08-19-2024, 11:48 PM
Using Blazing Sol with 2/3 charges isn't useless, it still locks your Solcharges until the end of the turn; which lets you double up on 2-3 cost Solcharge skills.
I don't think I like either of these options. If you increase the duration, you're giving already really powerful buffs another turn (4 turns of 10% ele pierce, 15% mag dr/phys dr or 2 stacks of Combination Fighter); if you make it activate once you start using it, Wall gains more value if you go first.
If it had to be one, I'd go with B).
I don't think I like either of these options. If you increase the duration, you're giving already really powerful buffs another turn (4 turns of 10% ele pierce, 15% mag dr/phys dr or 2 stacks of Combination Fighter); if you make it activate once you start using it, Wall gains more value if you go first.
If it had to be one, I'd go with B).