Exploding Penguin
Moderator
|
Hey everyone, getting a bit bored on ED so I decided to start kind of a miniseries thing where I just post some builds I happen to come by while screwing around and burning all my credits on retraining. Since I don't play ED much I won't be getting many credits so I might stick to TLM for a long while unless we come across another huge cash injection like last year's gifting. Anyways, these builds are NOT meant to give you superb win rates or anything. They won't have bad ones at all (otherwise I wouldn't post it) but they won't be the best in most cases. They're just average builds that are different from normal and are fun to try and play. The Build: Level 37 TLM -Physical Sword -Energy Gun -Energy Aux -Yeti Robot (best upgraded or pink/gold yeti. I'm using the gold one so keep in mind that the upgraded ones will do more damage. Doesn't really matter at all in most cases since it'll end up hitting 30 anyways) -+80/30 Armor Stats: 1110 HP 614 Energy 18 + 0 46 + 11 45 + 34 85 + 34 Skill Tree: 8-1-5 1-1-1 5-1-M 0-1-5 Brief Summary: This build is a twist on the classic maxed-support TLMs that you unfortunately see a lot of today. This one takes on more of a semi-tanky caster role that utilizes the auxiliary as one of the 2 main sources of damage. With a high field medic + battery backup to keep it available, you can safely heal out of a lot of initial burst combos. Additionally, your damage skills all have decent damage and cost not too much energy so it is easy to deal with the weaker energy drains such as assimilation. Your robot is based on choice but I would personally go with the yeti as of now. Why? Because when you face off against other support builds you will normally win, but sometimes you can have trouble if they manage to get that lucky crit on you. They'll gamble everything they have on their next aux move and you can just destroy them by eating it for 3 turns. Also no other bot really helps you as much in the situation since you CANNOT afford to spend a turn to use pyro fly (it doesn't even benefit you much anyways with this build). Skill Explanation/Strategy: -Level 8 field medic is just the right number. Costing 290 energy you will find yourself able to use it very often when you need it. A level 7 field medic may work as well. With your decent tank stats you can get a lot of effectiveness out of more HP. Watch out when using this because against builds that cycle very easily into a heal loop if you don't kill them quick and instead spend your energy on a heal rather than an artillery strike or poison you can end up losing the fight early on. -Level 5 Blood Shield is a preference. It's good to survive the initial burst against caster TMs (support ones mainly) which don't show up too often but are a thing. Aside from that there isn't a much better place to put your skill points. -Level 1 frenzy. You might be wondering why this is level 1 instead of level 5 and I have 5 points in blood shield. Well, this skill actually is almost completely useless without strength. And you don't have strength. It also scales terribly with skill points at an astoundingly pathetic +1% regeneration per skill point. The 10% defense ignore is VERY helpful for dealing a tiny extra bit of damage in the cases where you have to use strike. A 1-point wonder skill which you should always use instead of strike since it will just do a tiny bit more damage. -Level 5 Artillery Strike. This skill has pretty nice base damage but for some reason the scaling itself is ridiculous and you can hit pretty hard with it despite not having all your points dumped into support. A level 5 artillery strike hits slightly more than your aux on average and is guaranteed, undeflectable/blocakble damage so rage is really great with it. Costs a measly 225 energy as well. -Max Battery Backup. Not much to explain here but since you are an energy-consuming build you will need as much energy as you can get. Frenzy certainly won't help you get much aside from a few tens of it. -1 Surgical Strike. Very niche use but can be helpful in multiple different situations. It can take builds with no support a VERY long time to reach rage if you use this since you have so much more support than them thus decreasing their rage gain. Also does decent damage since you do have a nice amount of technology. -Level 5 poison grenade. Toxic grenade is a really weird skill for multiple reasons. It downright has the highest damage of any non-ultimate skill in the game barring stat abuse builds. It just does insane amounts of total damage given the opponent doesn't heal it off. You will deal on-hit damage and 240 over 3 turns with a level 5 toxic grenade which also costs a measly 170 energy, which is way more cost efficient than any other damage skill in the game. This is a good alternative to extremely tanky opponents who your level 5 artillery strike won't do much to. This build can stand its own against pretty much any opponent of the same level. Against level 40 tanky builds in general you will have a hard time and it's nowhere near as successful as the last build I posted for TM but overall I would call it a pretty decent build. A lot of people don't know how to deal with it at all. You get nice bursts of damage while being able to set up a strong heal loop in the process. As you level up consider maybe putting more points into toxic grenade and maybe 1 more in artillery strike as your battery backup and base energy will get higher.
|