razorvenom
Member
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A lot of other posts had very good suggestions for tlm, but let me just voice my opinion Offensive skill: Poisen, sugical, frenzy, artillery strike, double swing, stun grenade Poisen- good skill, does damage but not to OP because you can heal to counter it Surgical- it is the "special" skill for this class so obviously it does good damage. However, waiting 3 turns to use it doesn't really make it a good option to do quick energy damage, In addition its easy to counter energy- wise Frenzy- Good with a str build, and its very good with rage. I, however, do not agree with the earlier comments of making this skill 2 turn cooldown. I can imagen other people complaining about how OP this skill with 2 turn cooldown, then if it gets nerfed, tlm is done for. Double swing- In general, this skill is very unbalanced in terms of damage and energy conversion. It costs way too much energy for the amount of damage it does, I mean if you compare it to something like berzerker. I understand it has a 1 turn cooldown, but that still leaves you at a disadvantage in terms of energy. Stun grenade- To be honest, the most useless skill tlm has. It doesn't cost a lot of energy, but the amount of damage it does is just disgraceful. Even if you do want to do a lot of damage with it, you would need to have it on max and have a dex build. Even this scenario is difficult to imagine because no tlm would waste 10 stat points on stun grenade. Plus with a dex build, stun grenade would be the only offensive skill dealing good damage, in which case this build is very unlikely to get wins. Energy wise: Battery backup: Nothing to complain here, it does exactly what it says. Atom smasher: Under powered in many ways. First, it can be blocked, so there is never a guarantee of decreasing the opponents energy. Second, this skill only lowers your opponents energy, and in that case also lowers your own. Some people may argue that tlm have battery backup to make up for that. However, in a realistic battle scenario, tlm are always at a disadvantage. Imagen this: You have 100 energy. Your opponent (bh) has 0 energy. You use battery backup, now have 450 energy. The bh uses static grenade (lvl 10 45 support) takes away 310 energy, you now have 140 energy. Now you use atom smash (lvl 1-9) and decrease the bh's energy to 0. You wasted 2 turns playing with energy, while the bh wasted 1 turn and after you atom, its his turn which gives him an advantage. Its true that the bounty has 0 energy now, but so do you. Basically, if a tlm uses battery back up, it is with the goal of gaining energy, however in a realistic battle, that is practically impossible. The bottom line of my point is that tlm needs a good skill for quick offensive energy/ phiscal damage (take out stun grenade and artillery strike and replace them with a skill that does phiscal and energy damage improving with tech and dex) and an energy stealing skill ( replace atom smash with a stealing skil)
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