Thoughts on Annihilators (Insane +)
Posted: Wed Nov 20, 2019 4:43 pm
Having played around with Annihilators a bit, I quite like the concept of the class but find it runs into a lot of issues that, unfortunately, make the class excessively difficult to play on higher tiers.
Steamtech / Magnetism:
This tree, should you use a shield (and is the only tree that interacts with a shield) seems to demand a 5/1/5 for using a shield. In theory, should you have a billion class points, you could even 5/5/5/5 to maximize how much you get out of each of the good talents but, unfortunately, Annihilators have a heavy, heavy class-point crunch of key abilities to survive.
Sadly, without access to Shield Combat, you must manually block which will take a turn. In a lot of cases, until you get a good shield that blocks many resists, you won't get that luxury.
Steamtech / Demolition:
Another tree that almost demands 5/5/5/5 in everything, though you can probably get away with a 1/5 or even a 5/5. The first two talents are amazing and Reactive Armor gives you a ton of eHP. Sapper, too, dramatically gives you a ton of free damage when using the fire-augment. Unfortunately, it's just a lot of class points to sink into something that doesn't super return good results until you find good ammo. Except Reactive Armor, which is an amazing and Key ability.
Steamtech / Gadgets:
Even for a class that wants to use guns you can mostly ignore this tree, though it's heavily recommended to dip in for Exoskeleton, which sits at a flat 50% damage reduction so long as your exoskeleton has HP. Likely, you can get away with 1/1 this tree but a 1/5 is a very nice defensive boost. But, again, this is a lot of class points on sheer defensive options.
Steamtech / Heavy Weapons:
Heavy Weapons have a flaw where their utility is good, but their damage is not. Again, one can get fantastic defensive utility by dipping 1/1/5 and reaping the Evasion from Flamethrower or the life regen from Boltgun, but your damage is very under-par. Heavy Weapons Expertise doesn't give you super good returns for leveling outside of Boltgun, and if you max that then you're at 1/5/5. Safety Override feels nice, but is a middling-damage luxury spend on a class so comedically starved on where their points need to go.
Steamtech / Turrets:
A fantastic early game crutch that simply do not return a great investment the deeper you get. The scaling on Steampower isn't enough to turn them into monsters (and, given how early you can max out the turrets, this is understandable). Sadly, even with Overdrive and Upgrade the turrets will, at most, get a couple shots out before detonating. Turrets, also unfortunately, seem to run into an issue where the mobs will prefer to walk away from them if they're between you and the mob, considering them an obstacle and not an enemy (unless they attack). For faster enemies, this means your turrets range will not really do anything for them.
Steamtech / Miasma Engine:
A fantastic tree that that seems to demand a 5/5/5 in defensive utility alone. It's damage is mediocre, but how much healing reduction and talent fail it gives is extremely good on higher difficulties.
Steamtech / Artillery:
Another very good tree, but now we finally have a taste of offensive power! Rocket pod's scaling only makes it more effective against fighting larger enemies with the damage scaling being underwhelming. Incidinary Powder, on the other hand, makes the shots really pack a punch! Lock on and, sadly, Seeker Warhead simply don't return enough on investment to make them worth it.
Steamtech / Mecharachnid:
As a summon, it suffers many of the flaws of the Worm That Walks from the Writhing One in that it, when you get it, is fairly worthless and requires a lot of skill points invested to become decent. Mecharachnid Piloting is a fantastic combat steroid but unfortunately is only truly good when paired with Artillery and Demolitions.
===
As a whole, Annihilator is a very confused class that seems to want to do many things but being unable to excel at any of them. It wants to do a lot of damage! But it has no abilities that do decent damage. It has a dozen and a half fantastic abilities for surviving, but investing in them leaves you so sparse for damage that (and steam!) that any protracted fight will leave you dead.
Nor, can you, focus entirely on the offense to really eek out some good damage, as the defensive options are the only thing standing behind your paper-thin frame and the astral plane. This class doesn't really take off until 30+, but with it's current numbers it's going to be very difficult for someone to reach it on harder difficulties.
Steamtech / Magnetism:
This tree, should you use a shield (and is the only tree that interacts with a shield) seems to demand a 5/1/5 for using a shield. In theory, should you have a billion class points, you could even 5/5/5/5 to maximize how much you get out of each of the good talents but, unfortunately, Annihilators have a heavy, heavy class-point crunch of key abilities to survive.
Sadly, without access to Shield Combat, you must manually block which will take a turn. In a lot of cases, until you get a good shield that blocks many resists, you won't get that luxury.
Steamtech / Demolition:
Another tree that almost demands 5/5/5/5 in everything, though you can probably get away with a 1/5 or even a 5/5. The first two talents are amazing and Reactive Armor gives you a ton of eHP. Sapper, too, dramatically gives you a ton of free damage when using the fire-augment. Unfortunately, it's just a lot of class points to sink into something that doesn't super return good results until you find good ammo. Except Reactive Armor, which is an amazing and Key ability.
Steamtech / Gadgets:
Even for a class that wants to use guns you can mostly ignore this tree, though it's heavily recommended to dip in for Exoskeleton, which sits at a flat 50% damage reduction so long as your exoskeleton has HP. Likely, you can get away with 1/1 this tree but a 1/5 is a very nice defensive boost. But, again, this is a lot of class points on sheer defensive options.
Steamtech / Heavy Weapons:
Heavy Weapons have a flaw where their utility is good, but their damage is not. Again, one can get fantastic defensive utility by dipping 1/1/5 and reaping the Evasion from Flamethrower or the life regen from Boltgun, but your damage is very under-par. Heavy Weapons Expertise doesn't give you super good returns for leveling outside of Boltgun, and if you max that then you're at 1/5/5. Safety Override feels nice, but is a middling-damage luxury spend on a class so comedically starved on where their points need to go.
Steamtech / Turrets:
A fantastic early game crutch that simply do not return a great investment the deeper you get. The scaling on Steampower isn't enough to turn them into monsters (and, given how early you can max out the turrets, this is understandable). Sadly, even with Overdrive and Upgrade the turrets will, at most, get a couple shots out before detonating. Turrets, also unfortunately, seem to run into an issue where the mobs will prefer to walk away from them if they're between you and the mob, considering them an obstacle and not an enemy (unless they attack). For faster enemies, this means your turrets range will not really do anything for them.
Steamtech / Miasma Engine:
A fantastic tree that that seems to demand a 5/5/5 in defensive utility alone. It's damage is mediocre, but how much healing reduction and talent fail it gives is extremely good on higher difficulties.
Steamtech / Artillery:
Another very good tree, but now we finally have a taste of offensive power! Rocket pod's scaling only makes it more effective against fighting larger enemies with the damage scaling being underwhelming. Incidinary Powder, on the other hand, makes the shots really pack a punch! Lock on and, sadly, Seeker Warhead simply don't return enough on investment to make them worth it.
Steamtech / Mecharachnid:
As a summon, it suffers many of the flaws of the Worm That Walks from the Writhing One in that it, when you get it, is fairly worthless and requires a lot of skill points invested to become decent. Mecharachnid Piloting is a fantastic combat steroid but unfortunately is only truly good when paired with Artillery and Demolitions.
===
As a whole, Annihilator is a very confused class that seems to want to do many things but being unable to excel at any of them. It wants to do a lot of damage! But it has no abilities that do decent damage. It has a dozen and a half fantastic abilities for surviving, but investing in them leaves you so sparse for damage that (and steam!) that any protracted fight will leave you dead.
Nor, can you, focus entirely on the offense to really eek out some good damage, as the defensive options are the only thing standing behind your paper-thin frame and the astral plane. This class doesn't really take off until 30+, but with it's current numbers it's going to be very difficult for someone to reach it on harder difficulties.