The Jop
Member
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Putting the majority of your points in support as a Mercenary/Tactical Mercenary and the rest into health really needs to have some setback. They have low defenses, but that just means they gain rage faster than anyone else with their extraordinarily high support stat. Doing low damage with their primary and secondary isn't a huge deal either because it gets their rage up even faster. Their rage attacks disregard 45% of defense, making high defenses not mean much compared to their own very high healths. What really gives them their power is their auxiliary that has the highest damage potential of any regular weapon and only has a 3 turn cooldown, and artillery strike, that does massive damage and can hit multiple enemies. They also almost always get battle initiative so their opponents cannot cut through their massive health bars before their opponents die. Usually this will make the other team go on the offensive if they go second as well, if the auxiliary doesn't deflect, and waste turns using field medic instead of attacking. So there's really no major setback for this build. They only really need enough energy for one attack, and if their auxiliary/artillery strike strategy doesn't work, they can normally finish their opponent off with rage attacks.
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