Master Smasher -> RE: pro's and con's of each class (4/1/2013 16:42:38)
|
quote:
Reroute and Assimilation does not mean endless energy. TMs are not a defensive class anymore since the heal loop phase in Gamma. They would require a passive armor to be a defensive class. TMs have two shield buffs to cover def and res but BHs too. But nobody would say that BHs are a defensive class. TMs are often between offensive and defensive. I think they are even more offensive than defensive. Between lvl 1 and 30 the most builds are pure offensive by just looping Plasma Bolt, Multi, and Overload. At least a defensive build does not work that well for Tech Mages anymore. A TM gets defeated in most duels before she/he can use Field Medic a second time. Their only defensive skills are beside Field Medic: Technician and Defense Matrix. Reroute is neutral because it can be uses for offensive and passive skills. TMs have way more offensive than defensive skills: Deadly Aim, Malf, Plasma Bolt, Overload, Plasma Rain, Super Charge, Bludgeon, Assimilation. And no, i wont call Super Charge a defensive skill because then you have to name Massacre and BL defensive skills too. I think that the weight on so many offensive skills is part of the Tech Mage dilemma by lacking defensive skills. Especially in 1vs1 and Jugg. for starters, I never said it was endless energy, I said it was continuous, meaning you can acheive mana in everyturn (well most likely) many tech mages right now, the majority (these types of builds are very common in lower levels) are buffing up resis and def to power up their skills, overload and plasma rain power up by dex, plasma powers up by technology, with the use of technician and defense matrix, it's able to have high defenses. This allows the class to tank (it's like a unique tank) average hp, high hitting skills, high mana supply and high defense, this class easily turns defensive. But on average, if this class was to go 5-focus, it wouldn't be affective as other classes say the cyber hunter. Heal-looping is still around, just because an extra turn was added does not mean it's totally useless. Yes I agree, artillery strike is the best multi in the game, it's powered by support allowing high chances to crit. Even though a bounty does have those 2 buffs, it does not make it as great as a mage, because a mage can use those high defense to power up their casting skills, which a bounty hunter can only use stun grenade and multi shot, while a tech mage can cast it multiple times using reroute and assimilation
|
|
|
|