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To reiterate my previous neonstorms on the subject of buffing the hermit beyond simply ++stat:
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To reiterate my previous neonstorms on the subject of buffing the hermit beyond simply ++stat:
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1)
Strongly
increase
its
DPS
but
slow
its
projectile
to
make
it
more
effective
against
immobile
targets
(
but
weak
vs
mobiles)
.
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1)
Strongly
increase
its
DPS
but
slow
its
projectile
to
make
it
more
effective
against
immobile
targets
(
but
weak
vs
mobiles)
.
One
of
Godde's
spider-strats
is
to
use
flea->glaive->warrior
morph
to
execute
stunned
targets.
A
high-dps
executioner
would
help.
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2) Give it the old dirtbag's deathmound (but a spider-only spike) and replace its weapon with a powerful, accurate, high-trajectory cannon so you can pile them up higher and higher and fire from behind the new cover and exploit heightboost. This would also make it a useful support-unit for the Crabe that is fantastic at exploiting heightboost, and providing cover for recluse. Spotting would be an issue though.
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2) Give it the old dirtbag's deathmound (but a spider-only spike) and replace its weapon with a powerful, accurate, high-trajectory cannon so you can pile them up higher and higher and fire from behind the new cover and exploit heightboost. This would also make it a useful support-unit for the Crabe that is fantastic at exploiting heightboost, and providing cover for recluse. Spotting would be an issue though.
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\n
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3) Give it capture. Synergy with Venom. The problem is the Dom-capture-beam is super-accurate and that would break the Hermit, so you'd need to devise a new capture weapon that can't hit raiders.
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3) Give it capture. Synergy with Venom. The problem is the Dom-capture-beam is super-accurate and that would break the Hermit, so you'd need to devise a new capture weapon that can't hit raiders.
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4) Let it jump. Crazy, but if you think about it this would fix a lot of its problems.
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4) Let it jump. Crazy, but if you think about it this would fix a lot of its problems.
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