Thread Rating:
  • 4 Vote(s) - 4.25 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Penalties for Wizards Using Guns
#36
The moment the wizard gets its magical mitts on an e-gun is the moment the crew can pretty much give up. Arse nath, laser laser laser, maybe a skeleton for extra rudeness, then shift off to recharge and prepare to gank someone else.

That's just too *efficient* to be a wizard thing, and that's one of the problems I have with gunwizards! Wizards are supposed to be loud, chaotic, capable of inflicting mass havoc and suffering, able to piss off the entire crew with a flick of the Larm, but fragile themselves, lacking much in the way of focused attacks and reliable ways to directly kill a specific crewmember that they want dead.

You could say that Fireball is one of those single-out-and-obliterate specialties, and the classic Empower+Cthulhu+Godmode can be a downright nightmare, keep in mind their other attributes. Fireball has a lengthy cooldown, is fairly inaccurate, can catch the wizard in the blast, and rarely inflicts enough damage to send a healthy crewmember into deep crit. ECG can frick off though; ranged brain damage and stunlocking, even at the expense of 2-3 spell slots, is still pretty hellish.
Reply


Messages In This Thread
RE: Penalties for Wizards Using Guns - by Gannets - 07-06-2017, 12:46 AM
RE: Penalties for Wizards Using Guns - by Berrik - 07-06-2017, 05:39 AM
RE: Penalties for Wizards Using Guns - by Maegor - 07-06-2017, 07:33 AM
RE: Penalties for Wizards Using Guns - by BBEG - 07-06-2017, 08:46 AM
RE: Penalties for Wizards Using Guns - by mbc - 07-09-2017, 08:57 PM
RE: Penalties for Wizards Using Guns - by Grek - 07-09-2017, 08:59 PM
RE: Penalties for Wizards Using Guns - by ZeWaka - 07-10-2017, 12:47 AM
RE: Penalties for Wizards Using Guns - by Superlagg - 07-10-2017, 08:20 AM

Forum Jump:


Users browsing this thread: 2 Guest(s)