Raffillia -> RE: Remove heals from all participants in a jugg match (2/9/2013 4:51:10)
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Juggernauts will have 33-40 res/def along with their +35/6 and +39 weapons of choice (Provided they are lvl 35) Even if their str has weakened, that does not stop their robots from doing 60+ in one turn. Alright, lvl 25's have a 40 less stats minimum (Coming from the level difference alone) and even weaker weapons. So even if they manage to acquire a +25 weapon with 10-12 str, chances are their def and/or their hp will be terrible. An example would be that if they have an average of 20-24 def/res, the juggernaut will just strike them with 7-9 +35/6 weapons and deal 18-24 per hit with their primary/sidearm. Let's not forget that the lvl 25's have an average of 60-90 hp so that means they'll die in 3-5 moves WITHOUT skill use. ------- If the Juggernaut has decided to use an str build with 25-30 def/res minimum with 23-28 + 35/36, a single buffed strike (Bludgeon, Cheap Shot, Double Strike, Maul, etc.) will outright demolish them without heals. ~_~_~_~_~_~_~ Long story short, no heals would actually make things worse for the ones facing the juggernauts. Not supported.
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