New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (Full Version)

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kittycat -> New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/6/2014 4:10:12)

Tactical Mercenary:

Ballistic Bomb
EP Cost: 330 + 30*(SkillLevel-1)
Required Stat: 20 + 2*(SkillLevel-1) Support
Weapon Required: None
Improves with: Dexterity
Warm Up: 3 turns
Cool Down: 3 turns
Effect: Energy Attack - Has 25% Chance of a Critical Attack, 40% Rage Steal.

Base Damage:
Level 1: 300 Damage
Level 2: 330 Damage
Level 3: 360 Damage
Level n: 300 + 30*(n-1) Damage etc.

Stat: +10 damage at 20 Dexterity, +12 Damage per 5 Dexterity after


Reason: As Dexterity builds are very hard to craft with Tactical Mercenaries, this move gives them some incentive to invest in using Dexterity-powered builds, promoting build diversity. Since Tactical Mercenaries have an inherent tanking feature, this move allows them to dissipate rage if necessary. Tactical mercenaries don't have many damage-dealing mechanisms, so this move will also grant a chance of inflicting a critical hit.




Cyber Hunter:
Triple-Powered Gunshot
EP Cost: 330 + 30*(Level-1)
Required Stat: 20 + 2*(Level-1) Technology
Weapon Required: Sidearm
Improves with: Strength
Warm Up: 3 turns
Cooldown: 3 turns
Effect: 130% Total Gun Damage, Has higher chance of stun, ignoring support advantage.

Level 1: 25% Stun Chance
Level 2: 30% Stun Chance
Level 3: 35% Stun Chance
Level 4: 39% Stun Chance
Level 5: 43% Stun Chance
Level 6: 47% Stun Chance
Level 7: 51% Stun Chance
Level 8: 54% Stun Chance
Level 9: 57% Stun Chance
Level 10: 60% Stun Chance


Reason: Although this attack leads to giving an extra opportunity to stun, Cyber Hunters need more than pure damage, since that can be satisfied through Cheap Shot and through Malfunction indirectly. The damage granted here is somewhat dull, but the benefit is that the stun chance cannot be reduced by Support.




Blood Mage
Blood Discharge
Cost: 270 + (25*(SkillLevel - 1)) EP
Required Stat: 20 + 2*(SkillLevel - 1) Support
Weapon Required: None
Improves with: Technology
Warm Up: 3 turns
Cool Down: 3 turns
Effect: Physical Attack, Ignores 25% Defense, No lifesteal at all while casting this attack.

Level 1: 300 Damage
Level 2: 330 Damage
Level 3: 360 Damage
Level 4: 390 Damage etc.
Level n: 300 + (30*(Level-1))) Damage.

Improves with Technology: +10 Damage at 25 Technology, +10 Damage per 5 Tech after.

Reason: Blood Mages have Mark of Blood to compensate for their health and their inherent ability to regenerate energy is limited, so their ultimate forgoes its lifesteal ability for a slightly reduced energy cost. In addition, it is a fair exchange, since they cannot receive lifesteal for this attack.





veneeria -> RE: New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/7/2014 14:15:16)

I support each class getting unique skills, it makes balancing easier.




The berserker killer -> RE: New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/8/2014 20:09:21)

I support this idea, especially for the fact that these are evolved classes. I understand Moderators said that these classes are not meant to be stronger than their pre-decessors however that does not mean that they cant have completely new moves. Even if the moves have the same effect, just make them look cool




kittycat -> RE: New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/10/2014 3:35:38)

These ultimates are equated to be similar to the non-evolved classes' ultimates. Ballistic Bomb loses its lifesteal ability and part of its rage draining ability to pay for its critical hit chance. Triple powered gunshot loses some damage for a significantly increased chance of stunning. Blood discharge forgoes and loses the ability to gain any form of lifesteal in exchange for a reduction of energy cost by about 15%.




Onlythestrong -> RE: New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/10/2014 7:40:00)

I cannot support this because its not balance to the other class supers so I can't support this idea




suboto -> RE: New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/10/2014 8:15:11)

not supported




kittycat -> RE: New Ultimates for Tactical Mercenary, Cyber Hunter, and Blood Mage (7/10/2014 15:13:31)

Then what needs to be done in order for those skills to match the power level of the non-evolved class' ultimate skills?




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