xGreen Warriorx
Member
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Cyber Hunters: I agree with the buff to plasma grenade. The buff to static charge also looks good. I saw Giras's suggestion in the other thread as well and liked it. As for Energy Conductor... it's just a buffed version of shadow arts, but with deflecting. While deflects aren't nearly as devastating as blocks, it's still just a massive luck skill on one thing. Here's my suggestion, which is a mass-up of my ideas and ones I got from you and Giras: Conducting Arts: Increases your deflect chance, chance to not be deflected, and grenade stun chance. Lvl 1: +1% deflect chance , +1% plasma grenade stun chance 2: +1% deflect , +1% chance to be not deflected , +1% grenade stun 3: +1% deflect , +1% not deflected , +2% grenade stun 4: +2% deflect , +1% not deflected , +2% grenade stun 5: +2% deflect , +2% not deflected , +2% grenade stun 6: +2% deflect , +2% not deflected , +3% grenade stun 7: +3% deflect , +2% not deflected , +3% grenade stun 8: +3% deflect , +3% not deflected , +3% grenade stun 9: +3% deflect , +3% not deflected , +4% grenade stun 10: +4% deflect , +3% not deflected , +4% grenade stun For bounty hunters: Shadow Arts Increases your block chance, chance to not be blocked, and grenade stun chance. Lvl 1: +1% block chance 2: +1% block , +1% chance to be not deflected 3: +1% block , +1% not blocked , +1% grenade stun chance 4: +2% block , +1% not blocked , +1% grenade stun 5: +2% block , +2% not blocked , +1% grenade stun 6: +2% block , +2% not blocked , +2% grenade stun 7: +3% block , +2% not blocked , +2% grenade stun 8: +3% block , +3% not blocked , +2% grenade stun 9: +3% block , +3% not blocked , +3% grenade stun 10: +4% block , +3% not blocked , +3% grenade stun The reason Conducting Arts has +1% more grenade stun chance is because, as Rayniedays said, cybers don't have a skill to buff their tech to get better plasma grenade dmg. Blood Mages: Plasma cannon buff is a good idea, I have never seen a really good BM tech build. I honestly think BM is pretty balanced, I wouldn't nerf them much. (Maybe a nerf to bludgeon?) Tactical Mercs: Reroute doesn't need a buff, on either TM or TLM. With surg builds, reroute already supplies enough energy regain to make stopping surg virtually impossible, unless you finish the battle quickly, especially if the TLM has generator. Same with artillery strike. Eventually the TLM will get enough energy to use it devastatingly, this process doesn't need to be made faster. I think stun grenade should stay. TLMs used to have maul and it was replaced because it was too powerful. (I was a TLM at the time of that nerf.) Taken from my Build Creativity thread: Tactical Mercenary: New skill (in place of Field Commander) - Damage Demolisher -Decreases the supp of your opponent and the damage of their most damaging skill. -Improves with str, requires dex. -Can be used with a club and a sword. What this will do is give TLMs a good reason to have str and dex, which currently are useless by themselves.
< Message edited by xGreen Warriorx -- 3/11/2013 20:19:37 >
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