RE: Healing debuff (Full Version)

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TurkishIncubus -> RE: Healing debuff (10/16/2011 4:51:47)

Ok here is my opinion , Before the nerf TLM was better heallooper than TM because heal was 4 turn.
The reasons why TLM was better heallooper:

  • Heal was 4 turn so to stay 4 turn you need high def/res and hybrid was doing that perfect
  • Artilary is taking too much energy ,to cover that they were using 1 lvl field medic and no debuff
  • Super high support aux was covering the lack of Malf-Deadly Aim combo and also gives super Heal with 1 lvl FM


but now TLM cant do healloop:

  • Heal is now 3 turn , which means hybrid is giving disadvantage to fill energy to heal in every 3 turn
  • You need to use 6-7 heal to do healloop so TLM cant use artilary anymore
  • TLM also cant use debuff because smoke increase with tech not support that means they will not have a strong aux that covers Malf-Deadly Aim

and TM is better Heallooper now:

  • Heal was 4 turn and TMs cant stay 4 turn without heal , but now its 3 turn which allow them to stay much longer
  • Their low def/res gives the ability to reroute +30 energy in 3 turns for heal
  • Malf increase with support that means 1 lvl malf can decrease same amount of res , but you need to use 7 lvl smoke to get the same amount of def decrease
  • Deadly aim doesnt require energy so they dont need any other skill to do good dmg (artilary)
  • 1lvl malf and 90-100 supp aux can do same dmg as TLMs aux with +150 supp
  • TM also can use 1-2 lvl Defense matrix that gives +25-30 def

    Thats it i think it shows this update is a Mage buff and a TLM nerf




BlueKatz -> RE: Healing debuff (10/16/2011 5:18:33)

Uh nerfing TLM is the point of this update isn't it. Why wast time comparing which is nerfed and which is buffed?

The point of TLM is good Heal looper that they Have very high Def (with HA) and enough Dex to cast Technical to Def, perfect control. That's good already. Mage can cast DM and cover only 1 of their side, who spam 1 Attack Tye anyways, they can hit like 2 out of 3 hits without touching DM and save Same type attack for latter, while TLM is perm. Compare 45 Def to 32 def

The devastating thing about TLM Heal loop that they can force enemy to defend because of their high damage output and some time negative Enemy's loop with Atom (plus high STR) - something Mage can't ever do.

It doesn't matter if the Heal is 3 Turns or 4 turns Mage or TLM get better, it depend on enemy damage and your damage. If Mage can heal loop so good but can't counter then it would be useless anyways. During the delay time TLM can cast Technical which is so good to cover their weakpoint or Frenzy, which is not a bad Loop or just simple do good damage. The good thing about TLM that they have no delay point, you can just do well at anytime. While Mage, you can easily spot their weak time and hit that they can die so easily. It's a bad thing for a loop. That's why I say the turn doesn't matter, Mage is always predicable

I just talking about Heal Loop, not Sup build or whatever. I mean really it's all just base around Mage's Maf as the reason. I mean now if we talk about CH then what da gonna say about Sup CH? TLM has a lot more stable Heal Loop than Mage, but the build is just long, a specific build, meanwhile heal Loop is something about Mage already




Lord Barrius -> RE: Healing debuff (10/16/2011 13:32:16)

Please keep balance discussions in the Balance Discussions thread.




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