Blood Mage Ability Set Up (Full Version)

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Nisene Blackrose -> Blood Mage Ability Set Up (3/17/2013 15:54:46)

Hello Forum friends, I just wanted to post an issue with the current BM abilities versus the current equivelence of other classes in Omega. I just wanted to inform all people including developers that BM abilities are not up to par with other classes. The strongest set up is either focus 5 or strength, and with the previous decrease in deadly aim, bludgeon is all that is left, since fireball is not up to par with plasma bolt. If a blood mage were to go all strength that would take away from resist and defense and a bludgeon would not be likely to land on most other classes. This would be the only way to make a fireball useful and with the current focus set up's deadly aim gets deflected so much. On the other hand BM's do get some tech mage abilities but unless you allow a lot of energy it is pointless, and more so every class can sap your energy now. Reflex boost is nifty for a blood mage, but again buffs can make you or break you, and don't usually work as well against a smoke. I've tried to set up high dex and use plasma rain and max deadly aim. This has so far proven to be the most useful due to the overwhelming amounts of Bounty Hunters at the time. The issue with focus 5 robot damage for BM on comparisson to BH's is the lack of smoke will make the bot do far less damage, unless you are using an infernal bot, and not everyone does. At this time the strength debuff is not very effective, considering most of the classes in Omega are set up to use focus 5 and will most likely hit you with an aux or robot. My idea to boost the Blood Mage would be to change the fireball to improve on dexterity, which is the counter part to the tech mages plasma bolt which improves from technology. This way a BM can still have defense and have a way to deal some unblockable damage. Also supercharge for a blood mage is a pointless move, considering the life steal effect does not stack with blood lust, this move should be replaced with something else. Bludgeon as a main offense is not reliable, but would be much more beneficial if fireball went with dex, this way bludgeon which could still go off strength could have a more successful chance of landing on the target. For a mage class BM's are far to melee. I have seen the current rate of win for BM's and I have also made note that my current win rate is somewhere around 2 wins for every 5 battles, which isn't good, this is based on just about every variation of build, however I do not own an infernal bot. Just a basic idea on how to balance the blood mage.




Ranloth -> RE: Blood Mage Ability Set Up (3/17/2013 16:06:20)

With my Focus 5, I find Energy Shield and Reflex Boost quite useful when trained to a decent level. With my Juggernaut build, Overload and Multi are very good skills to have and probably helpful in 2v2 (haven't tried yet). If Reflex works poorly against the Smoke then it's not trained well enough since mine usually negates most of Smoke, unless Smoke goes over -40 then I lose some Defence.
Firebally, huh? Most players switched to tanks hence why it's not used as much. Perhaps available cores make it not as useful as before, since Meteor cores work off Strength and don't cost Energy, so they can invest in other skills instead. But having Fireball work with Dexterity is a no; Overload + Multi + Fireball? 3 unblockables, 2 different types, just asks for abuse even at cost of having to train more Energy + Fireball doesn't have to be maxed to be efficient.

Also, it's not very helpful to max out DA most of the time. It's one of them skills that's useful at any level, so wasting more skill points isn't needed if you don't have to. Tech builds also exist for BMs, just ask few other players around on Forum who can make a decent use out of Plasma Cannon, and not necessarily maxed.

If you have issues with BM then it'd be your build. My Juggernaut build reaches 75% ratio which means I lose 1 in every 4 fights, my typical Focus 5 (I have high defence and high HP set-up, depends on items I wanna use) reaches around 70-80% ratio on its own as well. No, I don't use IA nor Gamma Bot but rather the Yeti and different variation of cores. BMs aren't anywhere near close to being weak, rather the opposite. They are balanced class. The only person who will disagree will be Hun. Everyone see BMs as balanced, including the Devs hence why BL was slightly buffed just so they get a lil' bit closer, otherwise they are fine. If there's an issue then it could be your build, especially when you win 2/5 fights which is mere 40% ratio. That indicates the problem is with your build.




Demon Emperor -> RE: Blood Mage Ability Set Up (3/17/2013 16:14:54)

Changing fireball to scale with dex is an interesting idea. However, if that happened then overload should be changed to scale with str. Overload should be changed to str and not plasma rain because Dages broomsticks already provide a multi attack scaling with str.

As for super charge, JUSTICE IS MINE and others in the Blood Mage theory thread (including me) came up with an idea:
Deadly Instinct:
Deals low base damage that is opposite your primary weapon dmg. Applys a "blood boiling" poison to your opponent.
3 turn warmup
Requires a staff
Requires dex, Improves with Tech
-Both the base damage and the poison scale with lvl.
Animation: Skulls coming out of the ground, attacking your opponent, and applying the poison.





Nisene Blackrose -> RE: Blood Mage Ability Set Up (3/17/2013 16:27:36)

Usually I'd say if they replace something like Supercharge, it would be with another move that has a base minimum damage of whatever the current base minimum is for moves like that. Supercharge is one of them strong hitting moves regardless of defenses, it can still do more than the lowest possible hit. If they changed it, I think they should just make a blood mage type and a tech mage type. Not sure what the benefit could be for BM, maybe an energy return effect instead of life, since it gives no additional life due to blood lust? That would not be an OP'd effect considering the warm up of the normal supercharge, it would basically be like a 1 time shot like reroute, but activated like static charge.




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