.Lord Ginger. -> Tech Mage on the Map as well as some other things (6/22/2019 20:54:50)
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Tech Mage has two main problems, or things that keep it not able to be competitive. Assimilation: Assimilation drain is weak, and the energy drained isn’t enough to compensate. Assimilation needs to drain more, having 186 at 85 strength is not enough drain, and it recovers half of it. With the higher drain, assimilation also needs to receive more, 100% is probably necessary, seeing how down in the dumps tech mage has been. At 45 strength, tech mage should be able to drain about 175 and receive all 175, and at higher strength, like 85, perhaps 225. As a tech mage, there are two immediate issues in this meta. Tech Mage doesn’t have any passive armors or blood lust, which means that it doesn’t have the extra sustainability that other classes do, this is why it has reroute, however, other classes (unlike in other phases) can now drain energy, and they can do it the whole battle. Tech mage, Tactical Merc, and CH were the only ones that could get back energy. Unlike earlier, CH has a nasty Static Charge, Tactical has a very reliable atom smash, and BH, Merc, and BM can steal energy from a tech mage and get back their own. With the other class changes, having reroute and a weak assimilation does not work, because other classes can take the energy that TM gets with reroute, and TM can barely take it back. Reroute, should also get a buff, at least for TM to at least 40% so it can sustain more energy to do powerful moves. A reason why strength tech mage used to thrive was because of assimilation, and that got nerfed. The second reason why strength TM was revived after some balance changes was the powerful malfunction making up for the lost assimilation (and battery backup). Since malfunction is back to being a bit weaker, and there is no battery backup, tech mage is stuck without a way to keep energy and do damage. Plasma bolt should also maybe have the damage increased on top of this defense ignore. If we are to have strength builds, bolt needs to be better. Supercharge can stay where it is. For dex tech mage builds, obviously changing malfunction didn’t help for dex builds unfortunately. But what I found out was that the dexterity skills scale way worse than the technology skills, which is pretty funny actually. Maybe that’s because tech skills are with focus and dex skills normally aren’t? Either way, these dexterity skills should be buffed. I also think that plasma rain should move back to being dexterity, since having a support skill as a tech mage isn’t really useful. Even in earlier omega when support tech mage was a popular build, a sword was used and no plasma rain was needed (and it was dex back then) And frankly, maybe malfunction is better as a support skill so we can have support, strength tech mages if that ever happens again. A quick kill build with an alright win percentage. Manipulating energy draining skills is not a bad idea and should be looked into more often. Without good energy draining moves, classes are being pumped up over a few skills, which is frustrating. Tactical Poison, Bounty Smoke, Blood Mage plasma Cannon (even though BM isn't good right now) Mercenary is well rounded because of a solid Static Smash; Cyber Hunter is as well because of a solid Static Charge, and on top of the plasma armor right now. Cyber Hunter used to have an extremely nice tech build until the EMP drain was taken, which says another thing about energy moves crippling classes. The reason why static grenade didn’t cripple BH was because of the insane smoke screen, which throws off balance to the other classes, like tech mage, who don’t have the means to deal with smoke + Azrael aux + blood hawk shenanigans. Balancing the energy moves is the way to help balance between classes, honestly.
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