kittycat
Member
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Based on what I recall, I have defeated several Tech Abuse builds and it needs boosters and some luck. There isn't any known way to defeat them without the use of boosters unless the opponent boosts, which can counteract. Now what are your thoughts with the following listed: quote:
From: Clicky! Blood Mages: Skill Constraints: BL skill points + Bludgeon Skill Points = 11 or less, accuracy reduction, applies of Strength is absurd enough. Tech Mages: Super Charge skill points + Plasma Bolt skill points = 11 or less, applies if Technology is absurd enough, Make Plasma on par, but 3-5 damage points higher due to lack of automatic HP replenishment tactical: Field Medic + Frenzy skill points = 11 or less, applies if Agility is not 80 or lower. Cyber/Bounty: Massacre drains 10% rage after use, postponing rage. Mercenary: take out Double Strike or Berzerker in exchange for a skill that is able to reduce the effectiveness of a stat reduction, cannot be anywhere similar to Assault Bot's special. Reasons: Blood Mages: Since Bludgeon and Blood Lust compliment each other very well and it deals 40+ damage at Max level with 100+ Strength at Rage when factoring in Defenses, which is absurdly powerful and can get an HP regain of 10+.To bring down the power, if you have a certain amount of points in BL, you have a maximum amount of points to apply in Bludgeon. I.e. 5 points in Bludgeon, 6 points maximum for Blood Lust with an additional loss of accuracy that is relatively small (-2 to -4%)(Usually, during rage, that defense gets almost reduced in half, making it deal notably damage above 60, if not above 60, then above 50.) Tech Mages: The use of Plasma Bolt and Super Charge are very complimentary. Similar to the action done to Blood Mage regarding Skill Points. You can have either an effective version of both that deals adequate damage or 1 that is at its maximum power. (PB+SC) cannot exceed 11 skill points. In addition, the power of Plasma Bolt should be slightly more powerful than Fireball since Tech Mages need to take damage in order to get EP back to use it and lacks an opportunity to automatically gain HP. It should be having a stat requirement and have the same EP cost since FB and PB are similar. Cyber Hunters and Bounty Hunters: Massacre should be postponing 1 turn of rage, reduce scaling by 33%, and have similar effect as the Mages do: (Malf/SS+Mass) cannot exceed 11. Since the nature of this move is pure damage, the rage reduction, scaling reduction, and skill constraint must apply. However, the exception to this rule is the stat reduction isn't effective for your primary (I.e. Smoke Screen + Energy Primary and vice-versa). Tactical: Have a passive shield and mana-restoring passive is more than enough. To reduce the excessive reliance of Reroute, FM+Frenzy cannot exceed 11. Mercenaries: This is seen as a nerf for Strength builds, but a buff on the defensive. It should grant some ability to reduce the effectiveness of the stat reduction. Hybrid Armor isn't enough to compensate for the loss of stats as it resembles to be 20+ normally.
< Message edited by kittycat -- 10/2/2012 2:07:48 >
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