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tatical merc and normal merc zone

 
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1/3/2014 20:34:46   
suboto
Member

This is a thread for tatical merc and normal merc to talk about past,present, and future stuff. Feel free to discussion on all topics related to us/each other.
and we can discuss on what needs to be improved etc.... all talk pretaining to merc and tatical merc is allowed.

how do u all feel about jug/2v2/1v1 and omega?

Posts merged. Please do not double post. Use the edit button to add content to your previous post. ~Therril Oreb

< Message edited by Therril Oreb -- 1/4/2014 5:00:45 >
Epic  Post #: 1
1/3/2014 20:44:37   
CN2025
Member

i feel that poison grenade is badass and i would love to have it replaced with venom strike but thats not gona happen :P
AQ DF AQW Epic  Post #: 2
1/3/2014 20:46:17   
suboto
Member

thats nice ya poison grenade is quite nice. How do u feel about field commander?
Epic  Post #: 3
1/3/2014 20:49:59   
Mother1
Member

I personally feel that some things need to be changed from TLM.

Especially since thanks to the staff making Passives active what TLM was so good at which was tanking they now have a harder time doing.

Plus since Mineral armor, and Battery backup aren't passive anymore i really don't see the harm in them getting a debuff back since the original reason they lost smoke was because they had a passive armor, passive energy regain and a debuff two of which are now gone.
Epic  Post #: 4
1/3/2014 20:51:48   
suboto
Member

agreed a debuff of some kind i feel the same we need. would u also feel a new tech up skill is needed?

< Message edited by suboto -- 1/3/2014 20:52:45 >
Epic  Post #: 5
1/3/2014 20:53:21   
GearzHeadz
Member

Poison grenade is way better then venom strike... No requirements, high poison damage, same cost, 1 turn less cooldown. Only downside is that it deals 70% damage and venom strike deals 85%. But venom strike is also blockable. I would rather have poison grenade then venom strike any day.

I think they should get smoke back in all honesty.

< Message edited by GearzHeadz -- 1/4/2014 0:54:48 >
DF AQW Epic  Post #: 6
1/3/2014 20:56:22   
CN2025
Member

field commander is basically useless unless you use it to counter imtimidate imo
AQ DF AQW Epic  Post #: 7
1/3/2014 20:58:07   
GearzHeadz
Member

Its like a less effective version of blood commander.
DF AQW Epic  Post #: 8
1/3/2014 21:03:42   
suboto
Member

Which skill does everyone feel would be best for us
maul or intimidate or smoke or "a counter debuff best effective against a mercs armor skill" similiar to half of what a mal and smoke can do
Epic  Post #: 9
1/3/2014 21:11:10   
GearzHeadz
Member

Well it won't be getting maul, no class gets two stun moves. I feel smoke would be best.
DF AQW Epic  Post #: 10
1/3/2014 21:26:11   
suboto
Member

ya mineral armor is like all the other dex/def buffs...
blood shield is more useless then the other tech/res buffs...
field comannd is outdated....
So ya last thing can be done....
intimidate or smoke
Epic  Post #: 11
1/3/2014 21:39:35   
Mother1
Member

@ suboto

Mineral armor isn't like defense matrix, or Reflex boost. Unlike those Mineral armor is immune to azreal's torment and heart attack. This by itself makes it superior to these when it comes to protection since an opponent would have to wait until it goes or go around it depending on the situation.

This is very useful against those smoke bounty hunters.
Epic  Post #: 12
1/3/2014 21:55:09   
GearzHeadz
Member

So you would say that they should get smoke instead of field commander, Mother1?
DF AQW Epic  Post #: 13
1/4/2014 21:45:32   
Etrigan
Member

I remember when Tactical Mercenary was on par, if not better than mercenary. Now look at it; I do still enjoy whooping OP classes with my build (I only use double strike, battery backup and field medic). It has a couple good moves, don't get me wrong, but it's more of a 2v2 kind of class in which you just amp up your hp to like 1800 and just let enemies swing at you as your teammate kills the enemies. Mercenary is near perfect; at least in terms of balance. The only problem I have with it is the potential to be invincible. High enough energy will allow you to maul the enemy (stuns), bunker bust (nearly kills them if it doesn't) then berserk them. 3 moves they're dead. Even if they heal.
AQ DF MQ AQW Epic  Post #: 14
1/4/2014 22:23:55   
GearzHeadz
Member

Smoke screen would be awesome for tacs again.
DF AQW Epic  Post #: 15
1/4/2014 22:27:32   
Dual Thrusters
Member

Battery Backup should be reverted back before it was nerfed, but only exclusively for TacMercs

And lol, this class really needs some "Tactical" skills

< Message edited by Dual Thrusters -- 1/4/2014 22:28:13 >


_____________________________

MQ AQW Epic  Post #: 16
1/4/2014 22:42:53   
GearzHeadz
Member

That would cause an uproar... It has some tactical skills... Like poison grenade. And by tactical I mean spammable. Atom smash and mineral armor too. I think that my idea for class passives would be better for the energy regain.
DF AQW Epic  Post #: 17
1/4/2014 22:52:17   
Dual Thrusters
Member

Even if Battery completely replenished their EP, Tacs would still do pretty mediocre considering the current balance.
MQ AQW Epic  Post #: 18
1/4/2014 22:55:24   
GearzHeadz
Member

I've faced some smart tacs lately. Ones that weren't just support spamming and actually using their other skills. =O Crazy right?
DF AQW Epic  Post #: 19
1/5/2014 0:12:15   
suboto
Member

I use to go by the tipical build around with my tlm now im a hybrid build original build for my kind and i must say im doing much better now
Epic  Post #: 20
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