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 Post subject: Energy Mech?
PostPosted: Tue Mar 31, 2015 3:37 am 
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Anyone know of a good build? My Deep Drainer doesn't make the cut anymore with all these myths about..

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 Post subject: Re: Energy Mech?
PostPosted: Tue Mar 31, 2015 3:39 am 
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Have you got the electric orb cannon? That works. If not, CoL (Call Of Lightning) + grenade launcher + deep drain works well.

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 Post subject: Re: Energy Mech?
PostPosted: Tue Mar 31, 2015 3:57 am 
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might try the grenade launcher one :D

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 Post subject: Re: Energy Mech?
PostPosted: Tue Mar 31, 2015 6:16 am 
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Roccotano has the best energy mech. He uses a spider with 2 resistance modules - heat and physical and no energy resistance.

He uses a sword, 2 pitchforks and 1 saurus. It's pretty heavy damage with high hp and decent cooldown.

The problem is that decent/good energy mechs will massacre you, but most of your opponents will be heat or physical and you will have a high win % vs them. I think you should win around 90% of your battles this way.

The main advantage of using energy is most people underestimate you and probably don't have an electric resistance kit!


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 Post subject: Re: Energy Mech?
PostPosted: Tue Mar 31, 2015 6:59 am 
Second Lieutenant
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Yeah, but I don't like trying to use an energy mech... It's because I will be beaten by the Ultra Spade users, which will have a disadvantage, due to Ultra Spade having the most energy and high and decent amount of energy and also regeneration. So the build that top players like Nic and crash uses are strong. It has no specific type actually, so this makes it OP. Use 1 physical, you will lose. It's a mix of Heat and physical actually.

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 Post subject: Re: Energy Mech?
PostPosted: Wed Apr 01, 2015 1:40 am 
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You just need to be careful with some heat mechs. Flamethrowers or Flame Boots can really offset your action points. You either fully drain for the entire match or half drain for first few turns.

My heat build is nearly resistant to most CoL oriented NRG mechs. This is because they finish their turn next to my mech so I can use my flame boots to add to their heat pool.

Low heat pool=Risky against heat mechs.
Too High energy/heat(Usually means less hp or armor) = Risky against physical (especially bullet builds)
Too low energy regen=Risky against other NRG mechs.

So if you are using a spider as your base, you have a good heat pool,
Galaxus would probably be good against physicals/NRG
Ultraspade, is the all-rounder, but can do poorly against heat mechs(110 heat).

Optimize your NRG mech accordingly. This is just what I noticed when I was using my old NRG build.

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 Post subject: Re: Energy Mech?
PostPosted: Wed Apr 01, 2015 3:13 pm 
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Pitchforks (of Doom) are not very good either - I tried them ages ago and liked them for awhile, but they don't do enough damage or enough drain. The thing they do have going for them is that they are 2-4 range. They don't however have knockback and you sit there at the mercy of the much higher damage doing machine guns.

They don't compare to decent level 30 legendary or better weapons.


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