Lord Machaar -> RE: Venom Strike weapon requirement (6/29/2015 2:02:47)
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Make poison and frenzy require a club? These are the only effective attacking skills that can still be used with sword, all rest are just garbage skills, stun grenade/field commander/atom smasher, stun grenade is never used since it was introduced, so is field commander, so as atom smasher, even if it is used with sword, you would have to sacrifice one skill on multi in order to use this skill, and even if used, it isn't effective as it requires energy to be used, energy that usually TLMs don't have when they frankly face any other class. The only viable skills now in TLMs skill tree are: Frenzy (nerfed after strenght nerf), poison (nerfed), battery back up (nothing fancy as energy given by it gets drained in the next turn) and surgical strike which is rarely used due the limited access to energy. No matter how much OPed the skills a class has, if this class has limited access to energy, all these skills will turn into useless skills, best example are mercs, they have better skills in general than TLMs, but their energy gaining skill is the worst in the game, do their skills matter now? Not so much. So first of all, I believe that all classes have atleast a direct access to energy or atleast a safe one, and then we can talk about requirements, because if we base our words about the number of skills that require the class's special weapon to be used as a criteria, then make stun grenade and field commander (double strike and atom smasher) require a club, does it even matter? even though we see here that 4 skills require a club, but does it matter? We are here talking about what skills require the class's special weapon and not how many of them. This notion is important because when we talk about an important skill requiring a class's special weapon, this skill can usually be used with all builds, e.g: atom smasher, while double strike for instance is useless using a support build or even a 5 focus. Any other skill in the game except atom smasher that requires a class's specific weapon is usually not usable with all builds, which is something we can't deny here. My point here is, in terms of builds that are being used, skills that require a class's specific weapon may or may not matter, giving an example of TMs: Strenght TMs using a sword: Plasma bolt, does it matter if it requires a staff? Nope, Overload, does it matter if it requires a staff? Nope, Super charge, does it matter if it requires a Staff? Nope. 5 Focus TMs: Yes, Nope, Yes. Dex TMs: Nope, Yes, Nope. Here we see three different TMs builds, strenght builds aren't even touched with these skills requiring a staff, while 5 focus builds do. It is a matter of which build you are using, that's why skills in question here matter not the number, because if for example assimilation is the one who requires a staff here, all builds will be touched by this requirement.
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