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Where are the Energy Builds?

 
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12/28/2013 17:52:01   
Darkforce832
Member

This info is based on being level 33, and doing only 2V2.

Very rarely do I see players with over 650 energy anymore, btw I am one of them. I have a few theories as to why.

Energy Drains/Gains Skills: If anyone knows how to play ED, you know you're going to need a skill of any kind that drains the enemies energy, while giving the user of the skill energy in return. With many players at my level having maxed or near maxing the basic skill tree energy drainer skills they have, it results in the player not needing to have there own energy pool to use, because they simply take from opponent.

Armor Cores: In most cases works as Energy Drains, making the player not even want to raise there personal energy pool.

Skills Cost: One thing I notice is some skills are to energy costly and some are so low that you don't even need to boost you're energy pool in the first place. Which most will go for the low energy cost yet effective skills. (Most Passives to actives skills fall in this)

The Multi's: Cost way to much to deal 85% damage split ATM, most players don't have this skill maxed anymore. (The Skill Tree, Multi's.)

Passives to Actives: Most of the new Actives let the player use a skill at little to no cost. Not only making most players still have similar builds (especially Bounty Hunter's) , but again give a reason not to raise there energy pool.

Those are my theories as to why rarely players have over 650 energy pool anymore. The combination of Energy Drains/Gains Skills and cost of certain skills is what I feel is why this is the current build formula every uses.
Post #: 1
12/28/2013 19:13:52   
xxxromanxxx4
Member
 

I have a TLM that is level 33 and i have 950 energy on it. The build is designed for jug but it works for 2v2 and the idea is that an avarage energy drain is 350 and that 2 opponants = 2 energy drains.

If you battery after the second energy drain then you can use max surgical that will deal 600 dmge and hopefuly wipe someone out.
Post #: 2
12/28/2013 19:30:26   
Darkforce832
Member

I only play 2V2 atm, with 641 energy. I rarely see people over that.

Intresting build btw.
Post #: 3
12/28/2013 21:18:07   
Stabilis
Member

Usually when people consider energy, they add just enough to use all of the skills that they plan to use. For instance, if I had 3 skills and they cost 180, 250, and 300 energy respectively... I am only going to allocate 730 points of energy. If I plan to use a skill more than once, I will allocate its weight in energy multiple times. Otherwise it is just excessive, because energy is only used to permit the use of skills.
AQ Epic  Post #: 4
12/28/2013 21:23:46   
GearzHeadz
Member

I have 724 energy, but will increase it to 750 when I can. I would tell you my build, but it is somewhat original for a BH, and I don't want it being copied.

< Message edited by GearzHeadz -- 12/28/2013 21:24:19 >
DF AQW Epic  Post #: 5
12/28/2013 23:05:29   
Mother1
Member

Most people use exact energy because of how constricted the staff made energy since the beginning of omega. It got even worse when they made energy drains and energy gains a must have because they changed passives skills to actives. Most of them cost energy to use.

Though I did see one energy build that had 1680 energy which works well against some builds.
Epic  Post #: 6
12/28/2013 23:41:46   
santonik
Member

Mother1
quote:

Though I did see one energy build that had 1680 energy which works well against some builds.

It is probably my build. Build soul is pyrofly, That special tell tactic how to to play against opponents.
160+energy(1600+ energy) energy build works before update. some how. many player remember my energy build. (over 160+/1600+ energy)
After this update. 160+ energy(1600+ energy) This is not works anymore. It is many reasons. Biggest is now. They nerf tech now. Second biggest is stregth build can be tank and hit every turn heavy damage.

quote:

Most people use exact energy because of how constricted the staff made energy since the beginning of omega. It got even worse when they made energy drains and energy gains a must have because they changed passives skills to actives. Most of them cost energy to use.
I agree this.


Now energy moves is too powerfull.

quote:

MERCENARY
--- Static Smash ( club) This is effective, although this input stats at all.


TACTICAL MERCENARY
--- Atom Smasher ( club) This is effective, although this input stats at all.
--- Battery Backup (all primarys ) This is effective, although this input stats at all.


TECHMAGE
---- Battery Backup (all primary ) This is effective, although this input stats at all.
---- Assimilation ( staff ) This is effective, although this input stats at all.


CYBER HUNTER
--- Static Charge (all primarys ) This is effective, although this input stats at all.


BOYNTYHUNTER
--- Static Grenade (all primarys ) This is effective, although this input stats at all.


BLOODMAGE
--- Energy parasite (all primarys) before update This is effective, although this input stats at all. Now it is broken or bug?






quote:

BALANCE

All Health, Energy, Damage, Defense, and Resistance values have been multiplied by 10
This gives us much greater flexibility in future balance updates
Every stat point will now give noticeable improvements to your character
Removed damage ranges from all skills that used them (examples: Bunker Buster, Supercharge)
Static Grenade
Steals 30% of the energy drained, down from 50%
Energy drain now scales off Support instead of Technology
Plasma Bolt
Energy cost increased to 150 from 130
Stat scaling lowered to 2.5 damage every 1 Tech, down from 2.85
Berserker
Energy cost lowered to 240 from 270
Adrenaline
Rage gain increased by 10% at all levels



Epic  Post #: 7
12/29/2013 6:21:24   
Remorse
Member

Their is too main problems wrecking variety in terms of investing into energy,

The first is energy is far to expensive to invest in, having only 1.2 energy per stat is a joke, having it the same level as HP is also silly when you consider how much constraint energy has now.

The second is free costing high energy drains, all drains should have a cost to make draining energy a strategic decision to counter builds that heavily rely on energy, NOT to do willy nilly because it's free and what the heck lets also max out the skill because it's free and it gives me back energy...

The single point when draining became a method of gaining energy was probably the exact same point energy points died.
What needs to happen is to give these skills a cost so that people will be discouraged from using it willy nilly and use it more as a counter, with a higher opportunity cost.

< Message edited by Remorse -- 12/29/2013 6:24:40 >
Epic  Post #: 8
12/29/2013 13:19:24   
Mother1
Member

@ Remorse

Or to return our energy to 2 points per stat like it was in every other phase of epic duel. I mean seriously energy cost for moves have barely decreased yet they not only decided to just our energy gain by 37.5% but put too much stress on energy itself.

Epic  Post #: 9
12/29/2013 13:28:52   
DarkDevil
Member

i would disagree as increasing the energy points doesn't increase energy importance as it only makes ppl invest even less.

increasing energy importance is by increasing energy costs so ppl might consider puting more.
AQ Epic  Post #: 10
12/29/2013 13:32:52   
Ranloth
Banned


Investing in Energy isn't needed, which is the problem. You should be able to create build without the need to invest into a specific stat, but not 100% of the time - not all builds.

I've covered the same issue, in detail, in this thread: http://forums2.battleon.com/f/tm.asp?m=21537245
Feel free to bump it - it's been exactly 2 weeks, so it can still be bumped without any rules being broken. Up to you.
AQ Epic  Post #: 11
12/29/2013 13:42:22   
Mother1
Member

@ Trans

actually two weeks went pass already since the last post was on the 12 and today is the 29. That means 17 days has pasted since the last post.
Epic  Post #: 12
12/29/2013 13:57:27   
Ranloth
Banned


Uh... My bad. Need to pay attention to the dates more - too much time off and I lose track of it. <_< Well, it can be referenced then, if anything, in this thread.
AQ Epic  Post #: 13
12/29/2013 23:20:44   
Remorse
Member

I agree with you however trans,

Base energy needs to be dramatically reduced and the energy per stat increased to 2 agian.

Why they made energy 1 per stat point then 1.2 and increase the base I have no idea, especially considering they only had flawed reasoning for making HP like that but not energy.

This is a clear example of them breaking something that wasn't broken.
Epic  Post #: 14
12/29/2013 23:28:14   
Mother1
Member

@ remorse

While I can agree with you, there would be one difference if they did this. health would still be at 1.25 and if they undid everything other than the health change that would result in more low HP builds due to having to invest heavy in energy while getting so little out of health.

This in turn will give an indirect buff to high damage builds since health will be so low due to this.
Epic  Post #: 15
12/29/2013 23:59:05   
Remorse
Member

^ HP will still they same,

The only thing that will happen is people will need to invest into energy to get a decent amount to use fitting the builds.
Epic  Post #: 16
12/30/2013 0:16:10   
Mother1
Member

@ remorse

Which also means that in order to get the energy you would need you would need to cut out other areas you normally didn't have to which in turn can make or break certain builds. While I do agree the amount of energy we get per stat needs to go up, my worry is that as I said before certain builds that are functioning normally that are balanced will get hit hard with this change especially since other builds that aren't so dependent on a lot of energy would get an indirect buff from this.
Epic  Post #: 17
12/30/2013 0:21:52   
Remorse
Member

^ At the same time drains are so strong and important that say if a STR build did not invest in energy at all they would not be able to use a single skill unless they start.


STR builds do need energy for their attack improving skills so they will still need to equally invest in energy.
Epic  Post #: 18
12/30/2013 13:01:39   
santonik
Member

I would see the interest in this matter . energy would be better to invest. And this would not force the build of the . So, in effect , this would increase the power of energy attacks for a fee. All the build have more energy.

Now there is a really strong energy intake and destruction skills. this will cause difficulties today . heal the endless loop is one of the trouble. here at the same time would be good to reduce the energy of all these attacks. if these were somehow equal weight, then this would bring more variety to the game .

 I noticed today on this issue . Requirements in the range of real hard for these 1500 + energy builds . This complicates a little freedom to choose their attacks.

I also do not see evil if 10lvl attacks would also be a little more efficient.

Need to remember also that if one has invested in all the tech and dex . These will be able to bombard the other 1lvl skills which is really cheap to use effective as well. I do not see this as a bad thing , but good. this would be one more build . These have not been seen in a long time.

I used the now purely translators so do not be surprised words or the wrong things.
Epic  Post #: 19
12/30/2013 13:08:59   
ValkyrieKnight
Member

People add points to energy? Since when? Every now and then I'll see someone with 700 energy but never more than 750.
AQW Epic  Post #: 20
12/30/2013 13:27:34   
santonik
Member

maybe it's time to undermine these (movements which destroy or increase energy)

AND

Primary efficacy of weapon. This alone is really hard. perhaps this may be partly to tell you something. Should this take a closer look?
Epic  Post #: 21
12/30/2013 13:41:12   
GearzHeadz
Member

I have 761 energy... Only because the one lower is 749 though. Real frustrating numbers.
DF AQW Epic  Post #: 22
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