WikiMeister
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I'm not sure of what you guys think of the once-effective Strength-Support Tech Mages, but Santonik has a point. Since I was one of such build users, I can assure anyone who uses it now is going to fall behind due to the heavy skill nerfs which Malfunction has undergone as well as the increased focus overall in setting up a balanced defence with Dexterity and Technology stats. With the following review of skills, I may note that I shall mention some 'special' items, such as robots and seasonal weaponry that is often seen to counter such effects. At level 60 Support, your Malfunction would only decrease an adversary's technology by around 32-34 points, which can be countered to uselessness by a simple level 1 Technician with a standard Technology/Dexterity Tech Mage, or 'cleansed' by an assault bot. Not to mention Malfunction is in itself a very costly skill in terms of energy expenditure AND potential to be blocked. Personally, I believe Malfunction's potency progression should be increased by at least 10 points, so at level 60 it should decrease technology level by around 42-44 to make it truly worth the price paid to utilise the debuff effect. Concerning the bludgeon, it has always served as the mainstay for a Mage to deal physical damage to pierce the defences of a high Technology build player, and nerfing it now will cripple any Mage's ability to fight effectively, as a Tech Mage is inclined to use energy-based spells (90% of the time) and thus an energy weapon to facilitate it. Besides, the bludgeon is a trade-off, high offence ability that can be completely negated and nullified with a block, and highly rewarding upon making successful contact. Technician has always been the 'utility' skill in the Tech Mage's repertoire, and it whilst it has often been accused of being 'OP' due to its low energy price and high boosts, a Tech Mage compromises significant skill points which can potentially be devoted to offensive skills such as Plasma Bolt (though Technician boosts the damage dealt by said skill and Super Charge). Externally, by assigning points to Technician, a Tech Mage's energy-based skill offence and defence alike will be increased considerably... but what isn't taken into account is the turn taken to cast the spell in addition to the energy price at higher Technician levels can ultimately slow down the Tech Mage. "Why?" do you ask? Because a Tech Mage cannot tank all day without compromising something. The consequence of such a boost is that fewer stat points have been assigned to the vital energy regeneration skills such as Assimilation or Battery Backup - without ignoring the offensive skills which the Mage relies on to deal damage. Hence, the low cost, high-reward principle of Technician should remain as it is to be used as an auxiliary skill - augmenting defence/offence where needed to eliminate debuffs and or increase damage output. Super Charge has always been an anomaly within the Tech Mage repertoire. Boasting high damage, life-steal and partial resistance bypassing, its effectiveness is limited by one's Technology level and level of mastery assigned to the skill. It remains at it is since it does not pose a GREAT threat to anyone, and is known as an excellent finisher or nuke to bring another to their knees. Nothing what a good Field Medic can do in this case. Defense Matrix is an excellent skill, I've no comment upon it besides the high energy costs as the skill progresses and the support requirement to increase its potency - since as I mentioned, Support builds seem to be dying out. Upon that note, Fire Scythe, prior to the update was a brilliant finisher for Strength-Support Tech Mages, as it can be coupled in conjunction to a Rage to deal a powerful, unblockable, defence-piercing wave of damage. Whilst I'd liken it to something of a substitute Bunker Buster for Tech Mages, it seems only effective with Strength-Support Tech Mages as it requires Strength to increase in power and Support to unlock higher skill mastery. I've nothing to say with Overload and Plasma Rain, the ubiquitous mainstay skills of any Dexterity-Pure Tech Mage. Overload may *seem* OP, but it relies on considerable luck. Don't get me wrong, some people seem just too luck and stun you upon every encounter - but when it fails, a counter-attack is always gratifying: starting with the frail energy capacity of the Dexterity Mage. Plasma Bolt, is good as it is. If I see another nerf to its average damage, I'm afraid to say that Plasma Bolt wouldn't even be worth using anymore. The unblockable and consistent damage renders it an essential skill in the build of any caster. Well, that's my analysis of the current Tech Mage skill tree, with my only concern being to the state of Malfunction and growing prevalence in 'balance/focus'Tech Mages since casting has lost its charm due to the increased potency of defensive stats and price to cast such attacks, and the nerfed damage output of the glass-cannon Strength-Support mages.
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