goldslayer1
Member
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quote:
But that's not the only reason why Tech Mages are messed up. Tech Mages have one, I repeat, ONE Physical Staff, and we all know how popular it is. If they want a Physical Primary, they usually go for a Sword... which restricts HALF of their Skill Tree. No Assimilation, no Overload, no Supercharge... oh wait. Who the heck would want to use Supercharge?!? Ha, I haven't been able to do more than 20 Damage with that pathetic Skill. It drains 32 Energy, and heals you for 30% of the damage, which, in my case, is... 6. Yippe, I get back 6 HP. Once the Caster builds become useless at around level 25, Tech Mages become the "slow killers". Can Tech Mages kill their opponents in 2 Turns with "no brainer Skills" (I am, of course, referring to combos like Maul/Beserker, Bunker Buster/Artillery Strike, and, well, that's about it)? Of course not. I'm pretty sure Bounty Hunters aren't capable of such a feat either, but they have other methods of survival. Tech Mages, however, dish out their power slowly, over several Turns... that is, if they can survive for several Turns. When Field Medic's Cooldown was raised, Tech Mages lost their greatest survival strategy... and they certainly didn't gain any speed or power. tech mages have 2-3 turn builds. its called massive support, max malf, an extremly good aux (energy eggzooka) and lvl 8 deadly aim. simply go into ur game, malf and aux, if he's still alive then gun. and this works better because they are unblockable. and BH DO infact have 2 turn kills aswell. 95 hp, fill out the energy needed, have some decent dex. 38 tech max bloodlust. the rest on str max smoke and max cheapshot. u go into ur game, u smoke. and u cheapshot. cheapshot can easily do 50-70 damage (i seen 80 but u need way too much str for that) ur smoke attack will do 20-40 damage, and ur cheapshot will do 50-70 depending if it crits or not. thats 70-110 damage. and they regain hp massive amounts. so they can last 2-6 rounds. sometimes more.
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