Giras Wolfe
Member
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I now have first hand experience with the Cyber Hunter class. I have tried high strength, dex, and support builds. My conclusion? This class just doesn't have what it takes. It has wide-open defenses and minimal ways to sustain HP. Static Charge is inconvenient, hard to use, and relies heavily on strength and dexterity. The attack order is a mess. To take full advantage of static charge, you'll want to use it as often as possible. That's 2nd turn at least. But if you have a high support build (which you'd better, because there's no other way to recover HP) that delays your axillary until the third round. Planning out energy is frustrating. Neither static charge or shadow arts are effective enough to hold the class together. Adding negligible buffs to static charge isn't going to fix the class. There are many options to fix this. 1) Promote Shadow Arts as the core passive. First rename it to "camouflage armor," then restore the boost to deflection rate (for a total effect of +10% block, +10% deflect, +10% stun chance.) and remove the stat requirement. This should provide the defensive power to stand in for bloodlust, reroute, or hybrid armor and bolster all types of builds. 2) Add hybrid armor in the place of cheap shot (or even in the place of shadow arts.) The extra defense would improve the classes survivability to a more viable amount. 3) Make static charge passive. I am unsure, however, if the max % should resemble reroute or bloodlust more closely, but I would propose 25% at max. This would help immensely with support builds and allow for a far more effective turn-by-turn strategy. I can see why the devs are afraid to give this class a decent passive. Static charge in conjunction with a passive would be a formidable force indeed. But nowhere near as formidable as a hybrid armor/reroute combination that you had no qualms releasing for some reason.
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