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Shhh ... I Heard a Rumor

 
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11/30/2011 22:32:05   
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frogbones
Banned


The nerf to tac mercs, which is long overdue (the tac merc skill tree was a totally pathetic mistake by the devs and balance team), will be as follows:

* Technician will go, and Bloodshield will replace it.

* Maul will go, and Stun Grenade will replace it.

Although nothing will be confirmed right now (at least I assume it won't), these seem like great ways to effectively nerf the class without totally dismantling it.

What do you think?
AQ DF AQW Epic  Post #: 1
11/30/2011 22:42:23   
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Jekyll
Member

These changes seem more "tactical" now. Only problem I have, though, is the reroute+hybrid combo. Too cheap?
AQ DF AQW Epic  Post #: 2
11/30/2011 22:43:56   
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drinde
Member

Hmmm, the changes are a step right, but the Frenzy still encourages STR.
DF MQ Epic  Post #: 3
11/30/2011 22:58:02   
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goldslayer1
Member

@drinde
so those bloodlust.
AQW Epic  Post #: 4
11/30/2011 23:21:42   
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Goony
Constructive!


Stun grenade has a 30% base chance to stun, maul was 12% and the energy cost is compariable at lower level 12 vs 16. To get a 30% chance to stun with maul it needed to be maxed. Although it is partially offset by the reduction in damage done I really don't think this is a very good option :(

Removing technician and replacing it with blood shield is fine, it will allieviate the issue that technician improved too many skills.

Will at best be a minor improvement as chance to stun is such a powerful skill.

In fact, for a tactical mercenary, it has done nothing to address the str -smoke - double strike - frenzy - reroute combination that makes them so effective.

Remove double strike and give them field commander or perhaps if you think that is too harsh then intimidate
Remove smoke and give them shadow arts

They can keep the rest ;)

< Message edited by Goony -- 11/30/2011 23:42:42 >
Epic  Post #: 5
11/30/2011 23:52:58   
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frogbones
Banned


The thing with Maul, though, is that you get the 20% defense ignore, plus a minimum 1 in 5 chance to stun, plus the damage done by the attack. AND it only costs 12 energy.

Compare that with Stun Grenade: Damage improves with Dexterity, a stat which most Tac Mercs don't typically spam. If I did my estimating correctly, 86 dex will yield only 38 damage on a level 1 Grenade. After defense is factored in, we're talking what, 8 or 10 damage, plus a 30% max chance to stun. And that costs 16 energy.

Put another way: Str TlMs can do do 30+ damage and have almost a 25% chance to stun.

After the nerf, they'd be doing 8 or so damage with a 30% chance to stun.

I'll take that any day.
AQ DF AQW Epic  Post #: 6
11/30/2011 23:58:29   
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nico0las
Member

Definitely a step in the right direction.
Althoug stun grenade does have a higher
Base chance of stunning, most TLMs use it
Because of the defense ignore: the stun is a bonus.
MQ AQW Epic  Post #: 7
12/1/2011 0:09:05   
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Lectrix
Member

Any information like this belongs in the Staff Information Thread, accompanied by a quote. If there is no proof that a rumor is anything more than a rumor, it should not be Posted.

Locked.
AQ DF MQ AQW Epic  Post #: 8
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