Post by drspendlove on Dec 30, 2020 11:17:51 GMT -5
If there were ever one final update to TBF, it should include a relic per templar type. Here's my suggestions:
Engineer (left of Defensive Perimeter 4), 150 RP, 4 Gear Levels
Perpetua Reactor (Leviathan Reactor for Engineer and Hydra)
+1 to duration of buffs, +24 Max Heat, +8 Fire Resist
Analysis: Make Engineer a Buff-master with added heat and buff duration to spam all the great buffs. Fire resist is icing on the cake. Works for the Hydra too to make use of the interesting buffs Hydras can offer.
Scout (left of Scout 7), 150 RP, 6 Gear Levels
Celerity Kit (Pilot Suit for Scout and Captain),
+3 MP, -5 Max Heat, +3 Dodge
Analysis: Make speedrunning Captains open up a whole new suite of options but at a high gear level cost. Make Scouts have additional methods for speed that don't rely on using only one of their stealth talents.
Soldier (below Grenadier 4), 150 RP, 4 Gear Levels
EMP Suite (Targeting System for Berserk and Soldier)
+8% Penetration, +34 Plasma Damage, Grenades cost no Heat
Analysis: Make grenades for either class deadly from plasma, and be heat sensitive when throwing in bulk (probably with resupplies). This also couples with the Strikepoint relic to make for massive plasma damage with high penetration chance.
Captain (below Reaver), 150 RP, 6 Gear Levels
Heart of Shalun (Tact-System for Captain and Paladin)
+2 All Accuracy, +20 Parry
Analysis: Give a huge boon to a Captain or Paladin that is relying less on auto-block and more on parry for melee defense. With minimal offensive advantage and no soak/deflection/auto-block this is a risky relic but solid for those that stack enough parry and avoid ranged attackers.
Old:
+2 Melee Accuracy, +20 Parry
Analysis: Give a huge boon to a Captain or Paladin that is relying less on auto-block and more on parry for melee defense. With minimal offensive advantage and no soak/deflection/auto-block this is a risky relic but solid for those that stack enough parry and avoid ranged attackers.
Hydra (below Close In Fire 5), 150 RP, 6 Gear Levels
Molten Ablation Plating (Armor Coating for Hydra, Neptune and Paladin)
-1 MP, +120 Max Heat, +18 Fire Resist
Analysis: Give a single heavy armor user nearly infinite heat to play with and some help versus flames. The Gear level cost is high for the lack of armor, deflection, and HP, so hopefully the liberation of heat restrictions makes up for it.
Neptune (below Concentrator 5), 150 RP, 6 Gear Levels
Breach Rounds (Weapon-Mod for Soldier and Neptune)
All critical hits are penetrating hits, +3% Critical
Analysis: Benefit lower penetration Neptunes and Soldiers that can land hits on foes like Goltanks.
OLD VERSION:
All penetrating hits are critical hits, +1% Penetration
Analysis: Useless against targets you cannot penetrate. Overwhelming against those you can.
Paladin (above Healer 4), 150 RP, 6 Gear Levels
Gestalt Plating (Armor Coating for Hydra, Neptune, and Paladin)
+64 Max HP, -8 Damage, +10 Max Heat, +12 Radiation Resist
Analysis: Massive HP boost with some side perks for heat and radiation defenses. Comes at a penalty to all damage dealt. Good for a medic, probably not so good for a gunner.
Berserk (right of Shield Wall 4), 150 RP, 6 Gear Levels
Zealot Proc (Expert-Proc for Berserks)
+35 HP, Counter-attacks are always critical hits if they connect.
Analysis: Large HP boost to make counter-attack play survivable. Pairs with counter-attack talents to crush enemies. No accuracy boost so hopefully talents, attributes, and skills are enough to make the counters actually land.
Engineer (left of Defensive Perimeter 4), 150 RP, 4 Gear Levels
Perpetua Reactor (Leviathan Reactor for Engineer and Hydra)
+1 to duration of buffs, +24 Max Heat, +8 Fire Resist
Analysis: Make Engineer a Buff-master with added heat and buff duration to spam all the great buffs. Fire resist is icing on the cake. Works for the Hydra too to make use of the interesting buffs Hydras can offer.
Scout (left of Scout 7), 150 RP, 6 Gear Levels
Celerity Kit (Pilot Suit for Scout and Captain),
+3 MP, -5 Max Heat, +3 Dodge
Analysis: Make speedrunning Captains open up a whole new suite of options but at a high gear level cost. Make Scouts have additional methods for speed that don't rely on using only one of their stealth talents.
Soldier (below Grenadier 4), 150 RP, 4 Gear Levels
EMP Suite (Targeting System for Berserk and Soldier)
+8% Penetration, +34 Plasma Damage, Grenades cost no Heat
Analysis: Make grenades for either class deadly from plasma, and be heat sensitive when throwing in bulk (probably with resupplies). This also couples with the Strikepoint relic to make for massive plasma damage with high penetration chance.
Captain (below Reaver), 150 RP, 6 Gear Levels
Heart of Shalun (Tact-System for Captain and Paladin)
+2 All Accuracy, +20 Parry
Analysis: Give a huge boon to a Captain or Paladin that is relying less on auto-block and more on parry for melee defense. With minimal offensive advantage and no soak/deflection/auto-block this is a risky relic but solid for those that stack enough parry and avoid ranged attackers.
Old:
+2 Melee Accuracy, +20 Parry
Analysis: Give a huge boon to a Captain or Paladin that is relying less on auto-block and more on parry for melee defense. With minimal offensive advantage and no soak/deflection/auto-block this is a risky relic but solid for those that stack enough parry and avoid ranged attackers.
Hydra (below Close In Fire 5), 150 RP, 6 Gear Levels
Molten Ablation Plating (Armor Coating for Hydra, Neptune and Paladin)
-1 MP, +120 Max Heat, +18 Fire Resist
Analysis: Give a single heavy armor user nearly infinite heat to play with and some help versus flames. The Gear level cost is high for the lack of armor, deflection, and HP, so hopefully the liberation of heat restrictions makes up for it.
Neptune (below Concentrator 5), 150 RP, 6 Gear Levels
Breach Rounds (Weapon-Mod for Soldier and Neptune)
All critical hits are penetrating hits, +3% Critical
Analysis: Benefit lower penetration Neptunes and Soldiers that can land hits on foes like Goltanks.
OLD VERSION:
All penetrating hits are critical hits, +1% Penetration
Analysis: Useless against targets you cannot penetrate. Overwhelming against those you can.
Paladin (above Healer 4), 150 RP, 6 Gear Levels
Gestalt Plating (Armor Coating for Hydra, Neptune, and Paladin)
+64 Max HP, -8 Damage, +10 Max Heat, +12 Radiation Resist
Analysis: Massive HP boost with some side perks for heat and radiation defenses. Comes at a penalty to all damage dealt. Good for a medic, probably not so good for a gunner.
Berserk (right of Shield Wall 4), 150 RP, 6 Gear Levels
Zealot Proc (Expert-Proc for Berserks)
+35 HP, Counter-attacks are always critical hits if they connect.
Analysis: Large HP boost to make counter-attack play survivable. Pairs with counter-attack talents to crush enemies. No accuracy boost so hopefully talents, attributes, and skills are enough to make the counters actually land.