Class Must-Have's (Full Version)

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theholyfighter -> Class Must-Have's (8/11/2014 7:38:31)

On the aspect of variety, it's preferred that all classes have some unique abilities and stuff, for example, energy control, tank, output, support, poison, health gain......

However, each class used to share similar skills when there were three classes.

Field Medic
Debuffs: Malf, Smoke, Intimidate
Buffs: Technician, Reflex Boost, Field Commander
Shields: Defense Matrix, Energy Shield, Hybrid armor
Stuns: Overload, Stun Grenade, Maul
Multi: Plasma Rain, Multi Shot, Artillery Strike

As for now, here's a list of what classes lack :

TM: Poison
BH: Pure damage
Merc: Poison
BM: Poison
CH: Buff / Pure damage
TLM: Debuff

Unique features:

TM: Great energy control
BH: Decent energy & health maintain
Merc: Massive damage
BM: Decent energy & health maintain
CH: 2 shields
TLM: 2 shields & nice energy renew

Personally, there are three skills that are "musts" for each class (besides Field Medic):
A debuff, a stat buff, and a shield.

I'd like to know your thoughts on how important each skill is to their class, preferably why.





Mother1 -> RE: Class Must-Have's (8/11/2014 9:21:22)

You forgot one thing. Energy drainers and gainers have become must haves since the passive to active change.

cause before they did this builds could function without them, but now you are at a disadvantage without them due to the game being ruled by mana.




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