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Imp was new to GW2 and a fun character for sure. I miss the way the variants had different mechs, that was a huge lure of the class in GW2.
Butt Booster Booster: Cheap upgrade and gives you more control over those jumping puzzles. I largely agree with @stukapooka though as hanging in the air longer makes you more vulnerable. This is similar to the long hang time on the moon maps in GW2 where the low gravity keeps you in the air and very vulnerable.
Arm Day: Imp has always had a lot of recoil and reducing that means you can keep your shots on target more consistently.
Mech Hunter: I use this one a lot as getting the mech back faster is a great boon, even if you like actually using the mech like I do and not as just a big suicide bomb, which seems to be the most common mech play I've seen.
Pod Powered: Since most mechs are used as giant bombs more than as weapon platforms, this is actually a decent upgrade as its cheap and you can get out of dodge faster.
Supermassive: One of the complaints about this ability in GW2 was that it's too large. Now they shrunk it in BfN, so making it bigger with an upgrade feels weird, but gravity grenade is not working all that well in BfN in the first place.
Ripcord: I've never liked using Impkata much, not in GW2 or BfN. It's an amusing idea of course, but even with its armor in GW2, it takes away the Imp's primary survival ability; the agility. That being said, this means you get your damage out faster and can get back to full mobility faster, so not bad.
Multiplying Madness: Another of BfN's ability that is amazing in PvE, especially Ops and skirmishes in free roam zones. It can be insanely good with lots of targets around.
Aftershock: Indifferent to this one. Don't use it much to be honest.
Energize: Now this upgrade I do use a lot. Again, it sounds like a broken record, but this is an ability that is so good in Ops and other PvE events with lots of targets. You can stay in the mech for a very long time with this in PvE, especially with some healing support. Not as good in multiplayer as either you'll get shot out of the mech, or blow it up quickly instead of being able to use it very long.
Centripetal Force: Can't say much here as it's 4 of 7 points and I don't use Impkata much. I generally try to make all 3 of my character builds use as many different abilities as possible, but I've not used this one.
Imp needed some work as when the zombie team had multiple mechs at once in GW2, it was a pain to deal with, singular mechs were mostly big targets as plant teams would focus them down quickly. Gravity grenade was also very obnoxious to deal with in GW2 so I fully get why they wanted to tone them down in BfN, but the class needs some work for a new game as the BfN version is not fully satisfactory and it butts heads with the station too often.
Also, @TheSprinter85 did you do all the plants yet? I don't remember an Acorn/oak one.
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