pro's and con's of each class (Full Version)

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Master Smasher -> pro's and con's of each class (4/1/2013 12:14:44)

what do you think are the strengths and weakness of each class, here are my opinions *NOTE: this isn't a balance/suggestion thread, it's just a discussion to gather out thoughts

Tech Mage:

Pros:
-continuous mana regain
-mana leeching
-casting skills (since mana is continous, it can be casted over and over again)
-technology debuff
-tech/def buffs
-one of the most defensive classes
-average in all types of battles
-best gun skill

Cons:
-unable to perform str builds properly
-many skills uses an abundant supply of mana
-unable to perform support builds as best as other classes
-lower health pool than some classes due to a fact that it's a mana-type class, so many users tend to put more points into mana pool
-unable to tank as effectively as most classes

Mercenary

Pros:
-excellent support class
-great str class (has 2 melee attacks that are effective, most in the game)
-hyrid armor
-fastest rage gainer
-1 of 2 classes that has the ability to cut your rage by half
-best stun skill in the game
-best multi in the game
-str increases skill
-str decreasing skill
-one of the best multi hit combo builds
-#2 best class in 2v2/juggernaut

Cons:
-unable to protect itself against def/resis debuffs
-only class unable to achieve mana back
-unable to tank properly as most classes
-worst class (IMO) in 1v1
-many of it's popular builds can be countered
-least build diversity out of all classes

Bounty Hunter:

Pros:
-dexterity decreasing skill
-dex/resis buff
-continuous health gain (bloodlust)
-skill that increases hit chance
-skill the ignores all defenses
-best lower tier skills (IMO)
-second best mana removing skill (1st goes to tech mages assimilation, due the fact that it doesn't take mana, it STEALS mana)
-one of the best defensive class
-best str class (due to the fact that blood lust+smoke screen+high str+massacre can result in big offensive numbers)
-voted as most interesting class to play
-one of the best classes to play in 1v1/juggernaut
-best class at blocking

Cons:
-class depends on it's mana often, if i is removed quickly, they tend to be weaken
-once str is removed, it weakens significantly
-skills have countering requirements, resulting in flaws when build making (when making a str build, massacre/smoke screen requires a lot of support)
-worst glass cannon class *str builds are an exception
-below average in 2v2
-high level skills require a lot of mana, resulting in a fast depletion of mana

*ANY WAYS, THESE ARE MY OPINIONS, I will do the other 3 classes later, please give constructive criticism or any other suggestions in mind, please keep calm and follow the rules, flaming/acting more intellectual is not tolerated




sleddyboy3 -> RE: pro's and con's of each class (4/1/2013 12:32:11)

Mage has a stun skill..overload.




Master Smasher -> RE: pro's and con's of each class (4/1/2013 12:42:20)

^
right, forgot about overload lol




EpicIsEpic -> RE: pro's and con's of each class (4/1/2013 15:05:35)

Tech mage: pros: -one of the most defensive classes
And cones: -unable to tank as effectively as most classes
The one to the pros shuld be remooved in my opinion.
Edit: Mercenary
-best multi in the game... As far as i know all the multis are the same.
But great work!




Thylek Shran -> RE: pro's and con's of each class (4/1/2013 15:20:21)

quote:


-casting skills (since mana is continous, it can be casted over and over again)
-one of the most defensive classes

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.


quote:

-unable to tank as effectively as most classes

A defensive class can tank well.


quote:


Edit: Mercenary
-best multi in the game... As far as i know all the multis are the same.
But great work!

Its the best multi because it is on support which gives a high chance
for critical hits especially for multis which have two separate hits.
With support at 120+ it does mean in most situations that at least 1 hit of
the multi will be a critical one. And that at high base skill damage (70+).




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




Exploding Penguin -> RE: pro's and con's of each class (4/1/2013 18:16:58)

I disagree with TM being a defensive class. While its defensive buffs are strong, it does not make the class itself defensive. TM is also not average in all types of battle as it is literally impossible to win with in jugg. There are also some good TM strength builds, so I wouldn't say it can't use strength builds. And TM can also make strong support builds, so I disagree with your statement on how they can't make successful support builds. Mercenary also doesn't make strong strength builds because they're skrewed by shadow arts and ninja reflexes, and a zerker block guarantees your loss. It's also arguable that artillery strike is the best multi in the game, as level 5 multi shot or caster dex mages can be successful. Also, mercs have at least 3x (if not more) more build diversity than BHs and BMs. BH is also nowhere near dependent on strength.

A couple of people including myself recently posted something similar here: http://forums2.battleon.com/f/tm.asp?m=21157915




kittycat -> RE: pro's and con's of each class (4/1/2013 21:15:23)

TM itself is more regarded as an offensive skill class, since malfunction and technician together can greatly boost Plasma Bolt and Supercharge. Also, Assimilation can make Bludgeon a free attack.
It has tactical properties, but it cannot be tactical as TLM.




Thylek Shran -> RE: pro's and con's of each class (4/1/2013 21:50:36)

quote:

TM is also not average in all types of battle as it is literally impossible to win with in jugg.

*cough* Check my profile for Jugg wins. 211 wins and 136 losses (64% wins). I never changed classes.
But I can agree that TMs are not very good as Juggs.




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