Silver Sky Magician
Member
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EMP breaks the chain of attack and has a two-turn cooldown, so it can only be used on the 4th turn, not the third. Two EMPs and one smokescreen with take up the maximum energy a bounty hunter will add. One assimilation is enough to possibly destroy the smokescreen and definitely the second EMP. And every class maxes out their passive skills or at least adds a substantial amount to it, not just mages. Have you ever seen a bounty hunter without high-level bloodlust or a merc without maxed hybrid armour at level 32? Assimilation can be used in a continuous chain of attack, malf-gun-assimilation-auxillary (these attacks can be rearranged). In a typical battle assimilation can be used twice. For it to be unblockable is for no mage attack to be blockable, and for it to steal so much energy and even health is way overpowered. It would essentially bring heal loop to a whole new level. Many mages have found assimilation useful, including FrostLich: quote:
I just challenged Digital X and won because of my assimilation despite his higher defenses. If a bounty hunter EMPs once or twice, he is wasting one or two turns of attack, during which the opponent can inflict much damage as most bounty hunters have only moderate defense. However mages sacrifice nothing when they use assimilation, as it is part of their offense. This is the key difference between assimilation and the other two skills. The mage offensive is also pretty strong in terms of their weapons, although they may be inferior to mercs in terms of offensive skills, but that is because unlike mercs, mages have malfunction. A level 1 overload can also be a game changer.
< Message edited by Silver Sky Magician -- 2/8/2011 7:11:48 >
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