Improving the Blood Mage Class (Full Version)

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Hun Kingq -> Improving the Blood Mage Class (7/4/2011 21:32:08)

After playing as a Blood Mage this past week One thing I found wrong is the
skill tree it should have been arranged like this

Field Medic / Fireball / Technician
Plasma cannon / Blood Lust / OverLoad
Berzerker / Deadly Aim / Plasma Rain
Assimilation / Super Charge / Intimidation

Since the Blood mage has nothing that would not cost energy since we have
enough skills that cost energy how about a Delta Armor just for the Blood Mage
which has

enhancements 13

str 0
Dex 13
Tech 13
Sup 0

Defense +13
Resistance +13

This way the blood mage gets its own hybrid Armor with out screwing up the mercs hybrid armor.

Since reroute was taken away and we have no energy regain and very little health regain
even with Blood Lust at Max either have like a combo Blood Lust/Reroute and at 25% regain
When you strike you get health and when you get damage you get energy. The second option
Make Assimilation unblockable, they could leave it at the same cool down or one less turn to
make equal with static charge, take away the same amount of energy but instead of 5 back make
4x the amount back so at Level 10 the Mage would get 40 points back.

Super charge if they leave that make it back to a triple strike attack as before
and cost less energy and I pretty much more will use it. Plasma Rain should be made equal
in power to Artillery Strike and double strike as Artillery strike does.

Deadly Aim max support require ment could be lowered to 40 so we could put those 2 points
for health, dex or tech if we wanted max Deadly Aim.

Plasma cannon can be improve by when the player gets hit they have energy drain over time
Fire Ball could catch the player on fire and drain life over time.

This post is for the Blood mages to post things for that class to be improved. Let's not discuss
Tact Merc or Cyber Hunter (create two seperate posts for those two classes and only ideas are posted there) here that way
the programmers or moderaters have to go fishing through all the posts to find good ideas.

You can't say these ideas will make the Blood Mage Over Powered if it has not been tested and implemented.
During testing they could decide what can be adjusted and how much.
If you can't come up with a good idea to improve the Blood mage don't post here.




IsaiahtheMage -> RE: Improving the Blood Mage Class (7/4/2011 21:38:39)

Amazing idea. Welcome to the new era of Beast Mages who get 40 energy back,drain enemies energy over time,inflict massive physical dmg with a Dot effect,have +13 def/res and have 3 STR focued skills in a row so they can max them all out and have a perfect Oped build. Your right this isn't Oped. I was wrong you are right. Your ideas to fix the mage class is astounding. [:D]




Hun Kingq -> RE: Improving the Blood Mage Class (7/4/2011 21:57:29)

IsaiahtheMage, Well isn't the Blood Mage the Agressive side of the Tech Mage and so shouldn't be a beast.

I did a little experiment and had my strength at 50 +43 got good damage so I decide what if I lower it to 45 +48 same total strength but I got more damage. Only reason I picked 13 for the Armor because people consider 13 and unlucky number and the Blood mage is an unlucky class.

Like I wrote things could only be determined in testing we can't prejudge something until after it is implemented. The 40 energy back is at max Assimilation so take 4x the lower numbers that is what you get or start Level 1 with 5x and level 2 and up start 4x.

Not many mages use assimilation and not many at max.




IsaiahtheMage -> RE: Improving the Blood Mage Class (7/4/2011 22:08:31)

I should really stop responding to your post about Mages. Yet something keeps making me wan't to respond. You have clearly proven time and time again you want Mages to be overpowered. Your encouraging Oped builds and classes and want imbalance. Therefore your post are most likely irrelevant in balance discussions. No offence but this is merely the truth. Yes we can say this will be Oped without testing it. +13 def/res plus bloodlust plus deadly aim plus a DoT effect and over time energy drain effect plus 40 points of energy drain is not Oped to you? Then what the heck is?




Hun Kingq -> RE: Improving the Blood Mage Class (7/4/2011 22:22:00)

If you don't have any ideas then don't post here you can't determine if something is over powered until after it happens and with programming it can be adjusted. Either put an idea down or don't post under this topic becaus eTitan could use some or all ideas he wants to implement.




IsaiahtheMage -> RE: Improving the Blood Mage Class (7/4/2011 22:25:29)

Yes you can. I can assue you Titan will not implement this. It will make the balance even worst.




PumKing -> RE: Improving the Blood Mage Class (7/4/2011 22:43:25)

I believew that the blood mages would do much better with the skill Frenzy. I am sure many of you TLMs (infering only the inteligent ones) that you wouldnt mind giving it up, reroute works better for you anyway. I think it would be a nice fit.
1. blood mages have no def or dex boosters
2. story says blood mages gained taste for blood in battle so a skill that taps into that blood lust makes sense ( i know they actually HAVE blood lust, but I still think that it would make a better skill to have besides Super chage[:'(])
3. TLMs are supposed to basically be the scientist civilians of the planet. Why tap into rage when you have your inteligence?




tigura -> RE: Improving the Blood Mage Class (7/4/2011 23:23:20)

Hahaha this is a joke I assume. Good one, you made me lol

Not trying to be mean, but this would make mages outrageously OPed.




Hun Kingq -> RE: Improving the Blood Mage Class (7/4/2011 23:25:59)

I ask players keep it ideas only keep any reference to the hunters or mercs out of here. Just looking for ideas for the improvement of the Blood Mage Class.

IsaiahtheMage, That is Titan decision and you don't know what Titan will and will not do, no one knows what he will do. If you have no ideas then I ask you to post them if no ideas then don't bring conflict and fill this thread with nonsense that does not pertaing to improving the blood mage.

tigura, You too if you have no ideas then do not bring conflict here so either post your ideas or don't post at all and let Titan decide what he wants to use.




BlueKatz -> RE: Improving the Blood Mage Class (7/4/2011 23:26:20)

Umm, the skill set map is a lot better




tigura -> RE: Improving the Blood Mage Class (7/4/2011 23:28:24)

IMHO, intimidate is more useful than DA. I like the current tree




IsaiahtheMage -> RE: Improving the Blood Mage Class (7/4/2011 23:29:10)

@tigura Thank you! Finally someone agrees with me. How can you possible consider this NOT Oped?!




BlueKatz -> RE: Improving the Blood Mage Class (7/4/2011 23:41:06)

Well, you can always use DA for free but not intimidate. Of course people don't know how MP lacking does BM have




goldslayer1 -> RE: Improving the Blood Mage Class (7/4/2011 23:50:04)

ROFL LMAO
wow ur joking right?




Soda Pop -> RE: Improving the Blood Mage Class (7/4/2011 23:50:12)

NOoooohoh hoh hoh. I'm a blood mage, and if this were implemented I would easily quit. There's no fun in instantaneously decimating all opponents. At least it's POSSIBLE to kill tlms.




goldslayer1 -> RE: Improving the Blood Mage Class (7/4/2011 23:52:15)

@soda
it already is possible.




Soda Pop -> RE: Improving the Blood Mage Class (7/4/2011 23:54:58)

Possible to do what?




goldslayer1 -> RE: Improving the Blood Mage Class (7/4/2011 23:55:39)

^
quote:

POSSIBLE to kill tlms.

u just need the right build.




Soda Pop -> RE: Improving the Blood Mage Class (7/4/2011 23:56:09)

That's what I said. I said it was possible to kill tlms. /facepalm

Read things before you post




Hun Kingq -> RE: Improving the Blood Mage Class (7/4/2011 23:57:17)

Soda Pop, another put your ideas down if you have none then don't post does anyone understand the nature of this post it is about ideas of improving the blood mage class not about quiting not about mercs not about hunters it is about ideas to improve the class no wonder the moderators are stressed because people don't follow instructions. THEN POST YOUR STINKING IDEA, IF YOUR BLOOD MAGE THEN HELP IMPROVE THE CLASS!!

Now goldslayer1 too.


So I ask once again post your ideas and let Titan decide.




Soda Pop -> RE: Improving the Blood Mage Class (7/4/2011 23:58:56)

This isn't improving the blood mage class. This is simply messing it up.




goldslayer1 -> RE: Improving the Blood Mage Class (7/5/2011 0:00:08)

@soda
no u said if this was implemented it would be possible or atleast thats what i get from reading ur posts.

@hun
once again ur idea to "balance" BM is a joke no offense but this will make BMs OP if this gets implemented
also 13 slots?
i guess u didn't know that the maximum is 10.

my idea is leave BM alone its atm its fine
except for that fireball and gun bug.




xxmirxx -> RE: Improving the Blood Mage Class (7/5/2011 0:00:39)

Why not BM get malfunction and field commander.




Soda Pop -> RE: Improving the Blood Mage Class (7/5/2011 0:01:23)

^Because then we could spam support and strength, and incinerate every enemy five levels higher than us by fc + malf + energy gun with deadly aim + aux

quote:

At least it's POSSIBLE to kill tlms.


Can you not read??? I'm saying that despite tactical mercenaries having an incredibly unfair skill tree, killing them is possible.




goldslayer1 -> RE: Improving the Blood Mage Class (7/5/2011 0:02:32)

quote:

There's no fun in instantaneously decimating all opponents. At least it's POSSIBLE to kill tlms.

can u not prhase things right?

sounded to me that if this was implemented THEN it would be possible.
which isn't the case because it already is possible.




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