Now I have to choose 3 adventurer pirates (out of 4) for my pirate set.
2 I have decided to be my Viper and Zen.
Zen is a must for it's minimum critical damage boost (though I'm not really sure how it works now from it's description)
Viper is another one for minor damage boost (not much but should be better than the other 2 remaining)
Captain would be able to increase summon's duration and it's my main (Choosing this most likely).
Cannon Shooter has a crappy Captain's ain't much useful either, suggestions?
By the way, this is Zen's character card's effect description (they fail in spelling), which I have zero idea what it actually does, %damage per character level sounds too OP ain't it?
Tried to search for Dragon Warrior's card in CMS/TWMS forums but apparently DW doesn't even have a character card in these 2 versions of MS.
If what stated in the description is true, all I need to care now is how to increase my Maximum critical damage as I would have reach the cap of minimum critical damage anyway.
It's impossible for MSEA to be that...erm...generous?
I don't know if this has been answered before, sorry if it had, but does mechanic's buff increase work on active skills that have a maximum lenght, like DB/CaS hurricane-like skills?
Haven't really payed much attention, but now that the resistance event is going. Is it worth it to make 2 mechanics for the extra 30% buff duration.
Current deck is aran,ds,drk all S,
Deck 2: CS,jett and mihile cs is still A so I need to change that one.
Well this new patch changes char cards interestingly. According to max, we now have 9 cards, (3 sets of 3) but we can only use one one card of each class in total, not one per deck.
For a hero, I'm thinking about the following:
Deck 1: Warrior
Kaiser
Drk
Aran
Deck 2: Nothing
Ab
Mech
Pally
Deck 3: Archer
Marksman
Wild Hunter
Mercedes
Thoughts?
Well, now that my current setup of a doubleup of Marksman, Mercedes and Mechanic cards won't work, I have been considering adding an Evan and Aran to the lineup for their passive drain-style abilities. Does anyone have any experience with them? I know @Stereo; did some work a few pages back to decipher the meaning of the description. Seeing as how it activates fairly frequently, I thought it might be useful specifically at bosses with Potions Cooldown.
I'm probably going to go the way of
Deck 1: Warrior + SS Rank
Kaiser [SS] (+80 STR)
Paladin [SS] (+400 Damage)
Mikhail [SS] (+5% DEF)
Deck 2: Resistance + S Rank
Demon Slayer [SS] (+4% Resist)
Battle Mage [S] (-4% Damage Taken)
Mechanic [S] (+15% Buff Duration)
Deck 3: Hero + S Rank
Mercedes [S] (4% CD Reduction)
Aran [S] (6% HP Heal)
Phantom [SS] (+4% Meso Drop)
The "+All Stats" sets are really nice and Kaiser and DS can easily obtain 100% PDR.
I find the Aran card's healing to be much less effective than Mr. Alli - so I just use the familiar where possible. For one thing, it's based on base HP, whereas familiars use total HP, and it's also like 4% of base HP vs. 15% of total HP.
It can trigger every 10 seconds, with a chance of a second heal for twice as much HP, when it works again.
I don't see it from DoT or PG-type reflective attacks but I don't necessarily pay close attention.
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