Sounds good in theory. In reality, mechs have dps escorts, and those dps are supported by healers. If I ignore the players and focus on mechs, well, I die from the players focusing on me.
Mechs can't be healed, so if you focus them down, even with DPS/healer escorts they really can't "stop" you so much as delay you.
A good mech player won't engage you on his own, and will constantly use their speed to force you to chase them. That's when the escorts come into play. A good escort tends to bind or stun you to set you up for beam sword, and it's very nasty. It's easier if you are a job with a good gap closer and low casting time ranged attacks. Mechs are only vulnerable if escorting an oppressor, really
"Guys, we have a problem: We made healer abilities broken. How do we fix?"
"Make their abilities not work on stuff."
/eureka
Why not go a step further and remove the ability of healers to heal players inside the generator room as well to fix them holding the objective while we're at it? I mean, anything but touching the actual issue, no?
There's only 1 objective that is non-healing, killing mechs, and that counts as defensive measure because we're reacting to enemy. With cannons (the last defense line) nerfed, there is no counter balance. Mammets are purely offensive, controlled by supposedly defensive role. That's where the imbalance comes from. Would be great if a role does exactly what its meant to do, but at this point they so messed up that countering attacks is very hard without the roles put back in their place."Guys, we have a problem: We made healer abilities broken. How do we fix?"
"Make their abilities not work on stuff."
/eureka
Why not go a step further and remove the ability of healers to heal players inside the generator room as well to fix them holding the objective while we're at it? I mean, anything but touching the actual issue, no?
Nah, this is fairytale, honestly. Let's not assume that people are idiots 99% of the time.
If you don't have a healer, they will kill you in 5 or 7.5 seconds(aka 2-3 GCD, depending on how many attacks you), unless they are blind or you are a tank.
Most of the time only a small number of people try to intercept enemy Opressor and if they don't have a healer, they die fast.
Last edited by Zeonsilt; 12-14-2017 at 11:05 PM.
I never said you'll survive it, but unless they eject, they can't undo the damage you do. So go wild. They'll literally HAVE to focus you to stop you.
On topic: i seriously think that they will nerf Brute Justice in the next "evaluation".
How dare it to be that effective #2 (#1 was Cannons)
People really underestimate BJs effectiveness and when -cough- someone waste one or two it can lead you to a loss solely because of that, i.e. those 2 players, who can't aim and don't know what they are doing in a BJ. Sure, people want to learn(how BJ works), but it will cost a game for other 23 people.
One Brute Justice used:
BJs now even more stronger at attacking enemy Core, considering a new Cannons.
TL;DR Back to slacking in Shatter and Seal Rock. Need 90 Shatter and 80 Seal Rock wins :x
MCH/BRD/PLD
Sometimes it's better to wait(a little) for a Chaser, than going and die with 3k damage dealt. So that Chaser can divert attention and you can safely DPS an Opressor.
MCH/BRD/PLD
It's definitely something you play by ear. If you can't wait for a Chaser, or if there's an opportunity to flank them, take it. Many times I've downed an enemy mech simply by flanking them and attacking from behind both the mech and its escorts. I'm not going to say it's easy, but I'd hardly call it difficult. It's really just a matter of reading the map/enemy positions and finding the best way around it.
Sometimes however, the unpredictability of just rushing them not only works, but ruins any attempts at defensive formation. I don't however want to put this out there like a highly effective strategy that should be used anytime.
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