Feone wrote:Also note that there are two other revive II items in the game that don't require spending $.
One is a huge pain to craft (mythic needed, city-raid bp gloves) the other is surprisingly doable. (dwarvish chest staff, skill at epic)
Getting full revive is a big investment in slots regardless though, definitely not easy to get.
Ronin wrote:I often worry about the efficacy of a 100% revive party. In the best case of revive (Edward and Mihn inbuilt 20%), you need 8 slots worth of revive 2 gear for 100% revive, and then you still need 10-12 energetic gears, for a total of 18-20 slots to achieve no-rest, no injury.
For healer, 1-4 gears will allow you to achieve 90% depending on how you structure parties. You may want to still stack energetic to remove that last 10% rest, but they aren't a requirement in the same way as they are in a no-healer revive party.
That's a lot of extra slot usage (with potentially more support required) to avoid a 1.5hr injury when running jungle.
alex wrote:why would u still need revive instead of using full mythical gears+25% power from gear. I think even lv 25 heroes can do the last quest in the right team, with green faces
Abqu wrote:alex wrote:why would u still need revive instead of using full mythical gears+25% power from gear. I think even lv 25 heroes can do the last quest in the right team, with green faces
L25 heroes in full myths in the right team with green faces can still die.
Any hero in a full revive team with any face will never die.
alex wrote:I know, but the sacrifice is too much for just that small percentage of dying. And if you go for 100% revive team, i think you need alot of other gears like i mentioned above, healer/energetic/support which dont clash with the revive gears. If i had the time and $$ i'd focus more on maximizing the quest output for all ehroes using scavanger/detect secret rather than trying to mitigate/eliminating that small chance of dying for 1 hero
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