goldslayer1 -> RE: Healing debuff (10/16/2011 1:31:49)
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seems to me tac merc has more cheap options to win than tech mage AND has frenzy for an additional heal. if you are getting less energy than the mage, you must be doing more damage than you are taking so it balances out. if mages had hybrid armour and mercs didn't then I would agree completely. well we're assuming the tac merc has 130+ support if he does then he will most likely not have any str higher than 24 so his strike and gun will be weak. then there is smokescreen, which runs on tech. not support. malfunction runs on support thats why a tech mage with lvl 1-3 malf with 130+ support can malf 40 tech easily ur not smoking 40s with smokescreen with that amount of tech at lvl 1-7 (probably not even maxxed with all that support) also tech progression is lower than dex, so a 40 malf would reduce more resiatance than what a 40 dex would reduce to defense. allowing more damage thru energy attacks than physical ones. artillery to be at its best must be around lvl 8-10 that requires huge energy which could be used for healing. now if u combine that with smokescreen and ur basically zapped out of energy with the base energy u started with. tac merc might survive longer than mage, however they wont put up much offense if they plan on surviving longer rather than taking opponent out. Deadly aim, it increase a tech mage energy gun, which combined with malf deals huge damage. mostly around 40-50 per gun attack. it has less cooldown than the aux, and it costs no energy unlike artillery. malf also reduces the smokescreen and robot damage, aswell as certain skills. so a tac merc smokescreen would be reduce by malf. tac merc heal loop might have frenzy however it will be a weak heal and a waste of energy. with the ammount of str it has , and the maul requirements (btw there aren't very good mauls that dont give str and give tech dex and support only that are physical) if tac merc were to have a good field medic, max hybrid and a good reroute it would have almost no points left for artillery. unless u cut down ur artillery lvl, and cut down ur reroute lvl, ur field medic wont go passed lvl 2-3. and u want to use smokescreen right? so ill assume a lvl 3-4 is good enough. so yeah tac merc wont put out as much offense as tech mage. quote:
Goldslayer1 will defend tactical mercs to the death :) although he doesn't say they are balanced as much as he used to <3 i dont defend the class to death, im just stating facts. too many people here complain and complain but dont bother to go ingame and try making a build. quote:
TLM heal loop as good as Mage, maybe even better. People misunderstand the situation, it's tankier doesn't mean it regen less MP, it's the same. With HA TLM can last longer and wait for the cooldown read what i replied to psib EDIT: also tech mage has defense matrix which at lvl 1 can easily double the tac mercs defenses. so tech mage only really needs energy for healing, malf, and sometimes defense matrix now lets add that up, a lvl 5 field medic is 25 energy, a lvl 3 malf is 18 energy, and a lvl 1 defense matrix is 10 energy total is 53 now lets add up the tac mercs energy requirements. lvl 3 field medic? 21 energy for field medic, max artillery 32 and a lvl 4 smoke for decent smokescreen (hardly goes over 30) 19 energy = 72 energy total now if u compare that with the amount of energy they get because of tanking (which is actually less) tac merc requires more and gets less energy than heal loop tech mage. altho if u focused on only healing then yes it will survive longer than tech mage. but it wont put up more offense
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