1.) I noticed I can roll while out of range of a player then double up near that player and have them receive the effect. Lets pretend I initially roll a 1 while out of range and then when in range of that player, I roll a 6 (for a total of 7). Does this player receive the 7 effect or just the 6 roll effect?
2.) I'm confused on the Corsair Roll and when to use it. From the guides and such I have read, it seems to be considered weak and not worth using. I am only level 21, but I found it to be fairly useful...Granted, this may just be because I'm low level, had a PL, and was able to blow through stuff. Last night I had a group chaining the crap out of Qufim worms, and this roll was easily offering 40+ XP extra XP every kill. We were getting quick kills worth 350 XP at around level 20 without XP rings thanks to this roll. Am I only seeing a use in this roll right now because things are just dying so fast? Do you ever use this roll later in the game?
3.) I was told by one 75 that level 22 bullets can be used all the way to 75. Is that true? It seems to be so as I really only see 2 upgrades for COR bullets passed the 22 ones. The first big one being Iron Bullets and then the last one being Steel Bullets. But these cost roughly double the amount of regular Bullets. Are Iron/Steel bullets mainly used in WS macros or do you guys actually spam these 140k per pouch stack bullets?
4.) I understand the concept behind the 4 roll rotation, but I read some guides where they said something like, "If your ninja requests it, you can give them Ninja Roll on the side," or substitute any lesser used roll that is really only useful for a few classes. I believe a 5 roll cycle is possible (though it would literally have 0 seconds in between rolls), but I'm curious how often this is done?
5.) What are some typical roll combinations (mainly for melee), or is it completely situational? If so, can you give me an example?
EDIT:
6.) When a class that corresponds with your roll is in the group, what conditions must be met in order to receive the extra bonus? In other words, must the be withing a certain range? In the same area? Etc.
2.) I'm confused on the Corsair Roll and when to use it. From the guides and such I have read, it seems to be considered weak and not worth using. I am only level 21, but I found it to be fairly useful...Granted, this may just be because I'm low level, had a PL, and was able to blow through stuff. Last night I had a group chaining the crap out of Qufim worms, and this roll was easily offering 40+ XP extra XP every kill. We were getting quick kills worth 350 XP at around level 20 without XP rings thanks to this roll. Am I only seeing a use in this roll right now because things are just dying so fast? Do you ever use this roll later in the game?
3.) I was told by one 75 that level 22 bullets can be used all the way to 75. Is that true? It seems to be so as I really only see 2 upgrades for COR bullets passed the 22 ones. The first big one being Iron Bullets and then the last one being Steel Bullets. But these cost roughly double the amount of regular Bullets. Are Iron/Steel bullets mainly used in WS macros or do you guys actually spam these 140k per pouch stack bullets?
4.) I understand the concept behind the 4 roll rotation, but I read some guides where they said something like, "If your ninja requests it, you can give them Ninja Roll on the side," or substitute any lesser used roll that is really only useful for a few classes. I believe a 5 roll cycle is possible (though it would literally have 0 seconds in between rolls), but I'm curious how often this is done?
5.) What are some typical roll combinations (mainly for melee), or is it completely situational? If so, can you give me an example?
EDIT:
6.) When a class that corresponds with your roll is in the group, what conditions must be met in order to receive the extra bonus? In other words, must the be withing a certain range? In the same area? Etc.
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