Forum Discussion
anonidude
9 years agoNew Ace
Great analysis from @LastJedi - thanks!
Copy past below
I think RG's taunt only lasts one round, but of course it depends on where his turn was. So it could last up to 2 rounds, but usually it's going to be around 1 and a half turns, ending on RG's second turn after the ally went below 50%. So there's another tip. Keep an eye on RG's turn meter when you are trying to take that DPS down to the green. If RG's turn meter is full, anyway, then you might risk overdoing it, knowing you will only have to wait out a single turn. Vs waiting for another toon with the "right amount of damage", but who will act directly after RG.
Plus, his unique makes him gain TM if any other ally takes damage. So if you have an AOE, you can even make his taunt wear off faster by speeding up RG, even if the AOE doesn't take out the damaged toon.
Copy past below
I think RG's taunt only lasts one round, but of course it depends on where his turn was. So it could last up to 2 rounds, but usually it's going to be around 1 and a half turns, ending on RG's second turn after the ally went below 50%. So there's another tip. Keep an eye on RG's turn meter when you are trying to take that DPS down to the green. If RG's turn meter is full, anyway, then you might risk overdoing it, knowing you will only have to wait out a single turn. Vs waiting for another toon with the "right amount of damage", but who will act directly after RG.
Plus, his unique makes him gain TM if any other ally takes damage. So if you have an AOE, you can even make his taunt wear off faster by speeding up RG, even if the AOE doesn't take out the damaged toon.