2008-04-08, 20:30:08
The only things great about the grav tank is it's jump capabilities and ultimate, two things that cannot be mimicked by any other chassis. The jump ability is useful as a "cheap" teleport of sorts, able to get the drop on unsuspecting opponents. For this very reason, the grav tank is better played as a short range tank, using the jump and it's high HP (start game) to get close to a lone tank and wreck him over. Double it with it's stun spell (EMP) and you can possibly make any tank go boom, provided you have better damage weapons (and short range weapons usually are).
The ultimate however is the best thing you can get on the grav tank. Thing is you have to be lvl 10 to use it. That is probably why most people switch to it later, though I would not recommend it. The ultimate does damage, but it is not it's true calling (even though 25% is incredibly nice), it's true prupose is to wrech the situation for the victim. Usually, people figth with a bunch of creeps for cover. If you can, in 2-3 seconds, destroy every creep near the victim, and get a few of your own near (either troop command or the usual creeps), and position yourself near the guy, he's screwed, totally. Here's why:
-No creep cover: Means he's the sole target.
-Multiple enemy targets: You won't be the targets of his shots, thereby extending your life manyfold.
-Get close: You are a short range grav tank rigth? Usually getting close is the hardest part. Not anymore. You might consider using your jump to get close, especially if you froze the guy above a mesa or the other side of a forest.
-You can use your EMP after the stasis: thereby extending his helpless state, but this time vulnerable to weapon fire. This is quite hard to get the timing right. Practice makes perfect.
The only possible way to survive such a trap is to promptly use AoE spells to clear our creeps, teleport out, having help or being just plain stronger than the other guy.
A note on the jump ability: You still get attacked while mid air, and could die as soon as you land (or even mid-air). You cannot jump over mines without triggering them. But you CAN jump into the enemy base (whereas it is impossible to teleport in), making the grav tank a nice endgame exploder (coupled with a radial stun spell, like the explo).
Dont bother with the first spell, it's not worth it. Usually only use it when i'm at the end of the aforementionned trap, because I had to spend a skill point in it late game.
The ultimate however is the best thing you can get on the grav tank. Thing is you have to be lvl 10 to use it. That is probably why most people switch to it later, though I would not recommend it. The ultimate does damage, but it is not it's true calling (even though 25% is incredibly nice), it's true prupose is to wrech the situation for the victim. Usually, people figth with a bunch of creeps for cover. If you can, in 2-3 seconds, destroy every creep near the victim, and get a few of your own near (either troop command or the usual creeps), and position yourself near the guy, he's screwed, totally. Here's why:
-No creep cover: Means he's the sole target.
-Multiple enemy targets: You won't be the targets of his shots, thereby extending your life manyfold.
-Get close: You are a short range grav tank rigth? Usually getting close is the hardest part. Not anymore. You might consider using your jump to get close, especially if you froze the guy above a mesa or the other side of a forest.
-You can use your EMP after the stasis: thereby extending his helpless state, but this time vulnerable to weapon fire. This is quite hard to get the timing right. Practice makes perfect.
The only possible way to survive such a trap is to promptly use AoE spells to clear our creeps, teleport out, having help or being just plain stronger than the other guy.
A note on the jump ability: You still get attacked while mid air, and could die as soon as you land (or even mid-air). You cannot jump over mines without triggering them. But you CAN jump into the enemy base (whereas it is impossible to teleport in), making the grav tank a nice endgame exploder (coupled with a radial stun spell, like the explo).
Dont bother with the first spell, it's not worth it. Usually only use it when i'm at the end of the aforementionned trap, because I had to spend a skill point in it late game.