2010-11-09, 14:38:01
i vote for not used.
because: both items are most effective in early game where gold is rare.
the mana reg of tier 1 tanks is enought because the spells dont cost so much of mana points. so for me there is no use for it.
later it costs a slot.. not what i prefer..
the maintenance is good. but only for copter or demolisher. the copter is is fast and reaches a cp fast.. so the heal is not pretty well for it i think.
the demo has the most hp of tier 1 tanks.. harder to kill and can escape better.
the other tanks provide heal by itself which are way more effective and cheaper.
AND the fact of a tech mech which isn't consumeable and heals way more and others its lifetime makes it more effective for my purposes.
a tech mech combined with hull and a good mikro is way more effective then maintenance.
(and works in combat, too)
my opinion..
i wont use them in future.
suggestion part:
maybe add a item like repair, but working the other way. if you use it it provides mana and takes hp of your tank.
should be based percentually.
example:
item: converter
cost: 1500g
restores 25% of maximum tank mana
takes 17% of "current" hp to the tank.
this causes more effectivity with low hp but rises the risk you take with low hp in order to escape
i think it would work fine. it should be combinable with some items, too. (like strength pack)
because: both items are most effective in early game where gold is rare.
the mana reg of tier 1 tanks is enought because the spells dont cost so much of mana points. so for me there is no use for it.
later it costs a slot.. not what i prefer..
the maintenance is good. but only for copter or demolisher. the copter is is fast and reaches a cp fast.. so the heal is not pretty well for it i think.
the demo has the most hp of tier 1 tanks.. harder to kill and can escape better.
the other tanks provide heal by itself which are way more effective and cheaper.
AND the fact of a tech mech which isn't consumeable and heals way more and others its lifetime makes it more effective for my purposes.
a tech mech combined with hull and a good mikro is way more effective then maintenance.
(and works in combat, too)
my opinion..
i wont use them in future.
suggestion part:
maybe add a item like repair, but working the other way. if you use it it provides mana and takes hp of your tank.
should be based percentually.
example:
item: converter
cost: 1500g
restores 25% of maximum tank mana
takes 17% of "current" hp to the tank.
this causes more effectivity with low hp but rises the risk you take with low hp in order to escape
i think it would work fine. it should be combinable with some items, too. (like strength pack)
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