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  1. #3011

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    Quote Originally Posted by final_attack View Post
    Also, for my question before ... any opinion, anyone?
    Why not both? There's actually enough points to fill both flash guards (1 if taking fury critical), massive hunter, automate and still have 1 point in war cry.
    Quote Originally Posted by WarSarah View Post
    in other news, accept your angular tits.

  2. #3012
    Filler-man!! _(:3」 final_attack's Avatar
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    Quote Originally Posted by Nyansan View Post
    Why not both? There's actually enough points to fill both flash guards (1 if taking fury critical), massive hunter, automate and still have 1 point in war cry.
    Argh I forgot putting the number, I'm sorry >.<
    I already capped FG1 ....
    I was gonna ask for for FG2 vs MH >.<

    The link you have is the one I planned should I take MH route ....
    But not sure if I should take FG2 instead (which reduce MH to Lv1) .....
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  3. #3013

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    Quote Originally Posted by final_attack View Post
    Argh I forgot putting the number, I'm sorry >.<
    I already capped FG1 ....
    I was gonna ask for for FG2 vs MH >.<

    The link you have is the one I planned should I take MH route ....
    But not sure if I should take FG2 instead (which reduce MH to Lv1) .....
    Max MH, longer duration, shorter cooldown, and you ultimately gain 16% s/r resist from flash, so, eh.

  4. #3014
    Filler-man!! _(:3」 final_attack's Avatar
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    Well, I'm a bit worried when MH is in cooldown .......... that 45s

    So, was wondering if it's better to get Lv5 FlashGuard2 instead, since there's no downtime (except it doesn't reduce T-Damage ...... but so far, those type of damage kind of .... showing signs to dodge ) ......
    And only activate MH when needed, like building Chains ..... .__.

    Hmm ..... now I'm a bit more confused orz
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  5. #3015

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    I'm personally more of a fan of maxed MH over FG2, it matter more when you truly need it, while FG2 is simply extra chance to not die, which HU sub already got plenty off with automate + iron will.

    As for Tech Flash Guard, I remember it was discussed in the past, and that testing showed that it and tech resist affix only applied to elemental less tech damage, anything with an element would instead use the elemental resist. When it was discussed, the examples given included Coast's giant flower frog's solarbeam, Magatsu and 1-2 more. I think it was during EP3 that I saw that info.
    Ship 2
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  6. #3016

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    Would rather have MH as no amount of flash guards can give me flinch/knockback immunity Plus, I find that 1 maxed flash guard is good enough in terms of general defenses, even on my TeHu tree.
    Quote Originally Posted by WarSarah View Post
    in other news, accept your angular tits.

  7. #3017
    Filler-man!! _(:3」 final_attack's Avatar
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    Well, true for flinch / knockback ..... But, some essential PA for Gu have some kind of super armor too (and my main don't have other classes leveled past 55 other than Gu main, Ra / Hu as sub only and R-Atk only mag) ... so ....

    Thank you for the inputs, everyone ( ^o^)b

    I guess I'll think about it again next time after I'm a bit more free
    Either :

    Lv5 FlashGuard2 + Lv1 MassiveHunter (permanent -10% S/R reduction, MH mostly for Chain)
    or
    Lv5 MassiveHunter + Lv1 WarCry (extended S/R/T defense when needed with 45s downtime, aggro grab when needed in TD)

    with maxed FlashGuard1 on both route "orz

    Thanks again ( ^ω^)ノシ
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    明石篠 - all other classes - currently inactive Alt

  8. #3018

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    Quote Originally Posted by Xaeris View Post
    Just something for all of you to keep in mind while you're digging up zircon: Sanctum is a tomb for dragonkin, so you're basically digging up a cemetery to make this ring.

  9. #3019

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    Quote Originally Posted by final_attack View Post
    Well, true for flinch / knockback ..... But, some essential PA for Gu have some kind of super armor too (and my main don't have other classes leveled past 55 other than Gu main, Ra / Hu as sub only and R-Atk only mag) ... so ....

    Thank you for the inputs, everyone ( ^o^)b

    I guess I'll think about it again next time after I'm a bit more free
    Either :

    Lv5 FlashGuard2 + Lv1 MassiveHunter (permanent -10% S/R reduction, MH mostly for Chain)
    or
    Lv5 MassiveHunter + Lv1 WarCry (extended S/R/T defense when needed with 45s downtime, aggro grab when needed in TD)

    with maxed FlashGuard1 on both route "orz

    Thanks again ( ^ω^)ノシ
    I'd honestly go for the second option any day

    War cry is useful for any TD, so 1 point in it helps a lot, MH vs Flashguard has been covered, and I'd like to add that MH just goes overall better with how GU works : in any normal situation, both stylish roll and Dead approach's generous parry frames should let you survive easily against most of the stuff, hence rendering FG2 kind of useless. On the other hand, if you do get or will find yourself in a heated situation when stylish roll and DA aren't enough anymore, then you can rely on MH to get through that (hopefully) temporary pinch faster than flash guard would allow you to, and then get back to your other defensive options !
    Last edited by Zephyrion; Apr 4, 2017 at 10:24 AM.

  10. #3020

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    Yeah, shouldn't be tanking with stuff like Perfect Keeper and High time. MH for sure.

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