2013-08-08, 02:33 PM
He plays EMS, there is no kanna and hayato.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
This is to finish up the resistance set while theres really no better card to pick from at this point. You can pick aran for hp recover or mercedes for cooldown reduction (this will probably only be useful for AB link).
But since you dont want to level mechanic you could just keep your cannon to fill in the last slot of pirates and then do this (keep in mind you wont be able to get adventurer bonus on 2nd set then):
1. Pirate
Xenon
AB
Cannoneer/Buccaneer (you can make a bucc but the boost is not worth 200 levels imo, however its still a boost)
2. Random
Paladin
Marksman
Kaiser
3. Random
DS
DA
Aran/bam/merc(Bam for finishing off the resistance set or aran for healing ability, its not that effective tho & merc for cooldown reduction if you think is worth taking some sec off ab link over healing/defense)
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
prettygreat Wrote:Yep, I know how bad the warrior set is, however,
Increased buff duration is useless for a Hero as we aren't that buff heavy (and all my important buffs are managed by pets). And getting a Mechanic to 200 would be hell.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
prettygreat Wrote:The -5% damage from a BaM doesn't really help when pretty much nothing can kill me except for 1hko skills, which are unaffected by it.
This is to finish up the resistance set while theres really no better card to pick from at this point. You can pick aran for hp recover or mercedes for cooldown reduction (this will probably only be useful for AB link).
But since you dont want to level mechanic you could just keep your cannon to fill in the last slot of pirates and then do this (keep in mind you wont be able to get adventurer bonus on 2nd set then):
1. Pirate
Xenon
AB
Cannoneer/Buccaneer (you can make a bucc but the boost is not worth 200 levels imo, however its still a boost)
2. Random
Paladin
Marksman
Kaiser
3. Random
DS
DA
Aran/bam/merc(Bam for finishing off the resistance set or aran for healing ability, its not that effective tho & merc for cooldown reduction if you think is worth taking some sec off ab link over healing/defense)

