tactical mercenary's emp grenade (Full Version)

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kaierti1 -> tactical mercenary's emp grenade (11/21/2013 4:41:15)

i think tactical mercenary's emp grenade must be 2 cooldown. because 1 is very soon. support build tct merc starting with emp poison. then i attack. after he is using aux or multi and i need heal. next healing he is again attacking me with poison grenade and only 28 energy use for it is good lowered energy gain from 33 to 28 but cooldown 1 dont have almost noone skill. it has only intimidate. and i think it will be normally change from 1 cooldown to 2 emp grenade poison. even hunter's venom strike (poison skill) is cooldown 2. and it is not right that poison emp grenade is 1 cooldown




GearzHeadz -> RE: tactical mercenary's emp grenade (11/21/2013 18:42:47)

They don't have an emp grenade, they have a stun grenade and a poison grenade.




Dual Thrusters -> RE: tactical mercenary's emp grenade (11/21/2013 18:53:12)

I think he means poison grenade




Jekyll -> RE: tactical mercenary's emp grenade (11/21/2013 19:34:41)

EMP = Atom Smasher
Grenade = Stun Grenade or Poison Grenade

Which one?




Dual Thrusters -> RE: tactical mercenary's emp grenade (11/21/2013 19:49:22)

quote:

support build tct merc starting with emp poison.

quote:

not right that poison emp grenade is 1 cooldown

quote:

28 energy use for it



Poison Grenade fits the bill for his suggestion. It's the only skill with a 1 turn cooldown for Tlm, it also is the only skill that costs 28 EP at max.

https://i.chzbgr.com/maxW500/5475976704/h86777F12/




Mother1 -> RE: tactical mercenary's emp grenade (11/21/2013 21:25:10)

@ dual

Double strike also has a one turn cooldown for TLM as well. but yeah it would be toxic grenade if anything.




kaierti1 -> RE: tactical mercenary's emp grenade (11/22/2013 1:42:53)

i'm saying about poison grenade. there are many good support build tct mercenaries and they using this skill so fast. poison >> i attack >> aux or multi >>> i healing >>> poison >>> i attack >> aux or multi >>> and i am died. this happens so soon. not right. change to 2 cooldown from 1




DarkDevil -> RE: tactical mercenary's emp grenade (11/22/2013 4:21:16)

it should be raised to 2 turns like hunters poison blades.
since they should be the same except for hunters doing 15% less reduction due to the requirement of wristblades.




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