Exploding Penguin
Moderator
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Here are the optimal uses of energy-related moves. It will vary based on class even if the skill overlaps on multiple classes. This is all hypothetically speaking and entirely based off of the numbers and whatnot, so you can definitely have a build or a strategy that doesn't follow this but is still a great setup anyways. TM: Assimilation- Unique to TM, this move gives a bit more energy and drains a lower-than-average amount. When you use this, you want to use it after the enemy uses their recovery move. Being the only drain skill TM has, it's important to use it right after the opponent regenerates their energy so that they have less of it to use against you. I would personally max this skill out in almost all cases where I possibly can. The extra 10 energy drain and 4 energy regeneration per skill point is very worth it. Given this is your only drain move it's a good idea to make it as strong as possible while staying within the bounds of your build. Also scales at a pretty decent rate with strength. Battery Backup- Despite everyone maxing it out over assimilation, I would hesitate on this. If you're using a kind of focus build that doesn't really rely on using skills much I would max assimilation first then this. The reason is that you don't need the 300+ energy to actually use most of your kit. Additionally, this skill best benefits the types of builds that have cooldown periods where they can't really do anything so this skill can fill in a turn during that period. In essence, fits caster builds amazingly well. Not the greatest skill on strength builds. It doesn't give any rage, does not affect the opponent at all on the turn it's cast, and doesn't synergize too well with builds that are meant to deal out consistent sustained damage. BH: Static Grenade- Just like any energy drain, try to use this after the opponent uses their recovery skill to minimize the benefit they gain from this. You should almost always try and get this skill to have a very high number of points invested into it as it is your only drain move on a long cooldown and you really need to get the best effect from it. The use is pretty straightforward and there isn't much to be said about it aside from the fact that it doesn't really give you much energy back itself. Best suited for builds that deal sustained damage and can win fights against opponents need energy to do stuff, such as a BH focus vs. caster scenario. Merc: Static Smash- Basically the same thing as BH's Static grenade, except it gives you more energy back at the risk of being blocked. Also drains slightly less in general. Not much is to be said about this skill. Fairly useful on strength/focus builds namely, but dex is a very important stat cause you don't wanna get blocked with its long cooldown. BM: Energy Parasite- Used to be so strong, now it's kinda dead. If you want to think about it in a positive way it's a 2-turn assimilation that drains less and regenerates more, situationally scaling with the target's current energy. Try and use this after the opponent uses their energy recovery to maximize its effect. Using it at any other time typically isn't a good idea and will probably set you behind. CH: EMP Grenade- The use of this skill really depends on your build. If you're going focus I would suggest putting most of your latent points into technology then maxing this skill out. Use it on turn 1 and the opponent is pretty much forced to use their regeneration skill. This has a 3-turn CD whereas lots of regeneration skills have a 4-turn CD so you can use this a bit more often. The use is pretty straightforward and this is a crutch skill for CH since it's so powerful and is unique to the class. Optimal build is of course going to be a focus build where you can outduel people since you have energy and they don't. Static Charge- Very nice skill because it deals decent damage, gives rage, and regenerates energy too. Try and max this out if possible. Note that you will need to have some strike damage to use it though. Optimal use is on Focus/Strength builds. Support builds can arguably make good use of it since it scales with support and malfunction's strength is increased but malfunction is such a bad skill right now you would need a lot of fine-tuning and good matchups to utilize it correctly TLM: Battery Backup- Follows the same principles as TM's Battery Backup. Typically use it when you can regain energy and the skill is up, although be wary of enemy drains. Try and use it after the enemy drains you so that they can't stop whatever follow-up skill you can use the next turn. Synergizes very well with high levels of field medic and high-cost caster skills such as toxic grenade. Usable on all TLM builds but, just like TM's battery backup, is best suited for caster builds, while worst suited for sustained damage builds like strength ones. Atom Smasher- Don't use this. I might play around with this skill once I switch to TLM but for now I would just say it's not worth all the extra benefits that swords give you over mauls. It used to be super OP but right now it can pretty much be replaced by slightly weaker versions of it which are energy drain cores. Another way to look at it is that it's a completely downgraded version of CH's EMP grenade. I hope this helped some people if they were thinking about making new builds. Moved from ED GD ~Battle Elf
< Message edited by Battle Elf -- 9/28/2015 15:46:10 >
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