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Drenivian

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About Drenivian

  • Birthday 04/10/1984

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  1. Yeah, the biggest upside to Mercs is the Range. In Theory, as you increase in levels and get the pet upgrades the Medic should be able to heal/status prot your minions some and the Spec Ops should be able to throw out some status effects. This is all In Theory sadly because the Spec Ops status effects have long cooldown times and the Medic's heal is pretty wimpy. Unslotted the heal maybe does 150 hp to one of your guys on a 20 second cooldown, which is really nothing since the only Resistances the Mercs have is their paltry 25% res to S/L. The status protection power has a decent duration (45 seconds) but it only hits 1 guy. The medic does use it fairly often so you usually have 1-2 minions unaffected by status. The Medic starts with the Heal and gets the Status Prot with the 2nd upgrade. While the Spec Ops Hold and Stun are ok the time/cost is atrocious. Its a Mag 2 Stun for 9 seconds (Un-slotted) at lvl 50 on a 2 minute cooldown. The Hold is a Mag 3 for 9 seconds (Un-slotted) on a 3 minute cooldown. So everything is In Theory. Ops do have a Web Grenade for an Immobilize but half the time i miss them using it. Its a Mag 3 for 30(ish) seconds with a 30 second recharge. I never notice it since most fights are over in less than 30 seconds. They start with the Web Grenade, get the Stun with the 1st upgrade, and get the Hold on the 2nd upgrade. This is not adding the fact that all they do is Lethal Damage, with the exception of the Commando with his LRM Launcher and Flamethrower
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