2012-03-06, 06:46:16
(This post was last modified: 2012-03-06, 07:08:08 by UnifiedDoom.)
(2012-03-05, 23:33:59)AeroniumX Wrote: Tank: Goblin Tank
Skill: Goblin-Riot [W]
Reason: Altough other players use it, I never use it cuz they are stupid skill and run like idiots and its relative easy to dodge. I prefer hammer and net on enemy air tanks rather using those automated noob terrorists which run into creeps pretty fast before you can reorder them sometimes. Would be more fun if a teleporting summoned mini exploder jumped on you.
I disagree this skill is a very good farming, splash, anti-ghost tool. Also a little known fact about these rioters is they CAN be controlled and aimed if you're quick about box selecting them.
Tank: Gaurd
Skill: Summon Treants
Reason: Horribly high manacost, they deal seige (ineffective) damage against anything but towers and can't even outrange towers like mortars. Gaurd has many more worthwhile support skills heal, root, ulti, even tank cannon.
Tank: Heavy Tank
Skill: Heavy Armor
Reason: This skill has already been mentioned but I don't care. Hands down the most useless skill in the game, never gotten it, never will. Mind you Heavy tank does not need a buff, far from it.
(2012-03-05, 23:53:41)ssl Wrote: Tank Airship
Skill: Healing drones
Reasons:
Your tank stops while casting (while hunting an enemy or feeing, this is fatal)
Drones are way too slow, drones are not able to follow your tank
Skill is very unclear in what it does. Do drones have to return to airship to heal? How much damage do they inflict? how much do they heal?
I disagree, drones are a very powerful and underrated ability, the dps especially combined with tank cannon is a lot of damage over time. Electro shocker pales in comparison as a useless ks'ing tool (but not useless enough to merit a spot on this list). I spent the entire mid-game of this with only 2 basics and a swarm rockets along with maxed tank cannon and drones.
http://league.btanks.net/game.php?gameid=28507
As for ghost heal, I feel this skill should be modified in such a way that the slow is removed but the ghost can use it while moving, so as long the ghost stays within the casting range the skill will stay in effect. I think you can make it in such a way that you have a dummy unit use consume and then tie that unit's placement to the ghost tank.