Jumping dodge is enormous for QoL for any class, especially combo'ing it with Hr's double jump. A few examples include zeph/gracia being able to sword weapon action while he does long swipe or z slash, positioning for any boss with hitboxes in the air (ragne/ragnus, malmoths, bayari, etc), clearing terrain for faster movement, or just instantly getting off of the ground with i-frames (huge for amd UQ). I think it's fair to say the small stat loss going from austere to all 12* is more than made up for with the 2 additional rings further smoothing out gameplay.
answer to step jump is here v
Edit: Nevermind
Last edited by Masu; Aug 30, 2017 at 12:31 PM.
This, and the fact there's only one-must have L ring for Hr (air reversal), and the rest are still more of a convenience I can play around/without, and not totally necessary unlike rings such as Dsaber whirlwind, KC count up, TMG stance up, etc while I have a total of 2 L ring slots. Step jump takes the other slot for now, but I wouldn't miss it if I had to part with it.
Last edited by Maninbluejumpsuit; Aug 30, 2017 at 03:06 PM.
For having played both full *12 and Austere + *11, I can honestly tell the differences are pretty minor. For a few scenarios or quest I' prefer the full *12 and other times I feel like my rings are useless, especially on Hero
-Jumping dodge as it was said is good, but it's mostly situational, since most of the stuff can be dodged with normal i-frames actions (and god knows Hero has very generous invul or parry frames on its PA and steps). The height you gain is a nice plus, but generally you can know in advance in which quest you'll need the extra height. Whether you want it on you at all times or deem you can always shortcut switch it for a few situations is up to preferences
-Step jump, aside from auto-sheathing and getting back to full speed run, is again situational. It's still good but again, up to you if you want it on you at all times
-Step JA combo : only useful for TMG but it's invaluable to get free fast reloads and forego normals that cost PP, especially when you're running low. Aside from this it's mostly optional
-Air reversal is always good to have but Hero is probably the class that has the easiest time not getting kicked out of the air. Still something I'd put on a unit
To sum it up we have one somewhat always useful rings and 3 situational ones. At this point, whether you want the versality and ease of use of having all 3 at once or deem switching rings on the run to be enough for the additional stats is bound by taste and content that you run the most (which changes every month with the update pace we got). So please, stop arguing which is better. Globally, the differences both in QoL and stats are fairly minor, or at least not important enough to get a clear winner.
Last edited by Zephyrion; Aug 30, 2017 at 03:11 PM.
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