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.
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.
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
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
ID: Mentalist
Chareen, FOTE
Tasia, GUHU/RA, RAHU or SUGU.
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.
Yeah, shouldn't be tanking with stuff like Perfect Keeper and High time. MH for sure.
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