Difference between revisions of "Strategy:Gothic armor"
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− | ''(version 0.9.9.4)'' | + | ''(version 0.9.9.4)'' Gothic armor provides a lot of protection, but the movement speed is a huge penalty. You can greatly mitigate this with [[Hellrunner]] and an agility mod. Best used for temporary heavy firefights that you cannot seek cover from, as opposed to leaving it on at all times. The knockback reduction prevents [[alternate fire | rocketjumping]] as well. |
− | Another very interesting use, with Whizkid (2), is the [[cerberus armor]] assembly. This will give you the benefit of all resistances, and a much less severe movement penalty, while keeping the 200% durability. Note that you will lose the 7 protection. A power or unique mod afterwards would be best, but agility is fine too. [[User:Rchandra|Rchandra]] 07:07, 8 November 2011 (CET) | + | Another very interesting use, with Whizkid (2), is the [[cerberus armor]] assembly. This will give you the benefit of all resistances, and a much less severe movement penalty, while keeping the 200% durability. Note that you will lose the 7 protection. A power or unique mod afterwards would be best, but agility is fine too. [[User:Rchandra|Rchandra]] 07:07, 8 November 2011 (CET) |
Revision as of 22:31, 11 July 2014
Game Data | Strategy |
(version 0.9.9.4) Gothic armor provides a lot of protection, but the movement speed is a huge penalty. You can greatly mitigate this with Hellrunner and an agility mod. Best used for temporary heavy firefights that you cannot seek cover from, as opposed to leaving it on at all times. The knockback reduction prevents rocketjumping as well.
Another very interesting use, with Whizkid (2), is the cerberus armor assembly. This will give you the benefit of all resistances, and a much less severe movement penalty, while keeping the 200% durability. Note that you will lose the 7 protection. A power or unique mod afterwards would be best, but agility is fine too. Rchandra 07:07, 8 November 2011 (CET)