solely comparing skills, then I could say that merc is obviously the best class right now because it has a very good tanking passive, it has blood commander (one of the best buffs because of the added lifesteal, especially mixing with hybrid armor), bunker (one of the best damaging skills in the game), berzerker (another of the best damaging skills that only has 1-turn warmup), maul (arguably best stun skill), artillery strike (arguably the best multi), static smash (arguably the best EP-removing/gaining skill), etc...

My main point is that synergy is all that matters and that actual skills really don't count for anything when comparing one class to another.
Epic  Post #: 5
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