tact mercs have a move called toxic grenade. they made a new update to where when you heal it gets rid of any poison. toxic grenade has a 1 turn cool down so they could use it again basically since you start off with 61 energy. And then you cant get rid of it untill it wears off or untill you can heal which is like a 4 or 5 turn cooldown. I honestly think they should make a higher cool down for toxic grenade, maybe put a 3 or 4 turn cool down.
as someone ho use it..even if it have 1 turn cooldown...people don't ussualy heal right after it..and when they does you ussualy don't have energy to use it..and if it increase the cooldown like you sugggest what about the botanical hazard which can also inflict poison but without energy?
Not supported. I love healing after the 1st toxic grenade and then they use it again but they wasted ALL their energy on doing 40 damage. Then you can just beat them by heal looping (I am a mage) so i use assimilation. 1 emp after the 1st toxic grenade works as well. There are just too many counters to it...
caser5 -> RE: Toxic Grenade (5/23/2013 17:01:14)
No, it would make a weak skill even weaker... it already takes too much energy for the damage and the new robot basically makes the skill look shameful, I mean really? A hit that hits a guaranteed amount of damage that rivals a skill that uses a lot of energy? Besides most who use it aren't going to waste all their mana using toxic grenade again...