
- Which Legendary Spirit is the best?
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Originally Posted by
sanahtlig
Few problems here:
- Arthur is purely offensive. She has no defensive skills.
- Offense wins fights, and that's why many fights have a minimum recommended attack power. Consider a common scenario: several waves of 3x trash mobs followed by a boss. Against trash, priority #1 is whittling down their numbers so you have 1-2 mobs hitting you instead of 3. Good offense = straight damage mitigation. Priority #2 is killing the last two before they get a painful overdrive skill off. Again, good offense mitigates damage. Against a formidable boss, your goal is to not let the boss get off an overdrive skill during rage, because those moves often do massive damage + buffs/debuffs. Ideally, that means being able to get the boss from 100% rage to stun in 1 round. Again, that requires strong offense.
- Defense without offense is risky. RNG is always your enemy because you can't anticipate it. 3 mobs alive means 3 chances for a triple attack, potentially on the same target. A triple attack from a powerful boss is almost always dangerous. Debuffs miss. The longer the fight drags on the greater the chance something will go wrong. Mordred is a good choice for sure, and Andromeda has Resurrection to recover from mishaps. But that just lowers the offensive bar a bit. Without sufficient offense you'll still lose, especially since healing is capped and damage is not.
1) You're right, Arthur is attack buffs. My bad. I'm thinking of Joan of Arc.
2) These scenarios seem unrealistic. Unless you're willing to drop mad cash, and max out a team of SSR hime/SSR weapons, you're not gonna have a good time trying to damage down a team of 3 tanky trash mobs before they overdrive you. I'm at 20k total team damage right now and there are still maps where I can't clear trash mobs efficiently in 1-2 turns, even with the stacking damage bonuses from double apocalypse + a fire team. And we haven't even gotten the really difficult maps yet.
Same with the tougher bosses. You're better off running someone with a mitigation skill to block their big overdrive spike and multiple healers to keep up your team than to rely on doing ten million damage every single cycle with skills to take them from 0 to rage and then rage to stun instantly every time.
3) It's true that healing is capped, but damage is also capped by money - unless you're willing to wallet warrior the shit out of this game, half your team is probably gonna be R/SR hime without ideal skills or the perfect element set and that's gonna put a FAR greater cap on your damage potential than your heroic soul choice. Yeah, its true that with enough damage you could probably bull through literally any fight, but if you're looking for the most cost effectiveness and early game value I wouldn't go any of the pure offensive heroic souls at all. Once you get to level 50 and have a choice of a second one, that's a different story.
Last edited by VortexMagus; 03-05-2017 at 09:38 PM.
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