Don't knock the R-mags until you try them. You do realize that I do have everything else. Simultaneous output is a very fun thing to do, in this game. While something else looks nice, you aren't doing two things at once. Some R-mags are worse than others. I've yet to find a single S-class one that I'm satisfied with. That slow single shot stuff doesn't really do what I want them to do. If I run up on a Drua and use he quick Raising strike to damage them, there's no harm in also throwing a near guarranteed strong burn DoT on him, too. Just for kicks. Of course, I also play as a human with a Quick unit. (Normally for fast support casting as I'm often relegated as primary support without Acrotechers) I really sneered and scoffed at the crazy idea of why ST tried to promote R-mag use on a GT. I was like, "What?! I got Crossbows, mechguns, and the like!! That R-mag stuff isn't even compatible with my setup! I mean, our techs suck, out melee mostly sucks! Why would I even go that route??!"
Then ST said, "Let GTs get a significant TP boost and let them know level 30 attack techs are coming."
I opened my mind and gave it a whirl after the first Tech boost. (I remember how strong the combo was when I played the AT, and mobs just died like crazy to it). Figured, it would be a nice thing as I'm levelling more attack techs in anticipation of the up-coming GT attack tech-level boost.
Also, if you're deciding to utilize techs, nothing wrong with extra attacking while you cast. Not like they become your entire pallette. I experimented on certain Bullet resistant stuff, mainly.
So remember folks. There's a big difference of the idea of ONLY using weapons that you think are strongest in the situations and playstyle that you use; and those who use a broad range because they have a mix of playstyles and tactical roles for which they can utilize the variety with.
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