Trial and error
#20314 Swarm
Theory testing and feedback on gear
When I came into the game I had many different perspectives tossed at me about gear to buy out of the store like the B.A.D.G.E. Exo-Greaves leg photo provided below. After buying them I found that they are useful but not anything like prime gear. Even weird options like exo legs can be really useful but way more limited options you just need to figure out how to manipulate battle in your favor. It's something that all try to master but few really understand in full. I don't have a ton of options like some do but I do like trying different builds still with the options I have available. As we all know gear is unreasonable to acquire all that comes through the shuffle so getting all prime gear is a slim chance but none the less ill explain my version of prime gear.
Each gear slot offers select qualities and once in a while offer a different build for said slot but this isn't going into individual slots like core arm leg... just a overall view of a prime gear so it may vary from slot to slot what you should consider for prime gear.
My version is something to this effect and please realize it's not for 1 gear but a whole building idea, and this will also vary from how you are building so may need to refocus your particular qualities that suit your build.
For my select prime gear I look for Damage of any style, Resistances, Life, Move, Block, Strike, Life sap of any type, any life restoration. After that stuff I second other stats like Reduce foe stats, or steal stats to add a extra little punch to the build.
Swarm adding my 2 pennies here, as a mid level I still swap with the Exo legs in duels and have put skill points into attack and defense utilizing the benefits of the option. Shuffle chasers build different due to wide variety of everything so multiple builds can be struck to counter other players not following any style of building just focused on countering anything you bring at them and being able to pick more at you then your covering. I've tried reduce foe builds, max stay builds, pure life builds, mix builds of best gear options I had, pure damage builds, aura builds, and many hybrid builds not focused on anything in particular. The problem always remains the same but is a feat in gear options and availability, no gear build is king of all others all builds can be shut down. I've talked with many people that have reminded me to go back try past explored options to revisit the thought process of how it all works together. The true power of beating anyone is accessibility to gear and tiering cards filling friend and learning how to swap gear around to PVP with the best of them.
Patrols offer consumables you can't get anywhere else some free some offered at a price of MPs if your willing to pay for them that's a extra option to add a little extra bang to your build. To add to it every once in awhile patrols also give decent cards that anyone who doesn't have a fully tiered deck of cards will be in play if not are still a decent sell value or add as a sentinel filler card in your team's HQ. If you don't have much for gear it also offers a variety of slots you can get from completing certain check points in patrols in specific like heads, and arm that can definitely be used in certain aspects of playing like Gyms and raids or even beating a mission boss you normally couldn't with what you had vs using what they gave you from patrols. Patrols is the only place to build up skill points for Gyms and get the bonus gear to boost gym skills. Gear reflection in gym also should be studied tried and a suit saved for each gym. Gym builds all vary some require move or strike or block with a damage type so also keep that in mind when trying Gym builds.
Raid building: each raid is different so first I use the 3 least resistance damages the raid scout tells us. Like Trace Evans already explained recently and I use alot of the same methods but will recap. If raid has high resistance to technology, mental, and elemental, but low magic and don't say anything about physical or supernatural I first go magic core with any gear that has highest magic damage in scale with other options. So if I have rings that have 20 magic and 40 I'll equip the ones with 40 and look for supernatural or physical with 40 before I put on magic damage 20 rings. Once I hit the boss say I have 300 magic 150 physical 150 supernatural and no multipliers and it shows on raid I hit for 400; broke down like this
82 damage base damage,
128 magic damage,
104 Physical damage,
86 supernatural damage.
This shows me the raids weakness is physical so I swap to physical and try pure damage. This might not get you a maximum damage yet if your capping out at a certain point in physical damage take a gear off add magic or supernatural and swap to the opposite try both out. Continue this alternative swapping with 1 more physical gear at a time till it starts dropping lower add the last physical gear option back or best saved previously found raid damage and use that as your raid gear for the raid at hand until another comes along and restart the process unless the raid buffs Resistances so far through then you may have to start over due to maybe physical now is more resisted than magic or supernatural when the raid buffs. Gear can be prime gear in a raid or a duels or brawls and be complete junk in anything else but that 1 aspect of the game so my prime gear might be a throw away to your gaming style but as a whole game prime gear can be found in lower used gear so don't just junk gear thinking about MPs until you have fully taken into consideration Raid damage options, duels options, brawls options and full card and counter build gear options. Gear is king not one gear but any prime gear no matter how many swap gear you have that is exactly what it is, it's swap gear to counter other players. Cheers, Merry Christmas, and a Happy New Year to all.