Giras Wolfe -> RE: Cyber Hunters: The lack of possiblities (8/3/2011 12:04:47)
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This is a great class just waiting to become useful. Technician and Defense Matrix for defenses. EMP grenade and Plasma Grenade for tactics. Malfunction for offensive. Shadow Arts as a backup passive. But the one skill that should tie together the class and give it a unique style fails miserably. I am of course referring to Static Charge. This is a strike that gives back 60% of the damage dealt to energy. The cooldown is 2, and it also has a significant tech requirement (I think it's 34, judging from the wiki. You can imagine finding a Cyber Hunter to inspect in game is difficult.) First, note that despite the favorable cooldown, you don't want to use it until you've spent some energy. That won't be until the second to third turn. Second, note that this skill is blockable. So if you get blocked, that's all the skill points invested in the skill largely wasted. Third, damage potential is iffy. If your opponent can immediately rebuff resistance and has high base defense, and you're not packing huge strength, this skill wont do much above 20 damage, which is 12 energy at maximum. That's not even enough for a level 1 heal. Admittedly, there is a chance for a great critical hit strike, but its nothing to base a strategy on. It's kind of like Frenzy, useful but only for a few builds and situation. No substitute for a passive. And, seriously, a class with Shadow Arts as it's only passive is like a class with Deadly Aim as it's only passive. It just won't work. So you have three options: >Replace Cheap Shot with Hybrid Armor. >Replace Poison with Reroute or Bloodlust. >Make Static Charge passive, at a lower %. I'm thinking about 25%.
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