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Warding Energy as a Warning System


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Many people seem to believe that the energy shield is good for the TG, because it can regenerate, but a poor choice for the Seraphim, because it can't. But instead of considering it to be something that has to stay perpetualy on, to directly keep the character alive, I employ it for something else. Namely, to test the waters in new encounters. While it will go down in a long fight, the amount of damage it takes in initial contact can provide an excellent indicator for whether health pots/ healing Combat Arts will be sufficient, or if you need to bug out. If it's only getting plinked, you'll probably be fine. But if it takes 1/2 or more damage right off the bat, you're in a serious fight, and need to take action as appropriate, whehter it's firing up all protective measures and gutting it out or bugging out entirely.

 

By now, many people have played every area multiple times. But even for them, encounters in known areas can be "new" because of the many dynamics in online play, such as the number of people on the server, or adventuring with those of a higher level. So, using the shield as described above can still be valuable for them.

Edited by Mystic
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