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originally posted in: XÛR'S NEW STUFF! (NEW TTK EXOTICS)
8/25/2015 7:40:16 PM
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With the increase to exp gains we are going to need a lot of glimmer early on. And with warlocks often times they want to save their supers.
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  • Edited by Swiftlock: 8/25/2015 7:49:32 PM
    There's already consumables, trinkets, and farming methods to rapidly hit the Glimmer cap. And just because I want to save my super doesn't mean I want to tiptoe around orbs to avoid wasting them so I can go back and rapidly recharge my Radiance/Nova Bomb after I use it, especially in raids where orbs litter the floor en masse. For little things like strikes and patrols, these robes will be a cute toy to mess around with, but for serious endgame content? Forget it.

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  • I don't think you are considering the possible increase in damage out put from constantly recharging your grenades. We really won't know until we test them tho. Big questions that need to be answered are: do orbs charge grenade and melee simultaneously? How many orbs does it take for a full charge of grenade or melee energy? Does the orb perk stack with helmets that recharge ya little energy when you pick up an orb? I think you are also forgetting that storm callers have a perk that requires all 3 abilities to be charged simultaneously to activate.

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  • Unless there is a major, MAJOR change in PvE encounters, I just don't see how these robes will be preferable to Self-res + Ram/Praxic Fire in the hardest PvE content. Hopefully TTK will switch things up, because the new exotics aren't very impressive.

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  • I was largely talking pvp

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